The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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71 lines
3.0 KiB
71 lines
3.0 KiB
#pragma once
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#include "Crawler.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "MenuLabel.h"
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INCLUDE_game
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typedef Attribute A;
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void Menu::InitializeClassSelectionWindow(){
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Menu*classSelectionWindow=CreateMenu(CLASS_SELECTION,CENTERED,game->GetScreenSize()-vi2d{24,24});
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classSelectionWindow->S(A::CLASS_SELECTION)="Warrior"; //Default selected class.
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vf2d outlineSize=classSelectionWindow->size-vf2d{13,13};
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MenuLabel*outline=new MenuLabel(CLASS_SELECTION,{{4,4},outlineSize},"",1,true,false,true,false);
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classSelectionWindow->AddComponent("Outline Border",outline);
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vf2d buttonPadding={2,2};
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vf2d buttonSize={outlineSize.y/3-buttonPadding.y*3,outlineSize.y/3-buttonPadding.y*3};
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float buttonTotalWidth=(buttonSize.x+buttonPadding.x)*3;
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vf2d buttonStartPos=outline->GetPos()+vf2d{outlineSize.x/2,outlineSize.y/3}-vf2d{buttonTotalWidth/2,0};
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MenuComponent*warriorButton=new MenuComponent(CLASS_SELECTION,{buttonStartPos+(buttonSize+buttonPadding)*vf2d{0,0},buttonSize},Warrior::name,CLASS_INFO,
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[](MenuFuncData data){
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data.menu.S(A::CLASS_SELECTION)=Warrior::name;
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delete Menu::menus[CLASS_INFO];
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Menu::InitializeClassInfoWindow();
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});
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MenuComponent*rangerButton=new MenuComponent(CLASS_SELECTION,{buttonStartPos+(buttonSize+buttonPadding)*vf2d{1,0},buttonSize},Ranger::name,CLASS_INFO,
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[](MenuFuncData data){
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data.menu.S(A::CLASS_SELECTION)=Ranger::name;
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delete Menu::menus[CLASS_INFO];
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Menu::InitializeClassInfoWindow();
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});
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MenuComponent*wizardButton=new MenuComponent(CLASS_SELECTION,{buttonStartPos+(buttonSize+buttonPadding)*vf2d{2,0},buttonSize},Wizard::name,CLASS_INFO,
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[](MenuFuncData data){
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data.menu.S(A::CLASS_SELECTION)=Wizard::name;
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delete Menu::menus[CLASS_INFO];
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Menu::InitializeClassInfoWindow();
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});
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MenuComponent*thiefButton=new MenuComponent(CLASS_SELECTION,{buttonStartPos+(buttonSize+buttonPadding)*vf2d{0,1},buttonSize},Thief::name,CLASS_INFO,
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[](MenuFuncData data){
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data.menu.S(A::CLASS_SELECTION)=Thief::name;
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delete Menu::menus[CLASS_INFO];
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Menu::InitializeClassInfoWindow();
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});
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MenuComponent*trapperButton=new MenuComponent(CLASS_SELECTION,{buttonStartPos+(buttonSize+buttonPadding)*vf2d{1,1},buttonSize},Trapper::name,CLASS_INFO,
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[](MenuFuncData data){
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data.menu.S(A::CLASS_SELECTION)=Trapper::name;
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delete Menu::menus[CLASS_INFO];
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Menu::InitializeClassInfoWindow();
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});
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MenuComponent*witchButton=new MenuComponent(CLASS_SELECTION,{buttonStartPos+(buttonSize+buttonPadding)*vf2d{2,1},buttonSize},Witch::name,CLASS_INFO,
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[](MenuFuncData data){
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data.menu.S(A::CLASS_SELECTION)=Witch::name;
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delete Menu::menus[CLASS_INFO];
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Menu::InitializeClassInfoWindow();
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});
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classSelectionWindow->AddComponent("Warrior Button",warriorButton);
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classSelectionWindow->AddComponent("Ranger Button",rangerButton);
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classSelectionWindow->AddComponent("Wizard Button",wizardButton);
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classSelectionWindow->AddComponent("Thief Button",thiefButton);
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classSelectionWindow->AddComponent("Trapper Button",trapperButton);
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classSelectionWindow->AddComponent("Witch Button",witchButton);
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} |