The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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86 lines
4.6 KiB
86 lines
4.6 KiB
#pragma once
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#include "Menu.h"
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#include "MenuComponent.h"
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#include "MenuItemButton.h"
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#include "Crawler.h"
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#include "ScrollableWindowComponent.h"
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typedef Attribute A;
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class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
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protected:
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public:
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inline InventoryScrollableWindowComponent(MenuType parent,geom2d::rect<float>rect,Decal*icon,MenuFunc onClick)
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:ScrollableWindowComponent(parent,rect,icon,onClick){}
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protected:
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virtual inline void RemoveButton(MenuComponent*button){
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std::vector<MenuComponent*>&buttonList=Menu::menus[button->parentMenu]->buttons.at(button->GetPos().y);
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std::vector<MenuComponent*>&keyboardButtonList=Menu::menus[button->parentMenu]->keyboardButtons.at(button->GetPos().y);
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size_t removedCount=0;
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removedCount+=std::erase(buttonList,button);
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removedCount+=std::erase(keyboardButtonList,button);
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if(removedCount!=2){
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std::cout<<"WARNING! Attempted to remove buttons from button listing, but not found!";
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throw;
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}
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if(buttonList.size()==0){
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if(!Menu::menus[button->parentMenu]->buttons.erase(button->GetPos().y)){
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std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
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throw;
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}
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}
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if(keyboardButtonList.size()==0){
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if(!Menu::menus[button->parentMenu]->keyboardButtons.erase(button->GetPos().y)){
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std::cout<<"WARNING! Attempted to erase key "<<button->GetPos().y<<" from button map, but the list still exists!";
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throw;
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}
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}
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}
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void inline RemoveEmptySlots(){
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//Algorithm will iterate through all slots, finding blank slots. Each time a blank slot is found, all items will shift over by one, and then the last item will be removed. Repeat until all slots iterated through.
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for(int i=0;i<components.size();i++){
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MenuComponent*button=components[i];
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button->Update(game); //We have to call update to update the validation state.
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//HACK ALERT!! This only gets called on inventories...And only on inventory items, which would have the valid flag set. We only care about components that are inventory slots.
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if(!button->valid){
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for(int j=i;j<components.size()-1;j++){
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//Take the item in the next slot and move it to this slot.
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Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[j+1];
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components[j]=components[j+1];
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}
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MenuComponent*lastButton=Menu::menus[components[components.size()-1]->parentMenu]->components.at(components[components.size()-1]->name);
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//Now we have to fix up the keyboard button list.
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RemoveButton(lastButton);
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Menu::menus[components[components.size()-1]->parentMenu]->components.erase(components[components.size()-1]->name);
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//Now delete the last slot.
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components.erase(components.end()-1);
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i--; //Subtract one from the index so we don't accidently skip slots.
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}
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}
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bounds=CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
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}
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virtual void OnInventorySlotsUpdate(ITCategory cat)override{
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std::vector<std::string>&inv=Inventory::get(cat);
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(components.size()<inv.size()){//We need more space to display our items.
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int invWidth="ThemeGlobal.InventoryWidth"_I;
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int x=(inv.size()-1)%invWidth;
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int y=(inv.size()-1)/invWidth;
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int itemIndex=y*invWidth+x;
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int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
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int totalSpacing="ThemeGlobal.InventoryItemSpacing"_I+buttonSize;
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MenuFunc useItemFunc=[](MenuFuncData data){
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MenuItemButton*button=(MenuItemButton*)data.component;
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button->UseItem();
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};
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MenuItemButton*button=new MenuItemButton{parentMenu,{{float(totalSpacing*x),float(totalSpacing*y)},{float(buttonSize),float(buttonSize)}},Inventory::get("Consumables"),itemIndex,useItemFunc};
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AddComponent(Menu::menus[parentMenu],"item"+std::to_string(itemIndex),button);
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}else
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if(components.size()>inv.size()){ //There are empty spots, so let's clean up.
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RemoveEmptySlots();
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}
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}
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}; |