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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130 lines
6.7 KiB
130 lines
6.7 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Menu.h"
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#include "AdventuresInLestoria.h"
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#include "RowInventoryScrollableWindowComponent.h"
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#include "MenuItemItemButton.h"
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#include "MenuRefineLabel.h"
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#include "PlayerMoneyLabel.h"
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INCLUDE_game
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void Menu::InitializeArtificerRefineWindow(){
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Menu*const artificerRefineWindow{CreateMenu(ARTIFICER_REFINE,CENTERED,game->GetScreenSize()-vi2d{52,52})};
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auto disassemblyTitleLabel{artificerRefineWindow->ADD("Disassembly Title Label",MenuLabel)(geom2d::rect<float>{{0.f,-16.f},{artificerRefineWindow->size.x,24.f}},"Accessory Disassembly",2.f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END};
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auto inventoryLabel{artificerRefineWindow->ADD("Accessory List Label",MenuLabel)(geom2d::rect<float>{{0.f,12.f},{180.f,12.f}},"Choose Accessory:",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END};
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auto itemIcon{artificerRefineWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>({artificerRefineWindow->size.x/2+4.f,28.f},{48,48}),Item::BLANK,DO_NOTHING,"","Item Description",IconButtonAttr::NOT_SELECTABLE)END};
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itemIcon->SetIconScale({2.f,2.f});
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itemIcon->SetCompactDescriptions(true);
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auto accessoryDescription{artificerRefineWindow->ADD("Item Description",MenuLabel)(geom2d::rect<float>{{artificerRefineWindow->size.x/2+56.f,28.f},{artificerRefineWindow->size.x/2-56.f,72.f}},"",0.5f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END};
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const auto ResetRefineDisplay{[artificerRefineWindow](){
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MenuType menuType{artificerRefineWindow->GetType()};
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Component<MenuItemItemButton>(menuType,"Item Icon")->SetItem(Item::BLANK);
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Component<MenuRefineLabel>(menuType,"Stats Block")->SetItem(Item::BLANK);
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}};
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const auto EnableRefineDisplay{[artificerRefineWindow](){
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MenuType menuType{artificerRefineWindow->GetType()};
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}};
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auto inventoryDisplay{artificerRefineWindow->ADD("Accessory List",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{0.f,28.f},{artificerRefineWindow->size.x/2-4.f,artificerRefineWindow->size.y-44}},"","",[](MenuFuncData data){
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OnClick:
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RowItemDisplay&item{*DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component)};
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DYNAMIC_POINTER_CAST<RowInventoryScrollableWindowComponent>(data.parentComponent.lock())->SelectChild(DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component));
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return true;
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},[EnableRefineDisplay](MenuFuncData data){OnHover:
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RowItemDisplay&item{*DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component)};
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EnableRefineDisplay();
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Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(item.GetItem());
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Component<MenuRefineLabel>(data.menu.type,"Stats Block")->SetItem(item.GetItem());
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return true;
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},[ResetRefineDisplay,EnableRefineDisplay](MenuFuncData data){OnMouseOut:
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ResetRefineDisplay();
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auto childComponent{DYNAMIC_POINTER_CAST<RowInventoryScrollableWindowComponent>(data.parentComponent.lock())->GetSelectedChild()};
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if(childComponent){
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RowItemDisplay&item{childComponent.value().get()};
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EnableRefineDisplay();
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}
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return true;
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},
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InventoryCreator::RowPlayer_InventoryUpdate,
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InventoryWindowOptions{.padding=1,.size={artificerRefineWindow->size.x/2-5.f-12.f,28}})END};
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auto statsBlock{artificerRefineWindow->ADD("Stats Block",MenuRefineLabel)(geom2d::rect<float>{{artificerRefineWindow->size.x/2+4.f,104.f},{artificerRefineWindow->size.x/2-4.f,44.f}},Item::BLANK,1.f,ComponentAttr::BACKGROUND|ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::FIXED_WIDTH_FONT|ComponentAttr::FIT_TO_LABEL|ComponentAttr::LEFT_ALIGN)END};
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#pragma region Money Display
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vf2d moneyIconPos{artificerRefineWindow->size.x/2-28.f,artificerRefineWindow->size.y-12.f};
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auto moneyIcon=artificerRefineWindow->ADD("Money Icon",MenuIconButton)(geom2d::rect<float>{moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END;
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std::string moneyText=std::to_string(game->GetPlayer()->GetMoney());
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vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2;
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auto moneyDisplay=artificerRefineWindow->ADD("Money Label",PlayerMoneyLabel)(geom2d::rect<float>{moneyIconPos+vf2d{26.f,4.f},moneyTextSize},2,1.85f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
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Player::AddMoneyListener(moneyDisplay);
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#pragma endregion
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auto backButton{artificerRefineWindow->ADD("Back",MenuComponent)(geom2d::rect<float>{{0.f,artificerRefineWindow->size.y-12.f},{96.f,16.f}},"Back",[](MenuFuncData data){
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Menu::CloseMenu();
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return true;
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})END};
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Menu::AddInventoryListener(inventoryDisplay,"Accessories");
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artificerRefineWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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returnData="";
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},
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{ //Button Key
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{game->KEY_SCROLL,{"Navigate",[](MenuType type){}}},
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{game->KEY_BACK,{"Stay",[](MenuType type){
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Menu::CloseMenu();
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}}},
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{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
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}
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,{ //Button Navigation Rules
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{"Sample Button",{
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.up="",
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.down="",
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.left="",
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.right="",}},
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});
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} |