The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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224 lines
12 KiB
224 lines
12 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 © 2023 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 "MenuComponent.h"
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#include "PlayerMoneyLabel.h"
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#include "ItemMenuLabel.h"
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INCLUDE_game
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INCLUDE_ITEM_CATEGORIES
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INCLUDE_DATA
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INCLUDE_GFX
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void Menu::InitializeMerchantWindow(){
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Menu*merchantWindow=CreateMenu(MERCHANT,CENTERED,game->GetScreenSize()-vi2d{52,52});
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static std::string lastInventoryTypeOpened="";
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std::vector<std::pair<std::string,int>>categories;
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for(auto&[category,items]:ITEM_CATEGORIES){
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if(DATA["ItemCategory"][category].GetString(0)=="!HIDE")continue; //This category is meant to be hidden!
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categories.push_back({category,DATA["ItemCategory"][category].GetInt(0)}); //We assume the first value becomes the sort order we wish to use.
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}
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std::sort(categories.begin(),categories.end(),[](std::pair<std::string,int>&cat1,std::pair<std::string,int>&cat2){return cat1.second<cat2.second;});
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auto buyTab=merchantWindow->ADD("Buy Tab",MenuComponent)({{2,0},{merchantWindow->size.x/2-4,24}},"Buy",[](MenuFuncData data){
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Component<RowInventoryScrollableWindowComponent>(MERCHANT,"Merchant Inventory Display")->Enable(true);
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Component<MenuComponent>(MERCHANT,"Sell Tab")->selected=false;
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Component<MenuComponent>(MERCHANT,"Inventory Tabs Outline")->Enable(false);
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for(auto&[category,items]:ITEM_CATEGORIES){
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if(DATA["ItemCategory"][category].GetString(0)=="!HIDE")continue; //This category is meant to be hidden!
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Component<MenuComponent>(MERCHANT,category+" Inventory Tab")->Enable(false);
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}
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Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.menu.S(A::LAST_INVENTORY_TYPE_OPENED))->Enable(false);
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Component<MenuComponent>(data.menu.GetType(),data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)+" Inventory Tab")->Enable(false);
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data.component->selected=true;
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return true;
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})END;
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buyTab->selected=true;
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buyTab->selectionType=SelectionType::HIGHLIGHT;
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auto sellTab=merchantWindow->ADD("Sell Tab",MenuComponent)({{merchantWindow->size.x/2+2,0},{merchantWindow->size.x/2-4,24}},"Sell",[](MenuFuncData data){
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Component<RowInventoryScrollableWindowComponent>(MERCHANT,"Merchant Inventory Display")->Enable(false);
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Component<MenuComponent>(MERCHANT,"Buy Tab")->selected=false;
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Component<MenuComponent>(MERCHANT,"Inventory Tabs Outline")->Enable(true);
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for(auto&[category,items]:ITEM_CATEGORIES){
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if(DATA["ItemCategory"][category].GetString(0)=="!HIDE")continue; //This category is meant to be hidden!
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Component<MenuComponent>(MERCHANT,category+" Inventory Tab")->Enable(true);
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}
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Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.menu.S(A::LAST_INVENTORY_TYPE_OPENED))->Enable(true);
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Component<MenuComponent>(data.menu.GetType(),data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)+" Inventory Tab")->Enable(true);
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data.component->selected=true;
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return true;
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})END;
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sellTab->selectionType=SelectionType::HIGHLIGHT;
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auto inventoryDisplay=merchantWindow->ADD("Merchant Inventory Display",RowInventoryScrollableWindowComponent)({{2,28},{220,merchantWindow->size.y-44}},"Item Name Label","Item Description Label",
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[](MenuFuncData data){
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RowItemDisplay*item=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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Component<MenuLabel>(BUY_ITEM,"Item Purchase Header")->S(A::ITEM_NAME)=item->GetItem().lock()->ActualName();
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Component<MenuLabel>(BUY_ITEM,"Price per item Amount Label")->SetLabel(std::to_string(item->GetItem().lock()->BuyValue()));
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Component<MenuLabel>(BUY_ITEM,"Amount to buy Amount Label")->SetLabel("1");
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Component<MenuLabel>(BUY_ITEM,"Total Price Amount Label")->SetLabel(std::to_string(item->GetItem().lock()->BuyValue()));
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Merchant&merchant=Merchant::GetCurrentTravelingMerchant();
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bool canPurchase=merchant.CanPurchaseItem(item->GetItem().lock()->ActualName(),1);
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std::string colorCode="";
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if(!canPurchase)colorCode="#FF0000";
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Component<MenuLabel>(BUY_ITEM,"Total Price Amount Label")->SetLabel(colorCode+std::to_string(item->GetItem().lock()->BuyValue()));
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Component<MenuLabel>(BUY_ITEM,"Item Purchase Header")->SetLabel("Buying "+item->GetItem().lock()->DisplayName());
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Component<MenuComponent>(BUY_ITEM,"Purchase Button")->SetGrayedOut(!merchant.CanPurchaseItem(item->GetItem().lock()->ActualName(),1));
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Menu::OpenMenu(BUY_ITEM);
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return true;
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},
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[](MenuFuncData data){
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Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(DYNAMIC_CAST<RowItemDisplay*>(data.component)->GetItem());
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return true;
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},
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[](MenuFuncData data){
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Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(Item::BLANK);
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return true;
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},
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InventoryCreator::RowMerchant_InventoryUpdate,
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{.padding=1,.size={220-13,28}})END;
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inventoryDisplay->SetPriceLabelType(PriceLabel::BUY_LABEL);
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for(auto&[category,items]:ITEM_CATEGORIES){
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Menu::AddMerchantInventoryListener(inventoryDisplay,category);
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}
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merchantWindow->ADD("Inventory Tabs Outline",MenuComponent)({{0,28},{72,merchantWindow->size.y-44}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
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std::sort(categories.begin(),categories.end(),[](std::pair<std::string,int>&cat1,std::pair<std::string,int>&cat2){return cat1.second<cat2.second;});
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#pragma region Inventory Tabs
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bool first=true;
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for(float yOffset=0;auto&[category,sortOrder]:categories){
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float textWidth=game->GetTextSizeProp(category).x;
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float buttonWidth=64;
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float textScaling=std::min(1.f,buttonWidth/textWidth);
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auto button=merchantWindow->ADD(category+" Inventory Tab",MenuComponent)({{2,30+yOffset},{68,16}},category,MenuType::ENUM_END,
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[&](MenuFuncData data){
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//Close the old inventory window and show the proper one.
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Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.menu.S(A::LAST_INVENTORY_TYPE_OPENED))->Enable(false);
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Component<MenuComponent>(data.menu.GetType(),data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)+" Inventory Tab")->SetSelected(false);
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Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.component->S(A::CATEGORY_NAME))->Enable(true);
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Component<MenuComponent>(data.menu.GetType(),data.component->S(A::CATEGORY_NAME)+" Inventory Tab")->SetSelected(true);
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data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)=data.component->S(A::CATEGORY_NAME);
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return true;
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},{textScaling,1.f})END;
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button->SetSelectionType(HIGHLIGHT);
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button->S(A::CATEGORY_NAME)=category;
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auto inventoryDisplay=merchantWindow->ADD("Inventory Display - "+category,RowInventoryScrollableWindowComponent)({{72,28},{150,merchantWindow->size.y-44}},"Item Name Label","Item Description Label",
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[](MenuFuncData data){
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RowItemDisplay*item=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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if(item->GetItem().lock()->CanBeSold()){
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Component<ItemMenuLabel>(SELL_ITEM,"Item Sell Header")->SetItem(item->GetItem());
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Component<MenuLabel>(SELL_ITEM,"Price per item Amount Label")->SetLabel(std::to_string(item->GetItem().lock()->SellValue()));
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Component<MenuLabel>(SELL_ITEM,"Amount to sell Amount Label")->SetLabel("1");
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Component<MenuLabel>(SELL_ITEM,"Total Price Amount Label")->SetLabel(std::to_string(item->GetItem().lock()->SellValue()));
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Merchant&merchant=Merchant::GetCurrentTravelingMerchant();
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bool canPurchase=merchant.CanSellItem(item->GetItem(),1);
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std::string colorCode="";
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if(!canPurchase)colorCode="#FF0000";
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Component<MenuLabel>(SELL_ITEM,"Total Price Amount Label")->SetLabel(colorCode+std::to_string(item->GetItem().lock()->SellValue()));
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Component<MenuLabel>(SELL_ITEM,"Item Sell Header")->SetLabel("Selling "+item->GetItem().lock()->DisplayName());
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Component<MenuComponent>(SELL_ITEM,"Sell Button")->SetGrayedOut(!merchant.CanSellItem(item->GetItem(),1));
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Menu::OpenMenu(SELL_ITEM);
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}
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return true;
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},
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[](MenuFuncData data){
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Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(DYNAMIC_CAST<RowItemDisplay*>(data.component)->GetItem());
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return true;
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},
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[](MenuFuncData data){
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Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(Item::BLANK);
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return true;
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},
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InventoryCreator::RowPlayer_InventoryUpdate,
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{.padding=1,.size={137,28}})END;
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inventoryDisplay->SetPriceLabelType(PriceLabel::SELL_LABEL);
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if(first){
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merchantWindow->S(A::LAST_INVENTORY_TYPE_OPENED)=category;
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button->onClick(MenuFuncData{*merchantWindow,game,button}); //Simulate a click of this button if it's the top one for an initial inventory display.
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}
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Menu::AddInventoryListener(inventoryDisplay,category);
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inventoryDisplay->Enable(first);
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inventoryDisplay->SetCompactDescriptions(NON_COMPACT);
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yOffset+=20;
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first=false;
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}
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#pragma endregion
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#pragma region Inventory Description
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float inventoryDescriptionWidth=merchantWindow->pos.x+merchantWindow->size.x-26-224;
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merchantWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,merchantWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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merchantWindow->ADD("Item Icon",MenuItemItemButton)({{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,MenuType::ENUM_END,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END;
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merchantWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
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merchantWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,merchantWindow->size.y-44-66}},"",0.5f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
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#pragma endregion
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#pragma region Money Display
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vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+merchantWindow->size.y-44+6};
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auto moneyIcon=merchantWindow->ADD("Money Icon",MenuIconButton)({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=merchantWindow->ADD("Money Label",PlayerMoneyLabel)({moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
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moneyDisplay->SetRightAlignment(true);
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Player::AddMoneyListener(moneyDisplay);
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#pragma endregion
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merchantWindow->ADD("Leave Button",MenuComponent)({{merchantWindow->size.x/2-48,28+merchantWindow->size.y-44+6},{96,24}},"Leave",MenuType::ENUM_END,
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[](MenuFuncData data){
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Menu::CloseMenu();
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return true;
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},{2,2})END;
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buyTab->onClick(MenuFuncData{*merchantWindow,game,buyTab});
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} |