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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85 lines
3.4 KiB
85 lines
3.4 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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#pragma once
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#include "MenuItemItemButton.h"
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#include "DEFINES.h"
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#include "AdventuresInLestoria.h"
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INCLUDE_game
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INCLUDE_ITEM_DATA
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class EquipSlotButton:public MenuItemItemButton{
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private:
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EquipSlot slot;
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public:
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inline EquipSlotButton(geom2d::rect<float>rect,EquipSlot slot,MenuFunc onClick,MenuFunc onHover,MenuFunc onMouseOut,std::string itemNameLabelName="",std::string itemDescriptionLabelName="")
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:MenuItemItemButton(rect,Item::BLANK,onClick,onHover,onMouseOut,itemNameLabelName,itemDescriptionLabelName),slot(slot){}
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inline void OnEquipStatsUpdate()override{
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const std::weak_ptr<Item>equip=Inventory::GetEquip(slot);
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if(!ISBLANK(equip)){
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icon=const_cast<Decal*>(equip.lock()->Icon().Decal());
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itemRef=equip;
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}else{
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icon=nullptr;
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itemRef=Item::BLANK;
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}
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}
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virtual inline void Update(AiL*game)override{
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MenuIconButton::Update(game);
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valid=!ISBLANK(itemRef);
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if(!valid){
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icon=nullptr;
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}
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if(hovered){
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UpdateLabel();
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}
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}
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inline const EquipSlot GetSlot()const{
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return slot;
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}
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inline virtual void DrawDecal(ViewPort&window,bool focused)override final{
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MenuItemItemButton::DrawDecal(window,focused);
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if(!itemRef.expired()&&itemRef.lock()->EnhancementLevel()>0){
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const std::string enhanceLevelStr="+"+std::to_string(itemRef.lock()->EnhancementLevel());
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vi2d enhanceLevelStrSize=game->GetTextSize(enhanceLevelStr)*0.75f;
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window.DrawShadowStringDecal(rect.pos+rect.size-enhanceLevelStrSize,enhanceLevelStr,GREEN,BLACK,vf2d{0.75f,0.75f});
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}
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}
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}; |