The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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523 lines
26 KiB
523 lines
26 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 "MenuComponent.h"
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#include "PopupMenuLabel.h"
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#include "StatLabel.h"
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#include "CharacterRotatingDisplay.h"
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#include "AdventuresInLestoria.h"
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#include "ClassInfo.h"
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#include "MenuItemItemButton.h"
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#include "EquipSlotButton.h"
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#include "Item.h"
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#include "ScrollableWindowComponent.h"
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#include "RowItemDisplay.h"
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#include "SoundEffect.h"
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#include "ProgressBar.h"
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#include <bit>
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INCLUDE_game
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INCLUDE_GFX
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void Menu::InitializeCharacterMenuWindow(){
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static bool equipmentWindowOpened=false;
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static int lastEquipButtonOpened=0;
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vf2d windowSize=game->GetScreenSize()-vf2d{52,52};
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Menu*characterMenuWindow=CreateMenu(CHARACTER_MENU,CENTERED,windowSize);
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characterMenuWindow->ADD("Character Label",MenuLabel)(geom2d::rect<float>{{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)(geom2d::rect<float>{{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
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characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)(geom2d::rect<float>{{118,18},{130,windowSize.y-28}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
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characterMenuWindow->ADD("Level Class Display",MenuLabel)(geom2d::rect<float>{vf2d{126.f,windowSize.y-28},{118.f,8.f}},std::format("Lv{} {}",game->GetPlayer()->Level(),game->GetPlayer()->GetClassName()),1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
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characterMenuWindow->ADD("XP Bar",ProgressBar)(geom2d::rect<float>{vf2d{126.f,10.f+windowSize.y-28},{118.f,8.f}},Pixel{247,183,82},BLACK,game->GetPlayer()->CurrentXP(),game->GetPlayer()->NextLevelXPRequired(),"xp")END;
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const static std::array<std::string,7>displayAttrs{
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"Health",
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"Attack",
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"Defense",
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"Move Spd %",
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"CDR",
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"Crit Rate",
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"Crit Dmg",
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};
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const static std::array<std::string,8>slotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"};
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characterMenuWindow->ADD("Equip Selection Outline",MenuComponent)(geom2d::rect<float>{{123,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
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->Disable();
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characterMenuWindow->ADD("Equip List",ScrollableWindowComponent)(geom2d::rect<float>{{123,28},{120,windowSize.y-37-24}})DEPTH -1 END
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->Disable();
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characterMenuWindow->ADD("Equip Selection Bottom Outline",MenuComponent)(geom2d::rect<float>{{123,28+(windowSize.y-37-24)},{120,24}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
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->Disable();
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auto equipSelectionSelectButton=characterMenuWindow->ADD("Equip Selection Select Button",MenuComponent)(geom2d::rect<float>{{123+12,28+(windowSize.y-37-24)+6},{96,12}},"Select",
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[](MenuFuncData data){
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Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Outline")->Disable();
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Component<ScrollableWindowComponent>(data.component.lock()->parentMenu,"Equip List")->Disable();
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Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Disable();
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Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Select Button")->Disable();
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Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Enable();
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for(int counter=0;const std::string&attribute:displayAttrs){
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std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
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statDisplayLabel.lock()->SetStatChangeAmt(0);
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}
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data.menu.SetSelection(std::string_view(std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(data.menu.I(A::EQUIP_TYPE)))-1])));
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equipmentWindowOpened=false;
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return true;
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})DEPTH 0 END;
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equipSelectionSelectButton->Disable();
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const static auto GetLabelText=[](ItemAttribute attribute){
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std::string attrStr=std::string(attribute.Name())+"\n ";
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attrStr+=std::to_string(game->GetPlayer()->GetStat(attribute));
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if(attribute.DisplayAsPercent()){
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attrStr+="%";
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}
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return attrStr;
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};
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int equipSlot=1;
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for(int i=0;i<8;i++){
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float x=31+(i%2)*33;
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float y=24+(i/2)*28;
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float labelX=0+(i%2)*88;
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float labelY=24+(i/2)*28+36;
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if(i<6){
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y-=8;
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labelY-=8;
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}
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EquipSlot slot=EquipSlot(equipSlot);
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auto equipmentSlot=characterMenuWindow->ADD("Equip Slot "+slotNames[i],EquipSlotButton)(geom2d::rect<float>{{x,y+28},{24,24}},slot,
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[&](MenuFuncData data){
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EquipSlot slot=EquipSlot(data.component.lock()->I(Attribute::EQUIP_TYPE));
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data.menu.I(A::EQUIP_TYPE)=int(slot);
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const std::vector<std::shared_ptr<Item>>&equips=Inventory::get("Equipment");
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const std::vector<std::shared_ptr<Item>>&accessories=Inventory::get("Accessories");
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std::vector<std::weak_ptr<Item>>availableEquipment;
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std::copy_if(equips.begin(),equips.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptr<Item>it){
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return it->GetEquipSlot()&slot;
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});
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std::copy_if(accessories.begin(),accessories.end(),std::back_inserter(availableEquipment),[&](const std::shared_ptr<Item>it){
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return it->GetEquipSlot()&slot;
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});
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std::shared_ptr<ScrollableWindowComponent>equipList=Component<ScrollableWindowComponent>(data.component.lock()->parentMenu,"Equip List");
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equipList->RemoveAllComponents();
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for(int counter=0;const std::weak_ptr<Item>it:availableEquipment){
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const static auto OppositeRingSlotDoesNotMatchCurrentEquip=[](std::weak_ptr<RowItemDisplay>comp){
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EquipSlot slot=EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE));
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std::weak_ptr<Item>otherItem;
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if(slot&EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
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else
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if(slot&EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
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return ISBLANK(otherItem)||(&*comp.lock()->GetItem().lock()!=&*otherItem.lock());
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};
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auto equip=equipList->ADD("Equip Item "+std::to_string(counter),RowItemDisplay)(geom2d::rect<float>{{2,2+counter*29.f},{120-15,28}},it,
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[](MenuFuncData data){
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std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
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if(!comp.expired()){
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if(OppositeRingSlotDoesNotMatchCurrentEquip(comp.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
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Inventory::EquipItem(comp.lock()->GetItem(),EquipSlot(comp.lock()->I(Attribute::EQUIP_TYPE)));
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SoundEffect::PlaySFX(comp.lock()->GetItem().lock()->UseSound(),SoundEffect::CENTERED);
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for(std::weak_ptr<MenuComponent>button:DYNAMIC_POINTER_CAST<ScrollableWindowComponent>(data.parentComponent.lock())->GetComponents()){
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std::weak_ptr<RowItemDisplay>comp=DYNAMIC_POINTER_CAST<RowItemDisplay>(button.lock());
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comp.lock()->SetSelected(false);
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}
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comp.lock()->SetSelected(true);
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for(int counter=0;const std::string&attribute:displayAttrs){
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std::shared_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
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statDisplayLabel->SetStatChangeAmt(0);
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}
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std::shared_ptr<MenuItemItemButton>equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent.lock()->I(A::INDEXED_THEME)]);
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equipButton->SetItem(comp.lock()->GetItem(),false);
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}
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}else{
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ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
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}
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return true;
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},"Item Name","Item Description")END;
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equip->SetHoverFunc(
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[&](MenuFuncData data){
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std::weak_ptr<RowItemDisplay>button=DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock());
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if(!button.expired()){
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const std::weak_ptr<Item>buttonItem=button.lock()->GetItem();
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std::vector<float>statsBeforeEquip;
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EquipSlot slot=EquipSlot(button.lock()->I(Attribute::EQUIP_TYPE));
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for(const std::string&attribute:displayAttrs){
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statsBeforeEquip.push_back(game->GetPlayer()->GetStat(attribute));
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}
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std::weak_ptr<Item>equippedItem=Inventory::GetEquip(slot);
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std::weak_ptr<Item>otherItem;
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if(slot==EquipSlot::RING1)otherItem=Inventory::GetEquip(EquipSlot::RING2);
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else
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if(slot==EquipSlot::RING2)otherItem=Inventory::GetEquip(EquipSlot::RING1);
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if(OppositeRingSlotDoesNotMatchCurrentEquip(button.lock())){ //If we find that the opposite ring slot is equipped to us, this would be an item swap or the exact same ring, therefore no stat calculations apply.
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Inventory::EquipItem(buttonItem,slot);
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for(int counter=0;const std::string&attribute:displayAttrs){
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std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
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int statChangeAmt=game->GetPlayer()->GetStat(attribute)-statsBeforeEquip[counter];
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statDisplayLabel.lock()->SetStatChangeAmt(statChangeAmt);
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counter++;
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}
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Inventory::UnequipItem(slot);
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if(!ISBLANK(equippedItem)){
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Inventory::EquipItem(equippedItem,slot);
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}
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if(!ISBLANK(otherItem)){
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if(slot==EquipSlot::RING1)Inventory::EquipItem(otherItem,EquipSlot::RING2);
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else
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if(slot==EquipSlot::RING2)Inventory::EquipItem(otherItem,EquipSlot::RING1);
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}
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}
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}else{
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ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
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}
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return true;
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});
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equip->SetMouseOutFunc(
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[](MenuFuncData data){
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for(int counter=0;const std::string&attribute:displayAttrs){
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std::weak_ptr<StatLabel>statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label");
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statDisplayLabel.lock()->SetStatChangeAmt(0);
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counter++;
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}
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return true;
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});
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equip->SetShowQuantity(false);
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equip->SetSelectionType(SelectionType::NONE);
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equip->I(Attribute::EQUIP_TYPE)=int(slot);
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if(Inventory::GetEquip(slot)==it){
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equip->SetSelected(true);
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}
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equip->SetCompactDescriptions(NON_COMPACT);
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counter++;
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}
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equipList->I(Attribute::INDEXED_THEME)=data.component.lock()->I(Attribute::INDEXED_THEME);
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Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Outline")->Enable();
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equipList->Enable();
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Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Bottom Outline")->Enable();
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Component<MenuComponent>(data.component.lock()->parentMenu,"Equip Selection Select Button")->Enable();
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Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Disable();
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equipmentWindowOpened=true;
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auto equipmentList=equipList->GetComponents();
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auto itemEquipped=std::find_if(equipmentList.begin(),equipmentList.end(),[&](std::weak_ptr<MenuComponent>&component){
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return !ISBLANK(Inventory::GetEquip(slot))&&&*DYNAMIC_POINTER_CAST<RowItemDisplay>(component)->GetItem().lock()==&*Inventory::GetEquip(slot).lock();
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});
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if(itemEquipped!=equipmentList.end()){
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data.menu.SetSelection(*itemEquipped,true,true);
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if(Menu::UsingMouseNavigation()){
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equipList->HandleOutsideDisabledButtonSelection(*itemEquipped);
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}
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data.menu.I(A::ITEM_SLOT)=equipList->GetComponentIndex(*itemEquipped);
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}else
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if(equipmentList.size()>0){
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data.menu.SetSelection(equipmentList[0],true,true);
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if(Menu::UsingMouseNavigation()){
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equipList->HandleOutsideDisabledButtonSelection(equipmentList[0]);
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}
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data.menu.I(A::ITEM_SLOT)=0;
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}else{
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data.menu.SetSelection("Equip Selection Select Button"sv);
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}
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return true;
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},[](MenuFuncData data){//On Mouse Hover
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EquipSlot slot=DYNAMIC_POINTER_CAST<EquipSlotButton>(data.component.lock())->GetSlot();
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const std::weak_ptr<Item>equip=Inventory::GetEquip(slot);
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if(!ISBLANK(equip)){
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Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Disable();
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}
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return true;
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},[](MenuFuncData data){//On Mouse Out
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if(!equipmentWindowOpened){
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Component<MenuLabel>(data.component.lock()->parentMenu,"Item Equip Description")->SetLabel("");
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Component<MenuLabel>(data.component.lock()->parentMenu,"Item Equip Name")->Disable();
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Component<MenuLabel>(data.component.lock()->parentMenu,"Item Equip Description")->Disable();
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Component<CharacterRotatingDisplay>(data.component.lock()->parentMenu,"Character Rotating Display")->Enable();
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}
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return true;
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},"Item Equip Name","Item Equip Description")END;
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equipmentSlot->I(Attribute::EQUIP_TYPE)=int(slot);
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equipmentSlot->I(Attribute::INDEXED_THEME)=i;
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equipmentSlot->SetShowQuantity(false);
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equipmentSlot->SetCompactDescriptions(false);
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equipSlot<<=1;
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characterMenuWindow->ADD("Equip Label "+slotNames[i],PopupMenuLabel)(geom2d::rect<float>{{labelX,labelY},{24,16}},slotNames[i],vf2d{0.5,1.f},ComponentAttr::SHADOW)END;
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Menu::AddEquipStatListener(equipmentSlot);
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}
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characterMenuWindow->ADD("Stat Display Outline",MenuComponent)(geom2d::rect<float>{{245,28},{62,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
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int yOffset=0;
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for(const std::string&attribute:displayAttrs){
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std::string attrStr=GetLabelText(ItemAttribute::Get(attribute));
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auto attrLabel=characterMenuWindow->ADD("Attribute "+std::string(ItemAttribute::Get(attribute).Name())+" Label",StatLabel)(geom2d::rect<float>{{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute),1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
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Menu::AddEquipStatListener(attrLabel);
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yOffset+=20;
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}
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characterMenuWindow->ADD("Back button",MenuComponent)(geom2d::rect<float>{{windowSize.x/2-64,windowSize.y},{128,12}},"Back",[](MenuFuncData data){Menu::stack.pop_back();return true;})END;
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auto itemNameDisplay=characterMenuWindow->ADD("Item Name",MenuLabel)(geom2d::rect<float>{{0,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
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auto itemDescriptionDisplay=characterMenuWindow->ADD("Item Description",MenuLabel)(geom2d::rect<float>{{0,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
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auto itemEquipNameDisplay=characterMenuWindow->ADD("Item Equip Name",MenuLabel)(geom2d::rect<float>{{123,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL)END;
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auto itemEquipDescriptionDisplay=characterMenuWindow->ADD("Item Equip Description",MenuLabel)(geom2d::rect<float>{{123,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
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itemNameDisplay->Disable();
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itemDescriptionDisplay->Disable();
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itemEquipNameDisplay->Disable();
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itemEquipDescriptionDisplay->Disable();
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characterMenuWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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returnData=std::format("Equip Slot {}",slotNames[0]);
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},
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{ //Button Key
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{{game->KEY_SHOULDER,Pressed},{"Scroll",[](MenuType type){}}},
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{{game->KEY_SCROLL,Analog},{"Scroll",[](MenuType type){}}},
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{game->KEY_BACK,{"Back",[](MenuType type){
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if(!Menu::menus[type]->GetSelection().expired()&&
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!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
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Component<MenuComponent>(type,"Equip Selection Select Button")->Click();
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}else{
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Component<MenuComponent>(type,"Back button")->Click();
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}
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}}},
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{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
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{{game->KEY_SCROLLVERT,Analog,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
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if(!Menu::menus[type]->GetSelection().expired()&&
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!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
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float scrollAmt=0.f;
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if(game->KEY_SCROLLVERT.AnalogDAS()>0.f)scrollAmt=1.f;
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else if(game->KEY_SCROLLVERT.AnalogDAS()<0.f)scrollAmt=-1.f;
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(scrollAmt);
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}
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}}},
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{{game->KEY_FASTSCROLLUP,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
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if(!Menu::menus[type]->GetSelection().expired()&&
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!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f);
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}
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}}},
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{{game->KEY_FASTSCROLLDOWN,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
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if(!Menu::menus[type]->GetSelection().expired()&&
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!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
|
|
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f);
|
|
}
|
|
}}},
|
|
{{game->KEY_FASTSCROLLUP,PressedDAS,InputEngageGroup::NOT_VISIBLE},{"Scroll",[](MenuType type){
|
|
if(!Menu::menus[type]->GetSelection().expired()&&
|
|
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()&&
|
|
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->GetName()=="Equip List"){
|
|
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f);
|
|
}
|
|
}}},
|
|
}
|
|
,{ //Button Navigation Rules
|
|
{"Equip List",{
|
|
.up=[](MenuType type,Data&returnData){
|
|
if(!Menu::menus[type]->GetSelection().expired()){
|
|
auto selection=Menu::menus[type]->GetSelection().lock();
|
|
size_t index=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponentIndex(selection);
|
|
index--;
|
|
if(index>=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents().size()){
|
|
returnData="Equip Selection Select Button";
|
|
}else{
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[index];
|
|
}
|
|
}
|
|
},
|
|
.down=[](MenuType type,Data&returnData){
|
|
if(!Menu::menus[type]->GetSelection().expired()){
|
|
auto selection=Menu::menus[type]->GetSelection().lock();
|
|
size_t index=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponentIndex(selection);
|
|
index++;
|
|
if(index>=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents().size()){
|
|
returnData="Equip Selection Select Button";
|
|
}else{
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[index];
|
|
}
|
|
}
|
|
},
|
|
.left=[](MenuType type,Data&returnData){
|
|
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
|
|
returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
|
|
},
|
|
.right=[](MenuType type,Data&returnData){
|
|
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
|
|
returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
|
|
}
|
|
}},
|
|
{"Equip Selection Select Button",{
|
|
.up=[](MenuType type,Data&returnData){
|
|
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
|
|
returnData="Equip Selection Select Button";
|
|
if(equipList.size()>0){
|
|
returnData=equipList.back();
|
|
}
|
|
},
|
|
.down=[](MenuType type,Data&returnData){
|
|
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
|
|
returnData="Equip Selection Select Button";
|
|
if(equipList.size()>0){
|
|
returnData=equipList.front();
|
|
}
|
|
},
|
|
.left=[](MenuType type,Data&returnData){
|
|
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
|
|
returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
|
|
},
|
|
.right=[](MenuType type,Data&returnData){
|
|
auto equipList=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents();
|
|
returnData=std::format("Equip Slot {}",slotNames[std::bit_width(unsigned(Menu::menus[type]->I(A::EQUIP_TYPE)))-1]);
|
|
}
|
|
}},
|
|
{std::format("Equip Slot {}", slotNames[0]),{
|
|
.up="Back button",
|
|
.down=std::format("Equip Slot {}", slotNames[2]),
|
|
.left=[&](MenuType type,Data&returnData){
|
|
if(equipmentWindowOpened){
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
|
|
}else{
|
|
returnData=std::format("Equip Slot {}",slotNames[1]);
|
|
}
|
|
},
|
|
.right=std::format("Equip Slot {}", slotNames[1]),}},
|
|
{std::format("Equip Slot {}", slotNames[1]),{
|
|
.up="Back button",
|
|
.down=std::format("Equip Slot {}", slotNames[3]),
|
|
.left=std::format("Equip Slot {}", slotNames[0]),
|
|
.right=[](MenuType type,Data&returnData){
|
|
if(equipmentWindowOpened){
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
|
|
}else{
|
|
returnData=std::format("Equip Slot {}",slotNames[0]);
|
|
}
|
|
},}},
|
|
{std::format("Equip Slot {}", slotNames[2]),{
|
|
.up=std::format("Equip Slot {}", slotNames[0]),
|
|
.down=std::format("Equip Slot {}", slotNames[4]),
|
|
.left=[](MenuType type,Data&returnData){
|
|
if(equipmentWindowOpened){
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
|
|
}else{
|
|
returnData=std::format("Equip Slot {}",slotNames[3]);
|
|
}
|
|
},
|
|
.right=std::format("Equip Slot {}", slotNames[3]),}},
|
|
{std::format("Equip Slot {}", slotNames[3]),{
|
|
.up=std::format("Equip Slot {}", slotNames[1]),
|
|
.down=std::format("Equip Slot {}", slotNames[5]),
|
|
.left=std::format("Equip Slot {}", slotNames[2]),
|
|
.right=[](MenuType type,Data&returnData){
|
|
if(equipmentWindowOpened){
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
|
|
}else{
|
|
returnData=std::format("Equip Slot {}",slotNames[2]);
|
|
}
|
|
},}},
|
|
{std::format("Equip Slot {}", slotNames[4]),{
|
|
.up=std::format("Equip Slot {}", slotNames[2]),
|
|
.down=std::format("Equip Slot {}", slotNames[6]),
|
|
.left=[](MenuType type,Data&returnData){
|
|
if(equipmentWindowOpened){
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
|
|
}else{
|
|
returnData=std::format("Equip Slot {}",slotNames[5]);
|
|
}
|
|
},
|
|
.right=std::format("Equip Slot {}", slotNames[5]),
|
|
}},
|
|
{std::format("Equip Slot {}", slotNames[5]),{
|
|
.up=std::format("Equip Slot {}", slotNames[3]),
|
|
.down=std::format("Equip Slot {}", slotNames[7]),
|
|
.left=std::format("Equip Slot {}", slotNames[4]),
|
|
.right=[](MenuType type,Data&returnData){
|
|
if(equipmentWindowOpened){
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
|
|
}else{
|
|
returnData=std::format("Equip Slot {}",slotNames[4]);
|
|
}
|
|
},}},
|
|
{std::format("Equip Slot {}", slotNames[6]),{
|
|
.up=std::format("Equip Slot {}", slotNames[4]),
|
|
.down="Back button",
|
|
.left=[](MenuType type,Data&returnData){
|
|
if(equipmentWindowOpened){
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
|
|
}else{
|
|
returnData=std::format("Equip Slot {}",slotNames[7]);
|
|
}
|
|
},
|
|
.right=std::format("Equip Slot {}",slotNames[7]),
|
|
}},
|
|
{std::format("Equip Slot {}", slotNames[7]),{
|
|
.up=std::format("Equip Slot {}", slotNames[5]),
|
|
.down="Back button",
|
|
.left=std::format("Equip Slot {}",slotNames[6]),
|
|
.right=[](MenuType type,Data&returnData){
|
|
if(equipmentWindowOpened){
|
|
returnData=Component<ScrollableWindowComponent>(type,"Equip List")->GetComponents()[unsigned(Menu::menus[type]->I(A::ITEM_SLOT))];
|
|
}else{
|
|
returnData=std::format("Equip Slot {}",slotNames[6]);
|
|
}
|
|
},}},
|
|
{"Back button",{
|
|
.up=std::format("Equip Slot {}", slotNames[7]),
|
|
.down=std::format("Equip Slot {}", slotNames[0]),
|
|
.left=std::format("Equip Slot {}", slotNames[7]),
|
|
.right=std::format("Equip Slot {}",slotNames[6]),
|
|
}},
|
|
});
|
|
} |