The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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257 lines
11 KiB
257 lines
11 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 "DEFINES.h"
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#include "MenuLabel.h"
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#include "Key.h"
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#include "InputDisplayComponent.h"
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#include "olcPGEX_Gamepad.h"
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#undef KEY_BACK
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using A=Attribute;
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INCLUDE_WINDOW_SIZE
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INCLUDE_DATA
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void Menu::InitializeKeyboardInputWindow(){
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vf2d menuSize={WINDOW_SIZE.x-52.f,176.f};
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Menu*inputKeyboardWindow=CreateMenu(INPUT_KEY_DISPLAY,CENTERED,menuSize);
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float inputWindowWidth=menuSize.x-8;
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inputKeyboardWindow->ADD("Keyboard Mapping Label",MenuLabel)(geom2d::rect<float>{{4,0},{menuSize.x-8.f,24.f}},"Keyboard Mappings",2.f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
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inputKeyboardWindow->ADD("Menu Inputs Background",MenuLabel)(geom2d::rect<float>{{4,32},{menuSize.x-8,65.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
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const int menuRowCount=DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()/2+1;
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const int menuColCount=2;
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for(int row=0;row<menuRowCount;row++){
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for(int col=0;col<menuColCount;col++){
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if(DATA.GetProperty("Inputs.Menu Input Names").GetValueCount()%2==1&&col==1&&row==menuRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
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//Exclude the very last item because we only have 9 inputs to list.
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int inputID=row*2+col;
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std::string inputDisplayName="Inputs.Menu Input Names"_s[inputID];
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inputKeyboardWindow->ADD(std::format("Input_{}_{} Background",row,col),MenuLabel)(geom2d::rect<float>{vf2d{4,36}+vf2d{inputWindowWidth/2.f*col,row*12.f},{inputWindowWidth/4.f,11.f}},inputDisplayName,1.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::SHADOW)END;
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auto inputChangeButton=inputKeyboardWindow->ADD(std::format("Input_{}_{} Input Displayer",row,col),InputDisplayComponent)(geom2d::rect<float>{vf2d{4,36}+vf2d{inputWindowWidth/2.f*col,row*12.f}+vf2d{inputWindowWidth/4.f,-1.f},vf2d{inputWindowWidth/4.f,11.f}},*InputGroup::menuNamesToInputGroups[inputDisplayName],InputType::KEY,[](MenuFuncData data){
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Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)=DYNAMIC_POINTER_CAST<InputDisplayComponent>(data.component)->GetType()==InputType::KEY;
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std::string keybindName=data.component.lock()->S(A::KEYBIND);
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Menu::menus[NEW_INPUT]->S(A::KEYBIND)=keybindName;
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std::string cancelButtonDisplayName=GenericKey::keyLiteral[{KEY,ESCAPE}].displayName;
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std::string keyTypeName="key";
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if(!Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)){ //Check if this is for a controller instead.
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cancelButtonDisplayName=GenericKey::keyLiteral[{CONTROLLER,static_cast<int>(GPButtons::SELECT)}].displayName;
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keyTypeName="button";
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}
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Component<MenuLabel>(NEW_INPUT,"New Keybind Label")->SetLabel(std::format("Press a new {} for '{}'",keyTypeName,keybindName));
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Menu::OpenMenu(NEW_INPUT);
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return true;
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})END;
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inputChangeButton->S(A::KEYBIND)=inputDisplayName; //Store the keybind in this button to pass along information.
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}
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}
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inputKeyboardWindow->ADD("Controller Inputs Background",MenuLabel)(geom2d::rect<float>{{4,100},{menuSize.x-8,65.f}},"",1.f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
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const int ingameControlsRowCount=DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==0?DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2:DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()/2+1;
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const int ingameControlsColCount=2;
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for(int row=0;row<ingameControlsRowCount;row++){
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for(int col=0;col<ingameControlsColCount;col++){
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if(DATA.GetProperty("Inputs.Gameplay Input Names").GetValueCount()%2==1&&col==1&&row==ingameControlsRowCount-1)continue; //We only continue on a blank space when we have an odd number of elements.
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int inputID=row*2+col;
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std::string inputDisplayName="Inputs.Gameplay Input Names"_s[inputID];
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inputKeyboardWindow->ADD(std::format("GameplayInput_{}_{} Background",row,col),MenuLabel)(geom2d::rect<float>{vf2d{4,104}+vf2d{inputWindowWidth/2.f*col,row*12.f},{inputWindowWidth/4.f,11.f}},inputDisplayName,1.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::SHADOW)END;
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auto inputChangeButton=inputKeyboardWindow->ADD(std::format("Input_{}_{} Gameplay Input Displayer",row,col),InputDisplayComponent)(geom2d::rect<float>{vf2d{4,104}+vf2d{inputWindowWidth/2.f*col,row*12.f}+vf2d{inputWindowWidth/4.f,-1.f},vf2d{inputWindowWidth/4.f,11.f}},*InputGroup::menuNamesToInputGroups[inputDisplayName],InputType::KEY,[](MenuFuncData data){
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Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)=DYNAMIC_POINTER_CAST<InputDisplayComponent>(data.component)->GetType()==InputType::KEY;
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std::string keybindName=data.component.lock()->S(A::KEYBIND);
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Menu::menus[NEW_INPUT]->S(A::KEYBIND)=keybindName;
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std::string cancelButtonDisplayName=GenericKey::keyLiteral[{KEY,ESCAPE}].displayName;
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std::string keyTypeName="key";
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if(!Menu::menus[NEW_INPUT]->B(A::IS_KEYBOARD)){ //Check if this is for a controller instead.
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cancelButtonDisplayName=GenericKey::keyLiteral[{CONTROLLER,static_cast<int>(GPButtons::SELECT)}].displayName;
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keyTypeName="button";
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}
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Component<MenuLabel>(NEW_INPUT,"New Keybind Label")->SetLabel(std::format("Press a new {} for '{}'",keyTypeName,keybindName));
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Menu::OpenMenu(NEW_INPUT);
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return true;
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})END;
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inputChangeButton->S(A::KEYBIND)=inputDisplayName; //Store the keybind in this button to pass along information.
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}
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}
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inputKeyboardWindow->ADD("Confirm Button",MenuComponent)(geom2d::rect<float>{{menuSize.x/2-48.f,170.f},{96.f,20.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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inputKeyboardWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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returnData="Input_0_0 Input Displayer";
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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,{"Back",[](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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{"Input_0_0 Input Displayer",{
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.up="Confirm Button",
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.down="Input_1_0 Input Displayer",
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.left="Input_0_1 Input Displayer",
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.right="Input_0_1 Input Displayer",
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}},
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{"Input_0_1 Input Displayer",{
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.up="Confirm Button",
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.down="Input_1_1 Input Displayer",
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.left="Input_0_0 Input Displayer",
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.right="Input_0_0 Input Displayer",
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}},
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{"Input_1_0 Input Displayer",{
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.up="Input_0_0 Input Displayer",
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.down="Input_2_0 Input Displayer",
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.left="Input_1_1 Input Displayer",
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.right="Input_1_1 Input Displayer",
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}},
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{"Input_1_1 Input Displayer",{
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.up="Input_0_1 Input Displayer",
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.down="Input_2_1 Input Displayer",
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.left="Input_1_0 Input Displayer",
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.right="Input_1_0 Input Displayer",
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}},
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{"Input_2_0 Input Displayer",{
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.up="Input_1_0 Input Displayer",
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.down="Input_3_0 Input Displayer",
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.left="Input_2_1 Input Displayer",
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.right="Input_2_1 Input Displayer",
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}},
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{"Input_2_1 Input Displayer",{
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.up="Input_1_1 Input Displayer",
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.down="Input_3_1 Input Displayer",
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.left="Input_2_0 Input Displayer",
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.right="Input_2_0 Input Displayer",
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}},
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{"Input_3_0 Input Displayer",{
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.up="Input_2_0 Input Displayer",
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.down="Input_4_0 Input Displayer",
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.left="Input_3_1 Input Displayer",
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.right="Input_3_1 Input Displayer",
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}},
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{"Input_3_1 Input Displayer",{
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.up="Input_2_1 Input Displayer",
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.down="Input_0_1 Gameplay Input Displayer",
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.left="Input_3_0 Input Displayer",
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.right="Input_3_0 Input Displayer",
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}},
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{"Input_4_0 Input Displayer",{
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.up="Input_3_0 Input Displayer",
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.down="Input_0_0 Gameplay Input Displayer",
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.left="Input_3_1 Input Displayer",
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.right="Input_3_1 Input Displayer",
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}},
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{"Input_0_0 Gameplay Input Displayer",{
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.up="Input_4_0 Input Displayer",
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.down="Input_1_0 Gameplay Input Displayer",
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.left="Input_0_1 Gameplay Input Displayer",
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.right="Input_0_1 Gameplay Input Displayer",
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}},
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{"Input_0_1 Gameplay Input Displayer",{
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.up="Input_3_1 Input Displayer",
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.down="Input_1_1 Gameplay Input Displayer",
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.left="Input_0_0 Gameplay Input Displayer",
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.right="Input_0_0 Gameplay Input Displayer",
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}},
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{"Input_1_0 Gameplay Input Displayer",{
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.up="Input_0_0 Gameplay Input Displayer",
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.down="Input_2_0 Gameplay Input Displayer",
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.left="Input_1_1 Gameplay Input Displayer",
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.right="Input_1_1 Gameplay Input Displayer",
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}},
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{"Input_1_1 Gameplay Input Displayer",{
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.up="Input_0_1 Gameplay Input Displayer",
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.down="Input_2_1 Gameplay Input Displayer",
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.left="Input_1_0 Gameplay Input Displayer",
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.right="Input_1_0 Gameplay Input Displayer",
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}},
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{"Input_2_0 Gameplay Input Displayer",{
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.up="Input_1_0 Gameplay Input Displayer",
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.down="Input_3_0 Gameplay Input Displayer",
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.left="Input_2_1 Gameplay Input Displayer",
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.right="Input_2_1 Gameplay Input Displayer",
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}},
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{"Input_2_1 Gameplay Input Displayer",{
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.up="Input_1_1 Gameplay Input Displayer",
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.down="Input_3_1 Gameplay Input Displayer",
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.left="Input_2_0 Gameplay Input Displayer",
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.right="Input_2_0 Gameplay Input Displayer",
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}},
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{"Input_3_0 Gameplay Input Displayer",{
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.up="Input_2_0 Gameplay Input Displayer",
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.down="Input_4_0 Gameplay Input Displayer",
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.left="Input_3_1 Gameplay Input Displayer",
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.right="Input_3_1 Gameplay Input Displayer",
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}},
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{"Input_3_1 Gameplay Input Displayer",{
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.up="Input_2_1 Gameplay Input Displayer",
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.down="Confirm Button",
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.left="Input_3_0 Gameplay Input Displayer",
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.right="Input_3_0 Gameplay Input Displayer",
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}},
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{"Input_4_0 Gameplay Input Displayer",{
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.up="Input_3_0 Gameplay Input Displayer",
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.down="Confirm Button",
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.left="Input_3_1 Gameplay Input Displayer",
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.right="Input_3_1 Gameplay Input Displayer",
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}},
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{"Confirm Button",{
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.up="Input_4_0 Gameplay Input Displayer",
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.down="Input_0_0 Input Displayer",
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}},
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});
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} |