The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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134 lines
7.4 KiB
134 lines
7.4 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2022 OneLoneCoder.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 "Crawler.h"
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#include "MenuItemItemButton.h"
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#include "PlayerMoneyLabel.h"
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#include "RowInventoryScrollableWindowComponent.h"
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#include "EnhancementStatsLabel.h"
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#include "RequiredMaterialsList.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::InitializeConsumableCraftingWindow(){
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Menu*consumableCraftingWindow=CreateMenu(CRAFT_CONSUMABLE,CENTERED,game->GetScreenSize()-vi2d{52,52});
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#pragma region Craftables Inventory Display
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auto craftingItemsDisplay=consumableCraftingWindow->ADD("Crafting Inventory Display",RowInventoryScrollableWindowComponent)({{2,28},{220,consumableCraftingWindow->size.y-44}},"Item Name Label","Item Description Label",
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[](MenuFuncData data){
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RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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const std::weak_ptr<Item>item=comp->GetItem();
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Component<MenuLabel>(CONSUMABLE_CRAFT_ITEM,"Item Name Header")->GetString(A::ITEM_NAME)=item.lock()->ActualName();
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Component<MenuLabel>(CONSUMABLE_CRAFT_ITEM,"Amount to Craft Amount Label")->SetLabel("1");
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Component<MenuLabel>(CONSUMABLE_CRAFT_ITEM,"Item Name Header")->SetLabel(std::format("Crafting {}",item.lock()->DisplayName()));
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Component<RequiredMaterialsList>(CONSUMABLE_CRAFT_ITEM,"Required Materials List")->SetItem(item);
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Component<MenuComponent>(CONSUMABLE_CRAFT_ITEM,"Craft Button")->SetGrayedOut(!item.lock()->CanEnhanceItem());
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Menu::OpenMenu(CONSUMABLE_CRAFT_ITEM);
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return true;
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},
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[](MenuFuncData data){
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RowItemDisplay*rowItem=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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if(rowItem->GetItem().lock()->GetEnhancementInfo().AvailableChapter()<=game->GetCurrentChapter()){
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Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetHideDetails(false);
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}else{
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Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetHideDetails(true);
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}
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Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetItem(rowItem->GetItem());
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return true;
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},
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[](MenuFuncData data){
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Component<MenuItemItemButton>(CRAFT_CONSUMABLE,"Item Icon")->SetItem(Item::BLANK);
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return true;
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},
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InventoryCreator::RowPlayerWeapons_InventoryUpdate,
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{.padding=1,.size={207,28}}
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)END;
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craftingItemsDisplay->SetCompactDescriptions(CRAFTING_INFO);
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vf2d buttonSize=craftingItemsDisplay->options.size;
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vf2d totalSpacing={craftingItemsDisplay->options.padding+buttonSize.x,craftingItemsDisplay->options.padding+buttonSize.y};
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for(auto item:ItemInfo::craftableConsumables){
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size_t invSize=craftingItemsDisplay->components.size()+1;
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int invWidth=int(craftingItemsDisplay->rect.size.x/(float(craftingItemsDisplay->options.size.x)+craftingItemsDisplay->options.padding));
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int x=int((invSize-1)%invWidth);
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int y=int((invSize-1)/invWidth);
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int itemIndex=y*invWidth+x;
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auto newItem=craftingItemsDisplay->ADD("item_Craftables_"+std::to_string(itemIndex),RowItemDisplay)({totalSpacing*vf2d{float(x),float(y)},buttonSize},item,craftingItemsDisplay->inventoryButtonClickAction,craftingItemsDisplay->itemNameLabelName,craftingItemsDisplay->itemDescriptionLabelName,craftingItemsDisplay->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
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newItem->SetShowQuantity(false);
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newItem->SetCompactDescriptions(craftingItemsDisplay->compact);
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newItem->SetPriceLabelType(craftingItemsDisplay->priceLabel);
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newItem->SetHoverFunc(craftingItemsDisplay->inventoryButtonHoverAction);
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newItem->SetMouseOutFunc(craftingItemsDisplay->inventoryButtonMouseOutAction);
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newItem->SetCheckCraftingRequirements(true);
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newItem->SetHideLabelWhileLocked(true);
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}
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#pragma endregion
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#pragma region Inventory Description
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float inventoryDescriptionWidth=consumableCraftingWindow->pos.x+consumableCraftingWindow->size.x-26-224;
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consumableCraftingWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,consumableCraftingWindow->size.y-44}},"",1,ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
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consumableCraftingWindow->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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->SetShowQuantity(false);
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consumableCraftingWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,ComponentAttr::LEFT_ALIGN|ComponentAttr::SHADOW)END;
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consumableCraftingWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,consumableCraftingWindow->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+consumableCraftingWindow->size.y-44+6};
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auto moneyIcon=consumableCraftingWindow->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=consumableCraftingWindow->ADD("Money Label",PlayerMoneyLabel)({moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)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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consumableCraftingWindow->ADD("Leave Button",MenuComponent)({{consumableCraftingWindow->size.x/2-48,28+consumableCraftingWindow->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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} |