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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140 lines
7.1 KiB
140 lines
7.1 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 "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "MenuLabel.h"
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#include "RowInventoryScrollableWindowComponent.h"
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#include "MenuIconButton.h"
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#include "MenuItemButton.h"
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#include "MenuItemItemButton.h"
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#include "RowItemDisplay.h"
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#include "PlayerMoneyLabel.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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using A=Attribute;
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using enum ComponentAttr;
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using ButtonAttr::UNSELECTABLE;
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using ButtonAttr::UNSELECTABLE_VIA_KEYBOARD;
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void Menu::InitializeInventoryWindow(){
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Menu*inventoryWindow=CreateMenu(INVENTORY,CENTERED,game->GetScreenSize()-vi2d{52,52});
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inventoryWindow->ADD("Inventory Label",MenuLabel)({{0,0},{inventoryWindow->size.x-1,24}},"Inventory",2,SHADOW|OUTLINE|BACKGROUND)END;
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inventoryWindow->ADD("Inventory Tabs Outline",MenuComponent)({{0,28},{72,inventoryWindow->size.y-44}},"",DO_NOTHING,UNSELECTABLE)END;
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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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#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=inventoryWindow->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=inventoryWindow->ADD("Inventory Display - "+category,RowInventoryScrollableWindowComponent)({{72,28},{150,inventoryWindow->size.y-44}},"Item Name Label","Item Description Label",DO_NOTHING,
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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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if(first){
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inventoryWindow->S(A::LAST_INVENTORY_TYPE_OPENED)=category;
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button->onClick(MenuFuncData{*inventoryWindow,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=inventoryWindow->pos.x+inventoryWindow->size.x-26-224;
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inventoryWindow->ADD("Item Description Outline",MenuLabel)({{224,28},{inventoryDescriptionWidth,inventoryWindow->size.y-44}},"",1,LEFT_ALIGN|OUTLINE|BACKGROUND)END;
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inventoryWindow->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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inventoryWindow->ADD("Item Name Label",MenuLabel)({{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,LEFT_ALIGN|SHADOW)END;
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inventoryWindow->ADD("Item Description Label",MenuLabel)({{226,94},{inventoryDescriptionWidth-6,inventoryWindow->size.y-44-66}},"",0.5f,LEFT_ALIGN|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+inventoryWindow->size.y-44+6};
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auto moneyIcon=inventoryWindow->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=inventoryWindow->ADD("Money Label",PlayerMoneyLabel)({moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,SHADOW|LEFT_ALIGN|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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inventoryWindow->ADD("Back Button",MenuComponent)({{inventoryWindow->size.x/2-48,28+inventoryWindow->size.y-44+6},{96,24}},"Back",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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} |