The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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290 lines
14 KiB
290 lines
14 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 "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_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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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)({{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)({{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
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characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)({{135,28},{90,windowSize.y-48}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())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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characterMenuWindow->ADD("Equip Selection Outline",MenuComponent)({{123,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
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->Enable(false);
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characterMenuWindow->ADD("Equip List",ScrollableWindowComponent)({{123,28},{120,windowSize.y-37-24}})DEPTH -1 END
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->Enable(false);
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characterMenuWindow->ADD("Equip Selection Bottom Outline",MenuComponent)({{123,28+(windowSize.y-37-24)},{120,24}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
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->Enable(false);
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auto equipSelectionSelectButton=characterMenuWindow->ADD("Equip Selection Select Button",MenuComponent)({{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->parentMenu,"Equip Selection Outline")->Enable(false);
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Component<ScrollableWindowComponent>(data.component->parentMenu,"Equip List")->Enable(false);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Bottom Outline")->Enable(false);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Select Button")->Enable(false);
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Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(true);
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for(int counter=0;const std::string&attribute:displayAttrs){
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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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equipmentWindowOpened=false;
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return true;
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})DEPTH 0 END;
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equipSelectionSelectButton->Enable(false);
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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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const static std::array<std::string,8>slotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"};
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EquipSlot slot=EquipSlot(equipSlot);
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auto equipmentSlot=characterMenuWindow->ADD("Equip Slot "+slotNames[i],EquipSlotButton)({{x,y+28},{24,24}},slot,MenuType::ENUM_END,
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[&](MenuFuncData data){
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EquipSlot slot=EquipSlot(data.component->I(Attribute::EQUIP_TYPE));
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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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ScrollableWindowComponent*equipList=Component<ScrollableWindowComponent>(data.component->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=[](RowItemDisplay*comp){
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EquipSlot slot=EquipSlot(comp->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->GetItem().lock()!=&*otherItem.lock());
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};
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auto equip=equipList->ADD("Equip Item "+std::to_string(counter),RowItemDisplay)({{2,2+counter*29.f},{120-15,28}},it,
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[](MenuFuncData data){
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RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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if(comp!=nullptr){
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if(OppositeRingSlotDoesNotMatchCurrentEquip(comp)){ //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->GetItem(),EquipSlot(comp->I(Attribute::EQUIP_TYPE)));
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SoundEffect::PlaySFX(comp->GetItem().lock()->UseSound(),SoundEffect::CENTERED);
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for(MenuComponent*button:((ScrollableWindowComponent*)data.parentComponent)->GetComponents()){
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RowItemDisplay*comp=DYNAMIC_CAST<RowItemDisplay*>(button);
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if(comp!=nullptr){
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comp->SetSelected(false);
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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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}
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comp->SetSelected(true);
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for(int counter=0;const std::string&attribute:displayAttrs){
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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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MenuItemItemButton*equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent->I(A::INDEXED_THEME)]);
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equipButton->SetItem(comp->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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RowItemDisplay*button=DYNAMIC_CAST<RowItemDisplay*>(data.component);
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if(button!=nullptr){
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const std::weak_ptr<Item>buttonItem=button->GetItem();
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std::vector<float>statsBeforeEquip;
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EquipSlot slot=EquipSlot(button->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)){ //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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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->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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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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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->I(Attribute::INDEXED_THEME);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Outline")->Enable(true);
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equipList->Enable(true);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Bottom Outline")->Enable(true);
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Component<MenuComponent>(data.component->parentMenu,"Equip Selection Select Button")->Enable(true);
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Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(false);
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equipmentWindowOpened=true;
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return true;
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},[](MenuFuncData data){//On Mouse Hover
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EquipSlot slot=DYNAMIC_CAST<EquipSlotButton*>(data.component)->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->parentMenu,"Character Rotating Display")->Enable(false);
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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->parentMenu,"Item Equip Description")->SetLabel("");
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Component<MenuLabel>(data.component->parentMenu,"Item Equip Name")->Enable(false);
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Component<MenuLabel>(data.component->parentMenu,"Item Equip Description")->Enable(false);
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Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(true);
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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)({{labelX,labelY},{24,16}},slotNames[i],{0.5,1},ComponentAttr::SHADOW)END;
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Menu::AddEquipStatListener(equipmentSlot);
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}
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characterMenuWindow->ADD("Stat Display Outline",MenuComponent)({{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)({{245,28+2+float(yOffset)},{62,18}},ItemAttribute::Get(attribute),1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)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)({{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)({{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)({{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)({{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)({{123,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
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itemNameDisplay->Enable(false);
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itemDescriptionDisplay->Enable(false);
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itemEquipNameDisplay->Enable(false);
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itemEquipDescriptionDisplay->Enable(false);
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} |