The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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334 lines
11 KiB
334 lines
11 KiB
#include "Crawler.h"
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#include "Menu.h"
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#include "DEFINES.h"
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#include "safemap.h"
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bool Menu::MOUSE_NAVIGATION=true;
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std::vector<Menu*>Menu::stack;
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std::map<MenuType,Menu>Menu::menus;
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std::string Menu::themeSelection="BlueDefault";
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safeunorderedmap<std::string,Theme>Menu::themes;
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const vf2d Menu::CENTERED = {-456,-456};
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INCLUDE_GFX
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extern vi2d WINDOW_SIZE;
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Menu::Menu(){}
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Menu::Menu(vf2d pos,vf2d size)
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:pos(pos==CENTERED?WINDOW_SIZE/2-size/2:vi2d{pos}),size(size){}
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void Menu::InitializeMenus(){
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stack.reserve(32);
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menus[TEST]=InitializeTestMenu();
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menus[TEST_2]=InitializeTestSubMenu();
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for(MenuType type=TEST;type<MenuType::ENUM_END;type=MenuType(int(type+1))){
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if(menus.count(type)==0){
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std::cout<<"WARNING! Menu Type "<<type<<" does not exist!"<<std::endl;
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throw;
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}
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menus[type].components.SetInitialized(); //Lock all known components to prevent invalid access.
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}
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}
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void Menu::AddComponent(std::string key,MenuComponent*button){
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if(button->selectable){
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buttons[button->rect.pos.y].push_back(button);
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}else{
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displayComponents.push_back(button);
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}
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if(components.count(key)){
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std::cout<<"WARNING! Key "<<key<<" for this sub-menu already exists! Key names must be unique!"<<std::endl;
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throw;
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}
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components[key]=button;
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}
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void Menu::CheckClickAndPerformMenuSelect(Crawler*game){
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if(game->GetMouse(Mouse::LEFT).bReleased||game->GetKey(SPACE).bReleased||game->GetKey(ENTER).bReleased){
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MenuSelect(game);
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}
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}
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void Menu::HoverMenuSelect(Crawler*game){
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if(selection==vi2d{-1,-1})return;
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if(buttons[selection.y][selection.x]->draggable)
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if(buttonHoldTime<0.3)CheckClickAndPerformMenuSelect(game);
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else{
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draggingComponent=buttons[selection.y][selection.x];
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buttons[selection.y].erase(buttons[selection.y].begin()+selection.x);
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}
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else CheckClickAndPerformMenuSelect(game);
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}
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void Menu::MenuSelect(Crawler*game){
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if(selection==vi2d{-1,-1})return;
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buttons[selection.y][selection.x]->onClick(*this,game);
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if(buttons[selection.y][selection.x]->menuDest!=MenuType::ENUM_END){
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if(stack.size()<32){
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stack.push_back(&menus[buttons[selection.y][selection.x]->menuDest]);//Navigate to the next menu.
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}else{
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std::cout<<"WARNING! Exceeded menu stack size limit!"<<std::endl;
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throw;
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}
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}
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}
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void Menu::Update(Crawler*game){
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buttonHoldTime+=game->GetElapsedTime();
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HoverMenuSelect(game);
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for(auto&key:buttons){
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for(auto&button:key.second){
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button->hovered=false;
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}
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}
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if(!MOUSE_NAVIGATION){
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if(selection!=vi2d{-1,-1})buttons[selection.y][selection.x]->hovered=true;
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}else{
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for(auto&key:buttons){
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for(auto&button:key.second){
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if(geom2d::overlaps(geom2d::rect<float>{button->rect.pos+pos,button->rect.size},game->GetMousePos())){
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button->hovered=true;
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}
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}
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}
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}
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KeyboardButtonNavigation(game,pos);
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for(auto&key:buttons){
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for(auto&button:key.second){
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button->Update(game);
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}
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}
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for(auto&component:displayComponents){
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component->Update(game);
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}
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};
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void Menu::Draw(Crawler*game){
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if(GetCurrentTheme().IsScaled()){
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DrawScaledWindow(game,pos);
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}else{
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DrawTiledWindow(game,pos);
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}
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for(auto&key:buttons){
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for(auto&button:key.second){
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button->Draw(game,pos,this==Menu::stack.back());
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}
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}
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for(auto&component:displayComponents){
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component->Draw(game,pos,this==Menu::stack.back());
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}
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};
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void Menu::OpenMenu(MenuType menu){
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stack.clear();
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stack.push_back(&(menus[menu]));
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}
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void Menu::KeyboardButtonNavigation(Crawler*game,vf2d menuPos){
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if(game->GetKey(RIGHT).bPressed){
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if(selection==vi2d{-1,-1})return;
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MOUSE_NAVIGATION=false;
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selection.x=(selection.x+1)%buttons[selection.y].size();
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}
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if(game->GetKey(LEFT).bPressed){
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if(selection==vi2d{-1,-1})return;
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selection.x--;
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if(selection.x<0)selection.x+=buttons[selection.y].size();
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}
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if(game->GetKey(DOWN).bPressed||game->GetKey(UP).bPressed){
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if(game->GetKey(DOWN).bPressed){
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MOUSE_NAVIGATION=false;
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bool found=false;
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bool selectedItem=false;
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if(selection==vi2d{-1,-1}){
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//Highlight first item.
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for(auto&key:buttons){
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selection.y=key.first;
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break;
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}
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}else{
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for(auto&key:buttons){
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if(found){ //Once we discover the previous element, the next element becomes our next selection.
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int previousButtonX=buttons[selection.y][selection.x]->rect.pos.x;
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selection.y=key.first;
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int index=0;
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for(auto&button:key.second){ //Try to match a button in the same column as this button first.
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if(previousButtonX==button->rect.pos.x){
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selection.x=index;
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break;
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}
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index++;
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}
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selectedItem=true;
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break;
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}
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if(key.first==selection.y){
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found=true;
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}
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}
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if(!selectedItem){ //This means we need to loop around instead and pick the first one.
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for(auto&key:buttons){
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selection.y=key.first;
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break;
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}
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}
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}
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}
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if(game->GetKey(UP).bPressed){
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MOUSE_NAVIGATION=false;
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if(selection==vi2d{-1,-1}){
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//Highlight last item.
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for(auto&key:buttons){
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selection.y=key.first;
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}
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}else{
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int prevInd=-1;
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for(auto&key:buttons){
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if(key.first==selection.y){
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break;
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}
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prevInd=key.first;
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}
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if(prevInd!=-1){
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int previousButtonX=buttons[selection.y][selection.x]->rect.pos.x;
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selection.y=prevInd;
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int index=0;
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for(auto&button:buttons[prevInd]){ //Try to match a button in the same column as this button first.
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if(previousButtonX==button->rect.pos.x){
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selection.x=index;
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break;
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}
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index++;
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}
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}else{ //Since we didn't find it, it means we're at the top of the list or the list is empty. Go to the last element and use that one.
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int lastInd=-1;
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for(auto&key:buttons){
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lastInd=key.first;
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}
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selection.y=lastInd;
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}
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}
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}
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//In both cases, we should clamp the X index to make sure it's still valid.
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if(selection.y!=-1){
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selection.x=std::clamp(selection.x,0,int(buttons[selection.y].size())-1);
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}else{
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selection.x=-1;
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}
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}
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if(game->GetMouse(0).bPressed||game->GetKey(ENTER).bPressed||game->GetKey(SPACE).bPressed){
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MOUSE_NAVIGATION=game->GetMouse(0).bPressed; //If a click occurs we use mouse controls.
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if(!MOUSE_NAVIGATION){
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buttonHoldTime=0;
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//Key presses automatically highlight the first button if it's not highlighted.
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if(selection==vi2d{-1,-1}&&buttons.size()>0){
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//Find the first possible button entry in the map...
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int firstInd=-1;
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for(auto&key:buttons){
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if(buttons[key.first].size()>0){
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firstInd=key.first;
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break;
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}
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}
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if(firstInd!=-1){ //This means we found a valid menu item. If we didn't find one don't highlight any menu item...
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selection={0,firstInd};
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}
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}
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}else{//Mouse click.
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selection={-1,-1};
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for(auto&key:buttons){
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int index=0;
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for(auto&button:key.second){
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if(geom2d::overlaps(geom2d::rect<float>{button->rect.pos+menuPos,button->rect.size},game->GetMousePos())){
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selection={index,key.first};
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break;
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}
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index++;
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}
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}
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buttonHoldTime=0;
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}
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}
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}
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void Menu::DrawScaledWindow(Crawler*game,vf2d menuPos){
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vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
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//Upper-Left
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game->DrawPartialDecal(menuPos-patchSize,patchSize,GetPatchPart(0,0).Decal(),{patchSize.x*0,patchSize.y*0},patchSize,GetRenderColor());
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//Upper-Right
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game->DrawPartialDecal(menuPos+vf2d{size.x,-patchSize.y},patchSize,GetPatchPart(2,0).Decal(),{patchSize.x*2,patchSize.y*0},patchSize,GetRenderColor());
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//Bottom-Left
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game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,size.y},patchSize,GetPatchPart(0,2).Decal(),{patchSize.x*0,patchSize.y*2},patchSize,GetRenderColor());
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//Bottom-Right
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game->DrawPartialDecal(menuPos+vf2d{size.x,size.y},patchSize,GetPatchPart(2,2).Decal(),{patchSize.x*2,patchSize.y*2},patchSize,GetRenderColor());
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//Top
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game->DrawPartialDecal(menuPos+vf2d{0,-patchSize.y},vf2d{size.x,patchSize.y},GetPatchPart(1,0).Decal(),{patchSize.x*1,patchSize.y*0},patchSize,GetRenderColor());
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//Left
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game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,0},vf2d{patchSize.x,size.y},GetPatchPart(0,1).Decal(),{patchSize.x*0,patchSize.y*1},patchSize,GetRenderColor());
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//Right
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game->DrawPartialDecal(menuPos+vf2d{size.x,0},vf2d{patchSize.x,size.y},GetPatchPart(2,1).Decal(),{patchSize.x*2,patchSize.y*1},patchSize,GetRenderColor());
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//Bottom
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game->DrawPartialDecal(menuPos+vf2d{0,size.y},vf2d{size.x,patchSize.y},GetPatchPart(1,2).Decal(),{patchSize.x*1,patchSize.y*2},patchSize,GetRenderColor());
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//Center
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if(GetCurrentTheme().HasBackground()){
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Decal*back=GetCurrentTheme().GetBackground();
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game->DrawPartialDecal(menuPos,size,back,{0,0},back->sprite->Size(),GetRenderColor());
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}else{
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game->DrawPartialDecal(menuPos,size,GetPatchPart(1,1).Decal(),{patchSize.x*1,patchSize.y*1},patchSize,GetRenderColor());
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}
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}
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void Menu::DrawTiledWindow(Crawler*game,vf2d menuPos){
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vf2d patchSize={"Interface.9PatchSize"_f[0],"Interface.9PatchSize"_f[1]};
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//Upper-Left
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game->DrawPartialDecal(menuPos-patchSize,patchSize,GetPatchPart(0,0).Decal(),{0,0},patchSize,GetRenderColor());
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//Upper-Right
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game->DrawPartialDecal(menuPos+vf2d{size.x,-patchSize.y},patchSize,GetPatchPart(2,0).Decal(),{0,0},patchSize,GetRenderColor());
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//Bottom-Left
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game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,size.y},patchSize,GetPatchPart(0,2).Decal(),{0,0},patchSize,GetRenderColor());
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//Bottom-Right
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game->DrawPartialDecal(menuPos+vf2d{size.x,size.y},patchSize,GetPatchPart(2,2).Decal(),{0,0},patchSize,GetRenderColor());
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//Top
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game->DrawPartialDecal(menuPos+vf2d{0,-patchSize.y},vf2d{size.x,patchSize.y},GetPatchPart(1,0).Decal(),{0,0},vf2d{size.x,patchSize.y},GetRenderColor());
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//Left
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game->DrawPartialDecal(menuPos+vf2d{-patchSize.x,0},vf2d{patchSize.x,size.y},GetPatchPart(0,1).Decal(),{0,0},vf2d{patchSize.x,size.y},GetRenderColor());
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//Right
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game->DrawPartialDecal(menuPos+vf2d{size.x,0},vf2d{patchSize.x,size.y},GetPatchPart(2,1).Decal(),{0,0},vf2d{patchSize.x,size.y},GetRenderColor());
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//Bottom
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game->DrawPartialDecal(menuPos+vf2d{0,size.y},vf2d{size.x,patchSize.y},GetPatchPart(1,2).Decal(),{0,0},vf2d{size.x,patchSize.y},GetRenderColor());
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//Center
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if(GetCurrentTheme().HasBackground()){
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Decal*back=GetCurrentTheme().GetBackground();
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game->DrawPartialDecal(menuPos,size,back,{0,0},size,GetRenderColor());
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}else{
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game->DrawPartialDecal(menuPos,size,GetPatchPart(1,1).Decal(),{0,0},patchSize,GetRenderColor());
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}
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}
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Renderable&Menu::GetPatchPart(int x,int y){
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return GFX[themeSelection+"_"+std::to_string(x)+std::to_string(y)+".png"];
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}
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Theme&Menu::GetCurrentTheme(){
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return themes[themeSelection];
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}
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Pixel Menu::GetRenderColor(){
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bool focused=Menu::stack.back()==this;
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Pixel col=WHITE;
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if(!focused){
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col=WHITE*"ThemeGlobal.MenuUnfocusedColorMult"_F;
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}
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return col;
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} |