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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172 lines
7.7 KiB
172 lines
7.7 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 "InputHelper.h"
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#include "AdventuresInLestoria.h"
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#include "Menu.h"
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#include "MenuComponent.h"
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INCLUDE_game
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INCLUDE_GFX
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INCLUDE_WINDOW_SIZE
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InputHelper::InputHelper(){}
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void InputHelper::Initialize(MenuInputGroups&inputGroups){
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this->inputGroups.clear();
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for(auto&data:inputGroups){
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if(data.first.GetLabelVisible()){ //If the label is not visible, we don't care to include it in our list.
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if(std::holds_alternative<ButtonName>(data.second.first)){
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const ButtonName&name=std::get<ButtonName>(data.second.first);
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groupedInputs[name].push_back(data.first.GetGroup());
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if(groupedInputs[name].size()>1)continue; //Skip adding to the list of input groups because this input already has been added.
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}
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this->inputGroups[data.first.GetGroup()]=data.second.first;
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}
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}
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}
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const InputType InputHelper::InputMode()const{
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if(Input::UsingGamepad())return CONTROLLER;
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if(!Menu::stack.back()->UsingMouseNavigation())return KEY;
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return MOUSE;
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}
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void InputHelper::Draw(){
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InputType mode=InputMode();
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if(mode==MOUSE)mode=KEY; //We're going to make it so the keyboard controls always show up when navigating using a mouse.
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switch(mode){
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case CONTROLLER:
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case KEY:{
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float buttonImgWidth=0.f;
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float buttonDescriptionWidth=0.f;
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std::vector<std::vector<std::variant<Decal*,std::string>>>buttonImgs; //Store decals for buttons that actually have images, and strings for buttons that have labels. One button can have multiple icons. Store them all together.
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std::vector<std::string>buttonDescriptions;
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#pragma region Populate all buttons to display
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for(auto&[group,display]:inputGroups){
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size_t groupedInputCount=1;
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std::vector<InputGroup>inputGroupsToCheck;
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if(std::holds_alternative<std::string>(display)&&groupedInputs.count(std::get<std::string>(display))){
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inputGroupsToCheck=groupedInputs.at(std::get<std::string>(display));
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}else{
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inputGroupsToCheck.push_back(group);
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}
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std::string displayName;
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if(std::holds_alternative<std::string>(display))displayName=std::get<std::string>(display);
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else
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if(std::holds_alternative<std::function<std::string(MenuFuncData)>>(display)){
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std::weak_ptr<ScrollableWindowComponent>parentComponent;
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if(!Menu::stack.back()->GetSelection().expired()){
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parentComponent=Menu::stack.back()->GetSelection().lock()->parentComponent;
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}
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displayName=std::get<std::function<std::string(MenuFuncData)>>(display)(MenuFuncData{*Menu::stack.back(),game,Menu::stack.back()->GetSelection(),parentComponent});
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}
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else ERR("WARNING! display contains a variant alternative that does not exist. THIS SHOULD NOT BE HAPPENING!");
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buttonImgs.push_back({});
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std::vector<std::variant<Decal*,std::string>>&iconList=buttonImgs.back();
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for(InputGroup&group:inputGroupsToCheck){
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auto&primaryKey=group.GetPrimaryKey(mode);
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if(displayName.length()>0&&primaryKey.has_value()){
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if(primaryKey.value().HasIcon()){
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buttonImgWidth+=primaryKey.value().GetIcon().Sprite()->width+"Interface.InputHelperSpacing"_I;
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iconList.push_back(primaryKey.value().GetIcon().Decal());
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}else{
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buttonImgWidth+=game->GetTextSizeProp(primaryKey.value().GetDisplayName()).x+"Interface.InputHelperSpacing"_I;
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iconList.push_back(primaryKey.value().GetDisplayName());
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}
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}
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}
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vf2d descriptionSize=game->GetTextSizeProp(displayName);
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buttonDescriptionWidth+=descriptionSize.x+"Interface.InputHelperSpacing"_I;
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buttonDescriptions.push_back(displayName);
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}
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#pragma endregion
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float buttonDescriptionScaleX=1.0f;
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if(buttonImgWidth+buttonDescriptionWidth>WINDOW_SIZE.x-"Interface.InputHelperSpacing"_I){
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buttonDescriptionScaleX=(WINDOW_SIZE.x-buttonImgWidth-"Interface.InputHelperSpacing"_I)/(buttonDescriptionWidth);
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}
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#pragma region Underlying box
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if(buttonDescriptions.size()>0){
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game->GradientFillRectDecal(vf2d{0.f,WINDOW_SIZE.y-16.f},vf2d{float(WINDOW_SIZE.x),16.f},
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{0,0,0,64},{0,0,0,255},{0,0,0,255},{0,0,0,64});
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}
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#pragma endregion
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#pragma region Draw all button inputs and descriptions
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float xOffset="Interface.InputHelperSpacing"_I;
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for(size_t index=0;auto&buttonList:buttonImgs){
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for(std::variant<Decal*,std::string>button:buttonList){
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if(std::holds_alternative<Decal*>(button)){
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Decal*img=std::get<Decal*>(button);
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game->DrawDecal(vf2d{xOffset,float(WINDOW_SIZE.y-img->sprite->height)-4},img);
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xOffset+=img->sprite->width+"Interface.InputHelperSpacing"_I;
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}else
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if(std::holds_alternative<std::string>(button)){
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std::string label=std::get<std::string>(button);
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vf2d textSize=game->GetTextSizeProp(label);
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game->FillRectDecal(vf2d{xOffset-2,float(WINDOW_SIZE.y-textSize.y-6)},vf2d{textSize.x+4,textSize.y},"Interface.InputButtonBackCol"_Pixel);
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game->FillRectDecal(vf2d{xOffset-1,float(WINDOW_SIZE.y-textSize.y-6)-1.f},vf2d{textSize.x+2,textSize.y},"Interface.InputButtonBackCol"_Pixel);
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game->FillRectDecal(vf2d{xOffset-1,float(WINDOW_SIZE.y-textSize.y-6)},vf2d{textSize.x+2,textSize.y+1.f},"Interface.InputButtonBackCol"_Pixel);
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game->DrawStringPropDecal(vf2d{xOffset,float(WINDOW_SIZE.y-textSize.y-6)},label,"Interface.InputButtonTextCol"_Pixel);
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xOffset+=textSize.x+"Interface.InputHelperSpacing"_I;
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}else [[unlikely]]ERR("WARNING! Hit a state where no data is inside of the button! THIS SHOULD NOT BE HAPPENING!");
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}
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std::string_view description=buttonDescriptions[index];
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vf2d descriptionTextSize=game->GetTextSizeProp(description)*vf2d{buttonDescriptionScaleX,1.f};
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game->DrawShadowStringPropDecal(vf2d{xOffset,float(WINDOW_SIZE.y-descriptionTextSize.y-6)},description,WHITE,BLACK,vf2d{buttonDescriptionScaleX,1.f});
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xOffset+=descriptionTextSize.x+"Interface.InputHelperSpacing"_I*buttonDescriptionScaleX;
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index++;
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}
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#pragma endregion
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}break;
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[[unlikely]]default:{
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ERR(std::format("Invalid Input Mode detected: {}! THIS SHOULD NOT BE HAPPENING!",int(mode)))
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}
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}
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} |