The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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89 lines
4.4 KiB
89 lines
4.4 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 - 2023 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 "Crawler.h"
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#include "olcPixelGameEngine.h"
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#include "safemap.h"
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#include "Item.h"
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#include "MenuItemButton.h"
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#include "MenuLabel.h"
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#include "InventoryScrollableWindowComponent.h"
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using A=Attribute;
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void Menu::InitializeConsumableInventoryWindow(){
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int itemSpacing=24;
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int totalSpacing=32;
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vf2d windowSize={float(160+16),float(96+78)}; //Need space for the button.
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Menu*inventoryWindow=CreateMenu(INVENTORY_CONSUMABLES,CENTERED,windowSize);
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inventoryWindow->I(A::LOADOUT_SLOT)=0;
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auto consumableWindow=inventoryWindow->ADD("inventory",InventoryScrollableWindowComponent)({{0,15},{windowSize.x,96.f}},"itemName","itemDescription",
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[&](MenuFuncData data){
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MenuItemButton*button=(MenuItemButton*)data.component;
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data.game->ClearLoadoutItem(data.menu.I(A::LOADOUT_SLOT));
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for(MenuComponent*component:data.parentComponent->GetComponents()){ //HACK ALERT! If we are accessing a parent component, it's because we are dealing with a scrolling window component, which has sub-components. So this should be a safe cast to make.
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if(component->GetName().starts_with("item")){
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MenuItemButton*button2=DYNAMIC_CAST<MenuItemButton*>(component);//HACK ALERT! This is probably an item since we populated item lists using this name for the components. So we assume these are MenuItemButton classes.
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if(button2==nullptr)ERR("Could not cast item to a MenuItemButton*!");
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if(button2==button){
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if(button2->selected!=-1){
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data.game->ClearLoadoutItem(button2->selected);
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}
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button2->selected=-1;
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}
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if(button2->selected==data.menu.I(A::LOADOUT_SLOT)){
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button2->selected=-1;
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}
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}
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}
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button->selected=data.menu.I(A::LOADOUT_SLOT);
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data.game->SetLoadoutItem(button->selected,button->GetItem().lock()->ActualName());
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return true;
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},InventoryCreator::Player_InventoryUpdate)END;
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Menu::AddInventoryListener(consumableWindow,"Consumables");
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//We don't have to actually populate the inventory list because now when an item gets added, it will automatically add the correct component in for us.
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inventoryWindow->ADD("Inventory Type Label",MenuLabel)({{0,-5},{windowSize.x-1,18}},"Consumables",2,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
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inventoryWindow->ADD("itemName",MenuLabel)(geom2d::rect<float>(vf2d{2,90.f},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW)END;
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inventoryWindow->ADD("itemDescription",MenuLabel)(geom2d::rect<float>(vf2d{2,117.f},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW)END;
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auto okButton=inventoryWindow->ADD("OK Button",MenuComponent)({{windowSize.x/2-24,173.f},{48,12}},"Ok",[](MenuFuncData data){Menu::CloseMenu();return true;})END;
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} |