The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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234 lines
14 KiB
234 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 © 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 "Menu.h"
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#include "AdventuresInLestoria.h"
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#include "RowInventoryScrollableWindowComponent.h"
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#include "MenuItemItemButton.h"
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#include "MenuItemLabel.h"
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#include "MenuDecal.h"
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#include "PlayerMoneyLabel.h"
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#include "SoundEffect.h"
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INCLUDE_game
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void Menu::InitializeArtificerEnchantWindow(){
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Menu*artificerEnchantWindow=CreateMenu(ARTIFICER_ENCHANT,CENTERED,game->GetScreenSize()-vi2d{52,52});
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auto enchantingTitleLabel{artificerEnchantWindow->ADD("Enchanting Title Label",MenuLabel)(geom2d::rect<float>{{0.f,-16.f},{artificerEnchantWindow->size.x,24.f}},"Accessory Enchanting",2.f,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END};
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auto inventoryLabel{artificerEnchantWindow->ADD("Accessory List Label",MenuLabel)(geom2d::rect<float>{{0.f,12.f},{180.f,12.f}},"Choose Accessory:",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END};
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auto itemIcon{artificerEnchantWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>({artificerEnchantWindow->size.x/2+4.f,16.f},{48,48}),Item::BLANK,DO_NOTHING,"","Item Description",IconButtonAttr::NOT_SELECTABLE)END};
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itemIcon->SetIconScale({2.f,2.f});
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itemIcon->SetCompactDescriptions(true);
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auto accessoryDescription{artificerEnchantWindow->ADD("Item Description",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+56.f,16.f},{artificerEnchantWindow->size.x/2-40.f,72.f}},"",0.5f,ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END};
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const auto ResetEnchantDisplay{[artificerEnchantWindow](){
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MenuType menuType{artificerEnchantWindow->GetType()};
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Component<MenuItemItemButton>(menuType,"Item Icon")->SetItem(Item::BLANK);
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Component<ScrollableWindowComponent>(menuType,"Enchant Container")->Disable();
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Component<MenuLabel>(menuType,"Enchant List Header")->Disable();
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Component<MenuLabel>(menuType,"Enchant Cost Label")->Disable();
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Component<MenuDecal>(menuType,"Fragment Cost Icon")->Disable();
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Component<MenuLabel>(menuType,"Fragment Label")->Disable();
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Component<MenuLabel>(menuType,"Fragment Money Cost Label")->Disable();
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Component<MenuComponent>(menuType,"Fragment Enchant Button")->Disable();
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}};
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const auto EnableEnchantDisplay{[artificerEnchantWindow](){
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MenuType menuType{artificerEnchantWindow->GetType()};
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const std::weak_ptr<Item>&selectedItem{Component<MenuItemItemButton>(menuType,"Item Icon")->GetItem()};
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std::vector<ItemEnchantInfo>availableEnchants{ItemEnchant::GetAvailableEnchants()};
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std::sort(availableEnchants.begin(),availableEnchants.end(),[](const ItemEnchantInfo&enchant1,const ItemEnchantInfo&enchant2){
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return enchant1.Category()!=enchant2.Category()?int(enchant1.Category())<int(enchant2.Category()):enchant1.Name()<enchant2.Name();
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});
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std::string enchantList{std::accumulate(availableEnchants.begin(),availableEnchants.end(),""s,[](const std::string&acc,const ItemEnchantInfo&enchant){
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return std::format("{}{}{}#FFFFFF\n",acc,enchant.DisplayCol().toHTMLColorCode(),enchant.Name());
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})};
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Component<ScrollableWindowComponent>(menuType,"Enchant Container")->Enable();
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Component<MenuLabel>(menuType,"Enchant List")->SetLabel(enchantList);
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Component<MenuLabel>(menuType,"Enchant List Header")->Enable();
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Component<MenuLabel>(menuType,"Enchant Cost Label")->Enable();
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Component<MenuDecal>(menuType,"Fragment Cost Icon")->Enable();
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Component<MenuDecal>(menuType,"Fragment Cost Icon")->SetImage(GFX.at(selectedItem.lock()->FragmentIcon().value()));
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Component<MenuLabel>(menuType,"Fragment Label")->Enable();
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Component<MenuLabel>(menuType,"Fragment Money Cost Label")->Enable();
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Component<MenuComponent>(menuType,"Fragment Enchant Button")->Enable();
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Component<MenuComponent>(menuType,"Fragment Enchant Button")->SetGrayedOut(!selectedItem.lock()->CanBeEnchanted());
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const std::string_view fragmentName{selectedItem.lock()->FragmentName()};
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const Pixel fragmentItemDisplayCol{Inventory::GetItemCount(fragmentName)>="Fragment Enchant Cost"_i[0]?WHITE:RED};
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const Pixel moneyCostDisplayCol{game->GetPlayer()->GetMoney()>="Fragment Enchant Cost"_i[1]?WHITE:RED};
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Component<MenuLabel>(menuType,"Fragment Label")->SetLabel(std::format("{}{} x{} ({})",fragmentItemDisplayCol.toHTMLColorCode(),fragmentName,"Fragment Enchant Cost"_i[0],Inventory::GetItemCount(fragmentName)));
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Component<MenuLabel>(menuType,"Fragment Money Cost Label")->SetLabel(std::format("{}{} gold",moneyCostDisplayCol.toHTMLColorCode(),"Fragment Enchant Cost"_i[1]));
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}};
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auto inventoryDisplay{artificerEnchantWindow->ADD("Accessory List",RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{0.f,28.f},{artificerEnchantWindow->size.x/2-4.f,artificerEnchantWindow->size.y-44}},"","",[](MenuFuncData data){
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OnClick:
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RowItemDisplay&item{*DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component)};
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DYNAMIC_POINTER_CAST<RowInventoryScrollableWindowComponent>(data.parentComponent.lock())->SelectChild(DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component));
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return true;
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},[EnableEnchantDisplay](MenuFuncData data){OnHover:
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RowItemDisplay&item{*DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component)};
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Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(item.GetItem());
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EnableEnchantDisplay();
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return true;
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},[ResetEnchantDisplay,EnableEnchantDisplay](MenuFuncData data){OnMouseOut:
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ResetEnchantDisplay();
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auto childComponent{DYNAMIC_POINTER_CAST<RowInventoryScrollableWindowComponent>(data.parentComponent.lock())->GetSelectedChild()};
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if(childComponent){
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RowItemDisplay&item{childComponent.value().get()};
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Component<MenuItemItemButton>(data.menu.type,"Item Icon")->SetItem(item.GetItem());
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EnableEnchantDisplay();
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}
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return true;
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},
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InventoryCreator::RowPlayer_InventoryUpdate,
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InventoryWindowOptions{.padding=1,.size={artificerEnchantWindow->size.x/2-5.f-12.f,28}})END};
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auto enchantListHeaderLabel{artificerEnchantWindow->ADD("Enchant List Header",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+4.f,92.f},{artificerEnchantWindow->size.x/2+12.f,12.f}},"Possible Enchantments:",1.f,ComponentAttr::FIT_TO_LABEL|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END};
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auto enchantContainer{artificerEnchantWindow->ADD("Enchant Container",ScrollableWindowComponent)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+4.f,104.f},{artificerEnchantWindow->size.x/2+12.f,44.f}})END};
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auto enchantList{enchantContainer->ADD("Enchant List",MenuLabel)(geom2d::rect<float>{{0.f,2.f},{enchantContainer->GetSize().x-12.f,0.f}},"",1.f,ComponentAttr::CENTER|ComponentAttr::SHADOW)END};
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auto enchantCostLabel{artificerEnchantWindow->ADD("Enchant Cost Label",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+4.f,152.f},{64.f,20.f}},"Enchant Cost:",1.f,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END};
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auto fragmentCostIcon{artificerEnchantWindow->ADD("Fragment Cost Icon",MenuDecal)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+68.f,152.f},{12.f,12.f}})END};
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auto fragmentDisplayLabel{artificerEnchantWindow->ADD("Fragment Label",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+80.f,152.f},{artificerEnchantWindow->size.x/2-60.f,12.f}},"",1.f,ComponentAttr::SHADOW|ComponentAttr::FIT_TO_LABEL|ComponentAttr::LEFT_ALIGN)END};
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auto fragmentMoneyCostLabel{artificerEnchantWindow->ADD("Fragment Money Cost Label",MenuLabel)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+80.f,164.f},{artificerEnchantWindow->size.x/2-60.f,12.f}},"",1.f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END};
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auto fragmentEnchantButton{artificerEnchantWindow->ADD("Fragment Enchant Button",MenuComponent)(geom2d::rect<float>{{artificerEnchantWindow->size.x/2+96.f,180.f},{artificerEnchantWindow->size.x/2-80.f,12.f}},"Enchant",[EnableEnchantDisplay](MenuFuncData data){
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onClick:
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EnableEnchantDisplay(); //Refresh the current display contents.
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SoundEffect::PlaySFX("Enchant Item",SoundEffect::CENTERED);
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std::weak_ptr<Item>item{Component<MenuItemItemButton>(data.menu.type,"Item Icon")->GetItem()};
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std::optional<ItemEnchant>previousEnchant{item.lock()->GetEnchant()};
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data.menu.ANY(A::ENCHANT)={};
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if(previousEnchant.has_value())data.menu.ANY(A::ENCHANT)=previousEnchant.value();
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Component<MenuIconButton>(ARTIFICER_ENCHANT_CONFIRM,"Old Item Icon")->SetIcon(item.lock()->Icon().Decal());
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Component<MenuItemLabel>(ARTIFICER_ENCHANT_CONFIRM,"Old Item Description")->SetItem(*item.lock());
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item.lock()->ApplyRandomEnchant();
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const ItemEnchant&newEnchant{item.lock()->GetEnchant().value()};
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Component<MenuIconButton>(ARTIFICER_ENCHANT_CONFIRM,"New Item Icon")->SetIcon(item.lock()->Icon().Decal());
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Component<MenuItemLabel>(ARTIFICER_ENCHANT_CONFIRM,"New Item Description")->SetItem(item.lock());
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Menu::OpenMenu(ARTIFICER_ENCHANT_CONFIRM,true);
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return true;
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})END};
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#pragma region Money Display
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vf2d moneyIconPos{artificerEnchantWindow->size.x/2-28.f,artificerEnchantWindow->size.y-12.f};
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auto moneyIcon=artificerEnchantWindow->ADD("Money Icon",MenuIconButton)(geom2d::rect<float>{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=artificerEnchantWindow->ADD("Money Label",PlayerMoneyLabel)(geom2d::rect<float>{moneyIconPos+vf2d{26.f,4.f},moneyTextSize},2,1.85f,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN|ComponentAttr::FIT_TO_LABEL)END;
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Player::AddMoneyListener(moneyDisplay);
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#pragma endregion
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auto backButton{artificerEnchantWindow->ADD("Back",MenuComponent)(geom2d::rect<float>{{0.f,artificerEnchantWindow->size.y-12.f},{96.f,16.f}},"Back",[](MenuFuncData data){
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Menu::CloseMenu();
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return true;
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})END};
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ResetEnchantDisplay();
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Menu::AddInventoryListener(inventoryDisplay,"Accessories");
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artificerEnchantWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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auto&items{Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents()};
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if(Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild())returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild().value().get().GetName();
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else if(items.size()>0)returnData=items[0];
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else returnData="Back";
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},
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{ //Button Key
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{game->KEY_SCROLL,{"Navigate",[](MenuType type){}}},
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{game->KEY_BACK,{"Stay",[](MenuType type){
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Menu::CloseMenu();
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}}},
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{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
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{{game->KEY_SHOULDER2,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
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{{game->KEY_SHOULDER,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
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{{game->KEY_FASTSCROLLUP,PressedDAS},{"Scroll",[](MenuType type){
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->DecreaseSelectionIndex(3.f);
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}}},
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{{game->KEY_FASTSCROLLDOWN,PressedDAS},{"Scroll",[](MenuType type){
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Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f);
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}}},
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{{game->KEY_SCROLLVERT_R,Analog,InputEngageGroup::NOT_VISIBLE},{"Scroll Enchants",[](MenuType type){
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Component<ScrollableWindowComponent>(type,"Enchant Container")->Scroll(game->KEY_SCROLLVERT.Analog());
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}}},
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}
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,{ //Button Navigation Rules
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{"Accessory List",{
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.up=[&](MenuType type,Data&returnData){
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Menu::ScrollUp(type,"Accessory List",returnData,"Back");
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},
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.down=[&](MenuType type,Data&returnData){
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Menu::ScrollDown(type,"Accessory List",returnData,"Back");
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},
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.left="Back",
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.right=[&](MenuType type,Data&returnData){
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Menu::menus[type]->GetSelection().lock()->Click();
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returnData="Fragment Enchant Button";
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},}},
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{"Back",{
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.up=[&](MenuType type,Data&returnData){
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returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().back().lock()->GetName();
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},
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.down=[&](MenuType type,Data&returnData){
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returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().front().lock()->GetName();
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},
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.left="Fragment Enchant Button",
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.right="Fragment Enchant Button",}},
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{"Fragment Enchant Button",{
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.up=[&](MenuType type,Data&returnData){
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returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().back().lock()->GetName();
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},
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.down=[&](MenuType type,Data&returnData){
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returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetComponents().front().lock()->GetName();
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},
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.left=[&](MenuType type,Data&returnData){
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if(Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild())returnData=Component<RowInventoryScrollableWindowComponent>(type,"Accessory List")->GetSelectedChild().value().get().GetName();
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else returnData="Back";
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},
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.right="Back",}},
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}
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);
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} |