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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114 lines
6.0 KiB
114 lines
6.0 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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#pragma once
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#include "Menu.h"
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#include "MenuComponent.h"
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#include "MenuItemButton.h"
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#include "AdventuresInLestoria.h"
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#include "ScrollableWindowComponent.h"
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#include "InventoryCreator.h"
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using A=Attribute;
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struct InventoryWindowOptions{
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int padding=8;
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vf2d size={24,24};
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};
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//This class can easily be derived with different component types by overriding non-final virtual functions in this class.
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//Functions currently include:
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// virtual inline void AddButtonOnSlotUpdate(ITCategory cat)
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// virtual inline void SetCompactDescriptions(bool compact)
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//
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// Please ensure these are overwritten, otherwise you will get errors complaining about dynamic casts unable to convert classes successfully.
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class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
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friend class InventoryCreator;
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friend class Menu;
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protected:
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std::function<bool(MenuFuncData)>inventoryButtonClickAction;
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std::function<bool(MenuFuncData)>inventoryButtonHoverAction;
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std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction;
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const std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)>*const onInventorySlotsUpdate;
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const std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)>*const addButtonOnSlotUpdate;
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CompactText compact=COMPACT;
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InventoryWindowOptions options;
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std::string itemNameLabelName;
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std::string itemDescriptionLabelName;
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bool inventoryButtonsActive=true;
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public:
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inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,const InventoryCreator&creator,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
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:InventoryScrollableWindowComponent(rect,itemNameLabelName,itemDescriptionLabelName,inventoryButtonClickAction,DO_NOTHING,DO_NOTHING,creator,options,inventoryButtonsActive,attributes){
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}
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inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,std::function<bool(MenuFuncData)>inventoryButtonHoverAction,std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction,const InventoryCreator&creator,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
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:ScrollableWindowComponent(rect,attributes),inventoryButtonHoverAction(inventoryButtonHoverAction),inventoryButtonMouseOutAction(inventoryButtonMouseOutAction),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),
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options(options),inventoryButtonClickAction(inventoryButtonClickAction),inventoryButtonsActive(inventoryButtonsActive),addButtonOnSlotUpdate(creator.AddButtonOnSlotUpdate),onInventorySlotsUpdate(creator.InventorySlotsUpdate){}
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virtual inline void Update(AiL*game)override{
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ScrollableWindowComponent::Update(game);
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bool noneHovered=true;
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for(std::weak_ptr<MenuComponent>component:components){
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if(component.lock()->hovered){
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noneHovered=false;
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break;
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}
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}
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if(noneHovered){
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if(itemNameLabelName.length()>0)Component<MenuLabel>(parentMenu,itemNameLabelName)->SetLabel("");
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if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->SetLabel("");
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}
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}
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virtual inline void SetCompactDescriptions(CompactText compact){
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this->compact=compact;
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for(std::weak_ptr<MenuComponent>component:components){
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std::weak_ptr<MenuItemButton>itemButton=DYNAMIC_POINTER_CAST<MenuItemButton>(component.lock());
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itemButton.lock()->SetCompactDescriptions(compact);
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}
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}
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protected:
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virtual inline void Cleanup()override final{
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}
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//Called whenever an inventory slot gets updated, whether it's adding or removing an item.
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inline void OnInventorySlotsUpdate(ITCategory cat){
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(*onInventorySlotsUpdate)(*this,cat);
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};
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inline void AddButtonOnSlotUpdate(ITCategory cat){
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(*addButtonOnSlotUpdate)(*this,cat);
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}
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}; |