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#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 <EFBFBD> 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 "InventoryCreator.h"
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#include "RowInventoryScrollableWindowComponent.h"
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#define DEFINE(SubName) InventoryCreator InventoryCreator::SubName##_InventoryUpdate(&InventoryCreator::SubName##_InventorySlotsUpdate,&InventoryCreator::SubName##_AddButtonOnSlotUpdate);
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DEFINE(Player);
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DEFINE(RowPlayer);
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DEFINE(RowMerchant);
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DEFINE(RowPlayerWeapons);
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DEFINE(RowPlayerArmor);
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#pragma region Player Inventory Updates
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_InventorySlotsUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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size_t invSize=Inventory::get(cat).size();
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(component.components.size()<invSize){//We need more space to display our items.
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component.AddButtonOnSlotUpdate(cat);
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}else
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if(component.components.size()>invSize){ //There are empty spots, so let's clean up.
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component.RemoveAllComponents();
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for(std::weak_ptr<Item> item:Inventory::get(cat)){
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component.AddButtonOnSlotUpdate(cat);
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}
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}
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};
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::Player_AddButtonOnSlotUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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size_t invSize=component.components.size()+1;
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int invWidth=int((component.rect.size.x-12)/(float(component.options.size.x)+component.options.padding));
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int x=int((invSize-1)%invWidth);
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int y=int((invSize-1)/invWidth);
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int itemIndex=y*invWidth+x;
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vf2d buttonSize=component.options.size;
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int totalSpacing=component.options.padding+buttonSize.x;
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component.ADD("item_"+cat+"_"+std::to_string(itemIndex),MenuItemButton)(geom2d::rect<float>{{float(totalSpacing*x),float(totalSpacing*y)},buttonSize},Inventory::get(cat),itemIndex,component.inventoryButtonClickAction,component.inventoryButtonHoverAction,component.inventoryButtonMouseOutAction,component.parentMenu,component.itemNameLabelName,component.itemDescriptionLabelName,component.inventoryButtonsActive?IconButtonAttr::SELECTABLE:IconButtonAttr::NOT_SELECTABLE)END
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->SetCompactDescriptions(component.compact);
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};
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#pragma endregion
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#pragma region Row Inventory Player Updates
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayer_InventorySlotsUpdate=Player_InventorySlotsUpdate;
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayer_AddButtonOnSlotUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST<RowInventoryScrollableWindowComponent*>(&component);
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size_t invSize=c->components.size()+1;
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int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding));
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int x=int((invSize-1)%invWidth);
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int y=int((invSize-1)/invWidth);
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int itemIndex=y*invWidth+x;
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vf2d buttonSize=c->options.size;
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vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y};
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auto newItem=c->ADD("item_"+cat+"_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},Inventory::GetInventorySlot(cat,itemIndex),c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
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newItem->SetCompactDescriptions(c->compact);
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newItem->SetPriceLabelType(c->priceLabel);
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newItem->SetHoverFunc(c->inventoryButtonHoverAction);
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newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction);
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};
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#pragma endregion
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#pragma region Row Merchant Updates
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowMerchant_InventorySlotsUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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const std::vector<std::shared_ptr<Item>>&merchantInv=Merchant::GetCurrentTravelingMerchant().GetShopItems();
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(component.components.size()<merchantInv.size()){//We need more space to display our items.
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component.AddButtonOnSlotUpdate(cat);
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}else
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if(component.components.size()>merchantInv.size()){ //There are empty spots, so let's clean up.
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component.RemoveAllComponents();
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for(std::shared_ptr<Item> item:merchantInv){
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component.AddButtonOnSlotUpdate(cat);
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}
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}
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};
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowMerchant_AddButtonOnSlotUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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const std::vector<std::shared_ptr<Item>>&merchantInv=Merchant::GetCurrentTravelingMerchant().GetShopItems();
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RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST<RowInventoryScrollableWindowComponent*>(&component);
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size_t invSize=c->components.size()+1;
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int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding));
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int x=int((invSize-1)%invWidth);
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int y=int((invSize-1)/invWidth);
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int itemIndex=y*invWidth+x;
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vf2d buttonSize=c->options.size;
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vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y};
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auto newItem=c->ADD("merchant_item_"+cat+"_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},Merchant::GetCurrentTravelingMerchant().GetShopItems()[itemIndex],c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
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newItem->SetCompactDescriptions(c->compact);
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newItem->SetPriceLabelType(c->priceLabel);
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newItem->SetHoverFunc(c->inventoryButtonHoverAction);
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newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction);
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};
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#pragma endregion
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#pragma region Row Player Weapons Updates
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayerWeapons_InventorySlotsUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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component.RemoveAllComponents();
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component.AddButtonOnSlotUpdate(cat);
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};
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayerWeapons_AddButtonOnSlotUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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std::vector<std::weak_ptr<Item>>weapons;
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std::copy_if(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),std::back_inserter(weapons),[](std::shared_ptr<Item>item){return item->IsWeapon();});
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std::copy_if(Inventory::blacksmithInventory.begin(),Inventory::blacksmithInventory.end(),std::back_inserter(weapons),[](std::shared_ptr<Item>item){return item->IsWeapon();});
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RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST<RowInventoryScrollableWindowComponent*>(&component);
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vf2d buttonSize=c->options.size;
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vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y};
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for(std::weak_ptr<Item> weapon:weapons){
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size_t invSize=c->components.size()+1;
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int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding));
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int x=int((invSize-1)%invWidth);
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int y=int((invSize-1)/invWidth);
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int itemIndex=y*invWidth+x;
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auto newItem=c->ADD("item_Weapon_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},weapon,c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
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newItem->SetCompactDescriptions(c->compact);
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if(Inventory::GetItemCount(weapon.lock()->ActualName())==0){ //An item that is not in our inventory is considered craftable..
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newItem->SetPriceLabelType(PriceLabel::CRAFTABLE);
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}else{ //Items that we do have are considered upgradeable.
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newItem->SetPriceLabelType(PriceLabel::UPGRADEABLE);
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}
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newItem->SetHoverFunc(c->inventoryButtonHoverAction);
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newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction);
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newItem->SetCheckCraftingRequirements(true);
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}
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};
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#pragma endregion
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#pragma region Row Player Armor Updates
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayerArmor_InventorySlotsUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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component.RemoveAllComponents();
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component.AddButtonOnSlotUpdate(cat);
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};
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std::function<void(InventoryScrollableWindowComponent&component,ITCategory cat)> InventoryCreator::RowPlayerArmor_AddButtonOnSlotUpdate=
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[](InventoryScrollableWindowComponent&component,ITCategory cat){
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std::vector<std::weak_ptr<Item>>armor;
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std::copy_if(Inventory::get("Equipment").begin(),Inventory::get("Equipment").end(),std::back_inserter(armor),[](std::shared_ptr<Item>item){return item->IsArmor();});
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std::copy_if(Inventory::blacksmithInventory.begin(),Inventory::blacksmithInventory.end(),std::back_inserter(armor),[](std::shared_ptr<Item>item){return item->IsArmor();});
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RowInventoryScrollableWindowComponent*c=DYNAMIC_CAST<RowInventoryScrollableWindowComponent*>(&component);
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vf2d buttonSize=c->options.size;
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vf2d totalSpacing={c->options.padding+buttonSize.x,c->options.padding+buttonSize.y};
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for(std::weak_ptr<Item> armor:armor){
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size_t invSize=c->components.size()+1;
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int invWidth=int(c->rect.size.x/(float(c->options.size.x)+c->options.padding));
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int x=int((invSize-1)%invWidth);
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int y=int((invSize-1)/invWidth);
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int itemIndex=y*invWidth+x;
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auto newItem=c->ADD("item_Armor_"+std::to_string(itemIndex),RowItemDisplay)(geom2d::rect<float>{totalSpacing*vf2d{float(x),float(y)},buttonSize},armor,c->inventoryButtonClickAction,c->itemNameLabelName,c->itemDescriptionLabelName,c->inventoryButtonsActive?ButtonAttr::NONE:ButtonAttr::UNSELECTABLE)END;
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newItem->SetCompactDescriptions(c->compact);
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if(Inventory::GetItemCount(armor.lock()->ActualName())==0){ //An item that is not in our inventory is considered craftable..
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newItem->SetPriceLabelType(PriceLabel::CRAFTABLE);
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}else{ //Items that we do have are considered upgradeable.
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newItem->SetPriceLabelType(PriceLabel::UPGRADEABLE);
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}
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newItem->SetHoverFunc(c->inventoryButtonHoverAction);
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newItem->SetMouseOutFunc(c->inventoryButtonMouseOutAction);
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newItem->SetCheckCraftingRequirements(true);
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}
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};
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#pragma endregion |