The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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95 lines
4.4 KiB
95 lines
4.4 KiB
#pragma once
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#include "Menu.h"
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enum class ButtonAttr{
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NONE=0b00,
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UNSELECTABLE=0b01, //Makes the component unselectable.
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UNSELECTABLE_VIA_KEYBOARD=0b10, //Makes the component unselectable via keyboard.
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};
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enum class ComponentAttr{
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NONE=0b0000,
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LEFT_ALIGN=0b0001, //Labels are centered by default.
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SHADOW=0b0010, //Adds shadows to the label text.
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OUTLINE=0b0100, //Adds an outline around the component.
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BACKGROUND=0b1000, //Renders the background of the menu theme for this component.
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};
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class MenuComponent:IAttributable{
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friend class Menu;
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friend class MenuItemButton;
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friend class ScrollableWindowComponent;
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friend class InventoryScrollableWindowComponent;
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MenuType menuDest;
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private:
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virtual bool GetHoverState(Crawler*game);
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//CALL THIS FOR A PARENT to check a child's DrawDecal validity!
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virtual bool PointWithinParent(MenuComponent*child,vi2d drawPos);
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std::pair<MenuType,std::string>memoryLeakInfo; //Used to identify memory leak hints for this component.
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protected:
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float hoverEffect=0;
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std::string name="";
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geom2d::rect<float>rect;
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std::string label;
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bool border=true;
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bool draggable=false;
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bool background=true;
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bool showDefaultLabel=true;
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MenuFunc onClick;
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MenuType parentMenu=MenuType::ENUM_END;
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MenuComponent*parentComponent=nullptr;
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bool hovered=false;
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bool selectable=true;
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bool selectableViaKeyboard=true;
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bool disabled=false; //If set to true, this component will not be rendered or updated.
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bool renderInMain=true; //If set to false, this component is the responsibility of some other windowing system and won't be rendered or updated via the main window loop.
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bool valid=true; //If set to false, this would cause the component to be removed.
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virtual void Update(Crawler*game);
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virtual void Draw(Crawler*game,vf2d parentPos);
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virtual void DrawDecal(Crawler*game,vf2d parentPos,bool focused);
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virtual bool GetHoverState(Crawler*game,MenuComponent*child);
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virtual void AfterCreate(); //Called after the creation of all menus finish.
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public:
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MenuComponent(MenuType parent,geom2d::rect<float>rect,std::string label,MenuFunc onClick,ButtonAttr attributes=ButtonAttr::NONE);
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MenuComponent(MenuType parent,geom2d::rect<float>rect,std::string label,MenuType menuDest,MenuFunc onClick,ButtonAttr attributes=ButtonAttr::NONE);
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virtual ~MenuComponent();
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void _Update(Crawler*game);
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void _Draw(Crawler*game);
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void _Draw(Crawler*game,vf2d parentPos);
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void _DrawDecal(Crawler*game,bool focused);
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void _DrawDecal(Crawler*game,vf2d parentPos,bool focused);
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vf2d GetPos();
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//We picked up a draggable component, we should make a copy and return it here. If a nullptr is returned here, the pickup is not allowed.
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//WARNING!!! This allocates a brand new component when successful!!! Be prepared to clear it!
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virtual MenuComponent*PickUpDraggableItem();
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//We are attempting to drop draggable onto this item. If it's not allowed, return false.
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virtual bool DropDraggableItem(MenuComponent*draggable);
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//A notification that a button outside the region has been selected. Return false if it's not allowed.
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virtual bool HandleOutsideDisabledButtonSelection(MenuComponent*disabledButton);
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//Called whenever an inventory slot gets updated, whether it's adding or removing an item.
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virtual void OnInventorySlotsUpdate(ITCategory cat);
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std::string GetLabel();
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std::string GetName();
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void Enable(bool enabled);
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virtual void Cleanup();
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};
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constexpr auto operator|(ButtonAttr attribute,ButtonAttr attribute2) noexcept
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{
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return ButtonAttr(static_cast<std::underlying_type_t<ButtonAttr>>(attribute)|static_cast<std::underlying_type_t<ButtonAttr>>(attribute2));
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}
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constexpr auto operator&(ButtonAttr attribute,ButtonAttr attribute2) noexcept
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{
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return static_cast<std::underlying_type_t<ButtonAttr>>(attribute)&static_cast<std::underlying_type_t<ButtonAttr>>(attribute2);
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}
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constexpr auto operator|(ComponentAttr attribute,ComponentAttr attribute2) noexcept
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{
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return ComponentAttr(static_cast<std::underlying_type_t<ComponentAttr>>(attribute)|static_cast<std::underlying_type_t<ComponentAttr>>(attribute2));
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}
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constexpr auto operator&(ComponentAttr attribute,ComponentAttr attribute2) noexcept
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{
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return static_cast<std::underlying_type_t<ComponentAttr>>(attribute)&static_cast<std::underlying_type_t<ComponentAttr>>(attribute2);
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} |