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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AdventuresInLestoria/Crawler/MenuItemButton.h

100 lines
4.2 KiB

#pragma once
#include "Menu.h"
#include "MenuLabel.h"
#include "MenuIconButton.h"
#include "DEFINES.h"
#include "Crawler.h"
#include "Item.h"
#include "safemap.h"
#include "olcPGEX_Graphics2D.h"
#include "drawutil.h"
INCLUDE_game
INCLUDE_ITEM_DATA
class MenuItemButton:public MenuIconButton{
private:
std::vector<IT>&invRef;
int inventoryIndex=0;
public:
int selected=-1; //0-2 representing which loadout slot this item consumes. -1 means not selected.
inline MenuItemButton(MenuType parent,geom2d::rect<float>rect,std::vector<IT>&invRef,int invIndex,MenuFunc onClick)
:MenuIconButton(parent,rect,invRef.size()>invIndex?ITEM_DATA.at(invRef[invIndex]).Decal():nullptr,onClick),invRef(invRef),inventoryIndex(invIndex){
draggable=false;
valid=invRef.size()>invIndex;
}
inline Item GetItem(){
return Inventory::GetItem(invRef.at(inventoryIndex));
}
//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
inline bool UseItem(uint32_t amt=1){
if(invRef.size()<=inventoryIndex)return false;
return Inventory::UseItem(invRef.at(inventoryIndex),amt);
}
protected:
virtual inline void Update(Crawler*game)override{
MenuIconButton::Update(game);
valid=invRef.size()>inventoryIndex&&ITEM_DATA.count(invRef[inventoryIndex]);
if(Menu::stack.size()>0){
Menu*menu=Menu::stack.back();
if(valid){
icon=ITEM_DATA.at(invRef[inventoryIndex]).Decal();
if(hovered){
switch(parentMenu){
case INVENTORY:{
//There should be an itemName label to modify.
Component<MenuLabel>(INVENTORY,"itemName")->label=ITEM_DATA.at(invRef[inventoryIndex]).Name();
//There should be an itemDescription label to modify.
Component<MenuLabel>(INVENTORY,"itemDescription")->label=ITEM_DATA.at(invRef[inventoryIndex]).Description();
}break;
}
}
}else{
icon=nullptr;
if(hovered){
switch(parentMenu){
case INVENTORY:{
//There should be an itemName label to modify.
Component<MenuLabel>(INVENTORY,"itemName")->label="";
//There should be an itemDescription label to modify.
Component<MenuLabel>(INVENTORY,"itemDescription")->label="";
}break;
}
}
}
}
}
virtual inline void Draw(Crawler*game,vf2d parentPos)override{
MenuIconButton::Draw(game,parentPos);
if(selected!=-1){
drawutil::DrawCrosshair(game,{parentPos+rect.pos,rect.size},0);
}
}
virtual inline void DrawDecal(Crawler*game,vf2d parentPos,bool focused)override{
MenuIconButton::DrawDecal(game,parentPos,focused);
if(valid){
std::string quantityText="x"+std::to_string(Inventory::GetItemCount(invRef.at(inventoryIndex)));
vf2d textSize=vf2d(game->GetTextSizeProp(quantityText))*0.5;
vf2d drawPos=parentPos+rect.pos+rect.size-textSize;
if(PointWithinParent(this,drawPos)){
game->DrawShadowStringDecal(drawPos,quantityText,WHITE,BLACK,{0.5,0.5},0.5);
}
}
}
virtual inline MenuComponent*PickUpDraggableItem()override{
if(valid){
MenuItemButton*pickUp=NEW MenuItemButton(parentMenu,rect,invRef,inventoryIndex,onClick);
valid=false;
return pickUp;
}else{
return nullptr;
}
}
virtual inline bool DropDraggableItem(MenuComponent*draggable)override{
//HACK Warning! We're making a bold assumption that every component that is draggable is of the same type! This may change in the future....
MenuItemButton*draggedItem=(MenuItemButton*)draggable;
ITCategory cat=ITEM_DATA.at(draggedItem->invRef.at(draggedItem->inventoryIndex)).Category();
return Inventory::SwapItems(cat,draggedItem->inventoryIndex,inventoryIndex);
}
};