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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166 lines
7.9 KiB
166 lines
7.9 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 © 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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#pragma once
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#include "Menu.h"
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#include "MenuLabel.h"
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#include "MenuIconButton.h"
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#include "DEFINES.h"
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#include "AdventuresInLestoria.h"
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#include "Item.h"
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#include "safemap.h"
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#include "drawutil.h"
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INCLUDE_game
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INCLUDE_ITEM_DATA
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class MenuItemButton:public MenuIconButton{
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friend class InventoryScrollableWindowComponent;
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private:
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const std::vector<std::shared_ptr<Item>>&invRef;
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MenuType itemDescriptionMenu;
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std::string itemNameLabelName;
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std::string itemDescriptionLabelName;
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CompactText compact=COMPACT;
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public:
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int selected=-1; //0-2 representing which loadout slot this item consumes. -1 means not selected.
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inline MenuItemButton(geom2d::rect<float>rect,const std::vector<std::shared_ptr<Item>>&invRef,int invIndex,MenuFunc onClick,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
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:MenuIconButton(rect,invRef.size()>invIndex?const_cast<Decal*>(invRef[invIndex]->Decal()):nullptr,onClick,attributes),invRef(invRef),itemDescriptionMenu(itemDescriptionMenu),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName){
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draggable=false;
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inventoryIndex=invIndex;
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valid=invRef.size()>invIndex;
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}
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inline MenuItemButton(geom2d::rect<float>rect,const std::vector<std::shared_ptr<Item>>&invRef,int invIndex,MenuFunc onClick,MenuFunc onHover,MenuFunc onMouseOut,MenuType itemDescriptionMenu,std::string itemNameLabelName,std::string itemDescriptionLabelName,IconButtonAttr attributes=IconButtonAttr::SELECTABLE)
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:MenuIconButton(rect,invRef.size()>invIndex?const_cast<Decal*>(invRef[invIndex]->Decal()):nullptr,onClick,attributes),invRef(invRef),itemDescriptionMenu(itemDescriptionMenu),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName){
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draggable=false;
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inventoryIndex=invIndex;
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runHoverFunctions=true;
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valid=invRef.size()>invIndex;
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SetHoverFunc(onHover);
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SetMouseOutFunc(onMouseOut);
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}
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inline std::weak_ptr<Item>GetItem(){
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return invRef.at(inventoryIndex);
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}
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//Returns true if the item has been consumed completely and there are 0 remaining of that type in our inventory.
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inline bool UseItem(uint32_t amt=1){
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if(invRef.size()<=inventoryIndex)return false;
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return Inventory::UseItem(invRef.at(inventoryIndex)->ActualName(),amt);
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}
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inline void SetCompactDescriptions(CompactText compact){
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this->compact=compact;
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}
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inline virtual void Update(AiL*game)override{
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MenuIconButton::Update(game);
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valid=invRef.size()>inventoryIndex&&ITEM_DATA.count(invRef[inventoryIndex]->ActualName())&&invRef[inventoryIndex]->Amt()>0;
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if(!valid){
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icon=nullptr;
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}
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if(hovered){
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UpdateLabel();
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}
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}
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protected:
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virtual inline void OnMouseOut()override{
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if(itemNameLabelName!=""){
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Component<MenuLabel>(parentMenu,itemNameLabelName)->Enable(false);
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}
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if(itemDescriptionLabelName!=""){
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Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->Enable(false);
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}
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}
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void UpdateLabel(){
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if(ISBLANK(invRef[inventoryIndex]))return;
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std::string labelNameText;
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std::string labelDescriptionText;
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if(valid){
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icon=const_cast<Decal*>(invRef[inventoryIndex]->Decal());
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labelNameText=invRef[inventoryIndex]->DisplayName();
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labelDescriptionText=invRef[inventoryIndex]->Description(compact);
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}else{
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icon=nullptr;
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labelNameText="";
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labelDescriptionText="";
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}
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if(itemNameLabelName!=""){
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Component<MenuLabel>(parentMenu,itemNameLabelName)->label=labelNameText;
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Component<MenuLabel>(parentMenu,itemNameLabelName)->Enable(true);
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}
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if(itemDescriptionLabelName!=""){
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Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->label=labelDescriptionText;
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Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->Enable(true);
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}
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}
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virtual inline void OnHover()override{
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UpdateLabel();
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}
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virtual inline void DrawDecal(ViewPort&window,bool focused)override{
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MenuIconButton::DrawDecal(window,focused);
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if(selected!=-1){
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drawutil::DrawCrosshairDecalViewPort(window,{rect.pos,rect.size},0);
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}
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if(valid){
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int itemQuantity=Inventory::GetItemCount(invRef.at(inventoryIndex)->ActualName()); //Normally we'd retrieve how many of this item we have from our inventory...However Monster Loot and Stage Loot inventories are special and hold their own inventory counts...
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if(&invRef==&Inventory::get("Monster Loot")||&invRef==&Inventory::get("Stage Loot")){
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itemQuantity=invRef.at(inventoryIndex)->Amt(); //So the item quantity comes from the stack itself and not our main inventory.
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}
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std::string quantityText="x"+std::to_string(itemQuantity);
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vf2d quantityTextScale=rect.size/48.f;
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vf2d textSize=vf2d(game->GetTextSizeProp(quantityText))*quantityTextScale;
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vf2d drawPos=rect.pos+rect.size-textSize;
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if(itemQuantity!=INFINITE){
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window.DrawShadowStringDecal(drawPos,quantityText,WHITE,BLACK,quantityTextScale);
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}
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}
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}
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inline MenuComponent*PickUpDraggableItem()override final{
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if(valid){
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MenuItemButton*pickUp=NEW MenuItemButton(rect,invRef,inventoryIndex,onClick,itemDescriptionMenu,itemNameLabelName,itemDescriptionLabelName);
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valid=false;
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return pickUp;
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}else{
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return nullptr;
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}
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}
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inline bool DropDraggableItem(MenuComponent*draggable)override final{
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//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....
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MenuItemButton*draggedItem=(MenuItemButton*)draggable;
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ITCategory cat=draggedItem->invRef.at(draggedItem->inventoryIndex)->Category();
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return Inventory::SwapItems(cat,draggedItem->inventoryIndex,inventoryIndex);
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}
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};
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