The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
74 lines
3.7 KiB
74 lines
3.7 KiB
/*
|
|
License (OLC-3)
|
|
~~~~~~~~~~~~~~~
|
|
|
|
Copyright 2018 - 2023 OneLoneCoder.com
|
|
|
|
Redistribution and use in source and binary forms, with or without modification,
|
|
are permitted provided that the following conditions are met:
|
|
|
|
1. Redistributions or derivations of source code must retain the above copyright
|
|
notice, this list of conditions and the following disclaimer.
|
|
|
|
2. Redistributions or derivative works in binary form must reproduce the above
|
|
copyright notice. This list of conditions and the following disclaimer must be
|
|
reproduced in the documentation and/or other materials provided with the distribution.
|
|
|
|
3. Neither the name of the copyright holder nor the names of its contributors may
|
|
be used to endorse or promote products derived from this software without specific
|
|
prior written permission.
|
|
|
|
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
|
|
EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
|
|
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
|
|
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
|
|
INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
|
|
TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
|
|
BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
|
|
CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
|
|
ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
|
|
SUCH DAMAGE.
|
|
*/
|
|
#pragma once
|
|
#include "Crawler.h"
|
|
#include "olcPixelGameEngine.h"
|
|
#include "safemap.h"
|
|
#include "Item.h"
|
|
#include "MenuItemButton.h"
|
|
#include "MenuLabel.h"
|
|
#include "InventoryScrollableWindowComponent.h"
|
|
|
|
typedef Attribute A;
|
|
|
|
void Menu::InitializeConsumableInventoryWindow(){
|
|
int invWidth="ThemeGlobal.InventoryWidth"_I;
|
|
int initialInvHeight="ThemeGlobal.InventoryHeight"_I;
|
|
|
|
int itemSpacing="ThemeGlobal.InventoryItemSpacing"_I;
|
|
int buttonSize="ThemeGlobal.InventoryButtonSize"_I;
|
|
int totalSpacing=buttonSize+itemSpacing;
|
|
|
|
vf2d windowSize={float(totalSpacing*invWidth-itemSpacing+2+24),float(totalSpacing*(3+1)-itemSpacing+64)}; //Need space for the button.
|
|
|
|
Menu*inventoryWindow=CreateMenu(INVENTORY,CENTERED,windowSize);
|
|
|
|
inventoryWindow->I(A::LOADOUT_SLOT)=0;
|
|
|
|
InventoryScrollableWindowComponent*inventory=NEW InventoryScrollableWindowComponent(INVENTORY,{{1,20},{windowSize.x,float(totalSpacing*3-itemSpacing)}},"Consumables");
|
|
inventoryWindow->AddComponent("inventory",inventory);
|
|
|
|
//We don't have to actually populate the inventory list because now when an item gets added, it will automatically add the correct component in for us.
|
|
|
|
MenuLabel*inventoryTypeLabel=NEW MenuLabel(INVENTORY,{{0,0},{windowSize.x-1,18}},"Consumables",2,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE);
|
|
inventoryWindow->AddComponent("Inventory Type Label",inventoryTypeLabel);
|
|
|
|
MenuLabel*itemNameLabel=NEW MenuLabel{INVENTORY,geom2d::rect<float>(vf2d{2,float(initialInvHeight*totalSpacing+itemSpacing-16)},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW};
|
|
inventoryWindow->AddComponent("itemName",itemNameLabel);
|
|
float itemDescriptionLabelY=float(initialInvHeight*totalSpacing+itemSpacing);
|
|
MenuLabel*itemDescriptionLabel=NEW MenuLabel{INVENTORY,geom2d::rect<float>(vf2d{2,itemDescriptionLabelY},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW};
|
|
inventoryWindow->AddComponent("itemDescription",itemDescriptionLabel);
|
|
|
|
MenuComponent*okButton=NEW MenuComponent(INVENTORY,{{windowSize.x/2-24,itemDescriptionLabelY+56},{48,12}},"Ok",[](MenuFuncData data){Menu::CloseMenu();return true;});
|
|
|
|
inventoryWindow->AddComponent("OK Button",okButton);
|
|
} |