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/CharacterMenuWindow.cpp

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#pragma region License
/*
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.
Portions of this software are copyright © 2023 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "Menu.h"
#include "MenuComponent.h"
#include "PopupMenuLabel.h"
#include "StatLabel.h"
#include "CharacterRotatingDisplay.h"
#include "Crawler.h"
#include "ClassInfo.h"
#include "MenuItemItemButton.h"
#include "EquipSlotButton.h"
#include "Item.h"
#include "ScrollableWindowComponent.h"
#include "RowItemDisplay.h"
INCLUDE_game
INCLUDE_GFX
void Menu::InitializeCharacterMenuWindow(){
static bool equipmentWindowOpened=false;
vf2d windowSize=game->GetScreenSize()-vf2d{52,52};
Menu*characterMenuWindow=CreateMenu(CHARACTER_MENU,CENTERED,windowSize);
characterMenuWindow->ADD("Character Label",MenuLabel)({{0,-4},{float(windowSize.x)-1,24}},"Character",2,ComponentAttr::SHADOW|ComponentAttr::OUTLINE|ComponentAttr::BACKGROUND)END;
characterMenuWindow->ADD("Equip Slot Outline",MenuComponent)({{0,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
characterMenuWindow->ADD("Character Rotating Display",CharacterRotatingDisplay)({{135,28},{90,windowSize.y-48}},GFX[classutils::GetClassInfo(game->GetPlayer()->GetClassName()).classFullImgName].Decal())END;
const static std::array<ItemAttribute,7>displayAttrs{
ItemAttribute::health,
ItemAttribute::attack,
ItemAttribute::defense,
ItemAttribute::moveSpdPct,
ItemAttribute::cdrPct,
ItemAttribute::critPct,
ItemAttribute::critDmgPct,
};
characterMenuWindow->ADD("Equip Selection Outline",MenuComponent)({{123,28},{120,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
->Enable(false);
characterMenuWindow->ADD("Equip List",ScrollableWindowComponent)({{123,28},{120,windowSize.y-37-24}})DEPTH -1 END
->Enable(false);
characterMenuWindow->ADD("Equip Selection Bottom Outline",MenuComponent)({{123,28+(windowSize.y-37-24)},{120,24}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END
->Enable(false);
auto equipSelectionSelectButton=characterMenuWindow->ADD("Equip Selection Select Button",MenuComponent)({{123+12,28+(windowSize.y-37-24)+6},{96,12}},"Select",
[](MenuFuncData data){
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Outline")->Enable(false);
Component<ScrollableWindowComponent>(data.component->parentMenu,"Equip List")->Enable(false);
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Bottom Outline")->Enable(false);
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Select Button")->Enable(false);
Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(true);
for(int counter=0;ItemAttribute attribute:displayAttrs){
StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+ItemAttributable::GetDisplayInfo(attribute).name+" Label");
statDisplayLabel->SetStatChangeAmt(0);
}
equipmentWindowOpened=false;
return true;
})DEPTH 0 END;
equipSelectionSelectButton->Enable(false);
const static auto GetLabelText=[](ItemAttribute attribute){
AttributeData data=ItemAttributable::GetDisplayInfo(attribute);
std::string attrStr=data.name+":\n ";
attrStr+=std::to_string(game->GetPlayer()->GetStat(attribute));
if(data.displayAsPercent){
attrStr+="%";
}
return attrStr;
};
int equipSlot=1;
for(int i=0;i<8;i++){
float x=31+(i%2)*33;
float y=24+(i/2)*28;
float labelX=2+(i%2)*90;
float labelY=24+(i/2)*28+36;
if(i<6){
y-=8;
labelY-=8;
}
const static std::array<std::string,8>slotNames{"Helmet","Weapon","Armor","Gloves","Pants","Shoes","Ring 1","Ring 2"};
EquipSlot slot=EquipSlot(equipSlot);
auto equipmentSlot=characterMenuWindow->ADD("Equip Slot "+slotNames[i],EquipSlotButton)({{x,y+28},{24,24}},slot,MenuType::ENUM_END,
[&](MenuFuncData data){
EquipSlot slot=EquipSlot(data.component->I(Attribute::EQUIP_TYPE));
std::vector<Item>&equips=Inventory::get("Equipment");
std::vector<Item>&accessories=Inventory::get("Accessories");
std::vector<Item>availableEquipment;
std::copy_if(equips.begin(),equips.end(),std::back_inserter(availableEquipment),[&](Item&it){
return it.GetEquipSlot()&slot;
});
std::copy_if(accessories.begin(),accessories.end(),std::back_inserter(availableEquipment),[&](Item&it){
return it.GetEquipSlot()&slot;
});
ScrollableWindowComponent*equipList=Component<ScrollableWindowComponent>(data.component->parentMenu,"Equip List");
equipList->RemoveAllComponents();
for(int counter=0;Item&it:availableEquipment){
Item&itemInvRef=Inventory::GetItem(it.ActualName());
auto equip=equipList->ADD("Equip Item "+std::to_string(counter),RowItemDisplay)({{2,2+counter*28.f},{120-15,28}},itemInvRef,
[](MenuFuncData data){
RowItemDisplay*comp=dynamic_cast<RowItemDisplay*>(data.component);
if(comp!=nullptr){
Inventory::EquipItem(comp->GetItem(),EquipSlot(comp->I(Attribute::EQUIP_TYPE)));
for(MenuComponent*button:((ScrollableWindowComponent*)data.parentComponent)->GetComponents()){
RowItemDisplay*comp=dynamic_cast<RowItemDisplay*>(button);
if(comp!=nullptr){
comp->SetSelected(false);
}else{
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
}
}
comp->SetSelected(true);
for(int counter=0;ItemAttribute attribute:displayAttrs){
StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+ItemAttributable::GetDisplayInfo(attribute).name+" Label");
statDisplayLabel->SetStatChangeAmt(0);
}
MenuItemItemButton*equipButton=Component<MenuItemItemButton>(CHARACTER_MENU,"Equip Slot "+slotNames[data.parentComponent->I(A::INDEXED_THEME)]);
equipButton->SetItem(comp->GetItem());
}else{
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
}
return true;
},"Item Name","Item Description")END;
equip->SetHoverFunc(
[&](MenuFuncData data){
RowItemDisplay*button=dynamic_cast<RowItemDisplay*>(data.component);
if(button!=nullptr){
Item&buttonItem=button->GetItem();
std::vector<int>statsBeforeEquip;
EquipSlot slot=EquipSlot(button->I(Attribute::EQUIP_TYPE));
for(ItemAttribute attribute:displayAttrs){
statsBeforeEquip.push_back(game->GetPlayer()->GetStat(attribute));
}
Item*equippedItem=Inventory::GetEquip(slot);
Inventory::EquipItem(buttonItem,slot);
for(int counter=0;ItemAttribute attribute:displayAttrs){
StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+ItemAttributable::GetDisplayInfo(attribute).name+" Label");
int statChangeAmt=game->GetPlayer()->GetStat(attribute)-statsBeforeEquip[counter];
statDisplayLabel->SetStatChangeAmt(statChangeAmt);
counter++;
}
Inventory::UnequipItem(slot);
if(*equippedItem!=Item::BLANK){
Inventory::EquipItem(*equippedItem,slot);
}
}else{
ERR("WARNING! Attempting to cast a button that isn't a RowItemDisplay!");
}
return true;
});
equip->SetMouseOutFunc(
[](MenuFuncData data){
for(int counter=0;ItemAttribute attribute:displayAttrs){
StatLabel*statDisplayLabel=Component<StatLabel>(CHARACTER_MENU,"Attribute "+ItemAttributable::GetDisplayInfo(attribute).name+" Label");
statDisplayLabel->SetStatChangeAmt(0);
counter++;
}
return true;
});
equip->SetShowQuantity(false);
equip->SetSelectionType(SelectionType::NONE);
equip->I(Attribute::EQUIP_TYPE)=int(slot);
if(Inventory::GetEquip(slot)==&itemInvRef){
equip->SetSelected(true);
}
equip->SetCompactDescriptions(false);
counter++;
}
equipList->I(Attribute::INDEXED_THEME)=data.component->I(Attribute::INDEXED_THEME);
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Outline")->Enable(true);
equipList->Enable(true);
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Bottom Outline")->Enable(true);
Component<MenuComponent>(data.component->parentMenu,"Equip Selection Select Button")->Enable(true);
Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(false);
equipmentWindowOpened=true;
return true;
},[](MenuFuncData data){//On Mouse Hover
if(Component<MenuLabel>(data.component->parentMenu,"Item Equip Description")->GetLabel()!=""){
Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(false);
}
return true;
},[](MenuFuncData data){//On Mouse Out
if(Component<MenuLabel>(data.component->parentMenu,"Item Equip Description")->GetLabel()!=""&&!equipmentWindowOpened){
Component<CharacterRotatingDisplay>(data.component->parentMenu,"Character Rotating Display")->Enable(true);
}
return true;
},"Item Equip Name","Item Equip Description")END;
equipmentSlot->I(Attribute::EQUIP_TYPE)=int(slot);
equipmentSlot->I(Attribute::INDEXED_THEME)=i;
equipmentSlot->SetShowQuantity(false);
equipmentSlot->SetCompactDescriptions(false);
equipSlot<<=1;
characterMenuWindow->ADD("Equip Label "+slotNames[i],PopupMenuLabel)({{labelX,labelY},{29,16}},slotNames[i],{0.5,1},ComponentAttr::SHADOW)END;
Menu::AddEquipStatListener(equipmentSlot);
}
characterMenuWindow->ADD("Stat Display Outline",MenuComponent)({{245,28},{62,windowSize.y-37}},"",DO_NOTHING,ButtonAttr::UNSELECTABLE)END;
int yOffset=0;
for(ItemAttribute attribute:displayAttrs){
std::string attrStr=GetLabelText(attribute);
AttributeData data=ItemAttributable::GetDisplayInfo(attribute);
auto attrLabel=characterMenuWindow->ADD("Attribute "+data.name+" Label",StatLabel)({{245,28+2+float(yOffset)},{62,18}},attribute,1,ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)END;
Menu::AddEquipStatListener(attrLabel);
yOffset+=20;
}
characterMenuWindow->ADD("Back button",MenuComponent)({{windowSize.x/2-64,windowSize.y},{128,12}},"Back",[](MenuFuncData data){Menu::stack.pop_back();return true;})END;
auto itemNameDisplay=characterMenuWindow->ADD("Item Name",MenuLabel)({{0,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
auto itemDescriptionDisplay=characterMenuWindow->ADD("Item Description",MenuLabel)({{0,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
auto itemEquipNameDisplay=characterMenuWindow->ADD("Item Equip Name",MenuLabel)({{123,28},{120,12}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
auto itemEquipDescriptionDisplay=characterMenuWindow->ADD("Item Equip Description",MenuLabel)({{123,40},{120,windowSize.y-49}},"",1,ComponentAttr::BACKGROUND|ComponentAttr::LEFT_ALIGN|ComponentAttr::OUTLINE|ComponentAttr::SHADOW)END;
itemNameDisplay->Enable(false);
itemDescriptionDisplay->Enable(false);
itemEquipNameDisplay->Enable(false);
itemEquipDescriptionDisplay->Enable(false);
}