The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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153 lines
8.3 KiB
153 lines
8.3 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2018 - 2023 OneLoneCoder.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 "MenuComponent.h"
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#include "MenuItemButton.h"
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#include "Crawler.h"
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#include "ScrollableWindowComponent.h"
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using A=Attribute;
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struct InventoryWindowOptions{
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int padding=8;
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vf2d size={24,24};
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};
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//This class can easily be derived with different component types by overriding non-final virtual functions in this class.
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//Functions currently include:
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// virtual inline void AddButtonOnSlotUpdate(ITCategory cat)
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// virtual inline void SetCompactDescriptions(bool compact)
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//
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// Please ensure these are overwritten, otherwise you will get errors complaining about dynamic casts unable to convert classes successfully.
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class InventoryScrollableWindowComponent:public ScrollableWindowComponent{
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protected:
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ITCategory inventoryType;
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std::function<bool(MenuFuncData)>inventoryButtonClickAction;
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std::function<bool(MenuFuncData)>inventoryButtonHoverAction;
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std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction;
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CompactText compact=COMPACT;
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InventoryWindowOptions options;
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std::string itemNameLabelName;
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std::string itemDescriptionLabelName;
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bool inventoryButtonsActive=true;
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public:
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inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,ITCategory invType,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
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:InventoryScrollableWindowComponent(rect,invType,itemNameLabelName,itemDescriptionLabelName,inventoryButtonClickAction,DO_NOTHING,DO_NOTHING,options,inventoryButtonsActive,attributes){
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}
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inline InventoryScrollableWindowComponent(geom2d::rect<float>rect,ITCategory invType,std::string itemNameLabelName,std::string itemDescriptionLabelName,std::function<bool(MenuFuncData)>inventoryButtonClickAction,std::function<bool(MenuFuncData)>inventoryButtonHoverAction,std::function<bool(MenuFuncData)>inventoryButtonMouseOutAction,InventoryWindowOptions options={.padding=8,.size={24,24}},bool inventoryButtonsActive=true,ComponentAttr attributes=ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)
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:ScrollableWindowComponent(rect,attributes),inventoryButtonHoverAction(inventoryButtonHoverAction),inventoryButtonMouseOutAction(inventoryButtonMouseOutAction),inventoryType(invType),itemNameLabelName(itemNameLabelName),itemDescriptionLabelName(itemDescriptionLabelName),
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options(options),inventoryButtonClickAction(inventoryButtonClickAction),inventoryButtonsActive(inventoryButtonsActive){
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Menu::AddInventoryListener(this,invType);
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}
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virtual inline void Update(Crawler*game)override{
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ScrollableWindowComponent::Update(game);
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bool noneHovered=true;
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for(MenuComponent*component:components){
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if(component->hovered){
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noneHovered=false;
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break;
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}
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}
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if(noneHovered){
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if(itemNameLabelName.length()>0)Component<MenuLabel>(parentMenu,itemNameLabelName)->SetLabel("");
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if(itemDescriptionLabelName.length()>0)Component<MenuLabel>(parentMenu,itemDescriptionLabelName)->SetLabel("");
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}
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}
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virtual inline void SetCompactDescriptions(bool compact){
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if(compact)this->compact=COMPACT;
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else this->compact=NON_COMPACT;
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for(MenuComponent*component:components){
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MenuItemButton*itemButton=dynamic_cast<MenuItemButton*>(component);
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if(itemButton){
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itemButton->SetCompactDescriptions(compact);
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}else{
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ERR("WARNING! Attempting to cast a button that isn't a MenuItemButton!");
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}
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}
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}
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protected:
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inline void RemoveEmptySlots(){
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//Algorithm will iterate through all slots, finding blank slots. Each time a blank slot is found, all items will shift over by one, and then the last item will be removed. Repeat until all slots iterated through.
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for(int i=0;i<components.size();i++){
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MenuComponent*button=components[i];
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button->Update(game); //We have to call update to update the validation state.
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//HACK ALERT!! This only gets called on inventories...And only on inventory items, which would have the valid flag set. We only care about components that are inventory slots.
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if(!button->valid){
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for(int j=i;j<components.size()-1;j++){
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//Take the item in the next slot and move it to this slot.
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Menu::menus[components[j]->parentMenu]->components.at(components[j]->name)=components[size_t(j+1)];
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components[j]=components[size_t(j+1)];
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}
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MenuComponent*lastButton=Menu::menus[components[components.size()-1]->parentMenu]->components.at(components[components.size()-1]->name);
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//Now we have to fix up the keyboard button list.
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RemoveButton(lastButton);
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i--; //Subtract one from the index so we don't accidently skip slots.
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}
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}
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CalculateBounds(); //Recalculate the bounds as it's possible the width/height of the component has changed.
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}
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virtual inline void OnInventorySlotsUpdate(ITCategory cat)override final{
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size_t invSize=Inventory::get(cat).size();
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//We only want to refresh the inventory slots if the component count no longer matches what's actually in our inventory.
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if(components.size()<invSize){//We need more space to display our items.
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AddButtonOnSlotUpdate(cat);
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}else
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if(components.size()>invSize){ //There are empty spots, so let's clean up.
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RemoveEmptySlots();
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}
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}
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virtual inline void Cleanup()override final{
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}
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virtual inline void AddButtonOnSlotUpdate(ITCategory cat){
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size_t invSize=Inventory::get(cat).size();
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int invWidth=int(rect.size.x/(float(options.size.x)+options.padding));
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int x=int((invSize-1)%invWidth);
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int y=int((invSize-1)/invWidth);
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int itemIndex=y*invWidth+x;
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vf2d buttonSize=options.size;
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int totalSpacing=options.padding+buttonSize.x;
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ADD("item_"+cat+"_"+std::to_string(itemIndex),MenuItemButton)({{float(totalSpacing*x),float(totalSpacing*y)},buttonSize},Inventory::get(cat),itemIndex,inventoryButtonClickAction,inventoryButtonHoverAction,inventoryButtonMouseOutAction,parentMenu,itemNameLabelName,itemDescriptionLabelName,inventoryButtonsActive?IconButtonAttr::SELECTABLE:IconButtonAttr::NOT_SELECTABLE)END
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->SetCompactDescriptions(compact==COMPACT);
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}
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}; |