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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259 lines
14 KiB
259 lines
14 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 © 2024 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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#include "AdventuresInLestoria.h"
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#include "safemap.h"
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#include "Item.h"
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#include "MenuItemButton.h"
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#include "MenuLabel.h"
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#include "InventoryScrollableWindowComponent.h"
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using A=Attribute;
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void Menu::InitializeConsumableInventoryWindow(){
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int itemSpacing=24;
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int totalSpacing=32;
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vf2d windowSize={float(160+16),float(96+78)}; //Need space for the button.
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Menu*inventoryWindow=CreateMenu(INVENTORY_CONSUMABLES,CENTERED,windowSize);
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inventoryWindow->I(A::LOADOUT_SLOT)=0;
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auto consumableWindow=inventoryWindow->ADD("inventory",InventoryScrollableWindowComponent)(geom2d::rect<float>{{0,15},{windowSize.x,96.f}},"itemName","itemDescription",
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[&](MenuFuncData data){
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std::weak_ptr<MenuItemButton>button=DYNAMIC_POINTER_CAST<MenuItemButton>(data.component.lock());
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data.game->ClearLoadoutItem(data.menu.I(A::LOADOUT_SLOT));
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for(std::weak_ptr<MenuComponent>component:data.parentComponent.lock()->GetComponents()){ //HACK ALERT! If we are accessing a parent component, it's because we are dealing with a scrolling window component, which has sub-components. So this should be a safe cast to make.
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if(component.lock()->GetName().starts_with("item")){
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std::weak_ptr<MenuItemButton>button2=DYNAMIC_POINTER_CAST<MenuItemButton>(component.lock());//HACK ALERT! This is probably an item since we populated item lists using this name for the components. So we assume these are MenuItemButton classes.
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if(button2.expired())ERR("Could not cast item to a MenuItemButton*!");
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if(&*button2.lock()==&*button.lock()){
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if(button2.lock()->selected!=-1){
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data.game->ClearLoadoutItem(button2.lock()->selected);
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}
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button2.lock()->selected=-1;
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}
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if(button2.lock()->selected==data.menu.I(A::LOADOUT_SLOT)){
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button2.lock()->selected=-1;
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}
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}
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}
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button.lock()->selected=data.menu.I(A::LOADOUT_SLOT);
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data.game->SetLoadoutItem(button.lock()->selected,button.lock()->GetItem().lock()->ActualName());
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return true;
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},InventoryCreator::Player_InventoryUpdate)END;
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Menu::AddInventoryListener(consumableWindow,"Consumables");
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//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.
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inventoryWindow->ADD("Inventory Type Label",MenuLabel)(geom2d::rect<float>{{0,-5},{windowSize.x-1,18}},"Consumables",2,ComponentAttr::SHADOW|ComponentAttr::BACKGROUND|ComponentAttr::OUTLINE)END;
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inventoryWindow->ADD("itemName",MenuLabel)(geom2d::rect<float>(vf2d{2,90.f},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW)END;
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inventoryWindow->ADD("itemDescription",MenuLabel)(geom2d::rect<float>(vf2d{2,117.f},{windowSize.x-4,windowSize.y-108}),"",1,ComponentAttr::SHADOW)END;
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auto okButton=inventoryWindow->ADD("OK Button",MenuComponent)(geom2d::rect<float>{{windowSize.x/2-24,173.f},{48,12}},"Ok",[](MenuFuncData data){Menu::CloseMenu();return true;})END;
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inventoryWindow->SetupKeyboardNavigation(
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[](MenuType type,Data&returnData){ //On Open
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//Try to find the component that matches the loadout item we have on us.
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std::vector<std::weak_ptr<MenuComponent>>&components=Component<InventoryScrollableWindowComponent>(INVENTORY_CONSUMABLES,"inventory")->GetComponents();
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auto inventory=Component<InventoryScrollableWindowComponent>(INVENTORY_CONSUMABLES,"inventory");
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auto foundComponent=std::find_if(components.begin(),components.end(),[&](auto&component){
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if(!ISBLANK(DYNAMIC_POINTER_CAST<MenuItemButton>(component)->GetItem().lock())&&DYNAMIC_POINTER_CAST<MenuItemButton>(component)->GetItem().lock()->ActualName()==game->GetLoadoutItem(Menu::menus[type]->I(A::LOADOUT_SLOT)).lock()->ActualName()){
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return true;
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}
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return false;
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});
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if(foundComponent!=components.end()){
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returnData=*foundComponent;
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}else
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if(components.size()>0){
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returnData=components.front();
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}else{
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returnData="OK Button";
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}
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},
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{ //Button Key
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{game->KEY_CONFIRM,{"Set Loadout Item",[](MenuType type){}}},
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{game->KEY_BACK,{"Back",[](MenuType type){
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Menu::CloseMenu();
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}}},
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}
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,{ //Button Navigation Rules
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{"OK Button",{
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.up=[](MenuType type,Data&returnData){
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auto&itemsList=Component<InventoryScrollableWindowComponent>(type,"inventory")->GetComponents();
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if(itemsList.size()>0){
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returnData=itemsList.back();
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}
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},
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.down=[](MenuType type,Data&returnData){
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auto&itemsList=Component<InventoryScrollableWindowComponent>(type,"inventory")->GetComponents();
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if(itemsList.size()>0){
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returnData=itemsList.front();
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}
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},
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.left=[](MenuType type,Data&returnData){
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auto&itemsList=Component<InventoryScrollableWindowComponent>(type,"inventory")->GetComponents();
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if(itemsList.size()>0){
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returnData=itemsList.back();
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}
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},
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.right=[](MenuType type,Data&returnData){
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auto&itemsList=Component<InventoryScrollableWindowComponent>(type,"inventory")->GetComponents();
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if(itemsList.size()>0){
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returnData=itemsList.front();
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}
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},
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}},
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{"inventory",{
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.up=[](MenuType type,Data&returnData){
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auto&selection=Menu::menus[type]->GetSelection();
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auto&itemsList=Component<InventoryScrollableWindowComponent>(type,"inventory")->GetComponents();
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auto itemsWindow=Component<InventoryScrollableWindowComponent>(type,"inventory");
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auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return comp.lock()==selection.lock();});
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if(itemsList.size()>0){
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if(component==itemsList.end()){
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//Set the selected button to the last element in the list.
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returnData=itemsList.back();
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}else{
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int invWidth=int((itemsWindow->rect.size.x-12)/(float(itemsWindow->options.size.x)+itemsWindow->options.padding));
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std::weak_ptr<MenuItemButton>selectedButton=DYNAMIC_POINTER_CAST<MenuItemButton>(*component);
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int newRowIndex=selectedButton.lock()->inventoryIndex-invWidth; //Moving up moves the cursor up an entire row.
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if(newRowIndex<0){
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//This means we have to wrap around.
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returnData="OK Button";
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return;
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}
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if(newRowIndex<0||newRowIndex>=itemsList.size())ERR(std::format("New Row Index ended up out-of-bounds! newRowIndex={}. THIS SHOULD NOT BE HAPPENING!",newRowIndex));
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//Select the component that matches this new number.
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auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return DYNAMIC_POINTER_CAST<MenuItemButton>(comp)->inventoryIndex==newRowIndex;});
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if(component==itemsList.end())ERR(std::format("WARNING! Could not find row index {} in items list while navigating! THIS SHOULD NOT BE HAPPENING!",newRowIndex));
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returnData=*component;
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}
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}else{
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returnData="OK Button";
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}
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},
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.down=[](MenuType type,Data&returnData){
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auto&selection=Menu::menus[type]->GetSelection();
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auto&itemsList=Component<InventoryScrollableWindowComponent>(type,"inventory")->GetComponents();
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auto itemsWindow=Component<InventoryScrollableWindowComponent>(type,"inventory");
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auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return comp.lock()==selection.lock();});
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if(itemsList.size()>0){
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if(component==itemsList.end()){
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//Set the selected button to the first element in the list.
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returnData=itemsList.front();
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}else{
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int invWidth=int((itemsWindow->rect.size.x-12)/(float(itemsWindow->options.size.x)+itemsWindow->options.padding));
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std::weak_ptr<MenuItemButton>selectedButton=DYNAMIC_POINTER_CAST<MenuItemButton>(*component);
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int newRowIndex=selectedButton.lock()->inventoryIndex+invWidth; //Moving down moves the cursor down an entire row.
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if(newRowIndex>=itemsList.size()){
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//This means we have to wrap around.
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returnData="OK Button";
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return;
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}
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if(newRowIndex<0||newRowIndex>=itemsList.size())ERR(std::format("New Row Index ended up out-of-bounds! newRowIndex={}. THIS SHOULD NOT BE HAPPENING!",newRowIndex));
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//Select the component that matches this new number.
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auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return DYNAMIC_POINTER_CAST<MenuItemButton>(comp)->inventoryIndex==newRowIndex;});
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if(component==itemsList.end())ERR(std::format("WARNING! Could not find row index {} in items list while navigating! THIS SHOULD NOT BE HAPPENING!",newRowIndex));
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returnData=*component;
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}
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}else{
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returnData="OK Button";
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}
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},
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.left=[](MenuType type,Data&returnData){
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auto&selection=Menu::menus[type]->GetSelection();
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auto&itemsList=Component<InventoryScrollableWindowComponent>(type,"inventory")->GetComponents();
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auto itemsWindow=Component<InventoryScrollableWindowComponent>(type,"inventory");
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auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return comp.lock()==selection.lock();});
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if(itemsList.size()>0){
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if(component==itemsList.end()){
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//Set the selected button to the last element in the list.
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returnData=itemsList.back();
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}else{
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int invWidth=int((itemsWindow->rect.size.x-12)/(float(itemsWindow->options.size.x)+itemsWindow->options.padding));
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std::weak_ptr<MenuItemButton>selectedButton=DYNAMIC_POINTER_CAST<MenuItemButton>(*component);
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int rowBaseIndex=(selectedButton.lock()->inventoryIndex/invWidth)*invWidth;
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int newRowIndex=selectedButton.lock()->inventoryIndex-1;
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if(newRowIndex<rowBaseIndex)newRowIndex+=invWidth;
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newRowIndex=std::min(int(itemsList.size())-1,newRowIndex);
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if(newRowIndex<0){
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//This means we have to wrap around.
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newRowIndex+=itemsList.size();
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}
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if(newRowIndex<0||newRowIndex>=itemsList.size())ERR(std::format("New Row Index ended up out-of-bounds! newRowIndex={}. THIS SHOULD NOT BE HAPPENING!",newRowIndex));
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//Select the component that matches this new number.
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auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return DYNAMIC_POINTER_CAST<MenuItemButton>(comp)->inventoryIndex==newRowIndex;});
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if(component==itemsList.end())ERR(std::format("WARNING! Could not find row index {} in items list while navigating! THIS SHOULD NOT BE HAPPENING!",newRowIndex));
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returnData=*component;
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}
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}else{
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returnData="OK Button";
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}
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},
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.right=[](MenuType type,Data&returnData){
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auto&selection=Menu::menus[type]->GetSelection();
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auto&itemsList=Component<InventoryScrollableWindowComponent>(type,"inventory")->GetComponents();
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auto itemsWindow=Component<InventoryScrollableWindowComponent>(type,"inventory");
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auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return comp.lock()==selection.lock();});
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if(itemsList.size()>0){
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if(component==itemsList.end()){
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//Set the selected button to the first element in the list.
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returnData=itemsList.front();
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}else{
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int invWidth=int((itemsWindow->rect.size.x-12)/(float(itemsWindow->options.size.x)+itemsWindow->options.padding));
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std::weak_ptr<MenuItemButton>selectedButton=DYNAMIC_POINTER_CAST<MenuItemButton>(*component);
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int rowBaseIndex=(selectedButton.lock()->inventoryIndex/invWidth)*invWidth;
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int newRowIndex=selectedButton.lock()->inventoryIndex+1;
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if(newRowIndex>rowBaseIndex+invWidth-1)newRowIndex-=invWidth;
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newRowIndex=std::clamp(newRowIndex,0,int(itemsList.size()-1));
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if(newRowIndex<0||newRowIndex>=itemsList.size())ERR(std::format("New Row Index ended up out-of-bounds! newRowIndex={}. THIS SHOULD NOT BE HAPPENING!",newRowIndex));
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//Select the component that matches this new number.
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auto component=std::find_if(itemsList.begin(),itemsList.end(),[&](auto&comp){return DYNAMIC_POINTER_CAST<MenuItemButton>(comp)->inventoryIndex==newRowIndex;});
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if(component==itemsList.end())ERR(std::format("WARNING! Could not find row index {} in items list while navigating! THIS SHOULD NOT BE HAPPENING!",newRowIndex));
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returnData=*component;
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}
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}else{
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returnData="OK Button";
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}
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},
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}},
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});
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} |