The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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103 lines
5.1 KiB
103 lines
5.1 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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#pragma once
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#include "MenuLabel.h"
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#include "Item.h"
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class RequiredMaterialsList:public MenuLabel{
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std::weak_ptr<Item>itemRef;
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uint8_t qty=1;
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public:
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inline RequiredMaterialsList(geom2d::rect<float>rect,const std::weak_ptr<Item>itemRef,ComponentAttr attributes=ComponentAttr::SHADOW|ComponentAttr::LEFT_ALIGN)
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:MenuLabel(rect,"",1.f,attributes),itemRef(itemRef){}
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inline void SetItem(const std::weak_ptr<Item>itemRef){
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this->itemRef=itemRef;
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}
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inline const std::weak_ptr<Item>GetItem()const{
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return itemRef;
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}
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inline void SetQuantity(uint8_t quantity){
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this->qty=quantity;
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}
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protected:
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inline virtual void DrawDecal(ViewPort&window,bool focused)override final{
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MenuComponent::DrawDecal(window,focused);
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vf2d adjustedScale={scale,scale};
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vf2d labelTextSize=vf2d(game->GetWrappedTextSizeProp(label,rect.size.x,adjustedScale));
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if(fitToLabel){
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float sizeRatio=((labelTextSize*adjustedScale).x)/(rect.size.x-2);
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if(sizeRatio>1){
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adjustedScale.x/=sizeRatio;
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}
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labelTextSize=vf2d(game->GetTextSizeProp(label)*adjustedScale);
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}
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if(itemRef.lock()->EnhancementIsPossible()){
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size_t enhancementIndex=std::min(itemRef.lock()->EnhancementLevel()+1,"Item.Item Max Enhancement Level"_I);
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if(!itemRef.lock()->IsEquippable()||itemRef.lock()->GetEnhancementInfo()[enhancementIndex].chapterAvailable<=game->GetCurrentChapter()&&itemRef.lock()->EnhancementLevel()!="Item.Item Max Enhancement Level"_I){
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if(itemRef.lock()->IsEquippable()&&Inventory::GetItemCount(itemRef.lock()->ActualName())==0)enhancementIndex=0;//If we don't have the item, use the initial crafting list instead. But only for equipment!
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float drawWidth=rect.size.x/3;
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int index=0;
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for(const auto&[name,amt]:itemRef.lock()->GetEnhancementInfo()[enhancementIndex].craftingRequirement.GetItems()){
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Pixel textCol=WHITE;
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if(Inventory::GetItemCount(name)<amt*qty)textCol=RED;
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vf2d drawPos=rect.pos+vf2d{drawWidth*(index%3),12.f*(index/3)};
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std::string labelText=std::format("{}",std::string(const_cast<IT&>(name)));
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float labelWidth=game->GetTextSizeProp(labelText).x;
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window.DrawShadowStringDecal(drawPos,std::format("{:>3}",amt*qty),textCol,BLACK);
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window.DrawShadowStringPropDecal(drawPos+vf2d{26,0},labelText,textCol,BLACK,{std::min(1.f,(drawWidth-26-2)/labelWidth),1.f});
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index++;
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}
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Pixel textCol=WHITE;
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uint32_t goldAmt=itemRef.lock()->GetEnhancementInfo()[enhancementIndex].craftingRequirement.GetCost();
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if(goldAmt>0){
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if(game->GetPlayer()->GetMoney()<goldAmt*qty)textCol=RED;
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vf2d drawPos=rect.pos+vf2d{drawWidth*(index%3),12.f*(index/3)};
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std::string goldAmtText=std::format("{:>3}",goldAmt*qty);
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std::string labelText=std::format("{}","Item.Currency Name"_S);
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float goldAmtWidth=game->GetTextSize(goldAmtText).x;
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window.DrawShadowStringDecal(drawPos,goldAmtText,textCol,BLACK);
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window.DrawShadowStringPropDecal(drawPos+vf2d{goldAmtWidth+2,0},labelText,textCol,BLACK);
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}
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index++;
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}
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}
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}
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}; |