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/Adventures in Lestoria/InventoryWindow.cpp

482 lines
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#pragma region License
/*
License (OLC-3)
~~~~~~~~~~~~~~~
Copyright 2024 Joshua Sigona <sigonasr2@gmail.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 © 2024 The FreeType
Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
All rights reserved.
*/
#pragma endregion
#include "AdventuresInLestoria.h"
#include "DEFINES.h"
#include "Menu.h"
#include "MenuLabel.h"
#include "RowInventoryScrollableWindowComponent.h"
#include "MenuIconButton.h"
#include "MenuItemButton.h"
#include "MenuItemItemButton.h"
#include "RowItemDisplay.h"
#include "PlayerMoneyLabel.h"
#include "SoundEffect.h"
INCLUDE_game
INCLUDE_ITEM_CATEGORIES
INCLUDE_DATA
INCLUDE_GFX
using A=Attribute;
using enum ComponentAttr;
using ButtonAttr::UNSELECTABLE;
using ButtonAttr::UNSELECTABLE_VIA_KEYBOARD;
void Menu::InitializeInventoryWindow(){
Menu*inventoryWindow=CreateMenu(INVENTORY,CENTERED,game->GetScreenSize()-vi2d{52,52});
inventoryWindow->ADD("Inventory Label",MenuLabel)(geom2d::rect<float>{{0,0},{inventoryWindow->size.x-1,24}},"Inventory",2,SHADOW|OUTLINE|BACKGROUND)END;
inventoryWindow->ADD("Inventory Tabs Outline",MenuComponent)(geom2d::rect<float>{{0,28},{72,inventoryWindow->size.y-44}},"",DO_NOTHING,UNSELECTABLE)END;
auto GetSortedCategories=[](){
std::vector<std::pair<std::string,int>>categories;
for(auto&[category,items]:ITEM_CATEGORIES){
if(DATA["ItemCategory"][category].GetString(0)=="!HIDE")continue; //This category is meant to be hidden!
categories.push_back({category,DATA["ItemCategory"][category].GetInt(0)}); //We assume the first value becomes the sort order we wish to use.
}
std::sort(categories.begin(),categories.end(),[](std::pair<std::string,int>&cat1,std::pair<std::string,int>&cat2){return cat1.second<cat2.second;});
return categories;
};
std::vector<std::pair<std::string,int>>categories=GetSortedCategories();
#pragma region Inventory Tabs
bool first=true;
for(float yOffset=0;auto&[category,sortOrder]:categories){
float textWidth=game->GetTextSizeProp(category).x;
float buttonWidth=64;
float textScaling=std::min(1.f,buttonWidth/textWidth);
auto button=inventoryWindow->ADD(category+" Inventory Tab",MenuComponent)(geom2d::rect<float>{{2,30+yOffset},{68,16}},category,MenuType::ENUM_END,
[&](MenuFuncData data){
//Close the old inventory window and show the proper one.
Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.menu.S(A::LAST_INVENTORY_TYPE_OPENED))->Disable();
Component<MenuComponent>(data.menu.GetType(),data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)+" Inventory Tab")->SetSelected(false);
Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.component.lock()->S(A::CATEGORY_NAME))->Enable();
Component<MenuComponent>(data.menu.GetType(),data.component.lock()->S(A::CATEGORY_NAME)+" Inventory Tab")->SetSelected(true);
data.menu.S(A::LAST_INVENTORY_TYPE_OPENED)=data.component.lock()->S(A::CATEGORY_NAME);
data.menu.I(A::ITEM_SLOT)=Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.component.lock()->S(A::CATEGORY_NAME))->GetComponents().size()-1;
if(data.menu.I(A::ITEM_SLOT)>=0){
data.menu.SetSelection(Component<RowInventoryScrollableWindowComponent>(data.menu.GetType(),"Inventory Display - "+data.component.lock()->S(A::CATEGORY_NAME))->GetComponents()[0],true);
}
SoundEffect::PlaySFX("Button Click",SoundEffect::CENTERED);
return true;
},vf2d{textScaling,1.f})END;
button->SetSelectionType(HIGHLIGHT);
button->S(A::CATEGORY_NAME)=category;
auto inventoryDisplay=inventoryWindow->ADD("Inventory Display - "+category,RowInventoryScrollableWindowComponent)(geom2d::rect<float>{{72,28},{150,inventoryWindow->size.y-44}},"Item Name Label","Item Description Label",DO_NOTHING,
[](MenuFuncData data){
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(DYNAMIC_POINTER_CAST<RowItemDisplay>(data.component.lock())->GetItem());
data.menu.I(A::ITEM_SLOT)=data.parentComponent.lock()->GetComponentIndex(data.component);
return true;
},
[](MenuFuncData data){
Component<MenuItemItemButton>(data.menu.GetType(),"Item Icon")->SetItem(Item::BLANK);
return true;
},
InventoryCreator::RowPlayer_InventoryUpdate,
InventoryWindowOptions{.padding=1,.size={137,28}})END;
if(first){
inventoryWindow->S(A::LAST_INVENTORY_TYPE_OPENED)=category;
button->onClick(MenuFuncData{*inventoryWindow,game,button}); //Simulate a click of this button if it's the top one for an initial inventory display.
inventoryDisplay->Enable();
}else{
inventoryDisplay->Disable();
}
Menu::AddInventoryListener(inventoryDisplay,category);
inventoryDisplay->SetCompactDescriptions(NON_COMPACT);
yOffset+=20;
first=false;
}
#pragma endregion
#pragma region Inventory Description
float inventoryDescriptionWidth=inventoryWindow->pos.x+inventoryWindow->size.x-26-224;
inventoryWindow->ADD("Item Description Outline",MenuLabel)(geom2d::rect<float>{{224,28},{inventoryDescriptionWidth,inventoryWindow->size.y-44}},"",1,LEFT_ALIGN|OUTLINE|BACKGROUND)END;
inventoryWindow->ADD("Item Icon",MenuItemItemButton)(geom2d::rect<float>{{226+inventoryDescriptionWidth/2-24,30},{48,48}},Item::BLANK,MenuType::ENUM_END,DO_NOTHING,"","",IconButtonAttr::NOT_SELECTABLE)END;
inventoryWindow->ADD("Item Name Label",MenuLabel)(geom2d::rect<float>{{226,84},{inventoryDescriptionWidth-6,12}},"",0.75f,LEFT_ALIGN|SHADOW)END;
inventoryWindow->ADD("Item Description Label",MenuLabel)(geom2d::rect<float>{{226,94},{inventoryDescriptionWidth-6,inventoryWindow->size.y-44-66}},"",0.5f,LEFT_ALIGN|SHADOW)END;
#pragma endregion
#pragma region Money Display
vf2d moneyIconPos={224+inventoryDescriptionWidth-24,28+inventoryWindow->size.y-44+6};
auto moneyIcon=inventoryWindow->ADD("Money Icon",MenuIconButton)(geom2d::rect<float>{moneyIconPos,{24,24}},GFX["money.png"].Decal(),DO_NOTHING,IconButtonAttr::NOT_SELECTABLE|IconButtonAttr::NO_OUTLINE|IconButtonAttr::NO_BACKGROUND)END;
std::string moneyText=std::to_string(game->GetPlayer()->GetMoney());
vf2d moneyTextSize=game->GetTextSizeProp(moneyText)*2;
auto moneyDisplay=inventoryWindow->ADD("Money Label",PlayerMoneyLabel)(geom2d::rect<float>{moneyIconPos-vf2d{2+moneyTextSize.x,-2},moneyTextSize},2,SHADOW|LEFT_ALIGN|FIT_TO_LABEL)END;
moneyDisplay->SetRightAlignment(true);
Player::AddMoneyListener(moneyDisplay);
#pragma endregion
inventoryWindow->ADD("Back Button",MenuComponent)(geom2d::rect<float>{{inventoryWindow->size.x/2-48,28+inventoryWindow->size.y-44+6},{96,24}},"Back",MenuType::ENUM_END,
[](MenuFuncData data){
Menu::CloseMenu();
return true;
},vf2d{2.f,2.f})END;
inventoryWindow->SetupKeyboardNavigation(
[](MenuType type,Data&returnData){ //On Open
std::string category=Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED);
auto inventoryDisplay=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - "+category);
if(inventoryDisplay->GetComponents().size()>0){
returnData=inventoryDisplay->GetComponents()[0];
}else{
returnData=category+" Inventory Tab";
}
},
{ //Button Key
{game->KEY_BACK,{"Back",[](MenuType type){
Menu::CloseMenu();
}}},
{{game->KEY_SHOULDER,Pressed},{"Scroll Up/Down",[](MenuType type){}}},
{{game->KEY_FACEUP,Pressed},{"Change Category",[&](MenuType type){
auto categories=GetSortedCategories();
size_t index=0;
for(auto&[category,item]:categories){
if(category==Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED))break;
index++;
}
if(index<categories.size()){
index++;
if(index>=categories.size()){
index-=categories.size();
}
Component<MenuComponent>(type,std::format("{} Inventory Tab",categories[index].first))->Click();
}else ERR("WARNING! Could not find current category! THIS SHOULD NOT BE HAPPENING!");
}}},
{{game->KEY_FASTSCROLLDOWN,PressedDAS},{"",[&](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(3.f);
}
}}},
{{game->KEY_FASTSCROLLUP,PressedDAS},{"",[&](MenuType type){
if(!Menu::menus[type]->GetSelection().expired()&&
!Menu::menus[type]->GetSelection().lock()->parentComponent.expired()){
Menu::menus[type]->GetSelection().lock()->parentComponent.lock()->IncreaseSelectionIndex(-3.f);
}
}}},
{{game->KEY_SCROLL,Pressed},{"Navigate",[](MenuType type){}}},
{game->KEY_CONFIRM,{"Select",[](MenuType type){}}},
}
,{ //Button Navigation Rules
{"Inventory Display - Consumables",{
.up=[](MenuType type,Data&returnData){
Menu::menus[type]->I(A::ITEM_SLOT)--;
if(Menu::menus[type]->I(A::ITEM_SLOT)<0){
Menu::menus[type]->I(A::ITEM_SLOT)=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Consumables")->GetComponents().size()-1;
}
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Consumables")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
},
.down=[](MenuType type,Data&returnData){
Menu::menus[type]->I(A::ITEM_SLOT)++;
if(Menu::menus[type]->I(A::ITEM_SLOT)>=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Consumables")->GetComponents().size()){
Menu::menus[type]->I(A::ITEM_SLOT)-=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Consumables")->GetComponents().size();
}
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Consumables")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
},
.left=[](MenuType type,Data&returnData){
returnData=std::format("{} Inventory Tab",Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED));
},
.right=[](MenuType type,Data&returnData){
returnData=std::format("{} Inventory Tab",Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED));
}
}},
{"Inventory Display - Equipment",{
.up=[](MenuType type,Data&returnData){
Menu::menus[type]->I(A::ITEM_SLOT)--;
if(Menu::menus[type]->I(A::ITEM_SLOT)<0){
Menu::menus[type]->I(A::ITEM_SLOT)=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Equipment")->GetComponents().size()-1;
}
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Equipment")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
},
.down=[](MenuType type,Data&returnData){
Menu::menus[type]->I(A::ITEM_SLOT)++;
if(Menu::menus[type]->I(A::ITEM_SLOT)>=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Equipment")->GetComponents().size()){
Menu::menus[type]->I(A::ITEM_SLOT)-=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Equipment")->GetComponents().size();
}
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Equipment")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
},
.left=[](MenuType type,Data&returnData){
returnData=std::format("{} Inventory Tab",Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED));
},
.right=[](MenuType type,Data&returnData){
returnData=std::format("{} Inventory Tab",Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED));
}
}},
{"Inventory Display - Accessories",{
.up=[](MenuType type,Data&returnData){
Menu::menus[type]->I(A::ITEM_SLOT)--;
if(Menu::menus[type]->I(A::ITEM_SLOT)<0){
Menu::menus[type]->I(A::ITEM_SLOT)=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Accessories")->GetComponents().size()-1;
}
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Accessories")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
},
.down=[](MenuType type,Data&returnData){
Menu::menus[type]->I(A::ITEM_SLOT)++;
if(Menu::menus[type]->I(A::ITEM_SLOT)>=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Accessories")->GetComponents().size()){
Menu::menus[type]->I(A::ITEM_SLOT)-=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Accessories")->GetComponents().size();
}
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Accessories")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
},
.left=[](MenuType type,Data&returnData){
returnData=std::format("{} Inventory Tab",Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED));
},
.right=[](MenuType type,Data&returnData){
returnData=std::format("{} Inventory Tab",Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED));
}
}},
{"Inventory Display - Materials",{
.up=[](MenuType type,Data&returnData){
Menu::menus[type]->I(A::ITEM_SLOT)--;
if(Menu::menus[type]->I(A::ITEM_SLOT)<0){
Menu::menus[type]->I(A::ITEM_SLOT)=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Materials")->GetComponents().size()-1;
}
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Materials")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
},
.down=[](MenuType type,Data&returnData){
Menu::menus[type]->I(A::ITEM_SLOT)++;
if(Menu::menus[type]->I(A::ITEM_SLOT)>=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Materials")->GetComponents().size()){
Menu::menus[type]->I(A::ITEM_SLOT)-=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Materials")->GetComponents().size();
}
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Materials")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
},
.left=[](MenuType type,Data&returnData){
returnData=std::format("{} Inventory Tab",Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED));
},
.right=[](MenuType type,Data&returnData){
returnData=std::format("{} Inventory Tab",Menu::menus[type]->S(A::LAST_INVENTORY_TYPE_OPENED));
}
}},
{"Consumables Inventory Tab",{
.up=[&](MenuType type,Data&returnData){
auto categories=GetSortedCategories();
size_t index=0;
for(auto&[category,item]:categories){
if(category=="Consumables")break;
index++;
}
if(index<categories.size()){
index--;
if(index>=categories.size()){
index=categories.size()-1;
}
Component<MenuComponent>(type,std::format("{} Inventory Tab",categories[index].first))->Click();
returnData=std::format("{} Inventory Tab",categories[index].first);
}else ERR("WARNING! Could not find current category! THIS SHOULD NOT BE HAPPENING!");
},
.down=[&](MenuType type,Data&returnData){
auto categories=GetSortedCategories();
size_t index=0;
for(auto&[category,item]:categories){
if(category=="Consumables")break;
index++;
}
if(index<categories.size()){
index++;
if(index>=categories.size()){
index-=categories.size();
}
Component<MenuComponent>(type,std::format("{} Inventory Tab",categories[index].first))->Click();
returnData=std::format("{} Inventory Tab",categories[index].first);
}else ERR("WARNING! Could not find current category! THIS SHOULD NOT BE HAPPENING!");
},
.left=[&](MenuType type,Data&returnData){
if(Menu::menus[type]->I(A::ITEM_SLOT)>=0){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Consumables")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
}else{
returnData="Consumables Inventory Tab";
}
},
.right=[&](MenuType type,Data&returnData){
if(Menu::menus[type]->I(A::ITEM_SLOT)>=0){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Consumables")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
}else{
returnData="Consumables Inventory Tab";
}
},
}},
{"Equipment Inventory Tab",{
.up=[&](MenuType type,Data&returnData){
auto categories=GetSortedCategories();
size_t index=0;
for(auto&[category,item]:categories){
if(category=="Equipment")break;
index++;
}
if(index<categories.size()){
index--;
if(index>=categories.size()){
index=categories.size()-1;
}
Component<MenuComponent>(type,std::format("{} Inventory Tab",categories[index].first))->Click();
returnData=std::format("{} Inventory Tab",categories[index].first);
}else ERR("WARNING! Could not find current category! THIS SHOULD NOT BE HAPPENING!");
},
.down=[&](MenuType type,Data&returnData){
auto categories=GetSortedCategories();
size_t index=0;
for(auto&[category,item]:categories){
if(category=="Equipment")break;
index++;
}
if(index<categories.size()){
index++;
if(index>=categories.size()){
index-=categories.size();
}
Component<MenuComponent>(type,std::format("{} Inventory Tab",categories[index].first))->Click();
returnData=std::format("{} Inventory Tab",categories[index].first);
}else ERR("WARNING! Could not find current category! THIS SHOULD NOT BE HAPPENING!");
},
.left=[&](MenuType type,Data&returnData){
if(Menu::menus[type]->I(A::ITEM_SLOT)>=0){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Equipment")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
}else{
returnData="Equipment Inventory Tab";
}
},
.right=[&](MenuType type,Data&returnData){
if(Menu::menus[type]->I(A::ITEM_SLOT)>=0){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Equipment")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
}else{
returnData="Equipment Inventory Tab";
}
},
}},
{"Accessories Inventory Tab",{
.up=[&](MenuType type,Data&returnData){
auto categories=GetSortedCategories();
size_t index=0;
for(auto&[category,item]:categories){
if(category=="Accessories")break;
index++;
}
if(index<categories.size()){
index--;
if(index>=categories.size()){
index=categories.size()-1;
}
Component<MenuComponent>(type,std::format("{} Inventory Tab",categories[index].first))->Click();
returnData=std::format("{} Inventory Tab",categories[index].first);
}else ERR("WARNING! Could not find current category! THIS SHOULD NOT BE HAPPENING!");
},
.down=[&](MenuType type,Data&returnData){
auto categories=GetSortedCategories();
size_t index=0;
for(auto&[category,item]:categories){
if(category=="Accessories")break;
index++;
}
if(index<categories.size()){
index++;
if(index>=categories.size()){
index-=categories.size();
}
Component<MenuComponent>(type,std::format("{} Inventory Tab",categories[index].first))->Click();
returnData=std::format("{} Inventory Tab",categories[index].first);
}else ERR("WARNING! Could not find current category! THIS SHOULD NOT BE HAPPENING!");
},
.left=[&](MenuType type,Data&returnData){
if(Menu::menus[type]->I(A::ITEM_SLOT)>=0){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Accessories")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
}else{
returnData="Accessories Inventory Tab";
}
},
.right=[&](MenuType type,Data&returnData){
if(Menu::menus[type]->I(A::ITEM_SLOT)>=0){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Accessories")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
}else{
returnData="Accessories Inventory Tab";
}
},
}},
{"Materials Inventory Tab",{
.up=[&](MenuType type,Data&returnData){
auto categories=GetSortedCategories();
size_t index=0;
for(auto&[category,item]:categories){
if(category=="Materials")break;
index++;
}
if(index<categories.size()){
index--;
if(index>=categories.size()){
index=categories.size()-1;
}
Component<MenuComponent>(type,std::format("{} Inventory Tab",categories[index].first))->Click();
returnData=std::format("{} Inventory Tab",categories[index].first);
}else ERR("WARNING! Could not find current category! THIS SHOULD NOT BE HAPPENING!");
},
.down=[&](MenuType type,Data&returnData){
auto categories=GetSortedCategories();
size_t index=0;
for(auto&[category,item]:categories){
if(category=="Materials")break;
index++;
}
if(index<categories.size()){
index++;
if(index>=categories.size()){
index-=categories.size();
}
Component<MenuComponent>(type,std::format("{} Inventory Tab",categories[index].first))->Click();
returnData=std::format("{} Inventory Tab",categories[index].first);
}else ERR("WARNING! Could not find current category! THIS SHOULD NOT BE HAPPENING!");
},
.left=[&](MenuType type,Data&returnData){
if(Menu::menus[type]->I(A::ITEM_SLOT)>=0){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Materials")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
}else{
returnData="Materials Inventory Tab";
}
},
.right=[&](MenuType type,Data&returnData){
if(Menu::menus[type]->I(A::ITEM_SLOT)>=0){
returnData=Component<RowInventoryScrollableWindowComponent>(type,"Inventory Display - Materials")->GetComponents()[Menu::menus[type]->I(A::ITEM_SLOT)];
}else{
returnData="Materials Inventory Tab";
}
},
}},
});
}