#include "../../Minecraft.World/Platform/stdafx.h" #include "IUIScene_InventoryMenu.h" #include "../../Minecraft.World/Headers/net.minecraft.world.inventory.h" IUIScene_AbstractContainerMenu::ESceneSection IUIScene_InventoryMenu::GetSectionAndSlotInDirection(ESceneSection eSection, ETapState eTapDirection, int* piTargetX, int* piTargetY) { ESceneSection newSection = eSection; // Find the new section if there is one switch (eSection) { case eSectionInventoryArmor: if (eTapDirection == eTapStateDown) { newSection = eSectionInventoryInventory; } else if (eTapDirection == eTapStateUp) { newSection = eSectionInventoryUsing; } break; case eSectionInventoryInventory: if (eTapDirection == eTapStateDown) { newSection = eSectionInventoryUsing; } else if (eTapDirection == eTapStateUp) { newSection = eSectionInventoryArmor; } break; case eSectionInventoryUsing: if (eTapDirection == eTapStateDown) { newSection = eSectionInventoryArmor; } else if (eTapDirection == eTapStateUp) { newSection = eSectionInventoryInventory; } break; default: assert(false); break; } updateSlotPosition(eSection, newSection, eTapDirection, piTargetX, piTargetY, 0); return newSection; } int IUIScene_InventoryMenu::getSectionStartOffset(ESceneSection eSection) { int offset = 0; switch (eSection) { case eSectionInventoryArmor: offset = InventoryMenu::ARMOR_SLOT_START; break; case eSectionInventoryInventory: offset = InventoryMenu::INV_SLOT_START; break; case eSectionInventoryUsing: offset = InventoryMenu::INV_SLOT_START + 27; break; default: assert(false); break; } return offset; }