#include "../../Minecraft.World/Platform/stdafx.h" #include "../../Minecraft.World/Containers/AbstractContainerMenu.h" #include "../../Minecraft.World/Containers/Slot.h" #include "../../Minecraft.World/Headers/net.minecraft.world.inventory.h" #include "../../Minecraft.World/Headers/net.minecraft.world.level.dimension.h" // #include "../../Minecraft.World/Headers/net.minecraft.stats.h" #include "../../Minecraft.Client/Player/MultiPlayerLocalPlayer.h" #include "../Tutorial/Tutorial.h" #include "../Tutorial/TutorialMode.h" #include "../Tutorial/TutorialEnum.h" #include "../../Minecraft.Client/Minecraft.h" #include "XUI_Ctrl_SlotList.h" #include "XUI_Scene_Enchant.h" #include "XUI_Scene_Inventory.h" #include "XUI_Ctrl_EnchantButton.h" //-------------------------------------------------------------------------------------- // Name: CXuiSceneEnchant::OnInit // Desc: Message handler for XM_INIT //-------------------------------------------------------------------------------------- HRESULT CXuiSceneEnchant::OnInit(XUIMessageInit* pInitData, BOOL& bHandled) { D3DXVECTOR3 vec; MapChildControls(); XuiControlSetText(m_EnchantText, app.GetString(IDS_ENCHANT)); Minecraft* pMinecraft = Minecraft::GetInstance(); EnchantingScreenInput* initData = (EnchantingScreenInput*)pInitData->pvInitData; m_iPad = initData->iPad; m_bSplitscreen = initData->bSplitscreen; // if we are in splitscreen, then we need to figure out if we want to move // this scene if (m_bSplitscreen) { app.AdjustSplitscreenScene(m_hObj, &m_OriginalPosition, m_iPad); } #ifdef _XBOX if (pMinecraft->localgameModes[m_iPad] != NULL) { TutorialMode* gameMode = (TutorialMode*)pMinecraft->localgameModes[m_iPad]; m_previousTutorialState = gameMode->getTutorial()->getCurrentState(); gameMode->getTutorial()->changeTutorialState( e_Tutorial_State_Enchanting_Menu, this); } #endif EnchantmentMenu* menu = new EnchantmentMenu(initData->inventory, initData->level, initData->x, initData->y, initData->z); InitDataAssociations(initData->iPad, menu); m_enchant1->SetEnable(FALSE); m_enchant2->SetEnable(FALSE); m_enchant3->SetEnable(FALSE); m_enchant1->SetData(m_iPad, 0); m_enchant2->SetData(m_iPad, 1); m_enchant3->SetData(m_iPad, 2); CXuiSceneAbstractContainer::Initialize( initData->iPad, menu, false, EnchantmentMenu::INV_SLOT_START, CXuiSceneAbstractContainer::eSectionEnchantUsing, CXuiSceneAbstractContainer::eSectionEnchantMax); delete initData; return S_OK; } HRESULT CXuiSceneEnchant::OnDestroy() { Minecraft* pMinecraft = Minecraft::GetInstance(); #ifdef _XBOX if (pMinecraft->localgameModes[m_iPad] != NULL) { TutorialMode* gameMode = (TutorialMode*)pMinecraft->localgameModes[m_iPad]; if (gameMode != NULL) gameMode->getTutorial()->changeTutorialState( m_previousTutorialState); } #endif // 4J Stu - Fix for #11302 - TCR 001: Network Connectivity: Host crashed // after being killed by the client while accessing a chest during burst // packet loss. We need to make sure that we call closeContainer() anytime // this menu is closed, even if it is forced to close by some other reason // (like the player dying) if (Minecraft::GetInstance()->localplayers[m_iPad] != NULL) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer(); return S_OK; } CXuiControl* CXuiSceneEnchant::GetSectionControl(ESceneSection eSection) { switch (eSection) { case CXuiSceneAbstractContainer::eSectionEnchantInventory: return (CXuiControl*)m_inventoryControl; break; case CXuiSceneAbstractContainer::eSectionEnchantUsing: return (CXuiControl*)m_useRowControl; break; case CXuiSceneAbstractContainer::eSectionEnchantSlot: return (CXuiControl*)m_ingredientControl; break; case eSectionEnchantButton1: return m_enchant1; break; case eSectionEnchantButton2: return m_enchant2; break; case eSectionEnchantButton3: return m_enchant3; break; default: assert(false); break; } return NULL; } CXuiCtrlSlotList* CXuiSceneEnchant::GetSectionSlotList(ESceneSection eSection) { switch (eSection) { case CXuiSceneAbstractContainer::eSectionEnchantInventory: return m_inventoryControl; break; case CXuiSceneAbstractContainer::eSectionEnchantUsing: return m_useRowControl; break; case CXuiSceneAbstractContainer::eSectionEnchantSlot: return m_ingredientControl; break; default: assert(false); break; } return NULL; } // 4J Stu - Added to support auto-save. Need to re-associate on a navigate back void CXuiSceneEnchant::InitDataAssociations(int iPad, AbstractContainerMenu* menu, int startIndex /*= 0*/) { m_ingredientControl->SetData(iPad, menu, 1, 1, EnchantmentMenu::INGREDIENT_SLOT); CXuiSceneAbstractContainer::InitDataAssociations( iPad, menu, EnchantmentMenu::INV_SLOT_START); }