4jcraft/Minecraft.Client/Platform/Common/XUI/XUI_Scene_Container.h
2026-03-22 12:40:22 -05:00

60 lines
2.2 KiB
C++

#pragma once
#include "../Media/xuiscene_container.h"
#include "XUI_Scene_AbstractContainer.h"
#include "XUI_CustomMessages.h"
#include "../UI/IUIScene_ContainerMenu.h"
//--------------------------------------------------------------------------------------
// Scene implementation class.
//--------------------------------------------------------------------------------------
class CXuiSceneContainer : public CXuiSceneAbstractContainer,
public IUIScene_ContainerMenu {
public:
// Define the class. The class name must match the ClassOverride property
// set for the scene in the UI Authoring tool.
XUI_IMPLEMENT_CLASS(CXuiSceneContainer, L"CXuiSceneContainer",
XUI_CLASS_SCENE)
protected:
XUI_BEGIN_MSG_MAP()
XUI_ON_XM_INIT(OnInit)
XUI_ON_XM_KEYDOWN(OnKeyDown)
XUI_ON_XM_DESTROY(OnDestroy)
XUI_ON_XM_TIMER(OnTimer) // Poll stick input on a timer.
XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer)
XUI_ON_XM_TRANSITION_START(OnTransitionStart)
XUI_END_MSG_MAP()
// Control mapping to objects
BEGIN_CONTROL_MAP()
// Common to all abstract container scenes
MAP_CONTROL(IDC_Group, m_sceneGroup)
BEGIN_MAP_CHILD_CONTROLS(m_sceneGroup)
MAP_OVERRIDE(IDC_Inventory, m_inventoryControl)
MAP_OVERRIDE(IDC_UseRow, m_useRowControl)
MAP_OVERRIDE(IDC_Pointer, m_pointerControl)
MAP_CONTROL(IDC_InventoryText, m_InventoryText)
MAP_OVERRIDE(IDC_Container, m_containerControl)
MAP_CONTROL(IDC_ChestText, m_ChestText)
END_MAP_CHILD_CONTROLS()
END_CONTROL_MAP()
HRESULT OnInit(XUIMessageInit* pInitData, BOOL& bHandled);
HRESULT OnDestroy();
// HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled)
// { return S_OK;}
virtual void InitDataAssociations(int iPad, AbstractContainerMenu* menu,
int startIndex = 0);
private:
CXuiCtrlSlotList* m_containerControl;
CXuiControl m_sceneGroup;
CXuiControl m_ChestText;
virtual CXuiControl* GetSectionControl(ESceneSection eSection);
virtual CXuiCtrlSlotList* GetSectionSlotList(ESceneSection eSection);
};