4jcraft/Minecraft.Client/Platform/Common/UI/UIScene_HorseInventoryMenu.cpp

324 lines
10 KiB
C++

#include "../../stdafx.h"
#include "UI.h"
#include "../../../../Minecraft.World/Headers/net.minecraft.world.inventory.h"
#include "../../../../Minecraft.World/Headers/net.minecraft.world.entity.animal.h"
#include "../../../Player/MultiPlayerLocalPlayer.h"
#include "../../../../Minecraft.Client/Minecraft.h"
#include "UIScene_HorseInventoryMenu.h"
UIScene_HorseInventoryMenu::UIScene_HorseInventoryMenu(int iPad,
void* _initData,
UILayer* parentLayer)
: UIScene_AbstractContainerMenu(iPad, parentLayer) {
// Setup all the Iggy references we need for this scene
initialiseMovie();
HorseScreenInput* initData = (HorseScreenInput*)_initData;
m_labelHorse.init(initData->container->getName());
m_inventory = initData->inventory;
m_horse = initData->horse;
Minecraft* pMinecraft = Minecraft::GetInstance();
if (pMinecraft->localgameModes[iPad] != NULL) {
TutorialMode* gameMode =
(TutorialMode*)pMinecraft->localgameModes[iPad];
m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
gameMode->getTutorial()->changeTutorialState(
e_Tutorial_State_Horse_Menu, this);
}
HorseInventoryMenu* horseMenu = new HorseInventoryMenu(
initData->inventory, initData->container, initData->horse);
int startSlot = EntityHorse::INV_BASE_COUNT;
if (m_horse->isChestedHorse()) {
startSlot += EntityHorse::INV_DONKEY_CHEST_COUNT;
}
Initialize(iPad, horseMenu, true, startSlot, eSectionHorseUsing,
eSectionHorseMax);
m_slotSaddle.addSlots(EntityHorse::INV_SLOT_SADDLE, 1);
m_slotArmor.addSlots(EntityHorse::INV_SLOT_ARMOR, 1);
if (m_horse->isChestedHorse()) {
// also starts at one, because a donkey can't wear armor!
m_slotListChest.addSlots(EntityHorse::INV_BASE_COUNT,
EntityHorse::INV_DONKEY_CHEST_COUNT);
}
// remove horse inventory
if (!m_horse->isChestedHorse()) SetHasInventory(false);
// cannot wear armor? remove armor slot!
if (!m_horse->canWearArmor()) SetIsDonkey(true);
if (initData) delete initData;
setIgnoreInput(false);
// app.SetRichPresenceContext(iPad, CONTEXT_GAME_STATE_HORSE);
}
std::wstring UIScene_HorseInventoryMenu::getMoviePath() {
if (app.GetLocalPlayerCount() > 1) {
return L"HorseInventoryMenuSplit";
} else {
return L"HorseInventoryMenu";
}
}
void UIScene_HorseInventoryMenu::handleReload() {
int startSlot = EntityHorse::INV_BASE_COUNT;
if (m_horse->isChestedHorse()) {
startSlot += EntityHorse::INV_DONKEY_CHEST_COUNT;
}
Initialize(m_iPad, m_menu, true, startSlot, eSectionHorseUsing,
eSectionHorseMax);
m_slotSaddle.addSlots(EntityHorse::INV_SLOT_SADDLE, 1);
m_slotArmor.addSlots(EntityHorse::INV_SLOT_ARMOR, 1);
if (m_horse->isChestedHorse()) {
// also starts at one, because a donkey can't wear armor!
m_slotListChest.addSlots(EntityHorse::INV_BASE_COUNT,
EntityHorse::INV_DONKEY_CHEST_COUNT);
}
// remove horse inventory
if (!m_horse->isChestedHorse()) SetHasInventory(false);
// cannot wear armor? remove armor slot!
if (!m_horse->canWearArmor()) SetIsDonkey(true);
}
int UIScene_HorseInventoryMenu::getSectionColumns(ESceneSection eSection) {
int cols = 0;
switch (eSection) {
case eSectionHorseArmor:
cols = 1;
break;
case eSectionHorseSaddle:
cols = 1;
break;
case eSectionHorseChest:
cols = 5;
break;
case eSectionHorseInventory:
cols = 9;
break;
case eSectionHorseUsing:
cols = 9;
break;
default:
assert(false);
break;
}
return cols;
}
int UIScene_HorseInventoryMenu::getSectionRows(ESceneSection eSection) {
int rows = 0;
switch (eSection) {
case eSectionHorseArmor:
rows = 1;
break;
case eSectionHorseSaddle:
rows = 1;
break;
case eSectionHorseChest:
rows = 3;
break;
case eSectionHorseInventory:
rows = 3;
break;
case eSectionHorseUsing:
rows = 1;
break;
default:
assert(false);
break;
}
return rows;
}
void UIScene_HorseInventoryMenu::GetPositionOfSection(ESceneSection eSection,
UIVec2D* pPosition) {
switch (eSection) {
case eSectionHorseArmor:
pPosition->x = m_slotArmor.getXPos();
pPosition->y = m_slotArmor.getYPos();
break;
case eSectionHorseSaddle:
pPosition->x = m_slotSaddle.getXPos();
pPosition->y = m_slotSaddle.getYPos();
break;
case eSectionHorseChest:
pPosition->x = m_slotListChest.getXPos();
pPosition->y = m_slotListChest.getYPos();
break;
case eSectionHorseInventory:
pPosition->x = m_slotListInventory.getXPos();
pPosition->y = m_slotListInventory.getYPos();
break;
case eSectionHorseUsing:
pPosition->x = m_slotListHotbar.getXPos();
pPosition->y = m_slotListHotbar.getYPos();
break;
default:
assert(false);
break;
}
}
void UIScene_HorseInventoryMenu::GetItemScreenData(ESceneSection eSection,
int iItemIndex,
UIVec2D* pPosition,
UIVec2D* pSize) {
UIVec2D sectionSize;
switch (eSection) {
case eSectionHorseArmor:
sectionSize.x = m_slotArmor.getWidth();
sectionSize.y = m_slotArmor.getHeight();
break;
case eSectionHorseSaddle:
sectionSize.x = m_slotSaddle.getWidth();
sectionSize.y = m_slotSaddle.getHeight();
break;
case eSectionHorseChest:
sectionSize.x = m_slotListChest.getWidth();
sectionSize.y = m_slotListChest.getHeight();
break;
case eSectionHorseInventory:
sectionSize.x = m_slotListInventory.getWidth();
sectionSize.y = m_slotListInventory.getHeight();
break;
case eSectionHorseUsing:
sectionSize.x = m_slotListHotbar.getWidth();
sectionSize.y = m_slotListHotbar.getHeight();
break;
default:
assert(false);
break;
}
if (IsSectionSlotList(eSection)) {
int rows = getSectionRows(eSection);
int cols = getSectionColumns(eSection);
pSize->x = sectionSize.x / cols;
pSize->y = sectionSize.y / rows;
int itemCol = iItemIndex % cols;
int itemRow = iItemIndex / cols;
pPosition->x = itemCol * pSize->x;
pPosition->y = itemRow * pSize->y;
} else {
GetPositionOfSection(eSection, pPosition);
pSize->x = sectionSize.x;
pSize->y = sectionSize.y;
}
}
void UIScene_HorseInventoryMenu::setSectionSelectedSlot(ESceneSection eSection,
int x, int y) {
int cols = getSectionColumns(eSection);
int index = (y * cols) + x;
UIControl_SlotList* slotList = NULL;
switch (eSection) {
case eSectionHorseArmor:
slotList = &m_slotArmor;
break;
case eSectionHorseSaddle:
slotList = &m_slotSaddle;
break;
case eSectionHorseChest:
slotList = &m_slotListChest;
break;
case eSectionHorseInventory:
slotList = &m_slotListInventory;
break;
case eSectionHorseUsing:
slotList = &m_slotListHotbar;
break;
default:
assert(false);
break;
}
slotList->setHighlightSlot(index);
}
UIControl* UIScene_HorseInventoryMenu::getSection(ESceneSection eSection) {
UIControl* control = NULL;
switch (eSection) {
case eSectionHorseArmor:
control = &m_slotArmor;
break;
case eSectionHorseSaddle:
control = &m_slotSaddle;
break;
case eSectionHorseChest:
control = &m_slotListChest;
break;
case eSectionHorseInventory:
control = &m_slotListInventory;
break;
case eSectionHorseUsing:
control = &m_slotListHotbar;
break;
default:
assert(false);
break;
}
return control;
}
void UIScene_HorseInventoryMenu::customDraw(
IggyCustomDrawCallbackRegion* region) {
Minecraft* pMinecraft = Minecraft::GetInstance();
if (pMinecraft->localplayers[m_iPad] == NULL ||
pMinecraft->localgameModes[m_iPad] == NULL)
return;
if (std::char_traits<char16_t>::compare(region->name, u"horse", 5) == 0) {
// Setup GDraw, normal game render states and matrices
CustomDrawData* customDrawRegion = ui.setupCustomDraw(this, region);
delete customDrawRegion;
m_horsePreview.render(region);
// Finish GDraw and anything else that needs to be finalised
ui.endCustomDraw(region);
} else {
UIScene_AbstractContainerMenu::customDraw(region);
}
}
void UIScene_HorseInventoryMenu::SetHasInventory(bool bHasInventory) {
app.DebugPrintf("SetHasInventory to %d\n", bHasInventory);
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_boolean;
value[0].boolval = bHasInventory;
IggyResult out = IggyPlayerCallMethodRS(getMovie(), &result,
IggyPlayerRootPath(getMovie()),
m_funcSetHasInventory, 1, value);
}
void UIScene_HorseInventoryMenu::SetIsDonkey(bool bSetIsDonkey) {
app.DebugPrintf("SetIsDonkey to %d\n", bSetIsDonkey);
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_boolean;
value[0].boolval = bSetIsDonkey;
IggyResult out = IggyPlayerCallMethodRS(getMovie(), &result,
IggyPlayerRootPath(getMovie()),
m_funcSetIsDonkey, 1, value);
}