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