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the game where you go into mines and start crafting! but for consoles (forked directly from smartcmd's github)
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8.4 kB · 338 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338#include "stdafx.h"#include "UI.h"#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"#include "..\..\..\Minecraft.World\net.minecraft.world.entity.animal.h"#include "MultiPlayerLocalPlayer.h"#include "..\..\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);}
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(wcscmp((wchar_t *)region->name,L"horse")==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 );}