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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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10 kB · 320 lines
C++
at master
123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320#include "stdafx.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"#include "..\..\..\Minecraft.World\net.minecraft.world.item.trading.h"#include "..\..\MultiPlayerLocalPlayer.h"#include "..\..\Common\Tutorial\Tutorial.h"#include "..\..\Common\Tutorial\TutorialMode.h"#include "..\..\Common\Tutorial\TutorialEnum.h"#include "..\..\Minecraft.h"#include "XUI_Ctrl_SlotList.h"#include "XUI_Scene_Trading.h"#include "..\..\..\Minecraft.World\StringHelpers.h"#include "..\..\..\Minecraft.World\JavaMath.h"
//--------------------------------------------------------------------------------------// Name: CXuiSceneTrading::OnInit// Desc: Message handler for XM_INIT//--------------------------------------------------------------------------------------HRESULT CXuiSceneTrading::OnInit( XUIMessageInit* pInitData, BOOL& bHandled ){ MapChildControls(); //XuiControlSetText(m_villagerText,app.GetString(IDS_VILLAGER)); XuiControlSetText(m_inventoryLabel,app.GetString(IDS_INVENTORY)); XuiControlSetText(m_requiredLabel,app.GetString(IDS_REQUIRED_ITEMS_FOR_TRADE));
Minecraft *pMinecraft = Minecraft::GetInstance();
TradingScreenInput* initData = (TradingScreenInput *)pInitData->pvInitData; m_iPad=initData->iPad; m_bSplitscreen=initData->bSplitscreen; m_merchant = initData->trader;
// 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); }
if( pMinecraft->localgameModes[m_iPad] != NULL ) { TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad]; m_previousTutorialState = gameMode->getTutorial()->getCurrentState(); gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Trading_Menu, this); }
m_menu = new MerchantMenu( initData->inventory, initData->trader, initData->level ); Minecraft::GetInstance()->localplayers[m_iPad]->containerMenu = m_menu;
// TODO Inventory dimensions need defined as constants m_inventoryControl->SetData( m_iPad, m_menu, 3, 9, MerchantMenu::INV_SLOT_START, MerchantMenu::INV_SLOT_END );
// TODO Inventory dimensions need defined as constants m_useRowControl->SetData( m_iPad, m_menu, 1, 9, MerchantMenu::USE_ROW_SLOT_START, MerchantMenu::USE_ROW_SLOT_END );
delete initData;
D3DXVECTOR3 vec; // store the slot 0 position m_tradeHSlots[0]->GetPosition(&m_vTradeSlot0Pos); m_tradeHSlots[1]->GetPosition(&vec); m_fSlotSize=vec.x-m_vTradeSlot0Pos.x;
// store the slot 0 highlight position m_tradingSelector.GetPosition(&m_vSelectorInitialPos); //app.SetRichPresenceContextValue(m_iPad,CONTEXT_GAME_STATE_FORGING);
XuiSetTimer(m_hObj,TRADING_UPDATE_TIMER_ID,TRADING_UPDATE_TIMER_TIME);
ui.SetTooltips(m_iPad, -1, IDS_TOOLTIPS_EXIT);
return S_OK;}
HRESULT CXuiSceneTrading::OnDestroy(){ Minecraft *pMinecraft = Minecraft::GetInstance();
if( pMinecraft->localgameModes[m_iPad] != NULL ) { TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad]; if(gameMode != NULL) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState); }
// 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;}
HRESULT CXuiSceneTrading::OnTransitionStart( XUIMessageTransition *pTransition, BOOL& bHandled ){ if(pTransition->dwTransAction==XUI_TRANSITION_ACTION_DESTROY ) return S_OK;
if(pTransition->dwTransType == XUI_TRANSITION_TO || pTransition->dwTransType == XUI_TRANSITION_BACKTO) { HXUIOBJ hObj=NULL; HRESULT hr=XuiControlGetVisual(m_offerInfoControl.m_hObj,&hObj); hr=XuiElementGetChildById(hObj,L"text_measurer",&m_hOfferInfoTextMeasurer); hr=XuiElementGetChildById(hObj,L"text_name",&m_hOfferInfoText); hr=XuiElementGetChildById(hObj,L"text_panel",&m_hOfferInfoTextBkg); }
return S_OK;}
HRESULT CXuiSceneTrading::OnKeyDown(XUIMessageInput *pInputData, BOOL& bHandled){ bHandled = handleKeyDown(pInputData->UserIndex, mapVKToAction(pInputData->dwKeyCode), (pInputData->dwFlags & XUI_INPUT_FLAG_REPEAT) != 0);
return S_OK;}
HRESULT CXuiSceneTrading::OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled){ bHandled=true; return app.AdjustSplitscreenScene_PlayerChanged(m_hObj,&m_OriginalPosition,m_iPad,bJoining);}
HRESULT CXuiSceneTrading::OnTimer( XUIMessageTimer *pTimer, BOOL& bHandled ){ if(pTimer->nId == TRADING_UPDATE_TIMER_ID) { handleTick(); bHandled = TRUE; } return S_OK;}
int CXuiSceneTrading::mapVKToAction(int vk){ int action = MINECRAFT_ACTION_MAX; switch(vk) { case VK_PAD_A: action = ACTION_MENU_A; break; case VK_PAD_B: case VK_PAD_START: action = ACTION_MENU_B; break; case VK_PAD_X: action = ACTION_MENU_X; break; case VK_PAD_Y: action = ACTION_MENU_Y; break; case VK_PAD_DPAD_LEFT: case VK_PAD_LTHUMB_LEFT: action = ACTION_MENU_LEFT; break; case VK_PAD_DPAD_RIGHT: case VK_PAD_LTHUMB_RIGHT: action = ACTION_MENU_RIGHT; break; case VK_PAD_LTHUMB_UP: case VK_PAD_DPAD_UP: action = ACTION_MENU_UP; break; case VK_PAD_LTHUMB_DOWN: case VK_PAD_DPAD_DOWN: action = ACTION_MENU_DOWN; break; case VK_PAD_LTRIGGER: action = ACTION_MENU_PAGEUP; break; case VK_PAD_RTRIGGER: action = ACTION_MENU_PAGEDOWN; break; case VK_PAD_LSHOULDER: action = ACTION_MENU_LEFT_SCROLL; break; case VK_PAD_RSHOULDER: action = ACTION_MENU_RIGHT_SCROLL; break; case VK_PAD_RTHUMB_UP: action = ACTION_MENU_OTHER_STICK_UP; break; case VK_PAD_RTHUMB_DOWN: action = ACTION_MENU_OTHER_STICK_DOWN; break; case VK_PAD_RTHUMB_RIGHT: action = ACTION_MENU_OTHER_STICK_RIGHT; break; case VK_PAD_RTHUMB_LEFT: action = ACTION_MENU_OTHER_STICK_LEFT; break; };
return action;}
void CXuiSceneTrading::showScrollRightArrow(bool show){ m_scrollRight.SetShow(show?TRUE:FALSE); m_scrollRight.PlayOptionalVisual(L"ScrollMore",L"EndScrollMore");}
void CXuiSceneTrading::showScrollLeftArrow(bool show){ m_scrollLeft.SetShow(show?TRUE:FALSE); m_scrollLeft.PlayOptionalVisual(L"ScrollMore",L"EndScrollMore");}
void CXuiSceneTrading::moveSelector(bool right){ D3DXVECTOR3 vec;
vec.z=0.0f; vec.x=m_vSelectorInitialPos.x + (m_selectedSlot*m_fSlotSize); vec.y=m_vSelectorInitialPos.y; m_tradingSelector.SetPosition(&vec);}
void CXuiSceneTrading::setTitle(const wstring &name){ XuiControlSetText(m_villagerText,name.c_str());}
void CXuiSceneTrading::setRequest1Name(const wstring &name){ m_request1Label.SetText(name.c_str());}
void CXuiSceneTrading::setRequest2Name(const wstring &name){ m_request2Label.SetText(name.c_str());}
void CXuiSceneTrading::setRequest1RedBox(bool show){ m_request1Control->SetRedBox(show?TRUE:FALSE);}
void CXuiSceneTrading::setRequest2RedBox(bool show){ m_request2Control->SetRedBox(show?TRUE:FALSE);}
void CXuiSceneTrading::setTradeRedBox(int index, bool show){ m_tradeHSlots[index]->SetRedBox(show?TRUE:FALSE);}
void CXuiSceneTrading::setRequest1Item(shared_ptr<ItemInstance> item){ m_request1Control->SetIcon(getPad(), item, 12, 31, true);}
void CXuiSceneTrading::setRequest2Item(shared_ptr<ItemInstance> item){ m_request2Control->SetIcon(getPad(), item, 12, 31, true);}
void CXuiSceneTrading::setTradeItem(int index, shared_ptr<ItemInstance> item){ m_tradeHSlots[index]->SetIcon(getPad(), item, 12, 31, true);}
void CXuiSceneTrading::setOfferDescription(const wstring &name, vector<wstring> &unformattedStrings){ if(name.empty()) { m_offerInfoControl.SetText(L""); m_offerInfoControl.SetShow(FALSE); return; }
bool smallPointer = m_bSplitscreen || (!RenderManager.IsHiDef() && !RenderManager.IsWidescreen()); wstring desc = L"<font size=\"" + _toString<int>(smallPointer ? 12 :14) + L"\">" + name + L"</font>";
XUIRect tempXuiRect, xuiRect; HRESULT hr; xuiRect.right = 0;
for(AUTO_VAR(it, unformattedStrings.begin()); it != unformattedStrings.end(); ++it) { XuiTextPresenterMeasureText(m_hOfferInfoTextMeasurer, (*it).c_str(), &tempXuiRect); if(tempXuiRect.right > xuiRect.right) xuiRect = tempXuiRect; }
// Set size with the new width so that the HTML height check is correct XuiElementSetBounds(m_hOfferInfoTextBkg,xuiRect.right+4.0f+4.0f+4.0f,xuiRect.bottom); // edge graphics are 8 pixels, with 4 for the border, extra 4 for the background is fudge XuiElementSetBounds(m_hOfferInfoText,xuiRect.right+4.0f+4.0f,xuiRect.bottom); // edge graphics are 8 pixels, text is centred
XuiHtmlSetText(m_hOfferInfoText, desc.c_str() );
// Check if we need to resize the box XUIContentDims contentDims; XuiHtmlGetContentDims(m_hOfferInfoText,&contentDims); xuiRect.bottom = contentDims.nContentHeight;
// Set the new height float backgroundWidth = xuiRect.right+4.0f+4.0f+4.0f; XuiElementSetBounds(m_hOfferInfoTextBkg,backgroundWidth,xuiRect.bottom+4.0f+4.0f); // edge graphics are 8 pixels, with 4 for the border, extra 4 for the background is fudge XuiElementSetBounds(m_hOfferInfoText,xuiRect.right+4.0f+4.0f,xuiRect.bottom+4.0f+4.0f); // edge graphics are 8 pixels, text is centred
m_offerInfoControl.SetShow(TRUE); D3DXVECTOR3 highlightPos, offerInfoPos; float highlightWidth, highlightHeight; m_tradingSelector.GetPosition(&highlightPos); m_tradingSelector.GetBounds(&highlightWidth,&highlightHeight); m_offerInfoControl.GetPosition(&offerInfoPos);
if(m_selectedSlot < DISPLAY_TRADES_COUNT/2) { // Display on the right offerInfoPos.x = Math::round(highlightPos.x + highlightWidth * 1.1); } else { // Display on the left offerInfoPos.x = Math::round(highlightPos.x - backgroundWidth - highlightWidth * 0.1); } m_offerInfoControl.SetPosition(&offerInfoPos);}