#include "stdafx.h" #include "IUIScene_InventoryMenu.h" #include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h" IUIScene_AbstractContainerMenu::ESceneSection IUIScene_InventoryMenu::GetSectionAndSlotInDirection( ESceneSection eSection, ETapState eTapDirection, int *piTargetX, int *piTargetY ) { ESceneSection newSection = eSection; // Find the new section if there is one switch( eSection ) { case eSectionInventoryArmor: if(eTapDirection == eTapStateDown) { newSection = eSectionInventoryInventory; } else if(eTapDirection == eTapStateUp) { newSection = eSectionInventoryUsing; } break; case eSectionInventoryInventory: if(eTapDirection == eTapStateDown) { newSection = eSectionInventoryUsing; } else if(eTapDirection == eTapStateUp) { newSection = eSectionInventoryArmor; } break; case eSectionInventoryUsing: if(eTapDirection == eTapStateDown) { newSection = eSectionInventoryArmor; } else if(eTapDirection == eTapStateUp) { newSection = eSectionInventoryInventory; } break; default: assert( false ); break; } updateSlotPosition(eSection, newSection, eTapDirection, piTargetX, piTargetY, 0); return newSection; } int IUIScene_InventoryMenu::getSectionStartOffset(ESceneSection eSection) { int offset = 0; switch( eSection ) { case eSectionInventoryArmor: offset = InventoryMenu::ARMOR_SLOT_START; break; case eSectionInventoryInventory: offset = InventoryMenu::INV_SLOT_START; break; case eSectionInventoryUsing: offset = InventoryMenu::INV_SLOT_START + 27; break; default: assert( false ); break; } return offset; }