#include "stdafx.h" #include "..\..\..\Minecraft.World\AbstractContainerMenu.h" #include "..\..\..\Minecraft.World\Slot.h" #include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h" #include "..\..\..\Minecraft.World\net.minecraft.world.level.dimension.h" //#include "..\..\..\Minecraft.World\net.minecraft.stats.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_Enchant.h" #include "XUI_Scene_Inventory.h" #include "XUI_Ctrl_EnchantButton.h" //-------------------------------------------------------------------------------------- // Name: CXuiSceneEnchant::OnInit // Desc: Message handler for XM_INIT //-------------------------------------------------------------------------------------- HRESULT CXuiSceneEnchant::OnInit( XUIMessageInit *pInitData, BOOL &bHandled ) { D3DXVECTOR3 vec; MapChildControls(); XuiControlSetText(m_EnchantText,app.GetString(IDS_ENCHANT)); Minecraft *pMinecraft = Minecraft::GetInstance(); EnchantingScreenInput *initData = (EnchantingScreenInput *) pInitData->pvInitData; m_iPad=initData->iPad; m_bSplitscreen=initData->bSplitscreen; // 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); } #ifdef _XBOX if( pMinecraft->localgameModes[m_iPad] != NULL ) { TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad]; m_previousTutorialState = gameMode->getTutorial()->getCurrentState(); gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Enchanting_Menu, this); } #endif EnchantmentMenu *menu = new EnchantmentMenu(initData->inventory, initData->level, initData->x, initData->y, initData->z); InitDataAssociations(initData->iPad, menu); m_enchant1->SetEnable(FALSE); m_enchant2->SetEnable(FALSE); m_enchant3->SetEnable(FALSE); m_enchant1->SetData(m_iPad, 0); m_enchant2->SetData(m_iPad, 1); m_enchant3->SetData(m_iPad, 2); CXuiSceneAbstractContainer::Initialize( initData->iPad, menu, false, EnchantmentMenu::INV_SLOT_START, CXuiSceneAbstractContainer::eSectionEnchantUsing, CXuiSceneAbstractContainer::eSectionEnchantMax ); delete initData; return S_OK; } HRESULT CXuiSceneEnchant::OnDestroy() { Minecraft *pMinecraft = Minecraft::GetInstance(); #ifdef _XBOX if( pMinecraft->localgameModes[m_iPad] != NULL ) { TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad]; if(gameMode != NULL) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState); } #endif // 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; } CXuiControl* CXuiSceneEnchant::GetSectionControl( ESceneSection eSection ) { switch( eSection ) { case CXuiSceneAbstractContainer::eSectionEnchantInventory: return (CXuiControl *)m_inventoryControl; break; case CXuiSceneAbstractContainer::eSectionEnchantUsing: return (CXuiControl *)m_useRowControl; break; case CXuiSceneAbstractContainer::eSectionEnchantSlot: return (CXuiControl *)m_ingredientControl; break; case eSectionEnchantButton1: return m_enchant1; break; case eSectionEnchantButton2: return m_enchant2; break; case eSectionEnchantButton3: return m_enchant3; break; default: assert( false ); break; } return NULL; } CXuiCtrlSlotList* CXuiSceneEnchant::GetSectionSlotList( ESceneSection eSection ) { switch( eSection ) { case CXuiSceneAbstractContainer::eSectionEnchantInventory: return m_inventoryControl; break; case CXuiSceneAbstractContainer::eSectionEnchantUsing: return m_useRowControl; break; case CXuiSceneAbstractContainer::eSectionEnchantSlot: return m_ingredientControl; break; default: assert( false ); break; } return NULL; } // 4J Stu - Added to support auto-save. Need to re-associate on a navigate back void CXuiSceneEnchant::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex /*= 0*/) { m_ingredientControl->SetData( iPad, menu, 1, 1, EnchantmentMenu::INGREDIENT_SLOT ); CXuiSceneAbstractContainer::InitDataAssociations(iPad, menu, EnchantmentMenu::INV_SLOT_START); }