#include "stdafx.h" #include "UI.h" #include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h" #include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h" #include "..\..\Minecraft.h" #include "UIScene_EnchantingMenu.h" UIScene_EnchantingMenu::UIScene_EnchantingMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene_AbstractContainerMenu(iPad, parentLayer) { // Setup all the Iggy references we need for this scene initialiseMovie(); m_enchantButton[0].init(0); m_enchantButton[1].init(1); m_enchantButton[2].init(2); EnchantingScreenInput *initData = (EnchantingScreenInput *)_initData; m_labelEnchant.init( initData->name.empty() ? app.GetString(IDS_ENCHANT) : initData->name ); Minecraft *pMinecraft = Minecraft::GetInstance(); if( pMinecraft->localgameModes[initData->iPad] != NULL ) { TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[initData->iPad]; m_previousTutorialState = gameMode->getTutorial()->getCurrentState(); gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Enchanting_Menu, this); } EnchantmentMenu *menu = new EnchantmentMenu(initData->inventory, initData->level, initData->x, initData->y, initData->z); Initialize( initData->iPad, menu, true, EnchantmentMenu::INV_SLOT_START, eSectionEnchantUsing, eSectionEnchantMax ); m_slotListIngredient.addSlots(EnchantmentMenu::INGREDIENT_SLOT, 1); app.SetRichPresenceContext(m_iPad,CONTEXT_GAME_STATE_ENCHANTING); delete initData; } wstring UIScene_EnchantingMenu::getMoviePath() { if(app.GetLocalPlayerCount() > 1) { return L"EnchantingMenuSplit"; } else { return L"EnchantingMenu"; } } void UIScene_EnchantingMenu::handleReload() { Initialize( m_iPad, m_menu, true, EnchantmentMenu::INV_SLOT_START, eSectionEnchantUsing, eSectionEnchantMax ); m_slotListIngredient.addSlots(EnchantmentMenu::INGREDIENT_SLOT, 1); } int UIScene_EnchantingMenu::getSectionColumns(ESceneSection eSection) { int cols = 0; switch( eSection ) { case eSectionEnchantSlot: cols = 1; break; case eSectionEnchantInventory: cols = 9; break; case eSectionEnchantUsing: cols = 9; break; default: assert( false ); break; }; return cols; } int UIScene_EnchantingMenu::getSectionRows(ESceneSection eSection) { int rows = 0; switch( eSection ) { case eSectionEnchantSlot: rows = 1; break; case eSectionEnchantInventory: rows = 3; break; case eSectionEnchantUsing: rows = 1; break; default: assert( false ); break; }; return rows; } void UIScene_EnchantingMenu::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition ) { switch( eSection ) { case eSectionEnchantSlot: pPosition->x = m_slotListIngredient.getXPos(); pPosition->y = m_slotListIngredient.getYPos(); break; case eSectionEnchantInventory: pPosition->x = m_slotListInventory.getXPos(); pPosition->y = m_slotListInventory.getYPos(); break; case eSectionEnchantUsing: pPosition->x = m_slotListHotbar.getXPos(); pPosition->y = m_slotListHotbar.getYPos(); break; case eSectionEnchantButton1: pPosition->x = m_enchantButton[0].getXPos(); pPosition->y = m_enchantButton[0].getYPos(); break; case eSectionEnchantButton2: pPosition->x = m_enchantButton[1].getXPos(); pPosition->y = m_enchantButton[1].getYPos(); break; case eSectionEnchantButton3: pPosition->x = m_enchantButton[2].getXPos(); pPosition->y = m_enchantButton[2].getYPos(); break; default: assert( false ); break; }; } void UIScene_EnchantingMenu::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize ) { UIVec2D sectionSize; switch( eSection ) { case eSectionEnchantSlot: sectionSize.x = m_slotListIngredient.getWidth(); sectionSize.y = m_slotListIngredient.getHeight(); break; case eSectionEnchantInventory: sectionSize.x = m_slotListInventory.getWidth(); sectionSize.y = m_slotListInventory.getHeight(); break; case eSectionEnchantUsing: sectionSize.x = m_slotListHotbar.getWidth(); sectionSize.y = m_slotListHotbar.getHeight(); break; case eSectionEnchantButton1: sectionSize.x = m_enchantButton[0].getWidth(); sectionSize.y = m_enchantButton[0].getHeight(); break; case eSectionEnchantButton2: sectionSize.x = m_enchantButton[1].getWidth(); sectionSize.y = m_enchantButton[1].getHeight(); break; case eSectionEnchantButton3: sectionSize.x = m_enchantButton[2].getWidth(); sectionSize.y = m_enchantButton[2].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_EnchantingMenu::setSectionSelectedSlot(ESceneSection eSection, int x, int y) { int cols = getSectionColumns(eSection); int index = (y * cols) + x; UIControl_SlotList *slotList = NULL; switch( eSection ) { case eSectionEnchantSlot: slotList = &m_slotListIngredient; break; case eSectionEnchantInventory: slotList = &m_slotListInventory; break; case eSectionEnchantUsing: slotList = &m_slotListHotbar; break; default: assert( false ); break; }; slotList->setHighlightSlot(index); } UIControl *UIScene_EnchantingMenu::getSection(ESceneSection eSection) { UIControl *control = NULL; switch( eSection ) { case eSectionEnchantSlot: control = &m_slotListIngredient; break; case eSectionEnchantInventory: control = &m_slotListInventory; break; case eSectionEnchantUsing: control = &m_slotListHotbar; break; case eSectionEnchantButton1: control = &m_enchantButton[0]; break; case eSectionEnchantButton2: control = &m_enchantButton[1]; break; case eSectionEnchantButton3: control = &m_enchantButton[2]; break; default: assert( false ); break; }; return control; } void UIScene_EnchantingMenu::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"EnchantmentBook")==0) { // Setup GDraw, normal game render states and matrices CustomDrawData *customDrawRegion = ui.setupCustomDraw(this,region); delete customDrawRegion; m_enchantBook.render(region); // Finish GDraw and anything else that needs to be finalised ui.endCustomDraw(region); } else { int slotId = -1; swscanf((wchar_t*)region->name,L"slot_Button%d",&slotId); if(slotId >= 0) { // Setup GDraw, normal game render states and matrices CustomDrawData *customDrawRegion = ui.setupCustomDraw(this,region); delete customDrawRegion; m_enchantButton[slotId-1].render(region); // Finish GDraw and anything else that needs to be finalised ui.endCustomDraw(region); } else { UIScene_AbstractContainerMenu::customDraw(region); } } }