#include "stdafx.h" #include "..\..\..\Minecraft.World\Container.h" #include "..\..\..\Minecraft.World\ContainerMenu.h" #include "..\..\MultiplayerLocalPlayer.h" #include "XUI_Ctrl_SlotList.h" #include "XUI_Scene_Container.h" #include "XUI_Ctrl_SlotItemListItem.h" #include "XUI_Ctrl_SlotItem.h" #include "..\..\Common\Tutorial\Tutorial.h" #include "..\..\Common\Tutorial\TutorialMode.h" #include "..\..\Common\Tutorial\TutorialEnum.h" // The height of one row of slots //#define ROW_HEIGHT 42.0f - comes from the pointer height in the xui // The number of container rows that are visible in the Xui file at it's default size #define CONTAINER_DEFAULT_ROWS 3 //-------------------------------------------------------------------------------------- // Name: CXuiSceneContainer::OnInit // Desc: Message handler for XM_INIT //-------------------------------------------------------------------------------------- HRESULT CXuiSceneContainer::OnInit( XUIMessageInit* pInitData, BOOL& bHandled ) { D3DXVECTOR3 vec; MapChildControls(); Minecraft *pMinecraft = Minecraft::GetInstance(); ContainerScreenInput* initData = (ContainerScreenInput*)pInitData->pvInitData; XuiControlSetText(m_ChestText,app.GetString(initData->container->getName())); ContainerMenu* menu = new ContainerMenu( initData->inventory, initData->container ); shared_ptr container = initData->container; m_iPad=initData->iPad; m_bSplitscreen=initData->bSplitscreen; #ifdef _XBOX if( pMinecraft->localgameModes[initData->iPad] != NULL ) { TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[initData->iPad]; m_previousTutorialState = gameMode->getTutorial()->getCurrentState(); gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Container_Menu, this); } #endif // if we are in splitscreen, then we need to figure out if we want to move this scene int rows = container->getContainerSize() / 9; // use the pointer size in the xui to set the row height float fPointerWidth,fPointerHeight; if(m_bSplitscreen) { app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad); } m_pointerControl->GetBounds(&fPointerWidth, &fPointerHeight); // Adjust the height to show the correct number of container rows float height, width; this->GetBounds( &width, &height ); int rowDiff = CONTAINER_DEFAULT_ROWS - rows; //height = height - (rowDiff * ROW_HEIGHT); height = height - (rowDiff * fPointerHeight); this->SetBounds( width, height ); // Update the position after the height change so that we are still centred D3DXVECTOR3 vPos; this->GetPosition( &vPos ); vPos.y = vPos.y + ( (rowDiff * fPointerHeight) / 2 ); // Make sure that the y offset is even for SD modes, as the y in xui coordinates will end up being scaled by a factor of 1.5 // to get it into actual back buffer coordinates, and we need those to remain whole numbers to avoid issues with point sampling if(!RenderManager.IsHiDef()) { int iY = (int)(vPos.y); iY &= 0xfffffffe; vPos.y = (float)iY; } this->SetPosition( &vPos ); InitDataAssociations(initData->iPad, menu); CXuiSceneAbstractContainer::Initialize( initData->iPad, menu, true, container->getContainerSize(), eSectionContainerUsing, eSectionContainerMax ); delete initData; return S_OK; } HRESULT CXuiSceneContainer::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* CXuiSceneContainer::GetSectionControl( ESceneSection eSection ) { switch( eSection ) { case eSectionContainerChest: return (CXuiControl *)m_containerControl; break; case eSectionContainerInventory: return (CXuiControl *)m_inventoryControl; break; case eSectionContainerUsing: return (CXuiControl *)m_useRowControl; break; default: assert( false ); break; } return NULL; } CXuiCtrlSlotList* CXuiSceneContainer::GetSectionSlotList( ESceneSection eSection ) { switch( eSection ) { case eSectionContainerChest: return m_containerControl; break; case eSectionContainerInventory: return m_inventoryControl; break; case eSectionContainerUsing: return m_useRowControl; break; default: assert( false ); break; } return NULL; } // 4J Stu - Added to support auto-save. Need to re-associate on a navigate back void CXuiSceneContainer::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex /*= 0*/) { int containerSize = menu->getSize() - (27 + 9); int rows = containerSize / 9; // TODO Inventory dimensions need defined as constants m_containerControl->SetData( iPad, menu, rows, 9, 0 ); CXuiSceneAbstractContainer::InitDataAssociations(iPad, menu, containerSize); }