#include "stdafx.h" #include "UI.h" #include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h" #include "..\..\..\Minecraft.World\net.minecraft.world.entity.animal.h" #include "MultiPlayerLocalPlayer.h" #include "..\..\Minecraft.h" #include "UIScene_HorseInventoryMenu.h" UIScene_HorseInventoryMenu::UIScene_HorseInventoryMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene_AbstractContainerMenu(iPad, parentLayer) { // Setup all the Iggy references we need for this scene initialiseMovie(); HorseScreenInput *initData = (HorseScreenInput *)_initData; m_labelHorse.init( initData->container->getName() ); m_inventory = initData->inventory; m_horse = initData->horse; Minecraft *pMinecraft = Minecraft::GetInstance(); if( pMinecraft->localgameModes[iPad] != NULL ) { TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[iPad]; m_previousTutorialState = gameMode->getTutorial()->getCurrentState(); gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Horse_Menu, this); } HorseInventoryMenu *horseMenu = new HorseInventoryMenu(initData->inventory, initData->container, initData->horse); int startSlot = EntityHorse::INV_BASE_COUNT; if(m_horse->isChestedHorse()) { startSlot += EntityHorse::INV_DONKEY_CHEST_COUNT; } Initialize( iPad, horseMenu, true, startSlot, eSectionHorseUsing, eSectionHorseMax ); m_slotSaddle.addSlots(EntityHorse::INV_SLOT_SADDLE,1); m_slotArmor.addSlots(EntityHorse::INV_SLOT_ARMOR,1); if(m_horse->isChestedHorse()) { // also starts at one, because a donkey can't wear armor! m_slotListChest.addSlots(EntityHorse::INV_BASE_COUNT, EntityHorse::INV_DONKEY_CHEST_COUNT); } // remove horse inventory if(!m_horse->isChestedHorse()) SetHasInventory(false); // cannot wear armor? remove armor slot! if(!m_horse->canWearArmor()) SetIsDonkey(true); if(initData) delete initData; setIgnoreInput(false); //app.SetRichPresenceContext(iPad, CONTEXT_GAME_STATE_HORSE); } wstring UIScene_HorseInventoryMenu::getMoviePath() { if(app.GetLocalPlayerCount() > 1) { return L"HorseInventoryMenuSplit"; } else { return L"HorseInventoryMenu"; } } void UIScene_HorseInventoryMenu::handleReload() { int startSlot = EntityHorse::INV_BASE_COUNT; if(m_horse->isChestedHorse()) { startSlot += EntityHorse::INV_DONKEY_CHEST_COUNT; } Initialize( m_iPad, m_menu, true, startSlot, eSectionHorseUsing, eSectionHorseMax ); m_slotSaddle.addSlots(EntityHorse::INV_SLOT_SADDLE,1); m_slotArmor.addSlots(EntityHorse::INV_SLOT_ARMOR,1); if(m_horse->isChestedHorse()) { // also starts at one, because a donkey can't wear armor! m_slotListChest.addSlots(EntityHorse::INV_BASE_COUNT, EntityHorse::INV_DONKEY_CHEST_COUNT); } // remove horse inventory if(!m_horse->isChestedHorse()) SetHasInventory(false); // cannot wear armor? remove armor slot! if(!m_horse->canWearArmor()) SetIsDonkey(true); } int UIScene_HorseInventoryMenu::getSectionColumns(ESceneSection eSection) { int cols = 0; switch( eSection ) { case eSectionHorseArmor: cols = 1; break; case eSectionHorseSaddle: cols = 1; break; case eSectionHorseChest: cols = 5; break; case eSectionHorseInventory: cols = 9; break; case eSectionHorseUsing: cols = 9; break; default: assert( false ); break; } return cols; } int UIScene_HorseInventoryMenu::getSectionRows(ESceneSection eSection) { int rows = 0; switch( eSection ) { case eSectionHorseArmor: rows = 1; break; case eSectionHorseSaddle: rows = 1; break; case eSectionHorseChest: rows = 3; break; case eSectionHorseInventory: rows = 3; break; case eSectionHorseUsing: rows = 1; break; default: assert( false ); break; } return rows; } void UIScene_HorseInventoryMenu::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition ) { switch( eSection ) { case eSectionHorseArmor: pPosition->x = m_slotArmor.getXPos(); pPosition->y = m_slotArmor.getYPos(); break; case eSectionHorseSaddle: pPosition->x = m_slotSaddle.getXPos(); pPosition->y = m_slotSaddle.getYPos(); break; case eSectionHorseChest: pPosition->x = m_slotListChest.getXPos(); pPosition->y = m_slotListChest.getYPos(); break; case eSectionHorseInventory: pPosition->x = m_slotListInventory.getXPos(); pPosition->y = m_slotListInventory.getYPos(); break; case eSectionHorseUsing: pPosition->x = m_slotListHotbar.getXPos(); pPosition->y = m_slotListHotbar.getYPos(); break; default: assert( false ); break; } } void UIScene_HorseInventoryMenu::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize ) { UIVec2D sectionSize; switch( eSection ) { case eSectionHorseArmor: sectionSize.x = m_slotArmor.getWidth(); sectionSize.y = m_slotArmor.getHeight(); break; case eSectionHorseSaddle: sectionSize.x = m_slotSaddle.getWidth(); sectionSize.y = m_slotSaddle.getHeight(); break; case eSectionHorseChest: sectionSize.x = m_slotListChest.getWidth(); sectionSize.y = m_slotListChest.getHeight(); break; case eSectionHorseInventory: sectionSize.x = m_slotListInventory.getWidth(); sectionSize.y = m_slotListInventory.getHeight(); break; case eSectionHorseUsing: sectionSize.x = m_slotListHotbar.getWidth(); sectionSize.y = m_slotListHotbar.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_HorseInventoryMenu::setSectionSelectedSlot(ESceneSection eSection, int x, int y) { int cols = getSectionColumns(eSection); int index = (y * cols) + x; UIControl_SlotList *slotList = NULL; switch( eSection ) { case eSectionHorseArmor: slotList = &m_slotArmor; break; case eSectionHorseSaddle: slotList = &m_slotSaddle; break; case eSectionHorseChest: slotList = &m_slotListChest; break; case eSectionHorseInventory: slotList = &m_slotListInventory; break; case eSectionHorseUsing: slotList = &m_slotListHotbar; break; default: assert( false ); break; } slotList->setHighlightSlot(index); } UIControl *UIScene_HorseInventoryMenu::getSection(ESceneSection eSection) { UIControl *control = NULL; switch( eSection ) { case eSectionHorseArmor: control = &m_slotArmor; break; case eSectionHorseSaddle: control = &m_slotSaddle; break; case eSectionHorseChest: control = &m_slotListChest; break; case eSectionHorseInventory: control = &m_slotListInventory; break; case eSectionHorseUsing: control = &m_slotListHotbar; break; default: assert( false ); break; } return control; } void UIScene_HorseInventoryMenu::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"horse")==0) { // Setup GDraw, normal game render states and matrices CustomDrawData *customDrawRegion = ui.setupCustomDraw(this,region); delete customDrawRegion; m_horsePreview.render(region); // Finish GDraw and anything else that needs to be finalised ui.endCustomDraw(region); } else { UIScene_AbstractContainerMenu::customDraw(region); } } void UIScene_HorseInventoryMenu::SetHasInventory(bool bHasInventory) { app.DebugPrintf("SetHasInventory to %d\n", bHasInventory); IggyDataValue result; IggyDataValue value[1]; value[0].type = IGGY_DATATYPE_boolean; value[0].boolval = bHasInventory; IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetHasInventory , 1 , value ); } void UIScene_HorseInventoryMenu::SetIsDonkey(bool bSetIsDonkey) { app.DebugPrintf("SetIsDonkey to %d\n", bSetIsDonkey); IggyDataValue result; IggyDataValue value[1]; value[0].type = IGGY_DATATYPE_boolean; value[0].boolval = bSetIsDonkey; IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetIsDonkey , 1 , value ); }