Files
MinecraftConsoles/Minecraft.Client/Common/XUI/XUI_Scene_Container.cpp
Loki Rautio 087b7e7abf Revert "Project modernization (#630)"
This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.

This reverts commit a9be52c41a.
2026-03-07 21:12:22 -06:00

163 lines
5.2 KiB
C++

#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> 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);
}