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MinecraftConsoles/Minecraft.Client/Common/UI/IUIScene_EnchantingMenu.cpp

185 lines
4.4 KiB
C++

#include "stdafx.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
#include "..\..\Minecraft.h"
#include "..\..\MultiplayerLocalPlayer.h"
#include "IUIScene_EnchantingMenu.h"
IUIScene_AbstractContainerMenu::ESceneSection IUIScene_EnchantingMenu::GetSectionAndSlotInDirection( IUIScene_AbstractContainerMenu::ESceneSection eSection, ETapState eTapDirection, int *piTargetX, int *piTargetY )
{
IUIScene_AbstractContainerMenu::ESceneSection newSection = eSection;
int xOffset = 0;
// Find the new section if there is one
switch( eSection )
{
case eSectionEnchantInventory:
if(eTapDirection == eTapStateDown)
{
newSection = eSectionEnchantUsing;
}
else if(eTapDirection == eTapStateUp)
{
if( *piTargetX >= ENCHANT_SCENE_ENCHANT_BUTTONS_UP_OFFSET)
{
newSection = eSectionEnchantButton3;
}
else
{
newSection = eSectionEnchantSlot;
}
}
break;
case eSectionEnchantUsing:
if(eTapDirection == eTapStateDown)
{
if( *piTargetX >= ENCHANT_SCENE_ENCHANT_BUTTONS_UP_OFFSET)
{
newSection = eSectionEnchantButton1;
}
else
{
newSection = eSectionEnchantSlot;
}
}
else if(eTapDirection == eTapStateUp)
{
newSection = eSectionEnchantInventory;
}
break;
case eSectionEnchantSlot:
if(eTapDirection == eTapStateDown)
{
newSection = eSectionEnchantInventory;
xOffset = ENCHANT_SCENE_INGREDIENT_SLOT_DOWN_OFFSET;
}
else if(eTapDirection == eTapStateUp)
{
newSection = eSectionEnchantUsing;
xOffset = ENCHANT_SCENE_INGREDIENT_SLOT_DOWN_OFFSET;
}
else if(eTapDirection == eTapStateLeft || eTapDirection == eTapStateRight)
{
newSection = eSectionEnchantButton1;
}
break;
case eSectionEnchantButton1:
if(eTapDirection == eTapStateDown)
{
newSection = eSectionEnchantButton2;
}
else if(eTapDirection == eTapStateUp)
{
newSection = eSectionEnchantUsing;
xOffset = ENCHANT_SCENE_ENCHANT_BUTTONS_DOWN_OFFSET;
}
else if(eTapDirection == eTapStateLeft || eTapDirection == eTapStateRight)
{
newSection = eSectionEnchantSlot;
}
break;
case eSectionEnchantButton2:
if(eTapDirection == eTapStateDown)
{
newSection = eSectionEnchantButton3;
}
else if(eTapDirection == eTapStateUp)
{
newSection = eSectionEnchantButton1;
}
else if(eTapDirection == eTapStateLeft || eTapDirection == eTapStateRight)
{
newSection = eSectionEnchantSlot;
}
break;
case eSectionEnchantButton3:
if(eTapDirection == eTapStateDown)
{
newSection = eSectionEnchantInventory;
xOffset = ENCHANT_SCENE_ENCHANT_BUTTONS_DOWN_OFFSET;
}
else if(eTapDirection == eTapStateUp)
{
newSection = eSectionEnchantButton2;
}
else if(eTapDirection == eTapStateLeft || eTapDirection == eTapStateRight)
{
newSection = eSectionEnchantSlot;
}
break;
default:
assert( false );
break;
}
updateSlotPosition(eSection, newSection, eTapDirection, piTargetX, piTargetY, xOffset);
return newSection;
}
void IUIScene_EnchantingMenu::handleOtherClicked(int iPad, ESceneSection eSection, int buttonNum, bool quickKey)
{
int index = -1;
// Old xui code
#if 0
HXUIOBJ hFocusObject = GetFocus(iPad);
if(hFocusObject == m_enchant1->m_hObj) index = 0;
else if(hFocusObject == m_enchant2->m_hObj) index = 1;
else if(hFocusObject == m_enchant3->m_hObj) index = 2;
#endif
switch(eSection)
{
case eSectionEnchantButton1:
index = 0;
break;
case eSectionEnchantButton2:
index = 1;
break;
case eSectionEnchantButton3:
index = 2;
break;
};
Minecraft *pMinecraft = Minecraft::GetInstance();
if (index >= 0 && m_menu->clickMenuButton(std::dynamic_pointer_cast<Player>(pMinecraft->localplayers[iPad]), index))
{
pMinecraft->localgameModes[iPad]->handleInventoryButtonClick(m_menu->containerId, index);
}
}
int IUIScene_EnchantingMenu::getSectionStartOffset(ESceneSection eSection)
{
int offset = 0;
switch( eSection )
{
case eSectionEnchantSlot:
offset = 0;
break;
case eSectionEnchantInventory:
offset = 1;
break;
case eSectionEnchantUsing:
offset = 1 + 27;
break;
default:
assert( false );
break;
};
return offset;
}
bool IUIScene_EnchantingMenu::IsSectionSlotList( ESceneSection eSection )
{
switch( eSection )
{
case eSectionEnchantInventory:
case eSectionEnchantUsing:
case eSectionEnchantSlot:
return true;
}
return false;
}
EnchantmentMenu *IUIScene_EnchantingMenu::getMenu()
{
return (EnchantmentMenu *)m_menu;
}