Files
MinecraftConsoles/Minecraft.Client/Common/UI/UIScene_DispenserMenu.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

197 lines
4.4 KiB
C++

#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_DispenserMenu.h"
UIScene_DispenserMenu::UIScene_DispenserMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene_AbstractContainerMenu(iPad, parentLayer)
{
// Setup all the Iggy references we need for this scene
initialiseMovie();
TrapScreenInput *initData = (TrapScreenInput *)_initData;
m_labelDispenser.init(initData->trap->getName());
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_Trap_Menu, this);
}
TrapMenu* menu = new TrapMenu( initData->inventory, initData->trap );
m_containerSize = initData->trap->getContainerSize();
Initialize( initData->iPad, menu, true, m_containerSize, eSectionTrapUsing, eSectionTrapMax );
m_slotListTrap.addSlots(0, 9);
delete initData;
}
wstring UIScene_DispenserMenu::getMoviePath()
{
if(app.GetLocalPlayerCount() > 1)
{
return L"DispenserMenuSplit";
}
else
{
return L"DispenserMenu";
}
}
void UIScene_DispenserMenu::handleReload()
{
Initialize( m_iPad, m_menu, true, m_containerSize, eSectionTrapUsing, eSectionTrapMax );
m_slotListTrap.addSlots(0, 9);
}
int UIScene_DispenserMenu::getSectionColumns(ESceneSection eSection)
{
int cols = 0;
switch( eSection )
{
case eSectionTrapTrap:
cols = 3;
break;
case eSectionTrapInventory:
cols = 9;
break;
case eSectionTrapUsing:
cols = 9;
break;
default:
assert( false );
break;
}
return cols;
}
int UIScene_DispenserMenu::getSectionRows(ESceneSection eSection)
{
int rows = 0;
switch( eSection )
{
case eSectionTrapTrap:
rows = 3;
break;
case eSectionTrapInventory:
rows = 3;
break;
case eSectionTrapUsing:
rows = 1;
break;
default:
assert( false );
break;
}
return rows;
}
void UIScene_DispenserMenu::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition )
{
switch( eSection )
{
case eSectionTrapTrap:
pPosition->x = m_slotListTrap.getXPos();
pPosition->y = m_slotListTrap.getYPos();
break;
case eSectionTrapInventory:
pPosition->x = m_slotListInventory.getXPos();
pPosition->y = m_slotListInventory.getYPos();
break;
case eSectionTrapUsing:
pPosition->x = m_slotListHotbar.getXPos();
pPosition->y = m_slotListHotbar.getYPos();
break;
default:
assert( false );
break;
}
}
void UIScene_DispenserMenu::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize )
{
UIVec2D sectionSize;
switch( eSection )
{
case eSectionTrapTrap:
sectionSize.x = m_slotListTrap.getWidth();
sectionSize.y = m_slotListTrap.getHeight();
break;
case eSectionTrapInventory:
sectionSize.x = m_slotListInventory.getWidth();
sectionSize.y = m_slotListInventory.getHeight();
break;
case eSectionTrapUsing:
sectionSize.x = m_slotListHotbar.getWidth();
sectionSize.y = m_slotListHotbar.getHeight();
break;
default:
assert( false );
break;
}
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;
}
void UIScene_DispenserMenu::setSectionSelectedSlot(ESceneSection eSection, int x, int y)
{
int cols = getSectionColumns(eSection);
int index = (y * cols) + x;
UIControl_SlotList *slotList = NULL;
switch( eSection )
{
case eSectionTrapTrap:
slotList = &m_slotListTrap;
break;
case eSectionTrapInventory:
slotList = &m_slotListInventory;
break;
case eSectionTrapUsing:
slotList = &m_slotListHotbar;
break;
default:
assert( false );
break;
}
slotList->setHighlightSlot(index);
}
UIControl *UIScene_DispenserMenu::getSection(ESceneSection eSection)
{
UIControl *control = NULL;
switch( eSection )
{
case eSectionTrapTrap:
control = &m_slotListTrap;
break;
case eSectionTrapInventory:
control = &m_slotListInventory;
break;
case eSectionTrapUsing:
control = &m_slotListHotbar;
break;
default:
assert( false );
break;
}
return control;
}