Files
MinecraftConsoles/Minecraft.Client/Common/XUI/XUI_Scene_Container.h
2026-03-01 12:16:08 +08:00

58 lines
2.0 KiB
C++

#pragma once
#include "..\Media\xuiscene_container.h"
#include "XUI_Scene_AbstractContainer.h"
#include "XUI_CustomMessages.h"
#include "..\UI\IUIScene_ContainerMenu.h"
//--------------------------------------------------------------------------------------
// Scene implementation class.
//--------------------------------------------------------------------------------------
class CXuiSceneContainer : public CXuiSceneAbstractContainer, public IUIScene_ContainerMenu
{
public:
// Define the class. The class name must match the ClassOverride property
// set for the scene in the UI Authoring tool.
XUI_IMPLEMENT_CLASS( CXuiSceneContainer, L"CXuiSceneContainer", XUI_CLASS_SCENE )
protected:
XUI_BEGIN_MSG_MAP()
XUI_ON_XM_INIT( OnInit )
XUI_ON_XM_KEYDOWN( OnKeyDown )
XUI_ON_XM_DESTROY( OnDestroy )
XUI_ON_XM_TIMER( OnTimer ) // Poll stick input on a timer.
XUI_ON_XM_SPLITSCREENPLAYER_MESSAGE(OnCustomMessage_Splitscreenplayer)
XUI_ON_XM_TRANSITION_START(OnTransitionStart)
XUI_END_MSG_MAP()
// Control mapping to objects
BEGIN_CONTROL_MAP()
// Common to all abstract container scenes
MAP_CONTROL(IDC_Group, m_sceneGroup)
BEGIN_MAP_CHILD_CONTROLS( m_sceneGroup )
MAP_OVERRIDE(IDC_Inventory, m_inventoryControl)
MAP_OVERRIDE(IDC_UseRow, m_useRowControl)
MAP_OVERRIDE(IDC_Pointer, m_pointerControl)
MAP_CONTROL(IDC_InventoryText,m_InventoryText)
MAP_OVERRIDE(IDC_Container, m_containerControl)
MAP_CONTROL(IDC_ChestText,m_ChestText)
END_MAP_CHILD_CONTROLS()
END_CONTROL_MAP()
HRESULT OnInit( XUIMessageInit* pInitData, BOOL& bHandled );
HRESULT OnDestroy();
//HRESULT OnCustomMessage_Splitscreenplayer(bool bJoining, BOOL& bHandled) { return S_OK;}
virtual void InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex = 0);
private:
CXuiCtrlSlotList* m_containerControl;
CXuiControl m_sceneGroup;
CXuiControl m_ChestText;
virtual CXuiControl* GetSectionControl( ESceneSection eSection );
virtual CXuiCtrlSlotList* GetSectionSlotList( ESceneSection eSection );
};