* try to resolve merge conflict
* feat: TU19 (Dec 2014) Features & Content (#32)
* December 2014 files
* Working release build
* Fix compilation issues
* Add sound to Windows64Media
* Add DLC content and force Tutorial DLC
* Revert "Add DLC content and force Tutorial DLC"
This reverts commit 97a4399472.
* Disable broken light packing
* Disable breakpoint during DLC texture map load
Allows DLC loading but the DLC textures are still broken
* Fix post build not working
* ...
* fix vs2022 build
* fix cmake build
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Co-authored-by: Loki <lokirautio@gmail.com>
54 lines
1.8 KiB
C++
54 lines
1.8 KiB
C++
#pragma once
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#include "UIScene_AbstractContainerMenu.h"
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#include "IUIScene_HorseInventoryMenu.h"
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class InventoryMenu;
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class UIScene_HorseInventoryMenu : public UIScene_AbstractContainerMenu, public IUIScene_HorseInventoryMenu
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{
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friend class UIControl_MinecraftHorse;
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public:
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UIScene_HorseInventoryMenu(int iPad, void *initData, UILayer *parentLayer);
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virtual EUIScene getSceneType() { return eUIScene_HorseMenu;}
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protected:
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UIControl_SlotList m_slotSaddle, m_slotArmor, m_slotListChest;
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UIControl_Label m_labelHorse;
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IggyName m_funcSetIsDonkey, m_funcSetHasInventory;
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UIControl_MinecraftHorse m_horsePreview;
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UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene_AbstractContainerMenu)
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UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlMainPanel )
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UI_MAP_ELEMENT( m_slotSaddle, "SlotSaddle")
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UI_MAP_ELEMENT( m_slotArmor, "SlotArmor")
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UI_MAP_ELEMENT( m_slotListChest, "DonkeyInventoryList")
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UI_MAP_ELEMENT( m_labelHorse, "horseinventoryText")
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UI_MAP_ELEMENT( m_horsePreview, "iggy_horse")
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UI_END_MAP_CHILD_ELEMENTS()
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UI_MAP_NAME(m_funcSetIsDonkey, L"SetIsDonkey")
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UI_MAP_NAME(m_funcSetHasInventory, L"SetHasInventory")
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UI_END_MAP_ELEMENTS_AND_NAMES()
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virtual wstring getMoviePath();
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virtual void handleReload();
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virtual int getSectionColumns(ESceneSection eSection);
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virtual int getSectionRows(ESceneSection eSection);
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virtual void GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition );
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virtual void GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize );
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virtual void handleSectionClick(ESceneSection eSection) {}
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virtual void setSectionSelectedSlot(ESceneSection eSection, int x, int y);
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virtual UIControl *getSection(ESceneSection eSection);
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virtual void customDraw(IggyCustomDrawCallbackRegion *region);
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void SetHasInventory(bool bHasInventory);
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void SetIsDonkey(bool bSetIsDonkey);
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}; |