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.
257 lines
6.2 KiB
C++
257 lines
6.2 KiB
C++
#include "stdafx.h"
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#include "UI.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\Minecraft.h"
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#include "UIScene_FurnaceMenu.h"
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UIScene_FurnaceMenu::UIScene_FurnaceMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene_AbstractContainerMenu(iPad, parentLayer)
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{
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// Setup all the Iggy references we need for this scene
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initialiseMovie();
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FurnaceScreenInput *initData = (FurnaceScreenInput *)_initData;
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m_furnace = initData->furnace;
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m_labelFurnace.init(m_furnace->getName());
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m_labelIngredient.init(app.GetString(IDS_INGREDIENT));
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m_labelFuel.init(app.GetString(IDS_FUEL));
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m_progressFurnaceFire.init(L"",0,0,12,0);
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m_progressFurnaceArrow.init(L"",0,0,24,0);
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if( pMinecraft->localgameModes[initData->iPad] != NULL )
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{
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[initData->iPad];
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m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
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gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Furnace_Menu, this);
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}
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FurnaceMenu* menu = new FurnaceMenu( initData->inventory, initData->furnace );
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Initialize( initData->iPad, menu, true, FurnaceMenu::INV_SLOT_START, eSectionFurnaceUsing, eSectionFurnaceMax );
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m_slotListFuel.addSlots(FurnaceMenu::FUEL_SLOT, 1);
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m_slotListIngredient.addSlots(FurnaceMenu::INGREDIENT_SLOT, 1);
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m_slotListResult.addSlots(FurnaceMenu::RESULT_SLOT, 1);
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app.SetRichPresenceContext(m_iPad,CONTEXT_GAME_STATE_FORGING);
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delete initData;
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}
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wstring UIScene_FurnaceMenu::getMoviePath()
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{
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if(app.GetLocalPlayerCount() > 1)
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{
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return L"FurnaceMenuSplit";
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}
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else
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{
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return L"FurnaceMenu";
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}
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}
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void UIScene_FurnaceMenu::handleReload()
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{
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Initialize( m_iPad, m_menu, true, FurnaceMenu::INV_SLOT_START, eSectionFurnaceUsing, eSectionFurnaceMax );
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m_slotListFuel.addSlots(FurnaceMenu::FUEL_SLOT, 1);
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m_slotListIngredient.addSlots(FurnaceMenu::INGREDIENT_SLOT, 1);
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m_slotListResult.addSlots(FurnaceMenu::RESULT_SLOT, 1);
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}
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void UIScene_FurnaceMenu::tick()
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{
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m_progressFurnaceFire.setProgress( m_furnace->getLitProgress( 12 ) );
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m_progressFurnaceArrow.setProgress( m_furnace->getBurnProgress( 24 ) );
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UIScene_AbstractContainerMenu::tick();
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}
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int UIScene_FurnaceMenu::getSectionColumns(ESceneSection eSection)
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{
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int cols = 0;
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switch( eSection )
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{
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case eSectionFurnaceResult:
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cols = 1;
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break;
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case eSectionFurnaceFuel:
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cols = 1;
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break;
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case eSectionFurnaceIngredient:
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cols = 1;
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break;
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case eSectionFurnaceInventory:
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cols = 9;
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break;
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case eSectionFurnaceUsing:
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cols = 9;
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break;
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default:
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assert( false );
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break;
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}
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return cols;
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}
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int UIScene_FurnaceMenu::getSectionRows(ESceneSection eSection)
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{
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int rows = 0;
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switch( eSection )
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{
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case eSectionFurnaceResult:
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rows = 1;
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break;
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case eSectionFurnaceFuel:
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rows = 1;
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break;
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case eSectionFurnaceIngredient:
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rows = 1;
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break;
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case eSectionFurnaceInventory:
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rows = 3;
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break;
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case eSectionFurnaceUsing:
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rows = 1;
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break;
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default:
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assert( false );
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break;
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}
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return rows;
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}
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void UIScene_FurnaceMenu::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition )
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{
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switch( eSection )
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{
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case eSectionFurnaceResult:
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pPosition->x = m_slotListResult.getXPos();
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pPosition->y = m_slotListResult.getYPos();
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break;
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case eSectionFurnaceFuel:
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pPosition->x = m_slotListFuel.getXPos();
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pPosition->y = m_slotListFuel.getYPos();
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break;
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case eSectionFurnaceIngredient:
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pPosition->x = m_slotListIngredient.getXPos();
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pPosition->y = m_slotListIngredient.getYPos();
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break;
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case eSectionFurnaceInventory:
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pPosition->x = m_slotListInventory.getXPos();
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pPosition->y = m_slotListInventory.getYPos();
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break;
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case eSectionFurnaceUsing:
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pPosition->x = m_slotListHotbar.getXPos();
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pPosition->y = m_slotListHotbar.getYPos();
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break;
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default:
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assert( false );
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break;
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}
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}
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void UIScene_FurnaceMenu::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize )
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{
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UIVec2D sectionSize;
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switch( eSection )
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{
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case eSectionFurnaceResult:
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sectionSize.x = m_slotListResult.getWidth();
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sectionSize.y = m_slotListResult.getHeight();
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break;
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case eSectionFurnaceFuel:
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sectionSize.x = m_slotListFuel.getWidth();
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sectionSize.y = m_slotListFuel.getHeight();
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break;
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case eSectionFurnaceIngredient:
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sectionSize.x = m_slotListIngredient.getWidth();
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sectionSize.y = m_slotListIngredient.getHeight();
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break;
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case eSectionFurnaceInventory:
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sectionSize.x = m_slotListInventory.getWidth();
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sectionSize.y = m_slotListInventory.getHeight();
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break;
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case eSectionFurnaceUsing:
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sectionSize.x = m_slotListHotbar.getWidth();
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sectionSize.y = m_slotListHotbar.getHeight();
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break;
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default:
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assert( false );
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break;
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}
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int rows = getSectionRows(eSection);
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int cols = getSectionColumns(eSection);
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pSize->x = sectionSize.x/cols;
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pSize->y = sectionSize.y/rows;
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int itemCol = iItemIndex % cols;
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int itemRow = iItemIndex/cols;
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pPosition->x = itemCol * pSize->x;
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pPosition->y = itemRow * pSize->y;
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}
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void UIScene_FurnaceMenu::setSectionSelectedSlot(ESceneSection eSection, int x, int y)
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{
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int cols = getSectionColumns(eSection);
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int index = (y * cols) + x;
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UIControl_SlotList *slotList = NULL;
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switch( eSection )
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{
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case eSectionFurnaceResult:
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slotList = &m_slotListResult;
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break;
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case eSectionFurnaceFuel:
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slotList = &m_slotListFuel;
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break;
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case eSectionFurnaceIngredient:
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slotList = &m_slotListIngredient;
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break;
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case eSectionFurnaceInventory:
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slotList = &m_slotListInventory;
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break;
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case eSectionFurnaceUsing:
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slotList = &m_slotListHotbar;
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break;
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default:
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assert( false );
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break;
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}
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slotList->setHighlightSlot(index);
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}
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UIControl *UIScene_FurnaceMenu::getSection(ESceneSection eSection)
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{
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UIControl *control = NULL;
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switch( eSection )
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{
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case eSectionFurnaceResult:
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control = &m_slotListResult;
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break;
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case eSectionFurnaceFuel:
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control = &m_slotListFuel;
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break;
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case eSectionFurnaceIngredient:
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control = &m_slotListIngredient;
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break;
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case eSectionFurnaceInventory:
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control = &m_slotListInventory;
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break;
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case eSectionFurnaceUsing:
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control = &m_slotListHotbar;
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break;
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default:
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assert( false );
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break;
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}
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return control;
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}
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