diff options
| author | daoge <3523206925@qq.com> | 2026-03-03 03:04:10 +0800 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2026-03-03 03:04:10 +0800 |
| commit | b3feddfef372618c8a9d7a0abcaf18cfad866c18 (patch) | |
| tree | 267761c3bb39241ba5c347bfbe2254d06686e287 /Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp | |
| parent | 84c31a2331f7a0ec85b9d438992e244f60e5020f (diff) | |
feat: TU19 (Dec 2014) Features & Content (#155)
* 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 97a43994725008e35fceb984d5549df9c8cea470.
* 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
---------
Co-authored-by: Loki <lokirautio@gmail.com>
Diffstat (limited to 'Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp')
| -rw-r--r-- | Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp | 251 |
1 files changed, 251 insertions, 0 deletions
diff --git a/Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp b/Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp new file mode 100644 index 00000000..8f1caab8 --- /dev/null +++ b/Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp @@ -0,0 +1,251 @@ +#include "stdafx.h" +#include "IUIScene_HorseInventoryMenu.h" +#include "..\..\..\Minecraft.World\net.minecraft.world.entity.animal.h" + +IUIScene_AbstractContainerMenu::ESceneSection IUIScene_HorseInventoryMenu::GetSectionAndSlotInDirection( ESceneSection eSection, ETapState eTapDirection, int *piTargetX, int *piTargetY ) +{ + ESceneSection newSection = eSection; + + int xOffset = 0; + int yOffset = 0; + + // Find the new section if there is one + switch( eSection ) + { + case eSectionHorseUsing: + if(eTapDirection == eTapStateDown) + { + if(m_horse->isChestedHorse() && *piTargetX >= 4) + { + newSection = eSectionHorseChest; + xOffset = 4; + } + else + { + newSection = eSectionHorseSaddle; + } + } + else if(eTapDirection == eTapStateUp) + { + newSection = eSectionHorseInventory; + } + break; + case eSectionHorseInventory: + if(eTapDirection == eTapStateDown) + { + newSection = eSectionHorseUsing; + } + else if(eTapDirection == eTapStateUp) + { + if(m_horse->isChestedHorse() && *piTargetX >= 4) + { + xOffset = 4; + newSection = eSectionHorseChest; + } + else if(m_horse->canWearArmor()) + { + newSection = eSectionHorseArmor; + } + else + { + newSection = eSectionHorseSaddle; + } + } + break; + case eSectionHorseChest: + if(eTapDirection == eTapStateDown) + { + xOffset = -4; + newSection = eSectionHorseInventory; + } + else if(eTapDirection == eTapStateUp) + { + xOffset = -4; + newSection = eSectionHorseUsing; + } + else if(eTapDirection == eTapStateLeft) + { + if(*piTargetX < 0) + { + if(m_horse->canWearArmor() && *piTargetY == 1) + { + newSection = eSectionHorseArmor; + } + else if( *piTargetY == 0) + { + newSection = eSectionHorseSaddle; + } + } + } + else if(eTapDirection == eTapStateRight) + { + if(*piTargetX >= getSectionColumns(eSectionHorseChest)) + { + if(m_horse->canWearArmor() && *piTargetY == 1) + { + newSection = eSectionHorseArmor; + } + else if( *piTargetY == 0) + { + newSection = eSectionHorseSaddle; + } + } + } + break; + case eSectionHorseArmor: + if(eTapDirection == eTapStateDown) + { + if(m_horse->isChestedHorse()) + { + newSection = eSectionHorseChest; + } + else + { + newSection = eSectionHorseInventory; + } + } + else if(eTapDirection == eTapStateUp) + { + newSection = eSectionHorseSaddle; + } + else if(eTapDirection == eTapStateRight) + { + if(m_horse->isChestedHorse()) + { + yOffset = -1; + *piTargetX = 0; + newSection = eSectionHorseChest; + } + } + else if(eTapDirection == eTapStateLeft) + { + if(m_horse->isChestedHorse()) + { + yOffset = -1; + *piTargetX = getSectionColumns(eSectionHorseChest); + newSection = eSectionHorseChest; + } + } + break; + case eSectionHorseSaddle: + if(eTapDirection == eTapStateDown) + { + if(m_horse->canWearArmor()) + { + newSection = eSectionHorseArmor; + } + else + { + newSection = eSectionHorseInventory; + } + } + else if(eTapDirection == eTapStateUp) + { + newSection = eSectionHorseUsing; + } + else if(eTapDirection == eTapStateRight) + { + if(m_horse->isChestedHorse()) + { + *piTargetX = 0; + newSection = eSectionHorseChest; + } + } + else if(eTapDirection == eTapStateLeft) + { + if(m_horse->isChestedHorse()) + { + *piTargetX = getSectionColumns(eSectionHorseChest); + newSection = eSectionHorseChest; + } + } + break; + default: + assert(false); + break; + } + + updateSlotPosition(eSection, newSection, eTapDirection, piTargetX, piTargetY, xOffset, yOffset); + + return newSection; +} + +// TODO: Offset will vary by type of horse, add in once horse menu and horse entity are implemented +int IUIScene_HorseInventoryMenu::getSectionStartOffset(ESceneSection eSection) +{ + int offset = 0; + switch( eSection ) + { + case eSectionHorseSaddle: + offset = EntityHorse::INV_SLOT_SADDLE; + break; + case eSectionHorseArmor: + offset = EntityHorse::INV_SLOT_ARMOR; + break; + case eSectionHorseChest: + offset = EntityHorse::INV_BASE_COUNT; + break; + case eSectionHorseInventory: + offset = EntityHorse::INV_BASE_COUNT; + if(m_horse->isChestedHorse()) + { + offset += EntityHorse::INV_DONKEY_CHEST_COUNT; + } + break; + case eSectionHorseUsing: + offset = EntityHorse::INV_BASE_COUNT + 27; + if(m_horse->isChestedHorse()) + { + offset += EntityHorse::INV_DONKEY_CHEST_COUNT; + } + break; + default: + assert( false ); + break; + } + return offset; +} + +bool IUIScene_HorseInventoryMenu::IsSectionSlotList( ESceneSection eSection ) +{ + switch( eSection ) + { + case eSectionHorseChest: + if(!m_horse->isChestedHorse()) + return false; + else + return true; + case eSectionHorseArmor: + if(!m_horse->canWearArmor()) + return false; + else + return true; + case eSectionHorseSaddle: + case eSectionHorseInventory: + case eSectionHorseUsing: + return true; + } + return false; +} + +bool IUIScene_HorseInventoryMenu::IsVisible( ESceneSection eSection ) +{ + switch( eSection ) + { + case eSectionHorseChest: + if(!m_horse->isChestedHorse()) + return false; + else + return true; + case eSectionHorseArmor: + if(!m_horse->canWearArmor()) + return false; + else + return true; + case eSectionHorseSaddle: + case eSectionHorseInventory: + case eSectionHorseUsing: + return true; + } + return false; +}
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