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Diffstat (limited to 'Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp')
-rw-r--r--Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp251
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;
+} \ No newline at end of file