From 55231bb8d3e1a4e2752ac3d444c4287eb0ca4e8b Mon Sep 17 00:00:00 2001 From: void_17 <61356189+void2012@users.noreply.github.com> Date: Fri, 6 Mar 2026 02:11:18 +0700 Subject: Remove AUTO_VAR macro and _toString function (#592) --- .../Common/UI/IUIScene_CraftingMenu.cpp | 90 +++++++++++----------- 1 file changed, 45 insertions(+), 45 deletions(-) (limited to 'Minecraft.Client/Common/UI/IUIScene_CraftingMenu.cpp') diff --git a/Minecraft.Client/Common/UI/IUIScene_CraftingMenu.cpp b/Minecraft.Client/Common/UI/IUIScene_CraftingMenu.cpp index 05a44202..fc012be3 100644 --- a/Minecraft.Client/Common/UI/IUIScene_CraftingMenu.cpp +++ b/Minecraft.Client/Common/UI/IUIScene_CraftingMenu.cpp @@ -91,7 +91,7 @@ IUIScene_CraftingMenu::_eGroupTab IUIScene_CraftingMenu::m_GroupTabBkgMapping3x3 // eBaseItemType_bow, // eBaseItemType_pockettool, // eBaseItemType_utensil, -// +// // } // eBaseItemType; @@ -180,11 +180,11 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat) UpdateTooltips(); break; case ACTION_MENU_PAUSEMENU: - case ACTION_MENU_B: + case ACTION_MENU_B: ui.ShowTooltip( iPad, eToolTipButtonX, false ); ui.ShowTooltip( iPad, eToolTipButtonB, false ); - ui.ShowTooltip( iPad, eToolTipButtonA, false ); - ui.ShowTooltip( iPad, eToolTipButtonRB, false ); + ui.ShowTooltip( iPad, eToolTipButtonA, false ); + ui.ShowTooltip( iPad, eToolTipButtonRB, false ); // kill the crafting xui //ui.PlayUISFX(eSFX_Back); ui.CloseUIScenes(iPad); @@ -197,14 +197,14 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat) #endif // Do some crafting! if(m_pPlayer && m_pPlayer->inventory) - { + { //RecipyList *recipes = ((Recipes *)Recipes::getInstance())->getRecipies(); Recipy::INGREDIENTS_REQUIRED *pRecipeIngredientsRequired=Recipes::getInstance()->getRecipeIngredientsArray(); // Force a make if the debug is on if(app.DebugSettingsOn() && app.GetGameSettingsDebugMask(ProfileManager.GetPrimaryPad())&(1L<onCraftedBy(m_pPlayer->level, dynamic_pointer_cast( m_pPlayer->shared_from_this() ), pTempItemInst->count ); // TODO 4J Stu - handleCraftItem should do a lot more than what it does, loads of the "can we craft" code should also probably be @@ -340,7 +340,7 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat) break; case ACTION_MENU_LEFT_SCROLL: - // turn off the old group tab + // turn off the old group tab showTabHighlight(m_iGroupIndex,false); if(m_iGroupIndex==0) @@ -434,7 +434,7 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat) // clear the indices iVSlotIndexA[0]=CanBeMadeA[m_iCurrentSlotHIndex].iCount-1; iVSlotIndexA[1]=0; - iVSlotIndexA[2]=1; + iVSlotIndexA[2]=1; UpdateVerticalSlots(); UpdateHighlight(); @@ -485,13 +485,13 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat) else { iVSlotIndexA[1]--; - } + } ui.PlayUISFX(eSFX_Focus); } else if(CanBeMadeA[m_iCurrentSlotHIndex].iCount>2) { - { + { if(m_iCurrentSlotVIndex!=0) { // just move the highlight @@ -499,11 +499,11 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat) ui.PlayUISFX(eSFX_Focus); } else - { + { //move the slots iVSlotIndexA[2]=iVSlotIndexA[1]; iVSlotIndexA[1]=iVSlotIndexA[0]; - // on 0 and went up, so cycle the values + // on 0 and went up, so cycle the values if(iVSlotIndexA[0]==0) { iVSlotIndexA[0]=CanBeMadeA[m_iCurrentSlotHIndex].iCount-1; @@ -536,7 +536,7 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat) if(CanBeMadeA[m_iCurrentSlotHIndex].iCount>1) { if(bNoScrollSlots) - { + { if(iVSlotIndexA[1]==(CanBeMadeA[m_iCurrentSlotHIndex].iCount-1)) { iVSlotIndexA[1]=0; @@ -577,7 +577,7 @@ bool IUIScene_CraftingMenu::handleKeyDown(int iPad, int iAction, bool bRepeat) { m_iCurrentSlotVIndex++; ui.PlayUISFX(eSFX_Focus); - } + } } UpdateVerticalSlots(); UpdateHighlight(); @@ -621,9 +621,9 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable() RecipyList *recipes = ((Recipes *)Recipes::getInstance())->getRecipies(); Recipy::INGREDIENTS_REQUIRED *pRecipeIngredientsRequired=Recipes::getInstance()->getRecipeIngredientsArray(); int iRecipeC=(int)recipes->size(); - AUTO_VAR(itRecipe, recipes->begin()); + auto itRecipe = recipes->begin(); - // dump out the recipe products + // dump out the recipe products // for (int i = 0; i < iRecipeC; i++) // { @@ -631,7 +631,7 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable() // if (pTempItemInst != NULL) // { // wstring itemstring=pTempItemInst->toString(); - // + // // printf("Recipe [%d] = ",i); // OutputDebugStringW(itemstring.c_str()); // if(pTempItemInst->id!=0) @@ -645,7 +645,7 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable() // { // printf("ID\t%d\tAux val\t%d\tBase type\t%d\tMaterial\t%d Count=%d\n",pTempItemInst->id, pTempItemInst->getAuxValue(),pTempItemInst->getItem()->getBaseItemType(),pTempItemInst->getItem()->getMaterial(),pTempItemInst->GetCount()); // } - // + // // } // } // } @@ -686,9 +686,9 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable() if (m_pPlayer->inventory->items[k] != NULL) { // do they have the ingredient, and the aux value matches, and enough off it? - if((m_pPlayer->inventory->items[k]->id == pRecipeIngredientsRequired[i].iIngIDA[j]) && + if((m_pPlayer->inventory->items[k]->id == pRecipeIngredientsRequired[i].iIngIDA[j]) && // check if the ingredient required doesn't care about the aux value, or if it does, does the inventory item aux match it - ((pRecipeIngredientsRequired[i].iIngAuxValA[j]==Recipes::ANY_AUX_VALUE) || (pRecipeIngredientsRequired[i].iIngAuxValA[j]==m_pPlayer->inventory->items[k]->getAuxValue())) + ((pRecipeIngredientsRequired[i].iIngAuxValA[j]==Recipes::ANY_AUX_VALUE) || (pRecipeIngredientsRequired[i].iIngAuxValA[j]==m_pPlayer->inventory->items[k]->getAuxValue())) ) { // do they have enough? We need to check the whole inventory, since they may have enough in different slots (milk isn't milkx3, but milk,milk,milk) @@ -724,18 +724,18 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable() // 4J Stu - TU-1 hotfix // Fix for #13143 - Players are able to craft items they do not have enough ingredients for if they store the ingredients in multiple, smaller stacks break; - } + } } } // if bFoundA[j] is false, then we didn't have enough of the ingredient required by the recipe, so mark the grid items we're short of if(bFoundA[j]==false) - { + { int iMissing = pRecipeIngredientsRequired[i].iIngValA[j]-iTotalCount; int iGridIndex=0; while(iMissing!=0) { // need to check if there is an aux val and match that - if(((pRecipeIngredientsRequired[i].uiGridA[iGridIndex]&0x00FFFFFF)==pRecipeIngredientsRequired[i].iIngIDA[j]) && + if(((pRecipeIngredientsRequired[i].uiGridA[iGridIndex]&0x00FFFFFF)==pRecipeIngredientsRequired[i].iIngIDA[j]) && ((pRecipeIngredientsRequired[i].iIngAuxValA[j]==Recipes::ANY_AUX_VALUE) ||(pRecipeIngredientsRequired[i].iIngAuxValA[j]== ((pRecipeIngredientsRequired[i].uiGridA[iGridIndex]&0xFF000000)>>24))) ) { // this grid entry is the ingredient we don't have enough of @@ -780,7 +780,7 @@ void IUIScene_CraftingMenu::CheckRecipesAvailable() // ignore for the misc base type - these have not been placed in a base type group if(iBaseType!=Item::eBaseItemType_undefined) - { + { for(int k=0;k1) { @@ -1135,13 +1135,13 @@ void IUIScene_CraftingMenu::DisplayIngredients() } } - for (int x = 0; x < iBoxWidth; x++) + for (int x = 0; x < iBoxWidth; x++) { - for (int y = 0; y < iBoxWidth; y++) + for (int y = 0; y < iBoxWidth; y++) { int index = x+y*iBoxWidth; if(pRecipeIngredientsRequired[iRecipy].uiGridA[x+y*3]!=0) - { + { int id=pRecipeIngredientsRequired[iRecipy].uiGridA[x+y*3]&0x00FFFFFF; assert(id!=0); int iAuxVal=(pRecipeIngredientsRequired[iRecipy].uiGridA[x+y*3]&0xFF000000)>>24; @@ -1164,7 +1164,7 @@ void IUIScene_CraftingMenu::DisplayIngredients() setIngredientSlotRedBox(index, false); } else - { + { if((pRecipeIngredientsRequired[iRecipy].usBitmaskMissingGridIngredients[getPad()]&(1<<(x+y*3)))!=0) { setIngredientSlotRedBox(index, true); @@ -1179,7 +1179,7 @@ void IUIScene_CraftingMenu::DisplayIngredients() { setIngredientSlotRedBox(index, false); setIngredientSlotItem(getPad(),index,nullptr); - } + } } } } @@ -1203,7 +1203,7 @@ void IUIScene_CraftingMenu::DisplayIngredients() { setIngredientSlotRedBox(i, false); setIngredientSlotItem(getPad(),i,nullptr); - } + } } } @@ -1220,7 +1220,7 @@ void IUIScene_CraftingMenu::UpdateDescriptionText(bool bCanBeMade) Recipy::INGREDIENTS_REQUIRED *pRecipeIngredientsRequired=Recipes::getInstance()->getRecipeIngredientsArray(); if(bCanBeMade) - { + { int iSlot;//,iRecipy; if(CanBeMadeA[m_iCurrentSlotHIndex].iCount>1) { @@ -1293,13 +1293,13 @@ void IUIScene_CraftingMenu::UpdateDescriptionText(bool bCanBeMade) #ifdef _DEBUG setDescriptionText(L"This is some placeholder description text about the craftable item."); #else - setDescriptionText(L""); + setDescriptionText(L""); #endif - } + } } else { - setDescriptionText(L""); + setDescriptionText(L""); } } @@ -1323,7 +1323,7 @@ void IUIScene_CraftingMenu::UpdateTooltips() { iSlot=iVSlotIndexA[m_iCurrentSlotVIndex]; } - else + else { iSlot=0; } @@ -1363,7 +1363,7 @@ void IUIScene_CraftingMenu::UpdateTooltips() { iSlot=iVSlotIndexA[m_iCurrentSlotVIndex]; } - else + else { iSlot=0; } @@ -1396,7 +1396,7 @@ bool IUIScene_CraftingMenu::isItemSelected(int itemId) { bool isSelected = false; if(m_pPlayer && m_pPlayer->inventory) - { + { //RecipyList *recipes = ((Recipes *)Recipes::getInstance())->getRecipies(); Recipy::INGREDIENTS_REQUIRED *pRecipeIngredientsRequired=Recipes::getInstance()->getRecipeIngredientsArray(); -- cgit v1.2.3