From b3feddfef372618c8a9d7a0abcaf18cfad866c18 Mon Sep 17 00:00:00 2001 From: daoge <3523206925@qq.com> Date: Tue, 3 Mar 2026 03:04:10 +0800 Subject: 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 --- .../Common/UI/IUIScene_HorseInventoryMenu.cpp | 251 +++++++++++++++++++++ 1 file changed, 251 insertions(+) create mode 100644 Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp (limited to 'Minecraft.Client/Common/UI/IUIScene_HorseInventoryMenu.cpp') 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 -- cgit v1.2.3