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#include "stdafx.h"
#include "IUIScene_InventoryMenu.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
IUIScene_AbstractContainerMenu::ESceneSection IUIScene_InventoryMenu::GetSectionAndSlotInDirection( ESceneSection eSection, ETapState eTapDirection, int *piTargetX, int *piTargetY )
{
ESceneSection newSection = eSection;
// Find the new section if there is one
switch( eSection )
{
case eSectionInventoryArmor:
if(eTapDirection == eTapStateDown)
{
newSection = eSectionInventoryInventory;
}
else if(eTapDirection == eTapStateUp)
{
newSection = eSectionInventoryUsing;
}
break;
case eSectionInventoryInventory:
if(eTapDirection == eTapStateDown)
{
newSection = eSectionInventoryUsing;
}
else if(eTapDirection == eTapStateUp)
{
newSection = eSectionInventoryArmor;
}
break;
case eSectionInventoryUsing:
if(eTapDirection == eTapStateDown)
{
newSection = eSectionInventoryArmor;
}
else if(eTapDirection == eTapStateUp)
{
newSection = eSectionInventoryInventory;
}
break;
default:
assert( false );
break;
}
updateSlotPosition(eSection, newSection, eTapDirection, piTargetX, piTargetY, 0);
return newSection;
}
int IUIScene_InventoryMenu::getSectionStartOffset(ESceneSection eSection)
{
int offset = 0;
switch( eSection )
{
case eSectionInventoryArmor:
offset = InventoryMenu::ARMOR_SLOT_START;
break;
case eSectionInventoryInventory:
offset = InventoryMenu::INV_SLOT_START;
break;
case eSectionInventoryUsing:
offset = InventoryMenu::INV_SLOT_START + 27;
break;
default:
assert( false );
break;
}
return offset;
}
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