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#include "stdafx.h"
#include "UI.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.entity.animal.h"
#include "MultiPlayerLocalPlayer.h"
#include "..\..\Minecraft.h"
#include "UIScene_HorseInventoryMenu.h"
UIScene_HorseInventoryMenu::UIScene_HorseInventoryMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene_AbstractContainerMenu(iPad, parentLayer)
{
// Setup all the Iggy references we need for this scene
initialiseMovie();
HorseScreenInput *initData = static_cast<HorseScreenInput *>(_initData);
m_labelHorse.init( initData->container->getName() );
m_inventory = initData->inventory;
m_horse = initData->horse;
Minecraft *pMinecraft = Minecraft::GetInstance();
if( pMinecraft->localgameModes[iPad] != nullptr )
{
TutorialMode *gameMode = static_cast<TutorialMode *>(pMinecraft->localgameModes[iPad]);
m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Horse_Menu, this);
}
HorseInventoryMenu *horseMenu = new HorseInventoryMenu(initData->inventory, initData->container, initData->horse);
int startSlot = EntityHorse::INV_BASE_COUNT;
if(m_horse->isChestedHorse())
{
startSlot += EntityHorse::INV_DONKEY_CHEST_COUNT;
}
Initialize( iPad, horseMenu, true, startSlot, eSectionHorseUsing, eSectionHorseMax );
m_slotSaddle.addSlots(EntityHorse::INV_SLOT_SADDLE,1);
m_slotArmor.addSlots(EntityHorse::INV_SLOT_ARMOR,1);
if(m_horse->isChestedHorse())
{
// also starts at one, because a donkey can't wear armor!
m_slotListChest.addSlots(EntityHorse::INV_BASE_COUNT, EntityHorse::INV_DONKEY_CHEST_COUNT);
}
// remove horse inventory
if(!m_horse->isChestedHorse())
SetHasInventory(false);
// cannot wear armor? remove armor slot!
if(!m_horse->canWearArmor())
SetIsDonkey(true);
if(initData) delete initData;
setIgnoreInput(false);
//app.SetRichPresenceContext(iPad, CONTEXT_GAME_STATE_HORSE);
}
wstring UIScene_HorseInventoryMenu::getMoviePath()
{
if(app.GetLocalPlayerCount() > 1)
{
return L"HorseInventoryMenuSplit";
}
else
{
return L"HorseInventoryMenu";
}
}
void UIScene_HorseInventoryMenu::handleReload()
{
int startSlot = EntityHorse::INV_BASE_COUNT;
if(m_horse->isChestedHorse())
{
startSlot += EntityHorse::INV_DONKEY_CHEST_COUNT;
}
Initialize( m_iPad, m_menu, true, startSlot, eSectionHorseUsing, eSectionHorseMax );
m_slotSaddle.addSlots(EntityHorse::INV_SLOT_SADDLE,1);
m_slotArmor.addSlots(EntityHorse::INV_SLOT_ARMOR,1);
if(m_horse->isChestedHorse())
{
// also starts at one, because a donkey can't wear armor!
m_slotListChest.addSlots(EntityHorse::INV_BASE_COUNT, EntityHorse::INV_DONKEY_CHEST_COUNT);
}
// remove horse inventory
if(!m_horse->isChestedHorse())
SetHasInventory(false);
// cannot wear armor? remove armor slot!
if(!m_horse->canWearArmor())
SetIsDonkey(true);
}
int UIScene_HorseInventoryMenu::getSectionColumns(ESceneSection eSection)
{
int cols = 0;
switch( eSection )
{
case eSectionHorseArmor:
cols = 1;
break;
case eSectionHorseSaddle:
cols = 1;
break;
case eSectionHorseChest:
cols = 5;
break;
case eSectionHorseInventory:
cols = 9;
break;
case eSectionHorseUsing:
cols = 9;
break;
default:
assert( false );
break;
}
return cols;
}
int UIScene_HorseInventoryMenu::getSectionRows(ESceneSection eSection)
{
int rows = 0;
switch( eSection )
{
case eSectionHorseArmor:
rows = 1;
break;
case eSectionHorseSaddle:
rows = 1;
break;
case eSectionHorseChest:
rows = 3;
break;
case eSectionHorseInventory:
rows = 3;
break;
case eSectionHorseUsing:
rows = 1;
break;
default:
assert( false );
break;
}
return rows;
}
void UIScene_HorseInventoryMenu::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition )
{
switch( eSection )
{
case eSectionHorseArmor:
pPosition->x = m_slotArmor.getXPos();
pPosition->y = m_slotArmor.getYPos();
break;
case eSectionHorseSaddle:
pPosition->x = m_slotSaddle.getXPos();
pPosition->y = m_slotSaddle.getYPos();
break;
case eSectionHorseChest:
pPosition->x = m_slotListChest.getXPos();
pPosition->y = m_slotListChest.getYPos();
break;
case eSectionHorseInventory:
pPosition->x = m_slotListInventory.getXPos();
pPosition->y = m_slotListInventory.getYPos();
break;
case eSectionHorseUsing:
pPosition->x = m_slotListHotbar.getXPos();
pPosition->y = m_slotListHotbar.getYPos();
break;
default:
assert( false );
break;
}
}
void UIScene_HorseInventoryMenu::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize )
{
UIVec2D sectionSize;
switch( eSection )
{
case eSectionHorseArmor:
sectionSize.x = m_slotArmor.getWidth();
sectionSize.y = m_slotArmor.getHeight();
break;
case eSectionHorseSaddle:
sectionSize.x = m_slotSaddle.getWidth();
sectionSize.y = m_slotSaddle.getHeight();
break;
case eSectionHorseChest:
sectionSize.x = m_slotListChest.getWidth();
sectionSize.y = m_slotListChest.getHeight();
break;
case eSectionHorseInventory:
sectionSize.x = m_slotListInventory.getWidth();
sectionSize.y = m_slotListInventory.getHeight();
break;
case eSectionHorseUsing:
sectionSize.x = m_slotListHotbar.getWidth();
sectionSize.y = m_slotListHotbar.getHeight();
break;
default:
assert( false );
break;
}
if(IsSectionSlotList(eSection))
{
int rows = getSectionRows(eSection);
int cols = getSectionColumns(eSection);
pSize->x = sectionSize.x/cols;
pSize->y = sectionSize.y/rows;
int itemCol = iItemIndex % cols;
int itemRow = iItemIndex/cols;
pPosition->x = itemCol * pSize->x;
pPosition->y = itemRow * pSize->y;
}
else
{
GetPositionOfSection(eSection, pPosition);
pSize->x = sectionSize.x;
pSize->y = sectionSize.y;
}
}
void UIScene_HorseInventoryMenu::setSectionSelectedSlot(ESceneSection eSection, int x, int y)
{
int cols = getSectionColumns(eSection);
int index = (y * cols) + x;
UIControl_SlotList *slotList = nullptr;
switch( eSection )
{
case eSectionHorseArmor:
slotList = &m_slotArmor;
break;
case eSectionHorseSaddle:
slotList = &m_slotSaddle;
break;
case eSectionHorseChest:
slotList = &m_slotListChest;
break;
case eSectionHorseInventory:
slotList = &m_slotListInventory;
break;
case eSectionHorseUsing:
slotList = &m_slotListHotbar;
break;
default:
assert( false );
break;
}
slotList->setHighlightSlot(index);
}
UIControl *UIScene_HorseInventoryMenu::getSection(ESceneSection eSection)
{
UIControl *control = nullptr;
switch( eSection )
{
case eSectionHorseArmor:
control = &m_slotArmor;
break;
case eSectionHorseSaddle:
control = &m_slotSaddle;
break;
case eSectionHorseChest:
control = &m_slotListChest;
break;
case eSectionHorseInventory:
control = &m_slotListInventory;
break;
case eSectionHorseUsing:
control = &m_slotListHotbar;
break;
default:
assert( false );
break;
}
return control;
}
void UIScene_HorseInventoryMenu::customDraw(IggyCustomDrawCallbackRegion *region)
{
Minecraft *pMinecraft = Minecraft::GetInstance();
if(pMinecraft->localplayers[m_iPad] == nullptr || pMinecraft->localgameModes[m_iPad] == nullptr) return;
if(wcscmp((wchar_t *)region->name,L"horse")==0)
{
// Setup GDraw, normal game render states and matrices
CustomDrawData *customDrawRegion = ui.setupCustomDraw(this,region);
delete customDrawRegion;
m_horsePreview.render(region);
// Finish GDraw and anything else that needs to be finalised
ui.endCustomDraw(region);
}
else
{
UIScene_AbstractContainerMenu::customDraw(region);
}
}
void UIScene_HorseInventoryMenu::SetHasInventory(bool bHasInventory)
{
app.DebugPrintf("SetHasInventory to %d\n", bHasInventory);
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_boolean;
value[0].boolval = bHasInventory;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetHasInventory , 1 , value );
}
void UIScene_HorseInventoryMenu::SetIsDonkey(bool bSetIsDonkey)
{
app.DebugPrintf("SetIsDonkey to %d\n", bSetIsDonkey);
IggyDataValue result;
IggyDataValue value[1];
value[0].type = IGGY_DATATYPE_boolean;
value[0].boolval = bSetIsDonkey;
IggyResult out = IggyPlayerCallMethodRS ( getMovie() , &result, IggyPlayerRootPath( getMovie() ), m_funcSetIsDonkey , 1 , value );
}
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