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#pragma once
#include "UIScene_AbstractContainerMenu.h"
#include "IUIScene_HorseInventoryMenu.h"
class InventoryMenu;
class UIScene_HorseInventoryMenu : public UIScene_AbstractContainerMenu, public IUIScene_HorseInventoryMenu
{
friend class UIControl_MinecraftHorse;
public:
UIScene_HorseInventoryMenu(int iPad, void *initData, UILayer *parentLayer);
virtual EUIScene getSceneType() { return eUIScene_HorseMenu;}
protected:
UIControl_SlotList m_slotSaddle, m_slotArmor, m_slotListChest;
UIControl_Label m_labelHorse;
IggyName m_funcSetIsDonkey, m_funcSetHasInventory;
UIControl_MinecraftHorse m_horsePreview;
UI_BEGIN_MAP_ELEMENTS_AND_NAMES(UIScene_AbstractContainerMenu)
UI_BEGIN_MAP_CHILD_ELEMENTS( m_controlMainPanel )
UI_MAP_ELEMENT( m_slotSaddle, "SlotSaddle")
UI_MAP_ELEMENT( m_slotArmor, "SlotArmor")
UI_MAP_ELEMENT( m_slotListChest, "DonkeyInventoryList")
UI_MAP_ELEMENT( m_labelHorse, "horseinventoryText")
UI_MAP_ELEMENT( m_horsePreview, "iggy_horse")
UI_END_MAP_CHILD_ELEMENTS()
UI_MAP_NAME(m_funcSetIsDonkey, L"SetIsDonkey")
UI_MAP_NAME(m_funcSetHasInventory, L"SetHasInventory")
UI_END_MAP_ELEMENTS_AND_NAMES()
virtual wstring getMoviePath();
virtual void handleReload();
virtual int getSectionColumns(ESceneSection eSection);
virtual int getSectionRows(ESceneSection eSection);
virtual void GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition );
virtual void GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize );
virtual void handleSectionClick(ESceneSection eSection) {}
virtual void setSectionSelectedSlot(ESceneSection eSection, int x, int y);
virtual UIControl *getSection(ESceneSection eSection);
virtual void customDraw(IggyCustomDrawCallbackRegion *region);
void SetHasInventory(bool bHasInventory);
void SetIsDonkey(bool bSetIsDonkey);
};
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