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#include "stdafx.h"
#include "..\..\..\Minecraft.World\AbstractContainerMenu.h"
#include "..\..\..\Minecraft.World\Slot.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
#include "..\..\..\Minecraft.World\net.minecraft.world.level.dimension.h"
//#include "..\..\..\Minecraft.World\net.minecraft.stats.h"
#include "..\..\MultiplayerLocalPlayer.h"
#include "..\..\Common\Tutorial\Tutorial.h"
#include "..\..\Common\Tutorial\TutorialMode.h"
#include "..\..\Common\Tutorial\TutorialEnum.h"
#include "..\..\Minecraft.h"
#include "XUI_Ctrl_SlotList.h"
#include "XUI_Scene_Enchant.h"
#include "XUI_Scene_Inventory.h"
#include "XUI_Ctrl_EnchantButton.h"
//--------------------------------------------------------------------------------------
// Name: CXuiSceneEnchant::OnInit
// Desc: Message handler for XM_INIT
//--------------------------------------------------------------------------------------
HRESULT CXuiSceneEnchant::OnInit( XUIMessageInit *pInitData, BOOL &bHandled )
{
D3DXVECTOR3 vec;
MapChildControls();
XuiControlSetText(m_EnchantText,app.GetString(IDS_ENCHANT));
Minecraft *pMinecraft = Minecraft::GetInstance();
EnchantingScreenInput *initData = static_cast<EnchantingScreenInput *>(pInitData->pvInitData);
m_iPad=initData->iPad;
m_bSplitscreen=initData->bSplitscreen;
// if we are in splitscreen, then we need to figure out if we want to move this scene
if(m_bSplitscreen)
{
app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad);
}
#ifdef _XBOX
if( pMinecraft->localgameModes[m_iPad] != nullptr )
{
TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Enchanting_Menu, this);
}
#endif
EnchantmentMenu *menu = new EnchantmentMenu(initData->inventory, initData->level, initData->x, initData->y, initData->z);
InitDataAssociations(initData->iPad, menu);
m_enchant1->SetEnable(FALSE);
m_enchant2->SetEnable(FALSE);
m_enchant3->SetEnable(FALSE);
m_enchant1->SetData(m_iPad, 0);
m_enchant2->SetData(m_iPad, 1);
m_enchant3->SetData(m_iPad, 2);
CXuiSceneAbstractContainer::Initialize( initData->iPad, menu, false, EnchantmentMenu::INV_SLOT_START, CXuiSceneAbstractContainer::eSectionEnchantUsing, CXuiSceneAbstractContainer::eSectionEnchantMax );
delete initData;
return S_OK;
}
HRESULT CXuiSceneEnchant::OnDestroy()
{
Minecraft *pMinecraft = Minecraft::GetInstance();
#ifdef _XBOX
if( pMinecraft->localgameModes[m_iPad] != nullptr )
{
TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
if(gameMode != nullptr) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
}
#endif
// 4J Stu - Fix for #11302 - TCR 001: Network Connectivity: Host crashed after being killed by the client while accessing a chest during burst packet loss.
// We need to make sure that we call closeContainer() anytime this menu is closed, even if it is forced to close by some other reason (like the player dying)
if(Minecraft::GetInstance()->localplayers[m_iPad] != nullptr) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
return S_OK;
}
CXuiControl* CXuiSceneEnchant::GetSectionControl( ESceneSection eSection )
{
switch( eSection )
{
case CXuiSceneAbstractContainer::eSectionEnchantInventory:
return (CXuiControl *)m_inventoryControl;
break;
case CXuiSceneAbstractContainer::eSectionEnchantUsing:
return (CXuiControl *)m_useRowControl;
break;
case CXuiSceneAbstractContainer::eSectionEnchantSlot:
return (CXuiControl *)m_ingredientControl;
break;
case eSectionEnchantButton1:
return m_enchant1;
break;
case eSectionEnchantButton2:
return m_enchant2;
break;
case eSectionEnchantButton3:
return m_enchant3;
break;
default:
assert( false );
break;
}
return nullptr;
}
CXuiCtrlSlotList* CXuiSceneEnchant::GetSectionSlotList( ESceneSection eSection )
{
switch( eSection )
{
case CXuiSceneAbstractContainer::eSectionEnchantInventory:
return m_inventoryControl;
break;
case CXuiSceneAbstractContainer::eSectionEnchantUsing:
return m_useRowControl;
break;
case CXuiSceneAbstractContainer::eSectionEnchantSlot:
return m_ingredientControl;
break;
default:
assert( false );
break;
}
return nullptr;
}
// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
void CXuiSceneEnchant::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex /*= 0*/)
{
m_ingredientControl->SetData( iPad, menu, 1, 1, EnchantmentMenu::INGREDIENT_SLOT );
CXuiSceneAbstractContainer::InitDataAssociations(iPad, menu, EnchantmentMenu::INV_SLOT_START);
}
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