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284
Minecraft.Client/Common/UI/UIScene_EnchantingMenu.cpp
Normal file
284
Minecraft.Client/Common/UI/UIScene_EnchantingMenu.cpp
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#include "stdafx.h"
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#include "UI.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.level.tile.entity.h"
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#include "..\..\..\Minecraft.World\net.minecraft.world.inventory.h"
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#include "..\..\Minecraft.h"
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#include "UIScene_EnchantingMenu.h"
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UIScene_EnchantingMenu::UIScene_EnchantingMenu(int iPad, void *_initData, UILayer *parentLayer) : UIScene_AbstractContainerMenu(iPad, parentLayer)
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{
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// Setup all the Iggy references we need for this scene
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initialiseMovie();
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m_labelEnchant.init(app.GetString(IDS_ENCHANT));
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m_enchantButton[0].init(0);
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m_enchantButton[1].init(1);
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m_enchantButton[2].init(2);
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EnchantingScreenInput *initData = (EnchantingScreenInput *)_initData;
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if( pMinecraft->localgameModes[initData->iPad] != NULL )
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{
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[initData->iPad];
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m_previousTutorialState = gameMode->getTutorial()->getCurrentState();
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gameMode->getTutorial()->changeTutorialState(e_Tutorial_State_Enchanting_Menu, this);
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}
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EnchantmentMenu *menu = new EnchantmentMenu(initData->inventory, initData->level, initData->x, initData->y, initData->z);
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Initialize( initData->iPad, menu, true, EnchantmentMenu::INV_SLOT_START, eSectionEnchantUsing, eSectionEnchantMax );
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m_slotListIngredient.addSlots(EnchantmentMenu::INGREDIENT_SLOT, 1);
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app.SetRichPresenceContext(m_iPad,CONTEXT_GAME_STATE_ENCHANTING);
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delete initData;
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}
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wstring UIScene_EnchantingMenu::getMoviePath()
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{
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if(app.GetLocalPlayerCount() > 1)
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{
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return L"EnchantingMenuSplit";
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}
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else
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{
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return L"EnchantingMenu";
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}
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}
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void UIScene_EnchantingMenu::handleReload()
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{
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Initialize( m_iPad, m_menu, true, EnchantmentMenu::INV_SLOT_START, eSectionEnchantUsing, eSectionEnchantMax );
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m_slotListIngredient.addSlots(EnchantmentMenu::INGREDIENT_SLOT, 1);
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}
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int UIScene_EnchantingMenu::getSectionColumns(ESceneSection eSection)
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{
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int cols = 0;
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switch( eSection )
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{
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case eSectionEnchantSlot:
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cols = 1;
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break;
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case eSectionEnchantInventory:
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cols = 9;
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break;
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case eSectionEnchantUsing:
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cols = 9;
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break;
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default:
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assert( false );
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break;
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};
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return cols;
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}
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int UIScene_EnchantingMenu::getSectionRows(ESceneSection eSection)
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{
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int rows = 0;
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switch( eSection )
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{
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case eSectionEnchantSlot:
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rows = 1;
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break;
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case eSectionEnchantInventory:
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rows = 3;
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break;
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case eSectionEnchantUsing:
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rows = 1;
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break;
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default:
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assert( false );
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break;
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};
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return rows;
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}
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void UIScene_EnchantingMenu::GetPositionOfSection( ESceneSection eSection, UIVec2D* pPosition )
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{
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switch( eSection )
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{
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case eSectionEnchantSlot:
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pPosition->x = m_slotListIngredient.getXPos();
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pPosition->y = m_slotListIngredient.getYPos();
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break;
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case eSectionEnchantInventory:
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pPosition->x = m_slotListInventory.getXPos();
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pPosition->y = m_slotListInventory.getYPos();
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break;
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case eSectionEnchantUsing:
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pPosition->x = m_slotListHotbar.getXPos();
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pPosition->y = m_slotListHotbar.getYPos();
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break;
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case eSectionEnchantButton1:
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pPosition->x = m_enchantButton[0].getXPos();
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pPosition->y = m_enchantButton[0].getYPos();
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break;
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case eSectionEnchantButton2:
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pPosition->x = m_enchantButton[1].getXPos();
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pPosition->y = m_enchantButton[1].getYPos();
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break;
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case eSectionEnchantButton3:
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pPosition->x = m_enchantButton[2].getXPos();
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pPosition->y = m_enchantButton[2].getYPos();
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break;
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default:
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assert( false );
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break;
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};
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}
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void UIScene_EnchantingMenu::GetItemScreenData( ESceneSection eSection, int iItemIndex, UIVec2D* pPosition, UIVec2D* pSize )
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{
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UIVec2D sectionSize;
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switch( eSection )
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{
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case eSectionEnchantSlot:
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sectionSize.x = m_slotListIngredient.getWidth();
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sectionSize.y = m_slotListIngredient.getHeight();
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break;
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case eSectionEnchantInventory:
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sectionSize.x = m_slotListInventory.getWidth();
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sectionSize.y = m_slotListInventory.getHeight();
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break;
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case eSectionEnchantUsing:
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sectionSize.x = m_slotListHotbar.getWidth();
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sectionSize.y = m_slotListHotbar.getHeight();
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break;
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case eSectionEnchantButton1:
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sectionSize.x = m_enchantButton[0].getWidth();
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sectionSize.y = m_enchantButton[0].getHeight();
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break;
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case eSectionEnchantButton2:
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sectionSize.x = m_enchantButton[1].getWidth();
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sectionSize.y = m_enchantButton[1].getHeight();
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break;
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case eSectionEnchantButton3:
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sectionSize.x = m_enchantButton[2].getWidth();
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sectionSize.y = m_enchantButton[2].getHeight();
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break;
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default:
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assert( false );
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break;
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};
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if(IsSectionSlotList(eSection))
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{
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int rows = getSectionRows(eSection);
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int cols = getSectionColumns(eSection);
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pSize->x = sectionSize.x/cols;
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pSize->y = sectionSize.y/rows;
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int itemCol = iItemIndex % cols;
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int itemRow = iItemIndex/cols;
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pPosition->x = itemCol * pSize->x;
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pPosition->y = itemRow * pSize->y;
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}
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else
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{
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GetPositionOfSection(eSection, pPosition);
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pSize->x = sectionSize.x;
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pSize->y = sectionSize.y;
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}
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}
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void UIScene_EnchantingMenu::setSectionSelectedSlot(ESceneSection eSection, int x, int y)
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{
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int cols = getSectionColumns(eSection);
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int index = (y * cols) + x;
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UIControl_SlotList *slotList = NULL;
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switch( eSection )
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{
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case eSectionEnchantSlot:
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slotList = &m_slotListIngredient;
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break;
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case eSectionEnchantInventory:
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slotList = &m_slotListInventory;
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break;
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case eSectionEnchantUsing:
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slotList = &m_slotListHotbar;
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break;
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default:
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assert( false );
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break;
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};
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slotList->setHighlightSlot(index);
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}
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UIControl *UIScene_EnchantingMenu::getSection(ESceneSection eSection)
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{
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UIControl *control = NULL;
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switch( eSection )
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{
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case eSectionEnchantSlot:
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control = &m_slotListIngredient;
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break;
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case eSectionEnchantInventory:
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control = &m_slotListInventory;
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break;
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case eSectionEnchantUsing:
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control = &m_slotListHotbar;
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break;
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case eSectionEnchantButton1:
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control = &m_enchantButton[0];
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break;
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case eSectionEnchantButton2:
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control = &m_enchantButton[1];
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break;
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case eSectionEnchantButton3:
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control = &m_enchantButton[2];
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break;
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default:
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assert( false );
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break;
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};
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return control;
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}
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void UIScene_EnchantingMenu::customDraw(IggyCustomDrawCallbackRegion *region)
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{
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Minecraft *pMinecraft = Minecraft::GetInstance();
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if(pMinecraft->localplayers[m_iPad] == NULL || pMinecraft->localgameModes[m_iPad] == NULL) return;
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if(wcscmp((wchar_t *)region->name,L"EnchantmentBook")==0)
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{
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// Setup GDraw, normal game render states and matrices
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CustomDrawData *customDrawRegion = ui.setupCustomDraw(this,region);
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delete customDrawRegion;
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m_enchantBook.render(region);
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// Finish GDraw and anything else that needs to be finalised
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ui.endCustomDraw(region);
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}
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else
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{
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int slotId = -1;
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swscanf((wchar_t*)region->name,L"slot_Button%d",&slotId);
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if(slotId >= 0)
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{
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// Setup GDraw, normal game render states and matrices
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CustomDrawData *customDrawRegion = ui.setupCustomDraw(this,region);
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delete customDrawRegion;
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m_enchantButton[slotId-1].render(region);
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// Finish GDraw and anything else that needs to be finalised
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ui.endCustomDraw(region);
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}
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else
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{
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UIScene_AbstractContainerMenu::customDraw(region);
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}
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}
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}
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