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162
Minecraft.Client/Common/XUI/XUI_Scene_Container.cpp
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162
Minecraft.Client/Common/XUI/XUI_Scene_Container.cpp
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#include "stdafx.h"
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#include "..\..\..\Minecraft.World\Container.h"
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#include "..\..\..\Minecraft.World\ContainerMenu.h"
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#include "..\..\MultiplayerLocalPlayer.h"
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#include "XUI_Ctrl_SlotList.h"
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#include "XUI_Scene_Container.h"
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#include "XUI_Ctrl_SlotItemListItem.h"
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#include "XUI_Ctrl_SlotItem.h"
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#include "..\..\Common\Tutorial\Tutorial.h"
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#include "..\..\Common\Tutorial\TutorialMode.h"
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#include "..\..\Common\Tutorial\TutorialEnum.h"
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// The height of one row of slots
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//#define ROW_HEIGHT 42.0f - comes from the pointer height in the xui
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// The number of container rows that are visible in the Xui file at it's default size
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#define CONTAINER_DEFAULT_ROWS 3
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//--------------------------------------------------------------------------------------
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// Name: CXuiSceneContainer::OnInit
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// Desc: Message handler for XM_INIT
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//--------------------------------------------------------------------------------------
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HRESULT CXuiSceneContainer::OnInit( XUIMessageInit* pInitData, BOOL& bHandled )
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{
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D3DXVECTOR3 vec;
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MapChildControls();
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Minecraft *pMinecraft = Minecraft::GetInstance();
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ContainerScreenInput* initData = (ContainerScreenInput*)pInitData->pvInitData;
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XuiControlSetText(m_ChestText,app.GetString(initData->container->getName()));
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ContainerMenu* menu = new ContainerMenu( initData->inventory, initData->container );
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shared_ptr<Container> container = initData->container;
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m_iPad=initData->iPad;
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m_bSplitscreen=initData->bSplitscreen;
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#ifdef _XBOX
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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_Container_Menu, this);
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}
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#endif
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// if we are in splitscreen, then we need to figure out if we want to move this scene
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int rows = container->getContainerSize() / 9;
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// use the pointer size in the xui to set the row height
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float fPointerWidth,fPointerHeight;
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if(m_bSplitscreen)
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{
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app.AdjustSplitscreenScene(m_hObj,&m_OriginalPosition,m_iPad);
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}
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m_pointerControl->GetBounds(&fPointerWidth, &fPointerHeight);
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// Adjust the height to show the correct number of container rows
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float height, width;
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this->GetBounds( &width, &height );
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int rowDiff = CONTAINER_DEFAULT_ROWS - rows;
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//height = height - (rowDiff * ROW_HEIGHT);
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height = height - (rowDiff * fPointerHeight);
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this->SetBounds( width, height );
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// Update the position after the height change so that we are still centred
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D3DXVECTOR3 vPos;
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this->GetPosition( &vPos );
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vPos.y = vPos.y + ( (rowDiff * fPointerHeight) / 2 );
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// Make sure that the y offset is even for SD modes, as the y in xui coordinates will end up being scaled by a factor of 1.5
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// to get it into actual back buffer coordinates, and we need those to remain whole numbers to avoid issues with point sampling
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if(!RenderManager.IsHiDef())
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{
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int iY = (int)(vPos.y);
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iY &= 0xfffffffe;
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vPos.y = (float)iY;
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}
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this->SetPosition( &vPos );
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InitDataAssociations(initData->iPad, menu);
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CXuiSceneAbstractContainer::Initialize( initData->iPad, menu, true, container->getContainerSize(), eSectionContainerUsing, eSectionContainerMax );
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delete initData;
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return S_OK;
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}
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HRESULT CXuiSceneContainer::OnDestroy()
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{
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Minecraft *pMinecraft = Minecraft::GetInstance();
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#ifdef _XBOX
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if( pMinecraft->localgameModes[m_iPad] != NULL )
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{
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TutorialMode *gameMode = (TutorialMode *)pMinecraft->localgameModes[m_iPad];
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if(gameMode != NULL) gameMode->getTutorial()->changeTutorialState(m_previousTutorialState);
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}
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#endif
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// 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.
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// 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)
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if(Minecraft::GetInstance()->localplayers[m_iPad] != NULL) Minecraft::GetInstance()->localplayers[m_iPad]->closeContainer();
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return S_OK;
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}
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CXuiControl* CXuiSceneContainer::GetSectionControl( ESceneSection eSection )
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{
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switch( eSection )
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{
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case eSectionContainerChest:
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return (CXuiControl *)m_containerControl;
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break;
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case eSectionContainerInventory:
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return (CXuiControl *)m_inventoryControl;
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break;
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case eSectionContainerUsing:
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return (CXuiControl *)m_useRowControl;
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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 NULL;
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}
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CXuiCtrlSlotList* CXuiSceneContainer::GetSectionSlotList( ESceneSection eSection )
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{
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switch( eSection )
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{
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case eSectionContainerChest:
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return m_containerControl;
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break;
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case eSectionContainerInventory:
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return m_inventoryControl;
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break;
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case eSectionContainerUsing:
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return m_useRowControl;
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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 NULL;
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}
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// 4J Stu - Added to support auto-save. Need to re-associate on a navigate back
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void CXuiSceneContainer::InitDataAssociations(int iPad, AbstractContainerMenu *menu, int startIndex /*= 0*/)
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{
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int containerSize = menu->getSize() - (27 + 9);
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int rows = containerSize / 9;
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// TODO Inventory dimensions need defined as constants
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m_containerControl->SetData( iPad, menu, rows, 9, 0 );
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CXuiSceneAbstractContainer::InitDataAssociations(iPad, menu, containerSize);
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}
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