Files
mcpe/source/world/item/Inventory.hpp
iProgramInCpp 60b21356a1 Integrate touch related development. (#90)
* * Add BuildActionIntention crap

* * Set Client and World projects to use MP compilation

* asd

* * Use the new BuildActionIntention to break and place blocks.

* * Reverse engineer the IArea system.

* * Copy break logic from survival into creative conditionally

* * Reverse IBuildInput and MouseHandler
* Replace the new relative paths in the client project with $(MC_ROOT) again

* * Reverse Multitouch, MouseDevice

* * Reverse a bunch of auxiliary classes for input.

* * Use CustomInputHolder instead of holding inputs manually.

* * Reverse a whole BUNCH of things!

* * Add feedback textures to the gitignore.

* * D-pad now renders! Also loads of other work.

* * More Stuff

* * Finish touch control bug fixing.

* * Finalize work.

* * One last thing..

* * Add a "cramped" mode to the options screen and start menu.

* * Oh, forgot to do something
2023-11-02 00:49:11 +02:00

63 lines
1.4 KiB
C++

#pragma once
#include <vector>
#include "world/item/ItemInstance.hpp"
#include "world/entity/Player.hpp"
class Entity;
class Player; // in case we're included from Player.hpp
#define C_MAX_HOTBAR_ITEMS (9)
#define C_NUM_SURVIVAL_SLOTS (36)
#define C_MAX_AMOUNT (64)
class Inventory
{
public:
Inventory(Player*);
void prepareCreativeInventory();
void prepareSurvivalInventory();
int getNumSlots();
int getNumItems();
void addCreativeItem(int itemID, int auxValue = 0);
void addTestItem(int itemID, int amount, int auxValue = 0);
void clear();
void addItem(ItemInstance* pInst);
ItemInstance* getItem(int slotNo);
ItemInstance* getQuickSlotItem(int slotNo);
ItemInstance* getSelectedItem();
int getQuickSlotItemId(int slotNo);
int getSelectedItemId();
void selectItem(int slotNo, int maxHotBarSlot); // selects an item by slot number and puts it in the quick slots if needed
void selectSlot(int slotNo);
void setQuickSlotIndexByItemId(int slotNo, int itemID);
void selectItemById(int itemID, int maxHotBarSlot);
int getAttackDamage(Entity*);
int getSelectedSlotNo() const
{
return m_SelectedHotbarSlot;
}
// v0.2.0 name alias
ItemInstance* getSelected() {
return getSelectedItem();
}
public:
int m_SelectedHotbarSlot;
private:
Player* m_pPlayer;
bool m_bIsSurvival;
int m_hotbar[C_MAX_HOTBAR_ITEMS];
std::vector<ItemInstance> m_items;
};