private void PreviousPage() { HideInfoAndOverlayFrames(); DisableNextPrevButtons(); ClearStoreButtons(); // TODO: Do range checking mCurrentStartIndex -= mBlockSize; InventoryProxy inventoryProxy = GameFacade.Instance.RetrieveProxy <InventoryProxy>(); inventoryProxy.GetPlayerInventory(mCurrentStartIndex, mBlockSize, inventoryProxy.HandlePlayerInventoryResponse); }
public override void EnterState() { CreateInventoryButtons(); List <IWidget> gridFrames = new List <IWidget>(); foreach (KeyValuePair <GuiFrame, Button> kvp in mGridItemButtons) { gridFrames.Add(kvp.Key); } mItemDisplayGrid.SetPositions(gridFrames, mGridHeight, mGridWidth, 0); mItemDisplayGrid.SetPagination(mBlockSize, 0); mPaginationLabel.Text = String.Format("Page {0}/{1}", mItemDisplayGrid.CurrentPage.ToString(), mItemDisplayGrid.GetTotalPages().ToString()); mCurrentStartIndex = 0; DisableNextPrevButtons(); InventoryProxy inventoryProxy = GameFacade.Instance.RetrieveProxy <InventoryProxy>(); inventoryProxy.GetPlayerInventory(mCurrentStartIndex, mBlockSize, inventoryProxy.HandlePlayerInventoryResponse); mOverlayWindow.Showing = false; mItemInfoFrame.Showing = false; mPlayerInventoryFrame.Showing = true; mCategorySideBar.Showing = true; }