Esempio n. 1
0
        private void PreviousPage()
        {
            HideInfoAndOverlayFrames();
            DisableNextPrevButtons();
            ClearStoreButtons();

            // TODO: Do range checking
            mCurrentStartIndex -= mBlockSize;

            InventoryProxy inventoryProxy = GameFacade.Instance.RetrieveProxy <InventoryProxy>();

            inventoryProxy.GetPlayerInventory(mCurrentStartIndex, mBlockSize, inventoryProxy.HandlePlayerInventoryResponse);
        }
Esempio n. 2
0
        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;
        }