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-rw-r--r--src/Bindings/LuaWindow.cpp49
1 files changed, 32 insertions, 17 deletions
diff --git a/src/Bindings/LuaWindow.cpp b/src/Bindings/LuaWindow.cpp
index 073b8c21e..e3e073300 100644
--- a/src/Bindings/LuaWindow.cpp
+++ b/src/Bindings/LuaWindow.cpp
@@ -9,7 +9,7 @@
#include "PluginLua.h"
extern "C"
{
- #include "lua/src/lauxlib.h" // Needed for LUA_REFNIL
+#include "lua/src/lauxlib.h" // Needed for LUA_REFNIL
}
#include "../Root.h"
#include "../ClientHandle.h"
@@ -20,12 +20,18 @@ extern "C"
////////////////////////////////////////////////////////////////////////////////
// cLuaWindow:
-cLuaWindow::cLuaWindow(cLuaState & a_LuaState, cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title) :
- Super(a_WindowType, a_Title),
- m_Contents(a_SlotsX, a_SlotsY),
- m_LuaState(a_LuaState.QueryCanonLuaState())
+cLuaWindow::cLuaWindow(
+ cLuaState & a_LuaState,
+ cWindow::WindowType a_WindowType,
+ int a_SlotsX,
+ int a_SlotsY,
+ const AString & a_Title
+) :
+ Super(a_WindowType, a_Title), m_Contents(a_SlotsX, a_SlotsY), m_LuaState(a_LuaState.QueryCanonLuaState())
{
- ASSERT(m_LuaState != nullptr); // We must have a valid Lua state; this assert fails only if there was no Canon Lua state
+ ASSERT(
+ m_LuaState != nullptr
+ ); // We must have a valid Lua state; this assert fails only if there was no Canon Lua state
m_Contents.AddListener(*this);
m_SlotAreas.push_back(new cSlotAreaItemGrid(m_Contents, *this));
@@ -57,7 +63,8 @@ cLuaWindow::~cLuaWindow()
m_Contents.RemoveListener(*this);
// Close open lua window from players, to avoid dangling pointers
- cRoot::Get()->ForEachPlayer([this](cPlayer & a_Player)
+ cRoot::Get()->ForEachPlayer(
+ [this](cPlayer & a_Player)
{
if (a_Player.GetWindow() == this)
{
@@ -123,7 +130,8 @@ void cLuaWindow::SetOnSlotChanged(cLuaState::cCallbackPtr && a_OnSlotChanged)
void cLuaWindow::OpenedByPlayer(cPlayer & a_Player)
{
- // If the first player is opening the window, create a Lua Reference to the window object so that Lua will not GC it until the last player closes the window:
+ // If the first player is opening the window, create a Lua Reference to the window object so that Lua will not GC it
+ // until the last player closes the window:
if (m_PlayerCount == 0)
{
m_LuaRef.CreateFromObject(*m_LuaState, this);
@@ -143,9 +151,8 @@ bool cLuaWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
if (m_OnClosing != nullptr)
{
bool res;
- if (
- m_OnClosing->Call(this, &a_Player, a_CanRefuse, cLuaState::Return, res) && // The callback succeeded
- res // The callback says not to close the window
+ if (m_OnClosing->Call(this, &a_Player, a_CanRefuse, cLuaState::Return, res) && // The callback succeeded
+ res // The callback says not to close the window
)
{
// The callback disagrees (the higher levels check the CanRefuse flag compliance)
@@ -179,7 +186,13 @@ void cLuaWindow::Destroy(void)
-void cLuaWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
+void cLuaWindow::DistributeStack(
+ cItem & a_ItemStack,
+ int a_Slot,
+ cPlayer & a_Player,
+ cSlotArea * a_ClickedArea,
+ bool a_ShouldApply
+)
{
cSlotAreas Areas;
for (auto && Area : m_SlotAreas)
@@ -212,7 +225,13 @@ void cLuaWindow::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
-void cLuaWindow::Clicked(cPlayer & a_Player, int a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
+void cLuaWindow::Clicked(
+ cPlayer & a_Player,
+ int a_WindowID,
+ short a_SlotNum,
+ eClickAction a_ClickAction,
+ const cItem & a_ClickedItem
+)
{
if (m_OnClicked != nullptr)
{
@@ -229,7 +248,3 @@ void cLuaWindow::Clicked(cPlayer & a_Player, int a_WindowID, short a_SlotNum, eC
cWindow::Clicked(a_Player, a_WindowID, a_SlotNum, a_ClickAction, a_ClickedItem);
}
-
-
-
-