diff options
Diffstat (limited to 'src/UI/Window.h')
-rw-r--r-- | src/UI/Window.h | 101 |
1 files changed, 64 insertions, 37 deletions
diff --git a/src/UI/Window.h b/src/UI/Window.h index 3b69b2da4..cbb783cb4 100644 --- a/src/UI/Window.h +++ b/src/UI/Window.h @@ -32,7 +32,7 @@ class cWorld; typedef std::list<cPlayer *> cPlayerList; typedef std::vector<cSlotArea *> cSlotAreas; -using cPlayerListCallback = cFunctionRef<bool(cPlayer &)>; +using cPlayerListCallback = cFunctionRef<bool(cPlayer &)>; using cClientHandleCallback = cFunctionRef<bool(cClientHandle &)>; @@ -52,21 +52,21 @@ Inventory painting, introduced in 1.5, is handled by the window, too */ class cWindow { -public: + public: enum WindowType { - wtInventory = -1, // This value is never actually sent to a client - wtChest = 0, - wtWorkbench = 1, - wtFurnace = 2, + wtInventory = -1, // This value is never actually sent to a client + wtChest = 0, + wtWorkbench = 1, + wtFurnace = 2, wtDropSpenser = 3, // Dropper or Dispenser wtEnchantment = 4, - wtBrewery = 5, - wtNPCTrade = 6, - wtBeacon = 7, - wtAnvil = 8, - wtHopper = 9, - wtDropper = 10, + wtBrewery = 5, + wtNPCTrade = 6, + wtBeacon = 7, + wtAnvil = 8, + wtHopper = 9, + wtDropper = 10, wtAnimalChest = 11, }; @@ -84,7 +84,7 @@ public: const AString GetWindowTypeName(void) const; // tolua_export cWindowOwner * GetOwner(void) { return m_Owner; } - void SetOwner( cWindowOwner * a_Owner) { m_Owner = a_Owner; } + void SetOwner(cWindowOwner * a_Owner) { m_Owner = a_Owner; } /** Returns the total number of slots */ int GetNumSlots(void) const; @@ -106,7 +106,8 @@ public: /** Returns true if the specified slot is in the Player Hotbar slotarea */ bool IsSlotInPlayerHotbar(int a_SlotNum) const; - /** Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor. */ + /** Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false + * for Armor. */ bool IsSlotInPlayerInventory(int a_SlotNum) const; // tolua_end @@ -116,8 +117,10 @@ public: /** Handles a click event from a player */ virtual void Clicked( - cPlayer & a_Player, int a_WindowID, - short a_SlotNum, eClickAction a_ClickAction, + cPlayer & a_Player, + int a_WindowID, + short a_SlotNum, + eClickAction a_ClickAction, const cItem & a_ClickedItem ); @@ -148,22 +151,36 @@ public: void OwnerDestroyed(void); - /** Calls the callback safely for each player that has this window open; returns true if all players have been enumerated */ + /** Calls the callback safely for each player that has this window open; returns true if all players have been + * enumerated */ bool ForEachPlayer(cPlayerListCallback a_Callback); - /** Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated */ + /** Calls the callback safely for each client that has this window open; returns true if all clients have been + * enumerated */ bool ForEachClient(cClientHandleCallback a_Callback); /** Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is distributed! if a_ShouldApply is true, the changes are written into the slots; if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes) */ - virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) = 0; - - /** Called from DistributeStack() to distribute the stack into a_AreasInOrder; Modifies a_ItemStack as it is distributed! - If a_ShouldApply is true, the changes are written into the slots; - if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes) - If a_BackFill is true, the areas will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */ - void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill); + virtual void DistributeStack( + cItem & a_ItemStack, + int a_Slot, + cPlayer & a_Player, + cSlotArea * a_ClickedArea, + bool a_ShouldApply + ) = 0; + + /** Called from DistributeStack() to distribute the stack into a_AreasInOrder; Modifies a_ItemStack as it is + distributed! If a_ShouldApply is true, the changes are written into the slots; if a_ShouldApply is false, only + a_ItemStack is modified to reflect the number of fits (for fit-testing purposes) If a_BackFill is true, the areas + will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */ + void DistributeStackToAreas( + cItem & a_ItemStack, + cPlayer & a_Player, + cSlotAreas & a_AreasInOrder, + bool a_ShouldApply, + bool a_BackFill + ); /** Called on DblClicking to collect all stackable items from all areas into hand. The items are accumulated in a_Dragging and removed from the SlotAreas immediately. @@ -171,19 +188,19 @@ public: Returns true if full stack has been collected, false if there's space remaining to fill. */ bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks); - /** Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea */ + /** Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to + * a_SlotArea */ void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum); -protected: - + protected: cSlotAreas m_SlotAreas; - char m_WindowID; - int m_WindowType; + char m_WindowID; + int m_WindowType; AString m_WindowTitle; cCriticalSection m_CS; - cPlayerList m_OpenedBy; + cPlayerList m_OpenedBy; bool m_IsDestroyed; @@ -211,16 +228,26 @@ protected: /** Adds the slot to the internal structures for inventory painting by the specified player */ void OnPaintProgress(cPlayer & a_Player, int a_SlotNum); - /** Processes the entire action stored in the internal structures for inventory painting; distributes as many items as possible */ + /** Processes the entire action stored in the internal structures for inventory painting; distributes as many items + * as possible */ void OnLeftPaintEnd(cPlayer & a_Player); - /** Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot */ + /** Processes the entire action stored in the internal structures for inventory painting; distributes one item into + * each slot */ void OnRightPaintEnd(cPlayer & a_Player); - /** Processes the entire action stored in the internal structures for inventory painting; distributes a full stack into each slot */ + /** Processes the entire action stored in the internal structures for inventory painting; distributes a full stack + * into each slot */ void OnMiddlePaintEnd(cPlayer & a_Player); - /** Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed. + /** Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items + distributed. @param a_LimitItems if false, no checks are performed on a_Item.m_ItemCount. */ - char DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, char a_NumToEachSlot, const cSlotNums & a_SlotNums, bool a_LimitItems = true); -} ; // tolua_export + char DistributeItemToSlots( + cPlayer & a_Player, + const cItem & a_Item, + char a_NumToEachSlot, + const cSlotNums & a_SlotNums, + bool a_LimitItems = true + ); +}; // tolua_export |