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cuberite-2a/source/cWindow.h

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// cWindow.h
// Interfaces to the cWindow class representing a UI window for a specific block
#pragma once
class cPlayer;
class cItem;
class cWindowOwner;
class cClientHandle;
typedef std::list<cPlayer *> cPlayerList;
/**
Represents a UI window (base class) for a specific block entity.
There is up to one instance of the class for each block entity
Each window has a list of players that are currently using it
When there's no player using a window, it is destroyed
*/
class cWindow
{
public:
enum WindowType
{
Inventory = -1, // This value is never actually sent to a client
Chest = 0,
Workbench = 1,
Furnace = 2,
Dispenser = 3,
Enchantment = 4,
Brewery = 5
};
cWindow(cWindowOwner * a_Owner, bool a_bInventoryVisible, WindowType a_WindowType, int a_WindowID);
~cWindow();
int GetWindowID(void) const { return m_WindowID; }
int GetWindowType(void) const { return m_WindowType; }
cItem* GetSlots(void) const { return m_Slots; }
int GetNumSlots(void) const { return m_NumSlots; }
cItem* GetSlot( int a_Slot );
cItem* GetDraggingItem( cPlayer * a_Player = 0 );
// a_Slots is an array of slots of size a_NumSlots
void SetSlots(cItem* a_Slots, int a_NumSlots) { m_Slots = a_Slots; m_NumSlots = a_NumSlots; }
bool IsInventoryVisible() { return m_bInventoryVisible; }
void SetInventoryVisible( bool a_bVisible ) { m_bInventoryVisible = a_bVisible; }
virtual void Clicked(
cPlayer & a_Player, int a_WindowID,
short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed,
const cItem & a_HeldItem
);
virtual void Open( cPlayer & a_Player );
virtual void Close( cPlayer & a_Player );
cWindowOwner* GetOwner() { return m_Owner; }
void SetOwner( cWindowOwner* a_Owner ) { m_Owner = a_Owner; }
void SendWholeWindow(cClientHandle * a_Client);
void BroadcastWholeWindow(void);
void BroadcastInventoryProgress(short a_Progressbar, short a_Value);
const AString & GetWindowTitle() const { return m_WindowTitle; }
void SetWindowTitle( const std::string & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
void OwnerDestroyed(void);
/// Calls the callback safely for each player that has this window open; returns true if all players have been enumerated
bool ForEachPlayer(cItemCallback<cPlayer> & a_Callback);
/// Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated
bool ForEachClient(cItemCallback<cClientHandle> & a_Callback);
private:
void Destroy();
int m_WindowID;
int m_WindowType;
AString m_WindowTitle;
cWindowOwner * m_Owner;
cCriticalSection m_CS;
cPlayerList m_OpenedBy;
bool m_bInventoryVisible;
int m_NumSlots;
cItem * m_Slots;
cItem * m_DraggingItem;
bool m_IsDestroyed;
};