97 lines
2.9 KiB
C++
97 lines
2.9 KiB
C++
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// LuaWindow.h
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// Declares the cLuaWindow class representing a virtual window that plugins may create and open for the player
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#pragma once
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#include "UI/Window.h"
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#include "ItemGrid.h"
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// fwd: Plugin_NewLua.h
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class cPlugin_NewLua;
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// tolua_begin
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/** A window that has been created by a Lua plugin and is handled entirely by that plugin
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This object needs extra care with its lifetime management:
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- It is created by Lua, so Lua expects to garbage-collect it later
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- normal cWindow objects are deleted in their ClosedByPlayer() function if the last player closes them
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To overcome this, this object overloads the Destroy functions, which doesn't let the ClosedByPlayer()
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delete the window, but rather leaves it dangling, with only Lua having the reference to it.
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Additionally, to forbid Lua from deleting this object while it is used by players, the manual bindings for
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cPlayer:OpenWindow check if the window is of this class, and if so, make a global Lua reference for this object.
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This reference needs to be unreferenced in the Destroy() function.
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*/
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class cLuaWindow :
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public cWindow,
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public cItemGrid::cListener
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{
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typedef cWindow super;
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public:
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/// Create a window of the specified type, with a slot grid of a_SlotsX * a_SlotsY size
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cLuaWindow(cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title);
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virtual ~cLuaWindow();
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/// Returns the internal representation of the contents that are manipulated by Lua
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cItemGrid & GetContents(void) { return m_Contents; }
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// tolua_end
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/** Sets the plugin reference and the internal Lua object reference index
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used for preventing Lua's GC to collect this class while the window is open
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*/
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void SetLuaRef(cPlugin_NewLua * a_Plugin, int a_LuaRef);
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/// Returns true if SetLuaRef() has been called
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bool IsLuaReferenced(void) const;
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/// Sets the callback function (Lua reference) to call when the window is about to close
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void SetOnClosing(cPlugin_NewLua * a_Plugin, int a_FnRef);
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/// Sets the callback function (Lua reference) to call when a slot is changed
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void SetOnSlotChanged(cPlugin_NewLua * a_Plugin, int a_FnRef);
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protected:
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/// Contents of the non-inventory part
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cItemGrid m_Contents;
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/// The plugin that has opened the window and owns the m_LuaRef
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cPlugin_NewLua * m_Plugin;
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/// The Lua object reference, used for keeping the object alive as long as any player has the window open
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int m_LuaRef;
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/// The Lua reference for the callback to call when the window is closing for any player
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int m_OnClosingFnRef;
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/// The Lua reference for the callback to call when a slot has changed
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int m_OnSlotChangedFnRef;
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// cWindow overrides:
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virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) override;
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virtual void Destroy(void) override;
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// cItemGrid::cListener overrides:
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virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
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} ; // tolua_export
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