8ff22344af
A player disconnecting will now force all windows to close, not respecting any plugin's overrides. http://forum.mc-server.org/showthread.php?tid=1146&pid=8350#pid8350 git-svn-id: http://mc-server.googlecode.com/svn/trunk@1543 0a769ca7-a7f5-676a-18bf-c427514a06d6
176 lines
3.8 KiB
C++
176 lines
3.8 KiB
C++
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// LuaWindow.cpp
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// Implements the cLuaWindow class representing a virtual window that plugins may create and open for the player
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#include "Globals.h"
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#include "LuaWindow.h"
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#include "UI/SlotArea.h"
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#include "Plugin_NewLua.h"
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#include "Player.h"
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#include "lauxlib.h" // Needed for LUA_REFNIL
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cLuaWindow:
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cLuaWindow::cLuaWindow(cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title) :
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super(a_WindowType, a_Title),
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m_Contents(a_SlotsX, a_SlotsY),
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m_Plugin(NULL),
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m_LuaRef(LUA_REFNIL),
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m_OnClosingFnRef(LUA_REFNIL),
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m_OnSlotChangedFnRef(LUA_REFNIL)
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{
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m_Contents.AddListener(*this);
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m_SlotAreas.push_back(new cSlotAreaItemGrid(m_Contents, *this));
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// If appropriate, add an Armor slot area:
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switch (a_WindowType)
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{
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case cWindow::Inventory:
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case cWindow::Workbench:
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{
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m_SlotAreas.push_back(new cSlotAreaArmor(*this));
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break;
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}
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}
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m_SlotAreas.push_back(new cSlotAreaInventory(*this));
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m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
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}
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cLuaWindow::~cLuaWindow()
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{
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ASSERT(m_OpenedBy.empty());
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}
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void cLuaWindow::SetLuaRef(cPlugin_NewLua * a_Plugin, int a_LuaRef)
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{
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// Either m_Plugin is not set or equal to the passed plugin; only one plugin can use one cLuaWindow object
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ASSERT((m_Plugin == NULL) || (m_Plugin == a_Plugin));
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ASSERT(m_LuaRef == LUA_REFNIL);
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m_Plugin = a_Plugin;
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m_LuaRef = a_LuaRef;
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}
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bool cLuaWindow::IsLuaReferenced(void) const
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{
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return ((m_Plugin != NULL) && (m_LuaRef != LUA_REFNIL));
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}
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void cLuaWindow::SetOnClosing(cPlugin_NewLua * a_Plugin, int a_FnRef)
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{
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// Either m_Plugin is not set or equal to the passed plugin; only one plugin can use one cLuaWindow object
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ASSERT((m_Plugin == NULL) || (m_Plugin == a_Plugin));
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// If there already was a function, unreference it first
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if (m_OnClosingFnRef != LUA_REFNIL)
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{
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m_Plugin->Unreference(m_OnClosingFnRef);
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}
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// Store the new reference
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m_Plugin = a_Plugin;
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m_OnClosingFnRef = a_FnRef;
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}
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void cLuaWindow::SetOnSlotChanged(cPlugin_NewLua * a_Plugin, int a_FnRef)
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{
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// Either m_Plugin is not set or equal to the passed plugin; only one plugin can use one cLuaWindow object
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ASSERT((m_Plugin == NULL) || (m_Plugin == a_Plugin));
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// If there already was a function, unreference it first
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if (m_OnSlotChangedFnRef != LUA_REFNIL)
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{
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m_Plugin->Unreference(m_OnSlotChangedFnRef);
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}
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// Store the new reference
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m_Plugin = a_Plugin;
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m_OnSlotChangedFnRef = a_FnRef;
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}
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bool cLuaWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
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{
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// First notify the plugin through the registered callback:
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if (m_OnClosingFnRef != LUA_REFNIL)
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{
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ASSERT(m_Plugin != NULL);
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if (m_Plugin->CallbackWindowClosing(m_OnClosingFnRef, *this, a_Player, a_CanRefuse))
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{
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// The callback disagrees (the higher levels check the CanRefuse flag compliance)
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return false;
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}
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}
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return super::ClosedByPlayer(a_Player, a_CanRefuse);
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}
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void cLuaWindow::Destroy(void)
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{
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super::Destroy();
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if ((m_LuaRef != LUA_REFNIL) && (m_Plugin != NULL))
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{
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// The object is referenced by Lua, un-reference it
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m_Plugin->Unreference(m_LuaRef);
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}
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// Lua will take care of this object, it will garbage-collect it, so we *must not* delete it!
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m_IsDestroyed = false;
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}
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void cLuaWindow::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
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{
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if (a_ItemGrid != &m_Contents)
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{
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ASSERT(!"Invalid ItemGrid in callback");
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return;
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}
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// If an OnSlotChanged callback has been registered, call it:
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if (m_OnSlotChangedFnRef != LUA_REFNIL)
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{
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m_Plugin->CallbackWindowSlotChanged(m_OnSlotChangedFnRef, *this, a_SlotNum);
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}
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}
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