289 lines
8.1 KiB
C++
289 lines
8.1 KiB
C++
|
|
// Window.h
|
|
|
|
// Interfaces to the cWindow class representing a UI window for a specific block
|
|
|
|
|
|
|
|
|
|
|
|
#pragma once
|
|
|
|
#include "../ItemGrid.h"
|
|
|
|
|
|
|
|
|
|
|
|
class cPlayer;
|
|
class cWindowOwner;
|
|
class cClientHandle;
|
|
class cChestEntity;
|
|
class cDropSpenserEntity;
|
|
class cFurnaceEntity;
|
|
class cHopperEntity;
|
|
class cSlotArea;
|
|
class cWorld;
|
|
|
|
typedef std::list<cPlayer *> cPlayerList;
|
|
typedef std::vector<cSlotArea *> cSlotAreas;
|
|
|
|
|
|
|
|
|
|
|
|
// tolua_begin
|
|
|
|
/**
|
|
Represents a UI window.
|
|
|
|
Each window has a list of players that are currently using it
|
|
When there's no player using a window, it is destroyed.
|
|
A window consists of several areas of slots with similar functionality - for example the crafting grid area, or
|
|
the inventory area. Each area knows what its slots are (GetSlot() function) and can handle mouse clicks.
|
|
The window acts only as a top-level container for those areas, redirecting the click events to the correct areas.
|
|
Inventory painting, introduced in 1.5, is handled by the window, too
|
|
*/
|
|
class cWindow
|
|
{
|
|
public:
|
|
enum WindowType
|
|
{
|
|
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,
|
|
};
|
|
|
|
// tolua_end
|
|
|
|
static const int c_NumInventorySlots = 36;
|
|
|
|
cWindow(WindowType a_WindowType, const AString & a_WindowTitle);
|
|
virtual ~cWindow();
|
|
|
|
char GetWindowID(void) const { return m_WindowID; } // tolua_export
|
|
int GetWindowType(void) const { return m_WindowType; } // tolua_export
|
|
|
|
cWindowOwner * GetOwner(void) { return m_Owner; }
|
|
void SetOwner( cWindowOwner * a_Owner ) { m_Owner = a_Owner; }
|
|
|
|
int GetNumSlots(void) const;
|
|
|
|
// tolua_begin
|
|
|
|
/// Returns the item at the specified slot for the specified player. Returns NULL if invalid SlotNum requested
|
|
const cItem * GetSlot(cPlayer & a_Player, int a_SlotNum) const;
|
|
|
|
/// Sets the item to the specified slot for the specified player
|
|
void SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item);
|
|
|
|
/// Returns true if the specified slot is in the Player Main Inventory slotarea
|
|
bool IsSlotInPlayerMainInventory(int a_SlotNum) const;
|
|
|
|
/// 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.
|
|
bool IsSlotInPlayerInventory(int a_SlotNum) const;
|
|
|
|
// tolua_end
|
|
|
|
/// Fills a_Slots with the slots read from m_SlotAreas[], for the specified player
|
|
void GetSlots(cPlayer & a_Player, cItems & a_Slots) const;
|
|
|
|
/// Handles a click event from a player
|
|
void Clicked(
|
|
cPlayer & a_Player, int a_WindowID,
|
|
short a_SlotNum, eClickAction a_ClickAction,
|
|
const cItem & a_ClickedItem
|
|
);
|
|
|
|
void OpenedByPlayer(cPlayer & a_Player);
|
|
|
|
/// Called when a player closes this window; notifies all slot areas. Returns true if close accepted
|
|
virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse);
|
|
|
|
/// Sends the specified slot's contents to all clients of this window; the slot is specified as local in an area
|
|
void BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum);
|
|
|
|
/// Sends the contents of the whole window to the specified client
|
|
void SendWholeWindow(cClientHandle & a_Client);
|
|
|
|
/// Sends the contents of the whole window to all clients of this window.
|
|
void BroadcastWholeWindow(void);
|
|
|
|
/// Sends the progressbar to all clients of this window (same as SetProperty)
|
|
void BroadcastProgress(int a_Progressbar, int a_Value);
|
|
|
|
// tolua_begin
|
|
|
|
const AString & GetWindowTitle() const { return m_WindowTitle; }
|
|
void SetWindowTitle(const AString & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
|
|
|
|
/// Sends the UpdateWindowProperty (0x69) packet to all clients of the window
|
|
void SetProperty(int a_Property, int a_Value);
|
|
|
|
/// Sends the UpdateWindowPropert(0x69) packet to the specified player
|
|
void SetProperty(int a_Property, int a_Value, cPlayer & a_Player);
|
|
|
|
// tolua_end
|
|
|
|
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);
|
|
|
|
/** 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)
|
|
*/
|
|
void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply);
|
|
|
|
/// 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:
|
|
cSlotAreas m_SlotAreas;
|
|
|
|
char m_WindowID;
|
|
int m_WindowType;
|
|
AString m_WindowTitle;
|
|
|
|
cCriticalSection m_CS;
|
|
cPlayerList m_OpenedBy;
|
|
|
|
bool m_IsDestroyed;
|
|
bool m_ShouldDistributeToHotbarFirst; ///< If set (default), shift+click tries to distribute to hotbar first, then other areas. False for doublechests
|
|
|
|
cWindowOwner * m_Owner;
|
|
|
|
static char m_WindowIDCounter;
|
|
|
|
/// Sets the internal flag as "destroyed"; notifies the owner that the window is destroying
|
|
virtual void Destroy(void);
|
|
|
|
/** Returns the correct slot area for the specified window-global SlotNum
|
|
Also returns the area-local SlotNum corresponding to the GlobalSlotNum
|
|
If the global SlotNum is out of range, returns NULL
|
|
*/
|
|
cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum);
|
|
|
|
/** Returns the correct slot area for the specified window-global SlotNum
|
|
Also returns the area-local SlotNum corresponding to the GlobalSlotNum
|
|
If the global SlotNum is out of range, returns NULL.
|
|
Const version.
|
|
*/
|
|
const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const;
|
|
|
|
/// Prepares the internal structures for inventory painting from the specified player
|
|
void OnPaintBegin(cPlayer & a_Player);
|
|
|
|
/// 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
|
|
void OnLeftPaintEnd(cPlayer & a_Player);
|
|
|
|
/// Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot
|
|
void OnRightPaintEnd(cPlayer & a_Player);
|
|
|
|
/// Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed
|
|
int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums);
|
|
} ; // tolua_export
|
|
|
|
|
|
|
|
|
|
|
|
class cCraftingWindow :
|
|
public cWindow
|
|
{
|
|
typedef cWindow super;
|
|
public:
|
|
cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
|
|
} ;
|
|
|
|
|
|
|
|
|
|
|
|
class cFurnaceWindow :
|
|
public cWindow
|
|
{
|
|
typedef cWindow super;
|
|
public:
|
|
cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace);
|
|
} ;
|
|
|
|
|
|
|
|
|
|
|
|
class cDropSpenserWindow :
|
|
public cWindow
|
|
{
|
|
typedef cWindow super;
|
|
public:
|
|
cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_Dispenser);
|
|
} ;
|
|
|
|
|
|
|
|
|
|
|
|
class cHopperWindow :
|
|
public cWindow
|
|
{
|
|
typedef cWindow super;
|
|
public:
|
|
cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper);
|
|
} ;
|
|
|
|
|
|
|
|
|
|
|
|
class cChestWindow :
|
|
public cWindow
|
|
{
|
|
public:
|
|
cChestWindow(cChestEntity * a_Chest);
|
|
cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest);
|
|
~cChestWindow();
|
|
|
|
protected:
|
|
cWorld * m_World;
|
|
int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet
|
|
} ;
|
|
|
|
|
|
|
|
|
|
|
|
class cInventoryWindow :
|
|
public cWindow
|
|
{
|
|
public:
|
|
cInventoryWindow(cPlayer & a_Player);
|
|
|
|
protected:
|
|
cPlayer & m_Player;
|
|
|
|
} ;
|
|
|
|
|
|
|
|
|
|
|