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cuberite-2a/source/UI/Window.h

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// 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
{
Inventory = -1, // This value is never actually sent to a client
Chest = 0,
Workbench = 1,
Furnace = 2,
DropSpenser = 3, // Dropper or Dispenser
Enchantment = 4,
Brewery = 5,
NPCTrade = 6,
Beacon = 7,
Anvil = 8,
Hopper = 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
void BroadcastInventoryProgress(short a_Progressbar, short a_Value);
// tolua_begin
const AString & GetWindowTitle() const { return m_WindowTitle; }
void SetWindowTitle(const AString & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
// 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;
} ;