// LuaWindow.cpp // Implements the cLuaWindow class representing a virtual window that plugins may create and open for the player #include "Globals.h" #include "LuaWindow.h" #include "../Entities/Player.h" #include "../UI/SlotArea.h" #include "PluginLua.h" #include "lua/src/lauxlib.h" // Needed for LUA_REFNIL #include "../Root.h" #include "../ClientHandle.h" //////////////////////////////////////////////////////////////////////////////// // cLuaWindow: cLuaWindow::cLuaWindow(cLuaState & a_LuaState, cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title) : Super(a_WindowType, a_Title), m_Contents(a_SlotsX, a_SlotsY), m_LuaState(a_LuaState.QueryCanonLuaState()) { ASSERT(m_LuaState != nullptr); // We must have a valid Lua state; this assert fails only if there was no Canon Lua state m_Contents.AddListener(*this); m_SlotAreas.push_back(new cSlotAreaItemGrid(m_Contents, *this)); // If appropriate, add an Armor slot area: switch (a_WindowType) { case cWindow::wtInventory: case cWindow::wtWorkbench: { m_SlotAreas.push_back(new cSlotAreaArmor(*this)); break; } default: { break; } } m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); } cLuaWindow::~cLuaWindow() { m_Contents.RemoveListener(*this); // Close open lua window from players, to avoid dangling pointers cRoot::Get()->ForEachPlayer([this](cPlayer & a_Player) { if (a_Player.GetWindow() == this) { a_Player.CloseWindow(false); } return false; } ); // Must delete slot areas now, because they are referencing this->m_Contents and would try to access it in cWindow's // destructor, when the member is already gone. for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr) { delete *itr; } m_SlotAreas.clear(); ASSERT(m_OpenedBy.empty()); } void cLuaWindow::SetOnClicked(cLuaState::cCallbackPtr && a_OnClicked) { // Only one Lua state can be a cLuaWindow object callback: ASSERT(a_OnClicked->IsSameLuaState(*m_LuaState)); // Store the new reference, releasing the old one if appropriate: m_OnClicked = std::move(a_OnClicked); } void cLuaWindow::SetOnClosing(cLuaState::cCallbackPtr && a_OnClosing) { // Only one Lua state can be a cLuaWindow object callback: ASSERT(a_OnClosing->IsSameLuaState(*m_LuaState)); // Store the new reference, releasing the old one if appropriate: m_OnClosing = std::move(a_OnClosing); } void cLuaWindow::SetOnSlotChanged(cLuaState::cCallbackPtr && a_OnSlotChanged) { // Only one Lua state can be a cLuaWindow object callback: ASSERT(a_OnSlotChanged->IsSameLuaState(*m_LuaState)); // Store the new reference, releasing the old one if appropriate: m_OnSlotChanged = std::move(a_OnSlotChanged); } void cLuaWindow::OpenedByPlayer(cPlayer & a_Player) { // If the first player is opening the window, create a Lua Reference to the window object so that Lua will not GC it until the last player closes the window: if (m_PlayerCount == 0) { m_LuaRef.CreateFromObject(*m_LuaState, this); } ++m_PlayerCount; Super::OpenedByPlayer(a_Player); } bool cLuaWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) { // First notify the plugin through the registered callback: if (m_OnClosing != nullptr) { bool res; if ( m_OnClosing->Call(this, &a_Player, a_CanRefuse, cLuaState::Return, res) && // The callback succeeded res // The callback says not to close the window ) { // The callback disagrees (the higher levels check the CanRefuse flag compliance) return false; } } // If the last player has closed the window, release the Lua reference, so that Lua may GC the object: --m_PlayerCount; if (m_PlayerCount == 0) { m_LuaRef.UnRef(); } return Super::ClosedByPlayer(a_Player, a_CanRefuse); } void cLuaWindow::Destroy(void) { Super::Destroy(); // Lua will take care of this object, it will garbage-collect it, so we must not delete it! m_IsDestroyed = false; } void cLuaWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) { cSlotAreas Areas; for (auto && Area : m_SlotAreas) { if (Area != a_ClickedArea) { Areas.push_back(Area); } } Super::DistributeStackToAreas(a_ItemStack, a_Player, Areas, a_ShouldApply, false); } void cLuaWindow::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) { ASSERT(a_ItemGrid == &m_Contents); // If an OnSlotChanged callback has been registered, call it: if (m_OnSlotChanged != nullptr) { m_OnSlotChanged->Call(this, a_SlotNum); } } void cLuaWindow::Clicked(cPlayer & a_Player, int a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) { if (m_OnClicked != nullptr) { // Plugin can stop a click bool res; if (m_OnClicked->Call(this, &a_Player, a_SlotNum, a_ClickAction, a_ClickedItem, cLuaState::Return, res) && res) { // Tell the client the actual state of the window a_Player.GetClientHandle()->SendInventorySlot(-1, -1, a_Player.GetDraggingItem()); BroadcastWholeWindow(); return; } } cWindow::Clicked(a_Player, a_WindowID, a_SlotNum, a_ClickAction, a_ClickedItem); }