// Window.h // Interfaces to the cWindow class representing a UI window for a specific block #pragma once #include "../FunctionRef.h" #include "../ItemGrid.h" class cPlayer; class cWindowOwner; class cClientHandle; class cBrewingstandEntity; class cChestEntity; class cEnderChestEntity; class cFurnaceEntity; class cHopperEntity; class cMinecartWithChest; class cBeaconEntity; class cSlotArea; class cSlotAreaAnvil; class cWorld; typedef std::list cPlayerList; typedef std::vector cSlotAreas; using cPlayerListCallback = cFunctionRef; using cClientHandleCallback = cFunctionRef; // 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, wtDropper = 10, wtAnimalChest = 11, }; // 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 /** Returns the textual representation of the window's type, such as "minecraft:chest". */ const AString GetWindowTypeName(void) const; // tolua_export cWindowOwner * GetOwner(void) { return m_Owner; } void SetOwner( cWindowOwner * a_Owner) { m_Owner = a_Owner; } /** Returns the total number of slots */ int GetNumSlots(void) const; /** Returns the number of slots, excluding the player's inventory (used for network protocols) */ int GetNumNonInventorySlots(void) const { return GetNumSlots() - c_NumInventorySlots; } // tolua_begin /** Returns the item at the specified slot for the specified player. Returns nullptr 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 */ virtual void Clicked( cPlayer & a_Player, int a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem ); virtual 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); // tolua_begin const AString & GetWindowTitle() const { return m_WindowTitle; } void SetWindowTitle(const AString & a_WindowTitle) { m_WindowTitle = a_WindowTitle; } /** Updates a numerical property associated with the window. Typically used for furnace progressbars. Sends the UpdateWindowProperty packet to all clients of the window */ virtual void SetProperty(size_t a_Property, short a_Value); // 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(cPlayerListCallback a_Callback); /** Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated */ bool ForEachClient(cClientHandleCallback 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) */ virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) = 0; /** Called from DistributeStack() to distribute the stack into a_AreasInOrder; 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) If a_BackFill is true, the areas will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */ void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill); /** Called on DblClicking to collect all stackable items from all areas into hand. The items are accumulated in a_Dragging and removed from the SlotAreas immediately. If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting. Returns true if full stack has been collected, false if there's space remaining to fill. */ bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks); /** 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; cWindowOwner * m_Owner; static Byte 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 nullptr */ 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 nullptr. 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); /** Processes the entire action stored in the internal structures for inventory painting; distributes a full stack into each slot */ void OnMiddlePaintEnd(cPlayer & a_Player); /** Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed. @param a_LimitItems if false, no checks are performed on a_Item.m_ItemCount. */ int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums, bool a_LimitItems = true); } ; // tolua_export