// Window.h // Interfaces to the cWindow class representing a UI window for a specific block #pragma once #include "../Item.h" class cPlayer; class cWindowOwner; class cClientHandle; class cChestEntity; class cDispenserEntity; class cFurnaceEntity; class cSlotArea; class cWorld; typedef std::list cPlayerList; typedef std::vector cSlotAreas; /** 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. */ class cWindow { public: enum WindowType { Inventory = -1, // This value is never actually sent to a client Chest = 0, Workbench = 1, Furnace = 2, Dispenser = 3, Enchantment = 4, Brewery = 5 }; static const int c_NumInventorySlots = 36; cWindow(WindowType a_WindowType, const AString & a_WindowTitle); virtual ~cWindow(); char GetWindowID(void) const { return m_WindowID; } int GetWindowType(void) const { return m_WindowType; } cWindowOwner * GetOwner(void) { return m_Owner; } void SetOwner( cWindowOwner * a_Owner ) { m_Owner = a_Owner; } int GetNumSlots(void) const; /// Fills a_Slots with the slots read from m_SlotAreas[], for the specified player void GetSlots(cPlayer & a_Player, cItems & a_Slots) const; void Clicked( cPlayer & a_Player, int a_WindowID, short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem ); void OpenedByPlayer(cPlayer & a_Player); void ClosedByPlayer(cPlayer & a_Player); void SendWholeWindow(cClientHandle & a_Client); void BroadcastWholeWindow(void); void BroadcastInventoryProgress(short a_Progressbar, short a_Value); const AString & GetWindowTitle() const { return m_WindowTitle; } void SetWindowTitle(const AString & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; } 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 & 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 & 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; void Destroy(void); } ; class cCraftingWindow : public cWindow { public: cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ); } ; class cFurnaceWindow : public cWindow { public: cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace); } ; class cDispenserWindow : public cWindow { public: cDispenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDispenserEntity * a_Dispenser); } ; 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; } ;