225 lines
8.2 KiB
C++
225 lines
8.2 KiB
C++
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// Window.h
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// Interfaces to the cWindow class representing a UI window for a specific block
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#pragma once
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#include "../ItemGrid.h"
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class cPlayer;
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class cWindowOwner;
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class cClientHandle;
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class cChestEntity;
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class cEnderChestEntity;
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class cFurnaceEntity;
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class cHopperEntity;
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class cMinecartWithChest;
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class cBeaconEntity;
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class cSlotArea;
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class cSlotAreaAnvil;
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class cWorld;
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typedef std::list<cPlayer *> cPlayerList;
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typedef std::vector<cSlotArea *> cSlotAreas;
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// tolua_begin
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/**
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Represents a UI window.
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Each window has a list of players that are currently using it
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When there's no player using a window, it is destroyed.
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A window consists of several areas of slots with similar functionality - for example the crafting grid area, or
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the inventory area. Each area knows what its slots are (GetSlot() function) and can handle mouse clicks.
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The window acts only as a top-level container for those areas, redirecting the click events to the correct areas.
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Inventory painting, introduced in 1.5, is handled by the window, too
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*/
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class cWindow
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{
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public:
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enum WindowType
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{
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wtInventory = -1, // This value is never actually sent to a client
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wtChest = 0,
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wtWorkbench = 1,
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wtFurnace = 2,
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wtDropSpenser = 3, // Dropper or Dispenser
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wtEnchantment = 4,
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wtBrewery = 5,
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wtNPCTrade = 6,
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wtBeacon = 7,
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wtAnvil = 8,
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wtHopper = 9,
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wtDropper = 10,
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wtAnimalChest = 11,
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};
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// tolua_end
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static const int c_NumInventorySlots = 36;
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cWindow(WindowType a_WindowType, const AString & a_WindowTitle);
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virtual ~cWindow();
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char GetWindowID(void) const { return m_WindowID; } // tolua_export
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int GetWindowType(void) const { return m_WindowType; } // tolua_export
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const AString GetWindowTypeName(void) const; // tolua_export
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cWindowOwner * GetOwner(void) { return m_Owner; }
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void SetOwner( cWindowOwner * a_Owner) { m_Owner = a_Owner; }
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/// Returns the total number of slots
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int GetNumSlots(void) const;
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/// Returns the number of slots, excluding the player's inventory (used for network protocols)
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int GetNumNonInventorySlots(void) const { return GetNumSlots() - c_NumInventorySlots; }
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// tolua_begin
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/// Returns the item at the specified slot for the specified player. Returns nullptr if invalid SlotNum requested
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const cItem * GetSlot(cPlayer & a_Player, int a_SlotNum) const;
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/// Sets the item to the specified slot for the specified player
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void SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item);
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/// Returns true if the specified slot is in the Player Main Inventory slotarea
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bool IsSlotInPlayerMainInventory(int a_SlotNum) const;
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/// Returns true if the specified slot is in the Player Hotbar slotarea
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bool IsSlotInPlayerHotbar(int a_SlotNum) const;
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/// Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor.
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bool IsSlotInPlayerInventory(int a_SlotNum) const;
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// tolua_end
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/// Fills a_Slots with the slots read from m_SlotAreas[], for the specified player
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void GetSlots(cPlayer & a_Player, cItems & a_Slots) const;
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/// Handles a click event from a player
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void Clicked(
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cPlayer & a_Player, int a_WindowID,
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short a_SlotNum, eClickAction a_ClickAction,
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const cItem & a_ClickedItem
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);
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virtual void OpenedByPlayer(cPlayer & a_Player);
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/// Called when a player closes this window; notifies all slot areas. Returns true if close accepted
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virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse);
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/// Sends the specified slot's contents to all clients of this window; the slot is specified as local in an area
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void BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum);
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/// Sends the contents of the whole window to the specified client
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void SendWholeWindow(cClientHandle & a_Client);
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/// Sends the contents of the whole window to all clients of this window.
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void BroadcastWholeWindow(void);
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// tolua_begin
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const AString & GetWindowTitle() const { return m_WindowTitle; }
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void SetWindowTitle(const AString & a_WindowTitle) { m_WindowTitle = a_WindowTitle; }
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/// Sends the UpdateWindowProperty (0x69) packet to all clients of the window
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virtual void SetProperty(short a_Property, short a_Value);
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/// Sends the UpdateWindowPropert(0x69) packet to the specified player
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virtual void SetProperty(short a_Property, short a_Value, cPlayer & a_Player);
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// tolua_end
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void OwnerDestroyed(void);
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/// Calls the callback safely for each player that has this window open; returns true if all players have been enumerated
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bool ForEachPlayer(cItemCallback<cPlayer> & a_Callback);
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/// Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated
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bool ForEachClient(cItemCallback<cClientHandle> & a_Callback);
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/** Called on shift-clicking to distribute the stack into other areas; Modifies a_ItemStack as it is distributed!
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if a_ShouldApply is true, the changes are written into the slots;
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if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes) */
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virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) = 0;
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/** Called from DistributeStack() to distribute the stack into a_AreasInOrder; Modifies a_ItemStack as it is distributed!
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If a_ShouldApply is true, the changes are written into the slots;
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if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes)
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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) */
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void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
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/** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
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The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
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If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting.
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Returns true if full stack has been collected, false if there's space remaining to fill. */
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bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks);
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/// Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea
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void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum);
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protected:
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cSlotAreas m_SlotAreas;
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char m_WindowID;
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int m_WindowType;
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AString m_WindowTitle;
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cCriticalSection m_CS;
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cPlayerList m_OpenedBy;
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bool m_IsDestroyed;
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cWindowOwner * m_Owner;
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static Byte m_WindowIDCounter;
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/// Sets the internal flag as "destroyed"; notifies the owner that the window is destroying
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virtual void Destroy(void);
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/** Returns the correct slot area for the specified window-global SlotNum
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Also returns the area-local SlotNum corresponding to the GlobalSlotNum
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If the global SlotNum is out of range, returns nullptr
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*/
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cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum);
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/** Returns the correct slot area for the specified window-global SlotNum
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Also returns the area-local SlotNum corresponding to the GlobalSlotNum
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If the global SlotNum is out of range, returns nullptr.
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Const version.
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*/
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const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const;
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/// Prepares the internal structures for inventory painting from the specified player
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void OnPaintBegin(cPlayer & a_Player);
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/// Adds the slot to the internal structures for inventory painting by the specified player
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void OnPaintProgress(cPlayer & a_Player, int a_SlotNum);
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/// Processes the entire action stored in the internal structures for inventory painting; distributes as many items as possible
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void OnLeftPaintEnd(cPlayer & a_Player);
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/// Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot
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void OnRightPaintEnd(cPlayer & a_Player);
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/// Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed
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int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums);
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} ; // tolua_export
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