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