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authorAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
committerAlexander Harkness <bearbin@gmail.com>2013-11-24 15:19:41 +0100
commit675b4aa878f16291ce33fced48a2bc7425f635ae (patch)
tree409914df27a98f65adf866da669429c4de141b6f /src/LuaWindow.h
parentLineBlockTracer: Using the coord-based block faces. (diff)
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+
+// LuaWindow.h
+
+// Declares the cLuaWindow class representing a virtual window that plugins may create and open for the player
+
+
+
+
+
+#pragma once
+
+#include "UI/Window.h"
+#include "ItemGrid.h"
+
+
+
+
+
+// fwd: PluginLua.h
+class cPluginLua;
+
+
+
+
+
+/** A window that has been created by a Lua plugin and is handled entirely by that plugin
+This object needs extra care with its lifetime management:
+- It is created by Lua, so Lua expects to garbage-collect it later
+- normal cWindow objects are deleted in their ClosedByPlayer() function if the last player closes them
+To overcome this, this object overloads the Destroy functions, which doesn't let the ClosedByPlayer()
+delete the window, but rather leaves it dangling, with only Lua having the reference to it.
+Additionally, to forbid Lua from deleting this object while it is used by players, the manual bindings for
+cPlayer:OpenWindow check if the window is of this class, and if so, make a global Lua reference for this object.
+This reference needs to be unreferenced in the Destroy() function.
+*/
+class cLuaWindow : // tolua_export
+ public cItemGrid::cListener,
+ // tolua_begin
+ public cWindow
+{
+ typedef cWindow super;
+
+public:
+ /// Create a window of the specified type, with a slot grid of a_SlotsX * a_SlotsY size
+ cLuaWindow(cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title);
+
+ virtual ~cLuaWindow();
+
+ /// Returns the internal representation of the contents that are manipulated by Lua
+ cItemGrid & GetContents(void) { return m_Contents; }
+
+ // tolua_end
+
+ /** Sets the plugin reference and the internal Lua object reference index
+ used for preventing Lua's GC to collect this class while the window is open
+ */
+ void SetLuaRef(cPluginLua * a_Plugin, int a_LuaRef);
+
+ /// Returns true if SetLuaRef() has been called
+ bool IsLuaReferenced(void) const;
+
+ /// Sets the callback function (Lua reference) to call when the window is about to close
+ void SetOnClosing(cPluginLua * a_Plugin, int a_FnRef);
+
+ /// Sets the callback function (Lua reference) to call when a slot is changed
+ void SetOnSlotChanged(cPluginLua * a_Plugin, int a_FnRef);
+
+protected:
+ /// Contents of the non-inventory part
+ cItemGrid m_Contents;
+
+ /// The plugin that has opened the window and owns the m_LuaRef
+ cPluginLua * m_Plugin;
+
+ /// The Lua object reference, used for keeping the object alive as long as any player has the window open
+ int m_LuaRef;
+
+ /// The Lua reference for the callback to call when the window is closing for any player
+ int m_OnClosingFnRef;
+
+ /// The Lua reference for the callback to call when a slot has changed
+ int m_OnSlotChangedFnRef;
+
+ // cWindow overrides:
+ virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) override;
+ virtual void Destroy(void) override;
+
+ // cItemGrid::cListener overrides:
+ virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
+} ; // tolua_export
+
+
+
+
+