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Diffstat (limited to 'src/UI/SlotArea.h')
-rw-r--r-- | src/UI/SlotArea.h | 313 |
1 files changed, 313 insertions, 0 deletions
diff --git a/src/UI/SlotArea.h b/src/UI/SlotArea.h new file mode 100644 index 000000000..b1944d901 --- /dev/null +++ b/src/UI/SlotArea.h @@ -0,0 +1,313 @@ + +// SlotArea.h + +// Interfaces to the cSlotArea class representing a contiguous area of slots in a UI window + + + + +#pragma once + +#include "../Inventory.h" + + + +class cWindow; +class cPlayer; +class cChestEntity; +class cDropSpenserEntity; +class cFurnaceEntity; +class cCraftingRecipe; + + + + + +class cSlotArea +{ +public: + cSlotArea(int a_NumSlots, cWindow & a_ParentWindow); + virtual ~cSlotArea() {} // force a virtual destructor in all subclasses + + int GetNumSlots(void) const { return m_NumSlots; } + + /// Called to retrieve an item in the specified slot for the specified player. Must return a valid cItem. + virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const = 0; + + /// Called to set an item in the specified slot for the specified player + virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) = 0; + + /// Called when a player clicks in the window. Parameters taken from the click packet. + virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem); + + /// Called from Clicked when the action is a shiftclick (left or right) + virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem); + + /// Called from Clicked when the action is a caDblClick + virtual void DblClicked(cPlayer & a_Player, int a_SlotNum); + + /// Called when a new player opens the same parent window. The window already tracks the player. CS-locked. + virtual void OnPlayerAdded(cPlayer & a_Player) {} ; + + /// Called when one of the players closes the parent window. The window already doesn't track the player. CS-locked. + virtual void OnPlayerRemoved(cPlayer & a_Player) {} ; + + /** Called to store as much of a_ItemStack in the area as possible. a_ItemStack is modified to reflect the change. + The default implementation searches each slot for available space and distributes the stack there. + 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_KeepEmptySlots is true, empty slots will be skipped and won't be filled + */ + virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots); + + /// Called on DblClicking to collect all stackable items into hand. + /// The items are accumulated in a_Dragging and removed from the slots immediately. + /// If a_CollectFullStacks is false, slots with full stacks are skipped while collecting. + /// Returns true if full stack has been collected in a_Dragging, false if there's space remaining to fill. + virtual bool CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks); + +protected: + int m_NumSlots; + cWindow & m_ParentWindow; +} ; + + + + + +/// Handles any part of the inventory, using parameters in constructor to distinguish between the parts +class cSlotAreaInventoryBase : + public cSlotArea +{ + typedef cSlotArea super; + +public: + cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow); + + // Creative inventory's click handling is somewhat different from survival inventory's, handle that here: + virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; + + virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; + virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; + +protected: + int m_SlotOffset; // Index that this area's slot 0 has in the underlying cInventory +} ; + + + + + +/// Handles the main inventory of each player, excluding the armor and hotbar +class cSlotAreaInventory : + public cSlotAreaInventoryBase +{ + typedef cSlotAreaInventoryBase super; + +public: + cSlotAreaInventory(cWindow & a_ParentWindow) : + cSlotAreaInventoryBase(cInventory::invInventoryCount, cInventory::invInventoryOffset, a_ParentWindow) + { + } +} ; + + + + + +/// Handles the hotbar of each player +class cSlotAreaHotBar : + public cSlotAreaInventoryBase +{ + typedef cSlotAreaInventoryBase super; + +public: + cSlotAreaHotBar(cWindow & a_ParentWindow) : + cSlotAreaInventoryBase(cInventory::invHotbarCount, cInventory::invHotbarOffset, a_ParentWindow) + { + } +} ; + + + + + +/// Handles the armor area of the player's inventory +class cSlotAreaArmor : + public cSlotAreaInventoryBase +{ +public: + cSlotAreaArmor(cWindow & a_ParentWindow) : + cSlotAreaInventoryBase(cInventory::invArmorCount, cInventory::invArmorOffset, a_ParentWindow) + { + } + + // Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.) + virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override; +} ; + + + + + +/// Handles any slot area that is representing a cItemGrid; same items for all the players +class cSlotAreaItemGrid : + public cSlotArea, + public cItemGrid::cListener +{ + typedef cSlotArea super; + +public: + cSlotAreaItemGrid(cItemGrid & a_ItemGrid, cWindow & a_ParentWindow); + + virtual ~cSlotAreaItemGrid(); + + virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; + virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; + +protected: + cItemGrid & m_ItemGrid; + + // cItemGrid::cListener overrides: + virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override; +} ; + + + + + +/** A cSlotArea with items layout that is private to each player and is temporary, such as +a crafting grid or an enchantment table. +This common ancestor stores the items in a per-player map. It also implements tossing items from the map. +*/ +class cSlotAreaTemporary : + public cSlotArea +{ + typedef cSlotArea super; + +public: + cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow); + + // cSlotArea overrides: + virtual const cItem * GetSlot (int a_SlotNum, cPlayer & a_Player) const override; + virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; + virtual void OnPlayerAdded (cPlayer & a_Player) override; + virtual void OnPlayerRemoved(cPlayer & a_Player) override; + + /// Tosses the player's items in slots [a_Begin, a_End) (ie. incl. a_Begin, but excl. a_End) + void TossItems(cPlayer & a_Player, int a_Begin, int a_End); + +protected: + typedef std::map<int, std::vector<cItem> > cItemMap; // Maps EntityID -> items + + cItemMap m_Items; + + /// Returns the pointer to the slot array for the player specified. + cItem * GetPlayerSlots(cPlayer & a_Player); +} ; + + + + + +class cSlotAreaCrafting : + public cSlotAreaTemporary +{ + typedef cSlotAreaTemporary super; + +public: + /// a_GridSize is allowed to be only 2 or 3 + cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow); + + // cSlotAreaTemporary overrides: + virtual void Clicked (cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; + virtual void DblClicked (cPlayer & a_Player, int a_SlotNum); + virtual void OnPlayerRemoved(cPlayer & a_Player) override; + + // Distributing items into this area is completely disabled + virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override {} + +protected: + /// Maps player's EntityID -> current recipe; not a std::map because cCraftingGrid needs proper constructor params + typedef std::list<std::pair<int, cCraftingRecipe> > cRecipeMap; + + int m_GridSize; + cRecipeMap m_Recipes; + + /// Handles a click in the result slot. Crafts using the current recipe, if possible + void ClickedResult(cPlayer & a_Player); + + /// Handles a shift-click in the result slot. Crafts using the current recipe until it changes or no more space for result. + void ShiftClickedResult(cPlayer & a_Player); + + /// Updates the current recipe and result slot based on the ingredients currently in the crafting grid of the specified player + void UpdateRecipe(cPlayer & a_Player); + + /// Retrieves the recipe for the specified player from the map, or creates one if not found + cCraftingRecipe & GetRecipeForPlayer(cPlayer & a_Player); +} ; + + + + + +class cSlotAreaChest : + public cSlotArea +{ +public: + cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow); + + virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; + virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; + +protected: + cChestEntity * m_Chest; +} ; + + + + + +class cSlotAreaDoubleChest : + public cSlotArea +{ +public: + cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow); + + virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; + virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; + +protected: + cChestEntity * m_TopChest; + cChestEntity * m_BottomChest; +} ; + + + + + +class cSlotAreaFurnace : + public cSlotArea, + public cItemGrid::cListener +{ + typedef cSlotArea super; + +public: + cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow); + + virtual ~cSlotAreaFurnace(); + + virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; + virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; + virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; + +protected: + cFurnaceEntity * m_Furnace; + + // cItemGrid::cListener overrides: + virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override; +} ; + + + + |