diff options
Diffstat (limited to 'src/UI/Window.h')
-rw-r--r-- | src/UI/Window.h | 64 |
1 files changed, 32 insertions, 32 deletions
diff --git a/src/UI/Window.h b/src/UI/Window.h index 76d22a12c..8a70b5855 100644 --- a/src/UI/Window.h +++ b/src/UI/Window.h @@ -67,9 +67,9 @@ public: wtDropper = 10, wtAnimalChest = 11, }; - + // tolua_end - + static const int c_NumInventorySlots = 36; cWindow(WindowType a_WindowType, const AString & a_WindowTitle); @@ -81,32 +81,32 @@ public: cWindowOwner * GetOwner(void) { return m_Owner; } void SetOwner( cWindowOwner * a_Owner) { m_Owner = a_Owner; } - + /** Returns the total number of slots */ int GetNumSlots(void) const; - + /** Returns the number of slots, excluding the player's inventory (used for network protocols) */ int GetNumNonInventorySlots(void) const { return GetNumSlots() - c_NumInventorySlots; } - + // tolua_begin - + /** Returns the item at the specified slot for the specified player. Returns nullptr if invalid SlotNum requested */ const cItem * GetSlot(cPlayer & a_Player, int a_SlotNum) const; - + /** Sets the item to the specified slot for the specified player */ void SetSlot(cPlayer & a_Player, int a_SlotNum, const cItem & a_Item); - + /** Returns true if the specified slot is in the Player Main Inventory slotarea */ bool IsSlotInPlayerMainInventory(int a_SlotNum) const; - + /** Returns true if the specified slot is in the Player Hotbar slotarea */ bool IsSlotInPlayerHotbar(int a_SlotNum) const; - + /** Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor. */ bool IsSlotInPlayerInventory(int a_SlotNum) const; - + // tolua_end - + /** Fills a_Slots with the slots read from m_SlotAreas[], for the specified player */ void GetSlots(cPlayer & a_Player, cItems & a_Slots) const; @@ -118,40 +118,40 @@ public: ); virtual void OpenedByPlayer(cPlayer & a_Player); - + /** Called when a player closes this window; notifies all slot areas. Returns true if close accepted */ virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse); /** Sends the specified slot's contents to all clients of this window; the slot is specified as local in an area */ void BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum); - + /** Sends the contents of the whole window to the specified client */ void SendWholeWindow(cClientHandle & a_Client); - + /** Sends the contents of the whole window to all clients of this window. */ void BroadcastWholeWindow(void); // tolua_begin - + const AString & GetWindowTitle() const { return m_WindowTitle; } void SetWindowTitle(const AString & a_WindowTitle) { m_WindowTitle = a_WindowTitle; } - + /** Sends the UpdateWindowProperty (0x69) packet to all clients of the window */ virtual void SetProperty(short a_Property, short a_Value); - + /** Sends the UpdateWindowPropert(0x69) packet to the specified player */ virtual void SetProperty(short a_Property, short a_Value, cPlayer & a_Player); // tolua_end 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<cPlayer> & 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<cClientHandle> & 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) */ @@ -162,58 +162,58 @@ public: if a_ShouldApply is false, only a_ItemStack is modified to reflect the number of fits (for fit-testing purposes) 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) */ void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill); - + /** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area. The items are accumulated in a_Dragging and removed from the SlotAreas immediately. If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting. Returns true if full stack has been collected, false if there's space remaining to fill. */ bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks); - + /** 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; - + cWindowOwner * m_Owner; - + static Byte m_WindowIDCounter; /** Sets the internal flag as "destroyed"; notifies the owner that the window is destroying */ virtual void Destroy(void); - + /** Returns the correct slot area for the specified window-global SlotNum Also returns the area-local SlotNum corresponding to the GlobalSlotNum If the global SlotNum is out of range, returns nullptr */ cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum); - + /** Returns the correct slot area for the specified window-global SlotNum Also returns the area-local SlotNum corresponding to the GlobalSlotNum If the global SlotNum is out of range, returns nullptr. Const version. */ const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const; - + /** Prepares the internal structures for inventory painting from the specified player */ void OnPaintBegin(cPlayer & a_Player); - + /** Adds the slot to the internal structures for inventory painting by the specified player */ void OnPaintProgress(cPlayer & a_Player, int a_SlotNum); - + /** Processes the entire action stored in the internal structures for inventory painting; distributes as many items as possible */ void OnLeftPaintEnd(cPlayer & a_Player); /** Processes the entire action stored in the internal structures for inventory painting; distributes one item into each slot */ void OnRightPaintEnd(cPlayer & a_Player); - + /** Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed */ int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums); } ; // tolua_export |