summaryrefslogtreecommitdiffstats
path: root/src/UI/Window.h
blob: c834eb0edd91be867434f936041185157db01d01 (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231

// Window.h

// Interfaces to the cWindow class representing a UI window for a specific block





#pragma once

#include "../ItemGrid.h"





class cPlayer;
class cWindowOwner;
class cClientHandle;
class cBrewingstandEntity;
class cChestEntity;
class cEnderChestEntity;
class cFurnaceEntity;
class cHopperEntity;
class cMinecartWithChest;
class cBeaconEntity;
class cSlotArea;
class cSlotAreaAnvil;
class cWorld;

typedef std::list<cPlayer *> cPlayerList;
typedef std::vector<cSlotArea *> cSlotAreas;





// tolua_begin

/**
Represents a UI window.

Each window has a list of players that are currently using it
When there's no player using a window, it is destroyed.
A window consists of several areas of slots with similar functionality - for example the crafting grid area, or
the inventory area. Each area knows what its slots are (GetSlot() function) and can handle mouse clicks.
The window acts only as a top-level container for those areas, redirecting the click events to the correct areas.
Inventory painting, introduced in 1.5, is handled by the window, too
*/
class cWindow
{
public:
	enum WindowType
	{
		wtInventory   = -1,  // This value is never actually sent to a client
		wtChest       = 0,
		wtWorkbench   = 1,
		wtFurnace     = 2,
		wtDropSpenser = 3,  // Dropper or Dispenser
		wtEnchantment = 4,
		wtBrewery     = 5,
		wtVillagerTrade = 6,
		wtBeacon      = 7,
		wtAnvil       = 8,
		wtHopper      = 9,
		wtDropper     = 10,
		wtAnimalChest = 11,
	};

	// tolua_end

	static const int c_NumInventorySlots = 36;

	cWindow(WindowType a_WindowType, const AString & a_WindowTitle);
	virtual ~cWindow();

	char GetWindowID(void) const { return m_WindowID; }  // tolua_export
	int GetWindowType(void) const { return m_WindowType; }  // tolua_export

	/** Returns the textual representation of the window's type, such as "minecraft:chest". */
	const AString GetWindowTypeName(void) const;  // tolua_export

	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;

	/** Handles a click event from a player */
	virtual void Clicked(
		cPlayer & a_Player, int a_WindowID,
		short a_SlotNum, eClickAction a_ClickAction,
		const cItem & a_ClickedItem
	);

	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; }

	/** Updates a numerical property associated with the window. Typically used for furnace progressbars.
	Sends the UpdateWindowProperty packet to all clients of the window */
	virtual void SetProperty(short a_Property, short a_Value);

	/** Updates a numerical property associated with the window. Typically used for furnace progressbars.
	Sends the UpdateWindowProperty packet only 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) */
	virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) = 0;

	/** Called from DistributeStack() to distribute the stack into a_AreasInOrder; 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)
	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);

	/** Processes the entire action stored in the internal structures for inventory painting; distributes a full stack into each slot */
	void OnMiddlePaintEnd(cPlayer & a_Player);

	/** Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed.
	@param a_LimitItems if false, no checks are performed on a_Item.m_ItemCount. */
	int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums, bool a_LimitItems = true);
} ;  // tolua_export