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-rw-r--r--src/UI/Window.h54
1 files changed, 26 insertions, 28 deletions
diff --git a/src/UI/Window.h b/src/UI/Window.h
index 156028465..cb8f40767 100644
--- a/src/UI/Window.h
+++ b/src/UI/Window.h
@@ -81,35 +81,35 @@ public:
cWindowOwner * GetOwner(void) { return m_Owner; }
void SetOwner( cWindowOwner * a_Owner) { m_Owner = a_Owner; }
- /// Returns the total number of slots
+ /** Returns the total number of slots */
int GetNumSlots(void) const;
- /// Returns the number of slots, excluding the player's inventory (used for network protocols)
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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.
+ /** 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
+ /** 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
+ /** Handles a click event from a player */
void Clicked(
cPlayer & a_Player, int a_WindowID,
short a_SlotNum, eClickAction a_ClickAction,
@@ -118,16 +118,16 @@ public:
virtual void OpenedByPlayer(cPlayer & a_Player);
- /// Called when a player closes this window; notifies all slot areas. Returns true if close accepted
+ /** 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
+ /** 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
+ /** 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.
+ /** Sends the contents of the whole window to all clients of this window. */
void BroadcastWholeWindow(void);
// tolua_begin
@@ -135,20 +135,20 @@ public:
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
+ /** 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
+ /** 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
+ /** 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
+ /** 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!
@@ -168,7 +168,7 @@ public:
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
+ /** 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:
@@ -187,35 +187,33 @@ protected:
static Byte m_WindowIDCounter;
- /// Sets the internal flag as "destroyed"; notifies the owner that the window is destroying
+ /** 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
- */
+ 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 version. */
const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const;
- /// Prepares the internal structures for inventory painting from the specified player
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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