// Window.h
// Interfaces to the cWindow class representing a UI window for a specific block
#pragma once
#include "../Item.h"
class cPlayer;
class cWindowOwner;
class cClientHandle;
class cChestEntity;
class cFurnaceEntity;
class cSlotArea;
class cWorld;
typedef std::list<cPlayer *> cPlayerList;
typedef std::vector<cSlotArea *> cSlotAreas;
/**
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.
*/
class cWindow
{
public:
enum WindowType
{
Inventory = -1, // This value is never actually sent to a client
Chest = 0,
Workbench = 1,
Furnace = 2,
Dispenser = 3,
Enchantment = 4,
Brewery = 5
};
static const int c_NumInventorySlots = 36;
cWindow(WindowType a_WindowType, const AString & a_WindowTitle);
virtual ~cWindow();
char GetWindowID(void) const { return m_WindowID; }
int GetWindowType(void) const { return m_WindowType; }
cWindowOwner * GetOwner() { return m_Owner; }
void SetOwner( cWindowOwner * a_Owner ) { m_Owner = a_Owner; }
int GetNumSlots(void) const;
/// Fills a_Slots with the slots read from m_SlotAreas[], for the specified player
void GetSlots(cPlayer & a_Player, cItems & a_Slots) const;
void Clicked(
cPlayer & a_Player, int a_WindowID,
short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed,
const cItem & a_ClickedItem
);
void OpenedByPlayer(cPlayer & a_Player);
void ClosedByPlayer(cPlayer & a_Player);
void SendWholeWindow(cClientHandle & a_Client);
void BroadcastWholeWindow(void);
void BroadcastInventoryProgress(short a_Progressbar, short a_Value);
const AString & GetWindowTitle() const { return m_WindowTitle; }
void SetWindowTitle(const AString & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
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)
*/
void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, cSlotArea * a_ExcludeArea, bool a_ShouldApply);
/// 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;
private:
char m_WindowID;
int m_WindowType;
AString m_WindowTitle;
cCriticalSection m_CS;
cPlayerList m_OpenedBy;
bool m_IsDestroyed;
cWindowOwner * m_Owner;
static char m_WindowIDCounter;
void Destroy(void);
} ;
class cCraftingWindow :
public cWindow
{
public:
cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
} ;
class cFurnaceWindow :
public cWindow
{
public:
cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace);
} ;
class cChestWindow :
public cWindow
{
public:
cChestWindow(cChestEntity * a_Chest);
cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest);
~cChestWindow();
protected:
cWorld * m_World;
int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet
} ;
class cInventoryWindow :
public cWindow
{
public:
cInventoryWindow(cPlayer & a_Player);
protected:
cPlayer & m_Player;
} ;