// LuaWindow.cpp
// Implements the cLuaWindow class representing a virtual window that plugins may create and open for the player
#include "Globals.h"
#include "LuaWindow.h"
#include "../UI/SlotArea.h"
#include "PluginLua.h"
#include "lua/src/lauxlib.h" // Needed for LUA_REFNIL
////////////////////////////////////////////////////////////////////////////////
// cLuaWindow:
cLuaWindow::cLuaWindow(cLuaState & a_LuaState, cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title) :
Super(a_WindowType, a_Title),
m_Contents(a_SlotsX, a_SlotsY),
m_LuaState(a_LuaState.QueryCanonLuaState())
{
ASSERT(m_LuaState != nullptr); // We must have a valid Lua state; this assert fails only if there was no Canon Lua state
m_Contents.AddListener(*this);
m_SlotAreas.push_back(new cSlotAreaItemGrid(m_Contents, *this));
// If appropriate, add an Armor slot area:
switch (a_WindowType)
{
case cWindow::wtInventory:
case cWindow::wtWorkbench:
{
m_SlotAreas.push_back(new cSlotAreaArmor(*this));
break;
}
default:
{
break;
}
}
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
cLuaWindow::~cLuaWindow()
{
m_Contents.RemoveListener(*this);
// Must delete slot areas now, because they are referencing this->m_Contents and would try to access it in cWindow's
// destructor, when the member is already gone.
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
delete *itr;
}
m_SlotAreas.clear();
ASSERT(m_OpenedBy.empty());
}
void cLuaWindow::SetOnClosing(cLuaState::cCallbackPtr a_OnClosing)
{
// Only one Lua state can be a cLuaWindow object callback:
ASSERT(a_OnClosing->IsSameLuaState(*m_LuaState));
// Store the new reference, releasing the old one if appropriate:
m_OnClosing = a_OnClosing;
}
void cLuaWindow::SetOnSlotChanged(cLuaState::cCallbackPtr a_OnSlotChanged)
{
// Only one Lua state can be a cLuaWindow object callback:
ASSERT(a_OnSlotChanged->IsSameLuaState(*m_LuaState));
// Store the new reference, releasing the old one if appropriate:
m_OnSlotChanged = a_OnSlotChanged;
}
void cLuaWindow::OpenedByPlayer(cPlayer & a_Player)
{
// If the first player is opening the window, create a Lua Reference to the window object so that Lua will not GC it until the last player closes the window:
if (m_PlayerCount == 0)
{
m_LuaRef.CreateFromObject(*m_LuaState, this);
}
++m_PlayerCount;
Super::OpenedByPlayer(a_Player);
}
bool cLuaWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
{
// First notify the plugin through the registered callback:
if (m_OnClosing != nullptr)
{
bool res;
if (
m_OnClosing->Call(this, &a_Player, a_CanRefuse, cLuaState::Return, res) && // The callback succeeded
res // The callback says not to close the window
)
{
// The callback disagrees (the higher levels check the CanRefuse flag compliance)
return false;
}
}
// If the last player has closed the window, release the Lua reference, so that Lua may GC the object:
--m_PlayerCount;
if (m_PlayerCount == 0)
{
m_LuaRef.UnRef();
}
return Super::ClosedByPlayer(a_Player, a_CanRefuse);
}
void cLuaWindow::Destroy(void)
{
Super::Destroy();
// Lua will take care of this object, it will garbage-collect it, so we must not delete it!
m_IsDestroyed = false;
}
void cLuaWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
{
cSlotAreas Areas;
for (auto && Area : m_SlotAreas)
{
if (Area != a_ClickedArea)
{
Areas.push_back(Area);
}
}
Super::DistributeStackToAreas(a_ItemStack, a_Player, Areas, a_ShouldApply, false);
}
void cLuaWindow::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
{
if (a_ItemGrid != &m_Contents)
{
ASSERT(!"Invalid ItemGrid in callback");
return;
}
// If an OnSlotChanged callback has been registered, call it:
if (m_OnSlotChanged != nullptr)
{
m_OnSlotChanged->Call(this, a_SlotNum);
}
}