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author | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-05-30 10:40:13 +0200 |
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committer | madmaxoft@gmail.com <madmaxoft@gmail.com@0a769ca7-a7f5-676a-18bf-c427514a06d6> | 2013-05-30 10:40:13 +0200 |
commit | 191479cd81d4f5dc6bc31a1d0b023528b2a62d3f (patch) | |
tree | 6ae50c41a69a85c8f7f25e5249615a00307ba03b /source/UI/Window.h | |
parent | Fixed previous commit (diff) | |
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Diffstat (limited to 'source/UI/Window.h')
-rw-r--r-- | source/UI/Window.h | 70 |
1 files changed, 68 insertions, 2 deletions
diff --git a/source/UI/Window.h b/source/UI/Window.h index 86ea1849b..ae06ecf6a 100644 --- a/source/UI/Window.h +++ b/source/UI/Window.h @@ -9,7 +9,7 @@ #pragma once -#include "../Item.h" +#include "../ItemGrid.h" @@ -31,6 +31,8 @@ typedef std::vector<cSlotArea *> cSlotAreas; +// tolua_begin + /** Represents a UI window. @@ -39,6 +41,7 @@ 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 { @@ -58,22 +61,35 @@ public: Hopper = 9, }; + // 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; } - int GetWindowType(void) const { return m_WindowType; } + int GetWindowType(void) const { return m_WindowType; } // tolua_export cWindowOwner * GetOwner(void) { return m_Owner; } void SetOwner( cWindowOwner * a_Owner ) { m_Owner = a_Owner; } int GetNumSlots(void) const; + // tolua_begin + + /// Returns the item at the specified slot for the specified player. Returns NULL 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); + + // 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 void Clicked( cPlayer & a_Player, int a_WindowID, short a_SlotNum, eClickAction a_ClickAction, @@ -87,8 +103,12 @@ public: void BroadcastWholeWindow(void); void BroadcastInventoryProgress(short a_Progressbar, short a_Value); + // tolua_begin + const AString & GetWindowTitle() const { return m_WindowTitle; } void SetWindowTitle(const AString & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; } + + // tolua_end void OwnerDestroyed(void); @@ -125,6 +145,31 @@ protected: static char m_WindowIDCounter; 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 NULL + */ + 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 NULL. + 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); } ; @@ -196,3 +241,24 @@ protected: + +// tolua_begin + +/// A window that has been created by a Lua plugin and is handled entirely by that plugin +class cLuaWindow : + public cWindow +{ +public: + /// Create a window of the specified type, with a slot grid of a_SlotsX * a_SlotsY size + cLuaWindow(cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title); + + // tolua_end + +protected: + /// Contents of the non-inventory part + cItemGrid m_Contents; +} ; + + + + |