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diff --git a/source/UI/Window.h b/source/UI/Window.h
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+
+// Window.h
+
+// Interfaces to the cWindow class representing a UI window for a specific block
+
+
+
+
+
+#pragma once
+
+#include "../cItem.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(int a_BlockX, int a_BlockY, int a_BlockZ, cChestEntity * a_Chest);
+ ~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;
+
+} ;
+
+
+
+
+