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+
+// SlotArea.h
+
+// Interfaces to the cSlotArea class representing a contiguous area of slots in a UI window
+
+
+
+
+#pragma once
+
+#include "../Inventory.h"
+
+
+
+class cWindow;
+class cPlayer;
+class cChestEntity;
+class cDropSpenserEntity;
+class cFurnaceEntity;
+class cCraftingRecipe;
+
+
+
+
+
+class cSlotArea
+{
+public:
+ cSlotArea(int a_NumSlots, cWindow & a_ParentWindow);
+ virtual ~cSlotArea() {} // force a virtual destructor in all subclasses
+
+ int GetNumSlots(void) const { return m_NumSlots; }
+
+ /// Called to retrieve an item in the specified slot for the specified player. Must return a valid cItem.
+ virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const = 0;
+
+ /// Called to set an item in the specified slot for the specified player
+ virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) = 0;
+
+ /// Called when a player clicks in the window. Parameters taken from the click packet.
+ virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem);
+
+ /// Called from Clicked when the action is a shiftclick (left or right)
+ virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
+
+ /// Called from Clicked when the action is a caDblClick
+ virtual void DblClicked(cPlayer & a_Player, int a_SlotNum);
+
+ /// Called when a new player opens the same parent window. The window already tracks the player. CS-locked.
+ virtual void OnPlayerAdded(cPlayer & a_Player) {} ;
+
+ /// Called when one of the players closes the parent window. The window already doesn't track the player. CS-locked.
+ virtual void OnPlayerRemoved(cPlayer & a_Player) {} ;
+
+ /** Called to store as much of a_ItemStack in the area as possible. a_ItemStack is modified to reflect the change.
+ The default implementation searches each slot for available space and distributes the stack there.
+ 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)
+ If a_KeepEmptySlots is true, empty slots will be skipped and won't be filled
+ */
+ virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots);
+
+ /// Called on DblClicking to collect all stackable items into hand.
+ /// The items are accumulated in a_Dragging and removed from the slots immediately.
+ /// If a_CollectFullStacks is false, slots with full stacks are skipped while collecting.
+ /// Returns true if full stack has been collected in a_Dragging, false if there's space remaining to fill.
+ virtual bool CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks);
+
+protected:
+ int m_NumSlots;
+ cWindow & m_ParentWindow;
+} ;
+
+
+
+
+
+/// Handles any part of the inventory, using parameters in constructor to distinguish between the parts
+class cSlotAreaInventoryBase :
+ public cSlotArea
+{
+ typedef cSlotArea super;
+
+public:
+ cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow);
+
+ // Creative inventory's click handling is somewhat different from survival inventory's, handle that here:
+ virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
+
+ virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
+ virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
+
+protected:
+ int m_SlotOffset; // Index that this area's slot 0 has in the underlying cInventory
+} ;
+
+
+
+
+
+/// Handles the main inventory of each player, excluding the armor and hotbar
+class cSlotAreaInventory :
+ public cSlotAreaInventoryBase
+{
+ typedef cSlotAreaInventoryBase super;
+
+public:
+ cSlotAreaInventory(cWindow & a_ParentWindow) :
+ cSlotAreaInventoryBase(cInventory::invInventoryCount, cInventory::invInventoryOffset, a_ParentWindow)
+ {
+ }
+} ;
+
+
+
+
+
+/// Handles the hotbar of each player
+class cSlotAreaHotBar :
+ public cSlotAreaInventoryBase
+{
+ typedef cSlotAreaInventoryBase super;
+
+public:
+ cSlotAreaHotBar(cWindow & a_ParentWindow) :
+ cSlotAreaInventoryBase(cInventory::invHotbarCount, cInventory::invHotbarOffset, a_ParentWindow)
+ {
+ }
+} ;
+
+
+
+
+
+/// Handles the armor area of the player's inventory
+class cSlotAreaArmor :
+ public cSlotAreaInventoryBase
+{
+public:
+ cSlotAreaArmor(cWindow & a_ParentWindow) :
+ cSlotAreaInventoryBase(cInventory::invArmorCount, cInventory::invArmorOffset, a_ParentWindow)
+ {
+ }
+
+ // Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.)
+ virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override;
+} ;
+
+
+
+
+
+/// Handles any slot area that is representing a cItemGrid; same items for all the players
+class cSlotAreaItemGrid :
+ public cSlotArea,
+ public cItemGrid::cListener
+{
+ typedef cSlotArea super;
+
+public:
+ cSlotAreaItemGrid(cItemGrid & a_ItemGrid, cWindow & a_ParentWindow);
+
+ virtual ~cSlotAreaItemGrid();
+
+ virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
+ virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
+
+protected:
+ cItemGrid & m_ItemGrid;
+
+ // cItemGrid::cListener overrides:
+ virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
+} ;
+
+
+
+
+
+/** A cSlotArea with items layout that is private to each player and is temporary, such as
+a crafting grid or an enchantment table.
+This common ancestor stores the items in a per-player map. It also implements tossing items from the map.
+*/
+class cSlotAreaTemporary :
+ public cSlotArea
+{
+ typedef cSlotArea super;
+
+public:
+ cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow);
+
+ // cSlotArea overrides:
+ virtual const cItem * GetSlot (int a_SlotNum, cPlayer & a_Player) const override;
+ virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
+ virtual void OnPlayerAdded (cPlayer & a_Player) override;
+ virtual void OnPlayerRemoved(cPlayer & a_Player) override;
+
+ /// Tosses the player's items in slots [a_Begin, a_End) (ie. incl. a_Begin, but excl. a_End)
+ void TossItems(cPlayer & a_Player, int a_Begin, int a_End);
+
+protected:
+ typedef std::map<int, std::vector<cItem> > cItemMap; // Maps EntityID -> items
+
+ cItemMap m_Items;
+
+ /// Returns the pointer to the slot array for the player specified.
+ cItem * GetPlayerSlots(cPlayer & a_Player);
+} ;
+
+
+
+
+
+class cSlotAreaCrafting :
+ public cSlotAreaTemporary
+{
+ typedef cSlotAreaTemporary super;
+
+public:
+ /// a_GridSize is allowed to be only 2 or 3
+ cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow);
+
+ // cSlotAreaTemporary overrides:
+ virtual void Clicked (cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
+ virtual void DblClicked (cPlayer & a_Player, int a_SlotNum);
+ virtual void OnPlayerRemoved(cPlayer & a_Player) override;
+
+ // Distributing items into this area is completely disabled
+ virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override {}
+
+protected:
+ /// Maps player's EntityID -> current recipe; not a std::map because cCraftingGrid needs proper constructor params
+ typedef std::list<std::pair<int, cCraftingRecipe> > cRecipeMap;
+
+ int m_GridSize;
+ cRecipeMap m_Recipes;
+
+ /// Handles a click in the result slot. Crafts using the current recipe, if possible
+ void ClickedResult(cPlayer & a_Player);
+
+ /// Handles a shift-click in the result slot. Crafts using the current recipe until it changes or no more space for result.
+ void ShiftClickedResult(cPlayer & a_Player);
+
+ /// Updates the current recipe and result slot based on the ingredients currently in the crafting grid of the specified player
+ void UpdateRecipe(cPlayer & a_Player);
+
+ /// Retrieves the recipe for the specified player from the map, or creates one if not found
+ cCraftingRecipe & GetRecipeForPlayer(cPlayer & a_Player);
+} ;
+
+
+
+
+
+class cSlotAreaChest :
+ public cSlotArea
+{
+public:
+ cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow);
+
+ virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
+ virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
+
+protected:
+ cChestEntity * m_Chest;
+} ;
+
+
+
+
+
+class cSlotAreaDoubleChest :
+ public cSlotArea
+{
+public:
+ cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow);
+
+ virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
+ virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
+
+protected:
+ cChestEntity * m_TopChest;
+ cChestEntity * m_BottomChest;
+} ;
+
+
+
+
+
+class cSlotAreaFurnace :
+ public cSlotArea,
+ public cItemGrid::cListener
+{
+ typedef cSlotArea super;
+
+public:
+ cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow);
+
+ virtual ~cSlotAreaFurnace();
+
+ virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override;
+ virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override;
+ virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override;
+
+protected:
+ cFurnaceEntity * m_Furnace;
+
+ // cItemGrid::cListener overrides:
+ virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
+} ;
+
+
+
+