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-rw-r--r--src/UI/Window.h204
1 files changed, 11 insertions, 193 deletions
diff --git a/src/UI/Window.h b/src/UI/Window.h
index e62176d50..9821aade1 100644
--- a/src/UI/Window.h
+++ b/src/UI/Window.h
@@ -19,7 +19,6 @@ class cPlayer;
class cWindowOwner;
class cClientHandle;
class cChestEntity;
-class cDropSpenserEntity;
class cEnderChestEntity;
class cFurnaceEntity;
class cHopperEntity;
@@ -154,14 +153,19 @@ public:
/** 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) */
+ virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) = 0;
+
+ /** Called from DistributeStack() to distribute the stack into a_AreasInOrder; 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);
+ If a_BackFill is true, the areas will be filled from the back (right side). (Example: Empty Hotbar -> Item get in slot 8, not slot 0) */
+ void DistributeStackToAreas(cItem & a_ItemStack, cPlayer & a_Player, cSlotAreas & a_AreasInOrder, bool a_ShouldApply, bool a_BackFill);
- /// Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
- /// The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
- /// If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting.
- /// Returns true if full stack has been collected, false if there's space remaining to fill.
+ /** Called on DblClicking to collect all stackable items from all areas into hand, starting with the specified area.
+ The items are accumulated in a_Dragging and removed from the SlotAreas immediately.
+ If a_CollectFullStacks is false, slots with full stacks in the area are skipped while collecting.
+ Returns true if full stack has been collected, false if there's space remaining to fill. */
bool CollectItemsToHand(cItem & a_Dragging, cSlotArea & a_Area, cPlayer & a_Player, bool a_CollectFullStacks);
/// Used by cSlotAreas to send individual slots to clients, a_RelativeSlotNum is the slot number relative to a_SlotArea
@@ -178,7 +182,6 @@ protected:
cPlayerList m_OpenedBy;
bool m_IsDestroyed;
- bool m_ShouldDistributeToHotbarFirst; ///< If set (default), shift+click tries to distribute to hotbar first, then other areas. False for doublechests
cWindowOwner * m_Owner;
@@ -219,188 +222,3 @@ protected:
-
-class cCraftingWindow :
- public cWindow
-{
- typedef cWindow super;
-public:
- cCraftingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
-} ;
-
-
-
-
-
-class cAnvilWindow :
- public cWindow
-{
- typedef cWindow super;
-public:
- cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
-
- /** Gets the repaired item name. */
- AString GetRepairedItemName(void) const { return m_RepairedItemName; }
-
- /** Set the repaired item name. */
- void SetRepairedItemName(const AString & a_Name, cPlayer * a_Player);
-
- /** Gets the Position from the Anvil */
- void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ);
-
-protected:
- cSlotAreaAnvil * m_AnvilSlotArea;
- AString m_RepairedItemName;
- int m_BlockX, m_BlockY, m_BlockZ;
-} ;
-
-
-
-
-
-class cBeaconWindow :
- public cWindow
-{
- typedef cWindow super;
-public:
- cBeaconWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconEntity * a_Beacon);
-
- cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; }
-
- // cWindow Overrides:
- virtual void OpenedByPlayer(cPlayer & a_Player) override;
-
-protected:
- cBeaconEntity * m_Beacon;
-} ;
-
-
-
-
-
-class cEnchantingWindow :
- public cWindow
-{
- typedef cWindow super;
-public:
- cEnchantingWindow(int a_BlockX, int a_BlockY, int a_BlockZ);
- virtual void SetProperty(short a_Property, short a_Value, cPlayer & a_Player) override;
- virtual void SetProperty(short a_Property, short a_Value) override;
-
- /** Return the Value of a Property */
- short GetPropertyValue(short a_Property);
-
- cSlotArea * m_SlotArea;
-
-protected:
- short m_PropertyValue[3];
- int m_BlockX, m_BlockY, m_BlockZ;
-};
-
-
-
-
-
-class cFurnaceWindow :
- public cWindow
-{
- typedef cWindow super;
-public:
- cFurnaceWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cFurnaceEntity * a_Furnace);
-} ;
-
-
-
-
-
-class cDropSpenserWindow :
- public cWindow
-{
- typedef cWindow super;
-public:
- cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_Dispenser);
-} ;
-
-
-
-
-
-class cHopperWindow :
- public cWindow
-{
- typedef cWindow super;
-public:
- cHopperWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cHopperEntity * a_Hopper);
-} ;
-
-
-
-
-
-class cChestWindow :
- public cWindow
-{
-public:
- cChestWindow(cChestEntity * a_Chest);
- cChestWindow(cChestEntity * a_PrimaryChest, cChestEntity * a_SecondaryChest);
- ~cChestWindow();
-
- virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse) override;
- virtual void OpenedByPlayer(cPlayer & a_Player) override;
-
-protected:
- cWorld * m_World;
- int m_BlockX, m_BlockY, m_BlockZ; // Position of the chest, for the window-close packet
- cChestEntity * m_PrimaryChest;
- cChestEntity * m_SecondaryChest;
-} ;
-
-
-
-
-
-class cMinecartWithChestWindow :
- public cWindow
-{
-public:
- cMinecartWithChestWindow(cMinecartWithChest * a_ChestCart);
- ~cMinecartWithChestWindow();
-private:
- cMinecartWithChest * m_ChestCart;
-};
-
-
-
-
-
-class cEnderChestWindow :
- public cWindow
-{
-public:
- cEnderChestWindow(cEnderChestEntity * a_EnderChest);
- ~cEnderChestWindow();
-
-protected:
- cWorld * m_World;
- int m_BlockX, m_BlockY, m_BlockZ; // Position of the enderchest, for the window-close packet
-};
-
-
-
-
-
-class cInventoryWindow :
- public cWindow
-{
-public:
- cInventoryWindow(cPlayer & a_Player);
-
-protected:
- cPlayer & m_Player;
-
-} ;
-
-
-
-
-