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diff --git a/src/UI/Window.h b/src/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 "../ItemGrid.h"
+
+
+
+
+
+class cPlayer;
+class cWindowOwner;
+class cClientHandle;
+class cChestEntity;
+class cDropSpenserEntity;
+class cFurnaceEntity;
+class cHopperEntity;
+class cSlotArea;
+class cWorld;
+
+typedef std::list<cPlayer *> cPlayerList;
+typedef std::vector<cSlotArea *> cSlotAreas;
+
+
+
+
+
+// tolua_begin
+
+/**
+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.
+Inventory painting, introduced in 1.5, is handled by the window, too
+*/
+class cWindow
+{
+public:
+ enum WindowType
+ {
+ wtInventory = -1, // This value is never actually sent to a client
+ wtChest = 0,
+ wtWorkbench = 1,
+ wtFurnace = 2,
+ wtDropSpenser = 3, // Dropper or Dispenser
+ wtEnchantment = 4,
+ wtBrewery = 5,
+ wtNPCTrade = 6,
+ wtBeacon = 7,
+ wtAnvil = 8,
+ wtHopper = 9,
+ // Unknown: 10
+ wtAnimalChest = 11,
+ };
+
+ // 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; } // tolua_export
+ int GetWindowType(void) const { return m_WindowType; } // tolua_export
+
+ cWindowOwner * GetOwner(void) { return m_Owner; }
+ void SetOwner( cWindowOwner * a_Owner ) { m_Owner = a_Owner; }
+
+ /// Returns the total number of slots
+ int GetNumSlots(void) const;
+
+ /// Returns the number of slots, excluding the player's inventory (used for network protocols)
+ int GetNumNonInventorySlots(void) const { return GetNumSlots() - c_NumInventorySlots; }
+
+ // 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);
+
+ /// Returns true if the specified slot is in the Player Main Inventory slotarea
+ bool IsSlotInPlayerMainInventory(int a_SlotNum) const;
+
+ /// Returns true if the specified slot is in the Player Hotbar slotarea
+ bool IsSlotInPlayerHotbar(int a_SlotNum) const;
+
+ /// Returns true if the specified slot is in the Player Main Inventory or Hotbar slotareas. Note that returns false for Armor.
+ bool IsSlotInPlayerInventory(int a_SlotNum) const;
+
+ // 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,
+ const cItem & a_ClickedItem
+ );
+
+ void OpenedByPlayer(cPlayer & a_Player);
+
+ /// Called when a player closes this window; notifies all slot areas. Returns true if close accepted
+ virtual bool ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse);
+
+ /// Sends the specified slot's contents to all clients of this window; the slot is specified as local in an area
+ void BroadcastSlot(cSlotArea * a_Area, int a_LocalSlotNum);
+
+ /// Sends the contents of the whole window to the specified client
+ void SendWholeWindow(cClientHandle & a_Client);
+
+ /// Sends the contents of the whole window to all clients of this window.
+ void BroadcastWholeWindow(void);
+
+ /// Sends the progressbar to all clients of this window (same as SetProperty)
+ void BroadcastProgress(int a_Progressbar, int a_Value);
+
+ // tolua_begin
+
+ const AString & GetWindowTitle() const { return m_WindowTitle; }
+ void SetWindowTitle(const AString & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
+
+ /// Sends the UpdateWindowProperty (0x69) packet to all clients of the window
+ void SetProperty(int a_Property, int a_Value);
+
+ /// Sends the UpdateWindowPropert(0x69) packet to the specified player
+ void SetProperty(int a_Property, int a_Value, cPlayer & a_Player);
+
+ // tolua_end
+
+ 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);
+
+ /// 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
+ void SendSlot(cPlayer & a_Player, cSlotArea * a_SlotArea, int a_RelativeSlotNum);
+
+protected:
+ cSlotAreas m_SlotAreas;
+
+ char m_WindowID;
+ int m_WindowType;
+ AString m_WindowTitle;
+
+ cCriticalSection m_CS;
+ 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;
+
+ static char m_WindowIDCounter;
+
+ /// Sets the internal flag as "destroyed"; notifies the owner that the window is destroying
+ virtual 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);
+
+ /// Distributes a_NumToEachSlot items into the slots specified in a_SlotNums; returns the total number of items distributed
+ int DistributeItemToSlots(cPlayer & a_Player, const cItem & a_Item, int a_NumToEachSlot, const cSlotNums & a_SlotNums);
+} ; // tolua_export
+
+
+
+
+
+class cCraftingWindow :
+ public cWindow
+{
+ typedef cWindow super;
+public:
+ cCraftingWindow(int a_BlockX, int a_BlockY, int a_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();
+
+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;
+
+} ;
+
+
+
+
+