From 9e44b0aae164f2456a452714f869cc9670732d8e Mon Sep 17 00:00:00 2001 From: Tiger Wang Date: Sun, 6 Jul 2014 23:50:22 +0100 Subject: Implemented trapped chests & others + Added trapped chests * Fixed a bunch of bugs in the redstone simulator concerning wires and repeaters * Other potential bugfixes --- src/UI/Window.h | 7 ++++++- 1 file changed, 6 insertions(+), 1 deletion(-) (limited to 'src/UI/Window.h') diff --git a/src/UI/Window.h b/src/UI/Window.h index 542dccb88..b170a9d78 100644 --- a/src/UI/Window.h +++ b/src/UI/Window.h @@ -114,7 +114,7 @@ public: const cItem & a_ClickedItem ); - void OpenedByPlayer(cPlayer & a_Player); + virtual 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); @@ -327,10 +327,15 @@ 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; } ; -- cgit v1.2.3 From 5e198c673009cf8ca9d92cf59848999bc96bbc37 Mon Sep 17 00:00:00 2001 From: madmaxoft Date: Thu, 17 Jul 2014 22:50:58 +0200 Subject: Basic style fixes. --- src/UI/Window.h | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'src/UI/Window.h') diff --git a/src/UI/Window.h b/src/UI/Window.h index b170a9d78..1872b2c20 100644 --- a/src/UI/Window.h +++ b/src/UI/Window.h @@ -36,12 +36,12 @@ typedef std::vector 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 +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 @@ -109,7 +109,7 @@ public: /// Handles a click event from a player void Clicked( - cPlayer & a_Player, int a_WindowID, + cPlayer & a_Player, int a_WindowID, short a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem ); -- cgit v1.2.3