TinkersConstruct/tinker/tconstruct/client/gui/PatternShaperInventory.java
2013-01-22 00:14:19 -08:00

113 lines
2.7 KiB
Java

package tinker.tconstruct.client.gui;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.IInventory;
import net.minecraft.item.ItemStack;
public class PatternShaperInventory implements IInventory
{
/** A list of one item containing the result of the crafting formula */
private ItemStack[] inventory = new ItemStack[2];
/**
* Returns the number of slots in the inventory.
*/
public int getSizeInventory()
{
return inventory.length;
}
/**
* Returns the stack in slot i
*/
public ItemStack getStackInSlot(int slot)
{
return this.inventory[slot];
}
/**
* Returns the name of the inventory.
*/
public String getInvName()
{
return "crafters.PatternShaper";
}
/**
* Removes from an inventory slot (first arg) up to a specified number (second arg) of items and returns them in a
* new stack.
*/
public ItemStack decrStackSize(int slot, int number)
{
if (this.inventory[slot] != null)
{
ItemStack stack = this.inventory[slot];
this.inventory[slot] = null;
//if (slot == 1)
//decrStackSize(0, 1);
return stack;
}
else
{
return null;
}
}
public boolean isStackInSlot(int slot)
{
return inventory[slot] != null;
}
/**
* When some containers are closed they call this on each slot, then drop whatever it returns as an EntityItem -
* like when you close a workbench GUI.
*/
public ItemStack getStackInSlotOnClosing(int slot)
{
if (this.inventory[0] != null)
{
ItemStack stack = this.inventory[0];
this.inventory[0] = null;
return stack;
}
else
{
return null;
}
}
/**
* Sets the given item stack to the specified slot in the inventory (can be crafting or armor sections).
*/
public void setInventorySlotContents(int slot, ItemStack stack)
{
this.inventory[slot] = stack;
}
/**
* Returns the maximum stack size for a inventory slot. Seems to always be 64, possibly will be extended. *Isn't
* this more of a set than a get?*
*/
public int getInventoryStackLimit()
{
return 64;
}
/**
* Called when an the contents of an Inventory change, usually
*/
public void onInventoryChanged() {}
/**
* Do not make give this method the name canInteractWith because it clashes with Container
*/
public boolean isUseableByPlayer(EntityPlayer par1EntityPlayer)
{
return true;
}
public void openChest() {}
public void closeChest() {}
}