109 lines
2.7 KiB
C++
109 lines
2.7 KiB
C++
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// cWindow.h
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// Interfaces to the cWindow class representing a UI window for a specific block
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#pragma once
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class cPlayer;
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class cItem;
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class cWindowOwner;
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class cClientHandle;
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typedef std::list<cPlayer *> cPlayerList;
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/**
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Represents a UI window (base class) for a specific block entity.
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There is up to one instance of the class for each block entity
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Each window has a list of players that are currently using it
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When there's no player using a window, it is destroyed
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*/
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class cWindow
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{
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public:
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enum WindowType
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{
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Inventory = -1, // This value is never actually sent to a client
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Chest = 0,
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Workbench = 1,
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Furnace = 2,
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Dispenser = 3,
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Enchantment = 4,
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Brewery = 5
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};
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cWindow(cWindowOwner * a_Owner, bool a_bInventoryVisible, WindowType a_WindowType, int a_WindowID);
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~cWindow();
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int GetWindowID(void) const { return m_WindowID; }
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int GetWindowType(void) const { return m_WindowType; }
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cItem* GetSlots(void) const { return m_Slots; }
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int GetNumSlots(void) const { return m_NumSlots; }
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cItem* GetSlot( int a_Slot );
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cItem* GetDraggingItem( cPlayer * a_Player = 0 );
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// a_Slots is an array of slots of size a_NumSlots
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void SetSlots(cItem* a_Slots, int a_NumSlots) { m_Slots = a_Slots; m_NumSlots = a_NumSlots; }
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bool IsInventoryVisible() { return m_bInventoryVisible; }
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void SetInventoryVisible( bool a_bVisible ) { m_bInventoryVisible = a_bVisible; }
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virtual void Clicked(
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cPlayer & a_Player, int a_WindowID,
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short a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed,
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const cItem & a_HeldItem
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);
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virtual void Open( cPlayer & a_Player );
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virtual void Close( cPlayer & a_Player );
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cWindowOwner* GetOwner() { return m_Owner; }
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void SetOwner( cWindowOwner* a_Owner ) { m_Owner = a_Owner; }
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void SendWholeWindow(cClientHandle * a_Client);
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void BroadcastWholeWindow(void);
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void BroadcastInventoryProgress(short a_Progressbar, short a_Value);
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const AString & GetWindowTitle() const { return m_WindowTitle; }
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void SetWindowTitle( const std::string & a_WindowTitle ) { m_WindowTitle = a_WindowTitle; }
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void OwnerDestroyed(void);
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/// Calls the callback safely for each player that has this window open; returns true if all players have been enumerated
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bool ForEachPlayer(cItemCallback<cPlayer> & a_Callback);
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/// Calls the callback safely for each client that has this window open; returns true if all clients have been enumerated
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bool ForEachClient(cItemCallback<cClientHandle> & a_Callback);
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private:
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void Destroy();
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char m_WindowID;
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int m_WindowType;
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AString m_WindowTitle;
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cWindowOwner * m_Owner;
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cCriticalSection m_CS;
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cPlayerList m_OpenedBy;
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bool m_bInventoryVisible;
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int m_NumSlots;
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cItem * m_Slots;
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cItem * m_DraggingItem;
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bool m_IsDestroyed;
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}; |