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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 cBrewingstandEntity;
class cChestEntity;
class cEnderChestEntity;
class cFurnaceEntity;
class cHopperEntity;
class cMinecartWithChest;
class cBeaconEntity;
class cSlotArea;
class cSlotAreaAnvil;
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,
		wtDropper     = 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
	const AString GetWindowTypeName(void) const;  // 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 nullptr 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(const 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
	);

	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);

	/** 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);

	// 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 */
	virtual void SetProperty(short a_Property, short a_Value);
	
	/** Sends the UpdateWindowPropert(0x69) packet to the specified player */
	virtual void SetProperty(short a_Property, short 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) */
	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)
	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. */
	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;
	
	cWindowOwner * m_Owner;
	
	static Byte 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 nullptr */
	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 nullptr.
	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