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Diffstat (limited to 'source/UI/SlotArea.h')
-rw-r--r-- | source/UI/SlotArea.h | 303 |
1 files changed, 0 insertions, 303 deletions
diff --git a/source/UI/SlotArea.h b/source/UI/SlotArea.h deleted file mode 100644 index 943452feb..000000000 --- a/source/UI/SlotArea.h +++ /dev/null @@ -1,303 +0,0 @@ - -// SlotArea.h - -// Interfaces to the cSlotArea class representing a contiguous area of slots in a UI window - - - - -#pragma once - -#include "../Inventory.h" - - - -class cWindow; -class cPlayer; -class cChestEntity; -class cDropSpenserEntity; -class cFurnaceEntity; -class cCraftingRecipe; - - - - - -class cSlotArea -{ -public: - cSlotArea(int a_NumSlots, cWindow & a_ParentWindow); - virtual ~cSlotArea() {} // force a virtual destructor in all subclasses - - int GetNumSlots(void) const { return m_NumSlots; } - - /// Called to retrieve an item in the specified slot for the specified player. Must return a valid cItem. - virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const = 0; - - /// Called to set an item in the specified slot for the specified player - virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) = 0; - - /// Called when a player clicks in the window. Parameters taken from the click packet. - virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem); - - /// Called from Clicked if it is a valid shiftclick - virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem); - - /// Called when a new player opens the same parent window. The window already tracks the player. CS-locked. - virtual void OnPlayerAdded(cPlayer & a_Player) {} ; - - /// Called when one of the players closes the parent window. The window already doesn't track the player. CS-locked. - virtual void OnPlayerRemoved(cPlayer & a_Player) {} ; - - /** Called to store as much of a_ItemStack in the area as possible. a_ItemStack is modified to reflect the change. - The default implementation searches each slot for available space and distributes the stack there. - 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_KeepEmptySlots is true, empty slots will be skipped and won't be filled - */ - virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots); - -protected: - int m_NumSlots; - cWindow & m_ParentWindow; -} ; - - - - - -/// Handles any part of the inventory, using parameters in constructor to distinguish between the parts -class cSlotAreaInventoryBase : - public cSlotArea -{ - typedef cSlotArea super; - -public: - cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow); - - // Creative inventory's click handling is somewhat different from survival inventory's, handle that here: - virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; - - virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; - virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; - -protected: - int m_SlotOffset; // Index that this area's slot 0 has in the underlying cInventory -} ; - - - - - -/// Handles the main inventory of each player, excluding the armor and hotbar -class cSlotAreaInventory : - public cSlotAreaInventoryBase -{ - typedef cSlotAreaInventoryBase super; - -public: - cSlotAreaInventory(cWindow & a_ParentWindow) : - cSlotAreaInventoryBase(cInventory::invInventoryCount, cInventory::invInventoryOffset, a_ParentWindow) - { - } -} ; - - - - - -/// Handles the hotbar of each player -class cSlotAreaHotBar : - public cSlotAreaInventoryBase -{ - typedef cSlotAreaInventoryBase super; - -public: - cSlotAreaHotBar(cWindow & a_ParentWindow) : - cSlotAreaInventoryBase(cInventory::invHotbarCount, cInventory::invHotbarOffset, a_ParentWindow) - { - } -} ; - - - - - -/// Handles the armor area of the player's inventory -class cSlotAreaArmor : - public cSlotAreaInventoryBase -{ -public: - cSlotAreaArmor(cWindow & a_ParentWindow) : - cSlotAreaInventoryBase(cInventory::invArmorCount, cInventory::invArmorOffset, a_ParentWindow) - { - } - - // Distributing the stack is allowed only for compatible items (helmets into helmet slot etc.) - virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override; -} ; - - - - - -/// Handles any slot area that is representing a cItemGrid; same items for all the players -class cSlotAreaItemGrid : - public cSlotArea, - public cItemGrid::cListener -{ - typedef cSlotArea super; - -public: - cSlotAreaItemGrid(cItemGrid & a_ItemGrid, cWindow & a_ParentWindow); - - virtual ~cSlotAreaItemGrid(); - - virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; - virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; - -protected: - cItemGrid & m_ItemGrid; - - // cItemGrid::cListener overrides: - virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override; -} ; - - - - - -/** A cSlotArea with items layout that is private to each player and is temporary, such as -a crafting grid or an enchantment table. -This common ancestor stores the items in a per-player map. It also implements tossing items from the map. -*/ -class cSlotAreaTemporary : - public cSlotArea -{ - typedef cSlotArea super; - -public: - cSlotAreaTemporary(int a_NumSlots, cWindow & a_ParentWindow); - - // cSlotArea overrides: - virtual const cItem * GetSlot (int a_SlotNum, cPlayer & a_Player) const override; - virtual void SetSlot (int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; - virtual void OnPlayerAdded (cPlayer & a_Player) override; - virtual void OnPlayerRemoved(cPlayer & a_Player) override; - - /// Tosses the player's items in slots [a_Begin, a_End) (ie. incl. a_Begin, but excl. a_End) - void TossItems(cPlayer & a_Player, int a_Begin, int a_End); - -protected: - typedef std::map<int, std::vector<cItem> > cItemMap; // Maps EntityID -> items - - cItemMap m_Items; - - /// Returns the pointer to the slot array for the player specified. - cItem * GetPlayerSlots(cPlayer & a_Player); -} ; - - - - - -class cSlotAreaCrafting : - public cSlotAreaTemporary -{ - typedef cSlotAreaTemporary super; - -public: - /// a_GridSize is allowed to be only 2 or 3 - cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow); - - // cSlotAreaTemporary overrides: - virtual void Clicked (cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; - virtual void OnPlayerRemoved(cPlayer & a_Player) override; - - // Distributing items into this area is completely disabled - virtual void DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots) override {} - -protected: - /// Maps player's EntityID -> current recipe; not a std::map because cCraftingGrid needs proper constructor params - typedef std::list<std::pair<int, cCraftingRecipe> > cRecipeMap; - - int m_GridSize; - cRecipeMap m_Recipes; - - /// Handles a click in the result slot. Crafts using the current recipe, if possible - void ClickedResult(cPlayer & a_Player); - - /// Handles a shift-click in the result slot. Crafts using the current recipe until it changes or no more space for result. - void ShiftClickedResult(cPlayer & a_Player); - - /// Updates the current recipe and result slot based on the ingredients currently in the crafting grid of the specified player - void UpdateRecipe(cPlayer & a_Player); - - /// Retrieves the recipe for the specified player from the map, or creates one if not found - cCraftingRecipe & GetRecipeForPlayer(cPlayer & a_Player); -} ; - - - - - -class cSlotAreaChest : - public cSlotArea -{ -public: - cSlotAreaChest(cChestEntity * a_Chest, cWindow & a_ParentWindow); - - virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; - virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; - -protected: - cChestEntity * m_Chest; -} ; - - - - - -class cSlotAreaDoubleChest : - public cSlotArea -{ -public: - cSlotAreaDoubleChest(cChestEntity * a_TopChest, cChestEntity * a_BottomChest, cWindow & a_ParentWindow); - - virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; - virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; - -protected: - cChestEntity * m_TopChest; - cChestEntity * m_BottomChest; -} ; - - - - - -class cSlotAreaFurnace : - public cSlotArea, - public cItemGrid::cListener -{ - typedef cSlotArea super; - -public: - cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_ParentWindow); - - virtual ~cSlotAreaFurnace(); - - virtual void Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem) override; - virtual const cItem * GetSlot(int a_SlotNum, cPlayer & a_Player) const override; - virtual void SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item) override; - -protected: - cFurnaceEntity * m_Furnace; - - // cItemGrid::cListener overrides: - virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override; -} ; - - - - |