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-rw-r--r--src/UI/SlotArea.h46
-rw-r--r--src/UI/Window.h54
-rw-r--r--src/UI/WindowOwner.h20
3 files changed, 54 insertions, 66 deletions
diff --git a/src/UI/SlotArea.h b/src/UI/SlotArea.h
index cd340408a..b150c47a1 100644
--- a/src/UI/SlotArea.h
+++ b/src/UI/SlotArea.h
@@ -35,19 +35,19 @@ public:
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.
+ /** 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
+ /** 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.
+ /** 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 when the action is a shiftclick (left or right)
+ /** Called from Clicked when the action is a shiftclick (left or right) */
virtual void ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem);
- /// Called from Clicked when the action is a caDblClick
+ /** Called from Clicked when the action is a caDblClick */
virtual void DblClicked(cPlayer & a_Player, int a_SlotNum);
/** Called from Clicked when the action is a middleclick */
@@ -59,24 +59,23 @@ public:
/** Called from Clicked when the action is a number click. */
virtual void NumberClicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction);
- /// Called when a new player opens the same parent window. The window already tracks the player. CS-locked.
+ /** 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.
+ /** 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
- */
+ 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, bool a_BackFill);
- /// Called on DblClicking to collect all stackable items into hand.
- /// The items are accumulated in a_Dragging and removed from the slots immediately.
- /// If a_CollectFullStacks is false, slots with full stacks are skipped while collecting.
- /// Returns true if full stack has been collected in a_Dragging, false if there's space remaining to fill.
+ /** Called on DblClicking to collect all stackable items into hand.
+ The items are accumulated in a_Dragging and removed from the slots immediately.
+ If a_CollectFullStacks is false, slots with full stacks are skipped while collecting.
+ Returns true if full stack has been collected in a_Dragging, false if there's space remaining to fill. */
virtual bool CollectItemsToHand(cItem & a_Dragging, cPlayer & a_Player, bool a_CollectFullStacks);
protected:
@@ -88,7 +87,7 @@ protected:
-/// Handles any part of the inventory, using parameters in constructor to distinguish between the parts
+/** Handles any part of the inventory, using parameters in constructor to distinguish between the parts */
class cSlotAreaInventoryBase :
public cSlotArea
{
@@ -111,7 +110,7 @@ protected:
-/// Handles the main inventory of each player, excluding the armor and hotbar
+/** Handles the main inventory of each player, excluding the armor and hotbar */
class cSlotAreaInventory :
public cSlotAreaInventoryBase
{
@@ -128,7 +127,7 @@ public:
-/// Handles the hotbar of each player
+/** Handles the hotbar of each player */
class cSlotAreaHotBar :
public cSlotAreaInventoryBase
{
@@ -145,7 +144,7 @@ public:
-/// Handles the armor area of the player's inventory
+/** Handles the armor area of the player's inventory */
class cSlotAreaArmor :
public cSlotAreaInventoryBase
{
@@ -168,7 +167,7 @@ public:
-/// Handles any slot area that is representing a cItemGrid; same items for all the players
+/** Handles any slot area that is representing a cItemGrid; same items for all the players */
class cSlotAreaItemGrid :
public cSlotArea,
public cItemGrid::cListener
@@ -196,8 +195,7 @@ protected:
/** 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.
-*/
+This common ancestor stores the items in a per-player map. It also implements tossing items from the map. */
class cSlotAreaTemporary :
public cSlotArea
{
@@ -212,7 +210,7 @@ public:
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)
+ /** 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:
@@ -220,7 +218,7 @@ protected:
cItemMap m_Items;
- /// Returns the pointer to the slot array for the player specified.
+ /** Returns the pointer to the slot array for the player specified. */
cItem * GetPlayerSlots(cPlayer & a_Player);
} ;
@@ -234,7 +232,7 @@ class cSlotAreaCrafting :
typedef cSlotAreaTemporary super;
public:
- /// a_GridSize is allowed to be only 2 or 3
+ /** a_GridSize is allowed to be only 2 or 3 */
cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow);
// cSlotAreaTemporary overrides:
@@ -450,7 +448,7 @@ protected:
// cItemGrid::cListener overrides:
virtual void OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum) override;
- /// Called after an item has been smelted to handle statistics etc.
+ /** Called after an item has been smelted to handle statistics etc. */
void HandleSmeltItem(const cItem & a_Result, cPlayer & a_Player);
} ;
diff --git a/src/UI/Window.h b/src/UI/Window.h
index 156028465..cb8f40767 100644
--- a/src/UI/Window.h
+++ b/src/UI/Window.h
@@ -81,35 +81,35 @@ public:
cWindowOwner * GetOwner(void) { return m_Owner; }
void SetOwner( cWindowOwner * a_Owner) { m_Owner = a_Owner; }
- /// Returns the total number of slots
+ /** Returns the total number of slots */
int GetNumSlots(void) const;
- /// Returns the number of slots, excluding the player's inventory (used for network protocols)
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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.
+ /** 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
+ /** Fills a_Slots with the slots read from m_SlotAreas[], for the specified player */
void GetSlots(cPlayer & a_Player, cItems & a_Slots) const;
- /// Handles a click event from a player
+ /** Handles a click event from a player */
void Clicked(
cPlayer & a_Player, int a_WindowID,
short a_SlotNum, eClickAction a_ClickAction,
@@ -118,16 +118,16 @@ public:
virtual void OpenedByPlayer(cPlayer & a_Player);
- /// Called when a player closes this window; notifies all slot areas. Returns true if close accepted
+ /** 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
+ /** 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
+ /** 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.
+ /** Sends the contents of the whole window to all clients of this window. */
void BroadcastWholeWindow(void);
// tolua_begin
@@ -135,20 +135,20 @@ public:
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
+ /** 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
+ /** 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
+ /** 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
+ /** 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!
@@ -168,7 +168,7 @@ public:
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
+ /** 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:
@@ -187,35 +187,33 @@ protected:
static Byte m_WindowIDCounter;
- /// Sets the internal flag as "destroyed"; notifies the owner that the window is destroying
+ /** 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
- */
+ 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 version. */
const cSlotArea * GetSlotArea(int a_GlobalSlotNum, int & a_LocalSlotNum) const;
- /// Prepares the internal structures for inventory painting from the specified player
+ /** 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
+ /** 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
+ /** 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
+ /** 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
+ /** 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
diff --git a/src/UI/WindowOwner.h b/src/UI/WindowOwner.h
index 4dc3cf080..72a5348c4 100644
--- a/src/UI/WindowOwner.h
+++ b/src/UI/WindowOwner.h
@@ -4,20 +4,16 @@
#include "../Entities/Entity.h"
#include "Window.h"
-/*
-Being a descendant of cWindowOwner means that the class can own one window. That window can be
+/* Being a descendant of cWindowOwner means that the class can own one window. That window can be
queried, opened by other players, closed by players and finally destroyed.
Also, a cWindowOwner can be queried for the block coords where the window is displayed. That will be used
-for entities / players in motion to close their windows when they get too far away from the window "source".
-*/
+for entities / players in motion to close their windows when they get too far away from the window "source". */
-/**
-Base class for the window owning
-*/
+/** Base class for the window owning */
class cWindowOwner
{
public:
@@ -46,7 +42,7 @@ public:
return m_Window;
}
- /// Returns the block position at which the element owning the window is
+ /** Returns the block position at which the element owning the window is */
virtual Vector3i GetBlockPos(void) = 0;
private:
@@ -57,9 +53,7 @@ private:
-/**
-Window owner that is associated with a block entity (chest, furnace, ...)
-*/
+/** Window owner that is associated with a block entity (chest, furnace, ...) */
class cBlockEntityWindowOwner :
public cWindowOwner
{
@@ -82,9 +76,7 @@ private:
-/**
-Window owner that is associated with an entity (chest minecart)
-*/
+/** Window owner that is associated with an entity (chest minecart etc.) */
class cEntityWindowOwner :
public cWindowOwner
{