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// BookContent.h
#pragma once
#include "WorldStorage/FastNBT.h"
// tolua_begin
class cBookContent
{
public:
/** Creates a empty book */
cBookContent() {}
/** Set the author of the book */
void SetAuthor(const AString & a_Author) { m_Author = a_Author; }
/** Returns the author of the book */
const AString GetAuthor(void) const { return m_Author; }
/** Set the title of the book */
void SetTitle(const AString & a_Title) { m_Title = a_Title; }
/** Returns the title of the book */
const AString GetTitle(void) const { return m_Title; }
/** Add a page to the end of the book */
void AddPage(const AString & a_Page) { m_Pages.emplace_back(a_Page); }
/** Clears the whole book */
void Clear();
/** Returns true if the book has no author, no title and no pages */
bool IsEmpty(void) const;
// tolua_end
/** Returns a AStringVector ref to the pages. Used in ManualBindings and for saving the book */
const AStringVector & GetPages(void) const { return m_Pages; }
/** Read the book content from nbt. The boolean a_SaveAsJson is optional. If a player creates a book, the text should be in a json string */
static void ParseFromNBT(int TagTag, cBookContent & a_BookContent, const cParsedNBT & a_NBT, bool a_SaveAsJson = false);
/** Write book content to nbt */
static void WriteToNBTCompound(const cBookContent & a_BookContent, cFastNBTWriter & a_Writer);
private:
/** Author of the book */
AString m_Author;
/** Title of the book */
AString m_Title;
/** Contains the pages */
AStringVector m_Pages;
}; // tolua_export
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