Refactored window clicking code to use different click actions
First part of solving FS #371; should fix #370. git-svn-id: http://mc-server.googlecode.com/svn/trunk@1459 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -31,7 +31,7 @@ cSlotArea::cSlotArea(int a_NumSlots, cWindow & a_ParentWindow) :
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void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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/*
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LOGD("Slot area with %d slots clicked at slot number %d, clicked item %s, slot item %s",
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@@ -50,94 +50,105 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick,
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return;
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}
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if (a_IsShiftPressed)
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if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
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{
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if (!a_Player.IsDraggingItem())
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{
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ShiftClicked(a_Player, a_SlotNum, a_ClickedItem);
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return;
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}
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LOGD("Shift clicked, but the player is draggint an item: %s", ItemToFullString(a_Player.GetDraggingItem()).c_str());
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LOGD("Shift clicked, but the player is dragging an item: %s", ItemToFullString(a_Player.GetDraggingItem()).c_str());
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return;
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}
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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if (!Slot.IsSameType(a_ClickedItem))
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{
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LOGD("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
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LOGD("My item: %s", ItemToFullString(Slot).c_str());
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LOGD("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
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LOGWARNING("*** Window lost sync at item %d in SlotArea with %d items ***", a_SlotNum, m_NumSlots);
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LOGWARNING("My item: %s", ItemToFullString(Slot).c_str());
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LOGWARNING("Their item: %s", ItemToFullString(a_ClickedItem).c_str());
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bAsync = true;
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}
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cItem & DraggingItem = a_Player.GetDraggingItem();
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if (a_IsRightClick)
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switch (a_ClickAction)
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{
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// Right clicked
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if (DraggingItem.m_ItemType <= 0) // Empty-handed?
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case caRightClick:
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{
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DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
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Slot.m_ItemCount -= DraggingItem.m_ItemCount;
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DraggingItem.m_ItemType = Slot.m_ItemType;
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DraggingItem.m_ItemDamage = Slot.m_ItemDamage;
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if (DraggingItem.m_ItemType <= 0) // Empty-handed?
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{
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DraggingItem.m_ItemCount = (char)(((float)Slot.m_ItemCount) / 2.f + 0.5f);
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Slot.m_ItemCount -= DraggingItem.m_ItemCount;
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DraggingItem.m_ItemType = Slot.m_ItemType;
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DraggingItem.m_ItemDamage = Slot.m_ItemDamage;
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if (Slot.m_ItemCount <= 0)
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{
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Slot.Empty();
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if (Slot.m_ItemCount <= 0)
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{
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Slot.Empty();
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}
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}
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else if ((Slot.m_ItemType <= 0) || DraggingItem.IsEqual(Slot))
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{
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// Drop one item in slot
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cItemHandler * Handler = ItemHandler(Slot.m_ItemType);
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if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Handler->GetMaxStackSize()))
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{
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Slot.m_ItemType = DraggingItem.m_ItemType;
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Slot.m_ItemCount++;
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Slot.m_ItemDamage = DraggingItem.m_ItemDamage;
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DraggingItem.m_ItemCount--;
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}
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if (DraggingItem.m_ItemCount <= 0)
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{
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DraggingItem.Empty();
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}
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}
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else if (!DraggingItem.IsEqual(Slot))
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{
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// Swap contents
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cItem tmp(DraggingItem);
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DraggingItem = Slot;
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Slot = tmp;
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}
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break;
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}
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else if ((Slot.m_ItemType <= 0) || DraggingItem.IsEqual(Slot))
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case caLeftClick:
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{
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// Drop one item in slot
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cItemHandler * Handler = ItemHandler(Slot.m_ItemType);
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if ((DraggingItem.m_ItemCount > 0) && (Slot.m_ItemCount < Handler->GetMaxStackSize()))
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// Left-clicked
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if (!DraggingItem.IsEqual(Slot))
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{
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Slot.m_ItemType = DraggingItem.m_ItemType;
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Slot.m_ItemCount++;
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Slot.m_ItemDamage = DraggingItem.m_ItemDamage;
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DraggingItem.m_ItemCount--;
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// Switch contents
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cItem tmp(DraggingItem);
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DraggingItem = Slot;
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Slot = tmp;
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}
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if (DraggingItem.m_ItemCount <= 0)
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else
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{
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DraggingItem.Empty();
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// Same type, add items:
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cItemHandler * Handler = ItemHandler(DraggingItem.m_ItemType);
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int FreeSlots = Handler->GetMaxStackSize() - Slot.m_ItemCount;
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if (FreeSlots < 0)
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{
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ASSERT(!"Bad item stack size - where did we get more items in a slot than allowed?");
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FreeSlots = 0;
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}
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int Filling = (FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots;
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Slot.m_ItemCount += (char)Filling;
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DraggingItem.m_ItemCount -= (char)Filling;
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if (DraggingItem.m_ItemCount <= 0)
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{
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DraggingItem.Empty();
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}
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}
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break;
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}
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else if (!DraggingItem.IsEqual(Slot))
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default:
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{
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// Swap contents
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cItem tmp(DraggingItem);
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DraggingItem = Slot;
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Slot = tmp;
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LOGWARNING("SlotArea: Unhandled click action: %d (%s)", a_ClickAction, ClickActionToString(a_ClickAction));
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m_ParentWindow.BroadcastWholeWindow();
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return;
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}
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}
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else
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{
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// Left-clicked
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if (!DraggingItem.IsEqual(Slot))
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{
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// Switch contents
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cItem tmp(DraggingItem);
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DraggingItem = Slot;
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Slot = tmp;
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}
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else
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{
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// Same type, add items:
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cItemHandler * Handler = ItemHandler(DraggingItem.m_ItemType);
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int FreeSlots = Handler->GetMaxStackSize() - Slot.m_ItemCount;
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if (FreeSlots < 0)
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{
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ASSERT(!"Bad item stack size - where did we get more items in a slot than allowed?");
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FreeSlots = 0;
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}
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int Filling = (FreeSlots > DraggingItem.m_ItemCount) ? DraggingItem.m_ItemCount : FreeSlots;
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Slot.m_ItemCount += (char)Filling;
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DraggingItem.m_ItemCount -= (char)Filling;
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if (DraggingItem.m_ItemCount <= 0)
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{
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DraggingItem.Empty();
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}
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}
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}
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} // switch (a_ClickAction
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SetSlot(a_SlotNum, a_Player, Slot);
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if (bAsync)
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@@ -301,12 +312,12 @@ cSlotAreaCrafting::cSlotAreaCrafting(int a_GridSize, cWindow & a_ParentWindow) :
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void cSlotAreaCrafting::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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void cSlotAreaCrafting::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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// Override for craft result slot
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if (a_SlotNum == 0)
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{
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if (a_IsShiftPressed)
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if ((a_ClickAction == caShiftLeftClick) || (a_ClickAction == caShiftRightClick))
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{
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ShiftClickedResult(a_Player);
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}
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@@ -316,7 +327,7 @@ void cSlotAreaCrafting::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRigh
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}
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return;
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}
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super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
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super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
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UpdateRecipe(a_Player);
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}
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@@ -475,9 +486,9 @@ cSlotAreaDispenser::cSlotAreaDispenser(cDispenserEntity * a_Dispenser, cWindow &
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void cSlotAreaDispenser::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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void cSlotAreaDispenser::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
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super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
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if (m_Dispenser == NULL)
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{
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@@ -522,11 +533,11 @@ cSlotAreaFurnace::cSlotAreaFurnace(cFurnaceEntity * a_Furnace, cWindow & a_Paren
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void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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void cSlotAreaFurnace::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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cItem Fuel = *GetSlot(0, a_Player);
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super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
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super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
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if (m_Furnace == NULL)
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{
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@@ -582,7 +593,7 @@ cSlotAreaInventoryBase::cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset,
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void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick, bool a_IsShiftPressed, const cItem & a_ClickedItem)
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void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, eClickAction a_ClickAction, const cItem & a_ClickedItem)
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{
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if ((a_Player.GetGameMode() == eGameMode_Creative) && (m_ParentWindow.GetWindowType() == cWindow::Inventory))
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{
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@@ -592,7 +603,7 @@ void cSlotAreaInventoryBase::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_I
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}
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// Survival inventory and all other windows' inventory has the same handling as normal slot areas
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super::Clicked(a_Player, a_SlotNum, a_IsRightClick, a_IsShiftPressed, a_ClickedItem);
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super::Clicked(a_Player, a_SlotNum, a_ClickAction, a_ClickedItem);
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return;
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}
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