UI: Added shift-click support to most slot areas, except crafting.
Also fixed survival inventory's crafting grid not working. git-svn-id: http://mc-server.googlecode.com/svn/trunk@868 0a769ca7-a7f5-676a-18bf-c427514a06d6
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@@ -48,6 +48,17 @@ 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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{
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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()));
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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.IsEqual(a_ClickedItem))
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{
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@@ -138,31 +149,57 @@ void cSlotArea::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRightClick,
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaArmor:
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cSlotAreaArmor::cSlotAreaArmor(cWindow & a_ParentWindow) :
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cSlotArea(4, a_ParentWindow)
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void cSlotArea::ShiftClicked(cPlayer & a_Player, int a_SlotNum, const cItem & a_ClickedItem)
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{
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// Make a copy of the slot, distribute it among the other areas, then update the slot to contain the leftover:
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cItem Slot(*GetSlot(a_SlotNum, a_Player));
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m_ParentWindow.DistributeStack(Slot, a_Player, this, true);
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if (Slot.IsEmpty())
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{
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// Empty the slot completely, the cilent doesn't like left-over ItemType with zero count
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Slot.Empty();
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}
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SetSlot(a_SlotNum, a_Player, Slot);
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// Some clients try to guess our actions and not always right (armor slots in 1.2.5), so we fix them:
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m_ParentWindow.BroadcastWholeWindow();
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}
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const cItem * cSlotAreaArmor::GetSlot(int a_SlotNum, cPlayer & a_Player)
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void cSlotArea::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_Apply, bool a_KeepEmptySlots)
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{
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// a_SlotNum ranges from 0 to 3, map that to the armor slots in player's inventory, 5 to 8:
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return a_Player.GetInventory().GetSlot(a_SlotNum + 5);
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}
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void cSlotAreaArmor::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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*(a_Player.GetInventory().GetSlot(a_SlotNum + 5)) = a_Item;
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for (int i = 0; i < m_NumSlots; i++)
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{
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const cItem * Slot = GetSlot(i, a_Player);
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if (!Slot->IsSameType(a_ItemStack) && (!Slot->IsEmpty() || a_KeepEmptySlots))
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{
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// Different items
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continue;
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}
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int NumFit = ItemHandler(Slot->m_ItemType)->GetMaxStackSize() - Slot->m_ItemCount;
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if (NumFit <= 0)
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{
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// Full stack already
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continue;
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}
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if (NumFit > a_ItemStack.m_ItemCount)
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{
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NumFit = a_ItemStack.m_ItemCount;
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}
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if (a_Apply)
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{
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cItem NewSlot(a_ItemStack.m_ItemType, Slot->m_ItemCount + NumFit, a_ItemStack.m_ItemDamage);
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SetSlot(i, a_Player, NewSlot);
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}
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a_ItemStack.m_ItemCount -= NumFit;
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if (a_ItemStack.IsEmpty())
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{
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return;
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}
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} // for i - Slots
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}
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@@ -390,10 +427,11 @@ void cSlotAreaFurnace::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem &
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaInventory:
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// cSlotAreaInventoryBase:
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cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) :
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cSlotArea(27 + 9, a_ParentWindow) // 27 internal slots, 9 hotbar slots
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cSlotAreaInventoryBase::cSlotAreaInventoryBase(int a_NumSlots, int a_SlotOffset, cWindow & a_ParentWindow) :
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cSlotArea(a_NumSlots, a_ParentWindow),
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m_SlotOffset(a_SlotOffset)
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{
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}
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@@ -401,7 +439,7 @@ cSlotAreaInventory::cSlotAreaInventory(cWindow & a_ParentWindow) :
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void cSlotAreaInventory::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, bool a_IsRightClick, bool a_IsShiftPressed, 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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@@ -419,19 +457,62 @@ void cSlotAreaInventory::Clicked(cPlayer & a_Player, int a_SlotNum, bool a_IsRig
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const cItem * cSlotAreaInventory::GetSlot(int a_SlotNum, cPlayer & a_Player)
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const cItem * cSlotAreaInventoryBase::GetSlot(int a_SlotNum, cPlayer & a_Player)
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{
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// a_SlotNum ranges from 0 to 35, map that to the player's inventory slots 9 to 44
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return a_Player.GetInventory().GetSlot(a_SlotNum + 9);
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return a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset);
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}
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void cSlotAreaInventory::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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void cSlotAreaInventoryBase::SetSlot(int a_SlotNum, cPlayer & a_Player, const cItem & a_Item)
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{
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*(a_Player.GetInventory().GetSlot(a_SlotNum + 9)) = a_Item;
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*(a_Player.GetInventory().GetSlot(a_SlotNum + m_SlotOffset)) = a_Item;
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// cSlotAreaArmor:
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void cSlotAreaArmor::DistributeStack(cItem & a_ItemStack, cPlayer & a_Player, bool a_ShouldApply, bool a_KeepEmptySlots)
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{
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if (ItemCategory::IsHelmet(a_ItemStack.m_ItemType) && GetSlot(0, a_Player)->IsEmpty())
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{
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if (a_ShouldApply)
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{
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SetSlot(0, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
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}
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a_ItemStack.m_ItemCount -= 1;
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}
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else if (ItemCategory::IsChestPlate(a_ItemStack.m_ItemType) && GetSlot(1, a_Player)->IsEmpty())
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{
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if (a_ShouldApply)
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{
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SetSlot(1, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
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}
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a_ItemStack.m_ItemCount -= 1;
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}
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else if (ItemCategory::IsLeggings(a_ItemStack.m_ItemType) && GetSlot(2, a_Player)->IsEmpty())
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{
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if (a_ShouldApply)
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{
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SetSlot(2, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
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}
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a_ItemStack.m_ItemCount -= 1;
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}
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else if (ItemCategory::IsBoots(a_ItemStack.m_ItemType) && GetSlot(3, a_Player)->IsEmpty())
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{
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if (a_ShouldApply)
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{
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SetSlot(3, a_Player, cItem(a_ItemStack.m_ItemType, 1, a_ItemStack.m_ItemDamage));
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}
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a_ItemStack.m_ItemCount -= 1;
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}
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}
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