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author | Julian Laubstein <julianlaubstein@yahoo.de> | 2015-07-31 19:26:33 +0200 |
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committer | Julian Laubstein <julianlaubstein@yahoo.de> | 2015-07-31 19:26:33 +0200 |
commit | d19cde93fa3344f318fb0d4ffbf5bb0397a51a75 (patch) | |
tree | b5ee221d8a8e63c7d3b7868da1db19bf717a6ffd /src/UI/Window.h | |
parent | Merge pull request #2400 from cuberite/OffloadBadChunks (diff) | |
parent | Unified the doxy-comment format. (diff) | |
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Diffstat (limited to 'src/UI/Window.h')
-rw-r--r-- | src/UI/Window.h | 54 |
1 files changed, 26 insertions, 28 deletions
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 |