// LuaWindow.cpp
// Implements the cLuaWindow class representing a virtual window that plugins may create and open for the player
#include "Globals.h"
#include "LuaWindow.h"
#include "UI/SlotArea.h"
#include "PluginLua.h"
#include "Player.h"
#include "lauxlib.h" // Needed for LUA_REFNIL
///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// cLuaWindow:
cLuaWindow::cLuaWindow(cWindow::WindowType a_WindowType, int a_SlotsX, int a_SlotsY, const AString & a_Title) :
super(a_WindowType, a_Title),
m_Contents(a_SlotsX, a_SlotsY),
m_Plugin(NULL),
m_LuaRef(LUA_REFNIL),
m_OnClosingFnRef(LUA_REFNIL),
m_OnSlotChangedFnRef(LUA_REFNIL)
{
m_Contents.AddListener(*this);
m_SlotAreas.push_back(new cSlotAreaItemGrid(m_Contents, *this));
// If appropriate, add an Armor slot area:
switch (a_WindowType)
{
case cWindow::Inventory:
case cWindow::Workbench:
{
m_SlotAreas.push_back(new cSlotAreaArmor(*this));
break;
}
}
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
cLuaWindow::~cLuaWindow()
{
m_Contents.RemoveListener(*this);
// Must delete slot areas now, because they are referencing this->m_Contents and would try to access it in cWindow's
// destructor, when the member is already gone.
for (cSlotAreas::iterator itr = m_SlotAreas.begin(), end = m_SlotAreas.end(); itr != end; ++itr)
{
delete *itr;
}
m_SlotAreas.clear();
ASSERT(m_OpenedBy.empty());
}
void cLuaWindow::SetLuaRef(cPluginLua * a_Plugin, int a_LuaRef)
{
// Either m_Plugin is not set or equal to the passed plugin; only one plugin can use one cLuaWindow object
ASSERT((m_Plugin == NULL) || (m_Plugin == a_Plugin));
ASSERT(m_LuaRef == LUA_REFNIL);
m_Plugin = a_Plugin;
m_LuaRef = a_LuaRef;
}
bool cLuaWindow::IsLuaReferenced(void) const
{
return ((m_Plugin != NULL) && (m_LuaRef != LUA_REFNIL));
}
void cLuaWindow::SetOnClosing(cPluginLua * a_Plugin, int a_FnRef)
{
// Either m_Plugin is not set or equal to the passed plugin; only one plugin can use one cLuaWindow object
ASSERT((m_Plugin == NULL) || (m_Plugin == a_Plugin));
// If there already was a function, unreference it first
if (m_OnClosingFnRef != LUA_REFNIL)
{
m_Plugin->Unreference(m_OnClosingFnRef);
}
// Store the new reference
m_Plugin = a_Plugin;
m_OnClosingFnRef = a_FnRef;
}
void cLuaWindow::SetOnSlotChanged(cPluginLua * a_Plugin, int a_FnRef)
{
// Either m_Plugin is not set or equal to the passed plugin; only one plugin can use one cLuaWindow object
ASSERT((m_Plugin == NULL) || (m_Plugin == a_Plugin));
// If there already was a function, unreference it first
if (m_OnSlotChangedFnRef != LUA_REFNIL)
{
m_Plugin->Unreference(m_OnSlotChangedFnRef);
}
// Store the new reference
m_Plugin = a_Plugin;
m_OnSlotChangedFnRef = a_FnRef;
}
bool cLuaWindow::ClosedByPlayer(cPlayer & a_Player, bool a_CanRefuse)
{
// First notify the plugin through the registered callback:
if (m_OnClosingFnRef != LUA_REFNIL)
{
ASSERT(m_Plugin != NULL);
if (m_Plugin->CallbackWindowClosing(m_OnClosingFnRef, *this, a_Player, a_CanRefuse))
{
// The callback disagrees (the higher levels check the CanRefuse flag compliance)
return false;
}
}
return super::ClosedByPlayer(a_Player, a_CanRefuse);
}
void cLuaWindow::Destroy(void)
{
super::Destroy();
if ((m_LuaRef != LUA_REFNIL) && (m_Plugin != NULL))
{
// The object is referenced by Lua, un-reference it
m_Plugin->Unreference(m_LuaRef);
}
// Lua will take care of this object, it will garbage-collect it, so we *must not* delete it!
m_IsDestroyed = false;
}
void cLuaWindow::OnSlotChanged(cItemGrid * a_ItemGrid, int a_SlotNum)
{
if (a_ItemGrid != &m_Contents)
{
ASSERT(!"Invalid ItemGrid in callback");
return;
}
// If an OnSlotChanged callback has been registered, call it:
if (m_OnSlotChangedFnRef != LUA_REFNIL)
{
m_Plugin->CallbackWindowSlotChanged(m_OnSlotChangedFnRef, *this, a_SlotNum);
}
}