Public Member Functions |
const cItem * | GetSlot (cPlayer &a_Player, int a_SlotNum) const |
| Returns the item at the specified slot for the specified player. Returns NULL if invalid SlotNum requested.
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char | GetWindowID (void) const |
const AString & | GetWindowTitle () const |
int | GetWindowType (void) const |
bool | IsSlotInPlayerHotbar (int a_SlotNum) const |
| Returns true if the specified slot is in the Player Hotbar slotarea.
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bool | IsSlotInPlayerInventory (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.
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bool | IsSlotInPlayerMainInventory (int a_SlotNum) const |
| Returns true if the specified slot is in the Player Main Inventory slotarea.
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void | SetSlot (cPlayer &a_Player, int a_SlotNum, const cItem &a_Item) |
| Sets the item to the specified slot for the specified player.
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void | SetWindowTitle (const AString &a_WindowTitle) |
Represents a UI window.
Each window has a list of players that are currently using it When there's no player using a window, it is destroyed. A window consists of several areas of slots with similar functionality - for example the crafting grid area, or the inventory area. Each area knows what its slots are (GetSlot() function) and can handle mouse clicks. The window acts only as a top-level container for those areas, redirecting the click events to the correct areas. Inventory painting, introduced in 1.5, is handled by the window, too