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author | Alkalus <draknyte1@hotmail.com> | 2017-09-12 09:29:45 +1000 |
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committer | Alkalus <draknyte1@hotmail.com> | 2017-09-12 09:29:45 +1000 |
commit | 7721a5dd91d121a0921350572a45a1a39ee1ecfe (patch) | |
tree | 51c3e6fc045f661d79e1aad700a72b32f219304b /src/Java/gtPlusPlus/core/inventories | |
parent | 8abed1cad3f586e3aa5629aa6cf0a7b3cf7c99fe (diff) | |
download | GT5-Unofficial-7721a5dd91d121a0921350572a45a1a39ee1ecfe.tar.gz GT5-Unofficial-7721a5dd91d121a0921350572a45a1a39ee1ecfe.tar.bz2 GT5-Unofficial-7721a5dd91d121a0921350572a45a1a39ee1ecfe.zip |
+ Created the Project Table.
Diffstat (limited to 'src/Java/gtPlusPlus/core/inventories')
-rw-r--r-- | src/Java/gtPlusPlus/core/inventories/projecttable/InventoryProjectMain.java | 188 | ||||
-rw-r--r-- | src/Java/gtPlusPlus/core/inventories/projecttable/InventoryProjectOutput.java | 188 |
2 files changed, 376 insertions, 0 deletions
diff --git a/src/Java/gtPlusPlus/core/inventories/projecttable/InventoryProjectMain.java b/src/Java/gtPlusPlus/core/inventories/projecttable/InventoryProjectMain.java new file mode 100644 index 0000000000..f1b3ae76a2 --- /dev/null +++ b/src/Java/gtPlusPlus/core/inventories/projecttable/InventoryProjectMain.java @@ -0,0 +1,188 @@ +package gtPlusPlus.core.inventories.projecttable; + +import net.minecraft.entity.player.EntityPlayer; +import net.minecraft.inventory.IInventory; +import net.minecraft.item.ItemStack; +import net.minecraft.nbt.NBTTagCompound; +import net.minecraft.nbt.NBTTagList; + +public class InventoryProjectMain implements IInventory{ + + private final String name = "Inventory Grid"; + + /** Defining your inventory size this way is handy */ + public static final int INV_SIZE = 9; + + /** Inventory's size must be same as number of slots you add to the Container class */ + private ItemStack[] inventory = new ItemStack[INV_SIZE]; + + /** + * @param itemstack - the ItemStack to which this inventory belongs + */ + public InventoryProjectMain() + { + + } + + public void readFromNBT(final NBTTagCompound nbt) + { + final NBTTagList list = nbt.getTagList("Items", 10); + this.inventory = new ItemStack[INV_SIZE]; + for(int i = 0;i<list.tagCount();i++) + { + final NBTTagCompound data = list.getCompoundTagAt(i); + final int slot = data.getInteger("Slot"); + if((slot >= 0) && (slot < INV_SIZE)) + { + this.inventory[slot] = ItemStack.loadItemStackFromNBT(data); + } + } + } + + public void writeToNBT(final NBTTagCompound nbt) + { + final NBTTagList list = new NBTTagList(); + for(int i = 0;i<INV_SIZE;i++) + { + final ItemStack stack = this.inventory[i]; + if(stack != null) + { + final NBTTagCompound data = new NBTTagCompound(); + stack.writeToNBT(data); + data.setInteger("Slot", i); + list.appendTag(data); + } + } + nbt.setTag("Items", list); + } + + @Override + public int getSizeInventory() + { + return this.inventory.length; + } + + public ItemStack[] getInventory(){ + return this.inventory; + } + + @Override + public ItemStack getStackInSlot(final int slot) + { + return this.inventory[slot]; + } + + @Override + public ItemStack decrStackSize(final int slot, final int amount) + { + ItemStack stack = this.getStackInSlot(slot); + if(stack != null) + { + if(stack.stackSize > amount) + { + stack = stack.splitStack(amount); + // Don't forget this line or your inventory will not be saved! + this.markDirty(); + } + else + { + // this method also calls markDirty, so we don't need to call it again + this.setInventorySlotContents(slot, null); + } + } + return stack; + } + + @Override + public ItemStack getStackInSlotOnClosing(final int slot) + { + final ItemStack stack = this.getStackInSlot(slot); + this.setInventorySlotContents(slot, null); + return stack; + } + + @Override + public void setInventorySlotContents(final int slot, final ItemStack stack) + { + this.inventory[slot] = stack; + + if ((stack != null) && (stack.stackSize > this.getInventoryStackLimit())) + { + stack.stackSize = this.getInventoryStackLimit(); + } + + // Don't forget this line or your inventory will not be saved! + this.markDirty(); + } + + // 1.7.2+ renamed to getInventoryName + @Override + public String getInventoryName() + { + return this.name; + } + + // 1.7.2+ renamed to hasCustomInventoryName + @Override + public boolean hasCustomInventoryName() + { + return this.name.length() > 0; + } + + @Override + public int getInventoryStackLimit() + { + return 64; + } + + /** + * This is the method that will handle saving the inventory contents, as it is called (or should be called!) + * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also + * let you change things in your inventory without ever opening a Gui, if you want. + */ + // 1.7.2+ renamed to markDirty + @Override + public void markDirty() + { + for (int i = 0; i < this.getSizeInventory(); ++i) + { + final ItemStack temp = this.getStackInSlot(i); + if (temp != null){ + //Utils.LOG_INFO("Slot "+i+" contains "+temp.getDisplayName()+" x"+temp.stackSize); + } + + if ((temp != null) && (temp.stackSize == 0)) { + this.inventory[i] = null; + } + } + } + + @Override + public boolean isUseableByPlayer(final EntityPlayer entityplayer) + { + return true; + } + + // 1.7.2+ renamed to openInventory(EntityPlayer player) + @Override + public void openInventory() {} + + // 1.7.2+ renamed to closeInventory(EntityPlayer player) + @Override + public void closeInventory() {} + + /** + * This method doesn't seem to do what it claims to do, as + * items can still be left-clicked and placed in the inventory + * even when this returns false + */ + @Override + public boolean isItemValidForSlot(final int slot, final ItemStack itemstack) + { + // Don't want to be able to store the inventory item within itself + // Bad things will happen, like losing your inventory + // Actually, this needs a custom Slot to work + return true; + } + +}
\ No newline at end of file diff --git a/src/Java/gtPlusPlus/core/inventories/projecttable/InventoryProjectOutput.java b/src/Java/gtPlusPlus/core/inventories/projecttable/InventoryProjectOutput.java new file mode 100644 index 0000000000..41ddd06ef1 --- /dev/null +++ b/src/Java/gtPlusPlus/core/inventories/projecttable/InventoryProjectOutput.java @@ -0,0 +1,188 @@ +package gtPlusPlus.core.inventories.projecttable; + +import net.minecraft.entity.player.EntityPlayer; +import net.minecraft.inventory.IInventory; +import net.minecraft.item.ItemStack; +import net.minecraft.nbt.NBTTagCompound; +import net.minecraft.nbt.NBTTagList; + +public class InventoryProjectOutput implements IInventory{ + + private final String name = "Inventory Output"; + + /** Defining your inventory size this way is handy */ + public static final int INV_SIZE = 2; + + /** Inventory's size must be same as number of slots you add to the Container class */ + private ItemStack[] inventory = new ItemStack[INV_SIZE]; + + /** + * @param itemstack - the ItemStack to which this inventory belongs + */ + public InventoryProjectOutput() + { + + } + + public void readFromNBT(final NBTTagCompound nbt) + { + final NBTTagList list = nbt.getTagList("Items", 10); + this.inventory = new ItemStack[INV_SIZE]; + for(int i = 0;i<list.tagCount();i++) + { + final NBTTagCompound data = list.getCompoundTagAt(i); + final int slot = data.getInteger("Slot"); + if((slot >= 0) && (slot < INV_SIZE)) + { + this.inventory[slot] = ItemStack.loadItemStackFromNBT(data); + } + } + } + + public void writeToNBT(final NBTTagCompound nbt) + { + final NBTTagList list = new NBTTagList(); + for(int i = 0;i<INV_SIZE;i++) + { + final ItemStack stack = this.inventory[i]; + if(stack != null) + { + final NBTTagCompound data = new NBTTagCompound(); + stack.writeToNBT(data); + data.setInteger("Slot", i); + list.appendTag(data); + } + } + nbt.setTag("Items", list); + } + + @Override + public int getSizeInventory() + { + return this.inventory.length; + } + + public ItemStack[] getInventory(){ + return this.inventory; + } + + @Override + public ItemStack getStackInSlot(final int slot) + { + return this.inventory[slot]; + } + + @Override + public ItemStack decrStackSize(final int slot, final int amount) + { + ItemStack stack = this.getStackInSlot(slot); + if(stack != null) + { + if(stack.stackSize > amount) + { + stack = stack.splitStack(amount); + // Don't forget this line or your inventory will not be saved! + this.markDirty(); + } + else + { + // this method also calls markDirty, so we don't need to call it again + this.setInventorySlotContents(slot, null); + } + } + return stack; + } + + @Override + public ItemStack getStackInSlotOnClosing(final int slot) + { + final ItemStack stack = this.getStackInSlot(slot); + this.setInventorySlotContents(slot, null); + return stack; + } + + @Override + public void setInventorySlotContents(final int slot, final ItemStack stack) + { + this.inventory[slot] = stack; + + if ((stack != null) && (stack.stackSize > this.getInventoryStackLimit())) + { + stack.stackSize = this.getInventoryStackLimit(); + } + + // Don't forget this line or your inventory will not be saved! + this.markDirty(); + } + + // 1.7.2+ renamed to getInventoryName + @Override + public String getInventoryName() + { + return this.name; + } + + // 1.7.2+ renamed to hasCustomInventoryName + @Override + public boolean hasCustomInventoryName() + { + return this.name.length() > 0; + } + + @Override + public int getInventoryStackLimit() + { + return 64; + } + + /** + * This is the method that will handle saving the inventory contents, as it is called (or should be called!) + * anytime the inventory changes. Perfect. Much better than using onUpdate in an Item, as this will also + * let you change things in your inventory without ever opening a Gui, if you want. + */ + // 1.7.2+ renamed to markDirty + @Override + public void markDirty() + { + for (int i = 0; i < this.getSizeInventory(); ++i) + { + final ItemStack temp = this.getStackInSlot(i); + if (temp != null){ + //Utils.LOG_INFO("Slot "+i+" contains "+temp.getDisplayName()+" x"+temp.stackSize); + } + + if ((temp != null) && (temp.stackSize == 0)) { + this.inventory[i] = null; + } + } + } + + @Override + public boolean isUseableByPlayer(final EntityPlayer entityplayer) + { + return true; + } + + // 1.7.2+ renamed to openInventory(EntityPlayer player) + @Override + public void openInventory() {} + + // 1.7.2+ renamed to closeInventory(EntityPlayer player) + @Override + public void closeInventory() {} + + /** + * This method doesn't seem to do what it claims to do, as + * items can still be left-clicked and placed in the inventory + * even when this returns false + */ + @Override + public boolean isItemValidForSlot(final int slot, final ItemStack itemstack) + { + // Don't want to be able to store the inventory item within itself + // Bad things will happen, like losing your inventory + // Actually, this needs a custom Slot to work + return true; + } + +}
\ No newline at end of file |