/* * This file is part of NucleusFramework for Bukkit, licensed under the MIT License (MIT). * * Copyright (c) JCThePants (www.jcwhatever.com) * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package com.jcwhatever.nucleus.views.chest; import com.jcwhatever.nucleus.views.chest.InventoryItemAction.InventoryPosition; import com.jcwhatever.nucleus.views.chest.InventoryItemAction.ItemAction; import org.bukkit.event.inventory.InventoryAction; import org.bukkit.inventory.Inventory; import org.bukkit.inventory.ItemStack; /** * Provides information and objects from a chest * inventory event. */ public class ChestEventInfo { private InventoryAction _inventoryAction; private InventoryItemAction _action; private InventoryItemAction _secondaryAction; private ItemStackSource _source; private ItemStack _itemStack; private ItemStack _cursorStack; private ItemStack _slotStack; private Inventory _inventory; private Inventory _topInventory; private Inventory _bottomInventory; private int _rawSlot; private int _slot; ChestEventInfo() {} /** * Get the inventory action of the event. */ public InventoryAction getInventoryAction() { return _inventoryAction; } void setInventoryAction(InventoryAction action) { _inventoryAction = action; } /** * Get the item action of the event. */ public InventoryItemAction getAction() { return _action; } void setAction(InventoryItemAction action) { _action = action; } /** * Get the secondary action. The secondary action * is the action that was taken in order to cause * the event. */ public InventoryItemAction getSecondaryAction() { return _secondaryAction; } void setSecondaryAction(InventoryItemAction action) { _secondaryAction = action; } /** * Get the item action. This is a more generalized * version of an inventory item action. */ public ItemAction getItemAction() { return _action.getItemAction(); } /** * Get the inventory position the event takes place in. * (top or bottom inventory) */ public InventoryPosition getInventoryPosition() { return _action.getInventoryPosition(); } /** * Get the source of the item stack most relevant to the event. */ public ItemStackSource getItemStackSource() { return _source; } void setItemStackSource(ItemStackSource source) { _source = source; } /** * Get the item stack most relevant to the event. */ public ItemStack getItemStack() { return _itemStack; } void setItemStack(ItemStack itemStack) { _itemStack = itemStack; } /** * Get the item stack in the players cursor. */ public ItemStack getCursorStack() { return _cursorStack; } void setCursorStack(ItemStack cursorStack) { _cursorStack = cursorStack; } /** * Get the item stack in from the relevant inventory slot. */ public ItemStack getSlotStack() { return _slotStack; } void setSlotStack(ItemStack slotStack) { _slotStack = slotStack; } /** * Get the inventory. */ public Inventory getInventory() { return _inventory; } void setInventory(Inventory inventory) { _inventory = inventory; } /** * Get the top inventory. */ public Inventory getTopInventory() { return _topInventory; } void setTopInventory(Inventory inventory) { _topInventory = inventory; } /** * Get the bottom inventory. */ public Inventory getBottomInventory() { return _bottomInventory; } void setBottomInventory(Inventory inventory) { _bottomInventory = inventory; } /** * Get the raw slot index. */ public int getRawSlot() { return _rawSlot; } void setRawSlot(int rawSlot) { _rawSlot = rawSlot; } /** * Get the slot index. */ public int getSlot() { return _slot; } void setSlot(int slot) { _slot = slot; } /** * Specifies the source of an item stack * from the inventory event. */ public enum ItemStackSource { /** * The item stack is from the inventory slot. */ SLOT, /** * The item stack is from the players cursor. */ CURSOR } }