package net.minecraft.inventory;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import net.minecraft.util.ResourceLocation;
public class Slot
{
/** The index of the slot in the inventory. */
private final int slotIndex;
/** The inventory we want to extract a slot from. */
public final IInventory inventory;
/** the id of the slot(also the index in the inventory arraylist) */
public int slotNumber;
/** display position of the inventory slot on the screen x axis */
public int xDisplayPosition;
/** display position of the inventory slot on the screen y axis */
public int yDisplayPosition;
private static final String __OBFID = "CL_00001762";
/** Position within background texture file, normally -1 which causes no background to be drawn. */
protected IIcon backgroundIcon = null;
/** Background texture file assigned to this slot, if any. Vanilla "/gui/items.png" is used if this is null. */
@SideOnly(Side.CLIENT)
protected ResourceLocation texture;
public Slot(IInventory p_i1824_1_, int p_i1824_2_, int p_i1824_3_, int p_i1824_4_)
{
this.inventory = p_i1824_1_;
this.slotIndex = p_i1824_2_;
this.xDisplayPosition = p_i1824_3_;
this.yDisplayPosition = p_i1824_4_;
}
/**
* if par2 has more items than par1, onCrafting(item,countIncrease) is called
*/
public void onSlotChange(ItemStack p_75220_1_, ItemStack p_75220_2_)
{
if (p_75220_1_ != null && p_75220_2_ != null)
{
if (p_75220_1_.getItem() == p_75220_2_.getItem())
{
int i = p_75220_2_.stackSize - p_75220_1_.stackSize;
if (i > 0)
{
this.onCrafting(p_75220_1_, i);
}
}
}
}
/**
* the itemStack passed in is the output - ie, iron ingots, and pickaxes, not ore and wood. Typically increases an
* internal count then calls onCrafting(item).
*/
protected void onCrafting(ItemStack p_75210_1_, int p_75210_2_) {}
/**
* the itemStack passed in is the output - ie, iron ingots, and pickaxes, not ore and wood.
*/
protected void onCrafting(ItemStack p_75208_1_) {}
public void onPickupFromSlot(EntityPlayer p_82870_1_, ItemStack p_82870_2_)
{
this.onSlotChanged();
}
/**
* Check if the stack is a valid item for this slot. Always true beside for the armor slots.
*/
public boolean isItemValid(ItemStack stack)
{
return true;
}
/**
* Helper fnct to get the stack in the slot.
*/
public ItemStack getStack()
{
return this.inventory.getStackInSlot(this.slotIndex);
}
/**
* Returns if this slot contains a stack.
*/
public boolean getHasStack()
{
return this.getStack() != null;
}
/**
* Helper method to put a stack in the slot.
*/
public void putStack(ItemStack p_75215_1_)
{
this.inventory.setInventorySlotContents(this.slotIndex, p_75215_1_);
this.onSlotChanged();
}
/**
* Called when the stack in a Slot changes
*/
public void onSlotChanged()
{
this.inventory.markDirty();
}
/**
* Returns the maximum stack size for a given slot (usually the same as getInventoryStackLimit(), but 1 in the case
* of armor slots)
*/
public int getSlotStackLimit()
{
return this.inventory.getInventoryStackLimit();
}
/**
* Decrease the size of the stack in slot (first int arg) by the amount of the second int arg. Returns the new
* stack.
*/
public ItemStack decrStackSize(int p_75209_1_)
{
return this.inventory.decrStackSize(this.slotIndex, p_75209_1_);
}
/**
* returns true if the slot exists in the given inventory and location
*/
public boolean isHere(IInventory p_75217_1_, int p_75217_2_)
{
return p_75217_1_ == this.inventory && p_75217_2_ == this.slotIndex;
}
/**
* Return whether this slot's stack can be taken from this slot.
*/
public boolean canTakeStack(EntityPlayer p_82869_1_)
{
return true;
}
/**
* Return the placeholder icon of the slot ( = displayed when the slot is empty)
*/
@SideOnly(Side.CLIENT)
public IIcon getBackgroundIconIndex()
{
return backgroundIcon;
}
/**
* Actualy only call when we want to render the white square effect over the slots. Return always True, except for
* the armor slot of the Donkey/Mule (we can't interact with the Undead and Skeleton horses)
*/
@SideOnly(Side.CLIENT)
public boolean canBeHovered()
{
return true;
}
/*========================================= FORGE START =====================================*/
/**
* Gets the path of the texture file to use for the background image of this slot when drawing the GUI.
* @return String: The texture file that will be used in GuiContainer.drawSlotInventory for the slot background.
*/
@SideOnly(Side.CLIENT)
public ResourceLocation getBackgroundIconTexture()
{
return (texture == null ? TextureMap.locationItemsTexture : texture);
}
/**
* Sets which icon index to use as the background image of the slot when it's empty.
* @param icon The icon to use, null for none
*/
public void setBackgroundIcon(IIcon icon)
{
backgroundIcon = icon;
}
/**
* Sets the texture file to use for the background image of the slot when it's empty.
* @param textureFilename String: Path of texture file to use, or null to use "/gui/items.png"
*/
@SideOnly(Side.CLIENT)
public void setBackgroundIconTexture(ResourceLocation texture)
{
this.texture = texture;
}
/**
* Retrieves the index in the inventory for this slot, this value should typically not
* be used, but can be useful for some occasions.
*
* @return Index in associated inventory for this slot.
*/
public int getSlotIndex()
{
/** The index of the slot in the inventory. */
return slotIndex;
}
/*========================================= FORGE END =====================================*/
}