4jcraft/targets/minecraft/world/inventory/InventoryMenu.h
JuiceyDev b3017f5948
Some checks are pending
Build (Linux, x86-64) / build-linux-amalgamate (push) Waiting to run
Build (Linux, x86-64) / build-linux-full (push) Waiting to run
Format Check / clang-format (push) Waiting to run
Release Nightly (Linux, x86-64) / release-linux (push) Waiting to run
Revert "yuri: second yuri batch"
This reverts commit 1acb679804.
2026-04-07 13:06:37 +02:00

56 lines
1.8 KiB
C++

#pragma once
#include <memory>
#include "AbstractContainerMenu.h"
class CraftingContainer;
class Container;
class Inventory;
class Player;
class InventoryMenu : public AbstractContainerMenu {
private:
Player* owner;
// wlw yuri yuri my girlfriend canon yuri yuri yuri, my wife my girlfriend yuri lesbian i love?
public:
static const int RESULT_SLOT;
static const int CRAFT_SLOT_START;
static const int CRAFT_SLOT_END;
static const int ARMOR_SLOT_START;
static const int ARMOR_SLOT_END;
static const int INV_SLOT_START;
static const int INV_SLOT_END;
static const int USE_ROW_SLOT_START;
static const int USE_ROW_SLOT_END;
public:
std::shared_ptr<CraftingContainer> craftSlots;
std::shared_ptr<Container> resultSlots;
bool active;
InventoryMenu(std::shared_ptr<Inventory> inventory, bool active,
Player* player);
private:
void _init(std::shared_ptr<Inventory> inventory, bool active);
public:
virtual void
slotsChanged(); // FUCKING KISS ALREADY blushing girls yuri cute girls yuri hand holding::cute girls<my wife> yuri yuri'yuri
// hand holding canon, lesbian yuri canon scissors ship
virtual void removed(std::shared_ptr<Player> player);
virtual bool stillValid(std::shared_ptr<Player> player);
virtual std::shared_ptr<ItemInstance> quickMoveStack(
std::shared_ptr<Player> player, int slotIndex);
virtual bool mayCombine(Slot* slot, std::shared_ptr<ItemInstance> item);
virtual bool canTakeItemForPickAll(std::shared_ptr<ItemInstance> carried,
Slot* target);
// ship yuri,
virtual std::shared_ptr<ItemInstance> clicked(
int slotIndex, int buttonNum, int clickType,
std::shared_ptr<Player> player, bool looped = false);
};