// AnvilWindow.h
// Representing the UI window for the anvil block
#pragma once
#include "Window.h"
class cAnvilWindow :
public cWindow
{
typedef cWindow super;
public:
cAnvilWindow(int a_BlockX, int a_BlockY, int a_BlockZ) :
cWindow(wtAnvil, "Repair"),
m_RepairedItemName(""),
m_BlockX(a_BlockX),
m_BlockY(a_BlockY),
m_BlockZ(a_BlockZ)
{
m_AnvilSlotArea = new cSlotAreaAnvil(*this);
m_SlotAreas.push_back(m_AnvilSlotArea);
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
/** Gets the repaired item name. */
AString GetRepairedItemName(void) const { return m_RepairedItemName; }
/** Set the repaired item name. */
void SetRepairedItemName(const AString & a_Name, cPlayer * a_Player)
{
m_RepairedItemName = a_Name;
if (a_Player != nullptr)
{
m_AnvilSlotArea->UpdateResult(*a_Player);
}
}
/** Gets the Position from the Anvil */
void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ)
{
a_PosX = m_BlockX;
a_PosY = m_BlockY;
a_PosZ = m_BlockZ;
}
virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Anvil Slot
AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */
AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */
}
else
{
// Inventory or Hotbar
AreasInOrder.push_back(m_SlotAreas[0]); /* Anvil */
}
super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
protected:
cSlotAreaAnvil * m_AnvilSlotArea;
AString m_RepairedItemName;
int m_BlockX, m_BlockY, m_BlockZ;
};