// AnvilWindow.cpp // Representing the UI window for the anvil block #include "Globals.h" #include "AnvilWindow.h" #include "SlotArea.h" cAnvilWindow::cAnvilWindow(Vector3i a_BlockPos) : cWindow(wtAnvil, "Repair"), m_RepairedItemName(), m_BlockPos(a_BlockPos) { 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)); } AString cAnvilWindow::GetRepairedItemName(void) const { return m_RepairedItemName; } void cAnvilWindow::SetRepairedItemName(const AString & a_Name, cPlayer * a_Player) { m_RepairedItemName = a_Name; if (a_Player != nullptr) { m_AnvilSlotArea->UpdateResult(*a_Player); } } void cAnvilWindow::DistributeStack( cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply ) { 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::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false); }