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// 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);
}
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