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// AnvilWindow.h

// Representing the UI window for the anvil block





#pragma once

#include "Window.h"





class cAnvilWindow : public cWindow
{
	using Super = cWindow;

  public:
	cAnvilWindow(Vector3i a_BlockPos);

	/** Gets the repaired item name. */
	AString GetRepairedItemName(void) const;

	/** Set the repaired item name. */
	void SetRepairedItemName(const AString & a_Name, cPlayer * a_Player);

	/** Gets the Position from the Anvil */
	const Vector3i & GetBlockPos() { return m_BlockPos; }

	virtual void DistributeStack(
		cItem & a_ItemStack,
		int a_Slot,
		cPlayer & a_Player,
		cSlotArea * a_ClickedArea,
		bool a_ShouldApply
	) override;

  protected:
	cSlotAreaAnvil * m_AnvilSlotArea;
	AString m_RepairedItemName;
	Vector3i m_BlockPos;
};