// 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); /** 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 */ void GetBlockPos(int & a_PosX, int & a_PosY, int & a_PosZ); 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; int m_BlockX, m_BlockY, m_BlockZ; };