// DropSpenserWindow.h // Representing the UI window for the dropper/dispenser block #pragma once #include "Window.h" #include "../BlockEntities/DropSpenserEntity.h" class cDropSpenserWindow : public cWindow { typedef cWindow super; public: cDropSpenserWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cDropSpenserEntity * a_DropSpenser) : cWindow(wtDropSpenser, (a_DropSpenser->GetBlockType() == E_BLOCK_DISPENSER) ? "Dispenser" : "Dropper") { m_SlotAreas.push_back(new cSlotAreaItemGrid(a_DropSpenser->GetContents(), *this)); m_SlotAreas.push_back(new cSlotAreaInventory(*this)); m_SlotAreas.push_back(new cSlotAreaHotBar(*this)); } 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]) { // DropSpenser Area AreasInOrder.push_back(m_SlotAreas[2]); /* Hotbar */ AreasInOrder.push_back(m_SlotAreas[1]); /* Inventory */ super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true); } else { // Inventory or Hotbar AreasInOrder.push_back(m_SlotAreas[0]); /* DropSpenser */ super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false); } } };