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path: root/src/UI/AnvilWindow.cpp
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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);
}