// EnchantingWindow.cpp
// Representing the UI window for the enchanting block
#include "Globals.h"
#include "EnchantingWindow.h"
#include "SlotArea.h"
cEnchantingWindow::cEnchantingWindow(Vector3i a_BlockPos, const AString & a_Title) :
cWindow(wtEnchantment, a_Title),
m_SlotArea(),
m_BlockPos(a_BlockPos)
{
m_SlotArea = new cSlotAreaEnchanting(*this, m_BlockPos);
m_SlotAreas.push_back(m_SlotArea);
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
void cEnchantingWindow::SetProperty(size_t a_Property, short a_Value)
{
if (a_Property < m_PropertyValue.size())
{
m_PropertyValue[a_Property] = a_Value;
}
Super::SetProperty(a_Property, a_Value);
}
short cEnchantingWindow::GetProperty(size_t a_Property)
{
ASSERT(a_Property < m_PropertyValue.size());
return m_PropertyValue[a_Property];
}
void cEnchantingWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
{
cSlotAreas AreasInOrder;
if (a_ClickedArea == m_SlotAreas[0])
{
// Enchanting 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]); /* Enchanting */
Super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
}
}