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-rw-r--r--src/UI/InventoryWindow.cpp73
1 files changed, 73 insertions, 0 deletions
diff --git a/src/UI/InventoryWindow.cpp b/src/UI/InventoryWindow.cpp
new file mode 100644
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+++ b/src/UI/InventoryWindow.cpp
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+
+// InventoryWindow.cpp
+
+// Representing the UI window for the player inventory
+
+#include "Globals.h"
+#include "InventoryWindow.h"
+#include "SlotArea.h"
+
+
+
+
+
+cInventoryWindow::cInventoryWindow(cPlayer & a_Player) :
+ cWindow(wtInventory, "Inventory"),
+ m_Player(a_Player)
+{
+ m_SlotAreas.push_back(new cSlotAreaCrafting(2, *this)); // The creative inventory doesn't display it, but it's still counted into slot numbers
+ m_SlotAreas.push_back(new cSlotAreaArmor(*this));
+ m_SlotAreas.push_back(new cSlotAreaInventory(*this));
+ m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
+}
+
+
+
+
+
+void cInventoryWindow::DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply)
+{
+ cSlotAreas AreasInOrder;
+
+ if (a_ClickedArea == m_SlotAreas[0])
+ {
+ // Crafting Area
+ if (a_Slot == 0)
+ {
+ // Result Slot
+ AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
+ AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
+ }
+ else
+ {
+ AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
+ AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
+ }
+ super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, (a_Slot == 0));
+ }
+ else if (a_ClickedArea == m_SlotAreas[1])
+ {
+ // Armor Area
+ AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
+ AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
+ super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
+ }
+ else if (a_ClickedArea == m_SlotAreas[2])
+ {
+ // Inventory Area
+ AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
+ AreasInOrder.push_back(m_SlotAreas[3]); /* Hotbar */
+ super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
+ }
+ else
+ {
+ // Hotbar
+ AreasInOrder.push_back(m_SlotAreas[1]); /* Armor */
+ AreasInOrder.push_back(m_SlotAreas[2]); /* Inventory */
+ super::DistributeStackToAreas(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
+ }
+}
+
+
+
+