// InventoryWindow.h // Representing the UI window for the player inventory #pragma once #include "Window.h" class cInventoryWindow : public cWindow { typedef cWindow super; public: 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)); } 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]) { // 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::DistributeStack(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::DistributeStack(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::DistributeStack(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::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false); } } protected: cPlayer & m_Player; };