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// 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::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, true);
		}
		else
		{
			// Inventory or Hotbar
			AreasInOrder.push_back(m_SlotAreas[0]);  /* DropSpenser */
			super::DistributeStack(a_ItemStack, a_Player, AreasInOrder, a_ShouldApply, false);
		}
	}
};