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// 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);
	}
}