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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);
}
}
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