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