// AnvilWindow.h // Representing the UI window for the anvil block #pragma once #include "Window.h" class cAnvilWindow: public cWindow { using Super = cWindow; public: cAnvilWindow(Vector3i a_BlockPos); /** Gets the repaired item name. */ AString GetRepairedItemName(void) const; /** Set the repaired item name. */ void SetRepairedItemName(const AString & a_Name, cPlayer * a_Player); /** Gets the Position from the Anvil */ const Vector3i & GetBlockPos() { return m_BlockPos; } virtual void DistributeStack(cItem & a_ItemStack, int a_Slot, cPlayer & a_Player, cSlotArea * a_ClickedArea, bool a_ShouldApply) override; protected: cSlotAreaAnvil * m_AnvilSlotArea; AString m_RepairedItemName; Vector3i m_BlockPos; };