// InventoryWindow.h // Representing the UI window for the player inventory #pragma once #include "Window.h" class cInventoryWindow : public cWindow { typedef cWindow super; public: 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)); } protected: cPlayer & m_Player; };