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// BeaconWindow.h
// Representing the UI window for the beacon block
#pragma once
#include "Window.h"
#include "../Entities/Player.h"
class cBeaconWindow :
public cWindow
{
typedef cWindow super;
public:
cBeaconWindow(int a_BlockX, int a_BlockY, int a_BlockZ, cBeaconEntity * a_Beacon) :
cWindow(wtBeacon, "Beacon"),
m_Beacon(a_Beacon)
{
m_ShouldDistributeToHotbarFirst = true;
m_SlotAreas.push_back(new cSlotAreaBeacon(m_Beacon, *this));
m_SlotAreas.push_back(new cSlotAreaInventory(*this));
m_SlotAreas.push_back(new cSlotAreaHotBar(*this));
}
cBeaconEntity * GetBeaconEntity(void) const { return m_Beacon; }
// cWindow Overrides:
virtual void OpenedByPlayer(cPlayer & a_Player) override
{
super::OpenedByPlayer(a_Player);
a_Player.GetClientHandle()->SendWindowProperty(*this, 0, m_Beacon->GetBeaconLevel());
a_Player.GetClientHandle()->SendWindowProperty(*this, 1, m_Beacon->GetPrimaryEffect());
a_Player.GetClientHandle()->SendWindowProperty(*this, 2, m_Beacon->GetSecondaryEffect());
}
protected:
cBeaconEntity * m_Beacon;
};
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