Fix inventory window origin calculation

This commit is contained in:
Alexander Batalov 2022-06-12 12:21:27 +03:00
parent 21bc12e906
commit 89efbcd812
1 changed files with 4 additions and 7 deletions

View File

@ -3044,13 +3044,10 @@ void inventoryWindowOpenContextMenu(int keyCode, int inventoryWindowType)
const InventoryWindowDescription* windowDescription = &(gInventoryWindowDescriptions[inventoryWindowType]); const InventoryWindowDescription* windowDescription = &(gInventoryWindowDescriptions[inventoryWindowType]);
// Maintain original position in original resolution, otherwise center it. Rect windowRect;
int inventoryWindowX = screenGetWidth() != 640 windowGetRect(gInventoryWindow, &windowRect);
? (screenGetWidth() - windowDescription->width) / 2 int inventoryWindowX = windowRect.left;
: windowDescription->x; int inventoryWindowY = windowRect.top;
int inventoryWindowY = screenGetHeight() != 480
? (screenGetHeight() - windowDescription->height) / 2
: windowDescription->y;
gameMouseRenderActionMenuItems(x, y, actionMenuItems, actionMenuItemsLength, gameMouseRenderActionMenuItems(x, y, actionMenuItems, actionMenuItemsLength,
windowDescription->width + inventoryWindowX, windowDescription->width + inventoryWindowX,