Tweak inventory scroller positions
This commit is contained in:
parent
16f0be1a45
commit
d31e367870
|
@ -72,13 +72,13 @@
|
||||||
#define INVENTORY_ARMOR_SLOT_MAX_X (INVENTORY_ARMOR_SLOT_X + INVENTORY_LARGE_SLOT_WIDTH)
|
#define INVENTORY_ARMOR_SLOT_MAX_X (INVENTORY_ARMOR_SLOT_X + INVENTORY_LARGE_SLOT_WIDTH)
|
||||||
#define INVENTORY_ARMOR_SLOT_MAX_Y (INVENTORY_ARMOR_SLOT_Y + INVENTORY_LARGE_SLOT_HEIGHT)
|
#define INVENTORY_ARMOR_SLOT_MAX_Y (INVENTORY_ARMOR_SLOT_Y + INVENTORY_LARGE_SLOT_HEIGHT)
|
||||||
|
|
||||||
#define INVENTORY_TRADE_SCROLLER_Y 35
|
#define INVENTORY_TRADE_SCROLLER_Y 30
|
||||||
#define INVENTORY_TRADE_INNER_SCROLLER_Y 20
|
#define INVENTORY_TRADE_INNER_SCROLLER_Y 20
|
||||||
|
|
||||||
#define INVENTORY_TRADE_LEFT_SCROLLER_X 29
|
#define INVENTORY_TRADE_LEFT_SCROLLER_X 29
|
||||||
#define INVENTORY_TRADE_LEFT_SCROLLER_Y INVENTORY_TRADE_SCROLLER_Y
|
#define INVENTORY_TRADE_LEFT_SCROLLER_Y INVENTORY_TRADE_SCROLLER_Y
|
||||||
|
|
||||||
#define INVENTORY_TRADE_RIGHT_SCROLLER_X 395
|
#define INVENTORY_TRADE_RIGHT_SCROLLER_X 388
|
||||||
#define INVENTORY_TRADE_RIGHT_SCROLLER_Y INVENTORY_TRADE_SCROLLER_Y
|
#define INVENTORY_TRADE_RIGHT_SCROLLER_Y INVENTORY_TRADE_SCROLLER_Y
|
||||||
|
|
||||||
#define INVENTORY_TRADE_INNER_LEFT_SCROLLER_X 165
|
#define INVENTORY_TRADE_INNER_LEFT_SCROLLER_X 165
|
||||||
|
@ -103,7 +103,7 @@
|
||||||
#define INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_Y 10
|
#define INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_Y 10
|
||||||
#define INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_MAX_X (INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_X + INVENTORY_SLOT_WIDTH)
|
#define INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_MAX_X (INVENTORY_TRADE_RIGHT_SCROLLER_TRACKING_X + INVENTORY_SLOT_WIDTH)
|
||||||
|
|
||||||
#define INVENTORY_LOOT_LEFT_SCROLLER_X 176
|
#define INVENTORY_LOOT_LEFT_SCROLLER_X 180
|
||||||
#define INVENTORY_LOOT_LEFT_SCROLLER_Y 37
|
#define INVENTORY_LOOT_LEFT_SCROLLER_Y 37
|
||||||
#define INVENTORY_LOOT_LEFT_SCROLLER_MAX_X (INVENTORY_LOOT_LEFT_SCROLLER_X + INVENTORY_SLOT_WIDTH)
|
#define INVENTORY_LOOT_LEFT_SCROLLER_MAX_X (INVENTORY_LOOT_LEFT_SCROLLER_X + INVENTORY_SLOT_WIDTH)
|
||||||
|
|
||||||
|
@ -111,7 +111,7 @@
|
||||||
#define INVENTORY_LOOT_RIGHT_SCROLLER_Y 37
|
#define INVENTORY_LOOT_RIGHT_SCROLLER_Y 37
|
||||||
#define INVENTORY_LOOT_RIGHT_SCROLLER_MAX_X (INVENTORY_LOOT_RIGHT_SCROLLER_X + INVENTORY_SLOT_WIDTH)
|
#define INVENTORY_LOOT_RIGHT_SCROLLER_MAX_X (INVENTORY_LOOT_RIGHT_SCROLLER_X + INVENTORY_SLOT_WIDTH)
|
||||||
|
|
||||||
#define INVENTORY_SCROLLER_X 44
|
#define INVENTORY_SCROLLER_X 46
|
||||||
#define INVENTORY_SCROLLER_Y 35
|
#define INVENTORY_SCROLLER_Y 35
|
||||||
#define INVENTORY_SCROLLER_MAX_X (INVENTORY_SCROLLER_X + INVENTORY_SLOT_WIDTH)
|
#define INVENTORY_SCROLLER_MAX_X (INVENTORY_SCROLLER_X + INVENTORY_SLOT_WIDTH)
|
||||||
|
|
||||||
|
@ -154,12 +154,10 @@
|
||||||
#define INVENTORY_LOOT_RIGHT_SCROLLER_X_PAD (INVENTORY_LOOT_RIGHT_SCROLLER_X + INVENTORY_SLOT_PADDING)
|
#define INVENTORY_LOOT_RIGHT_SCROLLER_X_PAD (INVENTORY_LOOT_RIGHT_SCROLLER_X + INVENTORY_SLOT_PADDING)
|
||||||
#define INVENTORY_LOOT_RIGHT_SCROLLER_Y_PAD (INVENTORY_LOOT_RIGHT_SCROLLER_Y + INVENTORY_SLOT_PADDING)
|
#define INVENTORY_LOOT_RIGHT_SCROLLER_Y_PAD (INVENTORY_LOOT_RIGHT_SCROLLER_Y + INVENTORY_SLOT_PADDING)
|
||||||
|
|
||||||
#define INVENTORY_TRADE_LEFT_SCROLLER_X_PAD 26
|
#define INVENTORY_TRADE_LEFT_SCROLLER_X_PAD (INVENTORY_TRADE_LEFT_SCROLLER_Y + INVENTORY_SLOT_PADDING)
|
||||||
#define INVENTORY_TRADE_LEFT_SCROLLER_Y_PAD (INVENTORY_TRADE_LEFT_SCROLLER_Y + INVENTORY_SLOT_PADDING)
|
#define INVENTORY_TRADE_LEFT_SCROLLER_Y_PAD (INVENTORY_TRADE_LEFT_SCROLLER_Y + INVENTORY_SLOT_PADDING)
|
||||||
|
|
||||||
#define INVENTORY_TRADE_LEFT_SCROLLER_X_AUX 20
|
#define INVENTORY_TRADE_RIGHT_SCROLLER_X_PAD (INVENTORY_TRADE_RIGHT_SCROLLER_X + INVENTORY_SLOT_PADDING)
|
||||||
|
|
||||||
#define INVENTORY_TRADE_RIGHT_SCROLLER_X_PAD (INVENTORY_TRADE_RIGHT_SCROLLER_X + 2)
|
|
||||||
#define INVENTORY_TRADE_RIGHT_SCROLLER_Y_PAD (INVENTORY_TRADE_RIGHT_SCROLLER_Y + INVENTORY_SLOT_PADDING)
|
#define INVENTORY_TRADE_RIGHT_SCROLLER_Y_PAD (INVENTORY_TRADE_RIGHT_SCROLLER_Y + INVENTORY_SLOT_PADDING)
|
||||||
|
|
||||||
#define INVENTORY_TRADE_INNER_LEFT_SCROLLER_X_PAD (INVENTORY_TRADE_INNER_LEFT_SCROLLER_X + INVENTORY_SLOT_PADDING)
|
#define INVENTORY_TRADE_INNER_LEFT_SCROLLER_X_PAD (INVENTORY_TRADE_INNER_LEFT_SCROLLER_X + INVENTORY_SLOT_PADDING)
|
||||||
|
@ -1240,7 +1238,6 @@ static void _display_inventory(int a1, int a2, int inventoryWindowType)
|
||||||
unsigned char* windowBuffer = windowGetBuffer(gInventoryWindow);
|
unsigned char* windowBuffer = windowGetBuffer(gInventoryWindow);
|
||||||
int pitch;
|
int pitch;
|
||||||
|
|
||||||
int v49 = 0;
|
|
||||||
if (inventoryWindowType == INVENTORY_WINDOW_TYPE_NORMAL) {
|
if (inventoryWindowType == INVENTORY_WINDOW_TYPE_NORMAL) {
|
||||||
pitch = INVENTORY_WINDOW_WIDTH;
|
pitch = INVENTORY_WINDOW_WIDTH;
|
||||||
|
|
||||||
|
@ -1304,8 +1301,7 @@ static void _display_inventory(int a1, int a2, int inventoryWindowType)
|
||||||
|
|
||||||
windowBuffer = windowGetBuffer(gInventoryWindow);
|
windowBuffer = windowGetBuffer(gInventoryWindow);
|
||||||
|
|
||||||
blitBufferToBuffer(windowGetBuffer(_barter_back_win) + INVENTORY_TRADE_LEFT_SCROLLER_Y * INVENTORY_TRADE_BACKGROUND_WINDOW_WIDTH + INVENTORY_TRADE_LEFT_SCROLLER_X_AUX + INVENTORY_TRADE_WINDOW_OFFSET, INVENTORY_SLOT_WIDTH, INVENTORY_SLOT_HEIGHT * gInventorySlotsCount, INVENTORY_TRADE_BACKGROUND_WINDOW_WIDTH, windowBuffer + pitch * INVENTORY_TRADE_LEFT_SCROLLER_Y + INVENTORY_TRADE_LEFT_SCROLLER_X_AUX, pitch);
|
blitBufferToBuffer(windowGetBuffer(_barter_back_win) + INVENTORY_TRADE_LEFT_SCROLLER_Y * INVENTORY_TRADE_BACKGROUND_WINDOW_WIDTH + INVENTORY_TRADE_LEFT_SCROLLER_X + INVENTORY_TRADE_WINDOW_OFFSET, INVENTORY_SLOT_WIDTH, INVENTORY_SLOT_HEIGHT * gInventorySlotsCount, INVENTORY_TRADE_BACKGROUND_WINDOW_WIDTH, windowBuffer + pitch * INVENTORY_TRADE_LEFT_SCROLLER_Y + INVENTORY_TRADE_LEFT_SCROLLER_X, pitch);
|
||||||
v49 = -INVENTORY_TRADE_LEFT_SCROLLER_X_AUX;
|
|
||||||
} else {
|
} else {
|
||||||
assert(false && "Should be unreachable");
|
assert(false && "Should be unreachable");
|
||||||
}
|
}
|
||||||
|
@ -1334,29 +1330,28 @@ static void _display_inventory(int a1, int a2, int inventoryWindowType)
|
||||||
for (int v19 = 0; v19 + a1 < _pud->length && v19 < gInventorySlotsCount; v19 += 1) {
|
for (int v19 = 0; v19 + a1 < _pud->length && v19 < gInventorySlotsCount; v19 += 1) {
|
||||||
int v21 = v19 + a1 + 1;
|
int v21 = v19 + a1 + 1;
|
||||||
|
|
||||||
int width;
|
|
||||||
int offset;
|
int offset;
|
||||||
if (inventoryWindowType == INVENTORY_WINDOW_TYPE_TRADE) {
|
if (inventoryWindowType == INVENTORY_WINDOW_TYPE_TRADE) {
|
||||||
offset = pitch * (y + INVENTORY_TRADE_LEFT_SCROLLER_Y_PAD) + INVENTORY_TRADE_LEFT_SCROLLER_X_PAD;
|
offset = pitch * (y + INVENTORY_TRADE_LEFT_SCROLLER_Y_PAD) + INVENTORY_TRADE_LEFT_SCROLLER_X_PAD;
|
||||||
width = 59;
|
|
||||||
} else {
|
} else {
|
||||||
if (inventoryWindowType == INVENTORY_WINDOW_TYPE_LOOT) {
|
if (inventoryWindowType == INVENTORY_WINDOW_TYPE_LOOT) {
|
||||||
offset = pitch * (y + INVENTORY_LOOT_LEFT_SCROLLER_Y_PAD) + INVENTORY_LOOT_LEFT_SCROLLER_X_PAD;
|
offset = pitch * (y + INVENTORY_LOOT_LEFT_SCROLLER_Y_PAD) + INVENTORY_LOOT_LEFT_SCROLLER_X_PAD;
|
||||||
} else {
|
} else {
|
||||||
offset = pitch * (y + INVENTORY_SCROLLER_Y_PAD) + INVENTORY_SCROLLER_X_PAD;
|
offset = pitch * (y + INVENTORY_SCROLLER_Y_PAD) + INVENTORY_SCROLLER_X_PAD;
|
||||||
}
|
}
|
||||||
width = INVENTORY_SLOT_WIDTH_PAD;
|
|
||||||
}
|
}
|
||||||
|
|
||||||
InventoryItem* inventoryItem = &(_pud->items[_pud->length - v21]);
|
InventoryItem* inventoryItem = &(_pud->items[_pud->length - v21]);
|
||||||
|
|
||||||
int inventoryFid = itemGetInventoryFid(inventoryItem->item);
|
int inventoryFid = itemGetInventoryFid(inventoryItem->item);
|
||||||
artRender(inventoryFid, windowBuffer + offset, width, INVENTORY_SLOT_HEIGHT_PAD, pitch);
|
artRender(inventoryFid, windowBuffer + offset, INVENTORY_SLOT_WIDTH_PAD, INVENTORY_SLOT_HEIGHT_PAD, pitch);
|
||||||
|
|
||||||
if (inventoryWindowType == INVENTORY_WINDOW_TYPE_LOOT) {
|
if (inventoryWindowType == INVENTORY_WINDOW_TYPE_LOOT) {
|
||||||
offset = pitch * (y + INVENTORY_LOOT_LEFT_SCROLLER_Y_PAD) + INVENTORY_LOOT_LEFT_SCROLLER_X_PAD + v49;
|
offset = pitch * (y + INVENTORY_LOOT_LEFT_SCROLLER_Y_PAD) + INVENTORY_LOOT_LEFT_SCROLLER_X_PAD;
|
||||||
|
} else if (inventoryWindowType == INVENTORY_WINDOW_TYPE_TRADE) {
|
||||||
|
offset = pitch * (y + INVENTORY_TRADE_LEFT_SCROLLER_Y_PAD) + INVENTORY_TRADE_LEFT_SCROLLER_X_PAD;
|
||||||
} else {
|
} else {
|
||||||
offset = pitch * (y + INVENTORY_SCROLLER_Y_PAD) + INVENTORY_SCROLLER_X_PAD + v49;
|
offset = pitch * (y + INVENTORY_SCROLLER_Y_PAD) + INVENTORY_SCROLLER_X_PAD;
|
||||||
}
|
}
|
||||||
|
|
||||||
_display_inventory_info(inventoryItem->item, inventoryItem->quantity, windowBuffer + offset, pitch, v19 == a2);
|
_display_inventory_info(inventoryItem->item, inventoryItem->quantity, windowBuffer + offset, pitch, v19 == a2);
|
||||||
|
|
Loading…
Reference in New Issue