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