Fix small item icons being shrunk even further in the inventory screen
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@@ -160,7 +160,11 @@ void init_screen_locs() {
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startup_top.left = startup_base.left;
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startup_top.left = startup_base.left;
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startup_top.right = startup_button[STARTBTN_JOIN].right;
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startup_top.right = startup_button[STARTBTN_JOIN].right;
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// name, use, give, drip, info, sell/id each one 13 down
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// icon, name, use, give, drip, info, sell/id each one 13 down
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item_buttons[0][ITEMBTN_ICON].top = 15;
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item_buttons[0][ITEMBTN_ICON].bottom = item_buttons[0][ITEMBTN_ICON].top + 18;
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item_buttons[0][ITEMBTN_ICON].left = 20;
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item_buttons[0][ITEMBTN_ICON].right = item_buttons[0][ITEMBTN_ICON].left + 18;
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item_buttons[0][ITEMBTN_NAME].top = 17;
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item_buttons[0][ITEMBTN_NAME].top = 17;
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item_buttons[0][ITEMBTN_NAME].bottom = item_buttons[0][ITEMBTN_NAME].top + 12;
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item_buttons[0][ITEMBTN_NAME].bottom = item_buttons[0][ITEMBTN_NAME].top + 12;
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item_buttons[0][ITEMBTN_NAME].left = 3;
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item_buttons[0][ITEMBTN_NAME].left = 3;
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@@ -102,12 +102,13 @@ enum eShopArea {
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// Item buttons
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// Item buttons
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enum eItemButton {
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enum eItemButton {
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ITEMBTN_NAME = 0,
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ITEMBTN_ICON = 0,
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ITEMBTN_USE = 1,
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ITEMBTN_NAME = 1,
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ITEMBTN_GIVE = 2,
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ITEMBTN_USE = 2,
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ITEMBTN_DROP = 3,
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ITEMBTN_GIVE = 3,
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ITEMBTN_INFO = 4,
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ITEMBTN_DROP = 4,
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ITEMBTN_SPEC = 5, // Sell, Identify, or Enchant
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ITEMBTN_INFO = 5,
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ITEMBTN_SPEC = 6, // Sell, Identify, or Enchant
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MAX_eItemButton // keep last
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MAX_eItemButton // keep last
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};
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};
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@@ -422,19 +422,12 @@ void place_buy_button(short position,short pc_num,short item_num) {
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}
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}
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}
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}
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// name, use, give, drop, info, sell/id
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// shortcuts - if which_button_to_put is 10, all 4 buttons now
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// if which_button_to_put is 11, just right 2
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void place_item_graphic(short which_slot,short graphic) {
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void place_item_graphic(short which_slot,short graphic) {
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rectangle from_rect = {0,0,18,18},to_rect;
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rectangle from_rect = {0,0,18,18},to_rect;
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item_area_button_active[which_slot][ITEMBTN_NAME] = true;
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item_area_button_active[which_slot][ITEMBTN_ICON] = true;
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from_rect.offset((graphic % 10) * 18,(graphic / 10) * 18);
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from_rect.offset((graphic % 10) * 18,(graphic / 10) * 18);
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to_rect = item_buttons[which_slot][ITEMBTN_NAME];
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to_rect = item_buttons[which_slot][ITEMBTN_ICON];
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to_rect.right = to_rect.left + (to_rect.bottom - to_rect.top);
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to_rect.inset(-1,-1);
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to_rect.offset(20,1);
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from_rect.inset(2,2);
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std::shared_ptr<const sf::Texture> src_gw;
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std::shared_ptr<const sf::Texture> src_gw;
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if(graphic >= 10000) {
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if(graphic >= 10000) {
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graf_pos_ref(src_gw, from_rect) = spec_scen_g.find_graphic(graphic - 10000, true);
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graf_pos_ref(src_gw, from_rect) = spec_scen_g.find_graphic(graphic - 10000, true);
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@@ -446,6 +439,9 @@ void place_item_graphic(short which_slot,short graphic) {
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else rect_draw_some_item(*ResMgr::graphics.get("tinyobj"), from_rect, item_stats_gworld, to_rect, sf::BlendAlpha);
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else rect_draw_some_item(*ResMgr::graphics.get("tinyobj"), from_rect, item_stats_gworld, to_rect, sf::BlendAlpha);
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}
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}
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// name, use, give, drop, info, sell/id
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// shortcuts - if which_button_to_put is 10, all 4 buttons now
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// if which_button_to_put is 11, just right 2
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void place_item_button(short button_position,short which_slot,eItemButton button_type) {
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void place_item_button(short button_position,short which_slot,eItemButton button_type) {
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rectangle from_rect = {0,0,18,18},to_rect;
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rectangle from_rect = {0,0,18,18},to_rect;
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@@ -453,7 +449,7 @@ void place_item_button(short button_position,short which_slot,eItemButton button
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switch(button_position) {
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switch(button_position) {
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default: // this means put a regular item button
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default: // this means put a regular item button
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item_area_button_active[which_slot][button_type] = true;
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item_area_button_active[which_slot][button_type] = true;
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rect_draw_some_item(invenbtn_gworld, item_buttons_from[button_type - 1], item_stats_gworld, item_buttons[which_slot][button_type], sf::BlendAlpha);
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rect_draw_some_item(invenbtn_gworld, item_buttons_from[button_type - 2], item_stats_gworld, item_buttons[which_slot][button_type], sf::BlendAlpha);
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break;
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break;
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case ITEMBTN_ALL: // this means put all 4
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case ITEMBTN_ALL: // this means put all 4
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item_area_button_active[which_slot][ITEMBTN_USE] = true;
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item_area_button_active[which_slot][ITEMBTN_USE] = true;
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