#ifndef INVENTORYITEM_H #define INVENTORYITEM_H #include "Game/Systems/UI/UITextures/uidisplay.h" class InventoryItem { public: InventoryItem(const char* worldLabelFile, const char* inventoryLabelFile, glm::vec2 worldLabelScale, glm::vec2 inventoryLabelScale, std::set& m_shownScreens); void updateWorldLabelPos(glm::vec2 pos); glm::mat4 getWorldLabelTransformationMat(); GLuint getWorldLabelTexID(); float getWorldLabelTexAspect(); std::shared_ptr getUIDisplay(); private: std::shared_ptr m_world_label; std::shared_ptr m_inventory_label; int m_inventoryCount = 0; }; #endif // INVENTORYITEM_H