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#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<std::string>& m_shownScreens);
void updateWorldLabelPos(glm::vec2 pos);
glm::mat4 getWorldLabelTransformationMat();
GLuint getWorldLabelTexID();
float getWorldLabelTexAspect();
std::shared_ptr<UIDisplay> getUIDisplay();
private:
std::shared_ptr<UIDisplay> m_world_label;
std::shared_ptr<UIDisplay> m_inventory_label;
int m_inventoryCount = 0;
};
#endif // INVENTORYITEM_H
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