commit
a568d3d0da
@ -29,7 +29,6 @@ void GameObjectManager::initialize() {
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testObjMeshMutable.RefreshVBO();
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textMesh = ZL::LoadFromTextFile("./textures/mesh_first_room.txt");
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textMesh.NormalData // Add ZL:: namespace
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textMesh.Scale(10);
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textMesh.SwapZandY();
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textMesh.RotateByMatrix(QuatToMatrix(QuatFromRotateAroundX(M_PI * 0.5)));
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@ -115,23 +114,11 @@ void GameObjectManager::initialize() {
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roomTexturePtr = rooms[current_room_index].roomTexture;
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// Добавляем тестовые предметы с правильными hot_key
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if (objects_in_inventory < MAX_INVENTORY_SLOTS) {
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AddItemToInventory("book1", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), 1);
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objects_in_inventory++;
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std::cout << "Added item with hotkey 1" << std::endl;
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}
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if (objects_in_inventory < MAX_INVENTORY_SLOTS) {
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AddItemToInventory("book2", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), 2);
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objects_in_inventory++;
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std::cout << "Added item with hotkey 2" << std::endl;
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}
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AddItemToInventory("book1", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), objects_in_inventory+1);
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objects_in_inventory++;
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AddItemToInventory("book2", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), objects_in_inventory+1);
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objects_in_inventory++;
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// Test inventory items
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AddItemToInventory("book1", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), 1);
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AddItemToInventory("book2", std::make_shared<Texture>(CreateTextureDataFromBmp24("./Kitchen_ceramics.bmp")), 2);
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objects_in_inventory = 2;
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//SDL_ShowCursor(SDL_DISABLE);
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SDL_SetRelativeMouseMode(SDL_TRUE);
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@ -163,6 +150,10 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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switch_room(1);
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}
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else if (event.type == SDL_MOUSEBUTTONDOWN) {
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if (InventoryItem* item = GetItemSelected(true)) {
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}
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else {
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const auto highlightedObjects = aoMgr.findByHighlighted(true);
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for (auto* ao : highlightedObjects) {
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@ -175,6 +166,7 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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aoMgr.removeByName(ao->name);
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}
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}
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// bx.Interpolate(animationCounter);
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// animationCounter += 2;
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}
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@ -274,26 +266,14 @@ void GameObjectManager::handleEvent(const SDL_Event& event) {
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case SDLK_7:
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case SDLK_8:
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case SDLK_9:
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{
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int slot_index = event.key.keysym.sym - SDLK_1 + 1;
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std::cout << "Selected slot: " << slot_index << std::endl;
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{
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UnselectAllItems();
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if (auto* item = GetItemByIndex(slot_index)) {
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std::cout << "Found item in slot " << slot_index << std::endl;
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if (InventoryItem* item = GetItemByHotkey(event.key.keysym.sym - SDLK_1 + 1)) {
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item->isSelected = true;
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item->scale = SELECTED_ITEM_SCALE;
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inventoryIconMesh = CreateRect2D(
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{0.0f, 40.0f},
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{INVENTORY_ICON_SIZE/2 * item->scale, INVENTORY_ICON_SIZE/2 * item->scale},
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0.5f
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);
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inventoryIconMeshMutable.AssignFrom(inventoryIconMesh);
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inventoryIconMeshMutable.RefreshVBO();
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}
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}
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break;
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// ...handle other keys...
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@ -491,10 +471,10 @@ bool GameObjectManager::isPointInObject(int screenX, int screenY, int objectScre
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const int baseObjectSize = 32; // Base half-size
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const float scale = 1.0f; // Get scale from item if needed
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const int scaledObjectSize = static_cast<int>(baseObjectSize * scale);
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return (screenX >= objectScreenX - scaledObjectSize &&
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return (screenX >= objectScreenX - scaledObjectSize &&
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screenX <= objectScreenX + scaledObjectSize &&
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screenY >= objectScreenY - scaledObjectSize &&
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screenY >= objectScreenY - scaledObjectSize &&
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screenY <= objectScreenY + scaledObjectSize);
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}
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@ -2,7 +2,7 @@
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namespace ZL
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{
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std::unordered_map<int, InventoryItem> gInventoryMap;
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std::unordered_map<std::string, InventoryItem> gInventoryMap;
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int slot_index)
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{
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@ -16,27 +16,48 @@ namespace ZL
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item.hot_key = slot_index;
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item.scale = 1.0f;
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gInventoryMap[slot_index] = item;
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gInventoryMap[name] = item;
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std::cout << "Added item to slot " << slot_index << std::endl;
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}
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void RemoveItemFromInventory(int slot_index)
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void RemoveItemFromInventory(const std::string& name)
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{
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gInventoryMap.erase(slot_index);
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// erase вернёт количество удалённых элементов, если нужно проверить
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gInventoryMap.erase(name);
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}
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InventoryItem* GetItemByIndex(int slot_index)
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InventoryItem* GetItemByName(const std::string name)
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{
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auto it = gInventoryMap.find(slot_index);
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if (it != gInventoryMap.end()) {
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// Пытаемся найти элемент по ключу
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auto it = gInventoryMap.find(name);
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if (it != gInventoryMap.end())
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{
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// Возвращаем адрес найденного InventoryItem
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return &it->second;
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}
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// Если не нашли – nullptr
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return nullptr;
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}
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InventoryItem* GetItemByHotkey(int hotkey)
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{
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return GetItemByIndex(hotkey); // Now we can just use the index directly
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for (auto& [_, item] : gInventoryMap) {
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if (item.hot_key == hotkey) {
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return &item;
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}
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}
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return nullptr;
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}
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InventoryItem* GetItemSelected(bool selected)
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{
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for (auto& [_, item] : gInventoryMap) {
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if (item.isSelected == selected) {
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return &item;
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}
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}
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return nullptr;
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}
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void PrintInventory()
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@ -56,7 +77,7 @@ namespace ZL
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}
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}
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const std::unordered_map<int, InventoryItem>& ReturnInventory()
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const std::unordered_map<std::string, InventoryItem>& ReturnInventory()
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{
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return gInventoryMap;
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}
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@ -21,7 +21,7 @@ namespace ZL
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};
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// Глобальное хранилище предметов
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extern std::unordered_map<int, InventoryItem> gInventoryMap; // Changed key type from string to int
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extern std::unordered_map<std::string, InventoryItem> gInventoryMap; // Changed key type from string to int
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// Добавить предмет в инвентарь
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void AddItemToInventory(const std::string& name, std::shared_ptr<Texture> tex, int slot_index);
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@ -30,14 +30,15 @@ namespace ZL
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void RemoveItemFromInventory(int slot_index);
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// Поиск предмета по индексу (возвращает указатель или nullptr)
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InventoryItem* GetItemByIndex(int slot_index);
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InventoryItem* GetItemByHotkey(int hot_key);
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InventoryItem* GetItemSelected(bool isSelected);
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InventoryItem* GetItemByName(std::string name);
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// Вывести весь инвентарь в консоль
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void PrintInventory();
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const std::unordered_map<int, InventoryItem>& ReturnInventory();
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const std::unordered_map<std::string, InventoryItem>& ReturnInventory();
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// Add these new functions
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void UnselectAllItems();
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InventoryItem* GetItemByHotkey(int hotkey);
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}
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@ -234,15 +234,29 @@ void RenderSystem::drawUI(const GameObjectManager& gameObjects) {
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for (const auto& [name, item] : inventoryMap) {
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renderer.PushMatrix();
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if (item.isSelected) {
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float xPos = Environment::width
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- gameObjects.INVENTORY_MARGIN
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- gameObjects.INVENTORY_ICON_SIZE+25;
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float yPos = gameObjects.INVENTORY_MARGIN
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+ i * (gameObjects.INVENTORY_ICON_SIZE+25
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+ gameObjects.INVENTORY_MARGIN);
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renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
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glBindTexture(GL_TEXTURE_2D, item.texture->getTexID());
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}
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else {
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float xPos = Environment::width
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- gameObjects.INVENTORY_MARGIN
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- gameObjects.INVENTORY_ICON_SIZE;
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float yPos = gameObjects.INVENTORY_MARGIN
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+ i * (gameObjects.INVENTORY_ICON_SIZE
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+ gameObjects.INVENTORY_MARGIN);
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renderer.TranslateMatrix(Vector3f{xPos, yPos, 0.0f});
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glBindTexture(GL_TEXTURE_2D, item.texture->getTexID());
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}
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renderer.DrawVertexRenderStruct(gameObjects.inventoryIconMeshMutable);
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renderer.PopMatrix();
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