Add inventory.
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@@ -8,38 +8,38 @@
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#include "uitextbox.h"
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#include "ui/ui.h"
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#include "ui/uitext.h"
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#include "rpg/rpgtextbox.h"
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// #include "rpg/rpgtextbox.h"
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#include "display/screen.h"
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#include "display/spritebatch.h"
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#include "input/input.h"
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void uiTextboxUpdate() {
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if(!rpgTextboxIsVisible()) return;
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// void uiTextboxUpdate() {
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// if(!rpgTextboxIsVisible()) return;
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if(inputPressed(INPUT_ACTION_ACCEPT)) {
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rpgTextboxHide();
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}
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}
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// if(inputPressed(INPUT_ACTION_ACCEPT)) {
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// rpgTextboxHide();
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// }
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// }
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void uiTextboxRender() {
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if(!rpgTextboxIsVisible()) return;
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// void uiTextboxRender() {
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// if(!rpgTextboxIsVisible()) return;
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const char_t *text = RPG_TEXTBOX.text;
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int32_t textWidth, textHeight;
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// const char_t *text = RPG_TEXTBOX.text;
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// int32_t textWidth, textHeight;
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uiTextMeasure(text, UI.fontTileset, &textWidth, &textHeight);
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// uiTextMeasure(text, UI.fontTileset, &textWidth, &textHeight);
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float_t y = 0;
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if(RPG_TEXTBOX.position == RPG_TEXTBOX_POS_BOTTOM) {
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y = SCREEN.height - (float_t)textHeight;
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}
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// float_t y = 0;
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// if(RPG_TEXTBOX.position == RPG_TEXTBOX_POS_BOTTOM) {
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// y = SCREEN.height - (float_t)textHeight;
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// }
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spriteBatchPush(
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NULL,
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0.0f, y,
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(float_t)SCREEN.width, (float_t)(y + textHeight),
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COLOR_BLACK,
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0.0f, 0.0f, 1.0f, 1.0f
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);
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uiTextDraw(0, y, text, COLOR_RED, UI.fontTileset, &UI.fontTexture);
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}
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// spriteBatchPush(
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// NULL,
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// 0.0f, y,
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// (float_t)SCREEN.width, (float_t)(y + textHeight),
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// COLOR_BLACK,
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// 0.0f, 0.0f, 1.0f, 1.0f
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// );
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// uiTextDraw(0, y, text, COLOR_RED, UI.fontTileset, &UI.fontTexture);
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// }
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