public GuiHotbar()
        {
            int height = 244, width = 32;
            boundingBox = new Rectangle(0, (int)(Main.ScreenSize.Y / 2) - height, height, width);
            position = new Vector2(boundingBox.X, boundingBox.Y);

            container = new GuiItemContainer(10);
            container.SetBackground("Player/Hotbar", Color.White);
            container.SetBackgroundPosition(position);
            for (int index = 0; index < container.slots.Length; index++)
            {
                int xOffset = (int)(9 * Main.guiScale);
                int yOffset = (int)((index * 24) * Main.guiScale);

                Vector2 pos = new Vector2(container.backgroundPosition.X + xOffset, container.backgroundPosition.Y + yOffset);
                container.slots[index] = new GuiSlot((int)pos.X, (int)pos.Y, Item.SpriteSize, Item.SpriteSize);
            }

            selector = new GuiSelection(new Vector2(position.X + 9, position.Y + (24 * 9) /*Temporary to fix scrolling inverted*/));
        }
        public GuiInventory()
            : base()
        {
            container = new GuiItemContainer(50);
            container.SetBackground("Player/Inventory", Color.White);
            container.SetBackgroundPosition(new Vector2(Main.ScreenSize.X / 2, Main.ScreenSize.Y / 2));
            container.SetBackgroundSource(new Rectangle(0, 0, 245, 231));
            container.SetOrigin(new Vector2(container.background.Width / 2, container.background.Height / 2));
            for (int index = 0; index < container.slots.Length; index++)
            {
                int xOffset = (int)((((index % 10) * 24) + 9) * Main.guiScale);
                int yOffset;
                if (index < 10)
                    yOffset = (int)(10 * Main.guiScale);
                else
                    yOffset = (int)((((index / 10) * 24) + 42) * Main.guiScale);

                Vector2 position = new Vector2((this.container.backgroundPosition.X - (container.background.Width * Main.guiScale) / 2) + xOffset, (this.container.backgroundPosition.Y - (container.background.Height * Main.guiScale) / 2) + yOffset);
                container.slots[index] = new GuiSlot((int)position.X, (int)position.Y, Item.SpriteSize, Item.SpriteSize);
            }
        }