public WindowCharacterCreateMenu(int x, int y, int w, int h, string title, EBorderStyle borderStyle, Entity player, HUD parent) : base(x, y, w, h, title, borderStyle, player, parent) { borderStyle = EBorderStyle.NONE; availablePoints = NUMBER_OF_POINTS; dragdrop = new HUD.DragDrop(); characterNameField = new TextField(3, 5, MAX_NAME_LENGTH, 1, elementDarker, elementDark, foregroundColor, CharacterNameCompleted); // sub windows for inspecitng the starrting skills and starting items skillInspector = new WindowSkillInfo(0, 0, 30, 12, "[skill]", EBorderStyle.ALL, null, null); itemInspector = new WindowItemInfo(0, 0, 30, 12, "[item]", EBorderStyle.ALL, null, null); }
public WindowInventory(int x, int y, int w, int h, string title, EBorderStyle borderStyle, Entity player, HUD parent) : base(x, y, w, h, title, borderStyle, player, parent) { itemInfoWindow = new WindowItemInfo(0, 0, 30, 12, "[details]", EBorderStyle.ALL, player, parent); parent.windows.Add(itemInfoWindow); // cache the players inventory: NOTE: this needs to be updated if teh player is destroyed so that the component can be GC'd inventory = player.Get <InvComponent>(); equipment = player.Get <EquipmentComponent>(); equipSection.starty = 4; equipSection.endy = 24; invSection.starty = 25; invSection.endy = h; }