Vector<int> equipOffset(
17 * parent->Res().statusFont->CharWidth(),
4 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
+ Vector<int> menuOffset(
+ 15 * parent->Res().statusFont->CharWidth(),
+ 17 * parent->Res().statusFont->CharHeight() - parent->Res().statusFont->CharHeight() / 8);
parent->RenderBackground(screen);
parent->Res().shoulderNav->Draw(screen, offset + shoulderNavOffset);
RenderStatus(screen, offset + parent->StatusOffset(0));
RenderStats(screen, offset + statsOffset);
- RenderEquipmentMenu(screen, equipOffset);
+ RenderEquipmentMenu(screen, offset + equipOffset);
+ RenderActionMenu(screen, offset + menuOffset);
}
int EquipMenu::Width() const {
}
void EquipMenu::RenderActionMenu(SDL_Surface *screen, const Vector<int> &offset) const {
+ const Font &font(*parent->Res().statusFont);
+ const Frame &frame(*parent->Res().statusFrame);
+ const Vector<int> menuOffset(3 * font.CharWidth(), font.CharHeight() + font.CharHeight() / 2);
+ frame.Draw(screen, offset, 15 * font.CharWidth(), 10 * font.CharHeight());
+ actionMenu.Draw(screen, offset + menuOffset);
}
void EquipMenu::RenderInventoryMenu(SDL_Surface *screen, const Vector<int> &offset) const {