void Enable(int index) { entries[index].enabled = true; }
void Reserve(int n) { entries.reserve(n); }
void Clear() { entries.clear(); }
+ void ClearEntry(int at) { entries[at] = Entry(0, T(), false); }
void Draw(SDL_Surface *dest, const geometry::Vector<int> &position) const;
geometry::Vector<int> cursorOffset(
(selected % cols) * (ColWidth() + colGap) - cursor->Width(),
((selected - start) / cols) * RowHeight());
+ // Third column hack!
+ // This fixes the position of the "DROP" item in the inventory menu.
+ if (selected % cols == 2) {
+ cursorOffset += geometry::Vector<int>(font->CharWidth(), 0);
+ }
switch (state) {
case STATE_INACTIVE:
break;