inventory ui work
Some checks failed
studiorailgun/Renderer/pipeline/head There was a failure building this commit

This commit is contained in:
austin 2025-05-14 12:55:38 -04:00
parent ce10e81ca5
commit f6fe44b178
2 changed files with 13 additions and 8 deletions

View File

@ -1757,8 +1757,15 @@ Non-ideal implementation of multiple inventory windows drawing at once
Inventory packet for unified item transform requests from client
Server inventory utility for unified item transform requests
Toolbar ui uses unified item transfer flow
New inventory packet types
Unified container movement utils
(05/14/2025)
Break up InventoryUtils class
Update inventory utility logic
Fix styling for inventory panel ui element

View File

@ -22,16 +22,11 @@ import electrosphere.renderer.ui.events.NavigationEvent;
* The main inventory display window
*/
public class InventoryMainWindow {
/**
* Minimum width of the component
*/
public static final int MIN_WIDTH = 500;
/**
* Minimum height of the component
* Maximum allowed height
*/
public static final int MIN_HEIGHT = 500;
public static final int MAX_HEIGHT = 750;
/**
* Margins around the window
@ -108,11 +103,14 @@ public class InventoryMainWindow {
throw new Error("Trying to recreate inventory window with null entity!");
}
Window rVal = Window.createExpandableCenterAligned(Globals.renderingEngine.getOpenGLState());
rVal.setMaxWidth(Globals.WINDOW_WIDTH / 2);
rVal.setMarginBottom(MARGIN);
rVal.setMarginLeft(MARGIN);
rVal.setMarginRight(MARGIN);
rVal.setMarginTop(MARGIN);
rVal.setWidth(MAX_HEIGHT);
rVal.setHeight(MAX_HEIGHT);
rVal.setMinWidth(MAX_HEIGHT);
rVal.setMinHeight(MAX_HEIGHT);
String windowString;
if(entity == Globals.playerEntity){