#include "inventoryitem.h" InventoryItem::InventoryItem(const char* worldLabelFile, const char* inventoryLabelFile, glm::vec2 worldLabelScale, glm::vec2 inventoryLabelScale, std::set& m_shownScreens) { TextureData worldLabelTex = Global::graphics.loadTextureFromFile(worldLabelFile); TextureData inventoryLabelTex = Global::graphics.loadTextureFromFile(inventoryLabelFile); m_world_label = std::make_shared(worldLabelTex, glm::vec2(0.f), worldLabelScale, m_shownScreens, AspectRatio::LAND_FIT); m_inventory_label = std::make_shared(inventoryLabelTex, glm::vec2(0.f), inventoryLabelScale, m_shownScreens, AspectRatio::LAND_FIT); } void InventoryItem::updateWorldLabelPos(glm::vec2 pos){ m_world_label->setPos(pos); } glm::mat4 InventoryItem::getWorldLabelTransformationMat(){ return m_world_label->getTransformationMat(); } GLuint InventoryItem::getWorldLabelTexID(){ return m_world_label->getTexID(); } float InventoryItem::getWorldLabelTexAspect(){ return m_world_label->getTextureScaleAspect(); } std::shared_ptr InventoryItem::getUIDisplay(){ return m_world_label; }