/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ #include "ags/engine/ac/game_state.h" #include "ags/engine/ac/global_inv_window.h" #include "ags/engine/ac/global_translation.h" #include "ags/engine/ac/properties.h" #include "ags/shared/gui/gui_main.h" #include "ags/shared/gui/gui_inv.h" #include "ags/engine/script/executing_script.h" #include "ags/globals.h" namespace AGS3 { using namespace AGS::Shared; void sc_invscreen() { _G(curscript)->queue_action(ePSAInvScreen, 0, "InventoryScreen"); } void SetInvDimensions(int ww, int hh) { _GP(play).inv_item_wid = ww; _GP(play).inv_item_hit = hh; _GP(play).inv_numdisp = 0; // backwards compatibility for (auto &inv : _GP(guiinv)) { inv.ItemWidth = ww; inv.ItemHeight = hh; inv.OnResized(); } } } // namespace AGS3