Added hover button functionality to MenuItemButton component and to InventorySrollableWindowComponent item buttons created via that component. Implemented inventory screen.
//Algorithm will iterate through all slots, finding blank slots. Each time a blank slot is found, all items will shift over by one, and then the last item will be removed. Repeat until all slots iterated through.
//Algorithm will iterate through all slots, finding blank slots. Each time a blank slot is found, all items will shift over by one, and then the last item will be removed. Repeat until all slots iterated through.
booldisabled=false;//If set to true, this component will not be rendered or updated.
booldisabled=false;//If set to true, this component will not be rendered or updated.
boolrenderInMain=true;//If set to false, this component is the responsibility of some other windowing system and won't be rendered or updated via the main window loop.
boolrenderInMain=true;//If set to false, this component is the responsibility of some other windowing system and won't be rendered or updated via the main window loop.
boolvalid=true;//If set to false, this would cause the component to be removed.
boolvalid=true;//If set to false, this would cause the component to be removed.
booldecal=false;//If set to true, will use decal rendering (For foreground shenanigans)
intitemQuantity=Inventory::GetItemCount(invRef.at(inventoryIndex).Name());//Normally we'd retrieve how many of this item we have from our inventory...However Monster Loot and Stage Loot inventories are special and hold their own inventory counts...
intitemQuantity=Inventory::GetItemCount(invRef.at(inventoryIndex).Name());//Normally we'd retrieve how many of this item we have from our inventory...However Monster Loot and Stage Loot inventories are special and hold their own inventory counts...
itemQuantity=invRef.at(inventoryIndex).Amt();//So the item quantity comes from the stack itself and not our main inventory.