autochooseResultLabel{artificerEnchantConfirmWindow->ADD("Choose Result Label",MenuLabel)(geom2d::rect<float>{vf2d{0.f,0.f},vf2d{artificerEnchantConfirmWindow->size.x,12.f}},"Choose a Result",1.f,ComponentAttr::SHADOW)END};
autotakeOldButton{artificerEnchantConfirmWindow->ADD("Take Old Button",MenuComponent)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/4.f-takeOldTextWidth/2.f,138.f},{takeOldTextWidth,20.f}},"Take Old",[](MenuFuncDatadata){
autotakeOldButton{artificerEnchantConfirmWindow->ADD("Take Old Button",MenuComponent)(geom2d::rect<float>{{artificerEnchantConfirmWindow->size.x/4.f-takeOldTextWidth/2.f,138.f},{takeOldTextWidth-8.f,20.f}},"Take Old",[](MenuFuncDatadata){
autotakeNewButton{artificerEnchantConfirmWindow->ADD("Take New Button",MenuComponent)(geom2d::rect<float>{vf2d{artificerEnchantConfirmWindow->size.x/2.f+8.f+artificerEnchantConfirmWindow->size.x/4.f-takeNewTextWidth/2.f,138.f},{takeNewTextWidth,20.f}},"Take New",[](MenuFuncDatadata){
autotakeNewButton{artificerEnchantConfirmWindow->ADD("Take New Button",MenuComponent)(geom2d::rect<float>{vf2d{artificerEnchantConfirmWindow->size.x/2.f+8.f+artificerEnchantConfirmWindow->size.x/4.f-takeNewTextWidth/2.f,138.f},{takeNewTextWidth-8.f,20.f}},"Take New",[](MenuFuncDatadata){
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},GFX["skill_overlay_icon_overlay.png"].Decal(),0,GFX["skill_overlay_icon_overlay.png"].Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},YELLOW);
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},const_cast<Decal*>(item->Decal()),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{255,255,255,128});
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},const_cast<Decal*>(item->Icon().Decal()),0,item->Icon().Sprite()->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{255,255,255,128});
game->SetDecalMode(DecalMode::ADDITIVE);
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},const_cast<Decal*>(item->Decal()),0,item->Decal()->sprite->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),128});
game->view.DrawRotatedDecal(pos-vf2d{0,GetZ()+yOffset},const_cast<Decal*>(item->Icon().Decal()),0,item->Icon().Sprite()->Size()/2,{"ItemDrop.Item Drop Scale"_F,"ItemDrop.Item Drop Scale"_F},{uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),uint8_t(abs(sin(game->levelTime*1.5)*255.f)),128});
//NOTE: This version of the constructor will create a COPY of an item as opposed to the weakItemRef version which will reference an item say from an inventory...