Fixed a UI inconsistency in the inventory overlay

This commit is contained in:
PapaMilky 2026-04-09 21:58:44 +10:00
commit dab3e1554c
Signed by untrusted user who does not match committer: PapaMilky
GPG key ID: 375758D2F2FFF87A

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@ -370,7 +370,7 @@ void render_action_log(const char log[5][128], int count, int head) {
void render_inventory_overlay(const Player *p, int selected) {
// Overlay dimensions
int ov_width = 360;
int ov_height = 300;
int ov_height = 337;
Rectangle overlay = {(float)(SCREEN_WIDTH - ov_width) / 2, (float)(SCREEN_HEIGHT - ov_height) / 2 - 60,
(float)ov_width, (float)ov_height};
DrawRectangleRec(overlay, (Color){12, 12, 12, 252});
@ -394,8 +394,8 @@ void render_inventory_overlay(const Player *p, int selected) {
// Selection highlight
if (i == selected) {
DrawRectangle((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255});
DrawRectangleLines((int)overlay.x + 6, y_pos, (int)overlay.width - 12, row_height - 2,
DrawRectangle((int)overlay.x + 6, y_pos - 2, (int)overlay.width - 12, row_height - 2, (Color){45, 45, 45, 255});
DrawRectangleLines((int)overlay.x + 6, y_pos - 2, (int)overlay.width - 12, row_height - 2,
(Color){180, 160, 80, 255});
}