src/game/UILayout.cc
void UILayout::recalculatePositions()
{
	m_teamPanelNumSlots = std::min({NUMBER_OF_SOLDIERS_PER_SQUAD, (m_screenWidth - TEAMPANEL_BUTTONSBOX_WIDTH) / TEAMPANEL_SLOT_WIDTH, 12});
	m_teamPanelNumSlots = std::max((int)m_teamPanelNumSlots, 6);

	m_teamPanelSlotsTotalWidth = m_teamPanelNumSlots * TEAMPANEL_SLOT_WIDTH;
	UINT16 tpXOffset = (m_screenWidth - m_teamPanelSlotsTotalWidth - TEAMPANEL_BUTTONSBOX_WIDTH) / 2;
	UINT16 tpYOffset = m_screenHeight - 120;
	m_teamPanelPosition.set(tpXOffset, tpYOffset);
	m_teamPanelWidth = m_teamPanelSlotsTotalWidth + TEAMPANEL_BUTTONSBOX_WIDTH;

	UINT16 startInvY = get_INV_INTERFACE_START_Y();
	UINT16 startX    = INTERFACE_START_X;

	m_stdScreenOffsetX            = (m_screenWidth - MIN_INTERFACE_WIDTH) / 2;
	m_stdScreenOffsetY            = (m_screenHeight - MIN_INTERFACE_HEIGHT) / 2;

	// tactical screen inventory position
	m_invSlotPositionTac[HELMETPOS           ].set(startX + 344, startInvY +   6);
	m_invSlotPositionTac[VESTPOS             ].set(startX + 344, startInvY +  35);
	m_invSlotPositionTac[LEGPOS              ].set(startX + 344, startInvY +  95);
	m_invSlotPositionTac[HEAD1POS            ].set(startX + 226, startInvY +   6);
	m_invSlotPositionTac[HEAD2POS            ].set(startX + 226, startInvY +  30);
	m_invSlotPositionTac[HANDPOS             ].set(startX + 226, startInvY +  84);
	m_invSlotPositionTac[SECONDHANDPOS       ].set(startX + 226, startInvY + 108);
	m_invSlotPositionTac[BIGPOCK1POS         ].set(startX + 468, startInvY +   5);
	m_invSlotPositionTac[BIGPOCK2POS         ].set(startX + 468, startInvY +  29);
	m_invSlotPositionTac[BIGPOCK3POS         ].set(startX + 468, startInvY +  53);
	m_invSlotPositionTac[BIGPOCK4POS         ].set(startX + 468, startInvY +  77);
	m_invSlotPositionTac[SMALLPOCK1POS       ].set(startX + 396, startInvY +   5);
	m_invSlotPositionTac[SMALLPOCK2POS       ].set(startX + 396, startInvY +  29);
	m_invSlotPositionTac[SMALLPOCK3POS       ].set(startX + 396, startInvY +  53);
	m_invSlotPositionTac[SMALLPOCK4POS       ].set(startX + 396, startInvY +  77);
	m_invSlotPositionTac[SMALLPOCK5POS       ].set(startX + 432, startInvY +   5);
	m_invSlotPositionTac[SMALLPOCK6POS       ].set(startX + 432, startInvY +  29);
	m_invSlotPositionTac[SMALLPOCK7POS       ].set(startX + 432, startInvY +  53);
	m_invSlotPositionTac[SMALLPOCK8POS       ].set(startX + 432, startInvY +  77);

	// map screen inventory position
	m_invSlotPositionMap[HELMETPOS           ].set(m_stdScreenOffsetX + 204, m_stdScreenOffsetY + 116);
	m_invSlotPositionMap[VESTPOS             ].set(m_stdScreenOffsetX + 204, m_stdScreenOffsetY + 145);
	m_invSlotPositionMap[LEGPOS              ].set(m_stdScreenOffsetX + 204, m_stdScreenOffsetY + 205);
	m_invSlotPositionMap[HEAD1POS            ].set(m_stdScreenOffsetX +  21, m_stdScreenOffsetY + 116);
	m_invSlotPositionMap[HEAD2POS            ].set(m_stdScreenOffsetX +  21, m_stdScreenOffsetY + 140);
	m_invSlotPositionMap[HANDPOS             ].set(m_stdScreenOffsetX +  21, m_stdScreenOffsetY + 194);
	m_invSlotPositionMap[SECONDHANDPOS       ].set(m_stdScreenOffsetX +  21, m_stdScreenOffsetY + 218);
	m_invSlotPositionMap[BIGPOCK1POS         ].set(m_stdScreenOffsetX +  98, m_stdScreenOffsetY + 251);
	m_invSlotPositionMap[BIGPOCK2POS         ].set(m_stdScreenOffsetX +  98, m_stdScreenOffsetY + 275);
	m_invSlotPositionMap[BIGPOCK3POS         ].set(m_stdScreenOffsetX +  98, m_stdScreenOffsetY + 299);
	m_invSlotPositionMap[BIGPOCK4POS         ].set(m_stdScreenOffsetX +  98, m_stdScreenOffsetY + 323);
	m_invSlotPositionMap[SMALLPOCK1POS       ].set(m_stdScreenOffsetX +  22, m_stdScreenOffsetY + 251);
	m_invSlotPositionMap[SMALLPOCK2POS       ].set(m_stdScreenOffsetX +  22, m_stdScreenOffsetY + 275);
	m_invSlotPositionMap[SMALLPOCK3POS       ].set(m_stdScreenOffsetX +  22, m_stdScreenOffsetY + 299);
	m_invSlotPositionMap[SMALLPOCK4POS       ].set(m_stdScreenOffsetX +  22, m_stdScreenOffsetY + 323);
	m_invSlotPositionMap[SMALLPOCK5POS       ].set(m_stdScreenOffsetX +  60, m_stdScreenOffsetY + 251);
	m_invSlotPositionMap[SMALLPOCK6POS       ].set(m_stdScreenOffsetX +  60, m_stdScreenOffsetY + 275);
	m_invSlotPositionMap[SMALLPOCK7POS       ].set(m_stdScreenOffsetX +  60, m_stdScreenOffsetY + 299);
	m_invSlotPositionMap[SMALLPOCK8POS       ].set(m_stdScreenOffsetX +  60, m_stdScreenOffsetY + 323);

	m_invCamoRegion.set(SM_BODYINV_X, SM_BODYINV_Y);

	m_progress_bar_box.set(STD_SCREEN_X + 5, 2, MIN_INTERFACE_WIDTH - 10, 12);
	m_moneyButtonLoc.set(startX + 343, startInvY + 11);
	m_MoneyButtonLocMap.set(m_stdScreenOffsetX + 174, m_stdScreenOffsetY + 115);

	m_VIEWPORT_START_X            = 0;
	m_VIEWPORT_START_Y            = 0;
	m_VIEWPORT_WINDOW_START_Y     = 0;
	m_VIEWPORT_END_X              = m_screenWidth;
	m_VIEWPORT_END_Y              = m_screenHeight - 120;
	m_VIEWPORT_WINDOW_END_Y       = m_screenHeight - 120;
	m_tacticalMapCenterX          = (m_VIEWPORT_END_X - m_VIEWPORT_START_X) / 2;
	m_tacticalMapCenterY          = (m_VIEWPORT_END_Y - m_VIEWPORT_START_Y) / 2;

	m_worldClippingRect.set(0, 0, m_screenWidth, m_screenHeight - 120);

	m_contractPosition.set(       m_stdScreenOffsetX + 120, m_stdScreenOffsetY +  50);
	m_attributePosition.set(      m_stdScreenOffsetX + 220, m_stdScreenOffsetY + 150);
	m_trainPosition.set(          m_stdScreenOffsetX + 160, m_stdScreenOffsetY + 150);
	m_vehiclePosition.set(        m_stdScreenOffsetX + 160, m_stdScreenOffsetY + 150);
	m_repairPosition.set(         m_stdScreenOffsetX + 160, m_stdScreenOffsetY + 150);
	m_assignmentPosition.set(     m_stdScreenOffsetX + 120, m_stdScreenOffsetY + 150);
	m_squadPosition.set(          m_stdScreenOffsetX + 160, m_stdScreenOffsetY + 150);
	m_versionPosition.set(        10, m_screenHeight - 15);
}
/** Recalculate UI elements' positions after changing screen size. */
Recalculate UI elements' positions after changing screen size.
Recalculate UI elements ' positions after changing screen size .
void UILayout::recalculatePositions()
{
	m_teamPanelNumSlots = std::min({NUMBER_OF_SOLDIERS_PER_SQUAD, (m_screenWidth - TEAMPANEL_BUTTONSBOX_WIDTH) / TEAMPANEL_SLOT_WIDTH, 12});
	m_teamPanelNumSlots = std::max((int)m_teamPanelNumSlots, 6);
	m_teamPanelSlotsTotalWidth = m_teamPanelNumSlots * TEAMPANEL_SLOT_WIDTH;
	UINT16 tpXOffset = (m_screenWidth - m_teamPanelSlotsTotalWidth - TEAMPANEL_BUTTONSBOX_WIDTH) / 2;
	UINT16 tpYOffset = m_screenHeight - 120;
	m_teamPanelPosition.set(tpXOffset, tpYOffset);
	m_teamPanelWidth = m_teamPanelSlotsTotalWidth + TEAMPANEL_BUTTONSBOX_WIDTH;
	UINT16 startInvY = get_INV_INTERFACE_START_Y();
	UINT16 startX    = INTERFACE_START_X;
	m_stdScreenOffsetX            = (m_screenWidth - MIN_INTERFACE_WIDTH) / 2;
	m_stdScreenOffsetY            = (m_screenHeight - MIN_INTERFACE_HEIGHT) / 2;
	m_invSlotPositionTac[HELMETPOS           ].set(startX + 344, startInvY +   6);
	m_invSlotPositionTac[VESTPOS             ].set(startX + 344, startInvY +  35);
	m_invSlotPositionTac[LEGPOS              ].set(startX + 344, startInvY +  95);
	m_invSlotPositionTac[HEAD1POS            ].set(startX + 226, startInvY +   6);
	m_invSlotPositionTac[HEAD2POS            ].set(startX + 226, startInvY +  30);
	m_invSlotPositionTac[HANDPOS             ].set(startX + 226, startInvY +  84);
	m_invSlotPositionTac[SECONDHANDPOS       ].set(startX + 226, startInvY + 108);
	m_invSlotPositionTac[BIGPOCK1POS         ].set(startX + 468, startInvY +   5);
	m_invSlotPositionTac[BIGPOCK2POS         ].set(startX + 468, startInvY +  29);
	m_invSlotPositionTac[BIGPOCK3POS         ].set(startX + 468, startInvY +  53);
	m_invSlotPositionTac[BIGPOCK4POS         ].set(startX + 468, startInvY +  77);
	m_invSlotPositionTac[SMALLPOCK1POS       ].set(startX + 396, startInvY +   5);
	m_invSlotPositionTac[SMALLPOCK2POS       ].set(startX + 396, startInvY +  29);
	m_invSlotPositionTac[SMALLPOCK3POS       ].set(startX + 396, startInvY +  53);
	m_invSlotPositionTac[SMALLPOCK4POS       ].set(startX + 396, startInvY +  77);
	m_invSlotPositionTac[SMALLPOCK5POS       ].set(startX + 432, startInvY +   5);
	m_invSlotPositionTac[SMALLPOCK6POS       ].set(startX + 432, startInvY +  29);
	m_invSlotPositionTac[SMALLPOCK7POS       ].set(startX + 432, startInvY +  53);
	m_invSlotPositionTac[SMALLPOCK8POS       ].set(startX + 432, startInvY +  77);
	m_invSlotPositionMap[HELMETPOS           ].set(m_stdScreenOffsetX + 204, m_stdScreenOffsetY + 116);
	m_invSlotPositionMap[VESTPOS             ].set(m_stdScreenOffsetX + 204, m_stdScreenOffsetY + 145);
	m_invSlotPositionMap[LEGPOS              ].set(m_stdScreenOffsetX + 204, m_stdScreenOffsetY + 205);
	m_invSlotPositionMap[HEAD1POS            ].set(m_stdScreenOffsetX +  21, m_stdScreenOffsetY + 116);
	m_invSlotPositionMap[HEAD2POS            ].set(m_stdScreenOffsetX +  21, m_stdScreenOffsetY + 140);
	m_invSlotPositionMap[HANDPOS             ].set(m_stdScreenOffsetX +  21, m_stdScreenOffsetY + 194);
	m_invSlotPositionMap[SECONDHANDPOS       ].set(m_stdScreenOffsetX +  21, m_stdScreenOffsetY + 218);
	m_invSlotPositionMap[BIGPOCK1POS         ].set(m_stdScreenOffsetX +  98, m_stdScreenOffsetY + 251);
	m_invSlotPositionMap[BIGPOCK2POS         ].set(m_stdScreenOffsetX +  98, m_stdScreenOffsetY + 275);
	m_invSlotPositionMap[BIGPOCK3POS         ].set(m_stdScreenOffsetX +  98, m_stdScreenOffsetY + 299);
	m_invSlotPositionMap[BIGPOCK4POS         ].set(m_stdScreenOffsetX +  98, m_stdScreenOffsetY + 323);
	m_invSlotPositionMap[SMALLPOCK1POS       ].set(m_stdScreenOffsetX +  22, m_stdScreenOffsetY + 251);
	m_invSlotPositionMap[SMALLPOCK2POS       ].set(m_stdScreenOffsetX +  22, m_stdScreenOffsetY + 275);
	m_invSlotPositionMap[SMALLPOCK3POS       ].set(m_stdScreenOffsetX +  22, m_stdScreenOffsetY + 299);
	m_invSlotPositionMap[SMALLPOCK4POS       ].set(m_stdScreenOffsetX +  22, m_stdScreenOffsetY + 323);
	m_invSlotPositionMap[SMALLPOCK5POS       ].set(m_stdScreenOffsetX +  60, m_stdScreenOffsetY + 251);
	m_invSlotPositionMap[SMALLPOCK6POS       ].set(m_stdScreenOffsetX +  60, m_stdScreenOffsetY + 275);
	m_invSlotPositionMap[SMALLPOCK7POS       ].set(m_stdScreenOffsetX +  60, m_stdScreenOffsetY + 299);
	m_invSlotPositionMap[SMALLPOCK8POS       ].set(m_stdScreenOffsetX +  60, m_stdScreenOffsetY + 323);
	m_invCamoRegion.set(SM_BODYINV_X, SM_BODYINV_Y);
	m_progress_bar_box.set(STD_SCREEN_X + 5, 2, MIN_INTERFACE_WIDTH - 10, 12);
	m_moneyButtonLoc.set(startX + 343, startInvY + 11);
	m_MoneyButtonLocMap.set(m_stdScreenOffsetX + 174, m_stdScreenOffsetY + 115);
	m_VIEWPORT_START_X            = 0;
	m_VIEWPORT_START_Y            = 0;
	m_VIEWPORT_WINDOW_START_Y     = 0;
	m_VIEWPORT_END_X              = m_screenWidth;
	m_VIEWPORT_END_Y              = m_screenHeight - 120;
	m_VIEWPORT_WINDOW_END_Y       = m_screenHeight - 120;
	m_tacticalMapCenterX          = (m_VIEWPORT_END_X - m_VIEWPORT_START_X) / 2;
	m_tacticalMapCenterY          = (m_VIEWPORT_END_Y - m_VIEWPORT_START_Y) / 2;
	m_worldClippingRect.set(0, 0, m_screenWidth, m_screenHeight - 120);
	m_contractPosition.set(       m_stdScreenOffsetX + 120, m_stdScreenOffsetY +  50);
	m_attributePosition.set(      m_stdScreenOffsetX + 220, m_stdScreenOffsetY + 150);
	m_trainPosition.set(          m_stdScreenOffsetX + 160, m_stdScreenOffsetY + 150);
	m_vehiclePosition.set(        m_stdScreenOffsetX + 160, m_stdScreenOffsetY + 150);
	m_repairPosition.set(         m_stdScreenOffsetX + 160, m_stdScreenOffsetY + 150);
	m_assignmentPosition.set(     m_stdScreenOffsetX + 120, m_stdScreenOffsetY + 150);
	m_squadPosition.set(          m_stdScreenOffsetX + 160, m_stdScreenOffsetY + 150);
	m_versionPosition.set(        10, m_screenHeight - 15);
}
void UILayout :: recalculatePositions ( ) { m_teamPanelNumSlots = std :: min ( { NUMBER_OF_SOLDIERS_PER_SQUAD , ( m_screenWidth - TEAMPANEL_BUTTONSBOX_WIDTH ) / TEAMPANEL_SLOT_WIDTH , 12 } ) ; m_teamPanelNumSlots = std :: max ( ( int ) m_teamPanelNumSlots , 6 ) ; m_teamPanelSlotsTotalWidth = m_teamPanelNumSlots * TEAMPANEL_SLOT_WIDTH ; UINT16 tpXOffset = ( m_screenWidth - m_teamPanelSlotsTotalWidth - TEAMPANEL_BUTTONSBOX_WIDTH ) / 2 ; UINT16 tpYOffset = m_screenHeight - 120 ; m_teamPanelPosition . set ( tpXOffset , tpYOffset ) ; m_teamPanelWidth = m_teamPanelSlotsTotalWidth + TEAMPANEL_BUTTONSBOX_WIDTH ; UINT16 startInvY = get_INV_INTERFACE_START_Y ( ) ; UINT16 startX = INTERFACE_START_X ; m_stdScreenOffsetX = ( m_screenWidth - MIN_INTERFACE_WIDTH ) / 2 ; m_stdScreenOffsetY = ( m_screenHeight - MIN_INTERFACE_HEIGHT ) / 2 ; m_invSlotPositionTac [ HELMETPOS ] . set ( startX + 344 , startInvY + 6 ) ; m_invSlotPositionTac [ VESTPOS ] . set ( startX + 344 , startInvY + 35 ) ; m_invSlotPositionTac [ LEGPOS ] . set ( startX + 344 , startInvY + 95 ) ; m_invSlotPositionTac [ HEAD1POS ] . set ( startX + 226 , startInvY + 6 ) ; m_invSlotPositionTac [ HEAD2POS ] . set ( startX + 226 , startInvY + 30 ) ; m_invSlotPositionTac [ HANDPOS ] . set ( startX + 226 , startInvY + 84 ) ; m_invSlotPositionTac [ SECONDHANDPOS ] . set ( startX + 226 , startInvY + 108 ) ; m_invSlotPositionTac [ BIGPOCK1POS ] . set ( startX + 468 , startInvY + 5 ) ; m_invSlotPositionTac [ BIGPOCK2POS ] . set ( startX + 468 , startInvY + 29 ) ; m_invSlotPositionTac [ BIGPOCK3POS ] . set ( startX + 468 , startInvY + 53 ) ; m_invSlotPositionTac [ BIGPOCK4POS ] . set ( startX + 468 , startInvY + 77 ) ; m_invSlotPositionTac [ SMALLPOCK1POS ] . set ( startX + 396 , startInvY + 5 ) ; m_invSlotPositionTac [ SMALLPOCK2POS ] . set ( startX + 396 , startInvY + 29 ) ; m_invSlotPositionTac [ SMALLPOCK3POS ] . set ( startX + 396 , startInvY + 53 ) ; m_invSlotPositionTac [ SMALLPOCK4POS ] . set ( startX + 396 , startInvY + 77 ) ; m_invSlotPositionTac [ SMALLPOCK5POS ] . set ( startX + 432 , startInvY + 5 ) ; m_invSlotPositionTac [ SMALLPOCK6POS ] . set ( startX + 432 , startInvY + 29 ) ; m_invSlotPositionTac [ SMALLPOCK7POS ] . set ( startX + 432 , startInvY + 53 ) ; m_invSlotPositionTac [ SMALLPOCK8POS ] . set ( startX + 432 , startInvY + 77 ) ; m_invSlotPositionMap [ HELMETPOS ] . set ( m_stdScreenOffsetX + 204 , m_stdScreenOffsetY + 116 ) ; m_invSlotPositionMap [ VESTPOS ] . set ( m_stdScreenOffsetX + 204 , m_stdScreenOffsetY + 145 ) ; m_invSlotPositionMap [ LEGPOS ] . set ( m_stdScreenOffsetX + 204 , m_stdScreenOffsetY + 205 ) ; m_invSlotPositionMap [ HEAD1POS ] . set ( m_stdScreenOffsetX + 21 , m_stdScreenOffsetY + 116 ) ; m_invSlotPositionMap [ HEAD2POS ] . set ( m_stdScreenOffsetX + 21 , m_stdScreenOffsetY + 140 ) ; m_invSlotPositionMap [ HANDPOS ] . set ( m_stdScreenOffsetX + 21 , m_stdScreenOffsetY + 194 ) ; m_invSlotPositionMap [ SECONDHANDPOS ] . set ( m_stdScreenOffsetX + 21 , m_stdScreenOffsetY + 218 ) ; m_invSlotPositionMap [ BIGPOCK1POS ] . set ( m_stdScreenOffsetX + 98 , m_stdScreenOffsetY + 251 ) ; m_invSlotPositionMap [ BIGPOCK2POS ] . set ( m_stdScreenOffsetX + 98 , m_stdScreenOffsetY + 275 ) ; m_invSlotPositionMap [ BIGPOCK3POS ] . set ( m_stdScreenOffsetX + 98 , m_stdScreenOffsetY + 299 ) ; m_invSlotPositionMap [ BIGPOCK4POS ] . set ( m_stdScreenOffsetX + 98 , m_stdScreenOffsetY + 323 ) ; m_invSlotPositionMap [ SMALLPOCK1POS ] . set ( m_stdScreenOffsetX + 22 , m_stdScreenOffsetY + 251 ) ; m_invSlotPositionMap [ SMALLPOCK2POS ] . set ( m_stdScreenOffsetX + 22 , m_stdScreenOffsetY + 275 ) ; m_invSlotPositionMap [ SMALLPOCK3POS ] . set ( m_stdScreenOffsetX + 22 , m_stdScreenOffsetY + 299 ) ; m_invSlotPositionMap [ SMALLPOCK4POS ] . set ( m_stdScreenOffsetX + 22 , m_stdScreenOffsetY + 323 ) ; m_invSlotPositionMap [ SMALLPOCK5POS ] . set ( m_stdScreenOffsetX + 60 , m_stdScreenOffsetY + 251 ) ; m_invSlotPositionMap [ SMALLPOCK6POS ] . set ( m_stdScreenOffsetX + 60 , m_stdScreenOffsetY + 275 ) ; m_invSlotPositionMap [ SMALLPOCK7POS ] . set ( m_stdScreenOffsetX + 60 , m_stdScreenOffsetY + 299 ) ; m_invSlotPositionMap [ SMALLPOCK8POS ] . set ( m_stdScreenOffsetX + 60 , m_stdScreenOffsetY + 323 ) ; m_invCamoRegion . set ( SM_BODYINV_X , SM_BODYINV_Y ) ; m_progress_bar_box . set ( STD_SCREEN_X + 5 , 2 , MIN_INTERFACE_WIDTH - 10 , 12 ) ; m_moneyButtonLoc . set ( startX + 343 , startInvY + 11 ) ; m_MoneyButtonLocMap . set ( m_stdScreenOffsetX + 174 , m_stdScreenOffsetY + 115 ) ; m_VIEWPORT_START_X = 0 ; m_VIEWPORT_START_Y = 0 ; m_VIEWPORT_WINDOW_START_Y = 0 ; m_VIEWPORT_END_X = m_screenWidth ; m_VIEWPORT_END_Y = m_screenHeight - 120 ; m_VIEWPORT_WINDOW_END_Y = m_screenHeight - 120 ; m_tacticalMapCenterX = ( m_VIEWPORT_END_X - m_VIEWPORT_START_X ) / 2 ; m_tacticalMapCenterY = ( m_VIEWPORT_END_Y - m_VIEWPORT_START_Y ) / 2 ; m_worldClippingRect . set ( 0 , 0 , m_screenWidth , m_screenHeight - 120 ) ; m_contractPosition . set ( m_stdScreenOffsetX + 120 , m_stdScreenOffsetY + 50 ) ; m_attributePosition . set ( m_stdScreenOffsetX + 220 , m_stdScreenOffsetY + 150 ) ; m_trainPosition . set ( m_stdScreenOffsetX + 160 , m_stdScreenOffsetY + 150 ) ; m_vehiclePosition . set ( m_stdScreenOffsetX + 160 , m_stdScreenOffsetY + 150 ) ; m_repairPosition . set ( m_stdScreenOffsetX + 160 , m_stdScreenOffsetY + 150 ) ; m_assignmentPosition . set ( m_stdScreenOffsetX + 120 , m_stdScreenOffsetY + 150 ) ; m_squadPosition . set ( m_stdScreenOffsetX + 160 , m_stdScreenOffsetY + 150 ) ; m_versionPosition . set ( 10 , m_screenHeight - 15 ) ; }
Recalculate UI elements' positions after changing screen size.
Recalculate UI elements ' positions after changing screen size .
// tactical screen inventory position // map screen inventory position