Hi guys. I'm using the default Inventory window from Tumbleweed, but I find that if I make gMain.Visible false and then true later, the inventory automatically returns to the first row. This gets quite annoying for the player, when gMain is hidden during every bit of dialogue (including using LookAt on an item deep into the inventory).
What I'd like to know is if there's a way to check which row is currently displayed at the top of visible GUI so that I can store that before gMain becomes invisible and then use invMain.ScrollDown() to advance back to whereever the user left off?
I've experimented with manually incrementing a variable every time the use clicks btnInvScrollDown but that solution falls over when items are Added or Lost elsewhere in code, unpredictably causing the visible row to shift organically.
What I'd like to know is if there's a way to check which row is currently displayed at the top of visible GUI so that I can store that before gMain becomes invisible and then use invMain.ScrollDown() to advance back to whereever the user left off?
I've experimented with manually incrementing a variable every time the use clicks btnInvScrollDown but that solution falls over when items are Added or Lost elsewhere in code, unpredictably causing the visible row to shift organically.