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Visual Inventory - Printable Version +- Mirage Source (https://mirage-engine.uk/forums) +-- Forum: Mirage Source (Nostalgia) (https://mirage-engine.uk/forums/forumdisplay.php?fid=61) +--- Forum: Archive (2006-2011) (https://mirage-engine.uk/forums/forumdisplay.php?fid=18) +---- Forum: General (https://mirage-engine.uk/forums/forumdisplay.php?fid=17) +---- Thread: Visual Inventory (/showthread.php?tid=1522) |
Visual Inventory - Anthony - 21-01-2008 So I am beginning to get annoyed with GSDs way of doing a visual inventory and am trying to think of a better way to do it. First I thought about removing the timers and moving it all into the game loop, thus keeping the 14 picture boxes I have (yuck) and still blting to them all individually. I think this is not a very good replacement? Correct me if I am wrong. Then I thought, why not have one picture box and blt a gui onto it, then the items in your inventory around the gui similar to how the game loop blts items to the picscreen. Would this be a good way of going about it? I am looking for ideas and hopefully a few good pushes in the right direction. Anybody want to offer some insight? Re: Visual Inventory - Rezeyu - 21-01-2008 Since it's off of the picscreen, do you need to continuously blit? I really don't know so.. XD If you don't, then just have it re-blit when their inventory changes. Pick p an item, drop an item, item breaks, equip/unequip, etc. Re: Visual Inventory - Robin - 22-01-2008 Set it to autoredraw and use BltToDc. Re: Visual Inventory - Anthony - 23-01-2008 So sticking with the 14 picture boxes and the timer is ok? As long as I only blit the images when they actually need to be right? Does it make a difference if I turn the timer on and off whenever the inventory is opened and closed? Re: Visual Inventory - Robin - 23-01-2008 No, simply turn on Autoredraw. Drop the timer, and get rid of all the boxes. You only need one. |