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Old 02-05-2010, 12:50 AM
ffcmike ffcmike is offline
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We were using this method to emulate Default Inventory on Classic, which is fairly likely to require drawing over a distance of 1024 pixels, worked fine on V5 with both Windows and Linux, and now broken with V6.
Really do not want to have to draw this in different pieces, and I don't think there is any other viable method that allows for drawing tiled or stretched "image parts".
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Old 02-05-2010, 01:00 AM
fowlplay4 fowlplay4 is offline
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Originally Posted by ffcmike View Post
We were using this method to emulate Default Inventory on Classic, which is fairly likely to require drawing over a distance of 1024 pixels, worked fine on V5 with both Windows and Linux, and now broken with V6.
Really do not want to have to draw this in different pieces, and I don't think there is any other viable method that allows for drawing tiled or stretched "image parts".
Why not just use a GuiShowImgCtrl in a GuiStretchCtrl, or make a GuiProfile that mimics it.
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Old 02-05-2010, 01:27 AM
ffcmike ffcmike is offline
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Originally Posted by fowlplay4 View Post
Why not just use a GuiShowImgCtrl in a GuiStretchCtrl, or make a GuiProfile that mimics it.
The Panel object is also being used after the initial display to draw stuff like Highlights beneath button + text controls for when an Item is selected within Inventory, this can't properly be done on the Buttons themself.
ShowImgCtrls still give you the problem of the background being split into different pieces, possible to work with but an un-necessary hassle.

With the drawing panel I actually made a re-useable function to draw player.letters background + Characters for Inventory, Paused Display, Dead display and the same is intended for Say2 style Displays etc, to have to change this to a different method or seperate Inventory into something else would be pretty annoying.
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