Quote:
Originally Posted by Inverness
I thought I told you to create the GuiTextCtrl objects inside the GuiTextListCtrl then find where to draw the text from the entries. If you can't create those inside the GuiTextListCtrl then the obvious thing to do is just create them after it.
Don't listen to Zero 
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I tried, and it didn't work.

I even tried an entirely new loop. I can't create the controls outside of the GuiTextListCtrl, because I cannot access each separate row's x and y coordinate (Trade_Inventory.rows[i].x/y returns 0). If what you suggested did work, I wouldn't have asked the forums. I'll try and see if Zero's idea works.