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Another Visual Inventory
http://miragesource.net/forums/viewtopic.php?f=210&t=3899
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Author:  Jacob [ Thu Jun 26, 2008 5:43 pm ]
Post subject:  Another Visual Inventory

This Visual Inventory uses BltToDc to draw your inventory instead of picture boxes.

All Client Side

frmMirage
Add a Picture Box
Name it picVisInv
Set AutoRedraw to True

modConstants
Add the following:
Code:
' Visual Inventory
Public Const InvX As Byte = 30
Public Const InvY As Byte = 11
Public Const InvOffsetX As Byte = 17
Public Const InvOffsetY As Byte = 16


InvX and InvY are where the first item will be drawn within the picVisInv
InvOffsetX and InvOffsetY are the offsets in between the items

modGameLogic
Add the following sub:
Code:
Public Sub BltInventory()
Dim i As Long
Dim x As Long
Dim y As Long

    If frmMirage.picVisInv.Visible Then
        frmMirage.picVisInv.Cls
           
        For i = 1 To MAX_INV
            If GetPlayerInvItemNum(MyIndex, i) > 0 And GetPlayerInvItemNum(MyIndex, i) <= MAX_ITEMS Then
                With rec
                    .top = Item(GetPlayerInvItemNum(MyIndex, i)).Pic * PIC_Y
                    .Bottom = .top + PIC_Y
                    .Left = 0
                    .Right = .Left + PIC_X
                End With
               
                With rec_pos
                    .top = InvX + ((InvOffsetY + 32) * ((i - 1) \ 4))
                    .Bottom = .top + PIC_Y
                    .Left = InvY + ((InvOffsetX + 32) * (((i - 1) Mod 4)))
                    .Right = .Left + PIC_X
                End With
               
                Call DD_ItemSurf.BltToDC(frmMirage.picVisInv.hdc, rec, rec_pos)
            End If
        Next i
           
        frmMirage.picVisInv.Refresh
    End If
End Sub


in Sub UpdateInventory
add the following:
Code:
Call BltInventory


*Edit - Because there was a tutorial similar already I'll show how to interact with items.

frmMirage
Add another picture box and name it picItemDesc
Add a label in the picItemDesc and name it lblItemName
Make picItemDesc visible = false

Under "Option Explicit" add:
Code:
Private InvPosX As Single
Private InvPosY As Single


Add the following Subs + Function:
Code:
Private Sub picVisInv_DblClick()
Dim i As Long
Dim InvNum As Long

    InvNum = IsItem(InvPosX, InvPosY)
       
    If InvNum <> 0 Then
   
        If GetPlayerInvItemNum(MyIndex, InvNum) = ITEM_TYPE_NONE Then Exit Sub
       
        Call SendUseItem(InvNum)
        Exit Sub
    End If
                   
End Sub

Private Sub picVisInv_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)
Dim i As Long
Dim InvNum As Long
   
    If Button = 2 Then
   
        InvNum = IsItem(X, Y)

        If InvNum <> 0 Then

             If Item(GetPlayerInvItemNum(MyIndex, InvNum)).Type = ITEM_TYPE_CURRENCY Then
                 frmDrop.Show vbModal
             Else
                 Call SendDropItem(InvNum, 0)
             End If
         End If
    End If
End Sub

Private Sub picVisInv_MouseMove(Button As Integer, Shift As Integer, X As Single, Y As Single)
Dim i As Long
Dim InvNum As Long
Dim ItemNum As Long

    InvPosX = X
    InvPosY = Y

    InvNum = IsItem(X, Y)

    If InvNum <> 0 Then

        ItemNum = GetPlayerInvItemNum(MyIndex, InvNum)

        lblItemName.Caption = Trim$(Item(ItemNum).Name)

        picItemDesc.top = (Y + (picItemDesc.Height * 0.5)) + picVisInv.top + 5
        picItemDesc.Left = (X - picItemDesc.Width) + picVisInv.Left
       
        picItemDesc.Visible = True
        Exit Sub
    End If

    picItemDesc.Visible = False
End Sub

Private Function IsItem(ByVal X As Single, ByVal Y As Single) As Long
Dim tempRec As RECT
Dim i As Long

    For i = 1 To MAX_INV
        If GetPlayerInvItemNum(MyIndex, i) > 0 And GetPlayerInvItemNum(MyIndex, i) <= MAX_ITEMS Then
            With tempRec
                .top = InvX + ((InvOffsetY + 32) * ((i - 1) \ 4))
                .Bottom = .top + PIC_Y
                .Left = InvY + ((InvOffsetX + 32) * (((i - 1) Mod 4)))
                .Right = .Left + PIC_X
            End With
           
            If X >= tempRec.Left And X <= tempRec.Right Then
                If Y >= tempRec.top And Y <= tempRec.Bottom Then
                   
                    IsItem = i
                    Exit Function
                End If
            End If
        End If
    Next i
   
    IsItem = 0
End Function


If something doesn't work please let me know.

Author:  Robin [ Thu Jun 26, 2008 5:47 pm ]
Post subject:  Re: Another Visual Inventory

I thought this was already tutorialised >_>

Oh well, if not, as good as ever <3

Although I'm pretty sure most people were using this method anyway xD

Author:  Jacob [ Thu Jun 26, 2008 5:54 pm ]
Post subject:  Re: Another Visual Inventory

Robin wrote:
I thought this was already tutorialised >_>

Oh well, if not, as good as ever <3

Although I'm pretty sure most people were using this method anyway xD


Well if it was already a tutorial, I guess I'll add something else to mine then.

Author:  Asrrin29 [ Thu Jun 26, 2008 6:12 pm ]
Post subject:  Re: Another Visual Inventory

the thing with a visual inventory is that you either need to show it all at once or have a way to scroll. plus adding in all the code to interact with the items sounds really tedious.

Author:  Jacob [ Thu Jun 26, 2008 7:42 pm ]
Post subject:  Re: Another Visual Inventory

Asrrin29 wrote:
the thing with a visual inventory is that you either need to show it all at once or have a way to scroll. plus adding in all the code to interact with the items sounds really tedious.


I just added the code that interacts with the items.

Image

In my test client that's how I displayed the inventory.

Author:  Asrrin29 [ Thu Jun 26, 2008 8:44 pm ]
Post subject:  Re: Another Visual Inventory

once I finish my resource gathering code I'll try this out and see how it looks but your screenshot looks awesome.

Author:  Ligaman [ Thu Jun 26, 2008 10:41 pm ]
Post subject:  Re: Another Visual Inventory

What code do i add to use/drop item?

Author:  Tony [ Fri Jun 27, 2008 12:53 am ]
Post subject:  Re: Another Visual Inventory

Ligaman wrote:
What code do i add to use/drop item?


I remember almost 2 years ago Obsidian was guiding me and

the only way I could come up with is find the coordinates of

where I clicked.

Code:
If (x > 32 and x < 64) and (y etc..


I think that's what I did. I'm guessing that it's a

really bad way to do it.

Author:  Jacob [ Fri Jun 27, 2008 1:27 am ]
Post subject:  Re: Another Visual Inventory

It was after the edit:

Double clicking an item will use it:
Code:
Private Sub picVisInv_DblClick()
Dim i As Long
Dim InvNum As Long

    InvNum = IsItem(InvPosX, InvPosY)
       
    If InvNum <> 0 Then
   
        If GetPlayerInvItemNum(MyIndex, InvNum) = ITEM_TYPE_NONE Then Exit Sub
       
        Call SendUseItem(InvNum)
        Exit Sub
    End If
                   
End Sub


Right clicking an item will drop it:
Code:
Private Sub picVisInv_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)
Dim i As Long
Dim InvNum As Long
   
    If Button = 2 Then
   
        InvNum = IsItem(X, Y)

        If InvNum <> 0 Then

             If Item(GetPlayerInvItemNum(MyIndex, InvNum)).Type = ITEM_TYPE_CURRENCY Then
                 frmDrop.Show vbModal
             Else
                 Call SendDropItem(InvNum, 0)
             End If
         End If
    End If
End Sub

Author:  Ligaman [ Fri Jun 27, 2008 4:07 am ]
Post subject:  Re: Another Visual Inventory

It works ok but I cant click on the items displayed neither dbl click or right click to drop.The items are unselectable.
Some help?

Author:  Jacob [ Fri Jun 27, 2008 10:47 am ]
Post subject:  Re: Another Visual Inventory

Ligaman wrote:
It works ok but I cant click on the items displayed neither dbl click or right click to drop.The items are unselectable.
Some help?


Did you put the code in frmMirage ?

Code:
    Private Sub picVisInv_DblClick()
    Dim i As Long
    Dim InvNum As Long

        InvNum = IsItem(InvPosX, InvPosY)
           
        If InvNum <> 0 Then
       
            If GetPlayerInvItemNum(MyIndex, InvNum) = ITEM_TYPE_NONE Then Exit Sub
           
            Call SendUseItem(InvNum)
            Exit Sub
        End If
                       
    End Sub

    Private Sub picVisInv_MouseDown(Button As Integer, Shift As Integer, X As Single, Y As Single)
    Dim i As Long
    Dim InvNum As Long
       
        If Button = 2 Then
       
            InvNum = IsItem(X, Y)

            If InvNum <> 0 Then

                 If Item(GetPlayerInvItemNum(MyIndex, InvNum)).Type = ITEM_TYPE_CURRENCY Then
                     frmDrop.Show vbModal
                 Else
                     Call SendDropItem(InvNum, 0)
                 End If
             End If
        End If
    End Sub

    Private Sub picVisInv_MouseMove(Button As Integer, Shift As Integer, X As Single, Y As Single)
    Dim i As Long
    Dim InvNum As Long
    Dim ItemNum As Long

        InvPosX = X
        InvPosY = Y

        InvNum = IsItem(X, Y)

        If InvNum <> 0 Then

            ItemNum = GetPlayerInvItemNum(MyIndex, InvNum)

            lblItemName.Caption = Trim$(Item(ItemNum).Name)

            picItemDesc.top = (Y + (picItemDesc.Height * 0.5)) + picVisInv.top + 5
            picItemDesc.Left = (X - picItemDesc.Width) + picVisInv.Left
           
            picItemDesc.Visible = True
            Exit Sub
        End If

        picItemDesc.Visible = False
    End Sub

    Private Function IsItem(ByVal X As Single, ByVal Y As Single) As Long
    Dim tempRec As RECT
    Dim i As Long

        For i = 1 To MAX_INV
            If GetPlayerInvItemNum(MyIndex, i) > 0 And GetPlayerInvItemNum(MyIndex, i) <= MAX_ITEMS Then
                With tempRec
                    .top = InvX + ((InvOffsetY + 32) * ((i - 1) \ 4))
                    .Bottom = .top + PIC_Y
                    .Left = InvY + ((InvOffsetX + 32) * (((i - 1) Mod 4)))
                    .Right = .Left + PIC_X
                End With
               
                If X >= tempRec.Left And X <= tempRec.Right Then
                    If Y >= tempRec.top And Y <= tempRec.Bottom Then
                       
                        IsItem = i
                        Exit Function
                    End If
                End If
            End If
        Next i
       
        IsItem = 0
    End Function

Author:  Ligaman [ Fri Jun 27, 2008 3:37 pm ]
Post subject:  Re: Another Visual Inventory

Yep but i cannot click on items.

Author:  Coke [ Sat Jun 28, 2008 5:34 pm ]
Post subject:  Re: Another Visual Inventory

Dugor wrote:
Asrrin29 wrote:
the thing with a visual inventory is that you either need to show it all at once or have a way to scroll. plus adding in all the code to interact with the items sounds really tedious.


I just added the code that interacts with the items.

Image

In my test client that's how I displayed the inventory.


Thats a Zelda:Lttp key xP

Author:  Labmonkey [ Sat Jun 28, 2008 8:57 pm ]
Post subject:  Re: Another Visual Inventory

lol that games owns. :D

Author:  wanai [ Tue Nov 02, 2021 4:38 am ]
Post subject:  Re: Another Visual Inventory

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Post subject:  Re: Another Visual Inventory

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Post subject:  Re: Another Visual Inventory

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Post subject:  Re: Another Visual Inventory

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Post subject:  Re: Another Visual Inventory

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Author:  wanai [ Mon Dec 12, 2022 7:49 am ]
Post subject:  Re: Another Visual Inventory

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languagelaboratorylargeheartlasercalibrationlaserlenslaserpulselatereventlatrinesergeantlayaboutleadcoatingleadingfirmlearningcurveleavewordmachinesensiblemagneticequatormagnetotelluricfieldmailinghousemajorconcernmammasdarlingmanagerialstaffmanipulatinghandmanualchokemedinfobooksmp3lists
nameresolutionnaphtheneseriesnarrowmouthednationalcensusnaturalfunctornavelseedneatplasternecroticcariesnegativefibrationneighbouringrightsobjectmoduleobservationballoonobstructivepatentoceanminingoctupolephononofflinesystemoffsetholderolibanumresinoidonesticketpackedspherespagingterminalpalatinebonespalmberry
papercoatingparaconvexgroupparasolmonoplaneparkingbrakepartfamilypartialmajorantquadruplewormqualityboosterquasimoneyquenchedsparkquodrecuperetrabbetledgeradialchaserradiationestimatorrailwaybridgerandomcolorationrapidgrowthrattlesnakemasterreachthroughregionreadingmagnifierrearchainrecessionconerecordedassignment
rectifiersubstationredemptionvaluereducingflangereferenceantigenregeneratedproteinreinvestmentplansafedrillingsagprofilesalestypeleasesamplingintervalsatellitehydrologyscarcecommodityscrapermatscrewingunitseawaterpumpsecondaryblocksecularclergyseismicefficiencyselectivediffusersemiasphalticfluxsemifinishmachiningspicetradespysale
stunguntacticaldiametertailstockcentertamecurvetapecorrectiontappingchucktaskreasoningtechnicalgradetelangiectaticlipomatelescopicdampertemperateclimatetemperedmeasuretenementbuildingtuchkasultramaficrockultraviolettesting

Author:  wanai [ Sun Feb 05, 2023 5:41 am ]
Post subject:  Re: Another Visual Inventory

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