2018-5-6 09:08 | 发布者: admin
= before Code: void CWndInventory::OnInitialUpdate() { Code: #ifdef _INVENTORY_RESIZEABLE CRect rectGold = GetWndCtrl(WIDC_STATIC1)->rect; m_wndGold.Create("g", WBS_NODRAWFRAME, rectGold, this, WIDC_GOLD); m_wndGold.AddWndStyle(WBS_NODRAWFRAME); #else // undefining this with the modified APP_INVENTORY resdata will cause crashes (use the old one in such cases) LPWNDCTRL lpWndCtrl = GetWndCtrl( WIDC_GOLD ); m_wndGold.Create( "g", WBS_NODRAWFRAME, lpWndCtrl->rect, this, WIDC_GOLD ); m_wndGold.AddWndStyle( WBS_NODRAWFRAME ); #endif // _INVENTORY_RESIZEABLE Code: LPWNDCTRL lpWndCtrl = GetWndCtrl( WIDC_GOLD ); m_wndGold.Create( "g", WBS_NODRAWFRAME, lpWndCtrl->rect, this, WIDC_GOLD ); m_wndGold.AddWndStyle( WBS_NODRAWFRAME ); Code: #ifdef _INVENTORY_RESIZEABLE for(int i = 1; i <= 12; i++) { CTexture *ptex = NULL; char tmp[32] = { 0 }; sprintf(tmp, "InvGrid%d.bmp", i); ptex = m_textureMng.AddTexture(g_Neuz.m_pd3dDevice, MakePath(DIR_THEME, tmp), 0xffff00ff); if(ptex != NULL) { m_arTexInvGrid.push_back(ptex); } else { break; } } #endif // _INVENTORY_RESIZEABLE Code: m_TexRemoveItem = m_textureMng.AddTexture( g_Neuz.m_pd3dDevice, MakePath( DIR_THEME, "WndInventoryGarbage.dds" ), 0xffff00ff ); |
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