renderizar (dibujar) una interfaz gráfica de inventario - Source Mu - Mu Server Files
 

renderizar (dibujar) una interfaz gráfica de inventario

Publicado por Dakosmu, Nov 24, 2025, 12:09 AM

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void RenderInventoryInterface(int StartX,int StartY,int Flag)
{
    float x,y,Width,Height;
    Width=190.f;Height=256.f;x=(float)StartX;y=(float)StartY;

    RenderBitmap(BITMAP_INVENTORY  ,x,y,Width,Height,0.f,0.f,Width/256.f,Height/256.f);

    Width=190.f;Height=177.f;x=(float)StartX;y=(float)StartY+256;
    RenderBitmap(BITMAP_INVENTORY+1,x,y,Width,Height,0.f,0.f,Width/256.f,Height/256.f);

    if(Flag)
    {
        Width=190.f;Height=10.f;x=(float)StartX;y=(float)StartY+225;
        RenderBitmap(BITMAP_INVENTORY+19,x,y,Width,Height,0.f,0.f,Width/256.f,Height/16.f);
    }

    /Interface s6/
    //EnableAlphaTest(1);

    float NewHeight = 430;
    SEASON3B::RenderImage(BITMAP_INVENTORY + 20, StartX, StartY, 190.f, 429.f);

    SEASON3B::RenderImage(BITMAP_INVENTORY + 21, StartX, StartY, 190.f, 64.f); // newui_item_back01 -- 04 es +25
    SEASON3B::RenderImage(BITMAP_INVENTORY + 22, StartX, StartY +64, 21.f, 320.f);
    SEASON3B::RenderImage(BITMAP_INVENTORY + 23, StartX + Width -21, StartY +64, 21.f, 320.f);
    SEASON3B::RenderImage(BITMAP_INVENTORY + 24, StartX, StartY + NewHeight -45, 190.f, 45.f);


}



void OpenImages()
{
    LoadBitmap("Interface\\Skill.jpg", BITMAP_SKILL_INTERFACE);
    LoadBitmap("Interface\\Skill2.jpg", BITMAP_SKILL_INTERFACE + 1);
    LoadBitmap("Interface\\command.jpg", BITMAP_SKILL_INTERFACE + 2);
    LoadBitmap("Interface\\Item_Back01.jpg", BITMAP_INVENTORY);
    LoadBitmap("Interface\\Item_Back02.jpg", BITMAP_INVENTORY+1);
    LoadBitmap("Interface\\Item_Money.jpg", BITMAP_INVENTORY + 11);
    LoadBitmap("Interface\\Item_box.jpg", BITMAP_INVENTORY + 17);
    LoadBitmap("Interface\\InventoryBox2.jpg", BITMAP_INVENTORY + 18);
    LoadBitmap("Interface\\Trading_line.jpg", BITMAP_INVENTORY + 19);
    LoadBitmap("Interface\\exit_01.jpg", BITMAP_INVENTORY_BUTTON);
    LoadBitmap("Interface\\exit_02.jpg", BITMAP_INVENTORY_BUTTON + 1);
    LoadBitmap("Interface\\accept_box01.jpg", BITMAP_INVENTORY_BUTTON + 10);
    LoadBitmap("Interface\\accept_box02.jpg", BITMAP_INVENTORY_BUTTON + 11);
    LoadBitmap("Interface\\mix_button1.jpg", BITMAP_INVENTORY_BUTTON + 12);
    LoadBitmap("Interface\\mix_button2.jpg", BITMAP_INVENTORY_BUTTON + 13);
    LoadBitmap("Interface\\lock_01.jpg", BITMAP_INVENTORY_BUTTON + 14);
    LoadBitmap("Interface\\lock_02.jpg", BITMAP_INVENTORY_BUTTON + 15);
    LoadBitmap("Interface\\lock_03.jpg", BITMAP_INVENTORY_BUTTON + 16);
    LoadBitmap("Interface\\lock_04.jpg", BITMAP_INVENTORY_BUTTON + 17);
    LoadBitmap("Interface\\newui_msgbox_back.jpg", BITMAP_INVENTORY + 20);
    LoadBitmap("Interface\\newui_item_back01.tga", BITMAP_INVENTORY + 21);
    LoadBitmap("Interface\\newui_item_back02-L.tga", BITMAP_INVENTORY + 22);
    LoadBitmap("Interface\\newui_item_back02-R.tga", BITMAP_INVENTORY + 23);
    LoadBitmap("Interface\\newui_item_back03.tga", BITMAP_INVENTORY + 24);
    LoadBitmap("Interface\\newui_item_back04.tga", BITMAP_INVENTORY + 25);
    LoadBitmap("Interface\\guild.tga", BITMAP_GUILD);
}

BITMAP_INVENTORY_BEGIN,
    BITMAP_INVENTORY,
    BITMAP_INVENTORY_BUTTON = BITMAP_INVENTORY + 30,
    BITMAP_INVENTORY_END = BITMAP_INVENTORY_BEGIN + 40,

void SEASON3B::CNewUIMyInventory::RenderFrame()
{

    RenderInventoryInterface(m_Pos.x, m_Pos.y, 0);

    RenderBitmap(IMAGE_INVENTORY_SET_ITEM, m_Pos.x + 14.0, m_Pos.y + 22.0, 162.0, 20.0, 0, 0, 0.6328125, 0.625, 1, 1, 0.0);
}

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