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EDIT: And/Or...like what you said gm9: OnLoad, whenever the element is populated with data and whenever the data is repopulated (OnReload?). |
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I've added 3 new events because they were fairly easy.
OnTextChanged for UIText controls and OnMove / OnSize for every control that supports Location and Size properties. |
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Of course this specific case could be solved if we had a /GameData.Self.SubClassEnglish. :) Quote:
PS: Did you ever discuss the ProgressBar empty event issue in ::render() with Zoltaroth? He said we wanted to talk to you about how to fix it but didn't get back to me yet. |
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:nana::nana::nana::nana::nana: |
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I find excessive mouse-over/out events to be annoying. And now I can do my dynamic bottom-aligned Voice Chat window mod without mouse overs if I'm thinking about this correctly. Really looking forward to the changes! And for event triggers, some kinda of initial load of a file would be great to have an event for. Some of our custom window modifications require the common player to have knowledge in opening the window OR we have to modify other windows. See this topic: http://www.eq2interface.com/forums/s...ad.php?t=10547 |
I can give you at least two examples of the gamedata not being populated until after the ui piece is draw.
First in my Player window I want to show the last name only when there is a last name. Well OnShow doesn't work for this because by default the Player window is already showing when you zone in and no gamedata has been populated yet. So I added an OnHide to the hud_zoning window to populate the data before you see the interface. Second I, like many others, want to display an archtype icon in the group window. The problem is that when someone joins the group the graphic elements are shown first then the group member data is populated. So no icon is shown. Most get around the problem by doing a OnHover. I on the other hand hide the group window and the show it again to get the icon to show up automatically. Both options have their problems. So an OnLoad would solve both of those problems. And I know this may not be the place for it but can I request the addition of Home City and Riposte to the gamedata? |
To quote Landiin from a previous thread for event triggers
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I do have an email about the ProgressBar issue, I just haven't looked into it yet. |
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I understand now that you're talking about a window's OnShow event firing before dynamic data is populated. Keep in mind that the window events really have nothing to do with the dynamic data values. They all update separately from each other so we can't really guarantee an order. |
Yeah I think that's probably my fault, but anyway I agree that your new OnTextChanged event should solve most if not all of the timing issues.
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Agreed, looking forward to OnTextChanged big time
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We need some kind of Property that allows custom windows to be visible upon login, without a macro and /show_window command.
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I used OnSize() in a cool way today. We have a new UI element coming out soon that we wanted to be resizable but it contains a UIText element on it that we don't want cut off. Its now scripted to use a smaller font size if the width of the element gets too small.
-- Edited -- Ok, I tore out the FixedRatio stuff I already mentioned. It had some strange side-effects that didn't look polished and I found another way to achieve the same result without putting a ton more time into making FixedRatio work right. |
Nice. This could be a good way to keep textbox elements in the right scroll area when resizing a parent element maybe?
I just know, for example, in the info center, if you resize the window it will make the internal text areas scroll back to the top. Maybe wishful thinking ;) |
Wow this upcoming update sounds really promising with new UI elements and UIBuilder changes/additions.
Wanted to say thanks for seeking our opinions and working with us. Cheers! :D |
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While you are doing so much work on UIbuilder recently, I know I already suggested it a while ago but I still would love an option to toggle smooth/small fonts within UIbuilder. Since the game's default is smooth fonts and UIbuilder only shows non-smooth fonts it always makes it impossible to properly position text elements in UIbuilder.
Non-smooth fonts/UIbuilder view: Smooth fonts/ingame view: How do you do internally for localized text strings? Do you do the windows first and force translators to stick within the sizes you set or is it the other way around? If the longest possible localized string could be shown in UIbuilder that would be grand. |
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I can look into this to see how easy it would be.
We never really know how much space a localized string will take. The general rule of thumb is to leave 30% extra space. Russian and German seem to be the worst when it comes to long translations. If something doesn't fit, our international department has been modifying the UI files and maintaining their own separate versions for each language. I'm trying to get away from this by having them tell me when elements aren't large enough so I can adjust them in our original source files. |
It's not so much a UI Builder change, but I just wanted to drop this in and hope you could take a look at it one day.
Would it be possible to get /camp account to camp to the login window (with account, pass, char, and server) that you get if you load the game directly (ie skipping the patcher)? |
I use UIBuilder a lot. I'm not sure I could do interface pieces by just editing the xml code directly. But there is one small annoyance that I would like to see changed. In the properties area of the UIBuilder window there are two columns. The entry and the data for that entry. When you resize the the UIBuilder window these columns resize dynamically. I would like the resize of the columns to be manual. The problem I'm having is when I am adding a long command to one of the ONwhatever entries it quickly runs out of room. And when I resize the window to see more, I end up with a huge blank area on the left column.
So it would be nice if the columns did not resize automatically. |
You do know that you can double click the event script column to get a much larger multiline edit box, right? I know I missed that at first when starting out.
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Thanks, in fact I didn't know about that. Well it's a bit better accept for one thing the properties box can't be resized and there is no word wrap, so again if I have a long command I have to scroll back and forth. I'm not trying to be to nit picky, but... I guess there are some people you just can't please. :)
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No I understand, that's exactly one of the reasons why I very rarely use UI builder, I'm ten times more productive with a customizable text editor. :)
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