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  #1  
Unread 04-10-2005, 07:14 PM
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Exclamation Dropdown Focus MAJOR Bug!

Bug: Once a dropdown is clicked, it appears to be impossible to drop focus from it short of clicking outside its parent page. Clicking buttons and static objects within the same page sets focus to the nearest dropdown.

I consider this is a MAJOR bug as it interfears with movement, could result in character death, and exists with default UI elements such as the Tracking dropdown.

Stuff I've tried to freeup arrow keys.

Activated=false
Enabled=false
Visible=false
AbsorbsInput=false
GetsInput=false

All at the same time and on the parent page.

Closing the entire window via script or command key doesn't work.

Opening other windows over the dropdowns doesn't work.

Activating buttons outside the dropdown's parent page doesn't work.

Listboxes and textboxes have similar issues, probably selectable TreeViews too.

We REALLY need a Focused=true/false property for selectable items to set and unset focus.

Disabled, deactivated and AbsorbsInput=false states should ALWAYS ditch focus from that object.

The Game Options setting to drop chat focus should probably apply to all selectables.
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Unread 04-11-2005, 06:23 AM
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The same thing happens with the broker/fence search text box…not that I'm ever trying to run while searching, but I cant tell you how many times I've typed out some message meant for GuildChat in the search box. It'd be nice if all interactive controls would relinquish focus once some other element (i.e. the search button) has been activated.
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Unread 04-12-2005, 01:48 AM
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Apparently focus is handled above the UI layer and there aren't currently pipes in place to control it from script. SOE is aware of the issue now. Hopefully we'll see a Focus property added in the next UIBuilder rev we can set to true/false to force and drop focus.
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Unread 05-15-2005, 04:45 PM
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From Ger's autofocus Find NPC mod...

set_focus=(<element>.Fullpath)

Hopefully set_focus to the Titlebar or anything else will clear up the movement keys.
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Unread 05-17-2005, 02:57 AM
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Lol, that punk. I pointed this out to him in EQ chat the other day. Was gonna post it here AFTER I posted my mods with that code

At any rate, to drop focus from an object, you must set focus to a different window. I used the Player window since it has no activatable objects.

BTW, this command was added to the SOE code base on my request

Last edited by Zonx : 05-17-2005 at 04:21 AM.
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Unread 05-17-2005, 05:24 AM
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Quote:
Originally Posted by Zonx
Lol, that punk. I pointed this out to him in EQ chat the other day. Was gonna post it here AFTER I posted my mods with that code

At any rate, to drop focus from an object, you must set focus to a different window. I used the Player window since it has no activatable objects.

BTW, this command was added to the SOE code base on my request
Zonx did mention its inclusion in the guild window to me. I apologize if I stole your thunder Zonx, that wasn't at all my intention.
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Unread 05-17-2005, 05:26 AM
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Well, glad the problem is solved (circumvented) at any rate.
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Unread 05-17-2005, 10:04 AM
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I think that it's really neat that the EQ2 interface community has an ear in the dev team, that is so rare.

That being said, I wonder what sort of politics are involved in situations like this.
For example DeathBane getting the fill order fixed in a previous problem, and now the set_focus command, find there way in very quickly, where as other issues are broken still, like the dynamic data that was added, but still doesn't work.

I wonder if working that set_focus into the new guild window was a way of getting around the office politics and getting the command rolled out for us, where the dynamic data might not be such a simple issue.
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