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  #1  
Unread 03-08-2005, 05:59 PM
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Default ListBox

Can any of you monster brains point me in the right direction of the a working 'list box' mod or a the correct XML file where I can find an example of this in EQ2.

I can't seem to find an example of them using a listbox in any of the files.
I've tried using the tables but I can't get them to do exactly what I want.
I want a fixed size window with 1 colum that has a verticle list. No scroll bar, and text only entries. I want the background of each entry in the list to highlight when I move the mouse up and down the list.

I can't seem to get the whole data containers etc.. concept right.
I did manage to make a single colum table, that list my data source items correctly.

Also has anyone used the grids widgets?

basically I need an example of the XML that would display the listbox, along with the code for the datacontainers,sources,and items, along with any styles. Something that I can plug into another window.

I know I can do this with buttons, but I want to try to do it the 'proper' way.
Also I want to be able to use an on event when one of the choices in the list box is clicked.

The start menu is a good example of what I want. I'm going to take another look at it. Been working on this all day since servers have been down, and it's being very elusive.
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Unread 03-09-2005, 12:33 AM
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Popup.ZoneTeleporter uses a Listbox. I don't know whether it's possible to make a selection change color when you hover over it.
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Unread 03-09-2005, 02:14 AM
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Quote:
Originally Posted by Deathbane27
Popup.ZoneTeleporter uses a Listbox. I don't know whether it's possible to make a selection change color when you hover over it.
Thanks I'll check that out.

As far as making the color change on hover. That's pretty easy.
If you look at the latest version of the NightVision mod the picture changes color when you have it on (Green) and when you have it off (red)
I used the same picture (green) in our .dds file.
The put a color modifier in the OnSet and OnUnSet function.
I'm sure it would work the same way for the on hover event.

I'll check into this XML. thanks for the feedback.
I thin I was just very, very tired yesterday.
It's MUCH easier than using different color images.

Quote:
OnHoverIn="size=22,22" OnHoverOut="size=21,21" OnSet="r_flat_ambient=true r_flat_ambient=true Color=#2BFD60" OnUnset="r_flat_ambient=false r_flat_ambient=false Color=#FF0000" r_flat_ambient="false"
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Unread 03-09-2005, 02:56 AM
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Quote:
Originally Posted by Deathbane27
Popup.ZoneTeleporter uses a Listbox. I don't know whether it's possible to make a selection change color when you hover over it.
Thanks. I think the zoneteleport list will do the trick.
I was needing a 'listbox' and this is a simple 'list' but I am 99.9% sure I can modifiy it now. I was making things WAY more complicated than I need to as usual.
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Unread 03-09-2005, 04:08 AM
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There's several of them buried in various windows, Tradeskills uses one in the filters page.

Both the List object and the ListboxStyle have RstyleMouseOver properties and the usual state variants. Should be able to use those for mouseOver appearance changes, though there's no examples that do.
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Unread 03-09-2005, 07:03 AM
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ListObject and List Style.

ListBoxObject and ListBoxStyle

Two different things.

The ListBox has the OnSelect event which is what I needed. The ListObjects just have the mouseover type stuff but not the OnSelect.

I found the example I needed in the Popup LoadSkin file.
Prolley have a new mod out tomorrow or the day after.
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Unread 03-09-2005, 01:09 PM
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Ok, I'm going to ask for an assist. I'm boggled.
The goal. A ListBox that that performs an emote on selection of the text.
I'm making a matrix that will have all the emtos re-organized in a more appropirate order rather than alphabetical.
If you check these files, Pay NOT attention to cosmetics yet. It's ugly.

What I have.
A ListBox with 4 data items.
The data times are defined as 'text' and the values are set to four emotes.

The documentaion p.39 says that
SelectedItem - value of item 'string'

As far as I can tell I have everything set up correctly.
What I need is the syntax for the
OnSelect=SelectedItem

If I put OnSelect="curse" it works when I select any item in the list box withuot having to click OK or anything. As it should.
I've not messed with the OK and Cancle buttons, because I dont expect to have them in the final mod.
When I'm done, it will just bring up a table of semi-transparent text and nothing else. If you select one of the text it will do the emote.
the emotes will be sorted by the situations you might be in. Like.
Greetings/FareWells, Agressive emotes, passive emotes, Physical/Emotional States, Agree, and Disagree.


I've tried putting SelectedItem="Value" and OnSelect="Value"
I've tried OnSelect="Parent.Current.SelectedItem"

Looking at a couple other mods it seems like you guys have been moving data into the local text then moving it into the variable and having to click an button.

Using the listbox instead of the the table. 'SHOULD' avoid this as far as I can tell.
Any ideas.
here are the files to mess with.
Attached Files
File Type: xml eq2ui_mainhud_emotes.xml (3.0 KB, 276 views)
File Type: xml eq2ui_emoteslist_template.xml (451 Bytes, 283 views)
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  #8  
Unread 03-10-2005, 01:28 PM
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Ok, again pay no attention to costmetics at this point.

What I need is help with this line.
Quote:
<Listbox BackgroundOpacity="1.000" DataSource="EmotesSource" Location="12,23" Name="EmotesList" OnSelect="Parent.Parent.Parent.Current.SelectedItem" PackLocation="top,left" PackLocationProp="0012/0001,0023/0001" PackSize="absolute,absolute" PackSizeProp="0024/0001,0037/0001" RowTemplate="ListTemplate" ScrollExtent="77,544" Shear="0" Size="77,544" Style="ListStyle"/>
Here are the files.
If I use OnSelect="cruse"
it works, but of course selecting any item makes my character curse.


I need to know how to get the SelectedItem value into the OnSelect Event.

For the ListBox, SelectedItem is supposed to be a string value.
SelectedItemIndex updates the index number when the choices are selected in the UI Build. The SelectedItem should also shouldn't it?

This is going to be really nice when I finnish, but I don't want to continue work unless I know I can get it to function properly.

I could do this with buttons, but I surely don't want to.
Attached Files
File Type: xml eq2ui_mainhud_emotes.xml (3.0 KB, 272 views)
File Type: xml eq2ui_emoteslist_template.xml (457 Bytes, 277 views)
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  #9  
Unread 03-10-2005, 02:15 PM
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Interesting stuff... I been looking at the group options dropdown lists... and couldnt figure out how the accept button actualy sends the values lol.. But nvm that.


Just a thought on yours, could you not try and get it to work by clicking on the ok button.

Once that works, Then come up with a way to remove the button?

I had to work that way with loads of damn PHP stuff a while back get all the menus dropdowns etc to work with having to click on buttons first then strip out the button code to kind of automate it, bit like what your trying to do here.
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Unread 03-10-2005, 04:43 PM
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Just a thought (haven't tried this out) but I believe all selects refer to their items via index number/row number. You should be able to extract the selected item value with a refernece along these lines...

listName.SelectedRow.value

Where listName = the select object's name
value = the name of the data object field you want a value for.

SelectedRow should have its value set automatically to the index of the selected.

the following statement...
OnSelect="parent.LocalText=SelectedRow.Desc"

should set the parent's LocalText to the Desc field value of the data object matching the selected item.
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Unread 03-10-2005, 10:51 PM
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Quote:
Originally Posted by Zonx
Just a thought (haven't tried this out) but I believe all selects refer to their items via index number/row number. You should be able to extract the selected item value with a refernece along these lines...

listName.SelectedRow.value

Where listName = the select object's name
value = the name of the data object field you want a value for.

SelectedRow should have its value set automatically to the index of the selected.

the following statement...
OnSelect="parent.LocalText=SelectedRow.Desc"

should set the parent's LocalText to the Desc field value of the data object matching the selected item.
Thanks Zonks I'll double check this tomorrow. I'm pretty sure I've tried that already.
For ListBox p38, and p..39 "SelectedItemIndex" is the coun't row value of the selected item. I can run this in UI Builder and when I select a row it does change the count.
According to the manual, SelectedItem should hold the string 'value'.
In my template I've got a string value defined, I just can't figure the syntax for that one line.
The value should be there, all is working fine. I just need the syntax.

I'm going ahead with another version of this with buttons, untill I can get the list to work properly. The ListBox would be the best way to do it, just for elegance, and smaller files, but the buttons willw work jsut groovy. It will just be a pain when they add emotes later.
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  #12  
Unread 03-25-2005, 04:56 AM
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You ever figure this out Kosmos?
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  #13  
Unread 03-25-2005, 08:32 AM
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Quote:
Originally Posted by tonyis3l33t
You ever figure this out Kosmos?

Not, yet, But I've been working on other stuff.

Couple of things I wanted to try. Using the list box and setting a command properity. Hard for me to explain. I do not suspect that will work though, beacuse as I understand it we do not have access to the OnSelect or OnDouble click. Which.. I'm a little confused about. I know they game uses the hardcoded evenets to handle this stuff. But.. if we can use the OnPress, I don't understand why we can't use the OnSelect and OnDblclikc if we have the event listed for the box?


The other option I was looking at was workaround for making a list fo buttons using a template. Like the StartMenu uses one button as a template and seems to generate the entire list using that button.

I need to re-do the Quick Emotes, but I just haven't gotten around to it. People like it, and I hate to change the things too fast, So If I do upgarde that it will be a while, and will probably look a bit different.

as it sets now the entire thing is individual buttons.
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Unread 03-25-2005, 08:57 AM
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Just a thought along the lines of the start button idea...

Could you not "hijack" a window that uses a list box and alter it...
Then either duplicate the "hijacked" window and call it something else or the other way round.
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Unread 03-25-2005, 09:32 AM
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all the in-game lists are filled by the server as of right now...list looks like
[DEVL] One
[DEVL] Two
[DEVL] Three
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Unread 03-25-2005, 10:00 AM
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Bang go's that idea then lol
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  #17  
Unread 03-25-2005, 12:24 PM
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Re-Creating the StartMenu with my one data container is my next try for this.

As Laffs mentioned, the server doesn't have to be the source for the list.

as the attached files demonsrate. I can make wahtever contents I want in the list box.

The problem is getting the data from the selected object into the OnSelect event. I don't think that is going to be possible with the 'list box'

BUT.. I do think I might be able to do this the way the StartMenu does it. Not the start button.

That's just one button template, that the contents of the 'command' property seem to get changed depending on information comming from the datasource. I've just not had time to try that.

But it would basically work the same was as a list box.
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Unread 04-20-2005, 05:29 PM
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Default GridStyle

Ok guys, I hate to bother you again, but here I am asking more question.


I started on the remake of my emotes mod.

My first point was to convert the items over to list boxes.

No problem.. Zonx helped figure that out. So I've got my first box working.

The problem I have run into is with the GridStyles.

Its important to me to have a MouseOver effect before you actually click the emote.

The GridStyle has

Normal.* type properties
and
Selected.* type properties

I can get those to work with no problems.

What I need is a MouseOver type function.

I guess I'm a retard but I can't figure out how to get the text or an image to change in the list box per data item on mouseover.

Only one select.

Any help would be greatly appreciated.
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Unread 04-20-2005, 05:48 PM
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I haven't actually gotten a MouseOver change to work on either dropdowns or listbox, and I did work at it a little.

If its at all possible, I suspect it would require defining a ButtonsStyle and assigning that to the GridStyle elements. I've seen a similar setup with other stuff, but I think I tried that and it wouldn't accept a ButtonStyle for the grid elements.

The fact the default UI doesn't have MouseOver highlighting on any dropdowns or listboxes, even though images for highlight states are in the image file, suggests its not possible.

Look at how the RaidialMenu in MainHUD is setup. I'm thinking that's how it would be setup if its possible.
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Unread 04-20-2005, 09:19 PM
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Quote:
Originally Posted by Zonx
I haven't actually gotten a MouseOver change to work on either dropdowns or listbox, and I did work at it a little.

If its at all possible, I suspect it would require defining a ButtonsStyle and assigning that to the GridStyle elements. I've seen a similar setup with other stuff, but I think I tried that and it wouldn't accept a ButtonStyle for the grid elements.

The fact the default UI doesn't have MouseOver highlighting on any dropdowns or listboxes, even though images for highlight states are in the image file, suggests its not possible.

Look at how the RaidialMenu in MainHUD is setup. I'm thinking that's how it would be setup if its possible.
I also tried the ButtonStyles, and spent a bit of time with this today.

At this point, I am a bit discouraged, I really think that having a a mouseover change is important in this instance. There are alot of choices, and it's important to know which emote you are mouse over, before you click it.

I was again looking at the start menu.
This clearly would do what I need it to do, but I can't understand where the datasource is coming from?
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Unread 04-20-2005, 11:11 PM
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bAH! If its not one thing it is another.

Ok.

So I can have a "mouse over effect" OR I can have a working list box, but... I can't have both....


At this point, I'm thinking that the 130+ Button approach is the best.

So.. I'm am still going to try to work in some changes to the emotes mod, but darn it if I can't use list boxes.

Any help at all would be apprecited.

If I make the button templates click though, they don't activate the emotes, but the mouse over effect works.

If I make the listbox work, the mouse over effect doest not work.

I HAVE to be doing something wrong here.
Attached Files
File Type: xml eq2ui_mainhud_socials.xml (53.2 KB, 219 views)
File Type: xml eq2ui_emoteslist_template.xml (459 Bytes, 273 views)
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Unread 04-21-2005, 11:59 AM
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Ok, so here is a good puzzle for you guys.

I got a list box working, AND! Figured out a way to have a mouseover graphic per listbox item.

One small wierd thing.

ListBox Item 1 does not want to work.

Quote:
Onpress="parent.Listbox.SelectedItemIndex=1"
Does not want to work AT ALL.
EVERY other item is working fine. It's only box Number1 that has the problem.
Any button that I put that script in will not run the script for box number 1.
I can put any emote I want in there, it won't work.

parent.Listbox.SelectedItemIndex=*

Where * is any other number but "1" works.

I tried using 1.0 but any decimal numbers break the script all together.

here is an example of what I'm talking about.
Every Emote works except the one in slot 1.

I guess I'll just have to use some dummy values and start the list at 2 instead of at 0. And have the dummy list items 0 and 1 hidden.
Attached Files
File Type: xml eq2ui_mainhud_socials.xml (53.1 KB, 241 views)
File Type: xml eq2ui_emoteslist_template.xml (459 Bytes, 273 views)
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Unread 04-22-2005, 08:29 AM
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It is going to be a few days before I can get back at this.

I spent most of my days off messing around with this project, and I didn't make much headway toward an actual re-make of the window, BUT, I did learn alot more, and I am 99% sure I'll be able to finnish this and get it working the way I want.

Here's how I am going to do it if I can.

If you are following the project. I want to use ListBox function with a data Source for all the emotes. This makes it VERY easy for me to add or remove emotes, as well as sort them different ways.

Now doing that caused me two problems so far.

#1. No mouse over graphic for the ListBox and DropDown box. (Confirmed by Zonx)
#2 No text alignemntment function for the list box.

Over all the listbox just doesn't offer alot of functions.
But.. it does have what I need which is a n OnClick for each data item.

The remedy Part#1
Turning the tables. Zonx discovered how to use an invisible button to get the listbox working. IE moving the command string into the buttons OnPress event. Which worked like a charm.

So, what I did with the previous example is turn the tables. I layed a button over each item in the list box. Made the buttons select the data item on the list box directly underneath it.
This gets ride of the problem with no mouse over graphic.

The remendy Part#2 Problem is that I still don't have any real functions for the way Text is displayed in the list box, which is really annoying. No alignemtn features etc...

So I took a step back and played for a while and let my mind think about this problem.

This morning I woke up and the idea hit me like a ton of bricks.


Its a huge pain to keep the ListBox and buttons alighment proper.

So I decided to just make the list box invisible. Why do I need to see it?
I don't!

I'm going to use the list box data to load the buttons with text!!!

This gives me all the functions of the listbox, PLUS, all the visual goodness of the buttonstyles!

The buttons will be just blank templates. That the labels get loaded from the listbox!

Also, I'm going to try to figure out a way to take this a step further and make the a single button template, like on the 'StartMenu' and have the game create more buttons, according to the data in the data source.
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Unread 04-24-2005, 09:47 AM
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Hehe, I was gonna suggest a similar aproach but have ACTUALLY BEEN PLAYING! the last few days
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Unread 04-26-2005, 08:28 AM
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Anyone else check out the bug with ListBox slot number1?
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