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  #1  
Unread 12-19-2005, 12:23 PM
Sir Taleisin The Seer's Avatar
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Default "window" graphing

I take no credit for the creation of this ( I first saw this on the map project ) I just thought I would write down some fundamentals on how to use it.

graphing is the taking of one complete window of information and putting that window and it's "hard coded" data inside another. a good example can be seen in the player window of my UI XUINIX III ( preview below ).

in this player window you can see the detailed 'spell effects' from the 'character' window, which untill LU15 ( I think ) was a window you could bring up by the command /show_window MainHUD.Character

this form of graphing one window inside another is relativly simple, similar to adding a new window to an exsisting <include> list.

so in the eq2ui_mainhud_player.xml you add the line <include>eq2ui_mainhud_character.xml</include> and after that the window will appear within the mainHUD as well as the player window, allowing the window in question to obtain the game information you so desire

* this doesn't work on hotkeys because they aren't true windows *

any thoughts on this? additions? corrections? money?
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  #2  
Unread 12-19-2005, 05:44 PM
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That's neat. I had no idea you could do that.

With that said... I have my Spell List window, and I was thinking of putting it into the journal window....

Would this "window graphic" technique make it easier for me, or would a copy paste job be easier, and just resize as needed.
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  #3  
Unread 12-19-2005, 06:45 PM
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if you mean the spell list that is included in the character window.. no SOE has disabled loading this window from the game.

so copy and paste job would be faster
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Unread 12-19-2005, 09:09 PM
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Does this mean that someone (hint hint ) could make, say, a MainHUD.NewCharacter that contained all the old info? Or at least just the nice spell effects part, without replacing one of our existing windows?
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Unread 12-19-2005, 09:18 PM
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Quote:
Originally Posted by Sir Taleisin The Seer
if you mean the spell list that is included in the character window.. no SOE has disabled loading this window from the game.

so copy and paste job would be faster

No, I meant my custom window.
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  #6  
Unread 12-20-2005, 12:51 AM
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Hmm... I must be missing something... I did as you said, using the <include>/etc, but nothing actually shows in the fields...
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Unread 12-20-2005, 02:16 AM
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what exactly did you do Magus?

please go into as much detail as you can
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Unread 12-20-2005, 06:49 AM
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I copied the character window to a new window, changed the page name to NewCharacter, so that it wouldn't be denied by the block on MainHUD.Character, and then added the <include> trick you mentioned. I then included it in eq2ui_mainhud.xml so that the game would know of it.

I tweaked it a bit in UI builder to move things around, as I only wanted 2 parts of the data, yet when I load it in game, nothing displays, except the default data.

Attached is the non-working file.
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Unread 12-20-2005, 06:55 AM
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I also just tried it using a copy of the default character window, only changing the page name, none of the tweaks I did in UI builder before... it still doesn't have access to the gamedata, so I must be missing something simple
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Unread 12-20-2005, 03:07 PM
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yeah, I just used the character window as a sample, changing the page name only removes it from getting information from gameside.

but your use is proper, try another window.
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Unread 12-20-2005, 07:34 PM
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Does it have to be in one of the existing windows then, instead of a new one?
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Unread 12-20-2005, 08:20 PM
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no it can be a new window
say you create eq2ui_mainhud_magus.xml
now you would have the add that include line to the eq2ui_mainhud.xml as <include>eq2ui_mainhud_magus.xml</include>

now that gives you a window set in the mainhud ( provided you added frames and all that ) the command /show_window MainHUD.Magus will bring it up

now inside the Magus window you could add a window that exsists in the mainhud.xml by default, say putting the effects and maintained in the same window you would have to put in the eq2ui_mainhud_magus.xml
<include>eq2ui_mainhud_effects.xml</include>
<include>eq2ui_mainhud_maintained.xml</include>

thus ingame the windows would appear within the Magus window as well as in the mainHUD.

I hope this helps
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Unread 12-21-2005, 04:17 AM
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So I can't actually use the gamedata, but if I alter MainHUD.Character's starting position to 0,0 it should show up at that point in my window? Or am I still misunderstanding?

Do you have an example working window you can post? (the .xml, not a screenshot)
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Unread 12-21-2005, 06:46 PM
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what I thought I had made clear is that SOE has blocked all access to the character window and the information within.
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Unread 12-21-2005, 09:36 PM
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So, basically if we want to use a window that doesn't have any dynamic data or whatever, we can easily just <include> and not worry about otherwise impossible integration?
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Unread 12-21-2005, 10:05 PM
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Quote:
Originally Posted by Drumstix42
So, basically if we want to use a window that doesn't have any dynamic data or whatever, we can easily just <include> and not worry about otherwise impossible integration?
in theory aye, course I gotta alot of theorys

ever hear the idea of making a Tardis interface? I scrubbed that in EQ1, but it might be possible in EQ2
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Unread 12-21-2005, 10:58 PM
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No idea what that is.

My only quest on this theory would be say you have

<Page somemainwindow>
</page>

Could include one of the other windows inside a page inside this one...

<page somemainwindow>
<page size="100,40">
</page>
</page

And then move that page around so that it would only show part of another window. So, like, resize the page, and display a distinct area of a main window... say the inventory bag area or something (just randomly off the top of my head). I'm guessing yes, but would the bags be open'able?
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  #18  
Unread 12-23-2005, 11:49 PM
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fairly so aye, for a good example, drumstix42, download my xuinix III a1810 for the files xuinix_iii_mainhud_mid.xml and the folder MID those will give you a good example of grafting ( even though they aren't finished yet )
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