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SOE-Rothgar 07-30-2010 12:34 PM

Rather than having empty windows that serve no purpose I'd rather add events that fire on widgets that want to listen for them, like your example of OnLoaded, etc. But I doubt I'd be able to do this by GU57.

Landiin 07-30-2010 01:14 PM

Quote:

Originally Posted by SOE-Rothgar (Post 91793)
Rather than having empty windows that serve no purpose I'd rather add events that fire on widgets that want to listen for them, like your example of OnLoaded, etc. But I doubt I'd be able to do this by GU57.

By OnLoaded do you mean the widget would fire that event when it received the DD that was assigned to it? If so that would work just as good.

SOE-Rothgar 07-30-2010 02:04 PM

Quote:

Originally Posted by Landiin (Post 91794)
By OnLoaded do you mean the widget would fire that event when it received the DD that was assigned to it? If so that would work just as good.

No, I meant it would fire when the UI was done loading. I assumed that's what you were talking about.

Dynamic data gets set at a bunch of different times. Sometimes the code initializes it to an empty string before the game server sets the value to something else. There's not a single process that sets all dynamic data.

Drumstix42 07-30-2010 07:27 PM

Plus you can always use OnTextChanged to catch incoming changes of DynamicData, and you can always use a counter to check how many times it changes to prevent an infinite loop.

Landiin 07-30-2010 10:40 PM

Quote:

Originally Posted by SOE-Rothgar (Post 91795)
No, I meant it would fire when the UI was done loading. I assumed that's what you were talking about.

Dynamic data gets set at a bunch of different times. Sometimes the code initializes it to an empty string before the game server sets the value to something else. There's not a single process that sets all dynamic data.

In that case wouldn't it be easer to just send that single to a gamedata variable and letting us read it with and object that can accepts a true and false states change? They way you said would work but just seems like it would be easer to change a variable then create code to make such an event. I guess if the UI widgets uses an inherent system it wouldn't be that bad to add it one of the base widget.

Berekona 07-31-2010 05:01 PM

Any chance the default UI will include a auto attack bar? I would love to see that included if possible.

lordebon 07-31-2010 06:45 PM

Quote:

Originally Posted by Berekona (Post 91811)
Any chance the default UI will include a auto attack bar? I would love to see that included if possible.

Not this GU, will likely be put in a later GU.

Berekona 08-01-2010 06:31 PM

Is there a way to add it into default for the time without running a custom UI?

gm9 08-01-2010 06:55 PM

Quote:

Originally Posted by Berekona (Post 91844)
Is there a way to add it into default for the time without running a custom UI?

since there is no auto attack bar by default you will need to install a custom auto attack bar, sounds logical, no? :confused:

Drumstix42 08-02-2010 11:28 PM

Hey Rothgar, this has bothered me for a while...

Is there any way to add commas to the Status Points prices in merchants?
It's really hard to make out the larger numbers, and we got commas in the personal status number.

Been asking about this over the years for a while, but it's definitely not bug ;)

183627SP hurts my eyes!
183,627SP lets me know it's not a million, and indeed just 100k

Zonx 08-03-2010 09:27 AM

Explicit OnLoaded and OnReloaded events would be great.

A suitable alternative if its less work on your end would be DDs that set the following attributes when applied to a UI Object.

Text = Value
Press = Value
Activate = Value

For OnLoaded, Value is a BOOL initially set to "false" then changed to "true" when the UI has finished loading/rendering.

For OnReloaded, Value is a BOOL initially set to "false" then changed to "true" for 1 standard DD tick. After that tick, it flips back to "false" so its ready to signal another reload.

And of course when the DD values change, they should fire the corresponding event, onTextChanged, onPress, onActivate, onDeactivate.


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