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.
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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. |
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.
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Any chance the default UI will include a auto attack bar? I would love to see that included if possible.
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Is there a way to add it into default for the time without running a custom UI?
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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 |
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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