Ger,
This should be enough to let you finnish up your parser I think.
I do not plan to move the buttons from these locations.
I may expand the window out to the right a bit to add an additional couple of check boxes later, but the buttons will stay where they are in relation to the top left hand corner of the mod.
I couldn't quite get the hang of the frames, I wanted the frame exactely like the one on the startbutton, but I just couldn't quiet get the thing figured out and was getting sleepy.
Perhaps I'll have another look at it in tomorrow.
At one point I had it show up in the UI Builder, but it wouldn't show up in the game.
I'm not getting that frame style from the UI I think so I'm going to have to specifically set up a style for a frame for that window I believe.
The framestyles appear to be at the root level, and as of yet, I don't think we have figured out how to address those yet?
But as I've said, every little thing with this has been a learning process. I didnt' have to mess with the frames with the earlier revision because they were part of the startbutton. So I'll have to see what I can figure out on that one.
Perhaps when you look at the code you can point me in the right direction.
So, Here it is.
The NEW AND IMPROVED Performance Panel!
Taadahh!!
I only made one modification to the eq2ui_mainhud_startbutton.xml And that was the include statement.
So I or the user can move that include statement anywhere they like and it shouldn't effect the mod at all.
Much, Much nicer. Thanks for the tip.
It will also be very easy for me to add additional functions to the panel.
Plus I didn't change any .dds files nor use any new .dds files.
I didn't include the trick to make the window visible.
I just set up a macro in game for it.
/show_window MainHUD.PerformancePanel