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  #1  
Unread 11-07-2005, 11:19 AM
thorvang thorvang is offline
A Rumbleroot Sapling
Interface Author - Click to view interfaces
 
Join Date: Nov 2004
Server: Antonia Bayle
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Default boundarypolygon, why doesn't it work?

i played around with the inventory, wanting one that's always on top etc.

as an attachement you can see a ingame screen and the xml (lu16 UI from test).

i set the boundary polygon of the parent page (Inventory.Inventory) to my needs and when in the ui builder, it works correct, allowing to click through the parts of the window that don't lie within the polygon. but ingame the window has it's rectangle boundary back again, covering half the screen.
why's that?

p.s.: the xml is still quick n (very) dirty

btw, the screen is taken from live servers. but the problem on test server is the same. the only difference: on test you can set windows to "click through enabled" which solves the problem. but odd enough, boundary polygon won't work Oo
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Last edited by thorvang : 11-07-2005 at 12:15 PM.
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  #2  
Unread 11-07-2005, 11:12 PM
SOE_Bobble SOE_Bobble is offline
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Yes this person is from Daybreak!
 
Join Date: Aug 2004
Posts: 82
Default Clickthrough and UIBuilder vs the Game

The "clickthrough" flag on a window lets the game know that it should still process mouse events even if there is some UI element that can absorbs input under the cursor. Previously, only the chat window had code to support clickthrough. With LU #16, all windows can inherit the behavior. This description oversimplifies the code just a bit but will just have to do.


In your inventory window, look for the "AbsorbsInput" property. Or rather that lack of it as the default value is true. That might just work. Or it might not be what you want at all.

You may want to look at the "Enabled" property too. One secret to getting tooltips for static text that you don't otherwise want to get input is to set Enabled=false. But this is mostly a note for my future self to improve a few existing windows that ought to have tooltips.


If you want to override the "AbsorbsInput" property with clickthrough enabled, add the previously undocumented property clickthrough=true to a widget. I can't promise that it works (too late tonight to confirm it with a sample) but that was the intent.

Windows (a Page one level under a Module) get this applied automagically, which is how the new clickthrough feature works.

Bobble
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  #3  
Unread 11-08-2005, 01:24 AM
Sir Taleisin The Seer's Avatar
Sir Taleisin The Seer Sir Taleisin The Seer is offline
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Quote:
Originally Posted by SOE_Bobble
add the previously undocumented property clickthrough=true to a widget.
Bobble
don't suppose there are any more of these are there?
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  #4  
Unread 11-08-2005, 03:38 PM
thorvang thorvang is offline
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i assumed that setting "absorbsinput" to "false" for the main widget kills the inventory functionality i wanted to keep, so i didn't even tried this.

clickthrough=true is exactly what i've been looking for. thanks for the help.
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