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Unread 11-10-2016, 06:26 AM  
Garan
The Undying
 
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Quote:
Originally Posted by Grimfrithgar
Hi again!

I was just wondering if you have a status update about this? Not that I'm in a hurry (fixed these issues locally myself), but more like a reminder since it's been a while.

Thank you!
Hi,

I haven't been playing for quite a while so this never got published. I will have to recheck that everything got fixed and publish it. Thanks for the reminder.
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Unread 11-03-2019, 06:01 PM  
Grimfrithgar
The Wary
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Hello again!

I'm still using this plugin (and AltInventory) regularly, pretty much every playing session, so I've gathered a few more suggestions and questions since my last post.

1) If you hover over an item in displayWindow to trigger hoverMenu, you lose focus from the textarea used for search. If you keep typing, the game will open up inventory, crafting panel, map, etc due to taking over focus and interpreting the typing as hotkeys for these things. I've done this many times by accident until I figured quite recently that it was the hovering that made it lose focus.
Same issue goes for AltInventory.
Is it possible to fix this issue, so that focus is kept (or rather given back, perhaps) to displayWindow.FilterText?
When I was googling on how this could be handled I stumbled across a post by you. Thread was regarding another issue, but maybe it's possible to solve it the way you described with a "transparent text control" on top of the hoverMenu that gives the focus back?

2) I was going to suggest the minimized button to be hidden when pressing F12, but then (totally by a coincidence) I stumbled across your reasoning here. Perhaps an option could be added for "Hide icon when pressing F12"?
(I assume there is still no way to get the UI state or know when the game force UI off in some instances, e.g. "Vol. IV. Book 6 Chapter 2: Death Comes for All", since that does not trigger a KeyDown)

3) Is it possible to force the displayWindow to start off on top of other windows when it's toggled? Especially with AltInventory I often have vault, shared storage and inventory already open when I open the plugin window, and the window sometimes get behind all other windows when toggled. I played around with SetZOrder, but with high ZOrder it's *always* on top, and simply setting it high and then back to 0 seems to make no difference.

4) Reminding about below again
Quote:
Originally Posted by Garan
I haven't been playing for quite a while so this never got published. I will have to recheck that everything got fixed and publish it. Thanks for the reminder.
All of above are just quality of life issues, and the ones important for me I've fixed locally. So no stress to implement any of the above if time or motivation does not allow it

Last edited by Grimfrithgar : 11-03-2019 at 06:04 PM.
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Unread 11-07-2019, 04:20 PM  
Garan
The Undying
 
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Forum posts: 343
File comments: 981
Uploads: 20
Quote:
Originally Posted by Grimfrithgar
Hello again!

I'm still using this plugin (and AltInventory) regularly, pretty much every playing session, so I've gathered a few more suggestions and questions since my last post.

1) If you hover over an item in displayWindow to trigger hoverMenu, you lose focus from the textarea used for search. If you keep typing, the game will open up inventory, crafting panel, map, etc due to taking over focus and interpreting the typing as hotkeys for these things. I've done this many times by accident until I figured quite recently that it was the hovering that made it lose focus.
Same issue goes for AltInventory.
Is it possible to fix this issue, so that focus is kept (or rather given back, perhaps) to displayWindow.FilterText?
When I was googling on how this could be handled I stumbled across a post by you. Thread was regarding another issue, but maybe it's possible to solve it the way you described with a "transparent text control" on top of the hoverMenu that gives the focus back?

2) I was going to suggest the minimized button to be hidden when pressing F12, but then (totally by a coincidence) I stumbled across your reasoning here. Perhaps an option could be added for "Hide icon when pressing F12"?
(I assume there is still no way to get the UI state or know when the game force UI off in some instances, e.g. "Vol. IV. Book 6 Chapter 2: Death Comes for All", since that does not trigger a KeyDown)

3) Is it possible to force the displayWindow to start off on top of other windows when it's toggled? Especially with AltInventory I often have vault, shared storage and inventory already open when I open the plugin window, and the window sometimes get behind all other windows when toggled. I played around with SetZOrder, but with high ZOrder it's *always* on top, and simply setting it high and then back to 0 seems to make no difference.

4) Reminding about below again
Quote:
Originally Posted by Garan
I haven't been playing for quite a while so this never got published. I will have to recheck that everything got fixed and publish it. Thanks for the reminder.
All of above are just quality of life issues, and the ones important for me I've fixed locally. So no stress to implement any of the above if time or motivation does not allow it
Hi. I'm still not playing LotRO so there hasn't been much in the way of development work on my plugins other than maintaining MoorMap's and TerrainMap's map data for game updates.

That said, the first problem is a bit of an issue in that the popup menu should have focus or it can't select items - however, it should be capturing all input while open and then return focus to the control that had focus before it was opened when it is closed. There may not be a good way around it without causing unwanted side effects for the menu. The hidden text field approach would not work for this situation - most likely an asynchronous call to an event handler that waits for the menu to be closed and then sets focus to the correct text field - a bit of a pain to implement with the restrictions on Lua but probably possible.

I gave up years ago trying to get Turbine to expose the HUD status to Lua and implemented hiding of all controls on F12 - if the minimized icon is not hiding that is a bug.

zOrder has always been a bit tricky since the only way to allow windows to interact normally with the built in UI is to set them to zOrder=0 (anything greater than zero will stay on top of the built-in windows and anything less than zero will hide behind the built-in windows). Unfortunately that does mean they can sometimes get lost in the shuffle if you have lots of other windows open - you can try setting one of your quickslots to the toggle chat command ("/altinventory toggle")- that should allow you to bring the window to the front with two key presses (one to toggle close, one to toggle open again). If toggling the window doesn't work, then it may be necessary to set the zorder to a value greater than zero in the VisibleChanged even handler and assign an Update event handler to the window or a control (only setWantsUpdates=true when toggling the zorder>0 to avoid impacting performance). The Update handler would then set the zorder back to 0 and setWantsUpdates=false (the point of using the update handler is to give the system time to actually set the window in front of the other windows, invalidate, and repaint the window before setting the zorder back to 0).

Unfotunately, as previously noted, since I no longer actively play, this is all very low priority for me so it tends to stay at the bottom of the ToDo list

Last edited by Garan : 11-07-2019 at 04:22 PM.
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Unread 03-12-2023, 09:51 AM  
jbusnengo
The Wary

Forum posts: 0
File comments: 26
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I've been using this plugin for years, and like the rest of my plugins, I sync it and its settings between my desktop and my laptop, so that I can still use them when I travel. When I upgraded my desktop to a bigger screen, however, I discovered an issue with that. I keep the floating currencies near the top right of the screen, and apparently, that's beyond the right edge of my laptop screen, so I can't see it on my laptop. Ctrl+\ doesn't help, presumably for the same reason. I've been poking through the settings file manually to try to find a way to bring the floating currencies back onto my laptop screen, but I haven't been able to find any such setting.

I know the obvious solution is to go on my desktop and move it there, but I'm currently away from home for a few weeks, so I can't do that. Does anyone have any other suggestions for fixing this? Thanks!
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Unread 03-12-2023, 12:02 PM  
Garan
The Undying
 
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Forum posts: 343
File comments: 981
Uploads: 20
Quote:
Originally Posted by jbusnengo
I've been using this plugin for years, and like the rest of my plugins, I sync it and its settings between my desktop and my laptop, so that I can still use them when I travel. When I upgraded my desktop to a bigger screen, however, I discovered an issue with that. I keep the floating currencies near the top right of the screen, and apparently, that's beyond the right edge of my laptop screen, so I can't see it on my laptop. Ctrl+\ doesn't help, presumably for the same reason. I've been poking through the settings file manually to try to find a way to bring the floating currencies back onto my laptop screen, but I haven't been able to find any such setting.

I know the obvious solution is to go on my desktop and move it there, but I'm currently away from home for a few weeks, so I can't do that. Does anyone have any other suggestions for fixing this? Thanks!
Unfortunately, this plugin predates the changes I made to most of my other plugins to use percentages for window placement to automatically account for different resolutions.
EDIT - I will be releasing version 1.12 later today which will help with this issue as well as a number of prior bug fixes that were apparently never published

A better fix, using percentage based positioning, will hopefully be available in the future, but for now, this should allow you to manually adjust the window positions.

EDIT Ver 1.12 is now available. Let me know if it solves your problem (or doesn't).

Last edited by Garan : 03-12-2023 at 07:43 PM.
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Unread 03-13-2023, 10:11 AM  
jbusnengo
The Wary

Forum posts: 0
File comments: 26
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Quote:
Unfortunately, this plugin predates the changes I made to most of my other plugins to use percentages for window placement to automatically account for different resolutions.
EDIT - I will be releasing version 1.12 later today which will help with this issue as well as a number of prior bug fixes that were apparently never published

A better fix, using percentage based positioning, will hopefully be available in the future, but for now, this should allow you to manually adjust the window positions.

EDIT Ver 1.12 is now available. Let me know if it solves your problem (or doesn't).
That worked. Thanks!

If you're planning on tweaking things more, can I suggest either that the Save/Load Default buttons save UI settings (opacity, layout, display, and icon) as well, or that separate buttons be added to allow for the copying of UI settings from one alt to another?
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Unread 03-13-2023, 04:13 PM  
Garan
The Undying
 
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Forum posts: 343
File comments: 981
Uploads: 20
Quote:
Originally Posted by jbusnengo
That worked. Thanks!

If you're planning on tweaking things more, can I suggest either that the Save/Load Default buttons save UI settings (opacity, layout, display, and icon) as well, or that separate buttons be added to allow for the copying of UI settings from one alt to another?
Glad to hear it worked for you.

As to defaults, the way it should be working now is that if the settings for the current player don't load (no saved settings yet) it should default to the settings of the last character loaded, that way you should be able to set the settings you want on one character and the other characters automatically inherit them the first time they load - that does have the drawback that if you change your mind on what you want the default to be, you have to tweak each character - I'll look into it to make sure it's working as intended and consider adding an option to override the default behavior.

The biggest thing on the drawing board for Wallet is user selectable font sizing (from the available fonts) to help with higher resolution clients as well as scaling the icons to match the selected font, but that is a fairly major undertaking since it affects, well, pretty much everything. I wouldn't hold my breath for it since it's already been on the ToDo list for about 4 years and I just never seem to find the time.
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Unread 03-13-2023, 10:59 PM  
jbusnengo
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Quote:
Glad to hear it worked for you.

As to defaults, the way it should be working now is that if the settings for the current player don't load (no saved settings yet) it should default to the settings of the last character loaded, that way you should be able to set the settings you want on one character and the other characters automatically inherit them the first time they load - that does have the drawback that if you change your mind on what you want the default to be, you have to tweak each character - I'll look into it to make sure it's working as intended and consider adding an option to override the default behavior.

The biggest thing on the drawing board for Wallet is user selectable font sizing (from the available fonts) to help with higher resolution clients as well as scaling the icons to match the selected font, but that is a fairly major undertaking since it affects, well, pretty much everything. I wouldn't hold my breath for it since it's already been on the ToDo list for about 4 years and I just never seem to find the time.
I appreciate whatever work you do put into your plugins. FWIW, I find that the default font works fine for me at both 1080p and 1440p. Thanks again!
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Unread 03-14-2023, 05:32 AM  
Garan
The Undying
 
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Forum posts: 343
File comments: 981
Uploads: 20
Quote:
Originally Posted by jbusnengo
If you're planning on tweaking things more, can I suggest either that the Save/Load Default buttons save UI settings (opacity, layout, display, and icon) as well, or that separate buttons be added to allow for the copying of UI settings from one alt to another?
The defaults do seem to be working as intended with additional exceptions, they are stored at the account level by client and alignment - that is, the defaults are stored based on the EN/DE/FR client as well as Freep/Creep status so any character that does not have settings will attempt to use the settings of the last character that had the same client & alignment.

Last edited by Garan : 03-14-2023 at 05:32 AM.
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