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    IMPROVED class definition

    Hey lua-ers!

    Been a while since I posted here... after teaching myself lua I've been hard at work on my snowballing plugin that redoes (well superimposes on) the rather crummy LOTRO chat...
  2. Quickslots and those obnoxious hover tags... more of the same?

    So that same buggy behavior in scrollbars and textboxes ... I think it's in quickslots as well.

    I.e. the only mouse events you get from the control are mouseenter and mouseleave ... other than...
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    This looks like the same problem I found with...

    This looks like the same problem I found with Lotro scrollbars.

    If I understand it correctly, this is what's happening:

    Mouse events (other than enter and leave) are passed directly to the...
  4. Turbine.UI.TextBox and SizeChanged ... bug?

    I think I've found another TextBox bug.

    When I attach a SizeChanged() routine to a textbox, it's not getting called.


    self.testText = Turbine.UI.TextBox();
    self.testText:SetParent(self);...
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    okay, I see it now. Thanks. Wow, that _is_...

    okay, I see it now. Thanks.

    Wow, that _is_ irritating.

    Spent time doubtlessly recreating what others have done... it's all hidden behind that __implementation black box, isn't it?

    So far...
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    Ah, that's beyond what I've done with...

    Ah, that's beyond what I've done with SetBackground so far.

    I tried your sample index and see the crash you mean... do you have the ref # for an internal image that *does* work, for comparison?...
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    SetBackground crash - attn GARAN

    Hey Garan,

    Saw your post from today about the client crash with SetBackground().

    There's a way to avoid the client crash that I've been using. It doesn't let you make sure that the image you...
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    So I've found no way around this yet. If I...

    So I've found no way around this yet.

    If I want to capture or do something at *mouse down* or *mouse click* time, I simply cannot intercept the event.

    I can get MouseEnter and MouseLeave, as...
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    bug report

    Finally remembered to submit the bug report

    -----


    There's a bug in the lotro scrollbar class.

    When a user clicks on the thumb or buttons of a lotro scrollbar, control bypasses all the...
  10. Well, it /will/ be really cool, if it works. Been...

    Well, it /will/ be really cool, if it works. Been beating my head against it for 5 days or so... keep having what I think is a solution and then finding more problems.

    Learning a whole lot about...
  11. Testing it this evening. So far, so good......

    Testing it this evening. So far, so good... though it's not yet as powerful as I'd like.


    But I've implemented overrides - so an instance can (after being created) start behaving as if it were a...
  12. Bah

    This approach isn't going to work. No way, no how.

    I've finally realized that I'm trying to manipulate the 'global' class definitions in response to the values of a specific instance. Not only is...
  13. Followup

    Been doing some more experimenting, with ideas that struck me after I took a break.

    No solution, but perhaps a better diagnosis of the problem?

    In this segment:

    :
    :
    if ( (...
  14. A rather tricksie lua / class / object-oriented problem... help!

    Been stuck on this all week. I'm at my wit's end... okay, in my case, half-wit's.


    I'm trying to modify the class() routine. Specifically, I want to be able to have Constructor detect, under...
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    Ah, I shall so report it then. I'd only seen...

    Ah, I shall so report it then.

    I'd only seen half the equation too ... I knew it didn't work with the thumb/buttons but hadn't seen that it did with the background.

    It looks as if (I'm guessing...
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    The scrollbar *isn't* bound. I've got bound...

    The scrollbar *isn't* bound.


    I've got bound scrollbars elsewhere, behaving properly. (And your slip-sliding post was helpful when first tacking those.)

    But this scrollbar is UNBOUND.

    I'm...
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    Lotro scrollbars and MouseDown

    Okay, here's an odd one. Bug?

    I create a Turbine.UI.Lotro.Scrollbar. Works fine. Then I want to grab certain values at the time when the user clicks it. (i.e. MouseDown() event).

    So I write a...
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    Definitely arcana. I still haven't figured it...

    Definitely arcana. I still haven't figured it out, not really.

    At this point, I'm just trying to find the right settings for my immediate problems, then I'll try for a comprehensive understanding...
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    View Post

    << Note, a whole separate, more complicated set of rules applies if any of the controls or their parents use SetStretchMode to stretch their images so try to stay away from SetStretchMode when...
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    good news - following your lead, I messed about...

    good news - following your lead, I messed about with photoshop 'til I got it definitely saving the .tga files with transparency properly encoded.

    bad news - now I can't make the image show up at...
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    non-rectangular images and transparency

    Been diving into the pre-defined Turbine UI elements finally. Not as bad as I'd feared... especially thanks to Garan's intro. (Thanks Garan!)

    But using background images for buttons is giving me a...
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    Phew! Thanks!

    Phew. A relief.

    My heart sank when - after my initial straightforward attempt didn't work - I stepped through the Rainbow code to see how you'd done it, only to discover all those separate Label...
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    colored text (Garan! Help! lol)

    Okay, I'm calling uncle.

    I'm trying to display colored text in a LOTRO window. I've got the strings formatted in the way that works in the in-game chat window. But when I put those strings into a...
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    follow up questions

    A pity.


    Playing around with this, I see that GetTarget() returns an Actor, not a Player. Even type-casting (so to speak) the return as a Player doesn't work - so I assume the routines only pull...
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    Getting Entities

    Probably yet another "Turbine doesn't let you do that" scenario.


    I'm trying to get entities other than the localPlayer. Specifically, I want to test if something heard (say or emote) has been...
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