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rmilmine
April 2nd, 2026, 23:47
I'm looking at tabs and ways to use them.
I wanted to have a tab show up on a window only if the item in question was on a character or npc, but...
I can't seem to see a way to do this.

I found buttongroup_tabs.lua but it doesn't have a way to set visibility of individual tabs.
It has activateTabEntry(n) and deactivateTabEntry(n).

I'm unsure what deactivate actually does as when I try using it the tab is still visible, and active, clicks still work, I can change data on the tab.
Is there something else that needs to be done with the contents of the tab?
Is there an actual way to set a tabs visibility?

The work around I did was to do the following.



<windowclass name="skill_tabbed" copy="record_window_tabbed">
<windowclass name="skill" copy="record_window" />
<windowclass name="skill_header" copy="record_header" />
<windowclass name="skill_main">


In the shortcut on the character sheet the shortcut uses "skill_tabbed".
The registering of the skill data uses "skill".
So when creating new skills it uses "skill", but when opening the shortcut on the character sheet it uses "skill_tabbed".
Other than the icon for the shortcut on the character sheet being different than everywhere else it works fine, but would prefer to just use one windowclass.

Thanks,
Robert.

Moon Wizard
April 3rd, 2026, 04:55
Tabs are mostly configured to work with predefined tabbed content.

If you want to add/remove tabs, you can do that to a degree with:


tabs.addTabData({ sName = sTabSubwindowName, sTabRes = sStringResourceName, sClass = sTabChildWindowClass, bEmbed = true, });

This will append a tab to the existing tabs. There are also functions for setTabData(#, tTabData) (to add) and setTabData(#, nil) (to remove) in a specific position.

Regards,
JPG

rmilmine
April 4th, 2026, 21:00
Thank you.
I think I'll just do it the way I was doing it with two windowclasses one with tabs and the other without.
It seems to be working fine that way.