5E Product Walkthrough Playlist
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  1. #1
    Blackfoot's Avatar
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    Bug with Desktop Map

    Found an issue with the Desktop Map feature.

    When using a map as the desktop it seems to ignore custom pointer settings and use the defaults instead. Switching back out of Desktop Map mode makes the custom pointers available again.
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  2. #2
    Where are you defining the custom pointers?

    There are now two different image control templates; and they will both need to match.

    Regards,
    JPG

  3. #3
    Blackfoot's Avatar
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    I think they are being set in
    <imagecontrol name="image">
    I'll double check when I get home but I'm pretty sure that's right.
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  4. #4
    Make sure that you are redefining the "image_record_step" template instead of overriding directly in the "image" window class.

    Regards,
    JPG

  5. #5
    Blackfoot's Avatar
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    This is the file my ruleset uses to set up the custom pointers:
    Code:
    <root>
    	<windowclass name="imagewindow" merge="join">
    		<sheetdata>
    			<imagecontrol name="image">
    				<default snap="off" drawingsize="500,500" snaphex="vertexandcenter" gridtype="hexrow" />
    				<pointertypes>
    					<arrow>
    						<icon>pointer</icon>
    						<label>Draw Arrow</label>
    					</arrow>
    					<circle>
    						<icon>pointer_circle</icon>
    						<label>Draw Circle</label>
    					</circle>
    					<cone>
    						<icon>pointer_cone</icon>
    						<label>Draw Cone</label>
    					</cone>
    					<custom name="TrianglePointer">
    						<icon>pointer_cone</icon>
    						<label>Draw Triangle</label>
    					</custom>
    					<custom name="HexPointer">
    						<icon>pointer_circle</icon>
    						<label>Draw Hex</label>
    					</custom>
    				</pointertypes>
    				<script>
    					function onBuildCustomPointer(nStartXCoord,nStartYCoord,nEndXCoord,nEndYCoord,sPointerType)
    						local aShapeCurves, aDistLabelPosition, bDrawArrow = CustomPointer.onBuildCustomPointer(nStartXCoord,nStartYCoord,nEndXCoord,nEndYCoord,sPointerType);
    						return aShapeCurves,aDistLabelPosition,bDrawArrow;
    					end
    				</script>
    			</imagecontrol>
    		</sheetdata>
    	</windowclass>
    </root>
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  6. #6
    It looks like you’re actually adding a second image control over the top of the one provided by CoreRPG. Because your merge definition does not use the same control/template name within the imagewindow class definition, it actually creates a new control.

    You should go back and just replace the template I mentioned, instead of overriding the imagewindow class at all.

    Regards,
    JPG

  7. #7
    Blackfoot's Avatar
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    So something like..
    Code:
    	<template name="image_record_step">
    		<imagecontrol name="image">
    			<indicators locked="image_locked" loading="image_loading" />
    			<default snap="off" drawingsize="500,500" snaphex="vertexandcenter" gridtype="hexrow" />
    			<pointertypes>
    				<arrow>
    					<icon>pointer</icon>
    					<label>Draw Arrow</label>
    				</arrow>
    				<circle>
    					<icon>pointer_circle</icon>
    					<label>Draw Circle</label>
    				</circle>
    				<cone>
    					<icon>pointer_cone</icon>
    					<label>Draw Cone</label>
    				</cone>
    				<custom name="TrianglePointer">
    					<icon>pointer_cone</icon>
    					<label>Draw Triangle</label>
    				</custom>
    				<custom name="HexPointer">
    					<icon>pointer_circle</icon>
    					<label>Draw Hex</label>
    				</custom>
    			</pointertypes>
    			<script file="campaign/scripts/image.lua" />
    			<script>
    				function onBuildCustomPointer(nStartXCoord,nStartYCoord,nEndXCoord,nEndYCoord,sPointerType)
    					local aShapeCurves, aDistLabelPosition, bDrawArrow = CustomPointer.onBuildCustomPointer(nStartXCoord,nStartYCoord,nEndXCoord,nEndYCoord,sPointerType);
    					return aShapeCurves,aDistLabelPosition,bDrawArrow;
    				end
    			</script>
    		</imagecontrol>
    	</template>
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  8. #8
    Blackfoot's Avatar
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    Yeah.. ok so that's not right.. broke all my custom pointers.

    Apparently including the default image script was a bad idea. The pointers work without it.. but snap to vertexandcenter does not sadly.
    Last edited by Blackfoot; February 22nd, 2019 at 01:43.
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  9. #9
    Let me think a bit to think of the best way to do it. I think templates will be the answer; but I have a better idea of what you’re doing.

    JPG

  10. #10
    Blackfoot's Avatar
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    You resolved my issue.. but am I going to have trouble somewhere else without inheriting that image script?

    The snap thing was working back before 3.2 I think.. but it hasn't worked in a long time... and I'm not sure it ever worked 'well'.
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