5E Character Create Playlist
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  1. #1

    Odd behavior with windows/subwindows/scroll bars

    I've noticed some strange behavior with the actions tab in the AD&D ruleset. It's a very "busy" window with tabs/window/subwindows/scrollbars and various other things. That window appears to have some display issues under FGU.

    Here is an example of what it looks like in FGC.



    And here is how it works in FGU.

    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  2. #2
    Filed as FGU-629.

    Regards,
    JPG

  3. #3
    Quote Originally Posted by Moon Wizard View Post
    Filed as FGU-629.

    Regards,
    JPG
    Following up since we're getting close to end of the 1st quarter. I am still seeing this behavior. I've tried with the most current release. Reporting mainly because of the mention of a fix for text not showing on windows properly.

    This is what the combat tracker looks like when it comes up.


    Once you click or resize the creature list window section it goes back to normal (you'll note the selected panel has "blank" block which will show/vanish like the character sheet animation shows as well.



    Character sheets are still acting odd.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  4. #4
    Still being tracked as an issue. We've slowly been chipping away at complex sheet issues, in between the bigger tasks.

    Regards,
    JPG

  5. #5
    After a recent patch I noticed an additional new behavior.



    The window does still have the refresh issue but when mousing over the tokens the new behavior is the window drawing outside of the actually window it's supposed to be in. The mouse over token causes the background of the target in the CT to be highlighted.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  6. #6
    What is your ruleset doing to the list when you hover like that?

    JPG

  7. #7
    Quote Originally Posted by Moon Wizard View Post
    What is your ruleset doing to the list when you hover like that?

    JPG
    The mouse over token causes the background of the target in the CT to be highlighted by changing the frame to a different color version.

    This is what it looks like in FGC. Up until the recent update this is also how it looked in FGU.



    Here is the code tho there are sub-functions that are called but this will give you the gist of it.

    Code:
    -- when hovering over a token, highlight the entry in the CT
    function onHoverADND(tokenMap,bState)
      local ctwnd = nil;
      local windowPath = nil;
      local bHost = User.isHost();
      
      if bHost then
        ctwnd = Interface.findWindow("combattracker_host", "combattracker");
        if ctwnd then windowPath = ctwnd.combatants.subwindow.list; end;
      else
        ctwnd = Interface.findWindow("combattracker_client", "combattracker");
        if ctwnd then windowPath = ctwnd.list; end;
      end
      if ctwnd then
        local nodeCT = CombatManager.getCTFromToken(tokenMap);
        if nodeCT then
          local sNodeID = nodeCT.getPath();
           for k,v in pairs(windowPath.getWindows()) do
            local node = v.getDatabaseNode();
            local bActive = (DB.getValue(node, "active", 0) == 1)
            local sFaction = v.friendfoe.getStringValue();
            if node.getPath() == sNodeID then 
              windowPath.scrollToWindow(v);
              local sFrame, sColor;
              if bHost then
                sFrame, sColor = v.getBackground(node,bState);
              else
              -- kludge to deal with different CT on client for now
                sFrame = getCTFrameType(sFaction,bState,bActive); 
                if (bState and bActive) then
                  sFrame = 'field-initiative';
                end
              end
              v.setFrame(sFrame);
              v.setBackColor(sColor);
            end
          end
        end
      end
    end
    Last edited by celestian; June 25th, 2020 at 05:06.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  8. #8
    I'm thinking that the key thing is that it's also calling scrollToWindow; and your second example is smaller than the list view. I was wondering if you are calling that based on what I saw. Thanks for the confirmation.

    Regards,
    JPG

  9. #9
    Quote Originally Posted by Moon Wizard View Post
    I'm thinking that the key thing is that it's also calling scrollToWindow; and your second example is smaller than the list view. I was wondering if you are calling that based on what I saw. Thanks for the confirmation.

    Regards,
    JPG
    To follow up, your patch a few days back did resolve the mouse over/scrollToWindow issues. The subwindow issues still remain a problem.
    ---
    Fantasy Grounds AD&D Reference Bundle, AD&D Adventure Bundle 1, AD&D Adventure Bundle 2
    Documentation for AD&D 2E ruleset.
    Custom Maps (I2, S4, T1-4, Barrowmaze,Lost City of Barakus)
    Note: Please do not message me directly on this site, post in the forums or ping me in FG's discord.

  10. #10
    I've also been seeing the actions tab content disappear and reappear with a close/open - unmodded, 5e, latest build.

    Its annoying but at least there's a workaround.

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