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  1. #11
    Nice QoL improvement @mattekure! Not sure why something like this isn't part of the base build to begin with.
    aka Laendra

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  2. #12
    Zacchaeus's Avatar
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    Quote Originally Posted by deer_buster View Post
    Nice QoL improvement @mattekure! Not sure why something like this isn't part of the base build to begin with.
    It has just been added into the test build.
    If there is something that you would like to see in Fantasy Grounds that isn't currently part of the software or if there is something you think would improve a ruleset then add your idea here https://www.fantasygrounds.com/featu...rerequests.php

  3. #13
    Bam! Just like that. It is in!

  4. #14
    The functionality is now built into Core so this extension is no longer needed. I have delisted it on the forge.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

  5. #15

  6. #16
    It was a good idea; and actually something that had been on my list but low priority for a while. Thanks to @mattekure for bumping it. With the new UI changes we've been making, it was easier to add them before.

    Regards,
    JPG

  7. #17
    Quote Originally Posted by Moon Wizard View Post
    It was a good idea; and actually something that had been on my list but low priority for a while. Thanks to @mattekure for bumping it. With the new UI changes we've been making, it was easier to add them before.

    Regards,
    JPG
    The new menubar system was really easy to add new buttons to. I was surprised at just how easy. The hardest part was trying to figure out how all the parts worked. For any developers who want to add buttons to the menubar, here is how I did it.

    Create a windowclass to merge into the one you want to add menubars. In this case its the options windowclass. Then add something like the following on the windowmenubar_utilitybox. This adds a separator first and then adds my two buttons. You could probably do it entirely in the xml now that I think about it, but this was my initial solution

    Code:
    <root>
        <windowclass merge="join" name="options">
            <sheetdata>
                <windowmenubar_utilitybox name="menubar">
                    <script>
                        function onInit()
                            if super and super.onInit then
                                super.onInit()
                            end
                            ToolbarManager.addSeparator(subwindow, "right");
                            ToolbarManager.addButton(subwindow, "collapse", "right");
                            ToolbarManager.addButton(subwindow, "expandall", "right");
                        end
                    </script>
                </windowmenubar_utilitybox>
            </sheetdata>
        </windowclass>
    </root>
    the second part is to register the buttons and define the script that will run when pressed. I did this in a lua file.
    Code:
    function onTabletopInit()
        ToolbarManager.registerButton("collapse",
            {
                sType = "action",
                sIcon = "button_collapse",
                sTooltipRes = "tooltip_collapse",
                fnActivate = collapseOptions,
            });
        ToolbarManager.registerButton("expandall",
            {
                sType = "action",
                sIcon = "button_expand",
                sTooltipRes = "tooltip_expand",
                fnActivate = expandOptions,
            });
    end
    
    function collapseOptions()
    --whatever
    end
    
    function expandOptions()
    --whatever
    end
    Last edited by mattekure; February 21st, 2024 at 18:08.
    For support with any of my extensions, visit my #mattekure-stuff channel on Rob2e's discord https://discord.gg/rob2e

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