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Old 05-11-2007, 09:40 PM   #5
shillingworth
A Predatory Creeper
 
Join Date: Dec 2002
Server: Bertoxxulous
Posts: 251
Interface Author - Click to view interfaces
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So far I did away with all the fingers on the sides of the windows, made the borders look more like the chat windows to get it looking a tad more uniform. Also added a lip to the top bars of each window like the chat windows have in their borders in the edges. After I get everything repositioned in the stat window to fit the new dimensions (gotta add about 4 or 5 pixels to each vertical location), I am going to attempt a somewhat tricky buff window.

The buff window I am taking a strange approach to positioning each buff. I'll be encapsulating each buff button in it's own screen element, which will hopefully allow me to break them up to a custom position (instead of that goofy right to left stuff). Thinking something like a corner of the screen, a sort of L shape buff bar with an interlocking short duration buff bar.

I may have also stumbled blindly upon the solution to scaling UI's without any modification to EQ itself. The game seems to treat the entire UI as one large Screen control. The names of the pieces are hard coded unfortunately, but it works to my advantage so far. I was able to create multiple screen elements, each the size of the entire screen at a given resolution (tested it with a couple 4:3 ratios so far), and set the location of each one based on the current screen resolution of the user in the default ini.

Example:
Say you have the Screen element named SomeScreen in your UI. If you add an entry to defaults.ini like so:
Code:
[SomeScreen] XPos1280x1024=-1281 YPos1280x1024=-1025

It will be moved off screen when the resolution 1280x1024 is selected by the user.

From that bit of info you can actually create several copies of a screen element nested inside the master one for that xml file (of course this wouldn't work with certain ones due to inherit behaviour, like say the combat timer). But It would allow for a UI to be scaled to fit tricky resolutions, like say 800x600 compared to 1600x1200.

I'm not for sure if this was why it happened, perhaps I overlooked something simpler, but it very much so seems to be the case.
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