Vyzor, UI Manager for Mudlet

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Oneymus
Posts: 321
Joined: Thu Sep 17, 2009 5:24 am

Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Oneymus »

Uploaded a new Vyzor package with a fix for Grid Boxes. Thanks to Caled, I was able to identify a major oversight on my part.

This has been rectified, and Grid Boxes now follow the rules.

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Calixa
Posts: 25
Joined: Sat Nov 20, 2010 5:51 pm
Location: Lusternia

Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Calixa »

Quick question: Is it possible to layer elements on top of each other, specifically is it possible for me to draw images -on top- of the Mudlet map in an attempt to hide the controls? I've seen this done in another UI that uses Geyser and I want to mimic that.

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Oneymus
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Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Oneymus »

Yes, you can layer Frames. That's fundamentally how Vyzor works.

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Calixa
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Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Calixa »

Edit: Nevermind, realized my error. So I'll just say thanks for creating this. It's awesome :)

Caled
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Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Caled »

Calixa wrote:Quick question: Is it possible to layer elements on top of each other, specifically is it possible for me to draw images -on top- of the Mudlet map in an attempt to hide the controls? I've seen this done in another UI that uses Geyser and I want to mimic that.
What a cool idea. I am stealing it, and making it mine. 8-)

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Oneymus
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Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Oneymus »

It's already possible to hide the Map's UI. There's a horizontal bar with a small arrow. Click it.

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Calixa
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Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Calixa »

That setting doesn't get saved between sessions though (I should probably suggest this to the team!). Also, I don't use the 3D mapper, so the bar is only in the way. It's a personal thing, really.

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Calixa
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Joined: Sat Nov 20, 2010 5:51 pm
Location: Lusternia

Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Calixa »

Sorry for the double post, but I'm trying to use the VyzorLoadEvent to draw my UI on load, and this is what I get in the error console. drawUI is my script / function. This is a clean profile with only Vyzor in it, and my code. It does fire properly once clicking the Vyzor script (with the U expandalias active), and then manually calling the drawUI() function. And yes, Vyzor is the first script to load, drawUI comes behind it.

*** starting new session ***
[ERROR:] object:<WindowResizeEvent> function:<handleWindowResizeEvent>
<attempt to call a nil value>
[ERROR:] object:<WindowResizeEvent> function:<handleWindowResizeEvent>
<attempt to call a nil value>
[ERROR:] object:<event handler function> function:<drawUI>
<VyzorLoadEvent>

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Oneymus
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Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Oneymus »

If you call the event's functions manually, what is the error?

Delrayne
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Re: Vyzor, UI Manager for Mudlet [Beta?]

Post by Delrayne »

Oneymus I'm pretty sure this is the same thing we ran into when I tried to get mine to fire off the VyzorLoadEvent. My fix was to just piggy back off mudlet's sysLoadEvent. Either way, I wouldn't rule out that VyzorLoadEvent is buggy.

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