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The whole menu interface looks very... old... like from before there was a class for ZO_Anything. How about passing an optional object pool key to AddMenuItem? Lua Code:
You can use a string key with add-on name + some suffix, AcquireObject will create one object for that key and always return that one. That way you won't "steal" a secure menu item. Don't know if we can hook AddMenuItem and not break everything, in which case this parameter would've to be added by ZOS. Edit: nevermind, this wouldn't work even if AddMenuItem could be hooked. AcquireObject() without a key would "steal" named ones... |
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Well, we can not hook AddMenuItem, as it would make all code paths "in-secure". So, build-in menu entries must look as they do now. I will try some things at weekend. Back to QuadroTony's error: Does it happen, if MM is not active, too? |
I started to tinker around with LibCustomMenu.
![]() It's showing the submenu, but you can't interact with it yet, because it disappears once the mouse leaves the entry on the main menu. |
libraries/zo_contextmenus/zo_contextmenus.xml
xml Code:
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and if i meet it again, and go and turn off MM i will need reloadui after it, error will gone anyway |
Nested menus rule. Love it already :)
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hmmmm
new for me ![]() when alt+enter game window from fullscreen to windowed mode |
and this one on the PTS while buying DLc in the crown store
looks like ZOs issue too ![]() |
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