T3D 1.1 Final - Submenu text placement offset incorrect + suggested fix
by Netwyrm · in Torque 3D Professional · 01/16/2014 (8:06 am) · 3 replies
Build: T3D 1.1 Final
Platform: Windows 7 64-bit
Target: Visual Studio
Issues: Submenu text placement is offset too far or floats
Steps to Repeat: guiMenuBar.cpp approx. line 1841 in function onSubmenuAction
Suggested fix
In guiMenuBar.cpp, at around line 1841 the line:
is commented out, appearing as "//mSubmenuTextList->setPosition(Point2I(3,3));".
Without uncommenting that line, submenu text placement will be offset irregularly to the right and clipped off when the submenu pops. Fix suggested is to uncomment in source.
Apologies in advance if I have submitted this in incorrect fashion.
Platform: Windows 7 64-bit
Target: Visual Studio
Issues: Submenu text placement is offset too far or floats
Steps to Repeat: guiMenuBar.cpp approx. line 1841 in function onSubmenuAction
Suggested fix
In guiMenuBar.cpp, at around line 1841 the line:
mSubmenuTextList->setPosition(Point2I(3,3));
is commented out, appearing as "//mSubmenuTextList->setPosition(Point2I(3,3));".
Without uncommenting that line, submenu text placement will be offset irregularly to the right and clipped off when the submenu pops. Fix suggested is to uncomment in source.
Apologies in advance if I have submitted this in incorrect fashion.
About the author
My adventures in T3D are chronicled at http://www.worldofantra.com. Please be aware the subject is sword-and-sorcery, and the occasional bloody or bare body part may be in scope.
#2
Here is a picture without and with the line uncommented


The submenu is the additional menu which comes off another menu item attached to a menubar.
Also, note the triangle which normally indicates the presence of a submenu is not being drawn either, but I haven't figured that out.
01/16/2014 (9:47 am)
@DreamPharaoh,Here is a picture without and with the line uncommented


The submenu is the additional menu which comes off another menu item attached to a menubar.
Also, note the triangle which normally indicates the presence of a submenu is not being drawn either, but I haven't figured that out.
#3
This makes sense now. I may need to have sub-menus when the player wants to change preferences so this will eventually become useful. Thank you.
01/16/2014 (11:43 am)
@Netwyrm,This makes sense now. I may need to have sub-menus when the player wants to change preferences so this will eventually become useful. Thank you.
Torque Owner DreamPharaoh
Gods and Nemesis
First, I love the name you chose. Second thank you for finding this and sharing it with the community, but I am not totally clear on what you mean by submenu. The reason I want to know is because I am making an inventory system for an RPG. I have finally made it equip and unequip' items and have them show up visually on the character. As of now, I am about to go back through the dialog. Right now the NPC's conversation comes up with the player's ability to ask questions for each part of the conversation, but it does not feed in word by word to simulate an authentic RPG conversation. I think what you have found may be a hurdle that I may need to overcome when playing around with the various gui element choices, so this is why I am asking.