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Suggestion #7

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Zackaery opened this issue Nov 19, 2024 · 1 comment
Open

Suggestion #7

Zackaery opened this issue Nov 19, 2024 · 1 comment

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@Zackaery
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Zackaery commented Nov 19, 2024

Currently, if no visible menu options, the Render.generic function exits early.

We should still have it run a monitoring check for the menu it's not rendering just to validate any options that may have changed.

For example. If the players job changes and it allows the menu, that menu cannot resync (validateAndSyncSelected) and set that option as visible because it is exiting early.

I'm unsure if there's a better way to structure this as well, possibly track the menus that are not visible anymore and run an additional thread in the background (if not rendering a menu) to validate it's options state? This would prevent the menu from showing for one second, and then hiding upon updating during active rendering.

We should also store the sprite icon state as well, so those menus that have no visible options won't render on sprite thread.

@swkeep
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swkeep commented Nov 22, 2024

I'll take a look at validating live updates for the menu. I remember having this feature, but some time ago I removed a few things to streamline and simplify the script, so I might have removed it back then!

Personally, I think it might be because I didn't integrate a strong enough bridge to other frameworks, I simply didn't add the validation part to the core script, and then I left it and forgot about it!

The sprite part of my script definitely needs a rewrite, even though I rewrote it in the latest version.

Also, having discussions on Discord could be beneficial as a follow-up to GitHub issues. I can respond faster, and we can discuss things more efficiently as a whole.

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