Okey quick though... need some way to clear all categories quickly.. "/is category reset" maybe?
I love your meta tables so much, I'll go ahead and code that up for you right now. Basically there's /is category del, but I can add /is category reset to loop through all categories and remove them.
those metatables are damn sweet aren't they? Commit that stuff up man, I'm still worknig on my ruleset.. it's like 80% PT sets anyway.
something along the lines of InvSort:CreatePTRule(name, itemset, sort, texture) would rock! Heck something similar for creating main rules would be nice too, I don't like all this table biz ><
Also question, if no icon is defined will IS grab the first item that matches texture or will it just be blank?
those metatables are damn sweet aren't they? Commit that stuff up man, I'm still worknig on my ruleset.. it's like 80% PT sets anyway.
something along the lines of InvSort:CreatePTRule(name, itemset, sort, texture) would rock! Heck something similar for creating main rules would be nice too, I don't like all this table biz ><
Also question, if no icon is defined will IS grab the first item that matches texture or will it just be blank?
Heh, well, whether or not I give you a function for CreateRule, the table's will still exist. For my generic PT module, I think it's kinda redundant to give the Rule a name seperate from the PT Set name. so I'm making a CreatePTRule(itemset) and I might include the others as optional args, haven't decided yet. For now I'm gonna leave it with the PT item sorting. (I should write something up about how everything gets sorted right now, because it's actually kinda non-obvious. For most things you've done, the rule's sort function never gets called.)
As far as the icon goes... the way it's working right now is the Category uses the icon for it's first rule. If the rule has no icon, then it uses the icon of the first item in the category. Once the Category icon is set, it memorises it in the SV file and it doesn't update again. That's the way it's currently implemented, and I believe it's still pretty flexable to change.
Now I have a question for you. With PT, is GetSetTable good enough to verify if a Set exists? I'm a bit hesitant to use it because it says "This only works for atomic sets, not multisets"
For most things you've done, the rule's sort function never gets called.
I noticed this... annoying...
As for verifying if a set exists, you don't need to. If the set doesn't exist in PT then any call to ItemInSet will always return back a nil. But if you're really intent on checking use PeriodicTable:GetSet(set). This will return back a direct reference to the raw set (a string if it's atomic or a table if it's a multiset).
Another thought just from playing tonight, you need to hook/override the open bankframe and give us an option to set a category to open in a detached bag when the bank is opened. And of course open the main bar at the same time.
And if it's not too much trouble, an option to only show the name in the tooltip when you're hovering over categories? The big tooltip is annoying... or maybe anchor it better (topright of tip to the bottomleft of the cat icon)... I might go change that right now actually...
AceInventory appears to be pulling about 0.2 on every UNIT_INVENTORYCHANGED... for comparison KCI pulls 0.015, SpecialEventsEquipped 0.00071 and FuBar_Transporter 0.00015... Which presents a few questions...
1) Why is it even doing anything if the frame is not visible
2) Why don't you optomize this.. or better yet...
3) Why not use SpecialEvents? It'll give you more detailed bag, bank and equipped events
AceInventory appears to be pulling about 0.2 on every UNIT_INVENTORYCHANGED... for comparison KCI pulls 0.015, SpecialEventsEquipped 0.00071 and FuBar_Transporter 0.00015... Which presents a few questions...
1) Why is it even doing anything if the frame is not visible
2) Why don't you optomize this.. or better yet...
3) Why not use SpecialEvents? It'll give you more detailed bag, bank and equipped events
Yes... yes.... where to begin. I think I'm gonna gloss over your questions with a general 'I think I need to rethink things a bit.'
I actually saw a really major glitch in AceInventory today when I was playing. ::sigh:: it's sorta frustrating I really kinda want to try to implement it antoehr way, but alas, so much depends on the AceInventory tables. So the most important thing I'm trying to accomplish with AceInventory is to abstract out a single key for contianer slots, bank slots, and inventory slots. I suppose if I use the same numbering convention I ended up with the ace inventory keys, I can do this without the whole AceInventory magic tables...
I think what I'll do is I'll start a branch to remove AceInventory.
Is SpecialEvents embedable? I'm gonna take a look at what I need to do use it instead of what I'm doing >_< not looking forward to it.
SE isn't currently embeddable, but I've been considering how I could pull it off without needing an Ace dependancy... there's just something inherently illogical about an embed needing a dependancy :)
Nonetheless, I think I might hop on that tomorrow since I gotta stay up till 3 for crappy job interview.
Same here, I can set up empty custem group by going into the saved vars, but setting them up in game is something i cant really figure out. A readme or something would be helpfull
I love your meta tables so much, I'll go ahead and code that up for you right now. Basically there's /is category del, but I can add /is category reset to loop through all categories and remove them.
<edit> committed.
something along the lines of InvSort:CreatePTRule(name, itemset, sort, texture) would rock! Heck something similar for creating main rules would be nice too, I don't like all this table biz ><
Also question, if no icon is defined will IS grab the first item that matches texture or will it just be blank?
Heh, well, whether or not I give you a function for CreateRule, the table's will still exist. For my generic PT module, I think it's kinda redundant to give the Rule a name seperate from the PT Set name. so I'm making a CreatePTRule(itemset) and I might include the others as optional args, haven't decided yet. For now I'm gonna leave it with the PT item sorting. (I should write something up about how everything gets sorted right now, because it's actually kinda non-obvious. For most things you've done, the rule's sort function never gets called.)
As far as the icon goes... the way it's working right now is the Category uses the icon for it's first rule. If the rule has no icon, then it uses the icon of the first item in the category. Once the Category icon is set, it memorises it in the SV file and it doesn't update again. That's the way it's currently implemented, and I believe it's still pretty flexable to change.
Now I have a question for you. With PT, is GetSetTable good enough to verify if a Set exists? I'm a bit hesitant to use it because it says "This only works for atomic sets, not multisets"
I noticed this... annoying...
As for verifying if a set exists, you don't need to. If the set doesn't exist in PT then any call to ItemInSet will always return back a nil. But if you're really intent on checking use PeriodicTable:GetSet(set). This will return back a direct reference to the raw set (a string if it's atomic or a table if it's a multiset).
Another thought just from playing tonight, you need to hook/override the open bankframe and give us an option to set a category to open in a detached bag when the bank is opened. And of course open the main bar at the same time.
And if it's not too much trouble, an option to only show the name in the tooltip when you're hovering over categories? The big tooltip is annoying... or maybe anchor it better (topright of tip to the bottomleft of the cat icon)... I might go change that right now actually...
AceInventory appears to be pulling about 0.2 on every UNIT_INVENTORYCHANGED... for comparison KCI pulls 0.015, SpecialEventsEquipped 0.00071 and FuBar_Transporter 0.00015... Which presents a few questions...
1) Why is it even doing anything if the frame is not visible
2) Why don't you optomize this.. or better yet...
3) Why not use SpecialEvents? It'll give you more detailed bag, bank and equipped events
Yes... yes.... where to begin. I think I'm gonna gloss over your questions with a general 'I think I need to rethink things a bit.'
I actually saw a really major glitch in AceInventory today when I was playing. ::sigh:: it's sorta frustrating I really kinda want to try to implement it antoehr way, but alas, so much depends on the AceInventory tables. So the most important thing I'm trying to accomplish with AceInventory is to abstract out a single key for contianer slots, bank slots, and inventory slots. I suppose if I use the same numbering convention I ended up with the ace inventory keys, I can do this without the whole AceInventory magic tables...
I think what I'll do is I'll start a branch to remove AceInventory.
Is SpecialEvents embedable? I'm gonna take a look at what I need to do use it instead of what I'm doing >_< not looking forward to it.
Nonetheless, I think I might hop on that tomorrow since I gotta stay up till 3 for crappy job interview.
I'll see how plowking works I suppose.