[2008/08/14 17:46:52-58-x19]: Fortress-1.1\Core.lua:368: attempt to index field 'db' (a nil value)
CallbackHandler-1.0\CallbackHandler-1.0.lua:146: in function <...edia-3.0\CallbackHandler-1.0\CallbackHandler-1.0.lua:146>
<string>:"safecall Dispatcher[1]":4: in function <[string "safecall Dispatcher[1]"]:4>
<in C code>: ?
<string>:"safecall Dispatcher[1]":13: in function `?'
CallbackHandler-1.0\CallbackHandler-1.0.lua:91: in function `Fire'
AceEvent-3.0\AceEvent-3.0.lua:70: in function <Interface\AddOns\Ace3\AceEvent-3.0\AceEvent-3.0.lua:69>
Getting this anytime an disabled plugin gets info - I use ButtonBin for Bugsack and Mail, fr'instance and thatytriggers the error.
I like the new treatment of global vs. local settings. One thing however is that while global settings affect all blocks (when changed), the blocks that have any "local changes" don't remember the global settings when I relog. Specifically I've set all blocks to be at 80% scale. On a few blocks I've changed what is displayed thus making them partially localized. These blocks will revert to 100% scale when I relog (but going into the global setting and moving the scale around and resetting it to 80% fixes it).
I like the new treatment of global vs. local settings. One thing however is that while global settings affect all blocks (when changed), the blocks that have any "local changes" don't remember the global settings when I relog. Specifically I've set all blocks to be at 80% scale. On a few blocks I've changed what is displayed thus making them partially localized. These blocks will revert to 100% scale when I relog (but going into the global setting and moving the scale around and resetting it to 80% fixes it).
Does this only affect the scale or also other settings? In theory it should apply the scale settings once the plugin loads and it should use the the right global or individual value...
Edit: Found the bug and fixed it, the new version is uploaded to the SVN and should be downloadable from files.wowace.com in a few minutes. There were two saved scale values, one from Fortress and one from LegoBlock (the lib used to create the blocks). Unfortunately LegoBlock restored it's own saved scale right after the real one and so resets it to 100%. Now the modified scale is saved in both dbs.
Fixed another bug too, new blocks weren't cascading as they should.
Feature request:
Allow the list of blocks in Fortress to be sorted by name/addon name. Skimming through my list of scattered addons that seem to be ordered haphazardly is getting harder the more LDB addons I pick up.
Question:
I'm going to look at the code in a few minutes but how hard would it be to work with Fortress blocks programmatically? In other words, how hard would it be to configure Fortress blocks from another addon via Lua? Say I want to adjust my oUF layout and then position certain blocks near my UFs, but I want it hard-coded. "If this block exists, put it exactly here. If this one also exists, stick it to the right-hand side of the first." and so on.
For some reason it's not saving it's locked state. If i relog it will shift out of place.
I'll look into this.
Quote from str1k3r »
Feature request:
- changing block position using coordinates
Pixel perfect positioning is not possible due to the way the interface is rendered, so this feature won't be that useful. Maybe I'll add it later, though.
- suffix changing(Fortress blocks have suffix with all capitals letters)
The suffix text is controlled by the DataBroker object, Fortress won't mess up with this.
Quote from ShaneSveller »
Feature request:
Allow the list of blocks in Fortress to be sorted by name/addon name. Skimming through my list of scattered addons that seem to be ordered haphazardly is getting harder the more LDB addons I pick up.
The order of the options in the options panel is the order of registration, there's no way to change it afterwards.
Question:
I'm going to look at the code in a few minutes but how hard would it be to work with Fortress blocks programmatically? In other words, how hard would it be to configure Fortress blocks from another addon via Lua? Say I want to adjust my oUF layout and then position certain blocks near my UFs, but I want it hard-coded. "If this block exists, put it exactly here. If this one also exists, stick it to the right-hand side of the first." and so on.
This should be possible. The blocks themselves are named 'LegoFortressNameOfTheBrokerFeed'. The position is controlled by the LegoBlocks library, but all other things can be changed by altering the specific DB entry and calling Fortress:UpdateObject(name, [object]). The interesting parts of the code are in the Core.lua.
Any way to change vertical spacing and/or remove borders?
With boprders and all theres a huge gap between 2 rows of plugins (imo its huge, want them a lot tighter together).
Almost got all my fubar replaced properly now (thou a bunch is still only through fubar2db) but the spacing and border makes it hard to get it to look right.
The 'Hide on Mouse-out' setting doesn't behave as expected when the plugin has a tooltip attached
and you "mouse-out" through it's tooltip.
I'm not sure my description is sufficient :)
Imagine that you have a few plugins docked side by side at the top of the screen in a panel-like configuration.
When you mouse-out to the left or right (toward other plugins or 'empty' screen) the plugins hide like the option says.
When you mouse-out 'down' passing the cursor through the plugin tooltip, the plugin will not hide.
StatBlockCore has it but doesn't allow to hide all the text (show icon only).
Good idea
Quote from Kerecha »
Any way to change vertical spacing and/or remove borders?
With boprders and all theres a huge gap between 2 rows of plugins (imo its huge, want them a lot tighter together).
Almost got all my fubar replaced properly now (thou a bunch is still only through fubar2db) but the spacing and border makes it hard to get it to look right.
I just added a 'Show Border' setting, that let's the blocks (if disabled) stick together without any gap.
For scalable borders or gaps I'd need terrible hacks, because those things are currently handled by the LegoBlock library. Maybe I'll remove the lib in future and create the blocks on my own.
Quote from Astaldo »
The 'Hide on Mouse-out' setting doesn't behave as expected when the plugin has a tooltip attached
and you "mouse-out" through it's tooltip.
I'm not sure my description is sufficient :)
Imagine that you have a few plugins docked side by side at the top of the screen in a panel-like configuration.
When you mouse-out to the left or right (toward other plugins or 'empty' screen) the plugins hide like the option says.
When you mouse-out 'down' passing the cursor through the plugin tooltip, the plugin will not hide.
Only tested on the current WotLK beta.
This is working as intended. In my opinion showing the tooltip with the actual plugin hidden would be strange. The plugin should be hidden when you leave the tooltip, though.
The plugin should be hidden when you leave the tooltip, though.
It doesn't.
That was the whole point of the report.
Plugin showing when the tooltip is visible makes perfect sense I agree,
I wouldn't describe that as a bug.
Hey Borlox, where is the current dev source? On Git on the new wowace?
Aye, I moved the old svn repo to git at WoWAce. I played a bit with it, but I'm not sure everything works, and as I have no access to my computer till mondey I cannot really test it. Worst case would be reverting everything to SVN, but I think the git repo should work.
Is there some way to reduce the vertical dead space? I'm trying to make two rows of blocks in the space that my two FuBar rows used to occupy, but the blocks seem to be twice as high as FuBar rows with no way to adjust.
The only workaround I found is to reduce the scale and jack up the font size, but this makes the icons really small :(
The blocks shouldn't need to be higher than the icon and text if borders are disabled.
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Getting this anytime an disabled plugin gets info - I use ButtonBin for Bugsack and Mail, fr'instance and thatytriggers the error.
Does this only affect the scale or also other settings? In theory it should apply the scale settings once the plugin loads and it should use the the right global or individual value...
Edit: Found the bug and fixed it, the new version is uploaded to the SVN and should be downloadable from files.wowace.com in a few minutes. There were two saved scale values, one from Fortress and one from LegoBlock (the lib used to create the blocks). Unfortunately LegoBlock restored it's own saved scale right after the real one and so resets it to 100%. Now the modified scale is saved in both dbs.
Fixed another bug too, new blocks weren't cascading as they should.
- changing block position using coordinates
- suffix changing(Fortress blocks have suffix with all capitals letters)
Allow the list of blocks in Fortress to be sorted by name/addon name. Skimming through my list of scattered addons that seem to be ordered haphazardly is getting harder the more LDB addons I pick up.
Question:
I'm going to look at the code in a few minutes but how hard would it be to work with Fortress blocks programmatically? In other words, how hard would it be to configure Fortress blocks from another addon via Lua? Say I want to adjust my oUF layout and then position certain blocks near my UFs, but I want it hard-coded. "If this block exists, put it exactly here. If this one also exists, stick it to the right-hand side of the first." and so on.
I'll look into this.
Pixel perfect positioning is not possible due to the way the interface is rendered, so this feature won't be that useful. Maybe I'll add it later, though.
The suffix text is controlled by the DataBroker object, Fortress won't mess up with this.
The order of the options in the options panel is the order of registration, there's no way to change it afterwards.
This should be possible. The blocks themselves are named 'LegoFortressNameOfTheBrokerFeed'. The position is controlled by the LegoBlocks library, but all other things can be changed by altering the specific DB entry and calling Fortress:UpdateObject(name, [object]). The interesting parts of the code are in the Core.lua.
StatBlockCore has it but doesn't allow to hide all the text (show icon only).
With boprders and all theres a huge gap between 2 rows of plugins (imo its huge, want them a lot tighter together).
Almost got all my fubar replaced properly now (thou a bunch is still only through fubar2db) but the spacing and border makes it hard to get it to look right.
and you "mouse-out" through it's tooltip.
I'm not sure my description is sufficient :)
Imagine that you have a few plugins docked side by side at the top of the screen in a panel-like configuration.
When you mouse-out to the left or right (toward other plugins or 'empty' screen) the plugins hide like the option says.
When you mouse-out 'down' passing the cursor through the plugin tooltip, the plugin will not hide.
Only tested on the current WotLK beta.
Good idea
I just added a 'Show Border' setting, that let's the blocks (if disabled) stick together without any gap.
For scalable borders or gaps I'd need terrible hacks, because those things are currently handled by the LegoBlock library. Maybe I'll remove the lib in future and create the blocks on my own.
This is working as intended. In my opinion showing the tooltip with the actual plugin hidden would be strange. The plugin should be hidden when you leave the tooltip, though.
Excellent!!!
It doesn't.
That was the whole point of the report.
Plugin showing when the tooltip is visible makes perfect sense I agree,
I wouldn't describe that as a bug.
Aye, I moved the old svn repo to git at WoWAce. I played a bit with it, but I'm not sure everything works, and as I have no access to my computer till mondey I cannot really test it. Worst case would be reverting everything to SVN, but I think the git repo should work.
I'm using r93
The only workaround I found is to reduce the scale and jack up the font size, but this makes the icons really small :(
The blocks shouldn't need to be higher than the icon and text if borders are disabled.