OTS is supposed to take an arg, not assume GameTooltip is being used, and tooltiptext was to be used with SetText, not AddLine... though that choice is really up to the plugin dev.
Anywho, I support this proposal. If anyone wants to keep tooltiptext is the spec, speak up now and present your arguments. Otherwise I'll be removing it shortly.
There's a purpose to having OnTooltipShow (a data provider that wants to let the display manage the tooltip) versus OnEnter/OnLeave (a data provider that wants to manage its own tooltip). There's a far greater overlap between OnToolipShow and tooltiptext, though, so dropping one of them makes a lot of practical sense.
Because secure frames bring in a whole mass of issues. Why would you need them anyway? Use your actionbars for your spells and macros and your unitframes for targeting.
Because secure frames bring in a whole mass of issues. Why would you need them anyway? Use your actionbars for your spells and macros and your unitframes for targeting.
Why would I want to refresh poisons in one click (using a secure button with a macrotext attribute like "/use item:3776\n/use 16") when I can open my bags and my character sheet, search for the right poison in the mess, right click it, click on the weapon and close bags and character sheet ? OK I could also make a macro (if I wasnt running out of these) for all cases (6 poisons times 2-3 weapons) and stuff my brain with load of keybindings to train memory or clutter my action bars because it's decorative.
But one addon's role is to ease life by reducing tedious/boring tasks and deal with details to let you concentrate on important things.
What I planned to do with LDB is an addon with 2-3 data objects to apply/refresh weapon buffs. One for main hand, one for off-hand and probably a third for ppl using a macro to switch off-hand weapons to apply a 3rd poison with Shiv. Those would have poison or weapon icons and a customizable text including time remaining for the current buff. When clicked, it would refresh the according weapon with previous/current buff. When hovering it would show a list of secure buttons, one for each available weaponbuff. I think that would make a perfect ergonomy (better than PoisonMenu which is the best I know of atm).
A workaround if no display allow the use of secure buttons might be to insert one to the frame created by the display when first calling OnEnter out of combat ?
Anyway, what kind of issues bring secure buttons ?
A workaround if no display allow the use of secure buttons might be to insert one to the frame created by the display when first calling OnEnter out of combat ?
Anyway, what kind of issues bring secure buttons ?
Might work, might be a huge mess, I don't know you'd have to try it.
What issues? all those locked down things (moving showing hiding) might want to be done by the display in combat. It's something that could be done in the display, yes, but it complicates things a lot and the mass majority of plugins won't use it, so it's not something we want to force onto the displays.
Frankly, what you mention sounds like it wound be better as a normal, standalone addon that also provides a data feed (like tekability does). Your UI handles all the secure stuff, and you provide a nice little feed to show your info on. The OnClick could open up your UI, out of combat of course. This is the plan I have for Cork... it's frames will manage the casting, but it'll also provide a LDB feed for those that might not want the frames up at all times.
... you could also use the OnEnter/OnClick to show your frames to click-cast... but only out of combat of course.
How would I have the display manage the tooltip, but have the display object update the tooltip text continuously while the tooltip is visible? Preferably using GameTooltip...
Edit: Would anything be wrong with having .OnTooltipHide ?
Is there a way in config to disable all these new dockable icons for addons that this lib provides for authors, can't seem to find any, or do i need to edit lua files and what not points to it, to be able ti disable them?
i've never used fubar before which i guess this a kind of replacement for, and using detached minimap buttons to manage the few icon i want and can place where i want to. I know i can place these icon's where i wan't to too, but the point is i dont have much room left and i don't really want to use it for this.
How would I have the display manage the tooltip, but have the display object update the tooltip text continuously while the tooltip is visible? Preferably using GameTooltip...
Edit: Would anything be wrong with having .OnTooltipHide ?
Use OnEnter/OnLeave and refresh the tip yourself while it's visible. What would be the point of OnTooltipHide?
Fuzzy, I think you misunderstand. Your issue is exactly one of the things LDB is designed around. You'll never get icons/frames/whatever for addons providing LDB dataobjects unless you specifically install a display addon to render them.
Would it be anything like StatBlockCore which i use for coords and zonetxt instead of default minimap zonetext, and broker_durability, that would be regarded as a display addon to render it?
atm it shows icons (and text) for 3 addons, KgPanels, Gathermate and your own Controlfreak
Thanks for the answer, don't know how i managed to miss those 3 addons in StatBlockCore configuration earlier, i swear they weren't there! Could it be they wouldnt show up in town since i do use an addonloader, and that would make it so they wouldnt show up untill they were loaded?
I read the wiki page, and I'm unclear on something here. Does LDB support right-click functionality for launchers? I don't care either way, just curious.
In most cases the OnClick will just be set directly to the frame, so you'll get the button arg from it. Might have to bitch at display addons to get em to register anyUp though, I think it defaults to left only when you make a button.
No, I mean, if the DO provides OnTooltipShow, which means the display provides the tooltip, how would the DO know when the tooltip is getting hidden again?
I think you mean...
OTS is supposed to take an arg, not assume GameTooltip is being used, and tooltiptext was to be used with SetText, not AddLine... though that choice is really up to the plugin dev.
Anywho, I support this proposal. If anyone wants to keep tooltiptext is the spec, speak up now and present your arguments. Otherwise I'll be removing it shortly.
It sadden's me to no end... I hate the idea of launchers that can't run macro, cast spells, and such powerfull features that SecureActionButtons hold.
Is there any reason behind this terrible statement ?
Why would I want to refresh poisons in one click (using a secure button with a macrotext attribute like "/use item:3776\n/use 16") when I can open my bags and my character sheet, search for the right poison in the mess, right click it, click on the weapon and close bags and character sheet ? OK I could also make a macro (if I wasnt running out of these) for all cases (6 poisons times 2-3 weapons) and stuff my brain with load of keybindings to train memory or clutter my action bars because it's decorative.
But one addon's role is to ease life by reducing tedious/boring tasks and deal with details to let you concentrate on important things.
What I planned to do with LDB is an addon with 2-3 data objects to apply/refresh weapon buffs. One for main hand, one for off-hand and probably a third for ppl using a macro to switch off-hand weapons to apply a 3rd poison with Shiv. Those would have poison or weapon icons and a customizable text including time remaining for the current buff. When clicked, it would refresh the according weapon with previous/current buff. When hovering it would show a list of secure buttons, one for each available weaponbuff. I think that would make a perfect ergonomy (better than PoisonMenu which is the best I know of atm).
A workaround if no display allow the use of secure buttons might be to insert one to the frame created by the display when first calling OnEnter out of combat ?
Anyway, what kind of issues bring secure buttons ?
Might work, might be a huge mess, I don't know you'd have to try it.
What issues? all those locked down things (moving showing hiding) might want to be done by the display in combat. It's something that could be done in the display, yes, but it complicates things a lot and the mass majority of plugins won't use it, so it's not something we want to force onto the displays.
Frankly, what you mention sounds like it wound be better as a normal, standalone addon that also provides a data feed (like tekability does). Your UI handles all the secure stuff, and you provide a nice little feed to show your info on. The OnClick could open up your UI, out of combat of course. This is the plan I have for Cork... it's frames will manage the casting, but it'll also provide a LDB feed for those that might not want the frames up at all times.
... you could also use the OnEnter/OnClick to show your frames to click-cast... but only out of combat of course.
Edit: Would anything be wrong with having .OnTooltipHide ?
Is there a way in config to disable all these new dockable icons for addons that this lib provides for authors, can't seem to find any, or do i need to edit lua files and what not points to it, to be able ti disable them?
i've never used fubar before which i guess this a kind of replacement for, and using detached minimap buttons to manage the few icon i want and can place where i want to. I know i can place these icon's where i wan't to too, but the point is i dont have much room left and i don't really want to use it for this.
TIA
Fuzzy
Use OnEnter/OnLeave and refresh the tip yourself while it's visible. What would be the point of OnTooltipHide?
Fuzzy, I think you misunderstand. Your issue is exactly one of the things LDB is designed around. You'll never get icons/frames/whatever for addons providing LDB dataobjects unless you specifically install a display addon to render them.
atm it shows icons (and text) for 3 addons, KgPanels, Gathermate and your own Controlfreak
But hey alls well that ends well ;)
The tooltip might not get hidden OnLeave... The data object doesn't know anything about that.