I do have a question, I started experimenting with custom textures today. I've had no problems importing them through eepanels, however, I would like to be able to change the alpha of the texture (I want them semi-transparent).
Do I have to change the actual texture file or can I change the alpha through eepanels? I couldn't figure it out myself (as I r a nub with these things still).
Sounds good. I won't be able to actually test it, but I can give it a look over. Try to spend some time playing with it to eliminate as many bugs as possible.
Here's what I'd be concerned with:
1) Default anchor should be the UIParent for any new panel
2) If you set the parent, the anchor needs to be set to the parent.
3) Check if a panel's guidePanel works correctly when panels are unlocked, and the anchor is changed.
4) There will probably need to be a mechanic similar to the parent panel check I implemented to defer panel anchoring until all 3rd party panels have had time to be created (or you probably can just extend the function I wrote).
The first two items seem to be guaranteed by using the existing code, specifically the ChangePosition funciton, as I understand it. The third is a matter of updating the guidePanel if it exists when the anchors are changed, which can be added to the same function.
I'm not clear what you mean by parent panel check, although I guess this has to do with the bad frame list and the FrameExists function. I think that this might be taken care of by virtue of reusing the ChangePosition function, but I'm not sure. I don't really have any third party frames that I now I can link to, so if someone has an example of that, it'd help.
Busy testing a few things out to make sure things work as they should and I'll send you what I've come up with tomorrow or the day after.
Still cant figure out how to attach panels parent to my Party (using pitbull)
Works well in the beginning but it's fucked up when I /rl or log out and in. :(
p.s. yes I have the macro for the correct code and jup the Parent is fine normally. :)
Sounds good. I won't be able to actually test it, but I can give it a look over. Try to spend some time playing with it to eliminate as many bugs as possible.
Here's what I'd be concerned with:
1) Default anchor should be the UIParent for any new panel
2) If you set the parent, the anchor needs to be set to the parent.
3) Check if a panel's guidePanel works correctly when panels are unlocked, and the anchor is changed.
4) There will probably need to be a mechanic similar to the parent panel check I implemented to defer panel anchoring until all 3rd party panels have had time to be created (or you probably can just extend the function I wrote).
The first two items seem to be guaranteed by using the existing code, specifically the ChangePosition funciton, as I understand it. The third is a matter of updating the guidePanel if it exists when the anchors are changed, which can be added to the same function.
I'm not clear what you mean by parent panel check, although I guess this has to do with the bad frame list and the FrameExists function. I think that this might be taken care of by virtue of reusing the ChangePosition function, but I'm not sure. I don't really have any third party frames that I now I can link to, so if someone has an example of that, it'd help.
Busy testing a few things out to make sure things work as they should and I'll send you what I've come up with tomorrow or the day after.
For the first, you need to make a new entry in the default table, and set it to UIParent (it'll always be parent by default, but there really should be a table entry). Yes on 2, yes on 3, and a partial yes on the fourth. Right now, I believe it only delays creating the frame if the parent is set to a panel that isn't loaded yet. You'd need to put in an OR statement to also delay the creation if the anchor isn't UIParent and the panel isn't created yet. You could just install pitbull for a few hours, anchor it to your pitbull anchor frame, and /reload to see if it's still anchored correctly.
Still cant figure out how to attach panels parent to my Party (using pitbull)
Works well in the beginning but it's fucked up when I /rl or log out and in. :(
p.s. yes I have the macro for the correct code and jup the Parent is fine normally. :)
I can't really help you, sorry. It might be because the party panel isn't created until a party is formed, thus there's no panel to parent when you relog (unless you're still in a group when you /rl, in which case I'm not sure. I thought people were binding to pitbull party frame ok).
so I picked up eepanels. I made a new panel, made it the colors i wanted, how do I set it so i can see text in it. ive messed around with the parents. tried to replace my normal chat boxes but i cannot get text to appear in it. the only other option I can think of is just to drag my normal text boxes over the new panel..any help would be great
so I picked up eepanels. I made a new panel, made it the colors i wanted, how do I set it so i can see text in it. ive messed around with the parents. tried to replace my normal chat boxes but i cannot get text to appear in it. the only other option I can think of is just to drag my normal text boxes over the new panel..any help would be great
eePanels can't hold text. Just set your chat frame background to be invisible and put the chat frame on top of the panel. That's how everyone else does it. :)
I too have some issues with the parent thin (tho it's probably me ;))
I set 4 layers to show up when pitbull party frames are loaded thanks to PitBullCluster1UnitButton1.
It works perfect when I'm making it or when I join a party, but from the moment I reload my UI or log out and log back in the frames are still set to my pitbull parent but are already shown on my screen, in the same style I put them only on a different place.
I too have some issues with the parent thin (tho it's probably me ;))
I set 4 layers to show up when pitbull party frames are loaded thanks to PitBullCluster1UnitButton1.
It works perfect when I'm making it or when I join a party, but from the moment I reload my UI or log out and log back in the frames are still set to my pitbull parent but are already shown on my screen, in the same style I put them only on a different place.
How do I fix this? ::)
same problem.
I have the same problem myself, but from what I can tell its not a problem on with eePanels. The PitBullCluster1UnitButton(x) aren't initially created when you log in or reload the UI(unless of course you happen to still be in a party when relogging/reloading). If you activate the Pit Bull party configuration or join a party those frames are created and stay created until your next relog/reload. If I understand it correctly all that should be needed is to goto the the Pit Bull thread and ask if it would be possible to create all frames/clusters at startup(assuming those options are enabled within Pit Bull). Alternatively as a quick fix, I noticed there is fix bad parent function in the lua for eePanels...would it be possible to give us a slash command to call that? It would still require user interaction on every relog/reload to open the pit bull party configuration and then run the slash command...but that could easily be put in a macro until a definitive fix is found. Thats just how I see it, but I could be completely wrong too.
I too have some issues with the parent thin (tho it's probably me ;))
I set 4 layers to show up when pitbull party frames are loaded thanks to PitBullCluster1UnitButton1.
It works perfect when I'm making it or when I join a party, but from the moment I reload my UI or log out and log back in the frames are still set to my pitbull parent but are already shown on my screen, in the same style I put them only on a different place.
How do I fix this? ::)
same problem.
I have the same problem myself, but from what I can tell its not a problem on with eePanels. The PitBullCluster1UnitButton(x) aren't initially created when you log in or reload the UI(unless of course you happen to still be in a party when relogging/reloading). If you activate the Pit Bull party configuration or join a party those frames are created and stay created until your next relog/reload. If I understand it correctly all that should be needed is to goto the the Pit Bull thread and ask if it would be possible to create all frames/clusters at startup(assuming those options are enabled within Pit Bull). Alternatively as a quick fix, I noticed there is fix bad parent function in the lua for eePanels...would it be possible to give us a slash command to call that? It would still require user interaction on every relog/reload to open the pit bull party configuration and then run the slash command...but that could easily be put in a macro until a definitive fix is found. Thats just how I see it, but I could be completely wrong too.
This is what I said 5 posts up :)
As far as the fix parent thing... it's performed whenever the client reloads. So, you could always just do a /rl when you join a group. I know it takes a few seconds to reload, but it's easy to remember (you can call the function now by doing a /script eePanels:UpdateBadParents(), but I'm not 100% sure it'll work correctly on its own).
How do I go about identifying Unit frame names so I can assign them as a parent to a panel?
I created some panels for my pitbull's target of targets target frame and I'm not sure how to make that frame the parent for it, I know for instance by looking at the parent frame of the target of target frame it's parent is PitBullUnitFrame4, but I'm not sure where that # comes from(I'm editing a .lua I DL'd). tried 5 and everything up to 20 but no luck.
I'm also assuming this is how you're able to make panels disapear when they're not being selected or used so if theirs another way of doing this I'd appreciate the help.
anyone knows how i can insert a texture 1:1?
i mean i have a 512x512 texture and i'd like it to be exactly 512x512 in wow
without scaling or stretching
anyone knows how i can insert a texture 1:1?
i mean i have a 512x512 texture and i'd like it to be exactly 512x512 in wow
without scaling or stretching
is it impossible in wow?
Make your eePanel 512x512 and then scale it (I think you can do % in height and width)
If you have an Ace mod, chances are, you have Ace-Console. Then you just need to type
/print GetMouseFocus():GetName()
Thank you.
I did however have the right frame name (tott = PitBullUnitFrame5)... am I missing something else? The UI parent of the panels I created is that name but the panels won't appear reguardless of if I have a tott or not.
Edit: Whenever I try to assign the parent ui to this panel I actually get the error message "Validation Error" at the top of my screen.
Make your eePanel 512x512 and then scale it (I think you can do % in height and width)
i did set height and width both to 512
when i set it to 100% its like 100% of the screen ;)
when i scale it with background inset size its either to big or to small
but even when i can get it to 512x512 with changing hight width and inset it looks very blurry and the pixels are not matching the original texture
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Do I have to change the actual texture file or can I change the alpha through eepanels? I couldn't figure it out myself (as I r a nub with these things still).
Thanks!
The first two items seem to be guaranteed by using the existing code, specifically the ChangePosition funciton, as I understand it. The third is a matter of updating the guidePanel if it exists when the anchors are changed, which can be added to the same function.
I'm not clear what you mean by parent panel check, although I guess this has to do with the bad frame list and the FrameExists function. I think that this might be taken care of by virtue of reusing the ChangePosition function, but I'm not sure. I don't really have any third party frames that I now I can link to, so if someone has an example of that, it'd help.
Busy testing a few things out to make sure things work as they should and I'll send you what I've come up with tomorrow or the day after.
Works well in the beginning but it's fucked up when I /rl or log out and in. :(
p.s. yes I have the macro for the correct code and jup the Parent is fine normally. :)
For the first, you need to make a new entry in the default table, and set it to UIParent (it'll always be parent by default, but there really should be a table entry). Yes on 2, yes on 3, and a partial yes on the fourth. Right now, I believe it only delays creating the frame if the parent is set to a panel that isn't loaded yet. You'd need to put in an OR statement to also delay the creation if the anchor isn't UIParent and the panel isn't created yet. You could just install pitbull for a few hours, anchor it to your pitbull anchor frame, and /reload to see if it's still anchored correctly.
I can't really help you, sorry. It might be because the party panel isn't created until a party is formed, thus there's no panel to parent when you relog (unless you're still in a group when you /rl, in which case I'm not sure. I thought people were binding to pitbull party frame ok).
eePanels can't hold text. Just set your chat frame background to be invisible and put the chat frame on top of the panel. That's how everyone else does it. :)
same problem.
I have the same problem myself, but from what I can tell its not a problem on with eePanels. The PitBullCluster1UnitButton(x) aren't initially created when you log in or reload the UI(unless of course you happen to still be in a party when relogging/reloading). If you activate the Pit Bull party configuration or join a party those frames are created and stay created until your next relog/reload. If I understand it correctly all that should be needed is to goto the the Pit Bull thread and ask if it would be possible to create all frames/clusters at startup(assuming those options are enabled within Pit Bull). Alternatively as a quick fix, I noticed there is fix bad parent function in the lua for eePanels...would it be possible to give us a slash command to call that? It would still require user interaction on every relog/reload to open the pit bull party configuration and then run the slash command...but that could easily be put in a macro until a definitive fix is found. Thats just how I see it, but I could be completely wrong too.
This is what I said 5 posts up :)
As far as the fix parent thing... it's performed whenever the client reloads. So, you could always just do a /rl when you join a group. I know it takes a few seconds to reload, but it's easy to remember (you can call the function now by doing a /script eePanels:UpdateBadParents(), but I'm not 100% sure it'll work correctly on its own).
I created some panels for my pitbull's target of targets target frame and I'm not sure how to make that frame the parent for it, I know for instance by looking at the parent frame of the target of target frame it's parent is PitBullUnitFrame4, but I'm not sure where that # comes from(I'm editing a .lua I DL'd). tried 5 and everything up to 20 but no luck.
I'm also assuming this is how you're able to make panels disapear when they're not being selected or used so if theirs another way of doing this I'd appreciate the help.
put your mouse over it and then type :
That should kick out the frame name.
Least I could do after my last post... :p
i mean i have a 512x512 texture and i'd like it to be exactly 512x512 in wow
without scaling or stretching
is it impossible in wow?
If you have an Ace mod, chances are, you have Ace-Console. Then you just need to type
Make your eePanel 512x512 and then scale it (I think you can do % in height and width)
Thank you.
I did however have the right frame name (tott = PitBullUnitFrame5)... am I missing something else? The UI parent of the panels I created is that name but the panels won't appear reguardless of if I have a tott or not.
Edit: Whenever I try to assign the parent ui to this panel I actually get the error message "Validation Error" at the top of my screen.
i did set height and width both to 512
when i set it to 100% its like 100% of the screen ;)
when i scale it with background inset size its either to big or to small
but even when i can get it to 512x512 with changing hight width and inset it looks very blurry and the pixels are not matching the original texture