I was just in the process of building a plugins\[AddonName].lua file in order for my addon to integrate into cyCircled, and I noticed this line:
self.db = cyCircled:AcquireDBNamespace(addonName)
is it required? because my addon uses two dbs, one named WeaponBuffs and another named ShieldBuffs, neither of which are the addon name, so I would need to add two lines, one for each db. And I don't know how that'd work out since they wouldn't be both assigned to ' self.db'.. I guess that depends what you use that for. So far I've tried running the plugin without fiddling with that line, so it is still:
self.db = cyCircled:AcquireDBNamespace(addonName)
That references a db that doesn't exist (addonname is ShamanBuffBars, db's are different) and it seems to work fine, at least from what I've seen. Anyone know if I can omit/leave that line as-is, or do I need to integrate it into my db's somehow?
Could someone be nice enough to explain how the skins work? With that I mean, you have overlay.tga, which does the borders.. right? Then if it is equiped, equip.tga becomes the overlay to overlay.tga? Or does it replace it?
I really feel like a nub asking this, but I've been doodling and it works wrong for me all the time LOL. So I figured I'd ask.
Basically, cyCircled is a layer on top of your bar mod. How it's laid out may vary between skins, but the idea is the same. Here's a pic I made that displays the basic skin layers:
[Note: Ignore the "Glaze or Gloss Layer". It doesn't exist. That was for a future version. :)]
Basically, every texture is the same size and the positioning of the elements is identical. You can do as you mentioned and make the full image for each "state" with the changes. Alternatively, you can make each image reflect just those changes for that state (IE only the changed parts... look at Onyx for an example of what I mean). Playing around with a custom skin is really the only way to understand it, though.
After doing some testing, it seems that the cooldown spiral is showing over the borders of non-square skins, as shown below. However this may be an issue I hadn't noticed on my end only, as the same thing is happening on my Bongos. If that is the case, call it tested. I made an edit and the revised lua is attatched.
Basically, cyCircled is a layer on top of your bar mod. How it's laid out may vary between skins, but the idea is the same. Here's a pic I made that displays the basic skin layers:
[Note: Ignore the "Glaze or Gloss Layer". It doesn't exist. That was for a future version. :)]
Basically, every texture is the same size and the positioning of the elements is identical. You can do as you mentioned and make the full image for each "state" with the changes. Alternatively, you can make each image reflect just those changes for that state (IE only the changed parts... look at Onyx for an example of what I mean). Playing around with a custom skin is really the only way to understand it, though.
Oh wow thanks Storm!!! That did help tremendously :) Expect some from me soon, I was working on something with fluffs in a way. (Lil curls in the 4 corners to make it look a bit gothic - the building style)
Just remember that with creative use of your alpha channels, your "overlay" (which is the actual button/border) is the only file that has to have the actual look of the button. The rest can just be semi-transparent shapes and highlights for the states, as was done with the Vol and Onyx series. I'm actually getting ready to revamp Onyx with some new ideas I came up with. Should be interesting! :)
That would make it slightly easier :P I am working with pixel imaging, though I prefer vector, but on that scale, it's nearly impossible to achieve a good looking result. You just lose too much sharpness due to the anti aliasing properties when using the pen tool.
Seems like it's still wrong wrong wrong :( Gah, soon I'll start crying my eyes out. I have no idea why, but it's just wrong. It looks passable as overlay - though barely visible (the colors I assume are wrong).
Edit: Deleted it all. Will start anew.
My issue seems to be alignment etc. So I have a few additional questions, the code is copied from Vol, with the edits where I think they should be (eg location of textures)
Discarding hotkey, cooldown and count.. Why are not all textures set to 32? If my understanding is right, which it most likely isn't, icon represents the base icon, thus image of the skill/spell, why is it set to 24 whereas I think it should be 32. And does anyone know to what the blend modes translate in Photoshop terms? I tried sorting it out with EePanels, but they seem to have little difference at times.
The "border" tends to be outside of the icon. Hence the icon having a smaller size. As for blend modes: http://www.wowwiki.com/AlphaMode
Actually, you want the border (ie overlay) to extend inside and outside of the icon's edges. THAT's why there's a difference in size. When using circular buttons, the icon will be smaller, because you're covering a square with a circle (you can't mask the icons, so they're stuck as squares).
I know cncfanatics said he fixed this, and he swore up in down on irc today that it was NOT broken. I went home did a completely fresh Interface folder, got cyCircled, the cyCircled_VolM skin, and FlexBar 2 (among some other mods) and began work
As you can see in my screenshot the buttons created at the bottom were from the old version of Flexbar which worked.... and then i did an update and get the following error everytime i try to /fb create
I know cncfanatics said he fixed this, and he swore up in down on irc today that it was NOT broken. I went home did a completely fresh Interface folder, got cyCircled, the cyCircled_VolM skin, and FlexBar 2 (among some other mods) and began work
As you can see in my screenshot the buttons created at the bottom were from the old version of Flexbar which worked.... and then i did an update and get the following error everytime i try to /fb create
That did it. Thanks :D
self.db = cyCircled:AcquireDBNamespace(addonName)
is it required? because my addon uses two dbs, one named WeaponBuffs and another named ShieldBuffs, neither of which are the addon name, so I would need to add two lines, one for each db. And I don't know how that'd work out since they wouldn't be both assigned to ' self.db'.. I guess that depends what you use that for. So far I've tried running the plugin without fiddling with that line, so it is still:
self.db = cyCircled:AcquireDBNamespace(addonName)
That references a db that doesn't exist (addonname is ShamanBuffBars, db's are different) and it seems to work fine, at least from what I've seen. Anyone know if I can omit/leave that line as-is, or do I need to integrate it into my db's somehow?
Cheers,
Adam
Have you tested this thoroughly? I don't feel like installing another mod for testing. >.< If so, I'll add it and update the package.
I really feel like a nub asking this, but I've been doodling and it works wrong for me all the time LOL. So I figured I'd ask.
[Note: Ignore the "Glaze or Gloss Layer". It doesn't exist. That was for a future version. :)]
Basically, every texture is the same size and the positioning of the elements is identical. You can do as you mentioned and make the full image for each "state" with the changes. Alternatively, you can make each image reflect just those changes for that state (IE only the changed parts... look at Onyx for an example of what I mean). Playing around with a custom skin is really the only way to understand it, though.
Oh wow thanks Storm!!! That did help tremendously :) Expect some from me soon, I was working on something with fluffs in a way. (Lil curls in the 4 corners to make it look a bit gothic - the building style)
Edit: Deleted it all. Will start anew.
My issue seems to be alignment etc. So I have a few additional questions, the code is copied from Vol, with the edits where I think they should be (eg location of textures)
Discarding hotkey, cooldown and count.. Why are not all textures set to 32? If my understanding is right, which it most likely isn't, icon represents the base icon, thus image of the skill/spell, why is it set to 24 whereas I think it should be 32. And does anyone know to what the blend modes translate in Photoshop terms? I tried sorting it out with EePanels, but they seem to have little difference at times.
Actually, you want the border (ie overlay) to extend inside and outside of the icon's edges. THAT's why there's a difference in size. When using circular buttons, the icon will be smaller, because you're covering a square with a circle (you can't mask the icons, so they're stuck as squares).
As you can see in my screenshot the buttons created at the bottom were from the old version of Flexbar which worked.... and then i did an update and get the following error everytime i try to /fb create
http://surl.se/ggvs
please look here: http://www.abload.de/img/dottimer0vk.jpg - you can see the problem :/
link seems broken, could you please paste me the error ? :p somehow :)
If someone writes it. :P