Oh well, LBF Color settings should be saved now, too. Forgot to mention.
This doesn't seem to be working... the only thing I haven't tried is deleting my saved variables, as I don't really want to redo my bars, but this doesn't seem like something that should require a SV reset. Did you test to verify that it works for you?
Well, the time has come, the branch is now on the trunk and gettable via WAU etc.
I would like to thank the brave branch users for testing that stuff (you can return to the trunk now, I will not be adding stuff to the branch for a while) and apologize in advance to Sorata if he furiously returns hating the changes. Now let the error report flooding of a wider audience begin...
New features besides the mentioned ones from the last pages are:
- If a button has only one popbutton, it will not pop up in daily use (I use this for "Special Buttons" I do not like in an action bar)
- Durations module
Shows for a selected (read: hardcoded) list of buffs on self their duration (and count)
This one is still in some kind of experimental stage, but I am keen to hear feedback.
I've seen the same issue NoStress reports, but it's not limited to the button set to display. It's also not consistent, and there seems to be no way to force it to happen; sometimes I log in or reload the UI and the buttons are properly skinned, while other times I log in or reload the UI and the icons are sitting on top of the skin textures. I've seen it happen at some time or another with every ButtonFacade skin I've used, including Apathy, Caith, Rothar, Serenity, and SimpleSquare.
Additionally, the frame strata/level of the popbuttons is inconsistent. I have 4 buttons set up, all of whose popbuttons should pop up over Grid; at any given time I might have one that actually appears over Grid, while the others will either be completely beneath Grid, or have their icons beneath Grid and their skin textures over Grid.
For the Durations module, what is the purpose of having an entire library that seems to do nothing but provide hardcoded buff spell durations, when the real durations of any buffs on yourself, or any buffs you've cast on others, are easily available with a few basic WoW API calls?
Also, there is only two Ts in the word "iterate". Everyone who has worked on Poppins and Numen consistently misspells this word as "itterate". Stop doing that!
It is very annoying to debug since I cannot force it, though no eat on this.
Plus the BF things are mostly Soratas code I am sometimes having trouble getting it (or the other way round I mostly know where in my code I do terrible terrible things that are likely to break).
I will look at the Strata level - it is strange since I have tested it with Pitbull and the chat frame working well.
Isup I have forgotten a call somewhere, maybe it just works fine immediately after changing it in the options. Do you know which Strata Grid uses? Maybe if both are high this could result in this inconsistence too.
The library is there because either I failed to use the API correctly or there is a bug in the following circumstance:
Unlike SBF for example I need durations not only timeleft (SBF just sets duration = timeleft if there is trouble). So I, most naturally attempted to get them via UnitBuff. The problem there is: If you *have* Buffs while logging in, UnitBuff seems to deliver the name of the Buff, but nils on duration. I first used a code to cache the durations when UnitBuff is working in the db, but afterall it became more complicated then just use simple table calls. Because of that I borrowed the table style organization of RBM to get the duration nevertheless. If I could work that out, the lib would be gone again isup (Although I would have to create a blacklist for interruption on CLE and Spell Succeeded on runtime again - but that is not a big deal. The tables are in a lib just because there is some stuff on the branches that could use this too if it is used properly which I know the durations code does not yet (will be cached instead of recalled if I do not find a way to get UnitBuff working). I assumed the lib being just helper functions would not produce much overhead.
The whole thing is not working quite well yet, the other main problem is that I atm create another cd layer which is not the way I wanted it, but since TotemTimers RawHooks UpdateCooldown I fear trouble if I do the same in Durations.
Now that you mention it, "Iteration" is written like that in german too, was just copying the stuff ;)
It seems someone neglected to add LibKeyBound-1.0 to Poppins' svn-externals. I've fixed this, as well as fixed the inclusion point for LibSharedMedia-3.0 (it should be one level deeper than it was); you should see the update available on files (and through WAU) within 20 minutes.
Actually no one has asked for this yet, considering most people do not use many buttons I assume.
So currently you just delete the buttons and the group (if I wonder what are the names of the buttons I want to delete I just unlock the buttons to see their number).
It would of course be possible to implement, but I am not really convinced of it being high priority.
So, I will put this on my to-do-in-some-time list, if you can tell me how/why it could be a deal breaker for you, I am convinceable to move it up.
Been using Poppins in the Around mode with 6 buttons. However here recently when I select another button and it moves to the main action button, it is not accesible. When I try and click it the button actually dissapears and shows only an empty box.
I've been noticing for the past little while that if you mouse onto a button with no modifiers held down the pop buttons appear of course, but then if you hold down alt while your mouse leaves the button area the pop buttons don't collapse. This has been getting a little annoying since i created a button for my pally blessings, and I frequently alt-click them to self-cast. Been getting the pop buttons stuck open a lot as a result (of course its as simple as mousing back over and back out without modifiers to get things to collapse again, but still kinda annoying as the popout covers part of my ToT frame in the mean time). Is this fixable?
krage: fix is up on the svn, zip will take 10 minutes or so
i did not have much time testing though, so feel free to report back if it works better for you now.
I think there is an invisible button haunting the around mode, do not ask me why.
Possibly the introduction of frame strata settings made it angry...
You might test what happens if you raise the frame strata of the button higher than the strata of the popbutton.
Does this change anything?
Otherwise I will try to reproduce this when I am in game next time and go hunting this bug.