Yes, but if aguf used attributes to accomplish this, then when a user re-bound a specific key/click combination, the menu would stop working for that. Its really a trivial code change:
Well the common convention is that "menu" will open the popup player/friend menu, while any other custom menus would be on a different member function.
function aUF.classes.aUFgroup.prototype:OnClick(button)
if not InCombatLockdown() then
if (IsAltKeyDown() or IsControlKeyDown()) and (button == "LeftButton" or button == "RightButton") then
aUF.dewdrop:Open(self.anchor, 'children', aUF:GroupCreateMenu(self),'cursorX', true, 'cursorY', true)
end
else
aUF:Print(L["lockdown"])
end
end
Is there a way to set a click action based on whether it is on a friendly or enemy frame? Couldn't find that option when I was playing around with it. Thanks.
Is anyone else seeing macro clicks on agUF causing the macro name to be whispered to the unit instead of casting the macro?
Huh, seems wierd... What click cast addon are you using? And what command?
I'm not the one using it, it's my SO. However, I'm told that that Click2Cast was being used, and the name of the macro was written in the "Macro Code" textbox. It was working yesterday but not today, though no changes to the macro were made.
I'm not the one using it, it's my SO. However, I'm told that that Click2Cast was being used, and the name of the macro was written in the "Macro Code" textbox. It was working yesterday but not today, though no changes to the macro were made.
Ah. For mouse buttons it takes an actual macro, like "/dance", but for keyboard bindings it takes a macro name or id... I'll clear it up when I get time for it.
["menu"] = "Men\195\188 \195\182ffnen",
["spell"] = "Zaubername",
["spellDesc"] = "Den Namen des Zaubers eingeben, der gecastet werden soll",
["target"] = "Einheit anvisieren",
["focus"] = "Einheit fokusieren",
["assist"] = "Einheit assistieren",
["macro"] = "Makrocode",
["macroId"] = "Makroname/ID",
["macroIdDesc"] = "Makroname/ID",
["macroDesc"] = "Den Makrocode eingeben, der ausgef\195\188hrt werden soll",
["No Modifier"] = "Kein Modifikator",
["Right-click to configure clickcast actions."] = "Rechtsklick, um die Clickcast-Aktionen zu konfigurieren",
["Rank"] = "Rang",
["rankDesc"] = "Den Rang des Zauberspruchs eingeben, der gecastet werden soll. Wird nichts eingetragen, wird automatisch der h\195\182chste Rang verwendet.",
["Outside Unitframes"] = "Au\195\159erhalb der Unitframes",
["Mousebind works outside unit frames"] = "Mausbelegung funktioniert au\195\159erhalb der Unitframes",
} end)
2. I've got a weird issue with blizzard's own unit frames. Every click I make there triggers the default action (select/menu), it seems like the modifiers do not get passed to Click2Cast.
Click2Cast works perfect everywhere else (Target frame, sRaidFrames, ...)
I have an issue with the current revision (r24685).
The changelog says, a change within the database (the way, Click2Cast saves profiles), has been made, which requires you to redo your binds. Also, you can just edit the savedvariables file to copy & paste your old bindings into the new format. However, when I copy & paste the old settings click2cast wipes them again on startup. When I redo them just manually by creating all keybinds again, they are lost on next UI-reload or relog aswell. The Click2cast.lua in SavedVariables folder always remains empty. Only the minimap button position is stored, for some reason.
To solve it, I did a clean install of click2cast also deleted the SavedVariables. Nothing worked yet. The mod works / keeps it's settings until I reload the UI / relog. Everything worked just fine until yesterday's revision *sniff*
Thanks for help in advance.
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agUF is capturing ALT or CTRL and showing its menu with either of these modifiers down.
This means ALT, CTRL, ALT-CTRL, CTRL-ALT, ALT-SHIFT, CTRL-SHIFT are all going to get you teh agUF menu. I was patching it myself for a while.
frame:SetAttribute("*-type2", "config_menu")
frame.config_menu = SomeFunctionThatOpensUpTheConfigMenu
Then the specific bindings override the * attribute.
Here's what the code says:
self.frame:SetAttribute("*type2", "menu")
self.frame.menu = self.OnShowMenu
I could probably change it to
self.frame:SetAttribute("*type2", "custom_menu")
self.frame.custom_menu = self.OnShowMenu
This is the code i was changing i believe
That was copy/pasted from the svn, are you using the wowace svn?
The taget=onmouseover thing... Is it going away on 2.0.3, right?
and... I use click2cast over clique because it's on the WoWAceUpdater, and I'm too Lazy (as in Larry Wall's Lazy).
C'mon, I'm an debian/aptitude user :)
Huh, seems wierd... What click cast addon are you using? And what command?
I'm not the one using it, it's my SO. However, I'm told that that Click2Cast was being used, and the name of the macro was written in the "Macro Code" textbox. It was working yesterday but not today, though no changes to the macro were made.
Ah. For mouse buttons it takes an actual macro, like "/dance", but for keyboard bindings it takes a macro name or id... I'll clear it up when I get time for it.
2. I've got a weird issue with blizzard's own unit frames. Every click I make there triggers the default action (select/menu), it seems like the modifiers do not get passed to Click2Cast.
Click2Cast works perfect everywhere else (Target frame, sRaidFrames, ...)
Any idea what might cause that?
The changelog says, a change within the database (the way, Click2Cast saves profiles), has been made, which requires you to redo your binds. Also, you can just edit the savedvariables file to copy & paste your old bindings into the new format. However, when I copy & paste the old settings click2cast wipes them again on startup. When I redo them just manually by creating all keybinds again, they are lost on next UI-reload or relog aswell. The Click2cast.lua in SavedVariables folder always remains empty. Only the minimap button position is stored, for some reason.
To solve it, I did a clean install of click2cast also deleted the SavedVariables. Nothing worked yet. The mod works / keeps it's settings until I reload the UI / relog. Everything worked just fine until yesterday's revision *sniff*
Thanks for help in advance.