Version r49 adds merged shared cooldowns for potions and elixirs/flasks. Raven will now only produce a single cooldown bar for potions (one minute) and for elixirs/flasks (three second variety). The option to show these merged cooldown bars is now on by default in auto bar groups that have cooldowns enabled and the same option enables both potion and elixir/flask bars.
1) Expand "Link Settings" to include all the settings that control how a bar group works, to simplify setting up multiple characters. Mostly this involves making it include the timer options.
2) Class-by-class spell review. This is needed before going to beta and making Raven more widely available. I'd also like to figure out if any default notifications make sense for Warriors and Death Knights.
3) Consider integrating "special target debuff filtering" which basically means merging bars for equivalent debuffs (e.g., Mangle and Trauma). I'm not sure this is necessary since it can be done with conditions/notifications. It would ease setup at the cost of more preset info that has to be kept up-to-date.
4) One of my testers found a strange bug (or maybe an artifact from an old wtf file, not sure yet) with custom bars that somehow get blank labels. I haven't been able to reproduce this so I'm doing code inspections to see if I can identify what could cause it.
5) I'm thinking about how to add ButtonFacade support to icons. I might switch icons from Textures to Buttons, for example. I could then apply highlights like I do for action buttons to indicate things like whether they were cast by the player (which seems potentially quite useful).
That is pretty much everything. I think that I've either completed all the other requested features or included them on the above list. I spent some time thinking about TotemTimers and Inline Aura and didn't come up with anything else that I wanted to add to Raven. Let me know if I have missed anything or if you don't think any of the items on the list are worth the work. Thanks.
Here is my current list:
3) Consider integrating "special target debuff filtering" which basically means merging bars for equivalent debuffs (e.g., Mangle and Trauma). I'm not sure this is necessary since it can be done with conditions/notifications. It would ease setup at the cost of more preset info that has to be kept up-to-date.
I would personally say it's probably not necessary, as I'm in the process of setting it up myself and it's fairly easy to do. I think if you went down the route of providing it as standard you might have code overhead as some extra filtering would probably be needed. For example as a boomkin I'm not interested in armour reduction.
4) One of my testers found a strange bug (or maybe an artifact from an old wtf file, not sure yet) with custom bars that somehow get blank labels. I haven't been able to reproduce this so I'm doing code inspections to see if I can identify what could cause it.
I'll keep an eye open for this, but I haven't seen it at all.
5) I'm thinking about how to add ButtonFacade support to icons. I might switch icons from Textures to Buttons, for example. I could then apply highlights like I do for action buttons to indicate things like whether they were cast by the player (which seems potentially quite useful).
PhanxBuffs has ButtonFacade functionality, might be worth taking a peek at the code?
That is pretty much everything. I think that I've either completed all the other requested features or included them on the above list. I spent some time thinking about TotemTimers and Inline Aura and didn't come up with anything else that I wanted to add to Raven. Let me know if I have missed anything or if you don't think any of the items on the list are worth the work. Thanks.
TotemTimers has my vote still and I could see the use for Inline Auras, even if I wouldn't use it myself. The only other things I can see as being useful are:
a) Having a bar that displays what tracking type you currently have active. Something which EBB, SimpleBuffBars, amongst others support. I'm not fussed about having the click support to change tracking which the previous provide as well, but it would be nice to see what is being tracked without reverting back to a minimap button /shiver.
b) The ability to control the alpha of bars/icons depending on conditions. I'm guessing this is possible as there are fade options based on time already.
Other than that all I would say is that for an alpha this has been one of the most bug free I've seen, pretty much feature complete from the word go and something I would highly recommend.
I made a pass through all the files and did some general code cleanup. In particular, I fixed a number of missing local variable declarations. The only globals now should be "Raven", which is the addon itself and also serves as a table containing variables shared within the files, and some utility functions all of which start with the word "Raven". Version r50 includes these changes plus fixes to the priest preset file for a typo in Desperate Prayer and an incorrect cooldown setting for Devouring Plague.
PhanxBuffs has ButtonFacade functionality, might be worth taking a peek at the code?
I've got the PhanxBuffs folder sitting on my desktop:). PhanxBuffs uses buttons for its icons which has a number of advantages, not least of which is that it makes ButtonFacade support quite straightforward. I shall look at switching from textures to buttons in Raven.
Having a bar that displays what tracking type you currently have active. Something which EBB, SimpleBuffBars, amongst others support. I'm not fussed about having the click support to change tracking which the previous provide as well, but it would be nice to see what is being tracked without reverting back to a minimap button /shiver.
I agree that tracking is just another type of buff and that it fits in the Raven feature set. I will add support for a tracking buff bar and (possibly) for changing it by clicking on the icon. I'll check how EBB handles the situation where there is no current tracking buff since it would be a shame to still need a minimap button to start tracking when no tracking is set.
The ability to control the alpha of bars/icons depending on conditions. I'm guessing this is possible as there are fade options based on time already.
This is interesting. Do you envision this on a per-bar basis or per-bar group? Currently bar groups support conditional on/off as well as combat fading and include all the "plumbing" needed to generalize fading to be based on arbitrary conditions. Adding support on a per-bar basis might provide greater flexibility but would only work for custom bar groups.
This is interesting. Do you envision this on a per-bar basis or per-bar group? Currently bar groups support conditional on/off as well as combat fading and include all the "plumbing" needed to generalize fading to be based on arbitrary conditions. Adding support on a per-bar basis might provide greater flexibility but would only work for custom bar groups.
More on a per bar basis. For example on my lock, because I suck at remembering the spell rotation otw, I have a notifications bar setup showing debuffs running out/in need of being applied. Currently when they're running out they're appearing as flashing icons with the timer underneath, and then just as a solid icon when they're not present. It would be nice to have the timers at a slightly lower alpha than the icons to show me when something needs reapplying, just so that the stuff that must be put back up is more noticeable.
More on a per bar basis. For example on my lock, because I suck at remembering the spell rotation otw, I have a notifications bar setup showing debuffs running out/in need of being applied. Currently when they're running out they're appearing as flashing icons with the timer underneath, and then just as a solid icon when they're not present. It would be nice to have the timers at a slightly lower alpha than the icons to show me when something needs reapplying, just so that the stuff that must be put back up is more noticeable.
Could this by accomplished by being able to individually set the alpha for any bar in a custom bar group?
If a condition can be specified for any bar in a custom bar group, what should that condition control? Fade or flash or not show at all? I think all of these are possible.
Version r51 includes the new Link Settings implementation. If Link Settings is enabled for a bar group then almost all settings (the primary exception being the actual bars associated with custom groups) will be linked with bar groups of the same name in all profiles. This is a significant change and, if you are upgrading from an earlier version, you should (1) backup the Raven.lua file in your WTF folder and (2) consider disabling Link Settings on all bar groups that you have customized with icon configurations and timer options and then, after installing the new version, selectively enabling Link Settings starting with bar groups that you are sure have the correct customizations for their purpose.
This version also detects the active tracking type and creates a buff bar/icon for it in Auto Bar Groups. You can turn this on or off with an option in the Buffs tab (it is on by default when you create the "Long Buffs" standard bar group but you may need to manually set it for existing configurations). A tracking bar/icon is created for "Not Tracking" if you do not have an active tracking type set. You can left-click on a tracking bar's icon to bring up the tracking menu (this is why you have a "Not Tracking" bar/icon). This should allow you to delete the mini-map tracking button if you want.
This version also includes additional code and comments cleanup, mostly in the Main.lua file.
Could this by accomplished by being able to individually set the alpha for any bar in a custom bar group?
If a condition can be specified for any bar in a custom bar group, what should that condition control? Fade or flash or not show at all? I think all of these are possible.
Aye sorry was mashing the terminology, doesn't need to be set from the condition perse. What I meant was the ability to control the alpha or indeed flashing state of any bar individually on custom bar groups. Currently the only way of doing this is using the generic timer options, which whilst good don't allow the level of fine tuning that using notifications for say spell rotations might require. However it might be better if it is in the conditions, rather than part of the options for the bar, seeing as the finer points of timer control for instance are condition based already.
I am currently working on ButtonFacade support. It has been a learning experience but I am getting close. At the moment, I am planning on just having one skin that will be used for all bar groups and, if ButtonFacade is loaded, will apply it to the icons in all bar groups. You will use ButtonFacade's UI to change the skin and there will not be any settings within Raven itself to enable or disable it for bar groups. Does that seem like an okay approach?
I am currently working on ButtonFacade support. It has been a learning experience but I am getting close. At the moment, I am planning on just having one skin that will be used for all bar groups and, if ButtonFacade is loaded, will apply it to the icons in all bar groups. You will use ButtonFacade's UI to change the skin and there will not be any settings within Raven itself to enable or disable it for bar groups. Does that seem like an okay approach?
That sounds pretty standard to me and I'm glad you're going to let buttonfacade handle the config, those addons I've seen where they've tried to do it themselves normally make an absolute mess of it. Having had a poke around in Bartender4's code it would seem that setting up the ability to skin groups seperately should be fairly straightforward if you did decide to give it a go. From what I can see all it does is iterate through bar groups and register each one with Buttonfacade seperately. However I'm not a great coder, pretty much limited to hacking functionality in as needed or fixing annoying but obvious bugs and the odd broker feed.
For some reason, the new versions in the repository are not showing up in the project page file list. Here is info about them and I think they can be downloaded from the repository directly. If anyone knows how to "push them" so they show up, please let me know.
Version r52 adds ButtonFacade support to bar icons. I converted the icons from Textures to Buttons. I added a default button border that goes away when ButtonFacade is loaded. I added optional "clock animation" overlays (there is a new setting to enable/disable it in the Layout tab).
If ButtonFacade is loaded then all bar icons are automatically skinned. Use ButtonFacade's UI to change the skin. Raven will remember the skin and will apply it to all your characters (it is a global setting, not per-character).
I considered allowing skinning on a bar group-by-bar group basis but because of the way bars are allocated from a recycling pool it adds complexity that I don't see a need for.
Version r53 adds the TOC change suggested on curseforge home page for Cataclysm beta.
Next, I am working on adding conditional effects to bars in custom bar groups. Available effects include hiding, flashing, and fading. Each effect has its own condition which can be tested as true or false. I debated having a single condition and then specifying effects for when it is true but this is more flexible at no cost in performance.
I am also starting to think about the API for optional modules. Any suggestions on how you'd like optional modules to work (e.g., add sets of conditions, add complete bar groups, customize colors) would be welcome.
I've managed to pull the updates from svn, seems the packager is choking on an addon in the queue atm. Buttonfacade support looks great! As to modules, I'm not sure. The idea of custom conditionals is interesting, but there again what you have in there already is pretty comprehensive! I guess there's some mileage in importing setups with bar groups for classes, ie focused on buffs/debufss that they are interested in only and maybe using the notifications for spell rotations. But that's only really for those too lazy to actually spend a bit of time setting it up themselves... What I would be interested in however is some way of plugging modules in that add timers for other things outside the scope of the addon or aren't currently supported. Examples might be raid cds, respawn timers, pvp orientated stuff for enemy cds or diminishing returns, etc; as well as totem timers which I would happily take a crack at myself once the api is exposed and documented.
1. I can't get the clock to go away even if unchecked in a group (if I check it and uncheck it disappears but the moment you get a new buff it reappears).
2. I can't make the stacks on icons appear (only tested on my priest though, inner fire charges were not visible).
1. I can't get the clock to go away even if unchecked in a group (if I check it and uncheck it disappears but the moment you get a new buff it reappears).
2. I can't make the stacks on icons appear (only tested on my priest though, inner fire charges were not visible).
I reproduced the second bug: icon stack count was disabled when the clock was disabled. I had parented the stack count frame to the clock instead of the icon--this is fixed in version r54.
I had less luck reproducing the first bug and will keep trying different things. Do you have ButtonFacade loaded and, if so, what skin? Was it happening in a Custom bar group or Auto bar group?
I had less luck reproducing the first bug and will keep trying different things. Do you have ButtonFacade loaded and, if so, what skin? Was it happening in a Custom bar group or Auto bar group?
I was still not able to reproduce the "clock coming back even when disabled" bug but I found and fixed a couple other things (i.e., bug in toggling Enable Bar Group and a missing buff in the priest presets) while testing for it. I also changed the order of the Show/Hide calls related to the clock and added an additional test to ensure the icon is showing before showing the clock. These changes are in version r55. If you can still reproduce the bug, brimstone2, I'd appreciate any additional info.
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1) Expand "Link Settings" to include all the settings that control how a bar group works, to simplify setting up multiple characters. Mostly this involves making it include the timer options.
2) Class-by-class spell review. This is needed before going to beta and making Raven more widely available. I'd also like to figure out if any default notifications make sense for Warriors and Death Knights.
3) Consider integrating "special target debuff filtering" which basically means merging bars for equivalent debuffs (e.g., Mangle and Trauma). I'm not sure this is necessary since it can be done with conditions/notifications. It would ease setup at the cost of more preset info that has to be kept up-to-date.
4) One of my testers found a strange bug (or maybe an artifact from an old wtf file, not sure yet) with custom bars that somehow get blank labels. I haven't been able to reproduce this so I'm doing code inspections to see if I can identify what could cause it.
5) I'm thinking about how to add ButtonFacade support to icons. I might switch icons from Textures to Buttons, for example. I could then apply highlights like I do for action buttons to indicate things like whether they were cast by the player (which seems potentially quite useful).
That is pretty much everything. I think that I've either completed all the other requested features or included them on the above list. I spent some time thinking about TotemTimers and Inline Aura and didn't come up with anything else that I wanted to add to Raven. Let me know if I have missed anything or if you don't think any of the items on the list are worth the work. Thanks.
I would personally say it's probably not necessary, as I'm in the process of setting it up myself and it's fairly easy to do. I think if you went down the route of providing it as standard you might have code overhead as some extra filtering would probably be needed. For example as a boomkin I'm not interested in armour reduction.
I'll keep an eye open for this, but I haven't seen it at all.
PhanxBuffs has ButtonFacade functionality, might be worth taking a peek at the code?
TotemTimers has my vote still and I could see the use for Inline Auras, even if I wouldn't use it myself. The only other things I can see as being useful are:
a) Having a bar that displays what tracking type you currently have active. Something which EBB, SimpleBuffBars, amongst others support. I'm not fussed about having the click support to change tracking which the previous provide as well, but it would be nice to see what is being tracked without reverting back to a minimap button /shiver.
b) The ability to control the alpha of bars/icons depending on conditions. I'm guessing this is possible as there are fade options based on time already.
Other than that all I would say is that for an alpha this has been one of the most bug free I've seen, pretty much feature complete from the word go and something I would highly recommend.
I've got the PhanxBuffs folder sitting on my desktop:). PhanxBuffs uses buttons for its icons which has a number of advantages, not least of which is that it makes ButtonFacade support quite straightforward. I shall look at switching from textures to buttons in Raven.
I agree that tracking is just another type of buff and that it fits in the Raven feature set. I will add support for a tracking buff bar and (possibly) for changing it by clicking on the icon. I'll check how EBB handles the situation where there is no current tracking buff since it would be a shame to still need a minimap button to start tracking when no tracking is set.
This is interesting. Do you envision this on a per-bar basis or per-bar group? Currently bar groups support conditional on/off as well as combat fading and include all the "plumbing" needed to generalize fading to be based on arbitrary conditions. Adding support on a per-bar basis might provide greater flexibility but would only work for custom bar groups.
More on a per bar basis. For example on my lock, because I suck at remembering the spell rotation otw, I have a notifications bar setup showing debuffs running out/in need of being applied. Currently when they're running out they're appearing as flashing icons with the timer underneath, and then just as a solid icon when they're not present. It would be nice to have the timers at a slightly lower alpha than the icons to show me when something needs reapplying, just so that the stuff that must be put back up is more noticeable.
Could this by accomplished by being able to individually set the alpha for any bar in a custom bar group?
If a condition can be specified for any bar in a custom bar group, what should that condition control? Fade or flash or not show at all? I think all of these are possible.
This version also detects the active tracking type and creates a buff bar/icon for it in Auto Bar Groups. You can turn this on or off with an option in the Buffs tab (it is on by default when you create the "Long Buffs" standard bar group but you may need to manually set it for existing configurations). A tracking bar/icon is created for "Not Tracking" if you do not have an active tracking type set. You can left-click on a tracking bar's icon to bring up the tracking menu (this is why you have a "Not Tracking" bar/icon). This should allow you to delete the mini-map tracking button if you want.
This version also includes additional code and comments cleanup, mostly in the Main.lua file.
Aye sorry was mashing the terminology, doesn't need to be set from the condition perse. What I meant was the ability to control the alpha or indeed flashing state of any bar individually on custom bar groups. Currently the only way of doing this is using the generic timer options, which whilst good don't allow the level of fine tuning that using notifications for say spell rotations might require. However it might be better if it is in the conditions, rather than part of the options for the bar, seeing as the finer points of timer control for instance are condition based already.
That sounds pretty standard to me and I'm glad you're going to let buttonfacade handle the config, those addons I've seen where they've tried to do it themselves normally make an absolute mess of it. Having had a poke around in Bartender4's code it would seem that setting up the ability to skin groups seperately should be fairly straightforward if you did decide to give it a go. From what I can see all it does is iterate through bar groups and register each one with Buttonfacade seperately. However I'm not a great coder, pretty much limited to hacking functionality in as needed or fixing annoying but obvious bugs and the odd broker feed.
Version r52 adds ButtonFacade support to bar icons. I converted the icons from Textures to Buttons. I added a default button border that goes away when ButtonFacade is loaded. I added optional "clock animation" overlays (there is a new setting to enable/disable it in the Layout tab).
If ButtonFacade is loaded then all bar icons are automatically skinned. Use ButtonFacade's UI to change the skin. Raven will remember the skin and will apply it to all your characters (it is a global setting, not per-character).
I considered allowing skinning on a bar group-by-bar group basis but because of the way bars are allocated from a recycling pool it adds complexity that I don't see a need for.
Version r53 adds the TOC change suggested on curseforge home page for Cataclysm beta.
Next, I am working on adding conditional effects to bars in custom bar groups. Available effects include hiding, flashing, and fading. Each effect has its own condition which can be tested as true or false. I debated having a single condition and then specifying effects for when it is true but this is more flexible at no cost in performance.
I am also starting to think about the API for optional modules. Any suggestions on how you'd like optional modules to work (e.g., add sets of conditions, add complete bar groups, customize colors) would be welcome.
Two small things with the latest version:
1. I can't get the clock to go away even if unchecked in a group (if I check it and uncheck it disappears but the moment you get a new buff it reappears).
2. I can't make the stacks on icons appear (only tested on my priest though, inner fire charges were not visible).
Keep up the good work
I reproduced the second bug: icon stack count was disabled when the clock was disabled. I had parented the stack count frame to the clock instead of the icon--this is fixed in version r54.
I had less luck reproducing the first bug and will keep trying different things. Do you have ButtonFacade loaded and, if so, what skin? Was it happening in a Custom bar group or Auto bar group?
Yes I am using ButtonFacade, the skin is called Elegance http://www.wowinterface.com/downloads/info9623-ButtonFacadeElegance.html
edit: it was happening on both custom and auto groups