First, thanks for adding :GetSkin() back, I am working with it now to see if it works as before with BF ;)
I also wanted to comment on the name of the addon. 1000% better than the unwieldy "Button Facade". Kudos on the name re-vamp.
Lastly, I noticed that if in my skins if I include the Masque version number in the skins the text is positioned differently. So I removed the Masque_Version data field from my Trinity skins, but other than text position, is it important to have this number? I am a bit too busy to dig around and find out myself if anything else will blow up.
The Trinity Skin pack has 10 skins and I do not have the time to fiddle with text positions right now, but I need to know if I need to find that time so I can properly use the Masque_Version field ;)
Edit: Oh yeah, many thanks for adding the "Shape" field as well ;D
Lastly, I noticed that if in my skins if I include the Masque version number in the skins the text is positioned differently. So I removed the Masque_Version data field from my Trinity skins, but other than text position, is it important to have this number? I am a bit too busy to dig around and find out myself if anything else will blow up.
Originally, LBF centered (horizontally and vertically) every layer. Skin authors then had to adjust the offsets for the text layers from the center. A while back ago, I added the JustifyH/JustfyV skin parameters and left the actual "points" for the text layers at their defaults. This makes it easier for skin authors to position the text and removes the need for such extreme values on the offsets.
Also, in a future build, the text alignment, font and font size will actually be options that users can change via the options panel. The current "Font" field that's available for skins will be changed from a path value to a font name value. This will only affect the users with SharedMedia installed, of course, outside of the default fonts.
The LBF/Masque_Version tells Masque that your skin supports the new alignment features.
The Trinity Skin pack has 10 skins and I do not have the time to fiddle with text positions right now, but I need to know if I need to find that time so I can properly use the Masque_Version field ;)
Yes. And you should break that pack down. That's a lot of textures for skins that users may not want. :P I'd be willing to help.
Edit: Oh yeah, many thanks for adding the "Shape" field as well ;D
You can also add your own custom (or custom-named) shapes or replace existing shapes, but you have to set the animation texture up to use the same texture coordinates that it does in the default animation for it to work correctly. An example is included, but I was in a hurry so it's far from perfect. :P
If the old version was just "Facade" it would have been 800% better than "Button Facade". I think adding the "Button" part makes it .... bleh ;)
However, I came here to post a small issue.
With the old BF, I was able to "cleanup" what it would not do with the Blizzard skin, in particular when the empty button is shown, the alpha needs to be set to 50% (SetVertexColor(1,1,1,0.5)). After some fiddling I am unable to get Masque to let me set that alpha. The 100% alpha of "Interface\Buttons\UI-Quickslot" is a bit much. Any chance in your hook of SetNormalTexture() that if the default "Blizzard" skin is selected and the empty texture is set that it can also set the alpha to 50%? Then set the alpha of the normal texture back to 100% when "Interface\Buttons\UI-Quickslot2" is set?
I have a problem with using Masque in combination with Raven. If I pick a color on the skin I choose, it flashes grey for a second, and then goes back to white, and I have no idea why. I'm currently using Caith, but it's the same with other skins too
I have a problem with using Masque in combination with Raven. If I pick a color on the skin I choose, it flashes grey for a second, and then goes back to white, and I have no idea why. I'm currently using Caith, but it's the same with other skins too
It sounds like you are trying to set icon border colors with Masque and having issues because Raven will, by default, color them itself. You can use Masque to color the borders if you go to Raven's Defaults tab, find the Masque options, make sure Enable is checked but disable both Color Normal Texture and Color Border Texture.
Alternatively, you can use Raven's icon border coloring options near the bottom of the bar group's Appearance tab. You can set a custom color there if you want. In this case, be sure that the Masque options on the Defaults tab have both Enable and Color Normal Texture checked.
I also recommend the addon ColorPickerPlus which lets you copy/paste colors in the color picker dialog so you can coordinate colors across bar groups.
It sounds like you are trying to set icon border colors with Masque and having issues because Raven will, by default, color them itself. You can use Masque to color the borders if you go to Raven's Defaults tab, find the Masque options, make sure Enable is checked but disable both Color Normal Texture and Color Border Texture.
Alternatively, you can use Raven's icon border coloring options near the bottom of the bar group's Appearance tab. You can set a custom color there if you want. In this case, be sure that the Masque options on the Defaults tab have both Enable and Color Normal Texture checked.
I also recommend the addon ColorPickerPlus which lets you copy/paste colors in the color picker dialog so you can coordinate colors across bar groups.
Thanks, that solved it!
I recently switched from SBF to Raven, so I'm still trying to get a hold on the addon.
I already have ColorPickerPlus, mainly use it for kgpanels. It's a great addon.
Is there any way to adjust spacing of the buttons either vertically or horizontally? I'm using Masque with the Adorn: Dark Hex skin on Button Forge and Raven.
The issue is with Button Forge I guess in that there is a ton of space between the button on both the X and Y axis. I've look in both Button Forge and Masque but sadly do not see any way to affect the spacing.
Is this do-able at all?
Thanks.
(Awesome addon by the way. Makes my buttons an eyegasm!)
A bug fix in the alpha r377 for Masque says: "Removed a reverse load dependency from Masque". Apparently, this interacts with how Raven specified an optional dependency only on ButtonFacade, which resulted in ButtonFacade not being found for some Raven users (reported by two different people but not replicated by me). In my latest build, Raven now specifies a dependency on both Masque and ButtonFacade, which seems to fix the issue. I mention this only for your information and in case other addons that specify the load dependency the same way as Raven did are affected. And, yes, I plan to update Raven to not use ButtonFacade backward compatibility soon.
Unfortunately, WoW doesn't distinguish between dependencies and optional dependencies (priority-wise), so Masque having an optional dependency on ButtonFacade would causes Masque's loading to halt until ButtonFacade loaded. Since ButtonFacade has a dependency on Masque, ButtonFacade never got loaded because Masque never loaded.
Typically, if ButtonFacade has Masque listed as a dependency (without the reverse like before) and an add-on has ButtonFacade listed as either, ButtonFacade will cause Masque to be loaded first, and then load itself. If users are experiencing an issue with Masque loading, it would have to be related to Masque being disabled, installed incorrectly or out-of-date add-ons not being enabled, etc. Withstanding some crazy bug, of course.
I'm finally updating PhanxBuffs for Masque, and I have a couple of questions:
1. Do I still need to save skin settings myself?
2. The :Skin method is listed as "deprecated" and points to an empty function. Is there some other method I should be calling when my addon loads, or can I just remove this call entirely?
3. Why is the callback registration API named just :Register? Method names should be at least a little bit descriptive of their functions... :Register could mean anything, especially when the API has other methods that register other things (eg. :Group registers a group, :AddButton registers a button, etc.). The old :RegisterCallback method name was self-explanatory. Possibly too late to change it now, but I wanted to mention it anyway.
4. Is the omission of methods like :ReSkin and :Register from the documentation pages intentional (eg. addons shouldn't use them), or have you just not finished writing them yet?
I just finished updating Raven to use the Masque API. I removed all the skin save/restore code since Masque now provides that capability itself. I created a separate Masque Group for each Raven bar group which means that each can have its own skin now.
Would it be possible to add a Reskin method for an individual button? This would facilitate cleaning up Bartender4/Dominos buttons after Raven removes the highlight colors it optionally sets when buffs/debuffs are active.
2. The :Skin method is listed as "deprecated" and points to an empty function. Is there some other method I should be calling when my addon loads, or can I just remove this call entirely?
Just remove the call entirely. When the group is loaded and a button is added, Masque automatically skins it.
3. Why is the callback registration API named just :Register? Method names should be at least a little bit descriptive of their functions... :Register could mean anything, especially when the API has other methods that register other things (eg. :Group registers a group, :AddButton registers a button, etc.). The old :RegisterCallback method name was self-explanatory. Possibly too late to change it now, but I wanted to mention it anyway.
I saw no need to for it to be named anything else as it's now the only 'register' method in the API. I can create a pointer to the method and name it 'RegisterCallback' if it makes you feel better. :p
4. Is the omission of methods like :ReSkin and :Register from the documentation pages intentional (eg. addons shouldn't use them), or have you just not finished writing them yet?
The 'ReSkin' method is listed in the documentation. The 'Register' isn't listed because I haven't pushed it out of alpha yet. I'm still tweaking some stuff. (IE, improving a few things, adding optional font support, etc.)
Would it be possible to add a Reskin method for an individual button? This would facilitate cleaning up Bartender4/Dominos buttons after Raven removes the highlight colors it optionally sets when buffs/debuffs are active.
Hm... I suppose I could modify the existing 'ReSkin' method to accept a 'Button' parameter that would limit the 'reskin' to just that button, but you'd still have to call it from the 'Group' object.
On another note, some authors are checking whether or not the API is LBF or Masque. That's fine if you want to provide that compatibility, but I see no reason users should be intentionally using an irrelevant and out-of-date version. The functionality is the same, improved even. My other add-ons won't have compatibility with the old version of Masque (ButtonFacade) and I personally recommend others don't, either. :p
Hm... I suppose I could modify the existing 'ReSkin' method to accept a parameter 'Button' that would limit the 'reskin' to just that button, but you'd still have to call it from the 'Group' object.
I don't have a handle on the Group object since it is managed by the action button addon. My current method of saving and restoring the original color is adequate for now, I guess.
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I also wanted to comment on the name of the addon. 1000% better than the unwieldy "Button Facade". Kudos on the name re-vamp.
Lastly, I noticed that if in my skins if I include the Masque version number in the skins the text is positioned differently. So I removed the Masque_Version data field from my Trinity skins, but other than text position, is it important to have this number? I am a bit too busy to dig around and find out myself if anything else will blow up.
The Trinity Skin pack has 10 skins and I do not have the time to fiddle with text positions right now, but I need to know if I need to find that time so I can properly use the Masque_Version field ;)
Edit: Oh yeah, many thanks for adding the "Shape" field as well ;D
Thanks.
It should, it does the same thing.
Finally, credit for my BRILLIANCE! :P
Originally, LBF centered (horizontally and vertically) every layer. Skin authors then had to adjust the offsets for the text layers from the center. A while back ago, I added the JustifyH/JustfyV skin parameters and left the actual "points" for the text layers at their defaults. This makes it easier for skin authors to position the text and removes the need for such extreme values on the offsets.
Also, in a future build, the text alignment, font and font size will actually be options that users can change via the options panel. The current "Font" field that's available for skins will be changed from a path value to a font name value. This will only affect the users with SharedMedia installed, of course, outside of the default fonts.
The LBF/Masque_Version tells Masque that your skin supports the new alignment features.
Yes. And you should break that pack down. That's a lot of textures for skins that users may not want. :P I'd be willing to help.
You can also add your own custom (or custom-named) shapes or replace existing shapes, but you have to set the animation texture up to use the same texture coordinates that it does in the default animation for it to work correctly. An example is included, but I was in a hurry so it's far from perfect. :P
Uh-huh. I think the old name defined the purpose better :p
Anyway, thanks for the fix. After three attempts at patching it, XLoot1.0 finally alerts users of the alpha issue if it isn't there.
If the old version was just "Facade" it would have been 800% better than "Button Facade". I think adding the "Button" part makes it .... bleh ;)
However, I came here to post a small issue.
With the old BF, I was able to "cleanup" what it would not do with the Blizzard skin, in particular when the empty button is shown, the alpha needs to be set to 50% (SetVertexColor(1,1,1,0.5)). After some fiddling I am unable to get Masque to let me set that alpha. The 100% alpha of "Interface\Buttons\UI-Quickslot" is a bit much. Any chance in your hook of SetNormalTexture() that if the default "Blizzard" skin is selected and the empty texture is set that it can also set the alpha to 50%? Then set the alpha of the normal texture back to 100% when "Interface\Buttons\UI-Quickslot2" is set?
It sounds like you are trying to set icon border colors with Masque and having issues because Raven will, by default, color them itself. You can use Masque to color the borders if you go to Raven's Defaults tab, find the Masque options, make sure Enable is checked but disable both Color Normal Texture and Color Border Texture.
Alternatively, you can use Raven's icon border coloring options near the bottom of the bar group's Appearance tab. You can set a custom color there if you want. In this case, be sure that the Masque options on the Defaults tab have both Enable and Color Normal Texture checked.
I also recommend the addon ColorPickerPlus which lets you copy/paste colors in the color picker dialog so you can coordinate colors across bar groups.
Thanks, that solved it!
I recently switched from SBF to Raven, so I'm still trying to get a hold on the addon.
I already have ColorPickerPlus, mainly use it for kgpanels. It's a great addon.
Quick question.
Is there any way to adjust spacing of the buttons either vertically or horizontally? I'm using Masque with the Adorn: Dark Hex skin on Button Forge and Raven.
The issue is with Button Forge I guess in that there is a ton of space between the button on both the X and Y axis. I've look in both Button Forge and Masque but sadly do not see any way to affect the spacing.
Is this do-able at all?
Thanks.
(Awesome addon by the way. Makes my buttons an eyegasm!)
Typically, if ButtonFacade has Masque listed as a dependency (without the reverse like before) and an add-on has ButtonFacade listed as either, ButtonFacade will cause Masque to be loaded first, and then load itself. If users are experiencing an issue with Masque loading, it would have to be related to Masque being disabled, installed incorrectly or out-of-date add-ons not being enabled, etc. Withstanding some crazy bug, of course.
1. Do I still need to save skin settings myself?
2. The :Skin method is listed as "deprecated" and points to an empty function. Is there some other method I should be calling when my addon loads, or can I just remove this call entirely?
3. Why is the callback registration API named just :Register? Method names should be at least a little bit descriptive of their functions... :Register could mean anything, especially when the API has other methods that register other things (eg. :Group registers a group, :AddButton registers a button, etc.). The old :RegisterCallback method name was self-explanatory. Possibly too late to change it now, but I wanted to mention it anyway.
4. Is the omission of methods like :ReSkin and :Register from the documentation pages intentional (eg. addons shouldn't use them), or have you just not finished writing them yet?
Would it be possible to add a Reskin method for an individual button? This would facilitate cleaning up Bartender4/Dominos buttons after Raven removes the highlight colors it optionally sets when buffs/debuffs are active.
Nope. Masque saves the skin settings now.
Just remove the call entirely. When the group is loaded and a button is added, Masque automatically skins it.
I saw no need to for it to be named anything else as it's now the only 'register' method in the API. I can create a pointer to the method and name it 'RegisterCallback' if it makes you feel better. :p
The 'ReSkin' method is listed in the documentation. The 'Register' isn't listed because I haven't pushed it out of alpha yet. I'm still tweaking some stuff. (IE, improving a few things, adding optional font support, etc.)
Hm... I suppose I could modify the existing 'ReSkin' method to accept a 'Button' parameter that would limit the 'reskin' to just that button, but you'd still have to call it from the 'Group' object.
I don't have a handle on the Group object since it is managed by the action button addon. My current method of saving and restoring the original color is adequate for now, I guess.