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    posted a message on Loosing the parent of a resizing window
    Quote from JaedxRapture »

    The dump command comes with Ace2 if I'm not mistaken.

    Post this on the official forums, UI section, and tag it as a bug. Until it gets fixed try a script like this:
    frameB:SetScript("OnSizeChanged",function(self)
       self:SetPoint("TOPLEFT",frameA,"TOPRIGHT")
    end)
    frameB:SetScript("OnDragStart",function(self)
       self:SetPoint("TOPLEFT",frameA,"TOPRIGHT")
    end)


    Slouken should have it fixed soon after posting.


    I just posted it in the official forums UI section.

    I also added the code above to my XML.

    FrameB XML section
        <Scripts>
          <OnSizeChanged>
            self:SetPoint("TOPLEFT",FrameA,"TOPRIGHT")
          </OnSizeChanged>
          <OnDragStart>
            self:SetPoint("TOPLEFT",FrameA,"TOPRIGHT")
          </OnDragStart>
        </Scripts>


    I'm afraid that the "/dump FrameB" is still the same in terms of GetPoint(1) => "CENTER", nil, "CENTER", xxx, yyy.

    Did I do the script tags right? Or do I have to use Lua file to set it?



    Posted in: Lua Code Discussion
  • 0

    posted a message on Loosing the parent of a resizing window
    I did "/dump FrameA:GetParent()" and it seems it gave back the details of UIParent.

    In what seems to be the "children" area, FrameA is one of them and the GetParent() => nil.

    Ahh... I misunderstood the command. :)

    I typed "/dump FrameB". And the GetParent() is <Frame:FrameA>

    I then resized FrameB.

    Retyped "/dump FrameB". The parent is still <Frame:FrameA>

    But, FrameB doesn't move with FrameA anymore.

    Looking at the rest:

    GetName() => "FrameB"
    GetObjectType() => "Frame"
    GetParent() => "<Frame:FrameA>"
    GetPoint(1) => "CENTER", nil, "CENTER", 179.19...,96.63...

    --- I resetted the frames---
    Interesting... prior to resizing FrameB, I get:

    GetName() => "FrameB"
    GetObjectType() => "Frame"
    GetParent() => "<Frame:FrameA>"
    GetPoint(1) => "TOPLEFT",<Frame:FrameA>,"TOPRIGHT",0,0

    I moved FrameA and resized it. FrameB still has:
    GetName() => "FrameB"
    GetObjectType() => "Frame"
    GetParent() => "<Frame:FrameA>"
    GetPoint(1) => "TOPLEFT",<Frame:FrameA>,"TOPRIGHT",0,0

    I then resize FrameB, now:
    GetName() => "FrameB"
    GetObjectType() => "Frame"
    GetParent() => "<Frame:FrameA>"
    GetPoint(1) => "CENTER", nil, "CENTER", 197.46..., 40.86...


    In any case, thanks for the "/dump" command. That was new to me. :D


    Posted in: Lua Code Discussion
  • 0

    posted a message on Loosing the parent of a resizing window
    I resized FrameB and it gets detached from FrameA.

    I close FrameA. FrameB closes with it.

    If the parent of FrameB becomes UIParent, it shouldn't close right?
    Posted in: Lua Code Discussion
  • 0

    posted a message on Loosing the parent of a resizing window
    Thank you for the response and suggestion.

    I resetted the frames so that FrameB is moving when FrameA moves.

    I resized FrameB and then typed "/dump FrameB:GetParent()" and I see that the GetParent() = <Frame:UIParent>

    How would I know if it is the complete list?

    The last entry is IsVisible => 1.

    If I read it right, it is giving back the parent of FrameA which is UIParent.


    Posted in: Lua Code Discussion
  • 0

    posted a message on Loosing the parent of a resizing window
    Hmm... no responses...

    How about a sample?
    TestFrames.toc
    ## Interface: 20200
    ## Title: Test Frames
    ## Notes: Test Parenting of Frames
    ## Author: ringleron 
    
    
    #### Main files
    TestFrames.xml


    TestFrames.xml
    <Ui xmlns="[url]http://www.blizzard.com/wow/ui/"[/url] xmlns:xsi="[url]http://www.w3.org/2001/XMLSchema-instance"[/url] xsi:schemaLocation="[url]http://www.blizzard.com/wow/ui/[/url]
    ..\..\FrameXML\UI.xsd">
    
      <Frame name="FrameA" hidden="false" parent="UIParent" movable="true" resizable="true" enableMouse="true">
        <Size> 
          <AbsDimension x="256" y="480"/> 
        </Size> 
        <Anchors>
          <Anchor point="LEFT"/>
        </Anchors>
        <ResizeBounds>
          <minResize>
              <AbsDimension x="256" y="480" />
          </minResize>
        </ResizeBounds>
        <Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
          <TileSize>
            <AbsValue val="16"/>
          </TileSize>
          <EdgeSize>
            <AbsValue val="16"/>
          </EdgeSize>
          <BackgroundInsets>
            <AbsInset left="4" right="6" top="6" bottom="4"/>
          </BackgroundInsets>
        </Backdrop>
        <Layers />
        <Frames>
          <Button name="FrameACloseButton" inherits="UIPanelCloseButton">
            <Anchors> 
              <Anchor point="TOPRIGHT">
                <Offset>
                  <AbsDimension x="-4" y="-4"/>
                </Offset>
              </Anchor>
            </Anchors> 
          </Button>
          <Frame name="FrameAResizer" hidden="false" parent="FrameA" enableMouse="true" frameStrata="DIALOG">
            <Size> 
              <AbsDimension x="32" y="32"/>
            </Size> 
            <Anchors>
              <Anchor point="BOTTOMRIGHT" relativeTo="FrameA" relativePoint="BOTTOMRIGHT"/>
            </Anchors>
            <Backdrop edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
              <TileSize>
                <AbsValue val="16"/>
              </TileSize>
              <EdgeSize>
                <AbsValue val="16"/>
              </EdgeSize>
              <BackgroundInsets>
                <AbsInset left="4" right="6" top="6" bottom="4"/>
              </BackgroundInsets>
            </Backdrop>
            <Layers>
              <Texture>
                <Color r="0" g="0.7" b="0" a="1"/>
              </Texture>
            </Layers>
            <Scripts>
              <OnMouseDown>
                this:GetParent():StartSizing("BOTTOMRIGHT")
              </OnMouseDown>
              <OnMouseUp>
                this:GetParent():StopMovingOrSizing()
              </OnMouseUp>
            </Scripts>
          </Frame>
        </Frames>
        <Scripts>
          <OnMouseDown> this:StartMoving(); </OnMouseDown>
          <OnMouseUp> this:StopMovingOrSizing(); </OnMouseUp>
          <OnDragStop> this:StopMovingOrSizing(); </OnDragStop>
        </Scripts> 
      </Frame>
    
      <Frame name="FrameB" hidden="false" parent="FrameA" movable="true" resizable="true" enableMouse="true">
        <Size> 
          <AbsDimension x="256" y="480"/> 
        </Size> 
        <Anchors>
          <Anchor point="TOPLEFT" relativeTo="FrameA" relativePoint="TOPRIGHT"/>
        </Anchors>
        <ResizeBounds>
          <minResize>
              <AbsDimension x="256" y="480" />
          </minResize>
        </ResizeBounds>
        <Backdrop bgFile="Interface\Tooltips\UI-Tooltip-Background" edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
          <TileSize>
            <AbsValue val="16"/>
          </TileSize>
          <EdgeSize>
            <AbsValue val="16"/>
          </EdgeSize>
          <BackgroundInsets>
            <AbsInset left="4" right="6" top="6" bottom="4"/>
          </BackgroundInsets>
        </Backdrop>
        <Layers />
        <Frames>
          <Button name="FrameBCloseButton" inherits="UIPanelCloseButton">
            <Anchors> 
              <Anchor point="TOPRIGHT">
                <Offset>
                  <AbsDimension x="-4" y="-4"/>
                </Offset>
              </Anchor>
            </Anchors> 
          </Button>
          <Frame name="FrameBResizer" hidden="false" parent="FrameB" enableMouse="true" frameStrata="DIALOG">
            <Size> 
              <AbsDimension x="32" y="32"/>
            </Size> 
            <Anchors>
              <Anchor point="BOTTOMRIGHT" relativeTo="FrameB" relativePoint="BOTTOMRIGHT"/>
            </Anchors>
            <Backdrop edgeFile="Interface\Tooltips\UI-Tooltip-Border" tile="true">
              <TileSize>
                <AbsValue val="16"/>
              </TileSize>
              <EdgeSize>
                <AbsValue val="16"/>
              </EdgeSize>
              <BackgroundInsets>
                <AbsInset left="4" right="6" top="6" bottom="4"/>
              </BackgroundInsets>
            </Backdrop>
            <Layers>
              <Texture>
                <Color r="0" g="0.7" b="0" a="1"/>
              </Texture>
            </Layers>
            <Scripts>
              <OnMouseDown>
                this:GetParent():StartSizing("BOTTOMRIGHT")
              </OnMouseDown>
              <OnMouseUp>
                this:GetParent():StopMovingOrSizing()
              </OnMouseUp>
            </Scripts>
          </Frame>
        </Frames>
        <!--
        <Scripts>
          <OnMouseDown> this:StartMoving(); </OnMouseDown>
          <OnMouseUp> this:StopMovingOrSizing(); </OnMouseUp>
          <OnDragStop> this:StopMovingOrSizing(); </OnDragStop>
        </Scripts>
        -->
      </Frame>
    
    </Ui>


    In the above examples, I made FrameB unmovable (commenting out the Scripts).

    Resizing FrameA maintains the parenting of FrameB.

    But, when FrameB gets resized and then FrameA gets moved, FrameB does not move with FrameA.

    I want to be able to move and resize FrameA.
    I want to be able to resize FrameB.
    I want after the resizing of FrameB, when FrameA moves, FrameB moves with it.

    I'm beginning to think this is NOT possible.


    Posted in: Lua Code Discussion
  • 0

    posted a message on Getting professions for the current character
    Quote from nogudnik »

    Take a look at:

    http://www.wowwiki.com/API_GetNumSkillLines
    http://www.wowwiki.com/API_GetSkillLineInfo

    You'll have to figure out a way to ignore things like weapon and language skills. Take a look at

    http://svn.wowace.com/wowace/trunk/FuBar_SkillsPlusFu/

    for some ideas.


    Thanks, nogudnik. I actually have that mod and didn't even to think to dig in it. <slap forehead>


    Posted in: Lua Code Discussion
  • 0

    posted a message on Getting professions for the current character
    Is there a WoW API to get a list of ALL professions for the currently logged in character?

    Say a character is a Rogue and has: Herbalism, Skinning, First Aid, Cooking, Fishing, Lockpicking and Poison.

    I'd like to get all of the professions not just the "creating professions" (First Aid, Cooking, Poison) as well as the current/max skill level.



    Posted in: Lua Code Discussion
  • 0

    posted a message on Loosing the parent of a resizing window
    I have 2 frames, A and B.

    Frame A is a resizable/movable frame.
    The parent of Frame B is Frame A.

    So, when Frame A moved or resized, Frame B stays attached to Frame A.

    I now make Frame B resizable.

    When I move Frame A, Frame B doesn't move with it.

    Frame A XML
    <Frame name="A" toplevel="true" movable="true" resizable="true" parent="UIParent" enableMouse="true" hidden="true">


    Frame B XML
    <Frame name="B" toplevel="true" resizable="true" parent="A" enableMouse="true" hidden="true">
      <Anchors>
        <Anchor point="TOPLEFT" relativeTo="A" relativePoint="TOPRIGHT"/>
      </Anchors>


    Any assistance is greatly appreciated.


    Posted in: Lua Code Discussion
  • 0

    posted a message on Skillet - Official Thread
    Quote from spifffers »

    The one thing I love about the default interface is filtering recipes by reagent. For example if i have lots of felweed and want to see what I can craft with it. Type in felweed and it displays only the recipes that use that reagent. Unfortunatly neither Skillet or ATSW do this. They only filter by recipe name.


    Hmm... I must have another addon that changes the tooltip regarding this. Right now, when I open my Skillet and highlight the ingredient (in the right-panel), I see "Used In:" and the known recipes of the current character/current profession are listed. Not sure if Skillet is doing this.

    I would find it useful if the tooltip (or some portion of Skillet) would tell me that the same ingredient could be used by an alt for X recipe. This way I would know if I could send it to the alt instead of selling it.
    Posted in: General AddOns
  • 0

    posted a message on Combuctor: All in one, filterable displays for your inventory and bank
    I logged in as my Warlock.

    My Soul bag doesn't appear when I circle backpack button in the frame.

    Also, when I click on the tab on the bottom for Shards, there are only 12 Shards displayed, but, I have 13 Shards. My Soul bag is only a 12 slotter, so the 13th shard in my backpack/bags.


    When viewing all, the Shard doesn't have a "count" on the number of shards (like stackables).
    Posted in: General AddOns
  • 0

    posted a message on Skillet - Official Thread
    Quote from nogudnik »

    Filed as http://jira.wowace.com/browse/SKL-36. I'm not sure when I could get to this as I suspect that the current design of Skillet might make this a bit tricky.


    No rush on this one, nogudnik, as I have an addon ProfessionsBook that currently does it. :)

    Quote from nogudnik »
    Filed as http://jira.wowace.com/browse/SKL-37. This one should be less of a problem and will probably make it into the next version within the next couple of weeks.


    Excellent! This will help me a lot as somebody who practically has every major non-gathering profession spread out in all 10 characters. :)

    While I practically know what professions each of my characters have, it is a little cumbersome to swap characters and find out that I can't make the ingredient or I don't have an reagents to make it.

    Just food for thought, I think it would less frequent for an account to have 10 leatherworkers in the same server, BUT... people are crazy sometimes. ;)
    Posted in: General AddOns
  • 0

    posted a message on Skillet - Official Thread
    By chance there are future plans on being able to viewing an Alt's professions and recipes?

    Or perhaps, in the Skillet tooltip that displays what items are needed to make the items, the name of the alt that can make the ingredient could be displayed.

    Say the current character is a tailor and wants to make a silk pack.

    One of the ingredients is heavy leather. Somewhere in the heavy leather area, it would say an alt (who is a leatherworker) can make it. Of course, if the alt doesn't know the recipe, it won't appear. (Alt B has the recipe.)

    And if tracking the inventory of an alt is possible, then if the alt can make the heavy leather based on items in bags/bank, the tooltip will note it otherwise. (Alt B has the recipe and can make it.)

    Posted in: General AddOns
  • 0

    posted a message on Recipe Mats
    Check out:
    Advanced Trade Skill Window -- http://wowui.incgamers.com/?p=mod&m=2092
    or Skillet -- http://www.wowace.com/forums/index.php?topic=9179.0

    Posted in: Addon Ideas
  • 0

    posted a message on Development of Ace2 Framework
    Hi.

    Will the development of the Ace2 Framework stop when Ace3 Framework is released?

    I'm thinking of writing my own personal mod for WoW and I've been looking to use Ace2 Framework. If Ace3 Framework will be released soon, I could wait until that happens.

    Upon the Ace3 Framework release, will be tutorials on how to start an Ace3 Framework addon much like the Ace2's "Your first Ace2 addon"?

    Posted in: Frameworks
  • 0

    posted a message on RockComm, talents & twink name list
    Quote from FlareCDE »

    It has nothing to do with privacy.

    They aren't core libraries. They're addons, and these checks are part of their feature set. If this functionality was in an addon, I wouldn't care. It's not, it's in Rock's core itself, and that's the issue.

    Awareness. Nowhere have I ever heard of Rock described as an addon framework and a talent broadcaster. Nor is this information tagged on every addon that uses it.

    These are expected feature sets in addons, and while what they communicate may not be obvious, it is feasibly part of their feature set. Rock is not a talent addon, nor are all the addons it's embedded in.


    FlareCDE:

    I've bolded the 3 things that made me agree with your post, more specifically that the talent broadcasting is in the core of Rock and that Rock is not a talent addon.


    Quote from FlareCDE »

    It can be disabled if you know it's there, but it's hidden under layers of obfuscation and libraries that the ordinary user really shouldn't need to be concerned over.


    Quote from Auralei »

    So, about your RockComm. I noticed the little check box immediately after installing Cartographer after 2.2. Immediately. And I turned it off within seconds.


    I'm a bit confused here. Auralei said she found it immediately.


    Quote from FlareCDE »

    That's what you keep telling us, don't worry about the frameworks. Oh, but you should know everything every framework does too.


    Much like how an ordinary user would? You, Auralei and probably most of the people here on this forum know how to read/code lua/addons. I'm pretty confident an ordinary probably would not.

    Quote from FlareCDE »

    my suggestion is to remove it from Rock, and place it in it's own addon or optional library with things of this type. Make a generic information library, and let users install it if they wish. I fail to see the disadvantage in this, except that it doesn't exploit people so it'll see less of a userbase.


    I agree with your suggestion.

    Quote from FlareCDE »

    While exploitation may be acceptable in some societies, that doesn't make it good or right.


    Quote from Auralei »

    Do I think you guys were trying to pull one over on people who don't pay attention?


    In the real world, sayings such as "Pull a fast one", "What they don't know won't hurt them", "Attention to detail", etc. are common said/used in one way or another. Welcome to the human race. :)


    Quote from FlareCDE »

    Or if you want something like this on by default, put a pop up when you first install it to inform the user. Simple solutions to solve what should be a minor problem.


    If the author wanted to make it happen, they would do it. All depends on the overall plan.

    Quote from Auralei »

    Is it really that hard to tab out and look someone up in that blasted Armory??


    Probably not. But, won't it just be easier in game? Besides, people were reporting about video issues when tabbing out.


    Posted in: Rock
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