I think I fixed that one last night (it's in the tree). It had to do with submenus. Make sure you're running the latest and let me know if it still happens.
When opening a submenu I miss a form of animation. The menu just disappears instant and the submenu pops up. First time i was a litte bit lost in my navigation... maybe adding a 0.25s fadeout to the parent menu when opening a submenu? Or let the whole menu fly away like the single buttons already do? So the user could better follow his navigations.
And here two questions:
- mouse triggers on unit frames doesn't work (/files/ version, tried it with blizz and oUF), I can assign a frame, but nothing happens on click. Am I doin' something wrong?
- is it possible to open sprockets for main and offhand weapons in the character tab? (read: "have the weapon slots frame names?")
I tried the fadeout as you suggested, but it doesn't read very well. What I have done instead (for now anyway) is to leave a trail of the selection lines as you navigate sub-menus. It makes it a bit more clear where you can from.
Mouse triggers on unit frames do indeed work. However, when covering a frame sprocket uses the hit rect insets to create the overlay. This means that on, for example, the default Blizzard unit frames, you'll need to click the portrait itself, not the health/mana bars. I may add an option to ignore the insets at some point.
It is possible to open menus on those items. In the next version I've added a feature which will print the name of the frame your cursor is over. This should make it easier to find custom frames to link sprockets to. (fyi, you're looking for CharacterMainHandSlot and CharacterSecondaryHandSlot)
I could add that option... unfortunately it wouldn't actually work. You're still limited to one hardware event per key press. Your feign death would consume the event, and any further "actions" (laying a trap for instance) would not be executed.
Tekkub: I did originally have them in this order, but the cooldown graphics are actually square. It looked quite ugly having them overlaid on the round buttons.
Samasnier: I won't be adding an option for permanence as it goes against the design of the marking menus in general. I agree with the others that Arcanum, Cryolysis, etc... are the way to go for this.
imYemeth: I have planned to add the buttons as your describe for sometime. It's mostly a matter of the time it takes to create the UI to show/hide/configure them. I'll see what I can do.
Deface: I'll look at adding a Tradeskill item type.
Nakawe: Self cast options are built in to all of the appropriate item types. In the configuration panel, right-click on the buttons and you should see an option for "Use on Self" in the Dewdrop menu.
If you can, please send the saved variables file to [email]dreyruugr@gmail.com[/email]. As a temporary fix, try renaming or deleting the saved variables file. If you don't know where that file is, you can also do:
/script Sprocket:SetDefaultConfig()
/console reloadui
If you still get the error after doing this, send me a list of the addons you run.
Good catch on that bug. I've fixed it now (the buttons are there, but their alpha is 0). If you're using the last version I checked in (0.6 I think) your KiBs should be much much lower.
* added a configuration panel for global settings
* added global setting for minimap button position
* added global setting for minimap button display
* added global setting for menu scale
* fixed an issue with talent icon in the default config
* updated help text to explicitly mention drag-n-drop functionality
If it's not up by the end of the day I'll throw a local copy up for people.
does it discern between right and left click for applying to main and offhand?
No, it just put's the "apply this poison" as an action on your mouse.
Fyi, this is quite possible I believe. You could either setup 2 hotkey's, one per weapon, or a single mouse trigger that opened the same menu on LeftButton and RightButton but with different post actions on each.
In either case, you can set the post action on your triggers to type Script, and use the appropriate script command to apply the poison to your weapon of choice. Specifically, it looks like you'd do the following for the Post Actions:
"/script PickupInventoryItem( 16 )" for main hand.
"/script PickupInventoryItem( 17 )" for off hand.
Central Button: Definitely planned... there's support there as far as stored variables goes, but I'd really like to allow people to choose an icon for each menu... that's the tougher part.
Scaling: Currently, you can scale the distance from the center that the buttons are drawn. I'll see about adding an additional option to scale the buttons themselves.
Drag-n-Drop: This is already in, though a bit difficult to find. (only mentioned in the tooltips in the Set Item Type dewdrop. Spells, items and macros should all work.
Above all else, let me know if you find any bugs... aside from myself the people grabbing this from svn are the only people using it.
"A option to not use keyup would be nice to. For example I use C to bring up the ghostbar mod and sometimes I dont mean to use it and accidently hit the button."
Who said who to what now? (please rephrase the question)
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What's the error?
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I tried the fadeout as you suggested, but it doesn't read very well. What I have done instead (for now anyway) is to leave a trail of the selection lines as you navigate sub-menus. It makes it a bit more clear where you can from.
Mouse triggers on unit frames do indeed work. However, when covering a frame sprocket uses the hit rect insets to create the overlay. This means that on, for example, the default Blizzard unit frames, you'll need to click the portrait itself, not the health/mana bars. I may add an option to ignore the insets at some point.
It is possible to open menus on those items. In the next version I've added a feature which will print the name of the frame your cursor is over. This should make it easier to find custom frames to link sprockets to. (fyi, you're looking for CharacterMainHandSlot and CharacterSecondaryHandSlot)
New version should be up soon.
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It's using AceDB actually, saving per character.
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Samasnier: I won't be adding an option for permanence as it goes against the design of the marking menus in general. I agree with the others that Arcanum, Cryolysis, etc... are the way to go for this.
imYemeth: I have planned to add the buttons as your describe for sometime. It's mostly a matter of the time it takes to create the UI to show/hide/configure them. I'll see what I can do.
Deface: I'll look at adding a Tradeskill item type.
Nakawe: Self cast options are built in to all of the appropriate item types. In the configuration panel, right-click on the buttons and you should see an option for "Use on Self" in the Dewdrop menu.
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/script Sprocket:SetDefaultConfig()
/console reloadui
If you still get the error after doing this, send me a list of the addons you run.
0
0
* added a configuration panel for global settings
* added global setting for minimap button position
* added global setting for minimap button display
* added global setting for menu scale
* fixed an issue with talent icon in the default config
* updated help text to explicitly mention drag-n-drop functionality
If it's not up by the end of the day I'll throw a local copy up for people.
0
/script Sprocket.db.char.buttonPos = (some value from 0 to 360)
/script Sprocket:MinimapButton_UpdatePos()
Tweak around with that til it's somewhere you're ok with.
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Fyi, this is quite possible I believe. You could either setup 2 hotkey's, one per weapon, or a single mouse trigger that opened the same menu on LeftButton and RightButton but with different post actions on each.
In either case, you can set the post action on your triggers to type Script, and use the appropriate script command to apply the poison to your weapon of choice. Specifically, it looks like you'd do the following for the Post Actions:
"/script PickupInventoryItem( 16 )" for main hand.
"/script PickupInventoryItem( 17 )" for off hand.
0
http://www.wowace.com/index.php/Sprocket
Central Button: Definitely planned... there's support there as far as stored variables goes, but I'd really like to allow people to choose an icon for each menu... that's the tougher part.
Scaling: Currently, you can scale the distance from the center that the buttons are drawn. I'll see about adding an additional option to scale the buttons themselves.
Drag-n-Drop: This is already in, though a bit difficult to find. (only mentioned in the tooltips in the Set Item Type dewdrop. Spells, items and macros should all work.
Above all else, let me know if you find any bugs... aside from myself the people grabbing this from svn are the only people using it.
"A option to not use keyup would be nice to. For example I use C to bring up the ghostbar mod and sometimes I dont mean to use it and accidently hit the button."
Who said who to what now? (please rephrase the question)