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    posted a message on ag_Pimpster offical thread
    Also, would you be able to add import/export functionality? That way, we can share our cool creations!
    Posted in: Unit Frames
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    posted a message on BetterQuest
    When I lock the full frame, I can't seem to be able to expand and/or contract the listings...are there any plans to add that functionality, or is the full frame going to be statically set when locked?
    Posted in: General AddOns
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    Quote from StormFX »

    Not exactly sure what you're talking about, but the textures themselves have size attributes in case a skin author has textures of varying sizes. For example, a gloss texture may only be 32x32 while the rest of the textures are 64x64. This is relative to the entire skin of course.

    What you're suggesting would require that every single texture be the exact same size, otherwise, the layers wouldn't align properly. And yes, I realize I do that by default, but that for simplicity's sake. >.<


    Though, if JJ could add a default of 36 to all of the textures, everyone could be happy. :)
    Posted in: General AddOns
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    Quote from StormFX »

    Not exactly sure what you're talking about, but the textures themselves have size attributes in case a skin author has textures of varying sizes. For example, a gloss texture may only be 32x32 while the rest of the textures are 64x64. This is relative to the entire skin of course.

    What you're suggesting would require that every single texture be the exact same size, otherwise, the layers wouldn't align properly. And yes, I realize I do that by default, but that for simplicity's sake. >.<


    That's exactly what I mean. No matter what texture size you are picking, it gets mapped to a 36x36 button. So, if you want space around the entire button, or gloss only the inside, you do that in the texture, not the lua. And yes, I am suggesting that all of the layers for a skin be the same size...it's simpler to work with, less of a headache to move around, and I can't think of a reason to make different sized textures other than to save a couple hundred bytes worth of space.

    Quote from StormFX »

    I'm all for simplifying the process, as long as it remains readable by fledgling skin authors. The current format, while bulky, is very easy to read and understand where each layer is and how to change the attributes for that layer.


    Well, I reworked my thoughts into what should be a working lua file, so you can see. I condensed some of the lines that only have a single attribute to be a single line, but it can of course be expanded out a little. What do you think of it? Is it too complex?

    Quote from StormFX »

    While true, when/if the color selection options are implemented, I will be leaving the addition skins in packages like the Metal series just to make it easier on the user to select one. The color selection option will then draw those color settings and the user can adjust them if they want. Less work for the user, eh? :p


    And this is something I agree with to. Just because you give the user a lot of choice doesn't mean you should force them to make the choices. Give people good defaults, a nice safety net and a way to turn the net off and do what they want.

    Quote from StormFX »

    But a good example of why scaling per layer is a must is the Autocast layer. For every single skin (not counting like skins), I've had to fart around with the scale AND size to get it to look right. Another example would be the Icon layer. You can NOT have a fixed size on it if you want anything other than square buttons.


    Well, that's why I was saying that the full option list should be available for the blizzard options like Icon, AutoCast, etc. Those are provided by Blizzard and need to be massaged to work with skins, but the elements provided by the skin author should just work together.
    Posted in: General AddOns
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    If you are going through and adjusting things, might I make a few suggestions, even though I'll probably be lambasted? ;)

    While setting up a skin for myself, I've run across several things in the config and methodology that seem like it could be improved..

    The first is button sizing. If a button is 36x36, why the need to specify sizes? After all, the only thing the sizing does is place a gap between the buttons because the button itself will remain 36x36 no matter what size you set it to. So, how would people think about removing the sizing for the theme frames and just let BF scale the textures to the appropriate size, leaving a gapX/Y for the skin...or am I missing something? The icon and other blizzard values would need to stay, however to move them into location on the button.

    Also, since Infinibar has four slots for text processing, why not have four slots for the skin instead of named parameters? It could be broken out into quadrants (text1, text2, etc) with a link to standard attributes (name, count, hotkey).

    Finally, with looking at moving things to color spaces instead of raw textures, maybe everything can be integrated into a main skin entry, showing each derivative as a derivative instead of a separate skin?

    I guess, putting it all together:
    --[[ Vol II: Metal for ButtonFacade v2.4.2 ]]
    
    local LibButtonFacade = LibStub("LibButtonFacade",true)
    if not LibButtonFacade then
    	return
    end
    
    -- Silver
    LibButtonFacade:AddSkin("Vol II",{
    
    	-- Skin data start.
    	Backdrop = {Texture = [[Interface\AddOns\ButtonFacade_VoliiMetal\Textures\Backdrop]]},
    	Flash = { Texture = [[Interface\AddOns\ButtonFacade_VoliiMetal\Textures\Flash]]},
    	Pushed = { Texture = [[Interface\AddOns\ButtonFacade_VoliiMetal\Textures\Pushed]]},
    	Gloss = { Texture = [[Interface\AddOns\ButtonFacade_VoliiMetal\Textures\Gloss]]},
    	Disabled = {Hide = true},
    	Border = {
    		Texture = [[Interface\AddOns\ButtonFacade_VoliiMetal\Textures\Equip]],
    		BlendMode = "ADD",
    	},
    	Normal = {
    		Texture = [[Interface\AddOns\ButtonFacade_VoliiMetal\Textures\Normal]],
    		Static = true,
    	},
    	Checked = {
    		Texture = [[Interface\AddOns\ButtonFacade_VoliiMetal\Textures\Checked]],
    		BlendMode = "ADD",
    	},
    	Highlight = {
    		Texture = [[Interface\AddOns\ButtonFacade_VoliiMetal\Textures\Highlight]],
    		BlendMode = "ADD",
    	},
    	Cooldown = {
    		Width = 26,
    		Height = 26,
    	},
    	Icon = {
    		Width = 26,
    		Height = 26,
    		TexCoords = {0.07,0.93,0.07,0.93},
    	},
    	AutoCast = {
    		Width = 26,
    		Height = 26,
    		ModelScale = 0.8,
    	},
    	AutoCastable = {
    		Width = 54,
    		Height = 54,
    		Texture = [[Interface\Buttons\UI-AutoCastableOverlay]],
    		OffsetX = 0.5,
    		OffsetY = -0.5,
    	},
    	TextPositions = {
    		North = {Width = 32, Height = 10, OffsetX = -2, OffsetY = 8},
    		East = {Width = 32, Height = 10, OffsetY = -8},
    		South = {Width = 32, Height = 10, OffsetX = -2, OffsetY = -8},
    		West = {Width = 32, Height = 10, OffsetX = 2, OffsetY = 8},
    	},
    	TextBindings = {North = "HotKey", South = "Count", West = "Name"},
    	Skins = {
    		Default = { Normal = {1, 1, 1, 1}},
    		Silver = { Normal = {1, 1, 1, 1}},
    		Adamantite = { Normal = {0.7, 0.8, 0.9, 1}},
    		Bronze = { Normal = {1, 0.75, 0, 1}},
    		Copper = { Normal = {0.75, 0.5, 0, 1}},
    		["Fel Iron"] = { Normal = {0.75, 1, 0.75, 1}},
    		Gold = { Normal = {1, 0.85, 0, 1}},
    		Iron = { Normal = {0.5, 0.5, 0.5, 1}},
    		Khorium = { Normal = {1, 0.8, 0.9, 1}},
    	}
    	-- Skin data end.
    
    },true)


    and you would have the VolII Skin.lua.

    Is this waaay off base, or does any of this seem like a decent idea? It would seem like that would allow for the skin author to set sensible defaults and positioning, allow modules to override data easily, and allow users to customize with minimal effort, but maybe I don't see the whole picture.

    Also, JJ, if you are open to it, while I'm a complete newbie with Lua scripting I've been a developer for a number of years and would love to help out!
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    Quote from Torano »

    Does ButtonFacade work with ItemRack and Bongos 2 also?


    I believe that Bongos 3 support is either there or will be there soon, and Bartender 4 supports it. There are a couple of users attempting to get in touch with the author of ItemRack to add support, and will hopefully have something in the near future.
    Posted in: General AddOns
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    I think part of the issue (and is an issue I have infinibar) is that to me, all customization should be driven by and passed through ButtonFacade. Right now, with infinibar, it overrides text positioning, highlights, active spells, and other items. Because it does that internally, I get the issue of not having exactly what the skin was, but some sort of hybrid that I have to dig through two addons to work the way I want it. Now, lets say I add AutoBar to the mix, and it's text positioning (since it can override) is different than where infinibar placed it. Now, to get a consistent look, I have to dig through _three_ addons (BF, IB, AB). As more addons are added, the process gets progressively more complex until the system breaks down and I say screw it.

    Couldn't we run all customization through API calls to ButtonFacade? That way, I can make highlights work consistently throughout my addons, have text positioning be consistent through all the addons, etc. It seems like it should be more than possible, since Infinibar is already doing a massive chunk of what people want, it just needs to be moved to and exposed through ButtonFacade itself.

    Then, bar authors still have an easy to implement mechanism for supporting skins, and users have an easy to tweak UI.
    Posted in: General AddOns
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    posted a message on AutoBar by Toadkiller (official thread)
    The ButtonFacade support looks fantastic! It seems like the gloss values are working correctly for me, though I can't test the backdrop. Any way, thank you sooooo much!
    Posted in: General AddOns
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    JJ, adding the RGBA values to 1 solved the issue...thanks!

    Of course, now I want to know why I needed to put them in. ;)

    Oh, and the ButtonTest module still isn't saving the skin, gloss and backdrop properties for me...though it does save the spells I drop in.
    Posted in: General AddOns
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    Okay, I'm about to pull my hair out! I have a skin all set up and ready to go, but I can't seem to get the backdrop to show. Everything else works correctly as far as the button test goes, but the backdrop code of
    Backdrop = {
    		Width = 32,
    		Height = 32,
    		Texture = [[Interface\AddOns\ButtonFacade_Dialog\Textures\Backdrop]],
    	},


    With a 64x64 tga named Backdrop.tga in my Textures folder produces no backdrop! Also, switching to a skin where a backdrop works and back causes the backdrop switch to use the backdrop of the old skin and not the new. Any ideas of what might be going wrong?
    Posted in: General AddOns
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    Also, could I possibly request that the ButtonTest module save the skin, backdrop and gloss settings? It'd be nice to not have to constantly go back in and change things.
    Posted in: General AddOns
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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    I put in a post asking if ckknight could try looking at using buttons and BF for auras, but I think it got buried :( Perhaps if more people requested it? It would be nice to have a way to adjust the L&F of it without resorting to hacks.
    Posted in: General AddOns
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    posted a message on ButtonFacade: Skins - Official Thread
    I've got a simple skin using the Blizzard Dialog Border, if anybody thinks it might be useful for others, I can add it...
    Posted in: General AddOns
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    posted a message on InfiniBar-2.0 - Official Thread
    Oh, I noticed something when I hit level 56 the other day, but have forgotten to mention it...

    When I learned my new spells, the default spells (highest rank) that I had dragged into my bars didn't update to the latest version of the spells. Can that be added in, as it is a "default" behavior of spell ranks?
    Posted in: General AddOns
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    posted a message on PitBull 2.0
    Ckknight, I was wondering if there might be any way I could convince you to take a look at using ButtonFacade for creating the buff and debuff buttons? It's a pretty new replacement for CyCircled, but doesn't require hacks for each mod wanting to use it.
    Posted in: Unit Frames
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