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    posted a message on Adding scripts to virtual frames
    Is there some way to add a script (e.g., OnClick) to a virtual frame directly or do I have to just do it on every frame created that inherits from it?
    Posted in: Lua Code Discussion
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    posted a message on Error when trying to commit to SVN for first time
    I set up my SVN repository and am using TortoiseSVN to access it. I checked out from my repository into my project folder, added the files I wanted to add, but when I try to commit I get the following error:

    'pre-commit' hook failed with error output:
    Please set the svn:eol-style property on the following files:
    <list of files I added>
    If you don't know what the property does, set it to 'native'

    How do I fix this?
    Posted in: General Chat
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    posted a message on What's a good way to create click-binding options?
    The addon I'm working on has a set of possible commands that I want the user to be able to bind to nothing, left click plus an optional modifier, or right click plus an optional modifier and I'm trying to come up with a good way of doing this using AceConfigDialog. I'm currently considering providing a series of dropdown menus (options with type "select") that each contain all of the options (e.g., "None", "Left Click", "Shift + Left Click", etc). However, I don't really know how I could make them not use the same binding for two commands. Can I just create a table to set as "values" for all of the options and add/remove things from the values table on get/set? Or is there some better way of doing this that I'm overlooking?
    Posted in: Lua Code Discussion
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    posted a message on Newbie question about self and event handlers
    Right now in my addon, I tend to use self a lot to refer to the addon table as created by AceAddon, e.g.:

    myAddon = LibStub("AceAddon-3.0"):NewAddon("myAddon", "AceConsole-3.0")
    
    function myAddon:func1()
         self:func2()
    end
    
    function myAddon:func2()
         self:Print("random string")
    end
    However, I run into trouble with this when I try to use my functions in places where my addon table isn't actually making the call (e.g., in event handlers). For example, if I
    SetScript("OnShow", self.func1)
    on a frame, obviously when func1 is called, self no longer refers to my addon. I've tried fixing this by changing the references to "self" in the particular function that I'm dealing with to "myAddon" instead; however, for whatever reason this doesn't seem to work in practice and it seems to change the functionality of things that were working previously (it doesn't seem to interact with AceDB correctly or something). I've been getting around this by doing things like this instead:
    SetScript("OnShow", function() self:func1() end)
    Is there something in particular I'm doing wrong that causes this problem in the first place?
    Posted in: Lua Code Discussion
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    posted a message on Getting MouseOver for font strings
    How do I manipulate text (font size in particular) on a button? Right now I'm using button:SetText() to set the text and button:SetNormalFontObject() and button:SetHighlightFontObject() to set the font styles, but I can't set sizes using those functions. Is there a better way of handling this?
    Posted in: Lua Code Discussion
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    posted a message on Getting MouseOver for font strings
    How do I disable it?
    Posted in: Lua Code Discussion
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    posted a message on Getting MouseOver for font strings
    The reason I didn't try making buttons instead of font strings is because they have a visible click animation. Is there some way to avoid this?
    Posted in: Lua Code Discussion
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    posted a message on Getting MouseOver for font strings
    I'm writing an addon that involves the quest tracker and I'm trying to set up a way to figure out which item in the tracker the mouse cursor is over so I can remove items on clicks. So far I've come up with two ways to do this:

    1) Set a OnUpdate handler whenever the mouse is over the quest tracker and use GetLeft(), GetRight, etc to figure out which font string in the tracker the mouse is over. The reason I'm somewhat against this idea is that it involves looping through all the tracked quests (although I'll grant that there aren't that many) every time OnUpdate happens.

    2) Put a frame with no background over every quest/objectives and get mouse events on the frames. I really liked this one in practice and it was pretty easy to code up but I feel like making 25 effectively useless frames is a poor coding practice.

    Anyone have a suggestion on either which of those two is a better idea or, ideally, a better idea that I haven't thought of? Thanks in advance.
    Posted in: Lua Code Discussion
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    posted a message on Unofficial oUF - methods used for layouts
    Sorry when I said party header, I was talking about the frame I used to toggle the party frames in raid. That aside, I still have party members show up as level 0 right when they join group for some reason. Anyone know how to fix thsi?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    I'm having an issue where whenever someone joins my party, until I reload UI, they show up as being level 0. Right now, my level display code looks like this:
    local updateLevel = function(self, event, unit)
    	if self.unit ~= unit then return end
    	
    	local lvl = self.Lvl
    	local level = UnitLevel(unit)
    	local classification = UnitClassification(unit)
    
    	if classificationFormats[classification] then
    		lvl:SetFormattedText(classificationFormats[classification], level)
    	else
    		lvl:SetText(level)
    	end
    	
    	lvl:SetTextColor(getDifficultyColor(level))
    end

    That's called from within updateName and my party header is registered for PARTY_MEMBERS_CHANGED, PARTY_LEADER_CHANGED, RAID_ROSTER_UPDATE, and PLAYER_LOGIN. Anyone know how to fix this?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    I'm currently doing my auras like this:
    local auras = CreateFrame("Frame", nil, self)
    auras:SetPoint("TOP", self, "BOTTOM", 0, 16)
    auras:SetPoint("LEFT")
    auras:SetPoint("RIGHT")
    auras.size = hp:GetHeight()
    auras:SetHeight(auras.size)
    auras:SetWidth(9 * auras.size)
    auras.numBuffs = 16
    auras.numDebuffs = 16
    self.Auras = auras

    However, for some reason, they still wrap incorrectly like in this screenshot:



    What do I have to do to get them to wrap correctly in rows?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    When creating an auras frame, is the length of each row and the number of rows controlled by auras:SetWidth and auras:SetHeight? For example, if I want 9 across and 4 rows, it should be this, right?
    auras:SetWidth(9 * auras.size)
    auras:SetHeight(4 * auras.size)


    Also, does anyone know how to do buffs/debuffs the way Pitbull does, where buffs start on the left and debuffs start on the right but they overlap correctly (without overwriting each other)?
    Posted in: Unit Frames
  • 0

    posted a message on Unofficial oUF - methods used for layouts
    I added the combat/resting icons like this:

    if(unit == "player") then
    	local resting = self:CreateTexture(nil, "OVERLAY")
    	resting:SetHeight(16)
    	resting:SetWidth(16)
    	resting:SetPoint("BOTTOMLEFT", -8, -8)
    	resting:SetTexture("Interface\\CharacterFrame\\UI-StateIcon")
    	resting:SetTexCoord(0.09, 0.43, 0.08, 0.42)
    	self.Resting = resting
    end
    	
    local combat = self:CreateTexture(nil, "OVERLAY")
    combat:SetHeight(16)
    combat:SetWidth(16)
    combat:SetPoint("BOTTOMLEFT", -8, -8)
    combat:SetTexture("Interface\\CharacterFrame\\UI-StateIcon")
    combat:SetTexCoord(0.57, 0.90, 0.08, 0.41)
    self.Combat = combat


    However, when this shows up in game, for some reason the icons are below my power bar like in this picture. Both of them currently show up in the lower left corner like that.

    How do I make it show up on top of everything else?
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Thanks a bunch, that worked. Also, does anyone know what the Blizzard Interface Art files are for the combat and resting icons? I spent a while looking and couldn't find them.
    Posted in: Unit Frames
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    posted a message on Unofficial oUF - methods used for layouts
    Does anyone know how to change the default color for the aura icon outline from the debuff type none color to something else? I tried adding a PostUpdateAuraIcon function that called icon.overlay:SetVertexColor() but it told me that icon.overlay was nil for some reason (even though if I hadn't done anything, it had the default red overlay).
    Posted in: Unit Frames
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