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Apr 14, 2009I 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:Posted in: General Chat
'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?
Apr 13, 2009_ForgeUser1201840 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
Apr 12, 2009Right now in my addon, I tend to use self a lot to refer to the addon table as created by AceAddon, e.g.:Posted in: Lua Code Discussion
myAddon = LibStub("AceAddon-3.0"):NewAddon("myAddon", "AceConsole-3.0") function myAddon:func1() self:func2() end function myAddon:func2() self:Print("random string") endHowever, 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?
Apr 11, 2009How 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
Apr 10, 2009I'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:Posted in: Lua Code Discussion
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.
Sep 7, 2008Sorry 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
Sep 7, 2008I'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:Posted in: Unit Frames
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?
Aug 17, 2008I'm currently doing my auras like this:Posted in: Unit Frames
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?
Aug 16, 2008When 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?Posted in: Unit Frames
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)?
Aug 14, 2008I added the combat/resting icons like this:Posted in: Unit Frames
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?
Aug 14, 2008Does 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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