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    posted a message on inner size of a frame
    ok, didn't know exactly how to get the insets, but the number you're method is giving me should still be adjusted for scaling right?
    Posted in: AddOn HELP!
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    posted a message on inner size of a frame
    Hi, I'm sizing an unknown number of (square) buttons into an undetermined frame (rectangle).

    i already got an algorithm covered to maximize the size by optimizing the number of columns/rows. But I need to get the INNER size of the frame.

    Like, (GetHeight() - <size of borders>x2) / GetCurrentScale() or something like that.

    So before I start messing w recalculating scaling again is there any way to get this number from the widget itself? Directly?
    Posted in: AddOn HELP!
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    posted a message on Bartender4 - Official Topic
    You'd think with vehicles being such an integrated part of the game ppl would spend as much attention on them as they do on the other parts of their UI.

    Why the red-headed stepchild treatment?
    Posted in: General AddOns
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    posted a message on BeneCast 10: Official thread
    Updated with Shaman, Warlock and Warrior spells.

    I'm going to overhaul the combat/in combat system not to double up the bars anymore... Causing me more trouble than one bar and changing it when appropriate.
    Posted in: General AddOns
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    posted a message on Blizzard Code Snips
    Am I the only one thinking of simply using the string literal "PlayerFrame"
    instead of

    PlayerFrame:GetName()

    :p

    It's probably just a "bad example". I wouldn't be bringing this up if it was about

    PlayerFrame:GetScale()

    vs

    _G['PlayerFrame']:GetScale()
    Posted in: Lua Code Discussion
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    posted a message on BeneCast 10: Official thread
    Ah, indeed. Slipped my mind. Will get on it sometime in the next week or two...
    Posted in: General AddOns
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    posted a message on Actionbutton..thing...
    Roleplayers...

    /sigh

    :p
    Posted in: Lua Code Discussion
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    posted a message on Frame Re-use
    FYI: In BeneCast 10 I'm taking the "leave the frames where they are, repaint from frame 1 to x and add/retire/recycle frames as necessary"-route.

    "Painting" being:
    - Setting anchor
    - setting texture
    - setting attributes
    - setting my own custom members

    retiring then clears out all that info, anchors it's "next" neighbour to it's "previous" neighbour and hides the frame. Works pretty well...
    Posted in: Lua Code Discussion
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    posted a message on Soul Shard Events
    This sounds like a job for AceBucket IMO
    Posted in: Lua Code Discussion
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    posted a message on my CC x-mas Wishlist
    Quote from essmene
    5) show the installed version
    Using the date is ok if the addon is only hosted on curse. But sometimes authors move about. It would be nice if the installed / available version would list the version in addition to the date.

    Are the toc's updated automatically to the tagged versions?


    The developer has to choose to embed the tag-version in the .toc's Version field.

    Example:
    ## Version: @project-version@
    Posted in: Updaters
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    posted a message on How do i get more depth from AceDB?
    dear god Xin, you just popped another "Aha" on me

    finally a good clearcut example of how to use AceDB !

    /me bookmarks the post

    BTW: I already knew what AceDB was for, I just couldn't figure out how to do it...
    Posted in: Ace3
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    posted a message on Rationale for embedding via XML?
    Quote from Mikk
    Okay, now that we've beaten embeds.xml to death, the other half should be properly addressed:

    The reason why we have e.g. AceConfig-3.0/AceConfig.3.0.xml is because we want to be free to add more .lua files to the directory without having people's addons stop working.

    If people manually list .lua files in their TOCs, we can't do that. But if they point at the .xml file, we can just include more files to load from there.

    So... don't list library contents in your toc files. List the .xml file.


    Isn't that exactly what I said in my previous post??? It's definately what I meant :)
    Posted in: Ace3
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    posted a message on AceBucket-3.0 without losing event args?
    Yeah, about that documentation... what DOES AceBucket do actually?

    Judging from the bits and blurbs I'm catching left and right it's something to throttle a lot of incoming events ("events" not being restricted to the blizz ones) into one call...

    Am-i-right?
    Posted in: Ace3
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    posted a message on UnitClass & Deathknight
    Maybe that's why Morgalm's results are flaky... ?
    Posted in: Lua Code Discussion
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    posted a message on UnitClass & Deathknight
    Wait... shouldn't UnitClass get a unit, not a name?

    *Checks wowwiki

    EDIT:
    Arguments

    unit
    String - the unitId to query, e.g. "player"

    Posted in: Lua Code Discussion
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