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    posted a message on DHUD3 Official thread
    Hello.

    DHUD3 is the new version of DHUD2. It keeps the same feeling and functionality of DHUD2, but is has been redesigned into a new modular aproach, making it easier to mantain and to add new features. At the moment it is still in beta stage and only the core, player, abilities, auras and pet modules are complete. Many, if not all, of the features requested in DHUD2 are making it into DHUD3.
    Posted in: General AddOns
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    posted a message on Ace3 Modular Library
    Hello, for what I can tell I am allready doing:

    Wait, I was putting some code in the post and while doing it I realized that the module OnInitialize function was misspelled and hence never got called. Sorry for the troubles and thans for the help!

    Arcanefoam
    Posted in: AddOn HELP!
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    posted a message on Ace3 Modular Library
    Hello,

    First of all thanks Xinhuan for pointing me towards Postal and Nevcairiel for Mapster, I think I have gotten the general idea. But now I have and loading order issue.

    I started with my core/base and then developed my first module and all went smooth and as spected. But now I have my 2nd module almost ready and when I added it to my addon things didn't went so well. Basically it seems my 2nd module is loading before thye core one does, so it seems that I when I register the module with:

    self.db = DHUD3.db:RegisterNamespace(MODNAME, defaults);

    the code insde DHUD3.lua that initiates the db has not yet executed and thus sefl.db is null for my module.

    Any idea on how to make things load orederly or a work arround for this issue?
    Posted in: AddOn HELP!
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    posted a message on Ace3 Modular Library
    Quote from Xinhuan
    You can also look at Postal, which uses the Ace3 module system.

    However, I would highly advise you not to make your modules interact with each other.


    I hear ya, and that was what I was aiming for. A "star topology" and not a mesh. I wanto build a core module and let other modules increase the functionalilty with out depending in each other. Each one is independent from each other, but rest on top the core.

    Arcanefoam
    Posted in: AddOn HELP!
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    posted a message on Ace3 Modular Library
    Nevcairiel,

    Thanks a lot for the answer. Can you point me out to any addon or guide I can use to learn how to use this feature and how to code my modules so they interact?
    Posted in: AddOn HELP!
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    posted a message on Ace3 Modular Library
    Hello,

    Thanks for your reply, but I meant addons instead of libraries. I allready edited my post to fix this. :D
    Posted in: AddOn HELP!
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    posted a message on Ace3 Modular Library
    Hello,

    I think this must have been asked before but I couldn't find any post about it. In Ace2 we had AceModuleCore for managing modular addons, how do we do it in Ace3?

    thanks

    Arcanefoam
    Posted in: AddOn HELP!
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    posted a message on LibDogTag on text change event
    Is there any way I can get an event to fire after LibDogTag has changed the text on a Font String? I need to adjust the size of the frame so icons that have the text frame as a parent move to adjust to the actual size of the taged text.
    Posted in: Libraries
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    posted a message on AceTimer cancellation
    Yes, I do that. I just poseted a small piece of the code of the function that gets called in the event when the unit is the player.
    Posted in: Ace3
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    posted a message on AceTimer cancellation
    Here is what I do. DHUD2 displays player buffs that are about to expire. In the PLAYER_AURA_CHANGED event I do a loop through the players buffs.
    local name, _, texture, _, _, duration, expirationTime, isMine = UnitAura("player", i, "HELPFUL")
    if name then
        if (duration < 1800) or ( duration >= 1800 and p.pBuffsFilter) then
            local currentTime = GetTime()
            local timeLeft = expirationTime - currentTime
            if timeLeft > 0 and timeLeft <= timeFilter then
                ....(show de buff icon)....
            elseif timeLeft > 0 then
                local newtimeToEvent = timeLeft - timeFilter
                if newtimeToEvent < timeToEvent  or timeToEvent == 0 then
                    timeToEvent = newtimeToEvent
                    DHUD2:CancelTimer(DHUD2.auraHandle, true)
                    DHUD2.auraHandle = self:ScheduleTimer(DHUD2.AuraTimer, timeToEvent-1)
                    end
                end
    This code gets called again from the timer handler function. If there is a new buff who's expiration is longer than the filter a new timer is created. I probably should do it out of the loop cause where it is at the moment I know various timers can be schedualed and canceled (I have tried it and gotten the same behaviour).

    That is why I asked if you could just rescheduale a timer if you all ready had a handle, cause I only really need 1 timmer but be able to change its expiration time.
    Posted in: Ace3
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    posted a message on AceTimer cancellation
    Hello,

    I have been getting a warning about AceTimer for my addon having a lot of live timers... I have revised the AceTImer code and it seems that when I cancel a timer the timre.delay gets to 0, but the handle in the table ramains... so when I schedule a new timer a new handle is created and so on. It seems the pice of code on the OnUpdate event that resets the handles is not doing it correctly.

    This could be solved if you con create and then enable or disable the timmer using the handle.

    At the moment is there a work arround this issue?
    Posted in: Ace3
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    posted a message on Packager Problem
    Hello,

    I didn't made a new post cause I am having the same problem. Last night I commited some chanhes. My local copy is at revision 67 but the last package build is rev 65. My addon is DHUD2.
    Posted in: General Chat
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    posted a message on "==" vs. string.match
    Ok, thanks a lot :D.
    Posted in: Lua Code Discussion
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    posted a message on "==" vs. string.match
    call me a noob.. but that didn't solve my question at all... :(
    Posted in: Lua Code Discussion
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    posted a message on "==" vs. string.match
    I would like to know which of the 2 ways of comparing strings is the best one to use for if statments. Will you recomend one above the other?
    Posted in: Lua Code Discussion
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