• 0

    posted a message on Is AceTimer Capable of...
    Great. That is exactly what I needed.

    The last question I have about it is would it be possible using the time remaining method in AceTimer to visibly show the user the time remaining between funcref calls as a countdown timer, similar to OmniCC or InlineAura? If so, how?
    Posted in: Need Help?
  • 0

    posted a message on Is AceTimer Capable of...
    I'm assuming then that allowing the user to select any given time between 1 minute and 1 hour would feasible?
    Posted in: Need Help?
  • 0

    posted a message on How to Save Settings?
    What I'm looking for is the addon to have a configuration on a per character basis by default (each new character gets the default setup), but with the option for the user to have multiple configurations per character (profiles). My concern is how to accomplish this as it relates to the getting and setting of values. Do I get and set .char values or do I get and set .profile values?
    Posted in: Need Help?
  • 0

    posted a message on Is AceTimer Capable of...
    I haven't had a lot of time to read up on AceTimer as of yet and I am at work at the moment so probably won't get a chance until tommorrow. I was just wondering what AceTimer is capable of. For instance, can it run a set code every n seconds or y minutes? If so, how does it accomplish this--event driven or based on actual time?
    Posted in: Need Help?
  • 0

    posted a message on How to Save Settings?
    Three more things:

    When the game exits, do I need to worry about saving the current settings or will those settings already be saved by the Get and Set functions defined in my options table?

    How can I do some validation in the Set function? For example, if I don't want someone typing in just any old thing in a text box, could I refer to a function I make that would do some validation?

    How do I handle profiles? The default options for AceDB specifies values for .char, not .profile, but I want the user to be able to specify profiles. What it boils down to is this: For each new character to the addon, define some defaults with .char AceDB options table, but then allow for customization, saved back to the .char portion, with the option to save to a profile. I'm assuming my get/set functions should be looking at .profile and not .char?
    Posted in: Need Help?
  • 0

    posted a message on AceGUI
    Much appreciated...
    Posted in: Need Help?
  • 0

    posted a message on How to Save Settings?
    Doh! I'm an idiot...Okay, the issue was that I didn't really have my AceConfigDialog options table defined as I wanted it. I was using some bogus settings just to see if I could get it working. The thing was that my bogus settings weren't matching up with my actual default AceDb options table...Changed the Config table to match the SavedDB table...all works now. thanks.
    Posted in: Need Help?
  • 0

    posted a message on AceGUI
    Ah, I guess I misunderstood the point of AceGUI...so, AceGUI was meant as a tool for AceConfig...

    If I understand you correctly, you're saying to use LUA's/WoW API to create frames?
    Posted in: Need Help?
  • 0

    posted a message on What Does GetZoneText() Give for Capitals?
    Not difficult....L["'] * the number of times you'll end up having to write it = tedious...
    Posted in: Need Help?
  • 0

    posted a message on What Does GetZoneText() Give for Capitals?
    Yes, that part is easy. It's the localization lua that is confusing. Plus, that's only one spot I'd have to do that at. I can't imagine having to do that L["Blah"] everywhere!
    Posted in: Need Help?
  • 0

    posted a message on AceGUI
    I've got the following frame defined in lua:

     
    local AceGUI = LibStub("AceGUI-3.0")
      local FIRST_RUN_FRAME = AceGUI:Create("Frame")
      FIRST_RUN_FRAME:SetTitle("SK")
      FIRST_RUN_FRAME:SetCallback("OnClose", function(widget) AceGUI:Release(widget) end)
      FIRST_RUN_FRAME:SetLayout("Flow")
      
      local TEXT = AceGUI:Create("Label")
      TEXT:SetFont("Calibri",12)
      TEXT:SetText("Welcome! Thanks for installing SK. Since this is your first run of the addon, would you like to take a second and configure your settings?")
      FIRST_RUN_FRAME:AddChild(TEXT)
      
      local YES_BUTTON = AceGUI:Create("Button")
      YES_BUTTON:SetText("Yes!")
      YES_BUTTON:SetWidth(200)
      YES_BUTTON:SetCallback("OnClick", function() InterfaceOptionsFrame_OpenToCategory(optionFrame) end)
      FIRST_RUN_FRAME:AddChild(YES_BUTTON)
      
      local NO_BUTTON = AceGUI:Create("Button")
      NO_BUTTON:SetText("No, thanks.")
      NO_BUTTON:SetWidth(200)
      NO_BUTTON:SetCallback("OnClick", function() FIRST_RUN_FRAME:Hide() end)


    I've got a few questions:

    1. How do I move these buttons and text to where I want them on the frame? The docs don't show a SetX or SetY attribute as being available?
    2. TEXT:SetFont("Calibri",12) -- I'm sure this is probably incorrect...if it is, what fonts can I use and how do I specify them here? (Paths, or just the font name? Quotes, no quotes?)
    3. NO_BUTTON:SetCallback("OnClick", function() FIRST_RUN_FRAME:Hide() end) --Is this the appropriate way to just close the frame?
    Posted in: Need Help?
  • 0

    posted a message on How to Save Settings?
    Okay so, let's say I've got my addon's AceConfigDialog options table defined. And let's say the options dialog for my addon is working fine...

    I've noticed that the values are kept per load, but after a reload, the options are all reset back to the default. How do I save these settings using Ace3? I've read through the docs, but I must be missing where it shows how to save those settings between sessions....
    Posted in: Need Help?
  • 0

    posted a message on What Does GetZoneText() Give for Capitals?
    Well, at this point, I'm not concerned with localizing the addon...No offense to anyone, but since this is my first real addon, I'm more concerned about it just working and working efficiently. You're going to have to know English to use my addon. If there is enough demand for it or when I feel up to it later on (when I'm more comfortable with developing addons), I'll add localization.
    Posted in: Need Help?
  • 0

    posted a message on Trying to Print to Other Than Default Window
    Not sure what your edit means exactly. I'd like to move and scale your debug window because it's stuck in the top-left-hand corner of my screen in game and it ends up hiding everything its on top of. I can't move it because clicking and dragging only moves my camera (frame isn't catching clicks, you clickthrough it). Maybe that answers your question?

    As for the boolean, I'll continue to use it because I'm printing a lot of information to tekDebug and I'd like to be able to toggle printing debug information so as to save a few CPU cycles when I really don't need it printing. On the user end of things, they probably won't have tekDebug installed, but if they do, with debug off, it'll save them some cycles too. Simply put, why print debug information constantly during the times you don't need it?
    Posted in: Need Help?
  • 0

    posted a message on What Does GetZoneText() Give for Capitals?
    Not in this case because you could be in an inn outside of a capital; my addon specifically depends on the user being in a capital city.
    Posted in: Need Help?
  • To post a comment, please or register a new account.