I thought that AceGui was for creating your own standalone gui's... I'm just wanting to be able to control the layout of the elements that are automatically created by AceConfig.
I'm new to Ace3 but I'm trying to work through the tutorials for it. Couple questions:
1. Are there any specific Ace3 Libraries to use for creating Interface Options widgets? Thinks like Checkboxes, Dropdowns, etc... Most of the addons I've been looking at so far seem to create them all manually... Surely there is something I'm just not seeing?
All of my db options show up automatically in my Interface Options. I can't seem to control how they are laid out when going this route. How do I control how they are laid out?
Is there an addon out there that allows you to save/load where your spells/skills are on your button bars?
Like if my first button bar has the following abilities assigned to the first 4 buttons:
"Attack" "Heroic Strike" "Mortal Strike" "Rend"
And I wanted to change those 4 buttons to use different skills. But then come back and put those 4 original skills back in place later? Like if there was an addon where you could save/load different configs...
(Obviously the 4 skills are just an example. I want to save/load the positions of like 40+ different abilities on my button bars)
I know that the button assignment is stored serverside, I just didn't know if there was an addon that would switch em for you...
On this page, http://www.wowpedia.org/Hooking_functions under the "Hooking a Function" section it discusses how to generate a tooltip and add lines to it. Is this still how it is done or is this old outdated info?
...your hooked code can piece through the text, delete it, change it, append to it, etc.
So... how do I do this? I don't need step by step instructions... but can you point me to a wiki page or something like that with some basic instruction on how to alter/edit/change the content of GameTooltip? I just need some instruction. Thank you
function GearSetButton_OnEnter (self)
if ( self.name and self.name ~= "" ) then
GameTooltip_SetDefaultAnchor(GameTooltip, self);
GameTooltip:SetEquipmentSet(self.name);
end
end
doesn't seem like much to it. I can't find the SetEquipmentSet function in the GameTooltip namespace. Where do the items get added to the tooltip? Like the tooltip will say
TANK
7 Items Equipped
4 Items in Inventory
2 Slots Ignored
Ah man I was so close! Everything you said makes sense.
Okay so now that you have pointed me in the right direction, how do people normally modify tooltips? Do they hook the OnEnter functions and add stuff to the tooltip somehow? When there are so many Ace libraries that people use these days, I look at addon code but its hard wading through the library code to figure out exactly how things are happening on a low level...
The first two is just the buttons to equip or save equipment sets that you see in the interface. So I have to assume that the PaperDollEquipmentManagerPaneScrollBar is the parent of the PaperDollEquipmentManagerPaneButtonN buttons. So looking at the inherited HybridScrollBarTemplate:
FrameXML/HybridScrollFrame.xml
I see <Slider name="HybridScrollBarTemplate" virtual="true">
The only buttons I see as children are the scroll up and down buttons. No equipment set buttons...
So I'm stuck. I'm not sure where to look to figure out where the buttons are the in XML and I don't know where to look to figure out what function is used when the mouse _OnEnter's the buttons...
Can anyone help me out here? I'm sure that my problem is just lack of experience with the Wow xml code. Also I looked at the Global String variables for common text that shows up in the tooltip normally, like ITEMS_IN_INVENTORY, but searching all the XML and LUA for that string and I can't find it.
Hello. This is an excellent mod, and I'm enjoying it.
I do have a question: is there any way to only show spells that can be interrupted, short of blacklisting every uninterpretable spell in the game (or whitelisting every spell I may wish to interrupt?) Granted, showing all spells in a very obvious position instead of tucked underneath the enemy's health bar has been surprisingly useful, but it still might be handy.
He recently added the ability to change the color of interruptible castbar spells vs non-interruptible. This makes it very easy to tell what spells can be interrupted.
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I've been looking at the doc plenty, I just can't find any tutorials on how to lay out the stuff...
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1. Are there any specific Ace3 Libraries to use for creating Interface Options widgets? Thinks like Checkboxes, Dropdowns, etc... Most of the addons I've been looking at so far seem to create them all manually... Surely there is something I'm just not seeing?
2. When I use
All of my db options show up automatically in my Interface Options. I can't seem to control how they are laid out when going this route. How do I control how they are laid out?
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Like if my first button bar has the following abilities assigned to the first 4 buttons:
"Attack" "Heroic Strike" "Mortal Strike" "Rend"
And I wanted to change those 4 buttons to use different skills. But then come back and put those 4 original skills back in place later? Like if there was an addon where you could save/load different configs...
(Obviously the 4 skills are just an example. I want to save/load the positions of like 40+ different abilities on my button bars)
I know that the button assignment is stored serverside, I just didn't know if there was an addon that would switch em for you...
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So... how do I do this? I don't need step by step instructions... but can you point me to a wiki page or something like that with some basic instruction on how to alter/edit/change the content of GameTooltip? I just need some instruction. Thank you
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http://www.wowpedia.org/Widget_API#GameTooltip
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doesn't seem like much to it. I can't find the SetEquipmentSet function in the GameTooltip namespace. Where do the items get added to the tooltip? Like the tooltip will say
TANK
7 Items Equipped
4 Items in Inventory
2 Slots Ignored
Where in the code does it add those?
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Okay so now that you have pointed me in the right direction, how do people normally modify tooltips? Do they hook the OnEnter functions and add stuff to the tooltip somehow? When there are so many Ace libraries that people use these days, I look at addon code but its hard wading through the library code to figure out exactly how things are happening on a low level...
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using /framestack, the equipment set buttons are called:
PaperDollEquipmentManagerPaneButton1
PaperDollEquipmentManagerPaneButton2
PaperDollEquipmentManagerPaneButton3
PaperDollEquipmentManagerPaneButton4
etc
Looking through /FrameXML/PaperDollFrame.xml I've found:
<ScrollFrame name="PaperDollEquipmentManagerPane" inherits="HybridScrollFrameTemplate" hidden="true">
Which only has the following frames as children:
<Button name="$parentEquipSet" text="EQUIPSET_EQUIP" parentKey="EquipSet" inherits="UIPanelButtonTemplate">
<Button name="$parentSaveSet" text="SAVE" parentKey="SaveSet" inherits="UIPanelButtonTemplate">
<Slider name="$parentScrollBar" inherits="HybridScrollBarTemplate" parentKey="scrollBar">
The first two is just the buttons to equip or save equipment sets that you see in the interface. So I have to assume that the PaperDollEquipmentManagerPaneScrollBar is the parent of the PaperDollEquipmentManagerPaneButtonN buttons. So looking at the inherited HybridScrollBarTemplate:
FrameXML/HybridScrollFrame.xml
I see <Slider name="HybridScrollBarTemplate" virtual="true">
The only buttons I see as children are the scroll up and down buttons. No equipment set buttons...
So I'm stuck. I'm not sure where to look to figure out where the buttons are the in XML and I don't know where to look to figure out what function is used when the mouse _OnEnter's the buttons...
Can anyone help me out here? I'm sure that my problem is just lack of experience with the Wow xml code. Also I looked at the Global String variables for common text that shows up in the tooltip normally, like ITEMS_IN_INVENTORY, but searching all the XML and LUA for that string and I can't find it.
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He recently added the ability to change the color of interruptible castbar spells vs non-interruptible. This makes it very easy to tell what spells can be interrupted.