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    posted a message on AceGUI: multiple frames; layout distortion
    well, i am messing with the usage of create(window) instead of create(frame) to use its setting to disable resizing, but this results in the no-show of the very frame that was floating away on the usage of create(frame), so i reckon that i indeed should dive deeper into the resize chain and see where exactly things go wrong...

    not giving up on the framework just yet ^^

    Cheers,
    prop

    edit: using fixxed widths for the frames in the [BOTTOM] frame, and the issue is solved, using Relative width just doesnt seem to result in correct dimensions?
    Posted in: Ace3
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    posted a message on AceGUI: multiple frames; layout distortion
    Quote from Farmbuyer
    See Ace3 ticket 80 and ticket 214.


    I can indeed hope that this patch will be approved (or a solution is found for the preventing of floating sub-frames upon resizing) soon(tm).

    For now, i have poored myself a big mug of coffee, and gonna take a look in the resize calls to make sure sub-frames are resized/repositioned correct. If all else fails, i will make a mainframe container using Blizzard's frame, and try to fill that with the ace3 framework - either way enough to do for me


    Thanks for all your answers,
    Prop.

    PS: back to the kitchen; mug is empty >.<
    Posted in: Ace3
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    posted a message on AceGUI: multiple frames; layout distortion
    so, for another addon of mine, i decided to use the ace3GUI framework.

    i am able to create a main frame (unable to acces the option to disable resize?), adding tabs and a treeview, all goes well...

    then, i want to create more frames (using inlinegroup & simplegroup) which measurements are variable.. using this layout:

    [ TOP ]
    [ BOTTOM]

    where the bottomframe contains:
    [LEFT][RIGHT]

    when i resize the main frame, the [RIGHT] frame occasionally floats away, and will be snapped into place after i resize the mainframe for a second time. (not when i move it)

    the main issue i now have is when i add a scrollframe to the [LEFT] frame: the [RIGHT] frame's measurements are just fckd up with that

    code i use for the mainframe of the selected tab:
                    -- subcontainer:
                    LMMainFrame_Loot_TopCntr = Ace3GUI:Create("SimpleGroup");
    		LMMainFrame_Loot_TopCntr:SetFullWidth(true);
    		LMMainFrame_Loot_TopCntr:SetHeight(70);
    		LMMainFrame_Loot_TopCntr:SetLayout("Flow");
    		container:AddChild(LMMainFrame_Loot_TopCntr);
                    -- label
    			myLabel = Ace3GUI:Create("Label");
    			myLabel:SetColor(1,0,0);
    			myLabel:SetText("Ragnaros");
    			myLabel:SetFont(defaultFont,20);
    			LMMainFrame_Loot_TopCntr:AddChild(myLabel);
    		--- bottom container:
    		LMMainFrame_Loot_BottomCntr = Ace3GUI:Create("SimpleGroup");
    		LMMainFrame_Loot_BottomCntr:SetFullWidth(true);
    		LMMainFrame_Loot_BottomCntr:SetFullHeight(true);
    		LMMainFrame_Loot_BottomCntr:SetLayout("Flow");
    		container:AddChild(LMMainFrame_Loot_BottomCntr);
    
    		-- bottom left: (scrollframe container)
    		LMMainFrame_Loot_BottomLeftCntr = Ace3GUI:Create("InlineGroup");
    		LMMainFrame_Loot_BottomLeftCntr:SetRelativeWidth(0.2);
    		LMMainFrame_Loot_BottomLeftCntr:SetFullHeight(true);
    		LMMainFrame_Loot_BottomLeftCntr:SetLayout("Flow");
    		            LMMainFrame_Loot_BottomCntr:AddChild(LMMainFrame_Loot_BottomLeftCntr);
    
    			myLabel = Ace3GUI:Create("Label");
    			myLabel:SetText("Loot:");
    			
    			LMMainFrame_Loot_BottomLeftCntr:AddChild(myLabel);
    
    
    		-- bottom right: (Date container)
    		LMMainFrame_Loot_SelectedItemCntr = Ace3GUI:Create("InlineGroup");
    		LMMainFrame_Loot_SelectedItemCntr:SetRelativeWidth(0.8);
    		LMMainFrame_Loot_SelectedItemCntr:SetFullHeight(true);
    		LMMainFrame_Loot_SelectedItemCntr:SetLayout("Flow");
    		LMMainFrame_Loot_BottomCntr:AddChild(LMMainFrame_Loot_SelectedItemCntr);
    
    			myLabel = Ace3GUI:Create("Label");
    			myLabel:SetText(" data of selected item here ");
    			
    			LMMainFrame_Loot_SelectedItemCntr:AddChild(myLabel);


    when i add the following frame into the [LEFT] container, the right container's measurements are just...

    		-- Scroll container
    		
    		LMMainFrame_Loot_List = Ace3GUI:Create("ScrollFrame");
    		LMMainFrame_Loot_List:SetLayout("Flow");
    		LMMainFrame_Loot_List:SetFullHeight(true);
    		LMMainFrame_Loot_List:SetWidth(80);
    
    		LMMainFrame_Loot_BottomLeftCntr:AddChild(LMMainFrame_Loot_List);
    		
    		local _, _, _, _, _, _, _, _, _, itemTexture = GetItemInfo(71354);
    	
    		for i = 1, 5 do
    			myILabel = Ace3GUI:Create("InteractiveLabel");
    			--myILabel:SetText("20");
    			myILabel:SetWidth(48);
    			myILabel:SetHeight(48);
    			myILabel:SetImage(itemTexture);
    			myILabel:SetImageSize(48,48);
    			LMMainFrame_Loot_List:AddChild(myILabel);
    		end


    The above code is called upon (and the var container is parsed, ofc) when i selected the correct tab to show these frames

    does anyone see what i do wrong? or is the ace3gui just messing things up? if so, i think i'll go back to create my own frames

    i hope i provided enough information, if not, let me know :)

    thanks in advance,
    Prop


    Edit:
    After a reloadui, the initial view of the rightframe is correct, tho after a resize, it is completely distort again, floats outside of the mainframe on occasion also
    Posted in: Ace3
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    posted a message on Ace3 options: fontsize of Description tag
    rofl, thought so!

    nice move btw!
    Posted in: AddOn HELP!
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    posted a message on Ace3 options: fontsize of Description tag
    >.< so it was there all along, right... getting some coffee!

    thanks for showing the link!

    Cheers,
    Prop
    Posted in: AddOn HELP!
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    posted a message on Ace3 options: fontsize of Description tag
    lol, must have missed that also yah.
    but nonetheless: its obvious, so for me its a /facepalm.

    but could you state where that is documented? i might miss more information then.


    Thanks alot for sharing this,Nevcairiel! really appreciated!

    Cheers,
    Prop
    Posted in: AddOn HELP!
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    posted a message on Ace3 options: fontsize of Description tag
    so, i actually found something that needs improvement inside ace3 :P

    but OT: thats not good :S
    thanks for your reply tho!

    Cheers,
    prop
    Posted in: AddOn HELP!
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    posted a message on Ace3 options: fontsize of Description tag
    I was wondering how i can change the fontsize of the description tag inside the optiontable?

    showThisHere = {
    	type = "description",
    	name = "show this in a larger font and different color please",
    	desc = "description",
    },
    


    is there any way to set this while making the option table?

    Cheers,
    Prop
    Posted in: AddOn HELP!
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    posted a message on Hookscript to ButtonFacade
    yah, ive been thinking about the global settings of ButtonFacade, and what you said before about not messing with your tables, sorry for that.

    the problem now, is that when the user clicks a subtree (ie: Addons) of ButtonFacade, the function for hiding will be called, so i tried .Addons, and it works (need to make sure it shown on ButtonFacade itself also ofcourse)

    		self:HookScript(f,"OnShow","ButtonFacadeShow");
    		self:HookScript(f,"OnHide","ButtonFacadeHide");
    		self:HookScript(f.Addons,"OnShow","ButtonFacadeShow");
    		self:HookScript(f.Addons,"OnHide","ButtonFacadeHide");



    Thanks alot for your help! really appreciate it!

    Cheers,
    Prop
    Posted in: AddOn HELP!
  • 0

    posted a message on Bartender4 problem
    Open bartender, go to Bar7, choose tab "State Configuration"
    change Default Bar State from Page 1 to Don't Page

    that should do the trick


    cheers,
    Prop
    Posted in: AddOn HELP!
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    posted a message on Hookscript to ButtonFacade
    ok what i saw, was that i placed it indeed on the wrong place.

    i have now copied the example you gave me (for now) and placed it áfter registering my addon with ButtonFacade and áfter the callback function, but it stil doesnt work correctly.

    using the code
    --high above in the core.lua:
    local LBF = LibStub("LibButtonFacade", true);
    
    -- bottom of core.lua:
    function SerpentStinger:ButtonFacadeInit()
    	if not self.db.char.disableBF then
    		if not self.db.char.buttonFacade then
    			self.db.char.buttonFacade = { skin = "Blizzard",gloss = 0, backdrop = false, colours = {},}
    		end  
    		LBF:RegisterSkinCallback("SerpentStinger", self.SBFCallback, self);
    		local SSBF = LBF:Group("SerpentStinger");
    		if (btWarning) then
    			SSBF:AddButton(btWarning);
    			SSBF:Skin(self.db.char.buttonFacade.skin,self.db.char.buttonFacade.gloss,self.db.char.buttonFacade.backdrop,self.db.char.buttonFacade.colours);
    		end
    		self:HookUpButtonFacadeOptions();
    	end
    end
    function SerpentStinger:HookUpButtonFacadeOptions()
    		--[[
    			with thanks to StormFX (author of ButtonFacade)
    			for helping me on this matter
    		--]]
    		local BF = LibStub("AceAddon-3.0"):GetAddon("ButtonFacade")
    		local f = BF.OptionsPanel.Addons.SerpentStinger
    		if not f then
    			self:PrintIt("cant find it");
    		else
    			f:HookScript("OnShow",BFShowing())
    			f:HookScript("OnHide",BFShowing())
    		end
    end
    
    -- test function:
    function SerpentStinger:BFShowing()
    	self:PrintIt("reacting on ButtonFacade!");
    end
    

    will result in the "can't find it"

    ps: i also made ButtonFacade an optional dependency in my toc file

    im thinking more of trying to insert the option frame of ButtonFacade inside the options of SerpentStinger (like adding the profile optiontable), but im not sure yet if that is possible.

    Thanks again for your support on this matter!

    Cheers,
    Prop
    Posted in: AddOn HELP!
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    posted a message on Hookscript to ButtonFacade
    Problem with your second piece of code, is that nothing is send if nothing is edited, so i cant see when the user closes ButtonFacade.
    Posted in: AddOn HELP!
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    posted a message on Hookscript to ButtonFacade
    rofl, yah, should have known that i should be using the addon itself rather than the Lib.
    >.<, thanks for pointing that out.

    and for the callback, i was thinking of that also, but rather show it when user clicks my addon in ButtonFacade.

    as for the code, i tried it and it gives the same error:
    attempt to index field 'OptionsPanel' (a nil value)

    also tried BF.options.Addons.SerpentStinger, which gave the error:
    attempt to index field 'Addons' (a nil value)

    so, as it now i will probably use the callback function to show the icon, but any information regarding this issue would be awesome still.


    Cheers,
    Prop

    Edit: hehe, wont touch it ^^
    Posted in: AddOn HELP!
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    posted a message on Hookscript to ButtonFacade
    what he says

    edit:

    The addon has an warning icon that is only to be show in battle or when the user opens the options (working as intended, HookScript worked like a charm there).
    Posted in: AddOn HELP!
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    posted a message on Hookscript to ButtonFacade
    ok, seems like i wasnt as clear as i thought, sorry for that.


    as it is now, when you go to the options (in blizOptions), the warning icon+labels is toggled to show, so the player can see the adjustments it does to the addon (and it disapears again when player closes/escapes options)

    what i would like to do, is to show it also when the player edits the SerpentStinger skin options in ButtonFacade settings (they are correctly handled, but i think its better to show that to the player)

    hope i took away the confusion about what i really want to achieve here.

    Cheers,
    prop
    Posted in: AddOn HELP!
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