• 0

    posted a message on Salvation Buff Monitor
    Give BuffEnough a try:
    http://files.wowace.com/BuffEnough/BuffEnough.zip

    It even does the green, yellow, red thing. ;)
    Posted in: Addon Ideas
  • 0

    posted a message on AceGUI-3.0 - Columns In a ScrollFrame (or a better idea)
    Check out this response to a question I posted. Not exactly the same question as yours, but the most recent answer may point you in a helpful direction (custom layout):

    http://www.wowace.com/forums/index.php?topic=14240.msg229668#msg229668
    Posted in: Ace3
  • 0

    posted a message on AceGUI-3.0 Question: two scrollframe widgets sharing one container
    Yes, actually, TreeGroup is perfect. When I was reading through the widget code, I sort of dismissed that one out of hand because I'm not making a tree of anything. But as long as I don't nest any of the tree elements, it works perfectly for my needs. Thanks for the pointer!
    Posted in: Ace3
  • 0

    posted a message on AceGUI-3.0 Question: two scrollframe widgets sharing one container
    I'm sure there's a slick way to do this, but after doing battle with AceGUI for a few hours, it's eluded me.

    What I want to do is have a container frame with two scrollframes inside. The scrollframe on the left will contain a simple list of data (labels), and when one is clicked, the scrollframe on the right will be populated with data (labels) about that item. I've managed to put all that together. My issue is sizing the two scrollframes to fill the container frame. If I set the container layout to "Flow" and then set each scrollframe with a static height/width, they're visible, but of course resizing the container frame doesn't resize them. And the "Fill" layout will obviously only take the first scrollframe added, rendering the other one invisible.

    What I want is two scrollframes, side by side, that fill the height of the container, but share the width equally. Is there an easy way to do that with AceGUI, or an obvious way to do it by manipulating the underlying frames that the widges wrap?
    Posted in: Ace3
  • 0

    posted a message on Editor for the developing wow mods?
    CrimsonEditor
    Posted in: Lua Code Discussion
  • 0

    posted a message on BuffEnough - are you?
    Thanks for the feedback, DrunkenDonkey. If you don't want to use a Guardian Elixir (the rogues in my guild typically use fort), then you can define a custom check to ignore it. Go to the config menu under Custom, select the 'Consumables' category and the 'Ignore' action, and type in 'Guardian Elixir' and that should do the trick.

    I'll take a look at why the elixir isn't giving a warning.
    Posted in: General AddOns
  • 0

    posted a message on Fortress (unofficial thread)
    Looks like when Fortress creates the config for new data objects it's registered, it does so with the name of that plugin, which means it potentially overwrites the plugin's existing/separate config:

    function Fortress:AddObjectOptions(name)
    	local t = self.optionsFrames[name] or {}
    	t.name = name
        ...
    	LibStub("AceConfigRegistry-3.0"):RegisterOptionsTable(name, t)
    	LibStub("AceConfigDialog-3.0"):AddToBlizOptions(name, name, "Fortress")
    end


    Probably this could be solved with something simply like using name.."_Fortress" instead of just name for registration.
    Posted in: Data Broker AddOns
  • 0

    posted a message on BuffEnough - are you?
    Hrm, yeah. Ordinarily, you can go into BE config and just click off 'Show Display'. But it appears that when Fortress is installed, it takes over BE config somehow and makes that impossible. I'll take a look at Fortress with BE today and see what's going on.
    Posted in: General AddOns
  • 0

    posted a message on BuffEnough - are you?
    Added a first pass at integrating LibDataBroker.
    Posted in: General AddOns
  • 0

    posted a message on LibDataBroker-1.1 not-really-official thread
    Quote from tekkub »
    Frankly, tooltips suck ass.


    True story. Thanks for the tips (no pun intended).
    Posted in: Data Broker AddOns
  • 0

    posted a message on LibDataBroker-1.1 not-really-official thread
    Thanks for the responses. I'm not too keen on controlling the tooltip from the non-display portion of the addon, but it seems like I may not have a choice. Is it considered beyond the scope of the display component to know when tooltip data has changed? It doesn't seem like a too far-fetched scenario for a data feed to want to provide dynamic data but not take on ownership of the display frame. One simple way around this would be to add a "dirty" field for the tooltip, for which displays could register a callback and know that dynamic tooltip content has updated and needs refreshing. (This is effectively what I'm doing with tooltiptext).
    Posted in: Data Broker AddOns
  • 0

    posted a message on LibDataBroker-1.1 not-really-official thread
    I'm working on integrating LDB into my addon (BuffEnough). One of the semantics of BuffEnough is that I may update the tooltip (as buffs are either added or removed) to indicate what's missing, but the general status (buff enough? yes or no) will not necessarily be changed. The API spec for LDB indicates that 'tooltiptext' is meant for a static tooltip, while OnTooltipShow is meant for a tooltip with dynamic content so I assume the latter is for me. However, there's no callback message for "call OnTooltipShow". The best that I can come up with is to have my display module register for the tooltiptext change callback, and then call OnTooltipShow when my buff scanning logic modifies the tooltiptext. But that seems a little hacky to me, since I'm effectively changing the tooltip twice. Is that the intended usage, or is there something really obvious that I'm missing?
    Posted in: Data Broker AddOns
  • 0

    posted a message on BuffEnough - are you?
    Don't worry, it's not going in there. I only entertained the idea because a number of people asked for it (I would have agreed with you, Kaillasse, but apparently raiders DO care about minipets). If it was something easy like one quick API call, I would have thrown it in there for S&G. But, I discovered very quickly from looking at other addons what Phanx described, so that's way too complicated.
    Posted in: General AddOns
  • 0

    posted a message on BuffEnough - are you?
    Newest version adds a feature to define custom buff checks.
    Posted in: General AddOns
  • 0

    posted a message on BuffEnough - are you?
    Thanks, Slaren. I checked in that update.
    Posted in: General AddOns
  • To post a comment, please or register a new account.