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    posted a message on AceGUI-3.0: using the ScrollFrame widget
    The ScrollFrame widget is meant to be put inside another container widget, it doesnt have any visible elements.

    local f = AceGUI:Create("Frame")
    f:SetLayout:("Fill") --Fill will make the first child fill the whole content area
    local scroll = AceGUI:Create("ScrollFrame")
    f:AddChild(scroll)
    scroll:SetLayout("Flow")
    
    --add widgets to scroll now instead of directly to f, if they overflow the size of f the will be scrolled.

    Posted in: Ace3
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    posted a message on Baggins - Official Thread
    No, there is no point changing the Framework when its going to take that many features with it, and not much more point even if you could maintain them. When I do an Ace3 version it will be a rewrite not a port.
    Posted in: General AddOns
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    posted a message on AceConfig3 question
    options also exists and is the root of the options table

    option was added a while ago (http://jira.wowace.com/browse/ACE-113), I guess the documentation wasn't updated at the same time.
    Posted in: Lua Code Discussion
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    posted a message on AceConfig3 question
    That can be simplified a little bit

    To get at the values table for the current option:
    local values = info.option.values

    :P
    Posted in: Lua Code Discussion
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    posted a message on Baggins - Official Thread
    Quote from Elsia »

    A while back there used to be screenshots of baggins using ace3 config etc. Is there going to be a public ace3 baggins anytime?


    There isn't even a private Ace3 Baggins at this stage, that screenshot was more me developing AceConfigDialog and needing an example config table to work with.
    Posted in: General AddOns
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    posted a message on Memory usage vs speed
    What I'm saying is have 2 tables for data, rather than a 2 entry table for each item.

    t[bagnum][slotnum] = {link = "fullitemlink", count = 10}

    would become

    links[bagnum][slotnum] = "fullitemlink"
    counts[bagnum][slotnum] = 10

    it does lose some of its benefit when you are using bag and slot to lookup things, but would still be an overall saving of the number of tables.

    e.g. For a character with 4 16 slot bags + backpack the first would be
    t + 5 bags + 5*16 slots = 86 tables
    the second would be
    2x(t + 5 bags) = 12 tables

    For the cache in Baggins I use something like this, but with the slot condensed into a string ("1:3" for bag1 slot3) so that a lookup is something like slotcache[bag..":"..slot] = itemlink
    Posted in: Lua Code Discussion
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    posted a message on Memory usage vs speed
    Since you are only saving a couple of pieces of data per slot, you could save creating one table per record by having a seperate table for each thing you save. So have one table with id's, one with counts and one with itemlinks (or combine the count + itemlink table as do a type check to see which you have since you never store both)
    Posted in: Lua Code Discussion
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    posted a message on Tree Widget question
    If you're meaning while directly using the widget, not from an AceConfigDialog window. The status table is the way to go about it.


    e.g to open Foo -> Bar on the tree
    local status = {}
    status.groups = {}
    status.groups["Foo"] = true
    status.groups["Foo" .. "\001" .. "Bar"] = true
    tree:SetStatusTable(status)
    
    to set Foo -> Bar as the selected group
    status.selectedgroup = "Foo" .. "\001" .. "Bar"


    The status table you set you should maintain and always re set if you release/create the tree widget. Calling tree:RefreshTree() if you change something in the status table that you want to be reflected immediately.
    Posted in: Ace3
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    posted a message on MainAssist Request
    Does this happen when you have custom tanks added to the list or even when it is empty, are you in a party or raid at the time and how many members are in the group?
    Do you have the option on to add the full party to the list when not in a raid ?

    I haven't seen this issue myself but I don't use MainAssist very much anymore. The Custom party list is the only place where I set "party1" etc as units, but those generally don't show if the unit doesn't exist. It looks like somewhere is trying to use party unitid's as a unitname but I can't think of anywhere in my code that would do that.
    Posted in: General AddOns
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    posted a message on 2.4 PTR - New interface options as a UI
    AceConfigDialog-3.0 has support for adding options to the window if the addon requests it. Ace3 when installed standalone adds launchers for all registered configs as well (what OrionShock mentioned).
    Posted in: General Chat
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    posted a message on Opening/refreshing the config dialog to a specific node
    Not possible easily right now, its on my list of things to get done.

    With the example of an input element changing the name of the current node, as long as the key doesn't change then it shoyuld stay selected.
    Posted in: Ace3
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    posted a message on My first custom widget for Ace3
    Thats also a bad idea, the console or a normal text box will choke on a table being set.
    Posted in: Lua Code Discussion
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    posted a message on Trying out Ace3 config
    Just a note that the top half or so of the file is an unrelated test using AceGUI directly, you can ignore that if you only care about option tables.
    Posted in: Ace3
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    posted a message on Trying out Ace3 config
    Its doing stuff in a pretty non intuitive way, since I don't need the options hooked up to anything meaningful. First couple of tabs are just to test the look of controls, disabled or not.

    I've just checked in the changes, Get Ace3 Standalone from the RC1 branch and copy the tests\AceGUITest folder out to your addons dir to load it. test.lua contains the Options from that screen shot.

    http://svn.wowace.com/wowace/branches/Ace3/RC1/tests/AceGUITest/test.lua if you just want to look at it
    Posted in: Ace3
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    posted a message on My first custom widget for Ace3
    Just a note that if you're intending to replace the select type, you need to send a key from the values table to OnValueChanged. The widgets are not meant to change the semantics of the options they are replacing. Also, pattern and usage are members of the input type and isn't valid on the select type.
    Posted in: Lua Code Discussion
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