CurseForge and Overwolf are joining forces!
Awesome More Information
  • 0

    posted a message on cyCircled - Circled buttons for more than just BT2
    I've created a template for klappa :

    local addonName = "Klappa"
    
    cyCircled_Klappa = cyCircled:NewModule(addonName)
    
    function cyCircled_Klappa:AddonLoaded(addon)
    	self.db = cyCircled:AcquireDBNamespace(addonName);
    	cyCircled:RegisterDefaults(addonName, "profile", {
    		["Main"] = true,
    		["Popup"] = true,
    	})
    	self:SetupElements();
    end
    
    function cyCircled_Klappa:GetElements()
    	return {
    		["Main"] = true,
    		["Popup"] = true,
    	}
    end
    
    function cyCircled_Klappa:SetupElements()
    	local size = Klappabar1Button:GetWidth()
    	self.elements = {
    		["Main"] = {
    			args = {
    				button = { width = size, height = size, },
    			},
    			elements = {},
    		},
    		["Popup"] = { 
    			args = {
    				button = { width = size, height = size, },
    			},
    			elements = {},
    		},
    	}
    
    	for k,v in pairs(Klappa.root.buttons) do
    		table.insert(self.elements["Main"].elements, "Klappabar"..k.."Button")
    		for k2,v2 in pairs(Klappa.root.buttons[k].popupButtons) do
    			table.insert(self.elements["Popup"].elements, "Klappabar"..k.."PopUpButton"..k2)
    		end
    	end
    
    end


    However, for non-square buttons, it doenst work quite right :



    I dont know if its the overlay skin from cyCircled, or the backdrop of the original buttons thats showing thru - but at least with square buttons it matches the look of everything else.

    Also, with circular buttons, the label text is below the circular border - which doesnt happen with other baraddons, and as far as I can tell the text is all created the same way - I must be missing where the frame strata are setup.
    Posted in: General AddOns
  • 0

    posted a message on Klappa - bar with popup buttons

    You have to drag the spell/item/macro. The left mouse button have to be pressed, just release the left mousebutton when you are over a Klappa button.
    This should work.


    Ahh! It was me being stupid then. I didnt realise the button had to be depressed the whole time it was being dragged ! Thanks !

    Now that I have it working, can I echo the request for macro text to be displayed on the buttons =)

    EDIT :

    I've added macro text display into my local copy (it doesnt restrict length to width of button, so if you have long labels it could look a little unusual):

    KlappaPopUp.lua

    function Klappa.PopUpButton.prototype:UpdateText()
    	Klappa:Debug("UpdateText:");
    	Klappa:Debug(self.button.type);
    	
    	if(self.button.type == "item") then
    		if(IsConsumableItem(self.button.spellID)) then
    			local count = GetItemCount(self.button.spellID);
    			Klappa:Debug("count: "..count);
    			self.button.text:SetText(count);
    		end
    	elseif(self.button.type == "macro") then
    		self.button.text:SetText(self.spell)
    	end
    end
    
    function Klappa.PopUpButton.prototype:ButtonDrop()
    
    if(CursorHasSpell()) then
    	...
    	self.button:SetText("")
    elseif(CursorHasItem()) then
    	...
    elseif(CursorHasMacro()) then
    	...
    	self:UpdateText();
    end



    KlappaButton.lua

    function Klappa.Button.prototype:ButtonDrop()
    
    if(CursorHasSpell()) then
    	...
    	self.button:SetText("")
    elseif(CursorHasItem()) then
    	...
    elseif(CursorHasMacro()) then
    	...
    	self:UpdateText();
    end
    
    function Klappa.Button.prototype:UpdateText()
    
    if(self.button.type == "item") then
    	...
    elseif(self.button.type == "macro") then
    	self.button.text:SetText(self.spell)
    end


    Klappa.lua

    function Klappa:LoadSpells()
    
    if(buttonClass.button.type ~= nil) then
    	...
    	buttonClass:UpdateText()
    end
    
    if(popupbuttonClass.button.type ~= nil) then
    	...
    	popupbuttonClass:UpdateText()
    end


    I also was having problems with it not restoring its position correctly, I "fixed" that by removing the scaling in LoadPosition() and SavePosition()

    Klappa.lua

    function Klappa:LoadPosition()
    	local x, y, s = self.db.profile.rootX, self.db.profile.rootY, self.root:GetEffectiveScale();
    --	if x and y then 
    --		x, y = x/s, y/s;
    --	end
    	self.root:ClearAllPoints();
    	self.root:SetPoint(x and "TOPLEFT" or "CENTER", UIParent, x and "BOTTOMLEFT" or "CENTER", x or 0, y or 0);
    end
    
    function Klappa:SavePosition()
    	local x, y, s = self.root:GetLeft(), self.root:GetTop(), self.root:GetEffectiveScale();
    --	x, y = x*s, y*s;
    	self.db.profile.rootX = x;
    	self.db.profile.rootY = y;
    end








    Posted in: General AddOns
  • 0

    posted a message on Klappa - bar with popup buttons
    Am I being stupid, but how on earth do you get things onto the bar ?

    I cant seem to drag icons from either my spellbook, or my macro page onto kappa - either the main buttons, or the popups. Ive tried with the frames both locked and unlocked.

    Am I missing something obvious and need more coffee to notice it ?

    Posted in: General AddOns
  • 0

    posted a message on ClassTimer - Official thread
    Nope, still getting it here =(

    in the Unit function, changing :

    desc = L[unit] .. unit == 'sticky' and ' - ' .. L['BUGGY AND NOT FULLY SUPORTED!!!'] or '',

    to

    desc = L[unit] .. (unit == 'sticky' and ' - ' .. L['BUGGY AND NOT FULLY SUPORTED!!!'] or ''),

    Does seem to do the trick though.

    EDIT - ive commited this one-line change.
    Posted in: General AddOns
  • 0

    posted a message on ClassTimer - Official thread
    There are a couple of problems in the latest ClassTimer.

    1. desc = L['Display all the buffs and debuffs on the AllInOne owner bar.'],

    should be (it has an extra period on the end)

    desc = L['Display all the buffs and debuffs on the AllInOne owner bar'],

    2. the error message about desc cannot be 0-length

    As best as I can tell, this is happening for the 'General' unit, but from a brief look, its not obvious why its happening.

    EDIT : ahah!

    Changing the first desc= from

    desc = L[unit] .. unit == 'focus' and L['BUGGY AND NOT FULLY SUPORTED!!!'] or '',

    to

    desc = L[unit] .. (unit == 'focus' and L['BUGGY AND NOT FULLY SUPORTED!!!'] or ''),

    Seems to sort this out - the error goes away, and the desc is the unit name, or if focus it has the warning appended.
    Posted in: General AddOns
  • 0

    posted a message on Getting Interface on another PC
    I copied the WTF folder from my main PC to my other one, going from 1600x1200 to 1280x1024 - the game just rescaled everything.

    It all appeared in the same relative positions and relative sizes, just a bit smaller in actual size.
    Posted in: General Chat
  • 0

    posted a message on [Grid] Names Disappeared, Can't Get Back
    For that not to work, it suggests that the Text indicator isnt being set.

    I would be tempted to delete / reinstall grid, and also delete (rename / copy first!) the <WoW Folder>\WTF\Account\<AcctName>\SavedVariables\Grid.lua and see if that fixes it.

    It sounds as though something fairly fundamental isnt working.

    Maybe also check that Grid -> Status -> Unit Name is enabled - though disabling it for me doesnt cause names to stop showing.
    Posted in: Grid & Grid2
  • 0

    posted a message on [Grid] Names Disappeared, Can't Get Back
    If you do (with grid shown):

    /print GridLayoutPartyPlayer.Text:GetText()

    Does it display your character name ? If not, then its not being set which is why its not displaying, if it is, then its some other reason !
    Posted in: Grid & Grid2
  • 0

    posted a message on [Grid] Names Disappeared, Can't Get Back
    Check that Frame -> Center Text is set to Unit Name
    Posted in: Grid & Grid2
  • 0

    posted a message on Question about Grid
    You may need/want to keep ora enabled if youre raiding.

    You can hide the ora cooldown window with

    /ora cooldown toggle
    Posted in: Grid & Grid2
  • 0

    posted a message on Who should have looted?
    You can set the loot rarity threshold down to grays, so if the corpse has more than just coins you will be able to loot everything to skin.

    But thats a right pain !

    I usually make sarcastic comments about how its no wonder everyone complains they dont have any gold, since its evident that they NEVER loot anything !
    Posted in: Addon Ideas
  • 0

    posted a message on Grid + Mana Bars
    Ive comitted Halgrimm's fix - so hopefully it will solve the manabar hiding issues.
    Posted in: Grid & Grid2
  • 0

    posted a message on Grid + Mana Bars
    Quote from Dssurge »

    It's come to my attention that mana bar detection in raids still, well, sucks.

    AV weekend is upon us and provides a great testing environment for this, maybe we can get a fix?


    It seems to work fine if you dont have the hiding non-mana option turned on - or at least its never not worked for me, and I dont have that option enabled.

    Do you have this option turned on, or is it misbehaving with it off too ?

    Ive been busy of late so havent had a chance to try and work out whats going on - but when I get the chance, I will.
    Posted in: Grid & Grid2
  • 0

    posted a message on Grid
    Is it possible to have Grid display the chosen raid layout whenever its displayed ?

    I have it displayed 'Whenever Grouped' - in a 5 man, it displays the units in a vertical column, in a raid group, it displays using my chosen layout.

    Ive looked, but none of the settings i've tried seem to make a difference - or is this a limitation of the secure headers that it needs to use ?
    Posted in: Grid & Grid2
  • 0

    posted a message on Grid + Mana Bars
    Quote from Cal »

    latest update causes the mana bars to rest to top after every join/zone/ etc.


    Oops ! That should be fixed now.
    Posted in: Grid & Grid2
  • To post a comment, please or register a new account.