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    posted a message on LuaTexts Official Thread
    @RiddellR:

    The thing with LuaTexts is you sort of have to combine a few WoW secrets to get the most out of them. :) For example, in order to display coloured text, you need to use an escape sequence:
    "|caarrggbb<text to be coloured>|r"

    An example of the string "Howdie" in blue would look like this:
    "|cff0000ffHowdie|r"


    Your coloured Power text will look something like:
    [php]local max = MaxPower(unit)
    local cur = Power(unit)
    if max > 0 then
    local _, types = UnitPowerType(unit)
    local r, g, b = PowerColor(types)
    return "|cff%02x%02x%02x%s|r", r, g, b, cur
    end[/php]

    EDIT: I forgot to add that the return from each LuaText is fed through Lua's string.format function, so all of the standard formatting patterns apply, which is how we get the colours from PowerColor() into the right format for the escape sequence.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Quote from Dagnome
    Also.. is there any way to 'vote' on Tickets? Or do you prioritize them manually? I saw one or two that someone posted above about this issue.. wasn't sure if commenting on them is the best way to show that <users> want that feature added/fixed/etc..


    If you look at a ticket's page, you'll see a menu of options going down the right-side of the screen. At the bottom of the menu is the voting system. You simply click the value next to your name that best represents your vote. The interesting thing is that you can vote _against_ a ticket by giving a negative number. And you can change your vote whenever you feel.

    As stated before though, while it does help show public interest, it's no guarantee that a ticket will be addressed next.
    Posted in: Unit Frames
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    posted a message on LuaTexts Official Thread
    Quote from Goncyn
    One thing I would like to see in a future revision of LuaTexts is the ability to add custom presets. Sometimes I want to use the same text in multiple frame layouts. Needing to copy-and-paste then edit both of them when I decide to change something is a pain.

    There's already a ticket for this: 431 Code section to reuse LuaTexts or DogTags. It's already been set to "Accepted", but it's fairly low-priority at the moment. Go vote!

    As far as the Event stuff, I think it would be great if the correct Events were registered automatically. Keep the UpdateOn() call available though for advanced or quirky texts. You can tell just by looking at the API calls which events you'll need really, with very few exceptions. I actually like Events the way they are now, but I can see how moving away from a separate widget is a good idea. I just think if you are doing this to make it simpler, then there's benefit in taking the idea to it's conclusion.
    Posted in: Unit Frames
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    posted a message on LibQTip
    _You_ could always do something subtle OnMouseDown. Like change the font colour or something. You're just after some visual feedback that a click has happened, right?

    EDIT: Why did I phrase this in the first-person? LOL
    Posted in: Libraries
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    posted a message on SavedInstances
    There are already tickets up for most of what you've suggested. I've been thinking about how to do synchronisation for a while now. I dislike the idea of relying on a heavy translation library for something as simple as instance names, but it does seem like a necessary evil.

    I've been thinking about ways to support instance farming groups, and the low-hanging fruit seems to be simply storing the name/realm of group members whenever we are saved.

    It's a whole big can of worms and I do plan on opening it eventually.

    Regarding the categories and re-ordering, they were items that I wanted in there personally, but there are provisions in place for those who aren't interested. The only piece of information I can't easily figure out about any particular instance is which expansion it belongs to (it defaults to "Classic"). Instances are otherwise automatically categorised into dungeons (5-man) and raids (everything else). You don't have to spend any time classifying them yourself, and you can hide the category names if you don't like seeing "Classic" in the tooltip.

    Thanks heaps for the comments. I plan to continue improving this for the foreseeable future.
    Posted in: Raid AddOns
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    posted a message on PitBull 4.0
    That's great news, Shefki. You must be feeling chuffed that you've had such a direct yet external influence on the actual official game code. :)
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    @Dagnome:
    There are some related tickets:
    316 - about units setting
    561 - player available as an option in groups drop down
    39 - unlinking frame families (albeit loosely related)

    At the moment we can create new Groups and specify which unit type (out of the possible types of groups: party, partypet, etc) to display in said Group. We can do this in-game and at-will. However, all of the non-group units are hardcoded. We are currently unable to make a new Frame and tell it to be the Player, we can't have another one that is just PartyPet4, etc.

    Looking at the configuration pages for Units and Groups there are many similarities, although there are certainly many things that only apply to group-type units. I wonder if those two pages could be unified somehow.

    At the very least, I agree that it would be nice if the "New group" textbox on the Groups page was copied over to the Units page so we could make our own custom frames.
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Ah, k. As always, Shefki, you're input is very welcome. Your posts should all be coloured blue. :)

    I figured I'd gotten things quite wrong when my frames started doing weird stuff when I was in a raid.

    If there are some architectural changes required before this topic is more feasible, I'll just shut my trap and have another go later. Cheers for putting up with my derailments. :P
    Posted in: Unit Frames
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    posted a message on PitBull 4.0
    Okay, so I've had a go at Ticket 398 (hiding other bars while casting) and posted my results in the ticket here. Made some progress, and this was much easier than I thought. After seeing all the commits to improve bar handling, I figured now was as good a time as any to see what was involved.

    As I state in the comment with the attachment, my own personal desire is to be able to hide other bars while the player is casting. More specifically, I'd like to hide the Power Bar whenever the Cast Bar is being displayed. Because the Cast Bar often stays displayed after a cast (in order to say "Interrupted" or whatever), my current hack sees the Power Bar come back too early. And there's some nuisance misbehaviour I'm noticing when I'm busy in-combat.

    Having done zero unitframes programming before, I've made some mistakes and I'm not sure exactly what the finished code should look like. If anyone with more experience wants to take a look and show me what to do, that would be terrific. :)

    As far as optimizing goes, with the Power Bar set to "Hide on cast", we now have Power Bars that listen for cast events, which is less optimal than the official code. However, while the bar is now hidden we (hopefully) aren't updating any LuaTexts on it and we aren't redrawing it constantly. If this was done properly, I'm not convinced such behaviour will have a net deficit on performance.
    Posted in: Unit Frames
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    posted a message on LuaTexts Official Thread
    @panga: try this LuaText out. I didn't test it but it's heavily based on my own (which includes HPColor and shows slightly different information)

    [php]local cur = HP(unit)
    local max = MaxHP(unit)
    if IsMouseOver() then
    if cur ~= max then
    return "%s | %s", cur, max
    else
    return "%s", cur
    end
    else
    if cur ~= max then
    return "-%s", max - cur
    end
    end[/php]

    You can see the basic structure here anyhow, should be simple to adjust to your taste from this point.

    EDIT: ROFL, obviously sfan and I tend to surf these forums at exactly the same time, hehe.
    Posted in: Unit Frames
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    posted a message on The New Curse Client
    I have a suggestion for the new client. It would be really nice to be able to see at a glance what the Install Type is. Either with row colouring, or perhaps an optional column showing what it's set to.

    At the moment, if I want to find all the addons that are set to Alpha, I have to right-click on each one, one-by-one.
    Posted in: Updaters
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    posted a message on LibQTip
    I'd say the Row and Column functions will probably stay unaltered because they'll help minimise frame usage. Even if we are recycling them automatically with LibQT, it's still probably a good idea to create as few as possible.
    Posted in: Libraries
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    posted a message on PitBull 4.0
    Well, PitBull is responsible for putting the player in party as far as I know. But Blizzard code prevents unitframe addons from being allowed to switch them around. Programming unitframe addons is like trying to win a boxing match with one arm tied behind your back. And a black bag over your head. :P
    Posted in: Unit Frames
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    posted a message on LibQTip
    Everything was going just perfectly until I decided to throw column colouring into the mix. :)

    At the moment I have 4 columns, with a single cell in the top row that spans all for columns. Then I have the odd item thrown into any of the cells beneath, distributed across those 4 columns. Often there is nothing at all in a column, sometimes a row has items in all 4 columns.

    My problem is that I'm trying to use SetColumnColor(...) now. I want to colour the top (spanning) cell and the 4 columns beneath all the same colour. At the moment I can target each of those columns individually, but I can't colour or reduce the spacing that the library throws in between columns. This has the effect creating 4 separate stripes of colour, which is not the monolithic slab of colour I'm trying to create.

    Any chance we can get a column-spanning version of SetColumnColor() that I can say "colour columns 1 to 4" and all those columns and the space in-between will be effected?

    Or alternatively, how can I remove the space in-between just these columns?
    Posted in: Libraries
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    posted a message on Remember character sheet stats dropdowns per dual-spec choice
    Anyone know of an addon that will remember which of Base Stats, Melee, Defenses, Ranged and Spells have been selected for display on my character sheet? I have dual-spec talents on my Death Knight, one for tanking and one for DPS. When I DPS, I want the character sheet dropdowns to be Melee and Spells. When I tank, I want them to be Melee and Defenses.

    Any ideas?

    Doesn't seem like a particularly complicated feat to accomplish. Was thinking of writing something little myself if there's unfulfilled demand.
    Posted in: Addon Ideas
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