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Jan 20, 2013So, I'm making a dropdown list for my addon for the first time, and it's not working as expected.Posted in: Ace3
function showProfiles() selectTree:ReleaseChildren() defaultStatus = "Profiles"; addLabel("COMING SOON!") local profileSelect = GUI:Create("Dropdown") profileSelect:AddItem(1, "Default") profileSelect:AddItem(2, "Default2") profileSelect:SetText("Select a profile") selectTree:AddChild(profileSelect) end
I should have two entries, "Default" and "Default2".
What I get instead is this:
The dropdown before you expand it seems to be fine:
Any idea what I'm doing wrong?
Aug 26, 2012gah, that was 1058, downloading 1059 . . .Posted in: Ace3
EDIT: That fixed it, thanks :).
The scrollframe is rather obscure magic at times
Heh, between Blizzard's stuff and Ace stuff, there does seem to be a lot of black magic going on XD.
And it probably doesn't help that I push Ace to its limits, demanding more of it than a simple options dialog. If there were a more generic framework for creating UIs, I'd switch to it in a heartbeat.
Aug 26, 2012That seems to have done something. But it still is not working completely.Posted in: Ace3
So what's happening now is that it works fine in the absence of other addons, but breaks again when I load all of my other addons.
Aug 26, 2012I've isolated the issue to AceGUIContainer-ScrollFrame.lua. That is the file that, if I change, conflicts with my addon. All other files work fine.Posted in: Ace3
Edit: A diff reveals that the only modification to that file is the addition of self:FixScroll() - what does that line do, exactly?
Aug 26, 2012So, I've been working on Reagent Restocker, preparing it for Mists, and as part of the update, I tried updating to r1057 of Ace 3 (from r1041).Posted in: Ace3
Unfortunately, that totally broke Reagent Restocker making the entire frame blank, so I had to revert :(.
So, what has changed between r1041 and r1057, in particular anything that would cause such a drastic change in my addon?
Jan 13, 2011Humm, unfortunately, it doesn't look that simple with the code I have :(. The original author didn't account for people wanting that feature at all.Posted in: AddOn HELP!
The biggest culprit is going to be recursiveMove in Core.lua, which is in charge of moving things around. It assumes there's a unique ID for all bags, which is normally true with the regular bank, but in the case of a guild bank. It seems that the guild bank is numbered separately as it has its own set of APIs. That may mean some IDs may overlap, I think.
I'm thinking I may have to rewrite major parts of the item movement algorithms - something I'm not terribly looking forward to because it's core code and was written by the original author - I've never had to touch it.
But - being able to use it with guild banks a commonly requested feature, so I might as well get started.
Jan 12, 2011Hey, I'm the author of the Reagent Restocker addon, and I'm trying to add guild bank support to my addon.Posted in: AddOn HELP!
Currently, Reagent Restocker makes several calls to GetContainerItemLink and GetContainerItemInfo. However, all of that changes when I want it to access the guild bank.
When the guild bank is being accessed, it needs to use GetGuildBankItemLink and GetGuildBankItemInfo for items in the guild bank.
Problem is, I'm unsure of how to do this cleanly. I started putting in a lot of if...else..end statements, but it just makes the code a lot more complex and more difficult to work with, and has to be done pretty much anywhere where I need choose between a guild bank function and the regular function.
Is there a way to cleanly use these API calls without making my code a mess?
Jul 19, 2010Couple of qeuestions about texts:Posted in: Unit Frames
Is it possible to add titles to the names? Can't figure out how to do it.
For raids and battlegrounds where there are multiple groups, is it possible to list my group number next to my name? (edit: Forgot to check the last page before posting)
Jan 4, 2010Posted in: Ace3downside is that even if you use the BlizOptionsGroup, you still have to pass f.frame to IO_AC() and you still have to add a group to it as "fill" layout then add what ever you want to that group.
Yup, I pretty much figured that.
It kinda works.
BUT - there's a bit of a "bug" in WoW's handling of frames it receives . . .
Not really a bug, I guess, since they do it on purpose, but still very annoying . . .
Basically, when you pass a new pane/frame/whatever to InterfaceOptions_AddCategory, it pretty much clobbers the parents of the frame every time you display it. So if I want to create another frame with the same controls outside of WoW's frame, I have to pretty much create an exact duplicate of the controls.
That's not Ace3's fault, though, since it's WoW's own behavior.
Jan 3, 2010Posted in: Ace3I'm curious, and maybe I've missed a comment elsewhere, but... Why are you using AceGUI directly instead of AceConfig?
I'm using custom widgets.
Why dont you use the BlizGroup container?
Because I'm totally, completely unaware of its existence or how to use it. Can't find it in WoWWiki or in Ace. What is it, how do I use it, and where are the docs?
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