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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from andreasg »

    I haven't gotten around to merging the patches yet, though I am aware I have received some, and I thank you all for that :). I've looked over Pastamancers as the first, but didn't merge it yet because of the group ordering code still needed tweaking (not sure what his progress on that one was)


    Hold off on merging in the group sorting patch I emailed you. I just noticed that I should be generating a closure for the sort function.


    Edit: Updated my diff. It should be good to go.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from localhost »

    agUF request/suggestion

    To show raid icons on the unitframes (one of the features from the default blizzard unit frames).


    I know this is a long thread, but it'll only get that much longer if people don't read it before posting.

    At the top of page 35 I mentioned that I plan on working on this after I polish the in-combat icon code.

    I sent a diff to andreas for the party sorting and I should have the in-combat icon finished by the end of the week. I hope to have raid-target icon support (on at least the target frame, and hopefully all of the frames) by Sept. 25th.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from andreasg »

    Quote from Pastamancer »

    Quote from andreasg »

    Btw Pastamancer, I've looked at your patch and there is one problem with your party order sorting method.

    You sort the party by adding the unit objects in the a specific order, like:
    aUF.units.party1,aUF.units.party2,aUF.units.party3

    the problem with this is that any frame can monitor any unit, ie. you could have a unit object named aUF.units.testunit which monitors party2 (ie. self.unit == "party2"). What you need to do is check all units in the group for self.unit, and then add them in the right order according to what their self.unit is (party1, party2, party3 whatever).

    I hope you understand what I meant, else ask me to explain it further.


    Perhaps a function 'aUF.classes.aUFgroup.prototype:Sort()' or 'aUF.classes.aUFgroup.prototype:IterateMembers()' should be added?


    Something like that yes, it should do like this:

    Check for objects with self.unit == party1 and add them first

    then Check for objects with self.unit == party2 and add them... And so on until party4. I am not sure how to do it, was hoping to get some help. :)



    I started working on 'aUF.classes.aUFgroup.prototype:EachMember(sortBy)' that you would use like this:

    local sortByUnit = function (a, b)
      return a.unit > b.unit
    end
    
    for groupMember in group:EachMember(sortByUnit) do
      -- stuff
    end


    I need to spend more time getting to know how everything fits together in aguf before I'll have something ready. When I'm done, you should be able to custom-sort any set of grouped frames.
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from andreasg »

    Btw Pastamancer, I've looked at your patch and there is one problem with your party order sorting method.

    You sort the party by adding the unit objects in the a specific order, like:
    aUF.units.party1,aUF.units.party2,aUF.units.party3

    the problem with this is that any frame can monitor any unit, ie. you could have a unit object named aUF.units.testunit which monitors party2 (ie. self.unit == "party2"). What you need to do is check all units in the group for self.unit, and then add them in the right order according to what their self.unit is (party1, party2, party3 whatever).

    I hope you understand what I meant, else ask me to explain it further.


    Perhaps a function 'aUF.classes.aUFgroup.prototype:Sort()' or 'aUF.classes.aUFgroup.prototype:IterateMembers()' should be added?
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Aileen »

    Quote from entropism »

    Agreed to all. I seem to have raid icons available to me though.

    They don't show up on the Target frame though, that's what people are wanting. :)


    This is next on my list. Before that, I need to do a bit more work on the in-combat icon.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from andreasg »

    You can't do direct updates for the target of target. You can only get information on request, not by event such as damage, etc. This means that you have to schedule updates, which I do, and which is the reason why the targettarget seems to update slower than other frames.


    Ah, I'll change that back in my zip then. Let me know if you merge any of my (other) changes into trunk.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    I just updated the .zip and .diff I posted earlier to include a menu option on the player frame to enable/disable the in-combat icon and to make the target of target frame register for direct updates just like player and target frames do.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from flvinny521 »

    Pastamancer...

    First, is it safe for me to assume that we have another 'KoL' fan on the Ace boards?


    Indeed.

    Quote from flvinny521 »

    Second, can you type up a quick guide on how to anchor a player's pet to the right of his frame as opposed to the bottom? If this is possible, it would be much appreciated. Thanks in advance.


    It's not possible without hacking-up aUF.classes.aUFgroup.prototype:Update().

    I also noticed that I forgot to add an option to enable/disable the in-combat icon, so if you want to enable it, you'll need to type '/script aUF.db.profile.ShowInCombatIcon = true' for now until I get it added to the menu.
    Posted in: Unit Frames
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    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    Quote from Murialla »

    I made the changes (I think) and I'm getting this error:

    Quote from Error »
    Interface\Addons\ag_UnitFrames\ag_UnitClass.lua:127: attempt to call method `StatusBarsColor' (a nil value)


    Any idea what I did wrong? Thanks!


    I just zipped up my ag_UnitFrames folder, try this.

    If you still get an error, let me know what you were doing when the error message appeared.
    Posted in: Unit Frames
  • 0

    posted a message on ag_UnitFrames (Release 7/19/2006) alpha version
    I fixed a few things that were bugging me with agUF.

    • Party is sorted by F2-F5
    • The [fkey] text macro actually calculates the number correctly (was off by one)
    • Added in-combat icon (only added to the ABF layout, but can be added to any layout)
    • Add space between grouped frames if buffs are set to display above/below.
    • The [agsmarthp] text macro shows cur/max for non-friendly targets if MobHealth3 is installed.


    Here's the diff.
    Posted in: Unit Frames
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