• 0

    posted a message on Accessing frames across separate files.
    Also, the second argument to CreateFrame gives the frame a global name.

    CreateFrame("Frame", "MyAwesomeFrame", UIParent)


    The global variable MyAwesomeFrame now refers to the created frame, and by virtue of being global is available to any code in any file in any addon.

    Typically you should give your main frame a global name, and then attach all its children to keys on it:

    local frame = CreateFrame("Frame", "MyAwesomeFrame", UIParent)
    
    local button = CreateFrame("Button", nil, frame)
    frame.button = button
    Posted in: Lua Code Discussion
  • 0

    posted a message on Please fix Curse to properly handle -nolib for manual uploads
    Quote from Nevcairiel
    The load time argument is mostly bogus, it doesn't have a significant influence as none of the code of the duplicate libraries is executed - assuming those libraries are written properly to bail out early


    I haven't tested recently, but I did time this 4-5 years ago, and there was a very noticable difference (several seconds, but I can't find the thread/post to get exact numbers) between otherwise-identical embedded vs nolib setups. I was already running WoW on an SSD at that point; the situation will be even worse for HDD users.

    Nowadays I don't bother with a nolib setup, because... well, I don't actually even play now, but at some point I just stopped caring about a few extra seconds at the loading screen, and decided it wasn't worth the effort maintaining a full nolib setup.
    Posted in: General Chat
  • 0

    posted a message on Grid — compact party/raid unit frames
    If you use the "By Group" layout then you should be shown first (within your group, which in a party/arena is the only group) since that's sorted by index, and the player is (effectively) index 0, while other party members start from 1. If you use some other layout, there's no (practical) way to make yourself shown ahead of everyone else, and there never was.

    If you are using the "By Group" layout and you're not being shown first, please open a bug ticket and include a screenshot of Grid and a screenshot of the Layout configuration panel showing your current settings.
    Posted in: Grid & Grid2
  • 0

    posted a message on Grid — compact party/raid unit frames
    Nothing related to aura stacking has been changed. If you can't see the options, you need to check "Show advanced options" under Grid > Auras. These options are hidden by default, since most players don't need them, and they can be confusing to new users.
    Posted in: Grid & Grid2
  • 0

    posted a message on Sample addon to use AceConfig and AceDB
    Quote from myrroddin
    Generally you want to reference the xml file, if available.


    No. For the same reason you should skip using embeds.xml (it adds an unnecessary disk read) you should just reference the library's Lua file directly, unless its XML file does something other than referencing the Lua file. The whole "let's have an XML stub" paradigm started because someone thought it would be more convenient if addons could always just call "lib.xml" for any library and it would be okay if the library added more files later, but in reality (a) libraries don't add more files and (b) not everyone named their useless XML stub "lib.xml" anyway.

    The only library I've ever seen where I'd recommend referencing the XML file is AceGUI, because listing all 20 Lua files for AceGUI in your TOC is annoying.

    Quote from myrroddin
    Nothing wrong with hard-embedding, but the method has been known to occasionally cause issues with older versions of a library overwriting a newer version.


    This can't happen with LibStub libraries (ie. pretty much all of them) unless the library's author screwed up the library's internal version numbering.

    Basically the hard-embedding debate comes down to this:
    • If you're using the Curse packager (or a third-party packager that supports .pkgmeta), don't hard-embed libraries.
    • Otherwise, you have to hard-embed libraries, but don't forget to update them when a new version of the library is released.

    Quote from myrroddin
    Also, you can "strip out" libraries, with the one exception being LibDataBroker-1.1. Here is the link for all the repository keyword substitutions.


    However, you can (and should) @no-lib-strip@ LibDataBroker-1.1 if you also use LibDBIcon-1.0, because the standalone version of LibDBIcon-1.0 already includes LibDataBroker-1.1.
    Posted in: AddOn HELP!
  • 0

    posted a message on Grid — compact party/raid unit frames
    /grid > Debugging > Uncheck everything

    If everything is already unchecked, or you still see messages after unchecking everything, please provide a screenshot of the messages you're seeing.
    Posted in: Grid & Grid2
  • 0

    posted a message on Hooking MultilineEditBox to ForAllIndentsAndPurposes
    I probably can't answer your specific question since I've never done anything with AceGUI, but in general, if you want help with your code, you need to post your entire, actual code. For a multi-file addon, just posting the file where the error is occuring is usually enough. However, don't just post the 3 lines surrounding the one throwing the error, because the root cause is often somewhere else.
    Posted in: Ace3
  • 0

    posted a message on curse-addon-tooltip-summary project
    Only the project manager has access to "Edit project".
    Posted in: Need Help?
  • 0

    posted a message on ScrollingMessageFrame odd behaviour
    No, that's not the issue (s)he is having... that one is the same issue that's existed for the past 8 years or so, where if you aren't already logged into the site and you try to do anything on the forums, you're redirected to the vBulletin login page, which isn't hooked into the Curse user system, instead of the Curse network login page. There's no workaround or solution; you just have to remember to log in using the link at the top of the site before trying to do anything that requires being logged in.
    Posted in: Lua Code Discussion
  • 0

    posted a message on curse-addon-tooltip-summary project
    1. Go to your project page on CurseForge/WowAce.
    2. Click "Edit Project" on the right.
    3. Scroll down to the "Summary" box and edit its contents.

    If you're using the Curse packager to make ZIPs automatically from a Git or SVN repository, you should leave the box blank, and the packager will automatically update your project's summary to match the "Notes" field in the TOC file from your most recent version.

    4. Scroll to the bottom and click "Update".
    Posted in: Need Help?
  • 0

    posted a message on Please bring SexyCooldown back
    CoolLine only tracks spell/item cooldowns for yourself and your pet. It doesn't track anyone else's cooldowns, and it doesn't track buffs of debuffs on anyone. (I am its current maintaner.)
    Posted in: Addon Ideas
  • 0

    posted a message on ACEConfig - Color Picker
    Your get function should return individual r, g, b values, not a hex string. Right now it's passing an invalid r value, and no g or b values; the default color for textures is white (1, 1, 1) so if you (or AceGUI by way of AceConfig) call SetVertexColor on a texture (eg. the color picker swatch) with invalid values, you get a white texture.
    Posted in: Ace3
  • 0

    posted a message on Grid — compact party/raid unit frames
    Grid doesn't use specific spells to check range. It just uses the game's built-in "is this unit in range" API, and lets the game decide what "in range" means; the default compact raid frames use the same API. Unfortunately, if the game is using an incorrect definition of "in range" for your class, there's not much Grid can do about it.

    To double check that this is the problem, run this command:

    /dump UnitInRange("target")


    (If you haven't used any script commands since the 7.0 patch, an annoying dialog box will pop up reminding you that unknown scripts from strangers could be dangerous; click OK and run the command again.)

    If it prints "true" into your chat frame, the game considers your target "in range". If you're seeing Grid mark units as out of range, but the above command prints "true" when you target that unit, please post a bug ticket with more details about the circumstances.
    Posted in: Grid & Grid2
  • 0

    posted a message on ScrollingMessageFrame odd behaviour
    Based on the description of your addon, I'd suggest not using a ScrollingMessageFrame at all, but instead just creating and managing your own row frames.

    I'd posted some example code for doing this in this thread several years ago, but after loading it in-game just now to take a screenshot, I noticed it has some graphical issues, so I updated it here. There are examples for a number of concepts in there (loading process, saved variables, event handling, etc) but basically it creates a frame with rows, and updates the rows based on a list of items.

    It's currently capped at a maximum of 10 rows, with no scrollbar if the data contains more than 10 entries, but you said you didn't want a scrollbar for now, so that shouldn't be an issue. If you decided you wanted to add scrolling later, the simplest option would be to do it with the mousewheel (no visible scrollbar) but adding an actual scrollbar wouldn't be too hard. (The maximum row count is easily configurable, and the "addon" has several other options as well, though there's no UI for configuring them other than "/run BreakItDownDB.something = value".)

    I've attached a screenshot, and you can use "/run BreakItDown:Test()" to spawn some random test rows in-game.
    Posted in: Lua Code Discussion
  • 0

    posted a message on Packager issues with Git tags
    Quote from LaoTseu
    Phanx was kind enough to point me to a packager that I could run myself but I don't have access to a Unix Shell environment so it will take me some time to implement that workaround.


    Stassart (who is currently helping me out with Grid) is able to run it under Windows using (I think) the git-bash that's installed with the Git for Windows package. You may want to ping him for details.
    Posted in: General Chat
  • To post a comment, please or register a new account.