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    posted a message on ButtonFacade (was LibButtonSkin-1.0)
    Then SBF needs to be updated to use the appropriate Masque API.
    Posted in: General AddOns
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    posted a message on pitbull problem with hunter
    Use the Dismiss Pet spell from your spellbook or action bars. This is similar to the old Focus issue. Just don't use the UF for this.
    Posted in: AddOn HELP!
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    posted a message on prog question: create GUI
    Quote from Adirelle
    What release API are you speaking about ? Stock GUI widgets do not have such API.


    I think he's talking about AceGUI-3.0 widgets.

    I'd suggest using AceConfig to handle the options for you instead of creating the GUI yourself. Unless you need to create a custom widget, using the options table spec and letting AceConfig manage the widgets is much easier.
    Posted in: Lua Code Discussion
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    posted a message on prog question: create GUI
    Don't recreate every time. Do not do that. Ever. Frames are not released or recycled or reclaimed in anyway. Constantly recreating a GUI is a huge waste of memory.

    Create it once, either during addon initialization or on demand the first time the user needs it.
    Posted in: Lua Code Discussion
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    posted a message on loadstring for in "customizable messages"
    I went the gsub route in RealIDToons.

    The user can set a string in the config that contains certain escape codes, then you can fill a table with all the information with the replacements as the key, pass the table to gsub and Lua does all the replacements for you.

    The pattern I use only allows 1 upper or lower case letter for the replacement (ie. %t, %T, %l... etc) but you could change that around.
    local customString = "%S %s taunted %D"
    local fmtTable = {}
    local function replacements(msg, sourceName, destName, spellName)
        wipe(fmtTable)
        fmtTable.S = sourceName
        fmtTable.D = destName
        fmtTable.s = spellName
    
        return gsub(customString, "%$([A-Za-z])", fmtTable)
    end


    This is more simple than creating an environment for your loadstring calls like in LuaTexts. Not sure which approach is the most efficient for a combat log addon... maybe somebody has more insight than me.
    Posted in: Lua Code Discussion
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    posted a message on table to string conversion
    Sounds like you want table.concat() with a newline as the separator.

    Looking at that tdump() function, you'd want to replace the print() calls with an insert into a table. Then at the end of the function you'd call table.concat on that table to generate one large string.
    Posted in: Lua Code Discussion
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    posted a message on Recount
    With the beta I just got the menus to have the frame level issue again.

    The frame was at TOOLTIP strata and frame level 137. The buttons were at TOOLTIP strata and frame level 127.

    This was for the menu to switch views, but I had used the other two menus (fight segments and combatants) while figuring out who to blame for a wipe).
    Posted in: General AddOns
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    posted a message on Recount
    If the issue with the menus returns (I haven't seen it again yet) you can safely remove the SetFrameLevel() calls entirely. The menu is at the highest strata (TOOLTIP) whereas the Recount window is at a lower level.

    There could still be edge cases where the individual buttons are assigned the same frame level as the menu frame. (Might explain Drashnar's reports)
    Posted in: General AddOns
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    posted a message on Recount
    I think I finally figured out the issue.

    It seems that after the menu is opened once the frame level of the menu frame and menu items is set to the same level. Depending on the rendering order this can cause the menu background to block mouse focus from the buttons.

    I believe the issue can be resolved by removing the :SetFrameLevel() calls in the menu generation code in Recount.
    Posted in: General AddOns
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    posted a message on Recount
    I deleted my last two posts since what I thought fixed the problem really didn't. The menus decided to randomly work for me and I thought I had fixed it. But I did some more testing and that didn't solve anything really.
    Posted in: General AddOns
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    posted a message on Recount
    If I could narrow it down any further I would, but with both my normal UI and with only Recount and a clean WTF folder it is reproducible right after login for me.
    Posted in: General AddOns
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    posted a message on Recount
    I removed my Interface and WTF folders and did a clean install of Recount r1164 with the embeded libraries.

    Loaded into the game, right clicked on the Damage Done label. The menu appeared, left clicked on DPS. The window switched and the menu disappeared. When I right click on the DPS label the menu appears but is unresponsive to the mouse.

    I've linked screen shots of the progression. The game hides the mouse when you take a SS, but in the first one the menu works fine and the items highlight when they have mouse focus. In the second one, the menu items are not being highlighted by the mouse (in the SS I am mousing over DPS). The final screen is the greyed out items (or blank window depending on other addons).

    First, Second, Third

    And... missed your edit. Let me know if I can help with any more information though.
    Posted in: General AddOns
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    posted a message on Recount
    The new dropdown menu for the views only works the first time it is opened. After selecting a new view or closing the menu, the next time it is opened the items are labeled but non-interactive, and any subsequent attempts to open or use the menu result in a blank, non-interactive frame.
    Posted in: General AddOns
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    posted a message on Best Practices for distrubution of multiple addons as one package
    Also you can keep using the WowAce localization app. Just create namespaces for each of the modules. And specify the namespace when you use the keyword substitution.
    Posted in: General Chat
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    posted a message on testing addons
    If you aren't adding new files or changing the TOC file you don't need to log out or quit WoW to pick up your changes.

    Simply fix the error, save the file, and type /reload in game.
    Posted in: General Chat
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