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    posted a message on ESC Key to close dialog?
    I'll try this today, thank you!

    ps. When I close dialog - I release the frame, should I also find it's name in UISpecialFrames and remove it from there as well?

    pps. doh ... I just realized, that AceGUI:Create("Frame") does not have the parameter to define frame's name... Does it mean, that I should define my own widget to have named frame in it? I guess so...
    Posted in: Ace3
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    posted a message on ESC Key to close dialog?
    Heya,

    I'm wondering, if it's possible to somehow utilize the ESC key to cancel dialogs, opened by Ace3.

    If I hook the OnKeyUp (or similar) event, check for "escape" pressed and "fire" the "OnClose" - it works fine, except one thing: all the keyboard events don't pass through this dialog anymore. As a result - you can't chat or move your character while one of such dialogs are open.

    On other hand, if I don't hook key events - the dialog will not be closed on escape press.

    Should I derive my dialog's frame from something other than "Frame" ? Should I use some other Ace API to create it? For now, it looks like this:

    stylePopup = AceGUI:Create("Frame")
    ... (init UI elements here)
    stylePopup:DoLayout()
    stylePopup:Show()
    


    Thank you.
    Posted in: Ace3
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    posted a message on templates for interface options?
    gamemaster128: do you know, if it's possible to arrange "load on demand" for config options using Ace3 "feeding" mechanism? As far, as I can see - addon should register option tables right on initialization...

    Maybe there is some way to make it possible to detect when WoW options UI being opened and register these at that time?

    Just curious... (my options takes too much memory, heh, like 90% of total addon usage, ~4 MB)
    Posted in: Lua Code Discussion
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    posted a message on Memory Usage
    I would not even bother about such numbers, like 900k... I'm trying to optimize options in my addon, which takes 4 MB :)
    Posted in: General Chat
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    posted a message on Q: new 4.0.1 spell effects?
    Heh, for me it was quite new stuff - MPQ Editor etc. Because I had no need to crawl inside WoW sources (which are not online) before, and totally forgot it's possible at all!
    Posted in: Lua Code Discussion
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    posted a message on Q: new 4.0.1 spell effects?
    Thank you! I've found everything I wanted with your help :)

    Finally, the most important piece was discovered in: http://paste.wowace.com/2609/, where I got the "ActionBarButtonSpellActivationAlert" template to see, how it works over the action buttons.

    After that, with help of not yet documented "IsSpellOverlayed( id )" function I was able to replicate the activation effects over my widgets.

    Thank you again,

    Juri.
    Posted in: Lua Code Discussion
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    posted a message on Q: new 4.0.1 spell effects?
    Hi,

    I would like to mimic the new spell effects introduced in 4.0.1 patch, i.e. when spell is "maximally" available - there is nice shiny animation over it.

    Does anybody already investigated, how this is done by default UI and how we can reuse it?

    Thank you.
    Posted in: Lua Code Discussion
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    posted a message on "Cooldown" - animation disappears on frame scale change
    Ok, here are my last findings about cooldown frame: it's really magic... I have no explanation, but what helps me to make (most of the time) to show CD frame is ... hiding it!

    My widget updates sets the CD values, then checks if it was scaled in same update cycle and if it was, I call the "cooldown:Hide()". I was made it to be sure that I have no CD on scale, because sometimes it becomes visible 50% of time and made a "flashing" over the texture.

    What a surprise... Doing ":Hide()" at this moment, did not actually hide the cooldown, but rather help to show it correctly.

    So far, I'm testing one of my lowly characters and it works fine.
    Posted in: Lua Code Discussion
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    posted a message on LF: nameplate "combat" shine texture
    Phanx:
    Sorry, I was sure to send the last response in other thread, asking "OttoDeFe" about his findings ... (my mistake!)

    Xchg:
    Here is the thread link (with screenshot)
    http://forums.wowace.com/showthread.php?t=17509
    Posted in: Lua Code Discussion
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    posted a message on LF: nameplate "combat" shine texture
    I still can't figure out this one. Can you just say whats the path to texture is? And how it becomes so well rounded at cornders on default nameplate...

    ps. found "Interface\\TargetingFrame\\UI-TargetingFrame-Flash" and "Interface\TargetingFrame\UI-TargetingFrame-BarFill" in Nameplates addon, but these are not the one I'm looking for.
    Posted in: Lua Code Discussion
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    posted a message on LF: nameplate "combat" shine texture
    Heya,

    When the "v" is pressed and you can see "nameplate" over the entities in WoW - there is distinct combat "shine" over them (red).

    Anybody knows, what is the method to show it? Is it kind of texture or.. ? I want to reuse it in my addon.

    Best,

    Juri.
    Posted in: Lua Code Discussion
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    posted a message on "Cooldown" - animation disappears on frame scale change
    If I don't fix positioning - I'm still have no cooldown on scaling frame :(

    The interesting thing is, it does not matter, what scale % was on the start of CD animation. I mean, if I change (and I have the options for it in my addon) the initial frame scale to 1.5, the cooldown is still fine, until I change scale in OnUpdate again.

    One more thing that came to my mind was to change scale first, then re-apply cooldown values immediately. Unfortunately, this fixed nothing :(
    Posted in: Lua Code Discussion
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    posted a message on "Cooldown" - animation disappears on frame scale change
    Phanx,
    I can't do "pulse" w/out constantly adjusting the position of widget using SetPoint: if I don't recalculate it, the widget starts to fly around screen.

    It seem, that "frame:SetScale" adjust the position by same % as size.

    And yes, if only do "SetScale" (and it's done in "onupdate" for the frame) - the cooldown disappears.

    Sometimes, I see "blinks" of cooldown, like the cooldown frame tries to draw, but then the "icon" overrides it due to scaling.
    Posted in: Lua Code Discussion
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    posted a message on "Cooldown" - animation disappears on frame scale change
    btw, forgot to mention: while in "scaling" the cooldown progress disappears, the final cooldown animation (spark?) still visible...
    Posted in: Lua Code Discussion
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    posted a message on "Cooldown" - animation disappears on frame scale change
    Heya,

    I've got a problem with my addon - I have some frames with button and "CooldownFrameTemplate" over them and everything goes fine until I do animation of whole button to make it "pulse" (i.e. changing size).

    How I create button & cooldown:

    local button = CreateFrame( "BUTTON", name, self.frame )
    button.name = name
    button:SetWidth( 32 )
    button:SetHeight( 32 )
    
    -- CD goes first
    button.cooldown = CreateFrame("Cooldown", nil, self.frame, "CooldownFrameTemplate")
    button.cooldown:SetAllPoints( button )
    button.cooldown:Hide()


    When pulsing, I change the frame (main frame where button and cooldown of it lives) scale like this:

    -- setup scale
    w.frame:SetScale( s + ds )
    			
    -- now, shift little back
    local es, dx = w.frame:GetEffectiveScale(), (w.frame:GetHeight() / 4) * ds
    w.frame:SetPoint( "TOPLEFT", UIParent, "BOTTOMLEFT", (info.pos.x  / es) - dx, (info.pos.y / es) + dx )


    It seem that because of this, the cooldown animation is not visible at this time... If I do any other effect with my frame, like chahing alpha (to make it "fade") - everything looks fine and cooldown animation is visible.

    I've tried to change the order how my UI is being created, changing cooldown's parent to be UIParent, changing frames levels and frames stratas, but nothing seem to help :(

    Any ideas?

    ps. Addon name - RangeX, widgets/SpelBase.lua - where the stuff is being created, Pulse.lua - where the effects applied to frame.

    Thank you,
    Juri.
    Posted in: Lua Code Discussion
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