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Warlords of Draenor Pre-Patch (6.0.2)
Updated:10-24-14 07:48 PM
Created:01-09-09 09:43 PM
Downloads:97,684
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rActionBarStyler  Popular! (More than 5000 hits)

Version: 60000.01
by: zork [More]


INTRO

rActionBarStyler moves, scales and fades the Blizzard action bars. No graphical adjustments are made. Use rActionButtonStyler for that purpose. You can show/hide additional actionbars directly in the your interface settings.
CONFIG
For settings check the config.lua. Character specific adjustments can be added to the charspecific.lua.
SLASH COMMANDS
Code:
/rabs
/rabs unlock
/rabs lock
/rabs reset
SVN
http://code.google.com/p/rothui/sour...ctionBarStyler

60000.01
- updated for patch 6.0.2
- added cooldown spiral fix for bars with alpha < 1

50400.01
- updated toc for patch 5.4
- small code tweaks
- added the new MicroMenuButtons

50200.01
- updated for patch 5.2

50100.01
- updated for patch 5.1

50001.08a
- added rLib (Ups!)

50001.08
- fixing the rActionBarStyler possessbar vehicle change bug

50001.07
- added the overridebar macro condition to all bars

50001.06
- added petbattle macro condition to the bar display

50001.05
- Fixed a bug that when hovering the SpellFlyout frame on a bar that has mouseover enabled the bar would fade. Now the bar keeps the fadein alpha as long as the spellflyout frame is hovered aswell.

50001.04
- Added rCombatFader to rLib
- Added combat fading functionality to bar1,2,3,4,5, petbar, stancebar and overridebar
- Warning: Don't mix mouseover and combat fader. Pick one. If you just want to hide the bar OOC just add "[nocombat] hide;" to code of the bar that you want to be changed Like: RegisterStateDriver(frame, "visibility", "[nocombat] hide;[vehicleui] hide;show")

50001.03
- Added a show attribute to: bags, micromenu, petbar and stancebar. Thus making it possible to hide those frames without disabling the module itself.
- Note: Actionbars can be shown/hidden directly in your interface settings.

50001.02
- Fixed the BonusActionBarFrame bug
- Added a vehicle exit button for when you are in a vehicle but have no vehicle ui. (if that makes sense? need a test scenario for that one)
- Adjusted the OverrideBar to simulate 12 buttons to bring it more in line with actionbar1.

50001.01
- initial release for MoP

40300.06
- removed tainting extraActionButton code
- removed extraActionButton styling (part of the buttonstyler now)

40300.05
- Form switches for warlocks and rogues now _always_ spawn a new bar. Just put buttons in that bar.
- Added code snippets from Improved totem frame by Phanx to display totem timer and destroyer. (Shift-rightclick will destroy totem)

40300.04
- extraActionButton should be workin now

40300.03
- another try on the extra action button

40300.02
- fix the mainmenubar hide (make it secure)
- new try on the extraactionbutton

40300.01
- patch 4.3 fixes

4.008
- patch 4.2 fixes
- removed key function calls (no more keys in patch 4.2)
- added all new icons to the micro menu

4.007
- toc updated for patch 4.1

4.006
- WoW patch 4.0.6 fixes (actionbars disapearing for warriors etc.)
- Talent switch keybind problem may be fixed aswell

4.005
- fixed micro menu bar bug after talent spec
- added slash command to make frames movable/lockable while ingame

4.004
- better way of making the mainmenubar not appear after talent switch
- fixing the talent button display after "playe_entering_world" event

4.003
- fixed mainmenubar showing after talent spec change

4.002
- fixed rogue shapeshift placement
- fixed currency display
- fixed rogue and warlock barswitch when metharmorphed of in shadowdance

4.001
- COMPLETE REWRITE for Cataclysm

100812
- final totembar fix

100808
- totembar again (issue was fault of rActionButtonStyler, not BarStyler...sry)

100801
- added transparent textures again
- removed totembar (tainting issues)

100710
- added totembar

007
- patch 3.3 fixes

006
- new drag with ALT+SHIFT

005-2
- you can now hide the shapeshift or the petbar if you want
- readded my transparent textures to overwrite the Blizzard Pet and Shapeshiftbar background textures

005
- updated for 3.1
- some changes to the default values

004-6
- button layout 1x12 is default
- bar moving changed, now you need to hold down SHIFT+right click mouse

004-5
- added arg1 = "player" to the vehicle exit button events

004-3
- option to hide bags and micro menu
- possessbar now anchors the fshift frame
- created a own vehicle exit button
- fix for shapeshiftbutton1 position with only one shape (hooksecure)

004-2
- one function for all the movable stuff
- frame position table for all the default holder positons
- bars can now be locked

004
- complete rewrite
- bars can now be moved INGAME (omg?!), the position is written to the layout_cache.txt
- all bars can now be made on mouseover
- there is a testmode for more easy configuration
- 3 new texture to make the petbar and the shapeshift stuff invisible

003
- added micro menu
- added bag buttons and keyring

002
- mainmenubar and vehiclebar not hidden anymore. scaling to 0.001 and setting alpha to 0 does the trick
- fixed memory overflow bug

001
- initial release
Optional Files (0)


Archived Files (27)
File Name
Version
Size
Author
Date
50400.01
20kB
zork
09-08-13 08:45 AM
50200.01
20kB
zork
03-04-13 05:36 PM
50100.01
20kB
zork
11-28-12 01:28 PM
50001.08a
19kB
zork
11-20-12 03:24 AM
50001.07
20kB
zork
09-21-12 02:15 PM
40300.06
21kB
zork
01-20-12 12:51 PM
40300.05
21kB
zork
12-10-11 08:38 AM
40300.04
20kB
zork
12-06-11 11:36 AM
40300.03
20kB
zork
12-04-11 06:11 PM
40300.02
20kB
zork
12-01-11 03:05 PM
40300.01
20kB
zork
11-30-11 12:29 PM
4.008
18kB
zork
06-29-11 03:35 PM
4.007
18kB
zork
04-28-11 11:42 AM
4.006
18kB
zork
02-09-11 01:54 PM
4.005
18kB
zork
11-12-10 06:27 PM
4.004
17kB
zork
10-17-10 08:33 AM
4.003
16kB
zork
10-16-10 06:05 AM
4.002
16kB
zork
10-15-10 08:41 PM
4.001
16kB
zork
10-15-10 03:41 PM
100812
8kB
zork
08-12-10 03:12 PM
007
7kB
zork
12-10-09 11:54 AM
006
7kB
zork
09-05-09 04:47 PM
005-2
7kB
zork
04-19-09 04:21 PM
004-6
7kB
zork
04-02-09 12:07 PM
003
3kB
zork
03-21-09 10:40 AM
002
2kB
zork
01-11-09 02:07 PM
001
2kB
zork
01-09-09 09:43 PM


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Unread 03-19-09, 03:56 AM  
zork
A Pyroguard Emberseer
 
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Originally posted by Dinian
"dismount from vehicle" button
afaik you can use a macro.
Code:
/run VehicleExit()
Or just rightclick the Vehicle Unitframe and hit "exit vehicle"...
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Last edited by zork : 03-19-09 at 03:57 AM.
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Unread 03-18-09, 10:26 PM  
Dinian
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Zork, do you have any plans to bring up the "dismount from vehicle" button to the right of the action bar area when you are on a vehicle?

I love your stuff but I'm concerned about vehicle features since Ulduar will have more important raid events that use them.
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Unread 03-18-09, 04:26 PM  
demitri
A Fallenroot Satyr

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yeah but i like ur bar :S
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Unread 03-18-09, 04:08 PM  
zork
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Originally posted by demitri
i really wannna use this addon but i want to be able to fade the bars :S
Use Dominos, its a great bar mod.
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Unread 03-18-09, 11:28 AM  
demitri
A Fallenroot Satyr

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i really wannna use this addon but i want to be able to fade the bars :S
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Unread 03-13-09, 05:58 PM  
nidraj
A Deviate Faerie Dragon

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Originally posted by nidraj
hi

it would have means to add a line For right Clic -> self Cast ?

thx

no body ?
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Unread 03-12-09, 03:20 AM  
Nixie
A Kobold Labourer

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Thanks for your excellent work ^^
Recnetly I bewildered by an issue with the vehicle bar.It's often switch my own actionbar or pet's when I got vehicle,whenever I'm in a battle or into combat.
It's do a disaster happen in raid ...

I conside it's not an error,as I wish you to show me if there's any way to switch vehicle bar correctly in battle? >_<
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Unread 03-11-09, 09:12 AM  
algo
A Kobold Labourer

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Originally posted by zork
Check http://wowcompares.com/3099551/Frame...ngBarFrame.xml and read http://www.wowwiki.com/API_Region_SetPoint

The frame is called: "CastingBarFrame", so you can do something like this:
Code:
CastingBarFrame:ClearAllPoints();
CastingBarFrame:SetPoint("BOTTOM", 0, 200);
That's exactly what I was looking for!

Somehow it works only when I put UIPARENT_MANAGED_FRAME_POSITIONS[ "CastingBarFrame" ] = nil; in the end (yeah, I googled a bit in the direction you gave). But it looks sweet now. Thanks again!
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Unread 03-11-09, 08:29 AM  
zork
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Originally posted by MoonWitch
The issue is the large distance between the bars (bar 1) and stancebar, I understand this is due to coding and placement, but would there be a way to make the stancebar adjust to the amount of bars active?
Ah OK, you need some files from the RothUI package. They make the default stancebar background textures transparent. That are the files that are inside the "interface" folder, but not inside Addons.

This will fix the background texture thing. The other one is, just change the anchor-frame of the stancebar to ActionButton1. Or build some conditions like...

Code:
if MultiBarLeft:IsShown() then 
  do something...
elseif MultiBarRight:IsShown() then
  do something...
else
  etc...
end
You could adjust the SetPoint of the StanceBar for example in each condition, based on which Bar is shown.

Originally posted by algo
...
Check http://wowcompares.com/3099551/Frame...ngBarFrame.xml and read http://www.wowwiki.com/API_Region_SetPoint

The frame is called: "CastingBarFrame", so you can do something like this:
Code:
CastingBarFrame:ClearAllPoints();
CastingBarFrame:SetPoint("BOTTOM", 0, 200);
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Last edited by zork : 03-11-09 at 08:30 AM.
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Unread 03-11-09, 02:42 AM  
algo
A Kobold Labourer

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Fantastic mod! Just one question. Is there any simple way to define standard blizz castbar placement also? Right now, it's too close, and with petbar active, too damn close to buttons. :-)

I can imagine it's just a couple of additional lines in .lua, but I have no clue what would that be. Could you give me those lines, please? I can try to put them in pace myself. :-)

Thanks!
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Unread 03-09-09, 09:24 PM  
MoonWitch
A Scalebane Royal Guard
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I've not received an error.

The issue is the large distance between the bars (bar 1) and stancebar, I understand this is due to coding and placement, but would there be a way to make the stancebar adjust to the amount of bars active?

And the backdrop (the holder texture behind the stance-icons) shows for me on the bottom of the screen. (If I hide the bar, I can't use stances as druid, if I do not hide it, I see that texture.)

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Unread 03-09-09, 01:32 PM  
zork
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Originally posted by MoonWitch
Zork?

Is there any way of sorting the stancebar issue? (Positioning) It's the only thing keeping me from using this. I recently started using a druid, which means I will be shapeshifting a lot.

If need be, I can take a look at the code as well (if that is ok with you). But I have to admit I am not that good with AB code since it's risky for tainting.
Can you give me a hint on when this is happening to you? Tested it with vehicles, in and out of combat, I am not having any issues.

Make sure you have activated lua errors.

Code used:
Code:
  -- CONFIG
  
  local myscale = 0.82*0.75
  local petscale = 0.9
  
  -- bar1 and bar2 in 2x6 instead of 1x12
  -- 1 = 2x6
  -- 0 = 1x12
  local button_system = 1
  
  -- on/off
  local hide_shapeshift = 0
  
  -- on/off
  local petbar_on_mouseover = 1
  -- range 0 - 1
  local petbar_off_alpha = 0
  
  -- on/off
  local rightbars_on_mouseover = 1
  -- range 0 - 1
  local rightbars_off_alpha = 0
  
  -- CONFIG END
  
  
  local f = CreateFrame("Frame","rBars_Button_Holder_Frame",UIParent)
  f:SetWidth(498)
  f:SetHeight(100)
  --f:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 4, right = 4, top = 4, bottom = 4 }});
  f:SetPoint("BOTTOM",0,30)
  f:Show()
  
  local bonushooks = {};
  local i;
  
  BonusActionBarFrame:SetParent(f)

  for i = 1, 12, 1 do
    _G["ActionButton"..i]:SetParent(f);
  end;

  ActionButton1:ClearAllPoints()
  ActionButton1:SetPoint("BOTTOMLEFT",f,"BOTTOMLEFT",0,0);    

  --need to do this since I reanchored the bonusactionbar to f
  BonusActionBarTexture0:Hide()
  BonusActionBarTexture1:Hide()
  
  BonusActionButton1:ClearAllPoints()
  BonusActionButton1:SetPoint("BOTTOMLEFT",f,"BOTTOMLEFT",0,0);
  
  if button_system == 0 then

    MultiBarBottomLeftButton1:ClearAllPoints()  
    MultiBarBottomLeftButton1:SetPoint("BOTTOMLEFT",ActionButton1,"TOPLEFT",0,5);

    MultiBarBottomRightButton1:ClearAllPoints()  
    MultiBarBottomRightButton1:SetPoint("BOTTOMLEFT",MultiBarBottomLeftButton1,"TOPLEFT",0,15);
  
  else

    ActionButton7:ClearAllPoints()  
    ActionButton7:SetPoint("BOTTOMLEFT",ActionButton1,"TOPLEFT",0,5);
  
    BonusActionButton7:ClearAllPoints()  
    BonusActionButton7:SetPoint("BOTTOMLEFT",BonusActionButton1,"TOPLEFT",0,5);
    
    MultiBarBottomLeftButton1:ClearAllPoints()  
    MultiBarBottomLeftButton1:SetPoint("BOTTOMLEFT",ActionButton6,"BOTTOMRIGHT",5,0);
  
    MultiBarBottomLeftButton7:ClearAllPoints()  
    MultiBarBottomLeftButton7:SetPoint("BOTTOMLEFT",MultiBarBottomLeftButton1,"TOPLEFT",0,5);
  
    MultiBarBottomRightButton1:ClearAllPoints()  
    MultiBarBottomRightButton1:SetPoint("BOTTOMLEFT",ActionButton7,"TOPLEFT",0,15);
  
  end

  -- want to move the keyring / bags / menu and such?!
  -- use this kind of system to do so.
  --CharacterMicroButton:SetParent(f)
  --CharacterMicroButton:ClearAllPoints()
  --CharacterMicroButton:SetPoint("CENTER",UIParent,"CENTER",0, 0)
  --KeyRingButton:SetParent(f)
  --KeyRingButton:ClearAllPoints()
  --KeyRingButton:SetPoint("CENTER",UIParent,"CENTER",0, 50)
  --MainMenuBarBackpackButton:SetParent(f)
  --MainMenuBarBackpackButton:ClearAllPoints()
  --MainMenuBarBackpackButton:SetPoint("CENTER",UIParent,"CENTER",0, 0)

  MultiBarRightButton1:ClearAllPoints()
  MultiBarRightButton1:SetPoint("RIGHT",UIParent,"RIGHT",-30, 190)

  MultiBarLeftButton1:ClearAllPoints()
  MultiBarLeftButton1:SetPoint("TOPLEFT",MultiBarRightButton1,"TOPLEFT",-43, 0)
  
  ShapeshiftBarFrame:SetParent(f)

  local myclass, myengclass = UnitClass("player")
  
  if myengclass == "DEATHKNIGHT" then
    ShapeshiftButton1:ClearAllPoints()
    ShapeshiftButton1:SetPoint("BOTTOMLEFT",MultiBarBottomRightButton10,"TOPLEFT",-5,15);
    ShapeshiftButton1.SetPoint = function() end
  else
    ShapeshiftButton1:ClearAllPoints()
    ShapeshiftButton1:SetPoint("BOTTOMLEFT",MultiBarBottomRightButton1,"TOPLEFT",5,15);
    ShapeshiftButton1.SetPoint = function() end
  end
  
  -- hide the shapeshift 
  if hide_shapeshift == 1 then
    ShapeshiftBarFrame:SetScale(0.001)
    ShapeshiftBarFrame:SetAlpha(0)
  end
  
  PetActionButton1:ClearAllPoints()
  PetActionBarFrame:SetParent(f)
  PetActionButton1:SetPoint("BOTTOMLEFT",MultiBarBottomRightButton1,"TOPLEFT",5,15);

  -- hmmm I don't know if this does anything since the PossesBar becomes the BonusActionBar upon possessing sth
  PossessButton1:ClearAllPoints()
  PossessBarFrame:SetParent(f)
  PossessButton1:SetPoint("BOTTOMLEFT",MultiBarBottomRightButton1,"TOPLEFT",5,15);
  
  --hack to make the mainbar unvisible >_<
  MainMenuBar:SetScale(0.001)
  MainMenuBar:SetAlpha(0)
  VehicleMenuBar:SetScale(0.001)
  VehicleMenuBar:SetAlpha(0)
  
  f:SetScale(myscale)
  BonusActionBarFrame:SetScale(1)
  MultiBarBottomLeft:SetScale(myscale)
  MultiBarBottomRight:SetScale(myscale)
  MultiBarRight:SetScale(myscale)
  MultiBarLeft:SetScale(myscale)
  PetActionBarFrame:SetScale(petscale)
  
  bonushooks["onshow"] = BonusActionBarFrame:GetScript("OnShow");
  bonushooks["onshide"] = BonusActionBarFrame:GetScript("OnHide");
  
  BonusActionBarFrame:SetScript("OnShow", function(self,...)
    if ( bonushooks["onshow"] ) then bonushooks["onshow"](self,...); end;
    for i = 1, 12, 1 do
      _G["ActionButton"..i]:SetAlpha(0);
    end;
  end);
  
  BonusActionBarFrame:SetScript("OnHide", function(self,...)
    if ( bonushooks["onhide"] ) then bonushooks["onhide"](self,...); end;
    for i = 1, 12, 1 do
      _G["ActionButton"..i]:SetAlpha(1);
    end;
  end); 
  

  
  local alphahigh = 1

  local function myshowhidepet(alpha)
    for i=1, NUM_PET_ACTION_SLOTS do
      local pb = _G["PetActionButton"..i]
      pb:SetAlpha(alpha)
    end;
  end
  
  local function myshowhiderightbar(alpha)
    if MultiBarLeft:IsShown() then
      for i=1, 12 do
        local pb = _G["MultiBarLeftButton"..i]
        pb:SetAlpha(alpha)
      end
    end
    if MultiBarRight:IsShown() then
      for i=1, 12 do
        local pb = _G["MultiBarRightButton"..i]
        pb:SetAlpha(alpha)
      end
    end
  end
  
  if petbar_on_mouseover == 1 then
  
    local f2 = CreateFrame("Frame","myPetBarHolderFrame",UIParent)
    --comment this in to see the frame
    --f2:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 4, right = 4, top = 4, bottom = 4 }});
    f2:SetWidth(355) -- size the width here
    f2:SetHeight(50) -- size the height here
    f2:SetPoint("BOTTOM",-78,160)  --move it under your petbuttons here
    f2:SetScale(myscale)
    f2:EnableMouse(true)
    f2:SetScript("OnEnter", function(self) myshowhidepet(alphahigh) end)
    f2:SetScript("OnLeave", function(self) myshowhidepet(petbar_off_alpha) end)
  
    for i=1, NUM_PET_ACTION_SLOTS do
      local pb = _G["PetActionButton"..i]
      pb:SetAlpha(petbar_off_alpha)
      pb:HookScript("OnEnter", function(self) myshowhidepet(alphahigh) end)
      pb:HookScript("OnLeave", function(self) myshowhidepet(petbar_off_alpha) end)
    end;
  
  end
  
  if rightbars_on_mouseover == 1 then
  
    local f3 = CreateFrame("Frame","myRightBarHolderFrame",UIParent)
    --comment this in to see the frame
    --f3:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 4, right = 4, top = 4, bottom = 4 }});
    f3:SetWidth(130) -- size the width here
    f3:SetHeight(500) -- size the height here
    f3:SetPoint("RIGHT",5,-20)  --move it under your petbuttons here
    f3:SetScale(myscale)
    f3:EnableMouse(true)
    f3:SetScript("OnEnter", function(self) myshowhiderightbar(alphahigh) end)
    f3:SetScript("OnLeave", function(self) myshowhiderightbar(rightbars_off_alpha) end)
    
    for i=1, 12 do
      local pb = _G["MultiBarLeftButton"..i]
      pb:SetAlpha(rightbars_off_alpha)
      pb:HookScript("OnEnter", function(self) myshowhiderightbar(alphahigh) end)
      pb:HookScript("OnLeave", function(self) myshowhiderightbar(rightbars_off_alpha) end)
      local pb = _G["MultiBarRightButton"..i]
      pb:SetAlpha(rightbars_off_alpha)
      pb:HookScript("OnEnter", function(self) myshowhiderightbar(alphahigh) end)
      pb:HookScript("OnLeave", function(self) myshowhiderightbar(rightbars_off_alpha) end)
    end;
  
  end
__________________
| Simple is beautiful.
| Roth UI | Roth UI FAQ | GoogleCode | Zork | TDMOG

"I wonder what the non-pathetic people are doing tonight?" - Rajesh Koothrappali (The Big Bang Theory)
Last edited by zork : 03-09-09 at 01:37 PM.
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Unread 03-09-09, 08:20 AM  
MoonWitch
A Scalebane Royal Guard
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Forum posts: 410
File comments: 157
Uploads: 8
Originally posted by zork
Ok, I tested it right now and I like it aswell.

Here is what I did:
Code:
  -- on/off
  local petbar_on_mouseover = 1
  -- range 0 - 1
  local petbar_off_alpha = 0
  
  -- on/off
  local rightbars_on_mouseover = 1
  -- range 0 - 1
  local rightbars_off_alpha = 0
  
    local alphahigh = 1

  local function myshowhidepet(alpha)
    for i=1, NUM_PET_ACTION_SLOTS do
      local pb = _G["PetActionButton"..i]
      pb:SetAlpha(alpha)
    end;
  end
  
  local function myshowhiderightbar(alpha)
    if MultiBarLeft:IsShown() then
      for i=1, 12 do
        local pb = _G["MultiBarLeftButton"..i]
        pb:SetAlpha(alpha)
      end
    end
    if MultiBarRight:IsShown() then
      for i=1, 12 do
        local pb = _G["MultiBarRightButton"..i]
        pb:SetAlpha(alpha)
      end
    end
  end
  
  if petbar_on_mouseover == 1 then
  
    local f2 = CreateFrame("Frame","myPetBarHolderFrame",UIParent)
    --comment this in to see the frame
    --f2:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 4, right = 4, top = 4, bottom = 4 }});
    f2:SetWidth(355) -- size the width here
    f2:SetHeight(50) -- size the height here
    f2:SetPoint("BOTTOM",-78,160)  --move it under your petbuttons here
    f2:SetScale(myscale)
    f2:EnableMouse(true)
    f2:SetScript("OnEnter", function(self) myshowhidepet(alphahigh) end)
    f2:SetScript("OnLeave", function(self) myshowhidepet(petbar_off_alpha) end)
  
    for i=1, NUM_PET_ACTION_SLOTS do
      local pb = _G["PetActionButton"..i]
      pb:SetAlpha(petbar_off_alpha)
      pb:HookScript("OnEnter", function(self) myshowhidepet(alphahigh) end)
      pb:HookScript("OnLeave", function(self) myshowhidepet(petbar_off_alpha) end)
    end;
  
  end
  
  if rightbars_on_mouseover == 1 then
  
    local f3 = CreateFrame("Frame","myRightBarHolderFrame",UIParent)
    --comment this in to see the frame
    --f3:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 4, right = 4, top = 4, bottom = 4 }});
    f3:SetWidth(130) -- size the width here
    f3:SetHeight(500) -- size the height here
    f3:SetPoint("RIGHT",5,-20)  --move it under your petbuttons here
    f3:SetScale(myscale)
    f3:EnableMouse(true)
    f3:SetScript("OnEnter", function(self) myshowhiderightbar(alphahigh) end)
    f3:SetScript("OnLeave", function(self) myshowhiderightbar(rightbars_off_alpha) end)
    
    for i=1, 12 do
      local pb = _G["MultiBarLeftButton"..i]
      pb:SetAlpha(rightbars_off_alpha)
      pb:HookScript("OnEnter", function(self) myshowhiderightbar(alphahigh) end)
      pb:HookScript("OnLeave", function(self) myshowhiderightbar(rightbars_off_alpha) end)
      local pb = _G["MultiBarRightButton"..i]
      pb:SetAlpha(rightbars_off_alpha)
      pb:HookScript("OnEnter", function(self) myshowhiderightbar(alphahigh) end)
      pb:HookScript("OnLeave", function(self) myshowhiderightbar(rightbars_off_alpha) end)
    end;
  
  end
This will hide the right bars and the pet bar and makes them appear on mouseover. Need to test this before I will release it finally.
Just thought I'd let you know, I've been using this for quite a while and have had no issues with this. So if you want to include it into your release, I think it's ok
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Unread 03-09-09, 08:17 AM  
MoonWitch
A Scalebane Royal Guard
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Zork?

Is there any way of sorting the stancebar issue? (Positioning) It's the only thing keeping me from using this. I recently started using a druid, which means I will be shapeshifting a lot.

If need be, I can take a look at the code as well (if that is ok with you). But I have to admit I am not that good with AB code since it's risky for tainting.
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Unread 03-09-09, 07:00 AM  
MoonWitch
A Scalebane Royal Guard
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Forum posts: 410
File comments: 157
Uploads: 8
Originally posted by Biertank
My 2x right actionbars are gone. How do I get these back?
Also, how do I pop up the actionbar menu to change some things? As my stance bar is messed up too
For the actionbars on the right : You have to enable them in the wow options.
Press Esc -> Interface -> Actionbars -> enable the right ones.

For changes in the actionbars not related to enabling/disabling, you'll have to edit the lua code as is noted on the Description of the addon
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