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Updated: 05-23-11 03:20 PM
Addon for:
oUF.
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File Info
Updated:05-23-11 03:20 PM
Created:12-16-09 10:47 AM
Downloads:82,398
Favorites:290
MD5:
oUF: MovableFrames  Popular! (More than 5000 hits)
Version: 1.16
by: haste [More]
Allows you to move frames/headers created by oUF.

Features
- Doesn't require authors to add support. It just works out of the box.
- Saves frame position on a per layout base.
- Frame position is saved based on closest anchoring point to retain position regardless of scale/resolution.
- Able to save position of frames that have no name.
- Remembers the initial position of frames.
- Let's you easily scale all frames.
- X and Y position and scale can be fine-tuned through the option UI.
- Type /omf to toggle anchors.
- Type /omf <whatever isn't space> to open the UI.

Known Issues and TODO
- Issues @GitHub

Click here to lend your support!
Changes from 1.15
- Handle headers that have no width defined.

Changes from 1.14
- No longer attempts to clear un-used initial positions before the first initial position table has been created.

Changes from 1.13
- Now correctly handles hidden group frames.
- Improved the unit guesswork so partypets, partytarget, maintank and mainassist group should be detected more often.

Changes from 1.12
- Ability to set scale on the frames by dragging an anchor located in the bottom right of the overlay.
- X position, Y position and scale can now be hand-tuned by clicking on the numbers in the option UI.
- Some minor clean-up.

Changes from 1.11
- Group frames will now show the backdrop, even when no frames are displayed.
- Bumped TOC interface version to 40100 (4.1).
- Update the subtitle as it was horribly outdated.
- Several small changes to allow embedding.

Changes from 1.10
- Added support for oUF 1.5.x, and the new header group formats.

Changes from 1.9
- Minor fix to work around events firing even though it's unregistered.

Changes from 1.8
- Should no longer attempt to move party/raid frames several times.
- Updated to work with both oUF 1.3.x and 1.4.x.

Changes from 1.7
- Move the frames back to their initial position when their entry is removed from the UI.

Changes from 1.6
- Yet another round of improvements on the frame name guessing. This will hopefully be the last.

Changes from 1.5
- Largely improved how frame names are guessed and added validation of the guessed names.

Changes from 1.4
- Correctly handle several levels of scaling.
- Also some minor code preparations for saving of default position.

Changes from 1.3
- Properly set the initial height of header frames that don't have any units yet.
- Don't wrap the unit label if the frame is too small to display it.
- Largely improved frame name guessing.

Changes from 1.2
- Made /omf <anything that isn't space> open the frame list interface.
- Child frames (such as party target) are no longer detached from their parents initially. Moving them will however do this.
- Attempt to describe the frames with more sane names. A quick example would be "oUF_PartyUnitButton1Target" that becomes party1target. This is also done in the interface list.

Changes from 1.1
- The frame list will no longer error out on empty data sets.

Changes from 1.0
- Party/raid frames that show the player and player's pet or target no longer gets confused with the real pet/target frame.
- Frames that don't have a legal position on the UI are temporary ignored. The downside with this is that they cannot be positioned until they have one.
Archived Files (16)
File Name
Version
Size
Author
Date
1.15
8kB
haste
05-17-11 02:05 PM
1.14
8kB
haste
05-17-11 04:35 AM
1.13
8kB
haste
05-15-11 05:56 AM
1.12
6kB
haste
05-14-11 06:57 AM
1.11
6kB
haste
10-19-10 03:01 PM
1.10
6kB
haste
10-13-10 11:49 AM
1.9
6kB
haste
06-26-10 07:45 PM
1.8
6kB
haste
01-01-10 09:04 AM
1.7
6kB
haste
12-31-09 06:39 AM
1.6
6kB
haste
12-30-09 10:25 PM
1.5
5kB
haste
12-25-09 01:28 PM
1.4
6kB
haste
12-19-09 05:08 AM
1.3
6kB
haste
12-18-09 06:23 AM
1.2
5kB
haste
12-17-09 05:09 AM
1.1
5kB
haste
12-16-09 04:16 PM
1.0
5kB
haste
12-16-09 10:48 AM


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Unread 10-13-10, 11:51 AM  
haste
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Posted a fix... I think. I wasn't able to re-create the error, but I've seen something similar before. Let me know if something else pops up.
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Unread 10-13-10, 11:31 AM  
haste
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Already reported a couple of posts below yours.
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Unread 10-13-10, 11:25 AM  
Xarl
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Hey Haste,

i get this error with the new patch:

Code:
[2010/10/13 19:22:11-7204-x1]: oUF_MovableFrames-1.9\movable.lua:300: attempt to call field '?' (a nil value)

  ---
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Unread 10-13-10, 08:45 AM  
haste
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Originally posted by Kamrad
Patch 4.0.1 is not work
You can be mad all you want, it won't make me take a look at it any quicker.
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Unread 10-13-10, 08:04 AM  
Kamrad
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Patch 4.0.1 is not work
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Unread 10-12-10, 11:46 PM  
haste
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Originally posted by Toran
I noticed this error:

Code:
1x oUF_MovableFrames-1.8\movable.lua:300: attempt to call field '?' (a nil value)

Locals:

  ---
Try updating to 1.9 and see if you can re-create it (and tell me how).
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Unread 10-12-10, 08:14 PM  
Toran
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I noticed this error:

Code:
1x oUF_MovableFrames-1.8\movable.lua:300: attempt to call field '?' (a nil value)

Locals:

  ---
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Unread 10-12-10, 08:18 AM  
haste
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Originally posted by creepy_inc
Is this getting updated? (No rush just curious)
How does it need updating?
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Unread 10-12-10, 07:45 AM  
creepy_inc
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Is this getting updated? (No rush just curious)
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Unread 08-06-10, 04:52 PM  
Phanx
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Indeed. That's the second time this week I've posted about an addon bug, only to discover that an update was posted at pretty much the same time.
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Unread 08-04-10, 04:20 AM  
haste
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Originally posted by Phanx
Doesn't work with oUF_PredatorSimple. There aren't any Lua errors, but when typing "/omf" no movers become visible for the frames, and none of the layout's frames show up in the oUF_MovableFrames options panel.
Works fine for me with oUF_MovableFrames 1.9 and oUF_PredatorSimple 1.0. I'm guessing you have the 0.9 release which embedded oUF.
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Unread 08-03-10, 09:30 PM  
Phanx
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Doesn't work with oUF_PredatorSimple. There aren't any Lua errors, but when typing "/omf" no movers become visible for the frames, and none of the layout's frames show up in the oUF_MovableFrames options panel.
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Unread 06-24-10, 12:17 PM  
haste
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I think I have figured out what happened. I won't push out a new version until oUF 1.4 hits however.
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Unread 06-24-10, 09:53 AM  
weasoug
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Originally posted by haste
Are the frames moved correctly btw?

ok this is what i have done. ive backed up and removed my SVs for oUF_MovableFrames., and moved my frames back into place. so far no errors when joining partys.

just waiting to join a RD, and have a party invite. and i will see if its ok. i will let you know. ty

ps-
it all seems fine. but i did think. that i was in Fly mode. so i will test that way. to make sure all is well.
Last edited by weasoug : 06-24-10 at 10:13 AM.
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Unread 06-23-10, 03:26 PM  
haste
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Are the frames moved correctly btw?
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