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Updated: 05-23-11 03:20 PM
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oUF.
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Updated:05-23-11 03:20 PM
Created:12-16-09 10:47 AM
Downloads:84,948
Favorites:286
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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- Update the subtitle as it was horribly outdated.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 06-23-10, 02:45 PM  
haste
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Thanks for the information. I'll look into it tomorrow, no time for it today.
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Unread 06-23-10, 02:41 PM  
weasoug
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Originally posted by haste
What layout are you using? Is this on 3.3.5?

also, 1.4 isn't published on any site, but some people still use it.
im in the uk. so we or well i have not had the 3.3.5 patch yet.

and all i use is

oUFSimple
http://www.wowinterface.com/download...oUFSimple.html

oUF
http://www.wowinterface.com/downloads/info9994-oUF.html

oUF MovableFrames
http://www.wowinterface.com/download...o.php?id=15425

oUF_ReadyCheck
http://www.wowinterface.com/download...eadyCheck.html

i have a layout im working on. but i dont play wow on it yet. as it needs more info.,

so of the OUF stuff thats it.
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Unread 06-23-10, 02:30 PM  
haste
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Originally posted by weasoug
I didn't know you have put out oUF 1.4

i have oUF: Core 1.3.28
What layout are you using? Is this on 3.3.5?

also, 1.4 isn't published on any site, but some people still use it.
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Unread 06-23-10, 02:04 PM  
weasoug
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Originally posted by haste
Are you using oUF 1.4? If so, then you also need to use the git version of oUF MovableFrames.
I didn't know you have put out oUF 1.4

i have oUF: Core 1.3.28
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Unread 06-23-10, 01:43 PM  
haste
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Are you using oUF 1.4? If so, then you also need to use the git version of oUF MovableFrames.
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Unread 06-23-10, 01:32 PM  
weasoug
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Ive been getting this lot today. never done it over the months ive been usen it.

seems to be when i join a party.



Code:
oUF_MovableFrames blocked from using oUF_Party:ClearAllPoints()
Count: 3

Call Stack:
[C]: in function `ClearAllPoints'
Interface\AddOns\oUF_MovableFrames\movable.lua:161: in function `func'
Interface\AddOns\oUF\ouf.lua:477: in function <Interface\AddOns\oUF\ouf.lua:413>
Interface\AddOns\oUF\ouf.lua:492: in function `configFunction'
Interface\FrameXML\SecureTemplates.lua:686: in function <Interface\FrameXML\SecureTemplates.lua:683>
[C]: in function `securecall'
Interface\FrameXML\SecureTemplates.lua:693: in function `SetupUnitButtonConfiguration'
Interface\FrameXML\SecureTemplates.lua:775: in function <Interface\FrameXML\SecureTemplates.lua:729>
Interface\FrameXML\SecureTemplates.lua:1024: in function `SecureGroupHeader_Update'
Interface\FrameXML\SecureTemplates.lua:610: in function <Interface\FrameXML\SecureTemplates.lua:608>

Code:
oUF_MovableFrames blocked from using SetPoint()
Count: 3

Call Stack:
[C]: in function `SetPoint'
Interface\AddOns\oUF_MovableFrames\movable.lua:166: in function `func'
Interface\AddOns\oUF\ouf.lua:477: in function <Interface\AddOns\oUF\ouf.lua:413>
Interface\AddOns\oUF\ouf.lua:492: in function `configFunction'
Interface\FrameXML\SecureTemplates.lua:686: in function <Interface\FrameXML\SecureTemplates.lua:683>
[C]: in function `securecall'
Interface\FrameXML\SecureTemplates.lua:693: in function `SetupUnitButtonConfiguration'
Interface\FrameXML\SecureTemplates.lua:775: in function <Interface\FrameXML\SecureTemplates.lua:729>
Interface\FrameXML\SecureTemplates.lua:1024: in function `SecureGroupHeader_Update'
Interface\FrameXML\SecureTemplates.lua:610: in function <Interface\FrameXML\SecureTemplates.lua:608>
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Unread 06-01-10, 09:12 AM  
haste
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Originally posted by Evanh
Well I guess you are correct, changing from vertical to horizontal might not be a a move. I take your answer that it can't be done via your addon?!
Thanks for the answer
Rotating a frame 90 degrees requires all the positions on the frame to be re-done. This isn't something oUF_MovableFrames will be extended to support. Neither would it be sane to do due to WoW lack of vertical font strings.
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Unread 06-01-10, 02:34 AM  
Evanh
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Originally posted by haste
Your questions seems highly unrelated to oUF_MovableFrames. The intention is to allow movement, not change the layout of the frame.
Well I guess you are correct, changing from vertical to horizontal might not be a a move. I take your answer that it can't be done via your addon?!
Thanks for the answer
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Unread 05-31-10, 02:25 PM  
haste
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Originally posted by Evanh
Is it possible to change the layout to horizontol instead of vertical?
Your questions seems highly unrelated to oUF_MovableFrames. The intention is to allow movement, not change the layout of the frame.
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Unread 05-31-10, 05:31 AM  
Evanh
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Is it possible to change the layout to horizontol instead of vertical?
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Unread 04-18-10, 05:42 AM  
haste
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Originally posted by redworm
nvm works now.
In the future just make a double post. That way I get an update that you've actually solved it.
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Unread 04-18-10, 04:51 AM  
redworm
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nvm works now.
Last edited by redworm : 04-18-10 at 05:18 AM.
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Unread 03-31-10, 07:06 AM  
haste
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Re: Other frame functions.

Originally posted by SkunkWerks
Beng able to move them helps a ton. But I wouldn't mind too terribly being able to hide them.

I use a HUD and having a player frame is frankly redundant.

I'd add the a resizing function would be exceedingly handy, but I think I'm pushing my luck. For now, Hiding a frame of my choice would be nice.
It's not something I plan on adding to this add-on. Changing the visibility is something that I was thinking about pushing a separate plug-in for, but it's currently something that will remain in my idea box due to time constrains.
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Unread 03-28-10, 04:57 PM  
SkunkWerks
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Other frame functions.

Beng able to move them helps a ton. But I wouldn't mind too terribly being able to hide them.

I use a HUD and having a player frame is frankly redundant.

I'd add the a resizing function would be exceedingly handy, but I think I'm pushing my luck. For now, Hiding a frame of my choice would be nice.
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Unread 03-19-10, 05:49 PM  
haste
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Originally posted by dorn
Sorry I did mean /omf ui. That was just a typo. My problem remains the same. The command is definitely working because it opens the interface tab and goes to the omf config. It's just empty when I open the ui. I will try posting a screen.

http://img222.imageshack.us/img222/6508/wowscrnshot031810135945.jpg
The config only contains moved frames, nothing else. Just type /omf and move a frame, then type /omf ui and watch how it's now listed there.
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