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Updated: 05-23-11 03:20 PM
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oUF.
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File Info
Updated:05-23-11 03:20 PM
Created:12-16-09 10:47 AM
Downloads:83,333
Favorites:287
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- Update the subtitle as it was horribly outdated.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


Post A Reply Comment Options
Unread 03-18-10, 01:04 PM  
dorn
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Forum posts: 2
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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
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Unread 03-18-10, 09:02 AM  
haste
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Re: UI won't show here either.

Originally posted by dorn
I'm also having a problem showing the UI. Specifically if I type /ouf ui it will open the options interface/addons tab and there will be a spot for oUF: Movable frames.

It says "Note that the initial frame" blah blah. The arrow keys are there as well but the spot that should show the list of the actual frames is empty. I've tried it with lily and classic just to test it but no dice.

I can't fathom what addon would be interfering with this though. Any ideas?
Originally Posted by Add-On Description
- Type /omf to toggle anchors.
- Type /omf <whatever isn't space> to open the UI.
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Unread 03-18-10, 02:24 AM  
dorn
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UI won't show here either.

I'm also having a problem showing the UI. Specifically if I type /ouf ui it will open the options interface/addons tab and there will be a spot for oUF: Movable frames.

It says "Note that the initial frame" blah blah. The arrow keys are there as well but the spot that should show the list of the actual frames is empty. I've tried it with lily and classic just to test it but no dice.

I can't fathom what addon would be interfering with this though. Any ideas?
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Unread 01-23-10, 01:07 PM  
haste
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Originally posted by Galsif
I have one problem. I cant open the UI =S
I'm using TukUI dunno if that might be the problem
If something like /omf ui doesn't work, then your "out of luck". I don't mind spending time attempting to figure out why it works, but I'm not going to dig through some off-hosted shit compilation to do it.
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Unread 01-23-10, 11:41 AM  
Galsif
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I have one problem. I cant open the UI =S
I'm using TukUI dunno if that might be the problem
Last edited by Galsif : 01-23-10 at 11:50 AM.
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Unread 01-21-10, 02:43 AM  
haste
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Originally posted by MMOGames
Any chance of getting profiles in next updates? I would be nice to have one profile for 40 man raid and 25 one
I don't have any plans to include profiles.
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Unread 01-20-10, 05:01 PM  
MMOGames
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Any chance of getting profiles in next updates? I would be nice to have one profile for 40 man raid and 25 one
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Unread 12-31-09, 09:04 AM  
Freebaser
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Originally posted by haste
It should work as expected for you now. At least it passed all my local unit tests.
Works great. Thanks!
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Unread 12-30-09, 10:26 PM  
haste
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It should work as expected for you now. At least it passed all my local unit tests.
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Unread 12-30-09, 06:33 PM  
haste
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Originally posted by Freebaser
Code:
oUF:RegisterStyle('Freebgrid', func)
...

local raid = oUF:Spawn('header', 'Raid_Freebgrid')
...

local tank = oUF:Spawn('header', 'MT_Freebgrid')
...
oUF_MovableFrames labels them all as "freebgrid".
Yay for doing reverse labeling . I'll add a workaround for it soonish.
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Unread 12-30-09, 06:31 PM  
Freebaser
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Originally posted by haste
No, what are the name you spawn them with tho'?
Code:
oUF:RegisterStyle('Freebgrid', func)
...

local raid = oUF:Spawn('header', 'Raid_Freebgrid')
...

local tank = oUF:Spawn('header', 'MT_Freebgrid')
...
oUF_MovableFrames labels them all as "freebgrid".
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Unread 12-30-09, 06:25 PM  
haste
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Originally posted by Freebaser
Is there a way to override the name given to headers. I spawn 3 different headers in one layout(Raid/party, pets, MTs) and they all have the same name in the option's menu.
No, what are the name you spawn them with tho'?
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Unread 12-30-09, 06:16 PM  
Freebaser
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Is there a way to override the name given to headers. I spawn 3 different headers in one layout(Raid/party, pets, MTs) and they all have the same name in the option's menu.
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Unread 12-29-09, 12:50 PM  
drgreen
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Re: Re: Re: Re: castingbar

Originally posted by haste
"The newest" is never the correct answer :P. You have no idea how many times I've seen people say it, even while they are using up to four version behind the current. Anyway, I'll trust you on it.

There's a couple things you have to note tho', oUF_MovableFrames only makes frames movable. Moving of individual elements is something I consider far outside the scope of this add-on. Elements such as castbars is considered a part of the frame, and are not meant to be detached/moved away from it.

Another thing is that the maintank frames are not linked with the raid frames.

A third thing is that anchors are currently not restored to their defaults when you delete the unit entry.

Now the fun part \/. I fetched oUF_ALZA to try this myself, and I can move the frame around just fine (except the castbars for obvious reasons stated above).

Here's a breakdown of the testing:
1.4 and 1.5 - I'm able to move all frames around without any issues.
1.3 - Missing unit labels on several frames, header frames such as party, raidN and maintank are unmovable until a party or raid is entered and maintank is set.
1.1 and 1.2 - All frames are movable, but frame to frame anchoring is not adhered.
1.0 - Errors out.

Please do this instead of providing me with an image of your add-ons:
1. Disable everything except: oUF, oUF_ALZA and oUF_MovableFrames.
2. Check if the issue(s) still remain.
3a. If it still remains give me the version of oUF, oUF_ALZA and oUF_MovableFrames as listed in the TOC file.
3b. If it doesn't remain; Have fun enabling/disabling bulks of add-ons until you can reproduce it. There isn't really much I can do by "looking" at your list of add-ons. Nor do I really want to spend time fetching every single version of everything on that list just to reproduce it.

Why you don't see a overlay on the player/target/targettarget frame is really the only question I'm left with for now. Could you give 1.4 a shot and see if the frames still don't have a overlay? It's possible that there were some regression on that between 1.4 and 1.5.
I have now noticed that I could move both player, target + maintanks. I see the green overlay now. Dont know why :S, havent done any changes after i wrote the forum comment. But the problem is now solved except the castingbars..

I really want to move the castingbar, because I dont put so much focus on looking on the castbar. Thats why I NEED IT to be in the middle thx for answering all my question btw.
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Unread 12-28-09, 06:25 AM  
haste
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Re: Re: Re: castingbar

Originally posted by drgreen
1. I downloaded ouf and got ouf_alza from the alza ui. I started to test different positions in style.lua, it didnt work. Then i noticed that I could try ouf_movableframes. I tried for awhile, but I didnt see any green overlay on target, player nor the castingbars...

2. The newest!

3. I see green on everything except: target, target castingbar, ToT, player, player castingbar and main tanks.

The casting bar is anchored to my player frame, and my targets casting bar is anchored to my target frame. How do I delete this anchor so I may move the castingbar to where I want?

The strangest thing is that I can move raidframes but not maintank. The raidframes and maintankframes were linked before I did /omf. When I moved the raidframe, the MT frame didnt move. So I tried moving the MT frame individually without no green overlay on it. It was an obvious fail, what do I need to do?

Gonna show a printscreen later today of my addonlist + ouf_movavbleframes green overlays
"The newest" is never the correct answer :P. You have no idea how many times I've seen people say it, even while they are using up to four version behind the current. Anyway, I'll trust you on it.

There's a couple things you have to note tho', oUF_MovableFrames only makes frames movable. Moving of individual elements is something I consider far outside the scope of this add-on. Elements such as castbars is considered a part of the frame, and are not meant to be detached/moved away from it.

Another thing is that the maintank frames are not linked with the raid frames.

A third thing is that anchors are currently not restored to their defaults when you delete the unit entry.

Now the fun part \/. I fetched oUF_ALZA to try this myself, and I can move the frame around just fine (except the castbars for obvious reasons stated above).

Here's a breakdown of the testing:
1.4 and 1.5 - I'm able to move all frames around without any issues.
1.3 - Missing unit labels on several frames, header frames such as party, raidN and maintank are unmovable until a party or raid is entered and maintank is set.
1.1 and 1.2 - All frames are movable, but frame to frame anchoring is not adhered.
1.0 - Errors out.

Please do this instead of providing me with an image of your add-ons:
1. Disable everything except: oUF, oUF_ALZA and oUF_MovableFrames.
2. Check if the issue(s) still remain.
3a. If it still remains give me the version of oUF, oUF_ALZA and oUF_MovableFrames as listed in the TOC file.
3b. If it doesn't remain; Have fun enabling/disabling bulks of add-ons until you can reproduce it. There isn't really much I can do by "looking" at your list of add-ons. Nor do I really want to spend time fetching every single version of everything on that list just to reproduce it.

Why you don't see a overlay on the player/target/targettarget frame is really the only question I'm left with for now. Could you give 1.4 a shot and see if the frames still don't have a overlay? It's possible that there were some regression on that between 1.4 and 1.5.
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