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Updated: 10-22-12 06:02 PM
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Escalation (5.3)
Thunder Isle (5.2)
Landfall (5.1)
Mists of Pandaria (5.0.4)
Updated:10-22-12 06:02 PM
Created:10-08-10 04:46 AM
Downloads:112,063
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SpartanUI  Popular! (More than 5000 hits)
Version: 3.1.3
by: Azgaurd, Medmerd, Vaebris, Zilver
SpartanUI
Use curse.com to get this addon

The mods here will not give me full control (Azgaurd) over the addon here and i have been the only person working on it in the last year. As a result the addon will no longer be updated here nor will I be paying any attention to the forum here.
3.1.2:
-Added Monk Chi bar

3.1.3:
Fix - Monk class icon not showing in party frames.
Fix - Monk Statue moved to the right of the CHI.
Fix - Party frames now properly update when someone was invited while in combat.
Fix - Party Frame not showing up after leaving battleground.
Fix - Moved the Extra Power bar (Petrification bar in MV) to the left so its aligned with the player frame to account some people having a issue in Shado-pan Monastery where the bar overlaps with the extra action button on the last boss. (Temporary Fix, Long term this will move only if it needs to)
Change - SpartanUI no longer hides blizzard buffs, blizz does not allow addons to turn off buffs without some lengthy work arounds.
Removed - Player buffs are no longer displayed on the player frame.
Fix - Misc bugs.
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Old 02-24-12, 09:03 AM  
thesin
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I think it would solve lots of issues, I've had it there for a while now and I stopped getting any LUA errors and have had fewer DC's

I'll see about getting what I have into a package for others.
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Old 01-13-12, 11:09 AM  
fubar32
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[quote=thesin]
Originally Posted by joerau
[
I'm still waiting to hear from ppl on how beneficial it is to have the LFG/LFR icon on the player portrait instead of on the minimap? I think I prefer it on the minimap and it would simplify code as all that LFG stuff could be removed, it's how I'm running mine right now and makes less to break in the future and less animation loops too.
For my 2 copper, I'm fine with it being on the minimap as well.
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Old 01-06-12, 08:02 PM  
Wrathblade
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I would really rather it be left on the minimap, since that is where I always have had the dungeon finder & pvp timer in the past. I do not see any benefit to moving the LFG/LFR icon to the player portrait, but that's just me.

Edited for typo.
Last edited by Wrathblade : 01-06-12 at 08:04 PM.
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Old 01-02-12, 09:53 AM  
thesin
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Nice to see someone making a nice easy package for ppl but I see you are missing lots of the patches, you don't have the fix in for the minimap move that returns the buffs/debffs to the right and the LFG fixes.

I'm still waiting to hear from ppl on how beneficial it is to have the LFG/LFR icon on the player portrait instead of on the minimap? I think I prefer it on the minimap and it would simplify code as all that LFG stuff could be removed, it's how I'm running mine right now and makes less to break in the future and less animation loops too.
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Old 12-29-11, 04:12 PM  
joerau
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Old 12-24-11, 09:42 AM  
manshima
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I [heart] you and your fix.
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Old 12-20-11, 02:52 PM  
Dezzieleloup
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What are the chances of this being picked up again any time soon so that we can have a working copy? I wish i had the knowledge to write this code.
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Old 12-15-11, 12:24 PM  
thesin
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Very good work, and based on that I see why it's an SUI function now, it moves it to the player frame and off the minimap.

Since I never really liked that to start with I put it back to the minimap by just commenting out the registers for them, and problem solved.

If I was to put it to a vote how many ppl like it on the player icon vs the minimap and is it worth the potential problems and time spent to rewrite a part of code?
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Old 12-12-11, 03:48 PM  
renekamp
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Originally Posted by fubar32
I am absolutely shooting in the dark here. I've been poking around, and I think the error may be related to changes for the different queue types (dungeon, raid). In Minimap.lua (Blizzard code), the LUA error shows up at the AnimateTexCoords line below (line 166):

Code:
function EyeTemplate_OnUpdate(self, elapsed)
  local textureInfo = LFG_EYE_TEXTURES[self.queueType];
  AnimateTexCoords(self.texture, textureInfo.width, textureInfo.height, textureInfo.iconSize, textureInfo.iconSize, textureInfo.frames, elapsed, textureInfo.delay)
end

function EyeTemplate_StartAnimating(eye)
  eye:SetScript("OnUpdate", EyeTemplate_OnUpdate);
end
 
function EyeTemplate_StopAnimating(eye)
  eye:SetScript("OnUpdate", nil);
  if ( eye.texture.frame ) then
    eye.texture.frame = 1;  --To start the animation over.
  end
  local textureInfo = LFG_EYE_TEXTURES[eye.queueType];
  eye.texture:SetTexCoord(0, textureInfo.iconSize / textureInfo.width, 0, textureInfo.iconSize / textureInfo.height);
end
The LFG_EYE_TEXTURES is an array to index different LF icons:

Code:
LFG_EYE_TEXTURES = { };
LFG_EYE_TEXTURES["default"] = { file = "Interface\\LFGFrame\\LFG-Eye", width = 512, height = 256, frames = 29, iconSize = 64, delay = 0.1 };
LFG_EYE_TEXTURES["raid"] = { file = "Interface\\LFGFrame\\LFR-Anim", width = 256, height = 256, frames = 16, iconSize = 64, delay = 0.05 };
LFG_EYE_TEXTURES["unknown"] = { file = "Interface\\LFGFrame\\WaitAnim", width = 128, height = 128, frames = 4, iconSize = 64, delay = 0.25 };
The self parameter should correspond to this from SUI (SpartanUI_PlayerFrames/scripts/Unit-PlayerFrame.lua):

Code:
local UpdateIsShown = function(self)
--	local mode, submode = GetLFGMode();
	local mode = UpdateCooldown(self);
	if ( mode ) then
		self:Show();
		if ( mode == "time" ) then
			StartAnimating(self);
		else
			StopAnimating(self);
		end
	else
		self:Hide();
	end
end
My wild guess is that since the update depends on self.queueType, and the SUI code obviously knows nothing about that, that's why textureInfo in the EyeTemplate_OnUpdate is nothing (since there's nothing to index). Note that I have no clue how to fix this, but it would seem that SUI would need to set the queueType to "default" at some point. Given that I don't know LUA programming, I'm out of ideas. This would also explain why commenting out the StartAnimating and StopAnimating "fixes" the problem, since the texture would never be used.

Thoughts? Comments? Rotten tomatoes?
Your approach is indeed correct. By comparing the Minimap.lua of 4.3 with a previous version we can see the MiniMapLFG_UpdateIsShown function has been replace by MiniMapLFG_Update which hold the new code regarding which texture to show.

As SpartanUI defines its own function for handling the LFG updates (UpdateIsShown in Unit-PlayerFrame.lua) this function has to be made aware of the code in the new MiniMapLFG_Update.

Now as far as I can see the code exists out of two parts
1) The first part determines what kind of queue you joined.
2) The second part resets the animation when you switch queues.

by simply copying the first part into the UpdateIsShown in Unit-PlayerFrame.lua we can fix the "attempt to index local 'textureInfo' (a nil value)" error.

The second part should probably go in there as well however I got an error on this when just copying it over. Leaving it out does not seem to directly have a negative effect though.

Below is the full UpdateIsShown function as I currently have it in Unit-PlayerFrame.lua. I might look into the missing code part but for now I can live with how it is.

Code:
local UpdateIsShown = function(self)
--	local mode, submode = GetLFGMode();
	local mode = UpdateCooldown(self);
	if ( mode ) then
		if ( mode == "queued" and not GetLFGQueueStats() ) then
			self.queueType = "unknown";
		else
			self.queueType = GetLFGModeType();
		end
		
		self:Show();
		
		if ( mode == "time" ) then
			StartAnimating(self);
		else
			StopAnimating(self);
		end
	else
		self:Hide();
	end
end
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Old 12-04-11, 10:41 AM  
Cobaltius
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Originally Posted by knuuud
Originally Posted by Cobaltius
There is still and on going problem where SpartanUI causes random disconnects, particularly in Dungeons and BG's even after those two lines have been edited.

However I get no error pop ups that might indicate what is going on..
Played 4 hours with the fixes mentioned and no disconnects what so ever.
Yea I cleaned out my addon folder, and WTF folder and a fresh install of the fixed UI and it seems to be working good so far, two dungeons and 3 BG's with no disconnects. I am not sure what was causing it prior just glad it stopped.
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Old 12-04-11, 10:18 AM  
knuuud
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Originally Posted by Cobaltius
There is still and on going problem where SpartanUI causes random disconnects, particularly in Dungeons and BG's even after those two lines have been edited.

However I get no error pop ups that might indicate what is going on..
Played 4 hours with the fixes mentioned and no disconects what so ever.
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Old 12-03-11, 08:21 PM  
Cobaltius
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There is still and on going problem where SpartanUI causes random disconnects, particularly in Dungeons and BG's even after those two lines have been edited.

However I get no error pop ups that might indicate what is going on..
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Old 12-03-11, 12:57 PM  
thesin
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Originally Posted by knuuud
those 2 lines are not the cause of the problem. The cause of the problem resists somewhere else in SpartanUI_PlayerFrames/scripts/Unit-PlayerFrame.lua
I agree, it's not a fix it's just a bandaid to stop the end result. I'm still digging to see ifI can find the real problem, I think it was well described though, with the new LFR and LFD rename to LFG I'm sure it's missing or name changed textures that are the real problem and it likely goes into some sort of infinite loop, likely just need to change that loop to a case statement so it doesn't loop and find populate it properly.
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Old 12-03-11, 12:54 PM  
thesin
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Originally Posted by cat666
I'm still using this version but I can't work out how to get the extra menu buttons on for LFR and the Dungeon Journal etc. Bartender is up to date, do I need to change a line in the lua code? My lua code is limited so I have no idea where to start on such a huge project as this.

Thanks
As I have said more then once now, make you you update bartender to the latest, SUI doesn't' make the button bars it just uses Bartender.
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Old 12-03-11, 07:53 AM  
knuuud
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Originally Posted by cat666
I'm still using this version but I can't work out how to get the extra menu buttons on for LFR and the Dungeon Journal etc. Bartender is up to date, do I need to change a line in the lua code? My lua code is limited so I have no idea where to start on such a huge project as this.

Thanks
SpartanUI.zip
(hope I dont break any rules by posting this, if so than tell me)

This files are PURELY temporary until someone fixes the "SpartanUI_PlayerFrames/scripts/Unit-PlayerFrame.lua" what i have included are the fixes that are listed below and i also added Minimap Button Frame as that one is a must to get the buttons out of your way (see image).

Screenshot here
Last edited by knuuud : 12-03-11 at 07:54 AM.
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