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Updated: 12-09-14 12:36 AM
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Warlords of Draenor Pre-Patch (6.0.3)
Warlords of Draenor Pre-Patch (6.0.2)
Siege of Orgrimmar (5.4)
Escalation (5.3)
Updated:12-09-14 12:36 AM
Created:10-08-10 04:46 AM
Downloads:115,195
Favorites:177
MD5:
6.0.3

SpartanUI  Popular! (More than 5000 hits)

Version: 3.3.1
by: Azgaurd [More]


*NEW*
SpartanUI Website: http://spartanui.net/
SpartanUI Bugs: http://bugs.spartanui.net/
SpartanUI FAQ: http://faq.spartanui.net/

About SpartanUI was originally designed to free your screen by moving a majority of the interface elements to the bottom. While that is still the core focus of the primary addon and configuration it has become much more over the last year. With 3.3.X Spartan UI Has started on a path to become completely modular so that you, the user can use only the pieces you want and give you the complete control over your UI. Starting with SpartanUI 4.X.X SpartanUI will have a fully themeable system giving you multiple looks and styles. While this is partially in place and supported in the current 3.3.X Builds it is still in its infancy and as such I am holding it back so that i can have the system fully flushed out. We all hate buggy and rocky launches. As part of the new theme system you can even make your own styles and themes as separate add ons.

The Core Spartan UI themes use Bartender4 to manage the bars, as other start to make their own themes I hope that I can come to support many other bar systems. As part of the move to being modular in design you can now disable the components you don't want to use and truly make it your UI.
  • Artwork (Bar layouts are managed by the Artwork Style you select)
  • Player Frames
  • Party Frames
  • Raid Frames
  • Spin Cam
  • Film Effects

Required Addons
  • Bartender4

Slash Commands
  • /sui (Shows options window)
  • /spin (Toggles Spin Cam)
  • /sui version (Shows which version of SpartanUI you are using)

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.
Optional Files (0)


Archived Files (6)
File Name
Version
Size
Author
Date
3.3.0d
3MB
Azgaurd
10-19-14 01:10 AM
3.3.0c
3MB
Azgaurd
10-16-14 10:03 PM
3.3.0b
3MB
Azgaurd
10-15-14 12:43 AM
3.3.0a
3MB
Azgaurd
10-14-14 07:23 PM
3.2.1
1MB
Azgaurd
07-29-14 09:30 AM
3.1.3
2MB
Azgaurd
10-22-12 06:02 PM


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Unread 12-12-11, 04:48 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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Unread 12-15-11, 01:24 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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Unread 12-20-11, 03:52 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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Unread 12-24-11, 10:42 AM  
manshima
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I [heart] you and your fix.
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Unread 12-29-11, 05:12 PM  
joerau
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Unread 01-02-12, 10:53 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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Unread 01-06-12, 09:02 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 09:04 PM.
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Unread 01-13-12, 12:09 PM  
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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Unread 02-24-12, 10:03 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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Unread 02-25-12, 06:41 PM  
manshima
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I use the addon MoveAnything to move the LFG icon to the top of the minimap. Does not interfere with anything.
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Unread 02-27-12, 10:04 AM  
thesin
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Originally Posted by manshima
I use the addon MoveAnything to move the LFG icon to the top of the minimap. Does not interfere with anything.
true but there are problems with how Spartanui redraws the LFR/LFR icon currently so just moving won't solve those.
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Unread 02-27-12, 05:47 PM  
Vaebris
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Hi Everyone,

I've asked Zilver if I can take over the project and continue maintaining it (I'm waiting on a reply). I currently have a private version and wouldn't mind working on a public version.
Let me know what you think about me developing on this or even releasing my version.


Best Regards,
Vaebris
Last edited by Vaebris : 02-27-12 at 05:47 PM.
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Unread 02-27-12, 06:16 PM  
Vaebris
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I was testing out this fan update and I got the following error.

Date: 2012-02-27 16:10:08
ID: 1
Error occured in: Global
Count: 1
Message: ...nterface\AddOns\SpartanUI\scripts\Module-Minimap.lua line 211:
attempt to index global 'LFDSearchStatus' (a nil value)

I went ahead and fixed it in my copy. I'll post a fix for it later if I'm not allowed to take over the project.

Also, I've looked around and I don't see a list of current bugs. The GoogleCode repo appears to be down. If anyone has a current list and wants to post it I'll see if I can start working on some of them.
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Unread 02-28-12, 09:35 AM  
Zilver
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New Author taking over

Hi you guys say HI to Vaebris he will be taking over the project he now got keys ^^

Yours truly
Zilver
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Unread 02-28-12, 02:09 PM  
thesin
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this has been fixed LONG ago and is in these comment with lots of other fixes, I can send you my local copy that has MANY MANY more fixes then that one.

Originally Posted by Vaebris
I was testing out this fan update and I got the following error.

Date: 2012-02-27 16:10:08
ID: 1
Error occured in: Global
Count: 1
Message: ...nterface\AddOns\SpartanUI\scripts\Module-Minimap.lua line 211:
attempt to index global 'LFDSearchStatus' (a nil value)

I went ahead and fixed it in my copy. I'll post a fix for it later if I'm not allowed to take over the project.

Also, I've looked around and I don't see a list of current bugs. The GoogleCode repo appears to be down. If anyone has a current list and wants to post it I'll see if I can start working on some of them.
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