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TipOnDemand
Version: 05.00.03.R
by: Garland [More]
.: Tip on Demand - Fifth Milestone :.

I created this Addon because I like having tooltips following my cursor but I was tired of not being able to control how and when they were actually shown, so I created this suite of tooltip handling functionality to deal with that problem.

For more information see the manual at Google Docs. The manual is also included in the zip (in the Other folder).

.: Changelog :.

05.00.03.R: Whilst working on another project, I noticed a bit of an oddity regarding FuBar module naming conventions, something that might cause problems and conflicts. I don't know if any of you will ever see problems from this could be bug but it's worth getting this version anyway, just in case. You will lose a few minor settings (such as FuBar position, left/center/right, showing/hiding text/icon and so on) purely related ot FuBar but it might be worth it for peace of mind. I'm not even sure if this is a real issue to be honest but... better safe than sorry.

05.00.02.R: Another small error I've caught in the Elements, if someone out there actually isn't using FuBar, an error would throw. I've got this fixed. If you have FuBar then you probably don't need this version. If you don't, I apologise for that silly goofup.

05.00.01.R: Oops, tiny prob in the Catch Frame module that could cause a cosmetic error for people not using SetKey (since that's now all optional). No rest for the wicked/sloppy!

05.00.00.R: So, fifth milestone release! Since this latest version seems to be stable, I'm bumping it up to the next milestone. I've also included a manual with the zip as you've no doubt read, just for that little extra bit of polish. Seems like ToD is really shaping up! As always, bug reports and feedback are most welcome.

(See the RelCodes.txt file included with this mod for an explanation of my version release codes.)
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Old 02-06-07, 06:56 PM  
Garland
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Okay, can I handle this in order like you did?

1. I'll check out the item tooltips, thanks. Did this happen on your character screen? I usually use sanity for dealing with this kind of thing, I haven't looked there in so long. I'll check it out though and see what I can learn. Also, when you got them to work, did you disable the entirety of TipOnDemand (/tod standby) or did you just uncheck delay?

2. You want .2 steps? I can do that! I'll get that in the next version.

3 & 4. With the logic confusion, could you explain further? I'll head into game and test a bit now but could you tell me how the logic differs from the logic ladder I explained in the description? What happens and when? For example, do whitelisted tooltips suddenly stop showing in combat or something like that? When you have them all enabled, tell me what you expect to be happening and what's not happening. I'm sorry for burdening you with this but I don't quite follow at the moment, I will do some testing in game though to see if anything's out of whack with how the logic ladder is supposed to work.

As I understand it though, you have delay, key, movement and combat on. So here's how it should work and this is what I'll be testing for ...

- All tooltips should hide at all times by default.
- If the modifier is held then the tooltips should delay for the set amount of time before showing if standing still.
- If moving or in combat, no tooltips will show as the logic ladder stops there and dismisses any further steps. The only tooltips which will show are whitelisted tooltips which are above combat on the ladder.

(Edit)

Okay, confirmed the character equipment thing, looking into it.

Also, I'll have to make a change so that only key, invert or delay can be enabled at one time, since I think that's what's causing the problems. The thing is you see that key shows the tooltip immediately but holding the modifier to do that also unhides the delayed tooltip. The only way to stop that would be to remove SetKey but Key needs SetKey to work.

(Edit)

I could always remove the 'hold modifier to show' element of the display module, if you like?

(Edit)

Okay, here's what I'm going to do, I think ...

- Put an exclusions list in delay for frames that don't work with it (such as PaperdollFrame).
- Put a hardlock on Stationary like with combat so it doesn't ever proceed down the ladder.
- Remove the modifier behaviour from the delay as that would help with the Key issue.

Those three should solve all the problems. I hope.
Last edited by Garland : 02-06-07 at 07:09 PM.
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Old 02-06-07, 06:24 PM  
wraithpc
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First, let me thank you again for the great job your doing on this!

Some observations...

1. Most important, It seems after the Delay is enabled i cannot display equpped item tooltips, regardless of any other modifiers, when the delay is not enabled it seems fine. I double checked and made sure they were displayed normally with ToD disabled.

2. .2 second intervals might be better, as when you aproach your ideal delay a .5 change seems to much.

3. The logic seems to somehow get confused, had to uncheck all options and recheck the ones i wanted for them to work.. Referring to the combat/delay/key/move modifiers....

4. Reloading UI seems to compound the logic confusion, probably not the best to describe as confusion, but for lack of a better descriptive.....



Nothing that really breaks functionality, just be aware if it doesn't accept changes the first time all possible modifiers may need to be changed and reapplied..

Initial install of this version had it doing all kinds of craziness, Flashing tooltips reversed logic, etc Deleting the previous saved variables cleared that up, may want to make a note, although this might be just with the delay set, i didn't try anything else initially.
Last edited by wraithpc : 02-06-07 at 06:28 PM.
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Old 02-06-07, 05:43 PM  
wraithpc
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Installing it now, Thanks a bunch, I'll post in a while
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Old 02-06-07, 04:13 PM  
Garland
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There y'go wraith! Give that a go and let me know what you think once you've tried it, feedback is always appreciated.

Here are some thoughts off the top of my head...

I would've implemented a fade-in but it's a lot of code to get it in there, for the option and then for the fade itself. I'm also not sure whether I trust Blizzard's FrameXML UIFadeFrame() function set to not lag the game, so I might end up writing my own for such a feature, which'd be a lot more code. So I leave this in your hands, would you prefer a fade-in as an option to popping up or would that just be bloat?

How's the limit and steps? Should the step be 0.1 instead of 0.2, should the limit be higher? The reason I used that step and that limit was because it made it easy to set, with a low step and a high upper limit, those sliders can be a git to get on just the right setting that you want. If you don't feel the limit and step are right, do you have any suggestions?
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Old 02-06-07, 03:58 PM  
wraithpc
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I don't see why not, although i know very little about the tech side of things..
Last edited by wraithpc : 02-06-07 at 03:58 PM.
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Old 02-06-07, 01:24 PM  
Garland
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I've just been giving this some thought and... doy.

I don't have to stop the tooltip from showing and delay it, that doesn't have to happen. I need just hide it visually, right? After all, this might not be perfect for all scenarios because of clickable tooltips (accidentally hitting those in battle is a pain) but for simple five or so second delays, I just make it not visible. Would that work? I'll knock together a quick plugin now so you can test and what's more, this won't even mess with the existing logic. Hooray!
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Old 02-06-07, 01:03 PM  
Garland
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Thanks wraith.

I'll start researching into possible ways of implementing delays, now. Don't get your hopes up because it might very well be impossible but that doesn't mean I won't try.
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Old 02-06-07, 11:57 AM  
wraithpc
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Originally posted by Garland
Ooh, hm. That's a strange one. Do me a favour?

In the TipOnDemand_FuBar.lua file, after line 21 add...

self.folderName = "TipOnDemand"

See if that works?

That fixed it, seems to be no further errors.
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Old 02-06-07, 06:08 AM  
Garland
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Ooh, hm. That's a strange one. Do me a favour?

In the TipOnDemand_FuBar.lua file, after line 21 add...

self.folderName = "TipOnDemand"

See if that works?
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Old 02-05-07, 11:11 PM  
wraithpc
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Previous errors gone, but replaced with the following.

[2007/02/05 23:09:31-566-x1]: FuBarPlugin-2.0-26156:769: Usage: IsAddOnLoadOnDemand(index or "name")
<in C code>: ?
AceEvent-2.0-25921 (Ace2):251: in function `TriggerEvent'
AceEvent-2.0-25921 (Ace2):962: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:955>
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Old 02-05-07, 04:28 PM  
Garland
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Whoops, yeah. I used Bartender to figure out how to properly modularise the FuBar element, I had issues with it missing certain options (like position) so I had to refer to that. That was one object call I didn't rename. Just head into the file and change Bartender3 to T and it'll work fine. Sorry about that.
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Old 02-05-07, 02:35 PM  
wraithpc
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Just installed this latest revision, gives me the following two errors upon initial UI load...

[2007/02/05 14:27:52-560-x1]: ...and\Elements\TipOnDemand_FuBar\TipOnDemand_FuBar.lua:15: attempt to index global 'Bartender3' (a nil value):
AceAddon-2.0-26427 (Ace2):455: in function <Interface\AddOns\Ace2\AceAddon-2.0\AceAddon-2.0.lua:432>
<in C code>: ?
AceEvent-2.0-25921 (Ace2):320: in function `TriggerEvent'
AceEvent-2.0-25921 (Ace2):962: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:955>
[2007/02/05 14:27:55-560-x1]: FuBarPlugin-2.0-26156:769: Usage: IsAddOnLoadOnDemand(index or "name")
<in C code>: ?
AceEvent-2.0-25921 (Ace2):251: in function `TriggerEvent'
AceEvent-2.0-25921 (Ace2):962: in function <Interface\AddOns\Ace2\AceEvent-2.0\AceEvent-2.0.lua:955>
I have alot of other add-ons installed, so this may be a conflict issue, however, these are new errors, and non-existant with the previous version, or when this version is disabled...

I've also not played at all to see if this is just upon initial load..

Thanks
Last edited by wraithpc : 02-05-07 at 02:36 PM.
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Old 02-05-07, 02:15 PM  
wraithpc
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Finally, if you're actually reading down here wraith, sure I can do that! That'd be an easy thing to include. It'll be a fun little challenge in fact, there's only one thing I wonder about though and that's the minimal increments I should allow the ticker to act at. I'll likely be using an AceEvent schedule (since it's fast) to create the ticker for the tooltip but what should the minimum be? I'm thinking half a second so how does that sound?

.. edited

Now that I think of it, I have a question for you Wraith about how I should proceed. Since you're the one who desires the feature, you know what would be best for you. Do you want the module to include a list where frame's tips to be delayed can be added to and deleted from a database (similar to whitelisting/blacklisting) or do you want this feature to be global across all tooltips?
Whatever you feel like adding to it would be great, Global is fine, I would guess .5 seconds or so to be a good starting point and maybe .5 increments..

Sorry to respond a little slow, and thanks alot for looking into it, I do appreciate your work on this mod.

Thanks
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Old 02-05-07, 01:36 PM  
Garland
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Hokay, just did a lot of work on TipOnDemand and I found out a few things, some of those things are good and some of those things are ... well, not quite so good.

First of all, the good. Skoo, take a look at the fourth milestone and tell me what you think, I think this new method is much more graceful than the clunky old self.status method and it won't cause modules to interfere with each other in unexpected ways, either. There shouldn't be any bugs here regardless since no variables are used, just returns.

Wraith, I'm sorry to say but after spending about two hours trying (egad) I just cannot find a way to make tooltips delay. Try it for yourself in game and see, hover over something which creates a tooltip (GameTooltip, not Tablet) and then type the following:

/script GameTooltip:Hide() GameTooltip:Show()

I don't know why it behaves like that that you can't make the tooltip show in the same instance as hiding it but that's how it is and it's bothering me because I know there has to be a way around that, I'll keep thinking about it but for the time being, the inclusion of tooltip delays does seem glum. If you know of another mod that does it then let me know, I'll take a look and see if I can get an idea about how to make this module work. I just don't want to create too much overhead though, since I've been going out of my way to keep TipOnDemand small and sensible but if you can supply a source and it can be implemented sanely, I'll do it. Otherwise... lots of thinking and experimentation for me.

For now though, I'm just glad to have m4 out there, I really am quite pleased with this one. I know there'll likely be bugs but I'm confident enough to call it R(elease) status so it's probably okay. If you do find bugs though, let me know and I'll get 'em fixed up.

Mostly I'm just happy that I won't have to be driven crazy by incorrect logic in my own work anymore...
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Old 02-05-07, 08:31 AM  
SirCasey
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Sweet! Can't wait to try it tonight! Thanks for adding the feature
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