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FluidFrames  Popular! (More than 5000 hits)
Version: 2.4.40000
by: AnduinLothar [More]
Move, hide, scale, and resize frames with independent x&y axes.

Usage Instructions:

Unsaved Movement
  • Drag almost any normal UI Panel (e.g. CharacterFrame, SpellbookFrame, TalentFrame, QuestLogFrame, FriendsFrame, etc.) from any open space on the frame. This movement is intended to be for temporary changes and does not store location in the FluidFrames database.
  • However, this movement registers the frame as user placed. The position will be remembered by the WoW client and restored on subsequent login/reloadui if not overridden by placement code (e.g. CharacterFrame, Minimap). Most of these draggable frames reset if you hide and re-show them.
  • Some frames will not reset automatically (e.g. GameMenuFrame, BattlefieldFrame). To reset these, highlight the frame, right click to reset and then reloadui/relog.
  • The MinimapCluster is an added exception case and can be dragged by the top bar.
  • Temporary dragging can be disabled using the checkbox in the Khoas options.
Saved Movement
  • Assign a key-binding [Main Menu > Key Bindings > FluidFrames > Highlight Mouse Frame] to select, highlight and cycle through frames under the cursor. (The "Highlight All Mouse Frames" binding cycles through all frames under the cursor, including unnamed ones.)
  • Put your cursor over the frame you want to move and use the key-binding. It will select the frame the furthest underneath. Consecutively using the key-binding will highlight frames closer to the front. Hold shift while using the key-binding to cycle backwards through the frames.
  • Drag the highlighted frame to relocate it permanently. It will disable movement from other code sources and save across sessions.
  • Hold shift and drag from the sides or corners to resize.
  • Hold shift and drag the bottom right re-scale icon to re-scale.
  • Right-click to reset a moved/resized/rescaled frame once highlighted.
Notes:
  • To drag some bars you have to drag the 1st button.
  • To move the primary action button bar drag ActionButton1.
  • To find the ShapeshiftBarFrame put your mouse over the left edge of the 1st button when using the key-binding.
  • To drag all the player buffs & debuffs make sure you drag the TemporaryEnchantFrame.
  • To move Chat Frames just unlock and use the default tabs.
  • To drag the TargetFrame make sure you don't drag the TargetFrameTextureFrame on accident.
  • To move the whole minimap drag the MinimapCluster.
  • Experiment with which frame to change. if it doesn't work the way you wanted just right-click to reset.
  • Some frames have complex sub frames that update their locations independent of parent size. If resizing doesn't work well try scaling.
  • If secure frames are moved by default blizzard code while in combat they cannot be moved back until after combat. Also, you will not be able to drag secure frames in combat.

Feedback & Support
If you have bugs or feature requests please use the buttons on the right.
For other feedback, use the comments.
If you'd like to donate to show your support, that can be done through paypal with a paypal account or by credit card. Remember donations are much appreciated but non-contractual. Thank you!
Click here to lend your support!

FAQ:
Q) How do I use the same settings for all my characters?
A) Edit FluidFrames.toc and change "SavedVariablesPerCharacter" to "SavedVariables"

Q) How do I control a Vehicle/MindControl when the MainMenuBar is hidden.
A) Temporarily unhide the MainMenuBar, highlight it and drag it up off the bottom. Execute the script "/run BonusActionBarFrame:Show()". The BonusActionBarFrame should appear bellow the MainMenuBar. Highlight it and drag it where you'd like. Highlight the MainMenuBar, right click to reset it, then click the 'Hide' button above it and un-highlight it by using the binding again. Note that if you don't do this when hiding the MainMenuBar your primary action bar bindings may break when you leave a Vehicle/MindControl.

Q) How do I reset frames I can't figure out how to highlight?
A) If worse comes to worse you can reset everything with the chat command: "/resetframes" tho you probably want to follow that with a reload ui as well before you start retweeking.
v2.4 (Dridzt)
- Replaced 'this' with 'self' '(this' is deprecated)
- Replaced getglobal() with direct _G lookups (getglobal is deprecated)
- Workaround for EnumerateFrames() bug (thanks to Tayedaen)
- Prevent taint when opening the spellbook and a couple other frames in combat.
- TOC to 40000

v2.3.30100
- toc bump to 30100

v2.3
- Added out of combat delays to re-hide and re-position secure frames that were moved in combat.
- Added dependent sibling frame detection to scale/resize/hide frames that had the same parent and whose position is exclusively dependent on the frame being scaled/resized/hidden or one of its other dependent sibling frames.
- Delayed SetParent and Show hooks to undo on the next OnUpdate so as to also catch dependent siblings parented or shown at the same time.
- Delayed SetPoint, SetParent and Show hooks to undo when you leave combat for secure frames.
- Refactored code to a number of files to make updating easier.

v2.2
- Enabled SendMailFrame, TokenFrame, and the PetPaperDollFrameCompanionFrame for dragging their parent frame
- Found a bug that was breaking UIChildWindows dragging, but then decided to just disable it by design, since those frames are all anchored to their parent frame, which are draggable.

v2.1
- Changed distribution to distribute FluidFrames with Portfolio unembedded.
- Fixed bug that caused LoD UI Panels to not be temporarily draggable
- TOC to 30000

v2.0
- Embedded Interface Config Option Panel (Using Portfolio instead of Khaos)
- Added Re-show All option, to show all hidden frames without resetting position.
- Fixed temporary dragging
Optional Files (1)
File Name
Version
Size
Author
Date
Type
2.4g-50300
51kB
05-22-13 06:53 PM
Patch


Archived Files (4)
File Name
Version
Size
Author
Date
2.3.30100
53kB
AnduinLothar
04-16-09 07:11 PM
2.3.30100
53kB
AnduinLothar
04-16-09 01:23 PM
2.3.30000
53kB
AnduinLothar
04-05-09 05:25 PM
2.2.30000
29kB
AnduinLothar
11-19-08 01:52 AM


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Unread 11-25-08, 11:33 AM  
dreamtgm
A Murloc Raider

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Portfolio

I see that Portfolio is now at version 0.8. Since it is used by Fluidframes, should we update to that new version manually, or is Fluidframes dependent on the specific version supplied with the Fluidframes mod?
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Unread 11-22-08, 12:04 PM  
Petrah
A Pyroguard Emberseer
 
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Taint Log

Code:
11/21 22:04:09.312  An action was blocked in combat because of taint from FluidFrames - SpellBookFrame:EnableMouse()
11/21 22:04:09.312      Interface\AddOns\FluidFrames\FluidFrames.lua:178 InitTempDraggableFrames()
11/21 22:04:09.312      Interface\AddOns\FluidFrames\FluidFrames.lua:330
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Unread 11-22-08, 06:36 AM  
Knaledge
A Murloc Raider

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So I think my wishlist is:
  • Ability to move bags once more (not just temp)
    • Even as an option prefaced by a warning - like an "unofficial feature" (i.e. minimal support)
  • Ability to move Achievement Tracker frame
  • For Karl/AL to have a happy Thanksgiving
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Unread 11-19-08, 10:37 PM  
AnduinLothar
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Originally posted by dreamtgm
can FluidFrames move the player caster bar?
Sure can. I suggest doing it while fishing, summoning, or some long channel.
Last edited by AnduinLothar : 11-22-08 at 01:19 PM.
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Unread 11-19-08, 06:28 PM  
dreamtgm
A Murloc Raider

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can FluidFrames move the player caster bar?

And can the party frames be resized altogether instead of individually?
Last edited by dreamtgm : 11-19-08 at 10:35 PM.
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Unread 11-19-08, 04:43 PM  
JMHammer
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Thanks again for the detailed reply, Karl. I really appreciate learning something instead of just being told, "No."
Last edited by JMHammer : 11-19-08 at 09:39 PM.
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Unread 11-19-08, 01:08 PM  
AnduinLothar
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Re: Re: Re: Account-Wide Settings

Originally posted by JMHammer
As for the PetActionBarFrame thing: As I said in my previous message, MoveAnything handles this correctly. So perhaps you might investigate how that addon manages this frame's appearance while in combat. Sorry to pester you about it; I appreciate the detailed reply you provided to me, and I understand the technical challenge. But apparently there is a solution that works.
MoveAnything has exception code for just about every frame it allows you to move, which I refuse to maintain in FF.

For the PetActionBarFrame it looks like MA creates a new PetActionButtonsMover frame and re-parents the buttons to it, so they're not affected when the blizzard code tries to move the PetActionBarFrame.

In fact it uses that technique for dozens of frames like BagButtonsMover, MicroButtonsMover and TooltipMover. That's one of the reasons MA is almost 2800 lines and FF is only 1500.

I'll try to think of a generic way to do it, because it would be useful for some frames, but I really don't like adding more exception code.
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Unread 11-19-08, 10:02 AM  
Mera
Retired of WoW, In ESO :)
 
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thanks for maintaining a build of FF here anduin this is really a must have addon and good luck with the real life
Last edited by Mera : 11-19-08 at 10:07 AM.
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Unread 11-19-08, 07:15 AM  
JMHammer
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Re: Re: Account-Wide Settings

Originally posted by AnduinLothar
If you want to save accross acconts just modify the toc to SavedVariables instead of SavedVariablesPerCharacter.
Thank you very much for the reply.

As for the PetActionBarFrame thing: As I said in my previous message, MoveAnything handles this correctly. So perhaps you might investigate how that addon manages this frame's appearance while in combat. Sorry to pester you about it; I appreciate the detailed reply you provided to me, and I understand the technical challenge. But apparently there is a solution that works.
Last edited by JMHammer : 11-19-08 at 07:20 AM.
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Unread 11-19-08, 03:53 AM  
stqn
A Deviate Faerie Dragon

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Thanks a lot for this addon which should have been included in the game since the start. (That, and preventing opening frames from closing already opened ones...)

I'd just like to say that I'd much prefer if Portfolio was embeded in FluidFrames' folder. It adds one more addon to my list of addons and I'm always wondering which other addon is using it...
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Unread 11-19-08, 01:55 AM  
AnduinLothar
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Minor Version Bump

The last update I just repackaged FF v2.2 with Portfolio v0.6, no other changes.
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Unread 11-19-08, 01:45 AM  
AnduinLothar
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Re: Question

Originally posted by Twidget
Is it possible to move the achievement alerts that pop up with you earn one with this mod? And if so how would I do so?
Try this:
Code:
/run AchievementAlertFrame_GetAlertFrame():Show()
Highlight the frame, drag it, then un-highlight it. Then:
Code:
/run AchievementAlertFrame1:Hide()
The other achievement alert frames are always anchored to the first one so they should move too (they are only created/shown if you get more than one at a time visible).
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Unread 11-19-08, 01:30 AM  
AnduinLothar
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Re: PetActionBarFrame - Pet Spawning/Despawning in Combat

Originally posted by JMHammer
Karl- One issue I continue to have with FluidFrames (the only significant problem, in fact) is the odd behavior of the PetActionBarFrame when a pet spawns or despawns in combat.

For example: If the player is mounted and initiates combat from the mounted position, as soon as he dismounts his pet will spawn (assuming it isn't dead or dismissed). When the pet spawns, the PetActionBarFrame appears in a location different than the one I placed it, and the buttons are empty - it looks like just the "art" part of the frame appears. This condition persists even after combat ends until a- the character is relogged, b- the UI is reloaded with the /console reloadui command, c- the pet is despawned (through any means, including mounting, dismissing, or resummoning) and then respawned out of combat.

A similar issue occurs when a pet despawns in combat. For example, if a Moonkin Druid summons trees, and the trees die is combat, the PetActionBarFrame's buttons disappear but the "art" portion of the frame remains until a relog or reload of the UI.

If I could point you to the current incarnation of MoveAnything, which does not suffer from this problem (although it has other issues), perhaps you can compare code and thereby track down what is causing FluidFrames to exhibit this undesirable behavior while MoveAnything does not.

Thanks again for your work on this great addon! [/b]
This happens for a couple reasons.
First FluidFrames doesn't prevent any blizzard repositioning, because that causes taint, instead it saves the position and then re-anchors the frame after it has been moved. This of course will not work on secure frames in combat and there's nothing I can do to change that that wouldn't taint the frame or require code specific to the secure frame you happen to be moving.

So the best i could do would be to figure out how to make it not break the art, or possibly delay the reposition until after combat. Currently it only fixes itself when your pet disappears and comes back when you're out of combat, that's because when you get your pet back blizzard code positions the bar which triggers FF to re-anchor it. You can also hide/show the bottom left action bar, that will also refresh the petbar, because if it's shown the pet bar art is hidden and the bar is reanchored.

The reason the art messes up is because the blizzard code doesn't ClearAllPoints() before reanchoring the bottom of the frame. So it ends up stretched between where you placed it with FF and where it is by default. And the art is anchored to the TOPLEFT and the buttons to the BOTTOMLEFT. It's just a mess.

So I'm not really sure the best way to fix it...
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Unread 11-18-08, 07:23 PM  
AnduinLothar
Nobody of Importance
 
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Re: Account-Wide Settings

Originally posted by JMHammer
Karl- Might it be possible to add an option to save frame positions on an account-wide basis?

Currently, I tweak my frame positions for one character, then I copy the FluidFrames.lua saved variable file to each CharacterName/SavedVariables folder.

I understand that it can be very helpful to have character-specific settings. So perhaps you could add the account-wide settings just as a user-selectable option.
If you want to save accross acconts just modify the toc to SavedVariables instead of SavedVariablesPerCharacter.
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Unread 11-18-08, 07:18 PM  
JMHammer
A Defias Bandit
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PetActionBarFrame - Pet Spawning/Despawning in Combat

I keep bouncing back and forth between FluidFrames and MoveAnything. I'm currently back to using FluidFrames because MoveAnything prevents the Vehicle Action Bar from appearing if MoveAnything has been used to do anything to the MainMenuBar frame or any of its subframes - but FluidFrames does NOT cause this problem.

To the issue at hand:
Karl- One issue I continue to have with FluidFrames (the only significant problem, in fact) is the odd behavior of the PetActionBarFrame when a pet spawns or despawns in combat.

For example: If the player is mounted and initiates combat from the mounted position, as soon as he dismounts his pet will spawn (assuming it isn't dead or dismissed). When the pet spawns, the PetActionBarFrame appears in a location different than the one I placed it, and the buttons are empty - it looks like just the "art" part of the frame appears. This condition persists even after combat ends until a- the character is relogged, b- the UI is reloaded with the /console reloadui command, c- the pet is despawned (through any means, including mounting, dismissing, or resummoning) and then respawned out of combat.

A similar issue occurs when a pet despawns in combat. For example, if a Moonkin Druid summons trees, and the trees die is combat, the PetActionBarFrame's buttons disappear but the "art" portion of the frame remains until a relog or reload of the UI.

If I could point you to the current incarnation of MoveAnything, which does not suffer from this problem (although it has other issues), perhaps you can compare code and thereby track down what is causing FluidFrames to exhibit this undesirable behavior while MoveAnything does not.

Thanks again for your work on this great addon!
Last edited by JMHammer : 11-18-08 at 07:22 PM.
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