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1.3
Date:
07-18-2009 09:54 PM
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cargBags   Popular! (More than 5000 hits)
cargBags is a lightweight and modular bag framework. It is designed that you can completely focus on how your items are displayed and sorted rather than caring about getting item info, updating your bags or handle interaction with items. You can define how many virtual bags you'd like to have and what items should go into it.

The core addon only moves and sorts information between the handler and the layout - it's up to your layout how to present the items to the user!

So, to see something going on, you need a layout! See below or on the "Optional Files"-tab for additonal resources.


Filtering
cargBags can react on special rules or filters to check if an item goes into that bag, but it's completely optional. So there's the possibility to make a complete all-in-one bag or separate small bags which hide gray items or show only keys, for example.

Modular
There's the possibility to add/modify parts of cargBags on all sides. You could write a custom layout - or just a small different money display which other layouts can easily spawn in their code. Or just hook into the backend, the item data, and manipulate it, e.g. writing a handler which displays the contents of some sort of database rather than your inventory.

Lightweight
cargBags tries to be efficient in both terms of CPU- and memory usage and there are thoughts on optimization before almost every update.

But aren't item filters in conflict with the term 'lightweight'?
Well, it depends on which features you'd like to have, but the default configuration is about only 50-60 kb including the layout. The CPU-usage is of course a bit higher because of the item filters, but it tries to only do the work which is needed to be done.
Item buttons which are not used will be recycled for later use, so there are no extra frames generated which are not needed.


Default features
  • item filters
  • modular: custom layouts, plugins or handlers
  • lightweight: strip out features you don't need
  • comes with money display, space indicator and bag button bar


Additional resources and help
Planned features for 2.0
  • stack compression
  • include GetInventoryItemCount()
  • guild bank support
  • additional default plugins (e.g. search)

cargBags is licensed under the GPL 3.

And of course, please drop a comment for bugs. For feature requests, help or discussion which do not relate to the core, please use the mentioned thread above!
  Change Log - cargBags
Changes to the core prior to version 1.0 are located in the changelog.txt.
In most cases the version tagging follows the scheme rewrite.feature.bugfix.

cargBags (core)
1.3
* licensed as GPL 3
* fixed background texture of empty bag buttons
* hovering over a bag button can now fade different bag objects
* fixed tooltip-parsing not working correctly
* and now the usual developer-stuff:

- BagBar new property: BagBar.BackgroundTexture - texture path if no icon was found
- new function: object:Fire(callback, ...) - fires a callback with the defined arguments
- new function cargBags.C2I(id) - translates a ContainerID into an InventoryID
- new function cargBags.I2C(id) - translates an InventoryID into a ContainerID
- function changed: cargBags.ParseBags(bagString or bagID or table) - now returns a table every time
- new property: cargBags.BagStrings[] - holds tables of the bagID's for the different bagStrings
- :PreCheckFilters() now also fires on :GetItemInfo()

1.2
* first tooltip-scanning code, if you have wishes for more parsed infos than bindOn,
* please let me know =)

- updated for 3.2
- fixed item.id not working properly
- new item data: item.bindOn - returns "equip", "pickup", "account", "quest", "use" or nil
- 3.2 only: new item data: item.stats - returns a table of all stats of the item (see GetItemStats() for info)
- 3.2 only: new item data: item.sellValue - returns the sellValue in copper of an item
- new plugin: DataBroker - displays a databroker-object, the addon cargoShip is needed for that

1.1 r431
* completely rewritten item-data fetching (should go faster now)
* handlers before version 1.1 are not compatible

- new item data: item.id - returns the item id extracted from the link
- new item data: item.bagType - returns the type of the item's bag
- you can now add your own data to the item-table by adding a function in cargBags.ItemKeys["keyName"]
- new function: object:GetItemInfo(bagID, slotID) - returns the item table for the specified slot
- debug-mode included, see top of core.lua for details

1.0.8 r426
- new property: object.PositionEveryTime - set to true to call UpdateButtonPositions every update
- new pipe function: handler.GetContainerItemLink(bagID, slotID)
- new pipe function: handler.GetContainerItemInfo(bagID, slotID)

1.0.7 r424
- fixed keyring not initializing
- rewritten iterator-function, you can now supplement a table-sort-function in cargBags:IterateBags()
- object's buttons are now available as table-keys in object.Buttons
- fixed a typo when using the bagstring "backpack+bags"
- plugins can now be spawned outside of objects by using cargBags.SpawnPlugin(...)

1.0.6 r413
- fixed the button.bagID-errors

1.0.5 r410
- fixed problem with hidden bags
- fixed plugins not updating on login
- lots of comments in the files added
- fixed bagType not being stored in cargBags.Bags[bagID]

1.0.4 r402
- pass arguments to Update-callbacks
- timed events to reduce updating
- new callback function: cargBags:PreCheckFilters(item, updateType)

1.0.3 r398
- silent mode for setting active handler and style (set #arg2 to 'true'), returns true on success
- update bags only after init
- new callback function: object:PreUpdateBags() - fired before an object is updated
- new callback function: object:PostUpdateBags() - fired after an object is updated

1.0.2 r387
- space indicator can now fetch information of defined bags (like BagBar)
- new function cargBags:ParseBags(bags) - returns id's of bag-strings like "bags" or "bank"
- some changes on showing/hiding buttons (hopefully fixes the appearing of unused buttons)
- style-arguments changed: style(settings, self, name, ...)

1.0.1 r383
* updated .toc for patch 3.1
* removed property: cargBags.FreezeButtons - don't think it's really needed
* fixed cooldowns not updating on item move
* new callback function: object:PostCreateBag(bag, bagID) - fired after a bag was created in the object

1.0
* COMPLETE REWRITE
* your old layout won't work with this new version without major changes!
* be aware that most previous callback functions for the layout are removed / modified due to the changes
- cargBags now supports filters for item-based placing!
- unused buttons are now recycled to save memory and cpu time
- item quality glow removed, it is now handled by the layout
- additional elements are now spawned with the new plugin system
- see object:RegisterPlugin(name, func)
- and object:SpawnPlugin(name, ...)
- new callback function: object: object:UpdateButton(button, item)
- new callback function: object: object:UpdateButtonLock(button, item)
- new callback function: object: object:UpdateButtonCooldown(button, item)
  Optional Files - cargBags
File Name
Version
Size
Author
Date
Type
r16.1
12kB
08-25-2009 01:58 AM
Addon
1.1
6kB
07-19-2009 11:43 AM
Addon
1.3
4kB
07-18-2009 09:54 PM
Addon
r29
13kB
06-25-2009 05:59 PM
Addon
2.0
7kB
06-01-2009 07:12 AM
Addon
  Archived Versions - cargBags
File Name
Version
Size
Author
Date
1.2
16kB
Cargor
07-02-2009 11:31 AM
1.1
14kB
Cargor
06-25-2009 01:27 PM
1.0.8
14kB
Cargor
06-01-2009 07:28 AM
1.0.7
14kB
Cargor
06-01-2009 07:06 AM
  Comments - cargBags
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Old 05-11-2008, 05:51 AM  
Cargor
A Flamescale Wyrmkin
 
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Forum posts: 127
File comments: 242
Uploads: 17
Quote:
Originally posted by Fuzzywuzzy
So far i like it alot

Would it be possible though to add scalability to it? And maybe coloring of bags lik ammobags/ss bag/engi bag and so on.

Makes it easier (well does to me ) to see where the free slots are, if some are empty in the special bags or/and the normal bags.
Scalability is added in the layout.lua with the function self:SetScale(1) where 1 is the default size of 100%. In line 49 the keyring-frame is already scaled. Directly under it you can find the if-clauses for the bank-frame and the rest (bag) - it should be easy to add there a self:SetScale() if you want.

The new update colors the slot borders based on bag type.
With some lua-experience you can change the color function by overwriting self.OverrideColorSlotBorder(button, bagType). I didn't tested it for profession bags as I don't have any of them, but it works with keyring/ammo-bag coloring.

Last edited by Cargor : 05-11-2008 at 07:46 AM.
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Old 05-11-2008, 03:29 AM  
Fuzzywuzzy
A Cliff Giant

Forum posts: 73
File comments: 22
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So far i like it alot

Would it be possible though to add scalability to it? And maybe coloring of bags lik ammobags/ss bag/engi bag and so on.

Makes it easier (well does to me ) to see where the free slots are, if some are empty in the special bags or/and the normal bags.
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Old 05-10-2008, 10:02 AM  
Fuzzywuzzy
A Cliff Giant

Forum posts: 73
File comments: 22
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Was using Onebag/Onebank/Oneview and it's mainly the ability to check out alts bags/banks i'm going to miss.

But as i said there's addons out there that can do that, so it's not a big issue

A feature i would like if it can be done low memory wise is something like what bagsync does, shows in tooltip when hoovering an item how many i got on different alts.

Tried bagsync but it seems that in certain situations it doesnt work well with my tooltip addon (TipTac). Could ofc. have been Onebag interferring so might give it a go again and see how it works.

EDIT: Trying out addon called "Bankitems" atm, seems to be doing both what bagsync and oneview does.

Last edited by Fuzzywuzzy : 05-10-2008 at 10:16 AM.
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Old 05-10-2008, 07:09 AM  
Cargor
A Flamescale Wyrmkin
 
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Forum posts: 127
File comments: 242
Uploads: 17
Quote:
Originally posted by Fuzzywuzzy
I'm going to try this cause it looks nice and clean, there's some features im going to miss but think i can get those through other addons.

But reason for posting is just curiousity, i'll probably do the lua edit you suggest to get it as 1 big bag, question is, is there a reason why you make a seperate 8 slot at top as default instead of just doing the 1 bag as default?
As it seems, I'm the only one that uses this bag bar I store there mainly items which are everytime in my bag (like mount, hearthstone, etc..) - The reason I uploaded this as default layout is to show the possibilities of bag merging/splitting. I think I'll provide in the future also the standard AIO-bag layout without the bar.
I'm interesting in what features you miss (maybe there are some which are easy to integrate as an optional addon or don't increase memory usage much)

Quote:
Originally posted by Viggeborn
Hmm is the windows moveable or is it just me that are stupid?
The window is by default not movable, it is positioned per lua-config (and working as intended) - but I'll write a tutorial, on how to get the bags movable if you want.

EDIT: written a tutorial - link on the addon info page or in my portal.

Last edited by Cargor : 05-10-2008 at 08:05 AM.
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Old 05-10-2008, 04:38 AM  
Viggeborn
A Kobold Labourer

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Hmm is the windows moveable or is it just me that are stupid?
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Old 05-10-2008, 04:12 AM  
Fuzzywuzzy
A Cliff Giant

Forum posts: 73
File comments: 22
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I'm going to try this cause it looks nice and clean, there's some features im going to miss but think i can get those through other addons.

But reason for posting is just curiousity, i'll probably do the lua edit you suggest to get it as 1 big bag, question is, is there a reason why you make a seperate 8 slot at top as default instead of just doing the 1 bag as default?
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Old 05-09-2008, 07:17 AM  
Cargor
A Flamescale Wyrmkin
 
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Thanks for the hint, I'll fix it as soon as possible.

EDIT: should work now with the new update.

Last edited by Cargor : 05-09-2008 at 07:49 AM.
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Old 05-08-2008, 09:53 PM  
nighty
A Kobold Labourer

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File comments: 3
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In the default layout the strata is too high, when you goto split items the box is behind the bag frame.
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Old 05-08-2008, 12:36 PM  
Cargor
A Flamescale Wyrmkin
 
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The addon is a bag replacement, so you can change the layout for the bags or create one big bag which consists of your default bags (like in the default layout screenshot) - It does not move, sort or modify the items in the bag itself.

So, in short: standard bags with another layout

Hope, your question is answered.
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Old 05-08-2008, 12:29 PM  
scotte44
A Kobold Labourer

Forum posts: 1
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Im a little lost on what this mod does. Does the mod just allow different layouts displaying bags, or can you actually assign items to bags?
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Old 05-08-2008, 10:23 AM  
Cargor
A Flamescale Wyrmkin
 
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It's working as intended (Could be useful if someone has a lot of splitted bags), but I understand your point and included this function in the new update:

You can now set object.space.countAll = true to get the total items in your bag rather than the total of visible items. I've included it in the default layout - you are right: for the AIOI-layouts was the old way not as good as this one.

Info: The core passes now the number of free and total slots to the updateSpace() instead of used and total. (because GameAPI handles it this way, so why don't we do the same :P)
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Old 05-07-2008, 04:01 PM  
hipjipp
A Cliff Giant
 
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Noticed another thing (from your screen since i already put my frame into one again);
When you've split up your frame into smaller pieces, the "cur/max free slots" text goes to the max of the frame that text is in, not the total of your bags.
Might be good if you only want to know that specific bag or frame, but for me (and probably alot of people) this is useless.
Just an idea to make this an option into lua or add a new string saying the total max.
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Old 05-07-2008, 02:35 PM  
Cargor
A Flamescale Wyrmkin
 
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Thanks for the feedback, I'm glad you like it

I've integrated OpenAllBags() in layout.lua and changed the comments. Hope they are easier to understand now.
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Old 05-07-2008, 12:38 PM  
hipjipp
A Cliff Giant
 
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I love you! I'm gonna try this asap, and then i might write my own "type"/"layout" for it.. :P

Edit: Bugreport; I've binded "B" to "OpenAllBags" and when i open the bag, it shows up, but so does the rest of the bags aswell.. so i have a bagframe and 4 bags showing. Love Love Love the low footprint btw. Never been happier!

Edit2: Been playing around a while now, read, edited and played around with the code. About the comments on the bag-slots in a row. Keep it the way it is, but try to make the comments clearer if you decide to change the items-in-a-row to something bigger or smaller. Keep up the work! I can finally dump the memory eater BaudBag.
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Last edited by hipjipp : 05-07-2008 at 01:26 PM.
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