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Updated: 11-23-20 12:47 PM
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Compatibility:
Shadowlands pre-patch (9.0.1)
Updated:11-23-20 12:47 PM
Created:12-16-09 10:47 AM
Downloads:109,627
Favorites:281
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oUF: MovableFrames  Popular! (More than 5000 hits)

Version: 1.18
by: haste, p3lim

Allows you to move frames/headers created by oUF.

Features
- Doesn't require authors to add support. It just works out of the box.
- Saves frame position on a per layout base.
- Frame position is saved based on closest anchoring point to retain position regardless of scale/resolution.
- Able to save position of frames that have no name.
- Remembers the initial position of frames.
- Let's you easily scale all frames.
- X and Y position and scale can be fine-tuned through the option UI.
- Type /omf to toggle anchors.
- Type /omf <whatever isn't space> to open the UI.

Known Issues and TODO
- Issues @GitHub

Click here to lend your support!

Changes from 1.17
- Don't try to make nameplates movable.

Changes from 1.16
- Comparability with 9.0.x

Changes from 1.15
- Handle headers that have no width defined.

Changes from 1.14
- No longer attempts to clear un-used initial positions before the first initial position table has been created.

Changes from 1.13
- Now correctly handles hidden group frames.
- Improved the unit guesswork so partypets, partytarget, maintank and mainassist group should be detected more often.

Changes from 1.12
- Ability to set scale on the frames by dragging an anchor located in the bottom right of the overlay.
- X position, Y position and scale can now be hand-tuned by clicking on the numbers in the option UI.
- Some minor clean-up.

Changes from 1.11
- Group frames will now show the backdrop, even when no frames are displayed.
- Bumped TOC interface version to 40100 (4.1).
- Update the subtitle as it was horribly outdated.
- Several small changes to allow embedding.

Changes from 1.10
- Added support for oUF 1.5.x, and the new header group formats.

Changes from 1.9
- Minor fix to work around events firing even though it's unregistered.

Changes from 1.8
- Should no longer attempt to move party/raid frames several times.
- Updated to work with both oUF 1.3.x and 1.4.x.

Changes from 1.7
- Move the frames back to their initial position when their entry is removed from the UI.

Changes from 1.6
- Yet another round of improvements on the frame name guessing. This will hopefully be the last.

Changes from 1.5
- Largely improved how frame names are guessed and added validation of the guessed names.

Changes from 1.4
- Correctly handle several levels of scaling.
- Also some minor code preparations for saving of default position.

Changes from 1.3
- Properly set the initial height of header frames that don't have any units yet.
- Don't wrap the unit label if the frame is too small to display it.
- Largely improved frame name guessing.

Changes from 1.2
- Made /omf <anything that isn't space> open the frame list interface.
- Child frames (such as party target) are no longer detached from their parents initially. Moving them will however do this.
- Attempt to describe the frames with more sane names. A quick example would be "oUF_PartyUnitButton1Target" that becomes party1target. This is also done in the interface list.

Changes from 1.1
- The frame list will no longer error out on empty data sets.

Changes from 1.0
- Party/raid frames that show the player and player's pet or target no longer gets confused with the real pet/target frame.
- Frames that don't have a legal position on the UI are temporary ignored. The downside with this is that they cannot be positioned until they have one.
Post A Reply Comment Options
Unread 12-16-09, 11:19 AM  
jasje
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It's nice that you've added this yourself haste, save's people alot of hasle.
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Unread 12-16-09, 11:55 AM  
Aesh
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Oh ty very much , /bow Grandmaster Haste.
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Unread 12-16-09, 12:02 PM  
haste
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Blame the other one; It left me in despair and I had to do something about it.
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Unread 12-16-09, 12:09 PM  
Aesh
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and one question ,where to go to report bugs with this one ?
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Unread 12-16-09, 12:10 PM  
haste
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Originally posted by Aesh
and one question ,where to go to report bugs with this one ?
Bug section here or over at github, whatever floats your boat really.
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Unread 12-16-09, 12:17 PM  
Aesh
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so here is the one

"Interface\AddOns\oUF_MovableFrames\movable.lua:221: maintanksUnitButton1Target:SetAllPoints(): <unnamed> is dependent on this"

OMF showing only main tank anchor then nothing.

report from Bauderrorframe -fan update is there :

Call Stack:
[C]: ?
[C]: in function `SetAllPoints'
Interface\AddOns\oUF_MovableFrames\movable.lua:221: in function <Interface\AddOns\oUF_MovableFrames\movable.lua:178>
Interface\AddOns\oUF_MovableFrames\movable.lua:510: in function `value'
Interface\FrameXML\ChatFrame.lua:3565: in function `ChatEdit_ParseText'
Interface\FrameXML\ChatFrame.lua:3213: in function `ChatEdit_SendText'
Interface\FrameXML\ChatFrame.lua:3237: in function `ChatEdit_OnEnterPressed'
[string "*:OnEnterPressed"]:1: in function <[string "*:OnEnterPressed"]:1>


my layout do not have maintank frames .
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Unread 12-16-09, 12:17 PM  
Freebaser
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Seems it doesn't like pet or target units spawned via xml.
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Unread 12-16-09, 12:30 PM  
haste
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Originally posted by Freebaser
Seems it doesn't like pet or target units spawned via xml.
Lua Code:
  1. diff --git a/movable.lua b/movable.lua
  2. index e4f4b5a..8ddabee 100644
  3. --- a/movable.lua
  4. +++ b/movable.lua
  5. @@ -73,7 +73,7 @@ local getObjectInformation  = function(obj)
  6.         -- setting it to Unknown. It will only break if the user has multiple layouts
  7.         -- spawning the same unit or change between layouts.
  8.         local style = obj.style or 'Unknown'
  9. -       local identifier = obj.unit
  10. +       local identifier = obj:GetName() or obj.unit
  11.  
  12.         -- Are we dealing with header units?
  13.         local isHeader
See if this solves it for you.
Originally posted by Aesh
so here is the one

"Interface\AddOns\oUF_MovableFrames\movable.lua:221: maintanksUnitButton1Target:SetAllPoints(): <unnamed> is dependent on this"

OMF showing only main tank anchor then nothing.

report from Bauderrorframe -fan update is there :

Call Stack:
[C]: ?
[C]: in function `SetAllPoints'
Interface\AddOns\oUF_MovableFrames\movable.lua:221: in function <Interface\AddOns\oUF_MovableFrames\movable.lua:178>
Interface\AddOns\oUF_MovableFrames\movable.lua:510: in function `value'
Interface\FrameXML\ChatFrame.lua:3565: in function `ChatEdit_ParseText'
Interface\FrameXML\ChatFrame.lua:3213: in function `ChatEdit_SendText'
Interface\FrameXML\ChatFrame.lua:3237: in function `ChatEdit_OnEnterPressed'
[string "*:OnEnterPressed"]:1: in function <[string "*:OnEnterPressed"]:1>


my layout do not have maintank frames .
You have something with a main-tank frame at least. I regardless need more information around that one tho'. Like: How to reproduce and with what oUF related layouts.
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Unread 12-16-09, 12:39 PM  
Aesh
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Sorry i lol' ed very hard , after some searching, found what caused this error forgotten old addon oUF_Damt in my Addons.Sorry

after deleting it working very good
Last edited by Aesh : 12-16-09 at 12:41 PM.
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Unread 12-16-09, 12:42 PM  
haste
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Originally posted by Aesh
Sorry i lol' ed very hard , after some searching, found what caused this error forgotten old addon oUF_Damt in my Addons.Sorry

after deleting it working very good
I'll have a look at it after the raid at least.
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Unread 12-16-09, 12:49 PM  
Freebaser
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Originally posted by haste
Lua Code:
  1. diff --git a/movable.lua b/movable.lua
  2. index e4f4b5a..8ddabee 100644
  3. --- a/movable.lua
  4. +++ b/movable.lua
  5. @@ -73,7 +73,7 @@ local getObjectInformation  = function(obj)
  6.         -- setting it to Unknown. It will only break if the user has multiple layouts
  7.         -- spawning the same unit or change between layouts.
  8.         local style = obj.style or 'Unknown'
  9. -       local identifier = obj.unit
  10. +       local identifier = obj:GetName() or obj.unit
  11.  
  12.         -- Are we dealing with header units?
  13.         local isHeader
See if this solves it for you.
Nope. Its the same error Aesh posted and goes away if I disable templates. I would prefer it ignore these all together, but that wouldn't be ideal for everyone else.
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Unread 12-16-09, 12:52 PM  
haste
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Originally posted by Freebaser
Nope. Its the same error Aesh posted and goes away if I disable templates. I would prefer it ignore these all together, but that wouldn't be ideal for everyone else.
Ah, thought you meant that it merged playertarget and such on the party headers into the true unit. Guess I misunderstood you and found something else.
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Unread 12-16-09, 02:12 PM  
Xruptor
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Cool nice work Haste Much better then my version.
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Unread 12-16-09, 04:18 PM  
haste
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The issues should be solved with 1.1.
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Unread 12-17-09, 03:14 AM  
Unkn
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Yay!
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