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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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Unread 01-30-07, 01:45 PM  
seebs
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Delay?

Have you thought about a "delay" setting, where something only gets shown if the mouse is hovered for a bit? I'm not even sure this is technically feasible to implement, but it would make the bank less maddening.
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Unread 01-30-07, 02:53 PM  
Garland
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I apologise for this update taking so long, turning it into modules is more tricky than I thought it would be. As for your feature idea seebs, I believe that's very possible, I think it would work similar to the blacklist and whitelist features where it goes by the frame the mouse cursor is over. I'd simply have to implement an AceEvent timer.

Just so we're on the same page though, is this what you want? The mouse cursor is hovered over a frame and caught with showname, the frame appears under a delay submenu in fubar and in the chat options, so you have delay > framename > delay, where length is a range (the range is a slider in FuBar). Then if you set the delay for that frame's tooltip to five seconds, the mouse cursor can sit on the frame for five seconds before the frame is shown. That'd be easy to do I think if that's the feature you want?
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Unread 02-01-07, 09:19 AM  
SirCasey
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Lightbulb Backwards Functionality?

Hey,

I really liked the idea of your mod so I downloaded and tried it out. I found that I would prefer the opposite of what your mod does. I want to:

1) Have tooltips turned on all the time but
2) Be able to hold down a key to turn them off when I don't want to see them.

Unless I'm somehow missing that feature in your mod or in the default GUI somewhere, would you consider adding that or telling me how to do it? It would be greatly appreciated...

~SirCasey
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Unread 02-02-07, 12:01 AM  
Garland
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Of course I'll add it, that's not a problem! It may be a little bit though unless I release it in another solid version before I modularise it. The problem is that I'm having a lot of trouble figuring out how to best modularise the system without losing any of the functionality. I know it should be modularised because otherwise it'll get too big but anyway, I will add that feature and I'll try to get it out in the next version as a module as soon as possible. Thanks for your input!

---

Okay, I've got this mod modularised (hooray!) and the inverted key feature is included. All I have to do now is test, debug and fix, after that I'll release it. Expect 03.00.00.B soon!
Last edited by Garland : 02-02-07 at 02:39 AM.
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Unread 02-02-07, 11:36 AM  
Garland
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Here it is, guys. Sorry it took so long, I've been pretty much just playing the Burning Crusade with friends so I have to put a bit of a lockdown on features for a while (if I keepp coding like this, said friends will probably kill me), know that if any are requested they will get in but it might take a while. I hope m3 was worth the wait! In all seriousness, another reason it took so long was because I wanted to make sure that if I did modularise it, that there was some tangible benefit in using only one or two modules over using the lot and that's the case, that's one of the things that held it back.

I'd like to note that while I did test all the modules, I didn't test them with some taken out. While I can't forsee any problems, it's possible there may be some and therefore it's still B(eta) until it's confirmed bugless. So if you use only certain parts of it and it's working for you, drop by to say so if you would. Thanks!

My only other worry is that the new frame catcher might slow older machines down a bit (but only when it's enabled), if the frame catcher slows you down, let me know and I'll try to tweak it or offer a solution that'll work better.

Well, that's all I have to say. At least until next time!
Last edited by Garland : 02-02-07 at 11:39 AM.
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Unread 02-02-07, 10:58 PM  
SkOODaT
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Problem~

combat tooltip mode isnt working for me in latest version please test/fix


SkOO ~

Awesome work
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Unread 02-03-07, 12:12 AM  
Garland
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I'm currently in game and the combat part seems to be working fine here. What modules are you using? Basically, for the Combat, you should only require the Core and Modules\TipOnDemand_Combat. I'm running the full set though and it seems to work, so I'm at a loss. I guess it must be down some certain grouping of modules, so any information you could provide would be helpful. Thanks!
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Unread 02-03-07, 08:10 AM  
SkOODaT
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im running the full pakage everything worked fine in the version before the moduels.... ill poke around later today and see if i can get some more info for ya

SkOO~
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Unread 02-03-07, 10:00 AM  
Garland
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Check out the latest version. I just wasn't satisfied with how the modules toggled on/off and how they interacted with each other, so I wrote it up a little better feeling a bit ashamed of the previous implementation. It also means that there are no dead functions lying around disabled anymore by modules that are currently deactivated, so that's good. The main upside is that combat might work for you and that generally it should behave better. If anything else occurs to me then I'll write it in but for now, this is all I can think of and I hope it all works.

As a footnote, if you haven't typed - /tod reset - since 03.00.00, then that might be the problem, with m3, the database got completely reworked.

Either way, I hope one of these solutions works for you, if not let me know and do poke around, experiment and see what you can learn. When it comes to bugs I can't reproduce, any input is always welcome! I don't want any of the users of my mod left out in the cold with a lack of functionality in my works, after all. So I'll do all I can.
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Unread 02-03-07, 10:07 PM  
SkOODaT
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line 29 in TipOnDemand_Combat.lua ---- if self.incombat then obj:Hide() end Change To------>
if self.incombat ~= nil then obj:Hide() end

Got The Problem Fixed For Me

SkOO~
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Unread 02-03-07, 10:53 PM  
Garland
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That's very strange, since self.incombat only has two statuses, which are either self.incombat = true or self.incombat = nil, I actually did a look around my code and it's only changed in two places, lines 26 and 27 of the Combat module. So basically 'if self.incombat then' should work because self.incombat is either going to be true (therefore it does exist) or it's going to be nil (in which it doesn't). Actually requiring '~= nil' doesn't make sense from a Lua standpoint unless I'm missing something. Very, very strange. I don't know what's causing that, that is very odd. Later on I'll toss in some debug stuff and see whether self.incombat is getting changed somehow along the line.

I appreciate your effort though, it was above and beyond the call of duty for a user to actually check out the code and experiment. So I'll be sure to include your fix in the next version I release. Much obliged.

.. edited

To make sure I wasn't going crazy, I actually threw together a quick test and executed it in my Lua parser.

Code:
local mod = {}

function mod:set()
  self.incombat = true
end

function mod:test()
  if self.incombat then print("In combat.") end
end

mod:set() mod:test()
If self.incombat is true then it prints 'In combat.', otherwise it prints nothing. So that does work and I can only assume that self.incombat is getting changed to something that is neither true or nil somewhere else, this is a worrying prospect because I don't know what could be changing the variable. So I'm going to go ahead with that debugging and if I find nothing, would you be willing to run a debug version so we could track down the source of this peculiarity? I'm afraid that the problem might be bigger than the combat variable not working when expected if the variables are being changed arbitrarily by another source.
Last edited by Garland : 02-03-07 at 11:01 PM.
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Unread 02-04-07, 11:15 AM  
SkOODaT
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sure beta debug version me away lol ill test ... i gatat actually thank you for tipondemand as per its just such a great addon and the fact you gave me some code for my own addon mountsounds to get it up and going for my cat mounts atm only... expect more soonly lol

http://wow-en.curse-gaming.com/files...oodats-addons/

just a dumb little mod that makes your mount actually have noise when you press space and your standing still lol but i needed SE movement to tell if i was in movement your stationary moduel

any who it only took a few mins to debug the combat mod to get it to work for me ..... i hope you dont jump way ahead of yourself also i run alot of addons almost 300 and another varabile could be conflicting with yours and simpley addin in '~= nil' may just solve my UIs issue lol

but get a debuged version togeather and ill test shurely

SkOO~
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Unread 02-04-07, 11:32 AM  
wraithpc
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I like the mod, but its still not perfect for me.... Is there any chance for a kind of Hover Delay?

IE: Hold cursor over tooltip area for x seconds and tooltip is displayed? This would make the mod perfect for me! Regardless, thanks very much for the mod and your efforts!
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Unread 02-04-07, 05:09 PM  
Garland
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I don't think I really need to release a debug version in your case, Skoo. You're a smart fellow and I don't want to patronise, instead just add the following to the Combat file, I think it'll tell you all you need to know.

if self.incombat and self.incombat ~= nil and self.incombat ~= true then
TipOnDemand:Print(type(self.incombat))
TipOnDemand:Print(tostring(self.incombat))
end

Then run into combat, if self.incombat really is being set to anything than true or nil then that'll tell us what it is. If not then it's just a matter of releasing a new version with your fix and I can put it down to standard Blizzard weirdness.

As for what you've said about conflicting variables, you've given me an idea. If the above doesn't work then perhaps the problem is with some kind of weird conflict, I can't imagine how that'd be because the entire module object is local but... you know how weird Blizzard can be. So also try replacing self.incombat with TipOnDemand.incombat, that'll imbed it firmly within my mod's core instead.

I really do appreciate the help, too. Whatever we get from this is going to teach me a thing or two I think and a major upcoming project I'm going to release soon (something that was big at one time, then broken and forgotten) is heavily modularised too. So whatever I learn here can only aid me there.

Oh and don't call it a dumb little mod, you'd be surprised at how many people like sounds in game. The fact is that Warcraft is a surprisingly dead game quite often as far the aural aspect is concerned, so it just adds life to it. I just wish we had some way of finding out the Z-axis of a model because it'd be a blast to get a mount to make noise when jumping, too. There might be a way, in fact and that's an interesting thought but not one for today, at least not for me. The aural thing though is a big hint as to what my big project is... though I probably shouldn't tease so much with that.

Couple more things to cover before I finish up, I took a look at your mod and you've done a very good job with it. Remember though when you implement special events, you don't have to add a ticker and a PlayerMoving check, that's already in there. Take a look at the SE code and there's an event you can register which fires when the player stops moving (there's one there for starting, too).

All in all though, it's a nice little mod.

As far as TipOnDemand getting out of control, I was worried about that. That's why I ended up splitting it into modules because I knew that as a single mod, it'd become too bloated and hard to deal with. This way if a serious problem arises I can remove the modules, test, then add each module in one at a time until I find the source. It makes the code selections easier to work with. If that was still all one piece of code, it'd be a monster and very hard to debug.

Anyway, hopefully we'll find out something from these tests and we can fix the core of the TipOnDemand problem. I have to admit that I'm really curious about what's doing it so I wish you the best of luck. I have to admit that I have a funny feeling that swapping the variable over to the module's core is going to fix it, though.

Actually, before I finish, there's another thing you can test in game if you like, if you get a weird response from the above debugging. Just run the following as a script...

TipOnDemand:Print(tostring(TipOnDemand.modules.Combat.incombat))

Anyway, now that I've talked your ear off I'll be quiet and go back to coding and the suchlike myself.

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?

.. edited again (yeesh)

It's funny, right after I mentioned the jumping idea to you Skoo I noticed that JumpCounter had been released/updated on WoWAce's SVN. It basically uses a hook on a certain function to catch the jumps, so that's how it could be done. Interesting to know, that.
Last edited by Garland : 02-04-07 at 05:20 PM.
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Unread 02-05-07, 04:48 AM  
Garland
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Wraith, I'm not sure if you read to the bottom of that last post but I left some questions there for you about the new feature you wanted. I've been playing around with the idea but take a look at that post and let me know what you think, I could use some feedback on how you think it should work. Once I have that I'll get a new release out, as ever, I appreciate the time of those who use my mods and their feedback.
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