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Updated: 11-23-20 12:47 PM
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oUF.
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Shadowlands pre-patch (9.0.1)
Updated:11-23-20 12:47 PM
Created:12-16-09 10:47 AM
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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- Update the subtitle as it was horribly outdated.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 10-19-10, 10:19 AM  
Coldfury
A Deviate Faerie Dragon
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Originally posted by Coldfury
I'm using oUF_MF and oUF_Phanx, and it has been updated to the lastest oUF.
But it's acting weird with the party frames. Sometimes they just won't show up, or after I moved them somewhere, they will return to their original position couple min after.
And I forgot to say that when I disable oUF_MF, everything is fine.
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Unread 10-19-10, 10:33 AM  
haste
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Originally posted by Coldfury
And I forgot to say that when I disable oUF_MF, everything is fine.
Noted it at http://github.com/haste/oUF_MovableF...issues#issue/1 the other day
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Unread 10-20-10, 04:31 PM  
Coldfury
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Originally posted by haste
Noted it at http://github.com/haste/oUF_MovableF...issues#issue/1 the other day
Thank you!
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Unread 12-06-10, 09:07 AM  
Souljeh
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Just being a noob.

Great work, so many frames to pick between. But to use it, it says I have to reload the UI. How, and doesn't that mess with all my stuff? Just placed KGpanel's Protoss design, and I dont wanna start over again if it can be avoided. Thanks again!
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Unread 12-06-10, 09:14 AM  
haste
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Re: Just being a noob.

Originally posted by Souljeh
Great work, so many frames to pick between. But to use it, it says I have to reload the UI. How, and doesn't that mess with all my stuff? Just placed KGpanel's Protoss design, and I dont wanna start over again if it can be avoided. Thanks again!
The note has been left in by a mistake. Earlier you would have to reload the ui or log out and back in, to make the frames jump back to their default position. As of 1.7 I save this information when the frame is moved, so I can reset it back as well.

In other words; reload the ui is basically the same as logging out and back in.
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Unread 12-08-10, 09:05 AM  
FlareLT
A Defias Bandit

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Small suggestion - make command "/omf" visible in configuration screen (the one accessible in interface screen). Or add a button there, to make frames movable/unlocked.

As now sometimes, when in a need to move frames around, I start thinking "what was that command? /moveframes? /mf? /oufmove?".
And it would be much more convenient too look it up in interface/config screen, than to google it

Good luck.
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Unread 12-17-10, 12:54 AM  
haste
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Originally posted by FlareLT
Small suggestion - make command "/omf" visible in configuration screen (the one accessible in interface screen). Or add a button there, to make frames movable/unlocked.

As now sometimes, when in a need to move frames around, I start thinking "what was that command? /moveframes? /mf? /oufmove?".
And it would be much more convenient too look it up in interface/config screen, than to google it

Good luck.
Apparently I forgot to reply to this. The subtitle was changed early last month over at github.

https://github.com/haste/oUF_Movable...a2d71aa6e72b53
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Unread 03-17-11, 12:41 PM  
soyolas
A Kobold Labourer

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Can you add an option to completely hide a frame or set it's opacity?
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Unread 03-17-11, 12:42 PM  
haste
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Originally posted by soyolas
Can you add an option to completely hide a frame or set it's opacity?
No. I do plan on completing something which allow people to override layout spawns (as long as they use the factory system) however. Right now I have other items higher on my priority list though.
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Unread 05-16-11, 08:31 PM  
Worcester
A Deviate Faerie Dragon
 
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Originally posted by soyolas
Can you add an option to completely hide a frame or set it's opacity?
You can use Kong to hide any frame, set it's opacity, even have it fade in or out depending on combat, resting, etc. Plus it fades slowly, which looks quite cool.
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Unread 05-24-11, 01:41 AM  
creepy_inc
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I know my might not be 100% directed at this module but is there still no way of having frames spawn different places for different characters? Personally my layout is (or want to it to be) much different from my healer to my dps. Just like you might want raid frames (if the OUF layout includes it) with one character but not have them with another one, or simply a different location.

At the moment we are "forced" to having the same layout for all characters. Unless I'm missing some option for profiles somewhere?
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Unread 05-24-11, 08:31 AM  
haste
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Originally posted by creepy_inc
I know my might not be 100% directed at this module but is there still no way of having frames spawn different places for different characters? Personally my layout is (or want to it to be) much different from my healer to my dps. Just like you might want raid frames (if the OUF layout includes it) with one character but not have them with another one, or simply a different location.

At the moment we are "forced" to having the same layout for all characters. Unless I'm missing some option for profiles somewhere?
Profiles are okey. (GitHub Issue)

Controlling what frames should be created by oUF is however outside the scope of MovableFrames. It's something I plan on writing, but right now I need to catch up on current projects.
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Unread 05-25-11, 07:40 PM  
MMOGames
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Can we have a centesimally number for placement (0.000)?
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Unread 05-26-11, 12:01 AM  
haste
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Originally posted by MMOGames
Can we have a centesimally number for placement (0.000)?
No . Fractions are rounded internally in the UI and they should only give you some effect when you have a improper UI scale. Even with improper UI scale the frame won't move when you change the position from 0.0 to 0.3. The only thing that might happen is some of the children of the frame shifting.
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Unread 05-26-11, 10:30 PM  
MMOGames
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Originally posted by haste
No . Fractions are rounded internally in the UI and they should only give you some effect when you have a improper UI scale. Even with improper UI scale the frame won't move when you change the position from 0.0 to 0.3. The only thing that might happen is some of the children of the frame shifting.
Sorry, I meant for scaling. I dont know why but some OUF Profiles when u scale less the 1.00 like 0.87 may look flawless. Chaging to .88 or .86 may improve the look but is not guaranteed.

BTW Haste Nice work with UI Scaling its much more reliable now
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