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Updated: 05-22-13 06:53 PM
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FluidFrames.
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Updated:05-22-13 06:53 PM
Created:09-06-10 03:40 AM
Downloads:14,698
Favorites:104
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FluidFrames  Popular! (More than 5000 hits)

Version: 2.4g-50300
by: Dridzt [More]

FluidFrames updated for Mists of Pandaria (WoW 5.x)

The whole addon (including latest Portfolio) is included in the archive for convenience.
Just extract to your AddOns folder like you normally would; no previous FluidFrames installation is required.

Changes:

  • Option to make TimeManager drag-able (off by default, go into options to enable)
  • PVPFrame dragging fixed.
  • New ReforgingUI dragging by header enabled.
  • Frame lists updated for 4.3.
    Remove obsolete frame references and we can no longer disable mouse
    on models, Blizzard has added scripts for rotation/zoom etc to them.
  • Prevent taint from dragging specific frames in combat.
  • (internal) Set a couple more hooks for immobilized frames.
  • Solve intermittent initialization problems.

Addon Features:
-> Visit the main page FluidFrames by AnduinLothar

2.4g-50300
-----------
- .toc update, compatible with WoW 5.3 "Escalation"

2.4g-50200
-----------
- prevent taint to mail frame.
- .toc update, compatible with WoW 5.2.0

2.4f-50001
-----------
- prevent taint from RaidParentFrame.
- Fix ReforgingFrame so it's draggable from the top portion again.

2.4e-50001
-----------
- prevent taint from PetJournalParent

2.4d-40300
-----------
- MoP Beta compatibility (build 15799 tested)

2.4c-40300
-----------
- fix initialization for those players whose addon variables finish loading AFTER the player has entered the world.
for the technically inclined in wow 3.x and later VARIABLES_LOADED is not guaranteed to fire before PLAYER_ENTERING_WORLD on a 'cold login'

2.4b-40300
-----------
- attempt to fix the startup error with TimeManager reported by Kharthus
(still can't reproduce it myself)

2.4a-40300 (based on FluidFrames 2.4)
-----------
- taint prevention
- add TimeManager to options for dragging (default off, go into options to enable)
- fix PVPFrame dragging
- Update frame lists
(we can no longer disable mouse on modelframes Blizzard
has mouse scripts running for zoom / rotate etc on them now)
- set a couple more hooks for immobilized frames
- toc update, compatible with Hour of Twilight (4.3)
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Unread 09-06-10, 06:32 AM  
Fiercy
A Cyclonian
 
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Thanks for the patch!

Trying to update my UIs
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Unread 09-15-10, 05:38 PM  
tayedaen
A Deviate Faerie Dragon
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Hi, I just found a bug in my part of the code.

It's simply a 'not' in the IF structure where ther should be non 'not

BUGGY Code:
Code:
--Build Stack Part 3:
-- Iterate through all the parents of the found frames...
  local tempstack = stack
    for i, frame in ipairs(tempstack) do
    local parent = frame:GetParent()
    while (parent) do
      if (frame:IsVisible() and MouseIsOver(parent)
      and not FluidFrames.IsUnique_and_Allowed(stack,parent)) then
          tinsert(stack, parent)
      end
      parent = parent:GetParent()
    end
    end
end
Fixed code:
Code:
--Build Stack Part 3:
-- Iterate through all the parents of the found frames...
  local tempstack = stack
    for i, frame in ipairs(tempstack) do
    local parent = frame:GetParent()
    while (parent) do
      if (frame:IsVisible() and MouseIsOver(parent)
      and FluidFrames.IsUnique_and_Allowed(stack,parent)) then
          tinsert(stack, parent)
      end
      parent = parent:GetParent()
    end
    end
end
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Unread 09-15-10, 06:21 PM  
Dridzt
A Pyroguard Emberseer
 
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Thanks for the heads up.
I haven't logged on beta for a few days I only loaded the file to make sure there's no obvious errors.

I'll update.
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Unread 10-13-10, 12:33 PM  
nodak67
A Kobold Labourer

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still some 'this' entries in draggableframe.lua

just replace them with self and it works just fine.

thanks for updating this, i really didnt care for moveanything, it was missing the key part of fluidframes, the default of making all frames moveable from default position with the option of permanently movable.
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Unread 10-13-10, 07:09 PM  
Dridzt
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Originally posted by nodak67
still some 'this' entries in draggableframe.lua

just replace them with self and it works just fine.

thanks for updating this, i really didnt care for moveanything, it was missing the key part of fluidframes, the default of making all frames moveable from default position with the option of permanently movable.
Hmm and I was sure I uploaded ALL the diff files,
apparently not.

Fixed now.
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Unread 10-13-10, 11:39 PM  
mythrilgolem
A Kobold Labourer

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much love!
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Unread 10-14-10, 03:36 AM  
Dessembrae
A Fallenroot Satyr
 
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I have an issue that FF doesn't remember the placement of frames.
After a relog or /rl frames are all over the place again.
Is it just me, or do more people have a problem with this?
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Unread 10-14-10, 05:56 PM  
Dessembrae
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I'm trying several things to get FF to save placements of the items.
Last resort I wanted to reset it all and start over with a relog.
In conjunction I found another error upon pressing reset on FF tab:

Code:
[01:53] FluidFramesControlPanelReset.callback() Error:
[01:53] Interface\AddOns\FluidFrames\FrameReset.lua:50: Frame FriendsMicroButton is not movable or resizable
Obviously I can't reset FF to see if that solves the not saving part.

Edit:
Deleting the lua and lua.bak saved variables for FluidFrames also didn't do the trick. A reset, relog, reload didn't work either. I'm starting to loose some hairs on this one, as I never had issues before. Unfortunately without FF I don't see how I can do what i did so far I hope for a solution, or a suggestion from a fellow user.
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Dessembrae knows the sorrows in our souls.
He walks at the side of each mortal,
a vessel of regret on the fires of vengeance.
Dessembrae knows the sorrows,
and would now share them with us all.
Last edited by Dessembrae : 10-14-10 at 06:22 PM.
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Unread 10-16-10, 06:47 AM  
Dessembrae
A Fallenroot Satyr
 
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Ok,

The only way I managed to get this to do what I wanted it to do:

Disable FluidFrames.
Manually nudge everything into place trough lua edits of kgPanels and trough the kgPanels interface.

Enable FluidFrames, and hide those items I didn't want, and move the rest into place.

This way it seemed to have saved locations at last
Seems kgPanels and FluidFrames don't like eachother anymore.

Now I can start my fight with oUF, to make my layout compatible with 1.5.x
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He walks at the side of each mortal,
a vessel of regret on the fires of vengeance.
Dessembrae knows the sorrows,
and would now share them with us all.
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Unread 10-18-10, 09:31 AM  
Chasim
A Defias Bandit

Forum posts: 2
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Thanks

This is one of those "must have" AddOns for me.

Thanks for the patch, working fine.
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Unread 10-19-10, 03:01 AM  
redwan
A Kobold Labourer

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Thumbs up THANK YOU!!!! <3

I loged just the thank you for updating its an amazing addon and I relay on it a lot. To be able to move what ever you want is simply awsom.

I hope you keep this addon up to date as long as wow is still there

Thanks again!
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Unread 10-20-10, 07:06 AM  
mLs
A Kobold Labourer
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Thanks for the update, no more roll-windows overlays!
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Unread 10-21-10, 04:22 PM  
spiralofhope
A Deviate Faerie Dragon
 
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Thanks for the patch!
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Unread 11-16-10, 08:07 AM  
Chasim
A Defias Bandit

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Hiding Party frames

First, thanks very much for the patch!

I am using Fluid Frames to, among other things, hide the Party frames. However, during some encounters (running 5-man instances), the Party frames briefly reappear? I do not get a .lua error, they just reappear and then disappear again.
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Unread 11-16-10, 11:17 AM  
Dridzt
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Some frames in the game are moved redrawn by Blizzard in response to events.
(like the party frames or the pet or possess bar etc)

FluidFrames only modifies anchors, positions, parenting, visibility.

This is the reason there are specialized addons for some frames that also unregister events and such to prevent the frames from responding to them and getting re-drawn, re-positioned.

I would suggest finding a minimal addon that does only that to hide special frames.
(there are at least a couple around for party frames)
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