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Updated:01-11-11 05:57 PM
Created:05-21-09 12:25 AM
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Chaos Frame Modifier  Popular! (More than 5000 hits)

Version: r42
by: ChaosInc [More]

CFM allows full manipulation of almost any frame in the game.

** Please use the Bug Report/Feature Request features to the right. This is more for your benefit than mine as I may not notice them in comments right away. **

Slash Command
/cfm - brings up config
ESC - closes config

Frame List
This lists your frames currently in your database.
Left Click: Selects the frame and fills in it's info in all other frames (except "Add Frame").
Right Click: Prompts removal of the frame from the database.

Properties Tab
Pretty straight forward.

Anchor Tab
Change a frame's anchor points, parent and allows fine-tuned positioning.

Add Frame Tab
The place to add a frame to the database.

Other Tab
Change the name of a frame on your list.
Load/Copy other profiles you have saved.

Mouseover Frame (bottom)
This will tell you the name of the frame your mouse is currently over, as well as the parent of the frame.

Known Bugs
None

Credits
ME!: I wrote it.
Moongaze: LOTS of help along the way, including a lot of performance suggestions.
WoWInterface Community: Including (but not limited to) Seerah, Akryn, and kraftman for helping me with my noobish questions on the forums when I'd get stuck.

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r42
Note to self: If you have time to level an alt, you have time to update your projects. And man what an update was needed for this one. ;)

+ Profile Loading/Copying added to Options
+ "Disable Mouse" feature added to Properties (enjoy it, this was a pain to do with currently existing code :p)
+ It's a new year, copyright should reflect it
+ Frame restoration has been removed from the "Remove" function and now has it's own so other elements can access it
+ OnShow function properly hooks now (again)
+ List buttons will now keep their backgrounds after deleting a frame
+ Changing the height value with "Constrain" checked will now properly update the width box instead of itself (coulda sworn I fixed that once already...)
+ Slightly adjusted Properties to make room for new and possible additional options
+ Numerous other bug fixes I've lost track of
+ Ask users to use the Facebook "Like" link to help spread CFM (shameless plug, bite me ;p)

- Chat Edit box has been removed from default frames due to strange behaviour
- "Converted" comments removed
- Removed debug commenting spam

r41
+ line 108 fixed
+ some background coding changes in preparation for custom background/border options
+ changing the height while constrain is selected will now properly change the width text

r40
+ correct OnShow scripts not hooking properly when a newly added "invisible" frame becomes visible, such as the target frame (line 309 error)

r39
+ UI Overhaul!
+ Custom Name Support
+ Ability to change names added to "Options" tab
- Removed a bunch of old code that was literally doing nothing now

When users first log in, their saved vars should automatically convert to the new custom naming format. This will be verified by their previous entries being followed by "Temp". Click the Options tab and rename as you like.

r37
+ Reverted a change that lead to problems with trying to hook frames that don't exist yet (Line 77 errors)
+ Suppressed combat related messages until I figure out why they're spamming even though there is a delay built in to prevent it
+ Decide what I should have for lunch today

r36
+ Added common default frames. Look for the button on the "Add Frame" tab
+ Added button for upcoming options (profile swapping, custom colors if I can ever figure out how it works)

r35
+ Add a delay for players entering vehicles in case they have altered the any vehicle elements. The stupid animation keeps overriding custom placements. CFM will now wait until after the animation to apply it's settings. This should be a temporary fix until I find the bastard script and kill it.

r34
+ Force creation of achievement alert frames (reported by H0PE)

r33
+ 4.0 ready
+ GUI overhaul. It was too large for my liking and purpose. It's now about half the size and has options separated into panels that "share common interest". Hopefully it will be a little less intimidating to look at now. Maybe. Probably not, but I tried anyways.
+ Description change so it's not so much of a "wall-o-text". Not everyone is tech saavy to understand the nitty-gritty of it. More importantly, most could care less.
+ Any "Discord" credits have been removed. It's been dead for years and most don't even know it existed. People need to move on if they're still making a big deal of it.
+ Removal of the "Parent" field when adding frames. Frames will now simply add their own parent info or have it defaulted to UIParent. It was a redundant element.
+ Fixed a few bugs I came across along the way. Nothing too major, my own stupid mistakes.
+ I should grab some coffee. It's been a long morning of staring at/rearranging code.
+ DFM support has been removed. If people haven't converted by now, the likelihood of it happening now is somewhere around "no".
+ No I have not changed the colors. I'm considering reskinning it a bit to make it look prettier with the new Cata artwork. Purple/green will still be in there somewhere, however. ;)
+ Donation icon added to front page. And "I'll eat your soul" look to those who said they were gonna donate and never did. :p

r32
+ When a frame is unlocked for dragging it will now be highlighted. Woot!
+ The Show/Hide/Lock buttons will now throw warnings if a frame is not selected.
+ New option added for clamping frames to the screen. Saved settings should silently add themselves, but I've gotten mixed results during testing. Post any bugs so I can fix, or just delete and readd the frame.

r31
+ If the WorldFrame is modified, it will permanently assign itself to "BACKGROUND" strata to prevent users from accidentally overlapping EVERYTHING else. Trust me, changing this lead to ugly results.
+ If the WorldFrame is selected from the list, the strata box will automatically be disabled.
+ Frames are set as movable before attempting to move them. Imagine that.
+ GUI scroll frame is created before other elements to avoid possible conflicts
+ Bugs with dropdown menus have been fixed. I don't remember what they were, but they were fixed anyways.
+ Some other background coding fixes

r30
+ Ya know what would be handy? If the manual value fields actually referred to themselves rather than trying to pull property data from the "Parent" field. I don't think you can pull width data from "UIParent", but hey, it was worth a shot. All other fields have been fixed accordingly as well.
+ Manually adding an Alpha value will actually change a frame's alpha level now. Imagine that.
+ Time for breakfast!

r29
Better late than never....

+ Wanna see through your frame? Alpha control is finally here!
+ Hate using the X/Y mover? Use the new lock/unlock feature to drag-n-drop your frame!
+ Ya know, 2k+ lines to sort through to find the config frame stuff is a pain. The GUI is in it's own file.
+ Hey copyright, it's 2010 now, get with the program.
+ Blizz's Interface frame has an annoying habit of resetting frames against my wishes. This has been worked around.
+ 2 sec delay was a bit long, dropped to 1 sec.
+ Since the name feature was removed, all residual data has been removed.
+ Ever remove a frame then get spammed about how it can't be found? F1X0R3D!
+ Fixed some label alignments/anchoring
+ My Financial Aid check cleared today. I has monies again!

r28
Spam sucks. Let's fix that.

r27
+ If a player enters the game in combat, CFM will now wait until the player leaves combat to apply settings.
+ Added checks to the rest of the config settings making sure the user has a frame selected before trying to apply settings (WHOOPS!)

r26
+ Frames will now properly adjust after entering/leaving an instance (this should fix all other issues concerning this behaviour as well)
+ Frames should properly readjust when talents change with default UI action bars
+ Some code rewrite

r25
+ Added checks to make sure users have a frame selected before trying to alter properties (NOTE: UNTESTED!)

r24
.toc update

r23
+ Added missing "OnShow" hooks when a frame is initially added, which was causing a variety of frames to keep reseting their x/y positions until login/reload

r22
+ Force load Blizzard_AchievementUI if user has made changes to the AchievementFrame (ticket 5958)

r21
+ Anchoring fixes, now aligns properly on widescreens
+ Added frames will now set as movable before attempting to modify them

r20
+ Changed restore info and useProfile to PerCharacter variables to avoid taint. Existing variables should convert silently.
+ Frames should now restore after exiting a vehicle
+ File no longer run through LuaSrcDiet. Too much of a hassle to keep updated and the performance trade off is hardly noticeable.

r19
+ CombatLockDown checks added.
+ ForceHidden frames should not show at ANY point now (for real this time!)

r18
+ Fix bug where not all frames were being loaded
+ ForceHide properly works on already hidden frames (example: TargetFrame will now stay hidden, even on target changes)
+ Some code cleanup

r 17
+ Frames are now set as "UserPlaced". If newly added frames were already previously "UserPlaced", it is recorded in that frames restore data.
+ Fix bug where Blizz's target frame would remain present after zoning/porting (not tested)(WoWI Ticket 5937).
+ Frames not currently present (addon disabled/deleted, etc.) will no longer show up in the frame list.

r16
+ Fix WorldFrame strata work around(typo)
+ Added additional checks when working with the WorldFrame (hopefully no more bugs, but no promises)
+ No really, "useProfile" isn't a selectable frame. Fixed.
+ Fix typo when importing forceHide value from DFM (was saving incorrectly)
+ Increase load delay from 1sec to 2sec to compensate a bit for UI lag
+ Profile swapping now works the way it's supposed to (thanks Akryn)
+ If a parent frame is no longer present for a selected frame, it will now default to "UIParent"
+ Users will now be prompted to reloadUI when switching profiles (in case frames don't end up where they're supposed to)

r15
+ profile swapping (temp setup)

r14
+ Clicking height +/- will now properly update the height box instead of the width box
+ Created workaround for strata error when attempting to add/edit the WorldFrame
+ Fix confusion with From/To points (listed correctly, code was backwards)

r13
Users are now able to import settings from DFM (see desc for details)

r11
+ Added (+/-) buttons to height,width,scale and level
+ Reorganized config frame for the new buttons
+ Moved (-) on X/Y edit boxes

- No longer possible to set a negative level

r8
Mouseover info frame now shows parent data
Couple bug fixes that many may not have even seen
Switched file version to revision numbering (easier to deal with)

1.1
Clicking the 0,0 button should now set X/Y boxes to 0
Frames with no defined parent will now default to "UIParent"

1.0
Initial Release
Post A Reply Comment Options
Unread 02-28-11, 06:40 AM  
IcyZeal
A Murloc Raider

Forum posts: 6
File comments: 4
Uploads: 0
Possible Fix: Frames messing up after leaving vehicles

Hello. I've had the same problem and have checked out the CFM.lua file.

In line 132 you use
Code:
if unit == "player"
I'm not exactly sure why that would not work, however i recalled the UnitIsUnit(unitID1,unitID2) function from the API and decided to try it out, which seemed to fix the issue completely.

To sum it up, the vehicle-exiting case im using at the moment is

Code:
function CFM:UNIT_EXITED_VEHICLE(_, unit)	
	if UnitIsUnit(unit, "player") then		
		for k,_ in pairs(activeProfile) do
			CFM_ApplySettings(k)
		end
	end
end
And it seems to be applying the settings properly save for vehicles exited in combat. But thats the Blizzard secure frame limitation and can't be fixed.

EDIT(03/12/11): After some oddly well-working days i now have the exact same behaviour as before. I guess i just had a lucky streak.
Last edited by IcyZeal : 03-12-11 at 05:57 AM.
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Unread 02-15-11, 04:05 AM  
Velya
A Kobold Labourer

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PlayerFrame moves to default after exiting vehicle

hello, great addon, love it. theres one problem i stumbled across. i ve replaced the PlayerFrame but it keeps resetting after exiting a vehicle. on entering the vehicle i see a 1 sec delay, the frame jumps to the default positon but then comes back down where i placed it, thats just fine. but on extiting the vehicle it stays put on default position. thats not fine i cant figure out how to circumvent this behaviour. plx drop me a line on how to fix this.
i use german 4.0.6 client, cfm r42, deadlybossmods, recount, auracle

thx for your effort, keep up the good work
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Unread 01-07-11, 08:24 AM  
Sythalin
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Originally posted by saphirre12
I type the name PlayerTalentFrame and click on AddFrame but nothing shows up on my left . Therefore , I can't choose the frame to modify.
I also tried with other frames . Still no frame's added
Are you sure you're entering it in the proper field? The top field is for custom naming, the bottom is where you place the actual frame name.
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Unread 01-03-11, 10:20 PM  
saphirre12
A Fallenroot Satyr

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I type the name PlayerTalentFrame and click on AddFrame but nothing shows up on my left . Therefore , I can't choose the frame to modify.
I also tried with other frames . Still no frame's added
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Unread 01-02-11, 09:18 PM  
Sythalin
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Originally posted by syruf
well for example the "UIErrorsFrame" for spell error dialogue was the name i was looking for. I dont think it can be found with the mouseover unless there is something really cool that i couldnt find

(btw discord had that too that also showed child names... but im not complaining <3)
True, but it showed it in a way far too complicated and extensive for than most users would ever use. And you could find it via mouseover, it just takes an error to be present on the screen at the time. Otherwise it's hidden.
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Unread 01-02-11, 08:59 PM  
syruf
A Defias Bandit

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well for example the "UIErrorsFrame" for spell error dialogue was the name i was looking for. I dont think it can be found with the mouseover unless there is something really cool that i couldnt find

(btw discord had that too that also showed child names... but im not complaining <3)
Last edited by syruf : 01-02-11 at 09:06 PM.
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Unread 01-02-11, 06:00 PM  
Sythalin
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Originally posted by syruf
first of all.. thank you for making this MUCH needed addon <3 ive been lost since 4.0 broke my discord frame modifier...

so does anyone know where i can find a list of known frame names?
That's one of the wonderful things about CFM over DFM. There is a frame on the bottom of the GUI that displays the name and parent frame of the frame you are currently moused over. No need to go searching for frame lists. The only time this would fail is if 1) the frame has no name assigned to it or b) the frame is not visible and the name is unknown to make it show by force.

For most uses, neither of these should be the case. However, if you do run into this situation feel free to ask here and I'll gladly help you with any frame names that you can't seem to find on your own.
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Unread 01-02-11, 03:59 PM  
syruf
A Defias Bandit

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first of all.. thank you for making this MUCH needed addon <3 ive been lost since 4.0 broke my discord frame modifier...

so does anyone know where i can find a list of known frame names?
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Unread 12-09-10, 05:46 PM  
Sythalin
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Originally posted by pod76au
Hi, great addon but unfortunately i've been having a few problems with it.
First whenever i login to a character or /reloadui i get the following message:

Date: 2010-12-07 12:22:08
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\CFM\CFM.lua line 108:
attempt to index field '?' (a nil value)
Debug:
[C]: ?
CFM\CFM.lua:108:
CFM\CFM.lua:104
(tail call): ?

This only happens if i have added a frame to CFM, if i have done nothing yet there is no error, i always get this error no matter what frame(s) i add to CFM.

Second, i can't load profiles from one character to another. I use /cfm load <Realm> <Character> and all it does is open up CFM and doesn't import any settings.

Third, not all of my frames use the adjusted settings, most do, but there is a few that don't. I can adjust them fine, but when i login or /reloadui they revert back to their original positions.

When i go into Interface>Addons and just click ok, it fixes the third issue. So it seems like something is preventing some of my frame settings from being applied. I've tried disabling all addons but CFM and this problem still persists.

Any help would be greatly appreciated.

Thanks in advance.
Profile loading was disabled as I'm working on adding the GUI element to do so on the "Options" tab. I forgot to document this on the last notes.

As far as the error goes, I'll see if I can replicate the issue and fix as needed.

EDIT: I found the issue. It was a misplaced fix that I forgot to revert before saving the files. Once I test, I'll post the fix. To do it yourself in the meantime, you can open CFM.lua at line 108 change CFM_ApplySettings(selFrame) to CFM_ApplySettings(frame).
Last edited by Sythalin : 12-09-10 at 05:52 PM.
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Unread 12-06-10, 08:03 PM  
pod76au
A Kobold Labourer

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Hi, great addon but unfortunately i've been having a few problems with it.
First whenever i login to a character or /reloadui i get the following message:

Date: 2010-12-07 12:22:08
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\CFM\CFM.lua line 108:
attempt to index field '?' (a nil value)
Debug:
[C]: ?
CFM\CFM.lua:108:
CFM\CFM.lua:104
(tail call): ?

This only happens if i have added a frame to CFM, if i have done nothing yet there is no error, i always get this error no matter what frame(s) i add to CFM.

Second, i can't load profiles from one character to another. I use /cfm load <Realm> <Character> and all it does is open up CFM and doesn't import any settings.

Third, not all of my frames use the adjusted settings, most do, but there is a few that don't. I can adjust them fine, but when i login or /reloadui they revert back to their original positions.

When i go into Interface>Addons and just click ok, it fixes the third issue. So it seems like something is preventing some of my frame settings from being applied. I've tried disabling all addons but CFM and this problem still persists.

Any help would be greatly appreciated.

Thanks in advance.
Last edited by pod76au : 12-06-10 at 08:11 PM.
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Unread 12-03-10, 03:07 PM  
Sythalin
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Re: Clickthrough

Originally posted by Enkidu
Hi, what do you think about making frames clickthrough through CFM?
Basically achieve the same thing /script framename:EnableMouse(false) does.
Sure. I'll add a toggle option for this feature.
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Unread 12-03-10, 01:51 PM  
Enkidu
A Kobold Labourer

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Clickthrough

Hi, what do you think about making frames clickthrough through CFM?
Basically achieve the same thing /script framename:EnableMouse(false) does.
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Unread 12-03-10, 04:41 AM  
Sythalin
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I've been able to recreate the error by moving the target frame then trying to click on the player unit frame. As I thought, it's a spot that I forgot to convert to the new code. Fix incoming.
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Unread 12-02-10, 02:23 PM  
Sythalin
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Re: I am getting this error

Originally posted by unwin
I get this error when I click the player frame.


Date: 2010-12-02 12:02:10
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\CFM\CFM.lua line 309:
attempt to index field '?' (a nil value)
Debug:
[C]: ?
CFM\CFM.lua:309: CFM_ApplySettings()
CFM\CFM.lua:241:
CFM\CFM.lua:241
[C]: Show()
..\FrameXML\TargetFrame.lua:101: TargetFrame_Update()
..\FrameXML\TargetFrame.lua:146: OnEvent()
..\FrameXML\UnitFrame.lua:416:
..\FrameXML\UnitFrame.lua:414
[C]: TargetUnit()
..\FrameXML\SecureTemplates.lua:423: handler()
..\FrameXML\SecureTemplates.lua:541: SecureActionButton_OnClick()
..\FrameXML\SecureTemplates.lua:581:
..\FrameXML\SecureTemplates.lua:573
[C]: Click()
[string "*:OnMouseUp"]:1:
[string "*:OnMouseUp"]:1
I'll take a look at it. I used the player frame as a main tester and didn't have any issues, but doesn't mean I may have missed something that needed to be changed with the new custom naming coding.
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Unread 12-02-10, 02:03 PM  
unwin
A Deviate Faerie Dragon

Forum posts: 12
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I am getting this error

I get this error when I click the player frame.


Date: 2010-12-02 12:02:10
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\CFM\CFM.lua line 309:
attempt to index field '?' (a nil value)
Debug:
[C]: ?
CFM\CFM.lua:309: CFM_ApplySettings()
CFM\CFM.lua:241:
CFM\CFM.lua:241
[C]: Show()
..\FrameXML\TargetFrame.lua:101: TargetFrame_Update()
..\FrameXML\TargetFrame.lua:146: OnEvent()
..\FrameXML\UnitFrame.lua:416:
..\FrameXML\UnitFrame.lua:414
[C]: TargetUnit()
..\FrameXML\SecureTemplates.lua:423: handler()
..\FrameXML\SecureTemplates.lua:541: SecureActionButton_OnClick()
..\FrameXML\SecureTemplates.lua:581:
..\FrameXML\SecureTemplates.lua:573
[C]: Click()
[string "*:OnMouseUp"]:1:
[string "*:OnMouseUp"]:1
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