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Updated: 11-23-20 12:47 PM
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oUF.
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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:109,657
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- Update the subtitle as it was horribly outdated.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.
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Unread 12-30-09, 06:25 PM  
haste
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Originally posted by Freebaser
Is there a way to override the name given to headers. I spawn 3 different headers in one layout(Raid/party, pets, MTs) and they all have the same name in the option's menu.
No, what are the name you spawn them with tho'?
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Unread 12-30-09, 06:31 PM  
Freebaser
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Originally posted by haste
No, what are the name you spawn them with tho'?
Code:
oUF:RegisterStyle('Freebgrid', func)
...

local raid = oUF:Spawn('header', 'Raid_Freebgrid')
...

local tank = oUF:Spawn('header', 'MT_Freebgrid')
...
oUF_MovableFrames labels them all as "freebgrid".
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Unread 12-30-09, 06:33 PM  
haste
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Originally posted by Freebaser
Code:
oUF:RegisterStyle('Freebgrid', func)
...

local raid = oUF:Spawn('header', 'Raid_Freebgrid')
...

local tank = oUF:Spawn('header', 'MT_Freebgrid')
...
oUF_MovableFrames labels them all as "freebgrid".
Yay for doing reverse labeling . I'll add a workaround for it soonish.
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Unread 12-30-09, 10:26 PM  
haste
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It should work as expected for you now. At least it passed all my local unit tests.
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Unread 12-31-09, 09:04 AM  
Freebaser
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Originally posted by haste
It should work as expected for you now. At least it passed all my local unit tests.
Works great. Thanks!
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Unread 01-20-10, 05:01 PM  
MMOGames
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Any chance of getting profiles in next updates? I would be nice to have one profile for 40 man raid and 25 one
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Unread 01-21-10, 02:43 AM  
haste
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Originally posted by MMOGames
Any chance of getting profiles in next updates? I would be nice to have one profile for 40 man raid and 25 one
I don't have any plans to include profiles.
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Unread 01-23-10, 11:41 AM  
Galsif
A Kobold Labourer

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I have one problem. I cant open the UI =S
I'm using TukUI dunno if that might be the problem
Last edited by Galsif : 01-23-10 at 11:50 AM.
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Unread 01-23-10, 01:07 PM  
haste
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Originally posted by Galsif
I have one problem. I cant open the UI =S
I'm using TukUI dunno if that might be the problem
If something like /omf ui doesn't work, then your "out of luck". I don't mind spending time attempting to figure out why it works, but I'm not going to dig through some off-hosted shit compilation to do it.
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Unread 03-18-10, 02:24 AM  
dorn
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UI won't show here either.

I'm also having a problem showing the UI. Specifically if I type /ouf ui it will open the options interface/addons tab and there will be a spot for oUF: Movable frames.

It says "Note that the initial frame" blah blah. The arrow keys are there as well but the spot that should show the list of the actual frames is empty. I've tried it with lily and classic just to test it but no dice.

I can't fathom what addon would be interfering with this though. Any ideas?
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Unread 03-18-10, 09:02 AM  
haste
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Re: UI won't show here either.

Originally posted by dorn
I'm also having a problem showing the UI. Specifically if I type /ouf ui it will open the options interface/addons tab and there will be a spot for oUF: Movable frames.

It says "Note that the initial frame" blah blah. The arrow keys are there as well but the spot that should show the list of the actual frames is empty. I've tried it with lily and classic just to test it but no dice.

I can't fathom what addon would be interfering with this though. Any ideas?
Originally Posted by Add-On Description
- Type /omf to toggle anchors.
- Type /omf <whatever isn't space> to open the UI.
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Unread 03-18-10, 01:04 PM  
dorn
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Sorry I did mean /omf ui. That was just a typo. My problem remains the same. The command is definitely working because it opens the interface tab and goes to the omf config. It's just empty when I open the ui. I will try posting a screen.

http://img222.imageshack.us/img222/6508/wowscrnshot031810135945.jpg
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Unread 03-19-10, 05:49 PM  
haste
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Originally posted by dorn
Sorry I did mean /omf ui. That was just a typo. My problem remains the same. The command is definitely working because it opens the interface tab and goes to the omf config. It's just empty when I open the ui. I will try posting a screen.

http://img222.imageshack.us/img222/6508/wowscrnshot031810135945.jpg
The config only contains moved frames, nothing else. Just type /omf and move a frame, then type /omf ui and watch how it's now listed there.
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Unread 03-28-10, 04:57 PM  
SkunkWerks
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Other frame functions.

Beng able to move them helps a ton. But I wouldn't mind too terribly being able to hide them.

I use a HUD and having a player frame is frankly redundant.

I'd add the a resizing function would be exceedingly handy, but I think I'm pushing my luck. For now, Hiding a frame of my choice would be nice.
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Unread 03-31-10, 07:06 AM  
haste
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Re: Other frame functions.

Originally posted by SkunkWerks
Beng able to move them helps a ton. But I wouldn't mind too terribly being able to hide them.

I use a HUD and having a player frame is frankly redundant.

I'd add the a resizing function would be exceedingly handy, but I think I'm pushing my luck. For now, Hiding a frame of my choice would be nice.
It's not something I plan on adding to this add-on. Changing the visibility is something that I was thinking about pushing a separate plug-in for, but it's currently something that will remain in my idea box due to time constrains.
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