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Updated: 11-23-20 12:47 PM
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Shadowlands pre-patch (9.0.1)
Updated:11-23-20 12:47 PM
Created:12-16-09 10:47 AM
Downloads:109,680
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- Update the subtitle as it was horribly outdated.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.
Post A Reply Comment Options
Unread 12-17-09, 03:27 AM  
omicron
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Forum posts: 3
File comments: 47
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tried to open it via game settings, result below

Message: Interface\AddOns\oUF_MovableFrames\movable.lua:420: attempt to index field '?' (a nil value)
Time: 12/17/09 10:26:19
Count: 1
Stack: Interface\AddOns\oUF_MovableFrames\movable.lua:420: in function <Interface\AddOns\oUF_MovableFrames\movable.lua:293>
(tail call): ?
[C]: in function `Show'
Interface\FrameXML\InterfaceOptionsFrame.lua:28: in function `InterfaceOptionsList_DisplayPanel'
Interface\FrameXML\InterfaceOptionsFrame.lua:46: in function `InterfaceOptionsListButton_OnClick'
[string "*:OnClick"]:2: in function <[string "*:OnClick"]:1>

Locals: data = <table> {
}
numStyles = 1
bottom = 0
slidHeight = 0
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = nil
(*temporary) = "attempt to index field '?' (a nil value)"
self = <unnamed> {
cancel = <function> defined @Interface\FrameXML\InterfaceOptionsFrame.lua:619
name = "oUF: MovableFrames"
data = <table> {
}
0 = <userdata>
refresh = <function> defined @Interface\FrameXML\InterfaceOptionsFrame.lua:621
okay = <function> defined @Interface\FrameXML\InterfaceOptionsFrame.lua:618
default = <function> defined @Interface\FrameXML\InterfaceOptionsFrame.lua:620
}
_DB = <table> {
}
scrollchild = <unnamed> {
0 = <userdata>
}
backdrop = <table> {
bgFile = "Interface\ChatFrame\ChatFrameBackground"
tileSize = 16
tile = true
edgeFile = "Interface\Tooltips\UI-Tooltip-Border"
edgeSize = 16
insets = <table> {
}
}
OnClick = <function> defined @Interface\AddOns\oUF_MovableFrames\movable.lua:278
OnEnter = <function> defined @Interface\AddOns\oUF_MovableFrames\movable.lua:288
scroll = <unnamed> {
0 = <userdata>
}
slider = <unnamed> {
0 = <userdata>
}
Last edited by omicron : 12-17-09 at 03:28 AM.
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Unread 12-17-09, 05:16 AM  
haste
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That's now fixed with 1.2. I'm actually really glad that part of the code blew up. It was something I'd just temporary put there while doing ICC which "worked", as long as you had at least one moved frame that is. :3
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Unread 12-17-09, 06:36 AM  
mikma
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Haaaaaallelujaaa!
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Unread 12-19-09, 03:19 AM  
omicron
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hi, im using oUF_viv and the author supports your addon

but its still weired to set the frames ... cant move maintanks, no framenames, still seen childframes and theyre movable.
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Unread 12-19-09, 05:12 AM  
haste
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Originally posted by omicron
[b]hi, im using oUF_viv and the author supports your addon /B]
There is nothing he/she can do to add support for this plug-in. Whatever he/she does will most likely make its assumption incorrect.

The name thingy should be fixed at least. The others I couldn't reproduce.
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Last edited by haste : 07-12-12 at 10:26 AM.
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Unread 12-20-09, 03:21 PM  
haste
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Originally posted by bonus00
Hm! dont save position After reload!reset
More information; such as layout and versions.
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Unread 12-20-09, 10:50 PM  
Rhaethe
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Hi there

I don't necessarily expect a fix, per se`, but thought you might like the information for information's sake.

I use Caellian's layout, 010909 r79. When using this addon (version 1.2) to move the frames, I only get a header box for the party if I'm in a party, and if I move that, it only moves the first party member, leaving the party target and party pet behind.

Further, if I make sure that I'm in a full party so I can see all the frames, and then move them, I then relock them ... but if people leave the party, the frames move upwards on their own, causing some wierd overlapping.

For right now, I go into the lua code and manually set positions when I use that layout ... but I thought you might want to know.

If not, completely disregard me
Last edited by Rhaethe : 12-20-09 at 10:50 PM.
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Unread 12-21-09, 05:07 AM  
haste
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Originally posted by Rhaethe
Hi there

I don't necessarily expect a fix, per se`, but thought you might like the information for information's sake.

I use Caellian's layout, 010909 r79. When using this addon (version 1.2) to move the frames, I only get a header box for the party if I'm in a party, and if I move that, it only moves the first party member, leaving the party target and party pet behind.

Further, if I make sure that I'm in a full party so I can see all the frames, and then move them, I then relock them ... but if people leave the party, the frames move upwards on their own, causing some wierd overlapping.

For right now, I go into the lua code and manually set positions when I use that layout ... but I thought you might want to know.

If not, completely disregard me
One of the fixes in 1.3 was:
Originally Posted by changelog
Changes from 1.2
- Child frames (such as party target) are no longer detached from their parents initially. Moving them will however do this.
Any reason why you are sticking with 1.2 instead of fetching 1.4?
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Last edited by haste : 12-21-09 at 05:07 AM.
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Unread 12-21-09, 12:43 PM  
Rhaethe
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Originally posted by haste
One of the fixes in 1.3 was:
Originally Posted by changelog
Changes from 1.2
- Child frames (such as party target) are no longer detached from their parents initially. Moving them will however do this.

Any reason why you are sticking with 1.2 instead of fetching 1.4?
Uhm. Cause I had a case of the dumbs? o.O

*hides*
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Unread 12-22-09, 05:49 PM  
bonus00
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1280x1024 ouf-1.3.25,ouf_viv,oUF_MovableFrames-1.4.Keeps wrong co-ordinates
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Unread 12-22-09, 06:17 PM  
haste
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Originally posted by bonus00
1280x1024 ouf-1.3.25,ouf_viv,oUF_MovableFrames-1.4.Keeps wrong co-ordinates
1. How is it storing the coordinates wrong?
2. The add-on store positions based on corner. This means that the screen is split into 9 section. Is the behavior correct for some of these areas or are all wrong? Use the awesome ASCII art below to tell me which:
Code:
########
#AABBCC#
#DDEEFF#
#GGXXYY#
########
3. Is UI scale disabled or enabled?
4. What scale are you running?
5. Can you provide me with a way to reproduce this?
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Unread 12-22-09, 06:44 PM  
haste
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That doesn't really answer any of my questions as I can't tell where that is on your UI in relation to screen corners.
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Unread 12-22-09, 07:24 PM  
haste
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You still haven't answered my questions, and I'm still unable to recreate it. Even after downloading oUF_viv and testing with multiple scales and resolutions.
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Unread 12-23-09, 07:59 AM  
bonus00
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Excuse but http://www.wowinterface.com/download...bleFrames.html works more correctly! Where I will put the frame there it and will be is

1280x1024 - .781
Last edited by bonus00 : 12-23-09 at 08:22 AM.
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Unread 12-23-09, 09:01 AM  
haste
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Originally posted by bonus00
Excuse but http://www.wowinterface.com/download...bleFrames.html works more correctly! Where I will put the frame there it and will be is

1280x1024 - .781
Then use it instead if you don't want to help me fix the issue. I'll make sure not to waste my time on you in the future...
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