Category: Graphic UI Mods
Addon Information
Works with 3.2
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Author:
Version:
1.5.1
Date:
11-11-2009 09:39 AM
Size:
13.31 Kb
Downloads:
5,027
Favorites:
94
MD5:
Pictures
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pally alt + viewport + textures + stat scripts
Fully scriptable text objects
Gradients with built-in class coloring (priest)
Yay, panels!
LitePanels   Popular! (More than 5000 hits)
LitePanels is, in essence, a UI panel art framework aimed for use by both UI authors and normal users. It was created to be a solid, lightweight alternative to kgPanels.

There is no in-game config. Configuration is done through editing a layout file. Complete documentation is provided in the layout file.

Copy layout_example.lua to layout.lua before use!

Special features:
» Minimal code; low memory usage
» Easy to create and share layouts
» Multiple text objects per panel
» Built-in class coloring
» Automatic panel/parent resizing
» Viewport functionality

Enjoy.

Feel free to discuss this addon or share your own layouts and scripts in the LitePanels Layout Discussion thread.
  Change Log - LitePanels
1.5.1 -- 2009-11-11
- Error handling added for invalid fonts.

1.5a -- 2009-10-11
- Fixed pre-1.5 backwards compatibility.

1.5 -- 2009-10-07
- Plugin-like support added.
- New profiles system, see included example layout for info. Although old layouts will continue to work, it is advised that old layouts are converted to the new system.
- Panel borders can now be set to "SOLID" to create a pixel border.
- Panels with a % height/width will now resize based on its anchor_frame; parent secondary.
- New text attribute: outline - (1) thin outline, (2) thick outline. Setting an outline disables the default shadow effect, may be enabled manually.
- New text attribute: mono - True sets font's monochrome flag.
- Misc bug fixes and optimizations.

1.4.1 -- 2009-08-17
- CreateFrame hook will load sooner, this should (hopefully) fix many problems with panels not being set to the right parent frame.
- The anchor_frame setting will now recognize existing panels as intended.
- Added support for Class Colors by Phanx.

1.4 -- 2009-08-10
- Changed supplied layout filename to layout_example.lua.
- Border support added. See documentation for syntax.
- Percentage width/height rescaling is now on by default, attribute is obsolete.
- Throttling variable created for OnUpdate scripts (self.elapsed)
- Text object references will now be sent through to their string function.
- Layout "character - realm" names are no longer case-sensitive.
- New attribute: anchor_frame (defaults to parent). Sets the panel anchor frame if you'd like to anchor a panel to a frame other than parent while keeping parent's visibility, scale, alpha, etc.
- New script handlers: OnResize, OnDoubleClick, OnMouseDown, OnMouseUp

1.3.2 -- 2009-08-04
- TOC updated to 3.2

1.3.1 -- 2009-08-03
- Fixed a bug with texture rotate.
- Changed attribute 'active_scale' to 'resize'.
- Added missing attribute 'scale' to documentation.

1.3 -- 2009-08-01
- Super duper code optimizations.
- The default value for bg_alpha will no longer be set to 0.0 when tex_file has a value.
- Function text object panels will now correctly adjust its height and width when changed.
- Panels with parents that don't exist will now be attached to the parent when it's created.
- Text shadows will now default to 1. Set shadow to 0 to turn it off.
- New attribute: active_scale (off by default). Panels with a height or width percentage will automatically adjust themselves when the parent's height or width is changed. Usage: `active_scale = true`
- New attribute: inset (defaults to 0). Creates an inset on the panel. Usage: for all sides use `inset=5` or specific `inset={top=5,bottom=5}`. Negative values create a padding effect.

1.2 -- 2009-07-08
- Full text object support added, see docs.
- Changed default profile to always load.
- A few code optimizations.

1.1a -- 2009-06-30
- DK class coloring fixed.

1.1 -- 2009-06-30
- Complete overhaul. Many layout modifications, your old layout will not work without some changes (see documentation).
- Viewport, gradients, and texture art support added.
- Player class color panel setting added.
- User scripting support.
- Better parent handling with other panels.
- May now use height or width as a percentage in reference to its parent frame.

1.0a -- 2009-06-02
- Suppressed "LPanels" error when the variable doesn't exist (when layout file is still layout.lua.txt)

1.0 -- 2009-06-02
- Initial release.
  Optional Files - LitePanels
File Name
Version
Size
Author
Date
Type
0.9.6c
26kB
11-12-2009 06:42 AM
Addon
  Archived Versions - LitePanels
File Name
Version
Size
Author
Date
1.5a
13kB
Katae
10-12-2009 04:06 AM
1.5
13kB
Katae
10-07-2009 09:31 PM
1.4.1
10kB
Katae
08-18-2009 05:57 AM
1.4
10kB
Katae
08-10-2009 09:58 AM
1.3.2
9kB
Katae
08-04-2009 06:47 PM
1.3.1
9kB
Katae
08-03-2009 04:50 AM
1.3
9kB
Katae
08-01-2009 09:00 AM
1.2
8kB
Katae
07-08-2009 12:39 PM
1.1a
6kB
Katae
06-30-2009 11:41 PM
1.1
6kB
Katae
06-30-2009 08:36 PM
1.0a
2kB
Katae
06-03-2009 01:16 AM
1.0
3kB
Katae
06-02-2009 04:39 PM
  Comments - LitePanels
Post A Reply Comment Options
Old 11-17-2009, 05:28 PM  
Katae
A Flamescale Wyrmkin
 
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Interface Author - Click to view interfaces

Forum posts: 118
File comments: 116
Uploads: 5
Re: Is it really not working or am I being dumb?

It's probably just a syntax error, can you PM me your layout.lua?
Quote:
Originally posted by Star1814
It's confusing me -- have I missed something?
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Old 11-17-2009, 10:51 AM  
Star1814
A Kobold Labourer

Forum posts: 0
File comments: 13
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Question Is it really not working or am I being dumb?

I really wanted this to work so I could replace kgpanels (which is acting weird lately) ... I copied the entire sample layout in the end and only replacing the character name with the character I'm testing it with, but alas ... It's not showing up, all other addons disabled even to make sure

Quote:
Message: Interface\AddOns\LitePanels\layout.lua:1: unexpected symbol near '??
Count: 1
Stack: [string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:18: in function <[string "Interface\FrameXML\BasicControls.xml:<Scrip..."]:4>
[C]: ?
The default lua error frame is kinda sucky, but yeah ... for example, I don't have a folder called FrameXML in my Interface folder. It's confusing me -- have I missed something?
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Old 11-15-2009, 06:35 PM  
Katae
A Flamescale Wyrmkin
 
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Forum posts: 118
File comments: 116
Uploads: 5
Quote:
Originally posted by Strongbow
I want to make a panel behind my classbar but since different classes have different amount of buttons i would like to have one that changes when im on different character, is that possible ?
The easiest way would be to make one profile for all the unchanging panels, and other profiles for no class buttons, one, two, etc, then apply.

To extend this to detect automatically, you can somehow find out how many class buttons there are (don't know this off the top of my head) and apply layout based on that.

Something like this:
Code:
lpanels:CreateLayout("ClassAll", {
  -- your unchanging panels ...
})
lpanels:CreateLayout("Class1", {
  -- one button code ...
})
lpanels:CreateLayout("Class2", {
  -- two button code ...
})
lpanels:CreateLayout("Class3", {
  -- three button code ...
})
-- etc, etc
And then apply:
Code:
local classbuttons = 3 -- placeholder for a # of class buttons function
lpanels:ApplyLayout(nil,"ClassAll","Class"..classbuttons)
Or simply class specific:
Code:
lpanels:ApplyLayout("c:warrior c:deathknight","ClassAll","Class3")
lpanels:ApplyLayout("c:druid","ClassAll","Class6")
lpanels:ApplyLayout("c:priest","ClassAll","Class2")
-- etc, etc

Last edited by Katae : 11-15-2009 at 06:36 PM.
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Old 11-15-2009, 02:54 PM  
Strongbow
A Deviate Faerie Dragon
 
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I want to make a panel behind my classbar but since different classes have different amount of buttons i would like to have one that changes when im on different character, is that possible ?

This is what i have now

Code:
{   name = "ClassBarL", 
    parent = "DominosClassButton1", anchor_to = "LEFT",
    width = "100%", height = 44,
    x_off = -15/2, 
    gradient = "H",
    bg_color = "0 0 0", gradient_color = "0.22 0.20 0.20", 
    bg_alpha = 0.4, gradient_alpha = 0,
},
{   name = "ClassBarR", 
    parent = "ClassBarL", anchor_to = "LEFT", anchor_from = "RIGHT",
    width = "100%", height = "100%",
    gradient = "H",
    bg_color = "0.22 0.20 0.20", gradient_color = "0 0 0", 
    bg_alpha = 0, gradient_alpha = 0.4,
},

-- Top Left gradient line

    {    name = "Classborder1TL",
        parent = "ClassBarL", anchor_to = "TOP",
        width = "100%", height = 1,
        gradient = "H",
        bg_color = "CLASS", gradient_color = "CLASS",
        bg_alpha = 0, gradient_alpha = 0.8,
   },
-- Top right line
    {    name = "Classborder1TR",
        parent = "ClassBarR", anchor_to = "TOP",
        width = "100%", height = 1,
        gradient = "H",
        bg_color = "CLASS", gradient_color = "CLASS",
        bg_alpha = 0.8, gradient_alpha = 0,
   },

-- Bottom left line
    {    name = "Classborder1BL",
       parent = "ClassBarL", anchor_to = "BOTTOM",
       width = "100%", height = 1,
       gradient = "H",
       bg_color = "CLASS", gradient_color = "CLASS",
       bg_alpha = 0, gradient_alpha = 0.8,
   },

-- Bottom right line
     {    name = "Classborder1BR",
        parent = "ClassBarR", anchor_to = "BOTTOM",
       width = "100%", height = 1,
       gradient = "H",
        bg_color = "CLASS", gradient_color = "CLASS",
        bg_alpha = 0.8, gradient_alpha = 0,
   },
-Strongbow-
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Old 11-12-2009, 09:52 AM  
richerich
A Fallenroot Satyr
 
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Forum posts: 25
File comments: 388
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Quote:
Originally posted by Katae
The current profile system can do this. As your profile string, you can use something like: "c:mage c:warlock". Or to disable specific classes: "-c:warrior -c:deathknight".
Ay, got it to work now... took a while before i read long enough to understand how to make it work ;D
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Old 11-11-2009, 09:16 PM  
Katae
A Flamescale Wyrmkin
 
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The current profile system can do this. As your profile string, you can use something like: "c:mage c:warlock". Or to disable specific classes: "-c:warrior -c:deathknight".

Quote:
Originally posted by richerich
Is there a way for u to add a class-wide settings for the profiles? would help in some aspects for UI creators to fix class-specific modules.

Last edited by Katae : 11-11-2009 at 09:17 PM.
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Old 11-11-2009, 07:57 PM  
richerich
A Fallenroot Satyr
 
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Is there a way for u to add a class-wide settings for the profiles? would help in some aspects for UI creators to fix class-specific modules.
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Old 11-11-2009, 07:14 AM  
shkm
A Flamescale Wyrmkin
 
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Forum posts: 145
File comments: 78
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Many thanks .

Quote:
Originally posted by Katae
It's my own modification of aMinimap by Alza.

Lua posted here.
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Old 11-11-2009, 06:05 AM  
Baddian
A Kobold Labourer

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Thanks a lot
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Old 11-11-2009, 04:32 AM  
Katae
A Flamescale Wyrmkin
 
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File comments: 116
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R,G,B has to be represented as a decimal percentage value of or between between 0.0 and 1.0. A code of {1,1,1} is expected to be white, as all of the colors fall between 0,0,0 (black) and 1,1,1 (white).

If you are using 0-255 color codes, you can insert your value and divide by 255 (example: {100/255, 40/255, 155/255}).

You can also use this chart as a reference and convert the percentages into base-10 decimal format.

Quote:
Originally posted by Baddian
I have a problem with coloring if RGB is set to bg_color = {0,0,0} everything is ok but when is switch it to bg_color = {1,1,1} or any other combination it turnes white here I posted an example:http://tinypic.com/view.php?pic=2drrp50&s=4.

Last edited by Katae : 11-11-2009 at 04:35 AM.
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Old 11-11-2009, 03:39 AM  
Baddian
A Kobold Labourer

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File comments: 4
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I have a problem with coloring if RGB is set to bg_color = {0,0,0} everything is ok but when is switch it to bg_color = {1,1,1} or any other combination it turnes white here I posted an example:http://tinypic.com/view.php?pic=2drrp50&s=4.
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Old 11-10-2009, 06:16 PM  
Katae
A Flamescale Wyrmkin
 
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File comments: 116
Uploads: 5
It's my own modification of aMinimap by Alza.

Lua posted here.

Quote:
Originally posted by shkm
Planning to try this out soon, but on a completely unrelated note, are you using a publicly available minimap addon? If so, could you please tell us the name? I like how it simply strips all default features and makes it square.

Thanks.
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Old 11-10-2009, 04:54 PM  
shkm
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Planning to try this out soon, but on a completely unrelated note, are you using a publicly available minimap addon? If so, could you please tell us the name? I like how it simply strips all default features and makes it square.

Thanks.
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Old 10-27-2009, 02:24 AM  
Katae
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Re: setpoint

Quote:
Originally posted by yours_hj
how can i do this?
Replicated your frame with this code (changed the alpha to 0.5 for visability).
Code:
{     name = "SEPP_HChat",
      parent = "UIParent", anchor_to = "BOTTOM",
      x_off = 0, y_off = 19,
      width = "100%", height = 3,
      inset = { left = 20, right = 20 },
      bg_color = "0 0 0", bg_alpha = 0.5,
}
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Old 10-27-2009, 12:11 AM  
yours_hj
A Kobold Labourer

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setpoint

how can i do this?
Quote:
local f = CreateFrame("Frame","SEPP_HChat",UIParent)
f:SetParent(UIParent)
f:SetBackdrop({bgFile = "Interface/Buttons/WHITE8x8", insets = { left = 0, right = 0, top = 0, bottom = 0 }})
f:SetBackdropColor(0, 0, 0, 0)
f:SetPoint("TOPRIGHT", UIParent, "BOTTOMRIGHT", -20, 22)
f:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", 20, 19)
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