Move, hide, scale, and resize frames with independent x&y axes.
Usage Instructions:
Unsaved Movement
Drag almost any normal UI Panel (e.g. CharacterFrame, SpellbookFrame, TalentFrame, QuestLogFrame, FriendsFrame, etc.) from any open space on the frame. This movement is intended to be for temporary changes and does not store location in the FluidFrames database.
However, this movement registers the frame as user placed. The position will be remembered by the WoW client and restored on subsequent login/reloadui if not overridden by placement code (e.g. CharacterFrame, Minimap). Most of these draggable frames reset if you hide and re-show them.
Some frames will not reset automatically (e.g. GameMenuFrame, BattlefieldFrame). To reset these, highlight the frame, right click to reset and then reloadui/relog.
The MinimapCluster is an added exception case and can be dragged by the top bar.
Temporary dragging can be disabled using the checkbox in the Khoas options.
Saved Movement
Assign a key-binding [Main Menu > Key Bindings > FluidFrames > Highlight Mouse Frame] to select, highlight and cycle through frames under the cursor. (The "Highlight All Mouse Frames" binding cycles through all frames under the cursor, including unnamed ones.)
Put your cursor over the frame you want to move and use the key-binding. It will select the frame the furthest underneath. Consecutively using the key-binding will highlight frames closer to the front. Hold shift while using the key-binding to cycle backwards through the frames.
Drag the highlighted frame to relocate it permanently. It will disable movement from other code sources and save across sessions.
Hold shift and drag from the sides or corners to resize.
Hold shift and drag the bottom right re-scale icon to re-scale.
Right-click to reset a moved/resized/rescaled frame once highlighted.
Notes:
To drag some bars you have to drag the 1st button.
To move the primary action button bar drag ActionButton1.
To find the ShapeshiftBarFrame put your mouse over the left edge of the 1st button when using the key-binding.
To drag all the player buffs & debuffs make sure you drag the TemporaryEnchantFrame.
To move Chat Frames just unlock and use the default tabs.
To drag the TargetFrame make sure you don't drag the TargetFrameTextureFrame on accident.
To move the whole minimap drag the MinimapCluster.
Experiment with which frame to change. if it doesn't work the way you wanted just right-click to reset.
Some frames have complex sub frames that update their locations independent of parent size. If resizing doesn't work well try scaling.
If secure frames are moved by default blizzard code while in combat they cannot be moved back until after combat. Also, you will not be able to drag secure frames in combat.
Change Log - FluidFrames
v2.2
- Enabled SendMailFrame, TokenFrame, and the PetPaperDollFrameCompanionFrame for dragging their parent frame
- Found a bug that was breaking UIChildWindows dragging, but then decided to just disable it by design, since those frames are all anchored to their parent frame, which are draggable.
v2.1
- Changed distribution to distribute FluidFrames with Portfolio unembedded.
- Fixed bug that caused LoD UI Panels to not be temporarily draggable
- TOC to 30000
v2.0
- Embedded Interface Config Option Panel (Using Portfolio instead of Khaos)
- Added Re-show All option, to show all hidden frames without resetting position.
- Fixed temporary dragging
Optional Files - FluidFrames
Sorry, there are currently no optional files available.
Yeah, the vehicle thing likes to cause me headaches. If you hop on a vehicle in combat (like on Maly or Occulus) it re-anchors to the top left without clearing the FF bottom left anchor, so it stretches and FF can't fix it. I can add a fix to reanchor after combat, but it'd still be broken durring combat. The only other option I can think of is to translate the FF anchor to the top left so the blizz one overrides it. But then of course you still have the problem that the Player frame moves when you don't want it to. I guess the only other fix is to break the SetPoint so blizzard's doesn't do anything, and hope that it doesn't taint anything crucial.
There's also another bug that if you separated the action bar from the main menu bar then your first bar wont hide while on a vehicle and then your first bar of bindings will break after you exit a vehicle.
I'm not really sure how to generically fix these things without making a specific addon to handle them.
As for specific resetting and show/hiding it's on the todo list.
Not sure what you mean by adding, possibly temporary dragging? But the temp dragging is iffy on frames that it's not designed or tested on, not sure it would really be useful to add to random frames.
As for the PetActionBarFrame, it has the same problem that the PlayerFrame has, blizzard moves it in combat, which FF can't compensate for due to combat restrictions. Maybe I can make an option that would allow you to specify frames for which you want to forcibly disable the SetPoint on for anything but FF. This of course would cause taint, so it'd be a use at your own risk sort of thing. I'll look into it.
I didn't see a post about this, so here I am posting it myself.
Upon leaving or being forced to leave a vehicle, my playerframe doesn't always go back to where fluidframes has it saved, it often tries to go back to the default spot, but stretches and plainly looks screwed up.
It seems to only occur if I leave a vehicle while in combat.
I'd post an example, but I don't have a picture at the moment.. I'll post one next time it happens.
Anyway you could add slash command handler for manual entry of frames.
So I can just type /ff add Frame or /ff move frame
Would also like to be able to see and be able to remove individual frames from the db that I have added instead of having to reset them all when I just want to manipulate one.
Thanks again for all your hard work and sharing your mod with the community.
Karl- Have you managed to make any progress with the PetActionBarFrame issue? It's the only consistent problem I am having with FluidFrames, but for anyone using a pet that is summoned in combat, it's a pretty annoying one.
Also, I just want to point out that I notice many of your mods don't receive a lot of comments. That's most likely because they JUST WORK and people have few problems or concerns to report. I really appreciate Portfolio, UnitFrameBuffs, FluidFrames, ConsisTint, PartyCastingBars, Chronos, and ChatEdit. (Especially UnitFrameBuffs because there is NOTHING else currently available that even approximates its functions.) Thanks for all your work on these!
FF currently will not let me move the keyring window. it tells me that it has no movable frame. also when you open the charter frame and go to the pet tab the fram is not dragable liek the rest of the charter frame window is.
Originally posted by Meloric I noticed you uploaded an updated version of Portfolio and FF has it as a required dependency. Should we download/use the newer version of Portfolio or does the version "bundled" with this verison of FF still apply?
If you want. The bundled version should always work tho. Only exception is if you're running a bunch of addons that require Portfolio, then you'll want to make sure you don't overwrite a newer version with an older version.
I noticed you uploaded an updated version of Portfolio and FF has it as a required dependency. Should we download/use the newer version of Portfolio or does the version "bundled" with this verison of FF still apply?
Originally posted by Astrocanis Is there anyway to send FF x,y coordinates via a macro to enable more dynamic repositioning? Does it save by profile?
I am trying to figure out a way to set up my UI so that I have a "gathering" UI and an everything else UI. I would like to setup my minimap such that, for gathering, it's closer to the center of my screen (I've gotten very lazy - read that distracted - while mining/herbing) and then be able to reposition it elsewhere when not.
Not easily, but if you haven't highlight-dragged the frame you can always just make a macro to SetPoint it like you could without a mod...
Is there anyway to send FF x,y coordinates via a macro to enable more dynamic repositioning? Does it save by profile?
I am trying to figure out a way to set up my UI so that I have a "gathering" UI and an everything else UI. I would like to setup my minimap such that, for gathering, it's closer to the center of my screen (I've gotten very lazy - read that distracted - while mining/herbing) and then be able to reposition it elsewhere when not.
I haven't seen any other comments about this issue, so I figured I'd toss it out there.
FluidFrames has been working great for me except for the Rune Frame window on my DK. For some reason if I modify that frame at all, whenever I change world servers (battleground, instance, Kalimdor, etc.) it resets the resize value and moves the frame to a random section of my UI. I'm not registering any UI/taint errors when this occurs, and it happens with no other addons but FluidFrames enabled. Doing a simple /console reloadui fixes the frame, but it happens again after each world server transition.
Another similar Rune Frame issue happens when using the cannons in Lake Wintergrasp. Again the frame is moved and the resize reset, and a UI reload fixes it. This could be caused by the other reported vehicle UI issues though.
Originally posted by dreamtgm I see that Portfolio is now at version 0.8. Since it is used by Fluidframes, should we update to that new version manually, or is Fluidframes dependent on the specific version supplied with the Fluidframes mod?
I'll be bumping the included Portfolio to the newest version whenever I update. Any newer minor revision should be reverse compatible, so go ahead and grab the latest if you want.
I see that Portfolio is now at version 0.8. Since it is used by Fluidframes, should we update to that new version manually, or is Fluidframes dependent on the specific version supplied with the Fluidframes mod?
11/21 22:04:09.312 An action was blocked in combat because of taint from FluidFrames - SpellBookFrame:EnableMouse()
11/21 22:04:09.312 Interface\AddOns\FluidFrames\FluidFrames.lua:178 InitTempDraggableFrames()
11/21 22:04:09.312 Interface\AddOns\FluidFrames\FluidFrames.lua:330