Making the default UI cleaner
Trying to make the default UI as clean and usable as possible via subtle changes.
- - to do ∙ skin bars ∙ minimap ∙ clean/adjust raid frames a little ∙ ? |
I would suggest perhaps the following changes as well:
-- Move the objectives over to the right now that the action bars -- are no longer there. local f=WatchFrame f:SetMovable(1) f:SetUserPlaced(true) f:SetPoint("TOPRIGHT", MinimapCluster, "BOTTOMRIGHT", 0, 0) -- Hide griffons MainMenuBarLeftEndCap:Hide() MainMenuBarRightEndCap:Hide() |
The watch frame has two points set on it already. If you wish to move it, you really should call :ClearAllPoints() on it first so that it predictably goes where you wish it to. Upon doing that, you will also need to call :SetHeight() because its height is determined by those two anchor points it already had.
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^ Thanks, i'll play around with that and report back.
Still need to clean up the shadows on the action buttons a little and remake the texture (it came out a little too close in resemblance to Neal's ones, when I was looking for sharper angled/diagonal corners) but got a few more things done this evening: edit: will elements like PvP objectives (ie. the capture slider and flag carrier frames) and boss frames also be moved with the WatchFrame? Would make a life a whole lot easier if that were the case. |
I think this is just about done.
- I messed around with having the WatchFrame right below the minimap but decided I preferred it slightly out and aligned vertically with the tooltip instead. I see now that it's still a couple of points out, best correct that. - Gryphons are a vital part of the default UI! I made them and the mainbar a little neater by layering the bottom action buttons so the corners fit under the end caps. - Sorted boss/arena/flag & orb carrier frames to appear neatly alongside the WatchFrame, with the latter easily collapsed should 4 or more of those unit frames be up. - Capture slider will appear at the top tucked under the objective tally. - new sharper button texture. might still skin icons in the WatchFrame & chat etc. at some point. Look for a font maybe (I think I used to use Gentium back in the olden days?). Really nice and easy to play with without dismantling the soul of the original interface though. |
It seems very cluttered at the bottom. Do you really need that many action bars? Also, have you tried hiding the unnecessary stuff, like bag bars and micro menu buttons, and tightening up the space between buttons? They're a bit far apart at the moment.
I understand your reasoning for moving the chat frame and quest tracker so far inward, but it really eats up the screen space in the middle, where it's actually important. You could mitigate that somewhat by hiding the quest tracker in combat, I guess, but having the chat frame in the middle of the screen seems really distracting. Finally, your raid frames are gigantic, especially for a DPS class... and this is coming from someone who usually complains about everything in everyone's UI being too small to read. :P |
- Ran LFR again last night and definitely noticed the raid frames being distractingly large a couple of times. Might try editing it, though I imagine it'll be convoluted with all the options on offer in the default. Just downloaded Grid too!
- Chat is yours actually, and is set to hide after 30 seconds so it's more generally small or empty outside of city spam. |
working from some of your criticisms:
Is it possible to make the MainMenuBarBackpackButton open all of my bags at once? Not sure how to go about writing that. edit: as far as i can tell i need to hook Quote:
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Not to hijack the thread, but if you wanted to see how I handle the action bars that normally appear on the side and the quest tracker you can look at the images at:
http://www.mithrandir.com/WorldOfWar...get-focus.jpeg and http://www.mithrandir.com/WorldOfWar...eUI-party.jpeg |
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Yeah I set it up like that, showing on mouseover:
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If you're still working on your action button borders, these Masque skins may be relevant, as they have textures similar to what it looks like you're going for:
http://www.wowace.com/addons/buttonfacade_daedui/ http://wow.curseforge.com/addons/buttonfacade-cleanui/ http://www.wowinterface.com/download...adeCainyx.html |
^ thanks.
new raidframes: does anyone know why my string for truncating names breaks when special characters are involved? Quote:
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text:utf8sub(1,4) |
There's a trick to limit the width of a font string without truncating the text which I think you would probably benefit from here.
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Just a personal opinion but rather than stack multibarleft and multibarright on top of the bottom actionbars I'd just hide the gryphons and tuck those actionbars in each corner.
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I'm an idiot, didn't add the lib as a dependency :o
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trying out a font
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decided on a whim to try !beautycase and my texture for button skinning. Actionbar, Watchframe etc. are using !bc, buffs are not. I think the difference is clear enough visually:
just need to work out how to lower the frame strata on the !bc skins for certain objects at some point. wish i didn't have to rely on rescaling the UI so that the frames lose their crispness, but everything becomes comically oversized at my resolution otherwise. |
Which version of !Beauty case are you using?
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the one hosted on WowI. Is there another one?
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hmn, i'll check his git. thanks
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finally got type-coloured debuffs working by rewriting and updating an ancient version of pBuff :roll eyes: might host this at some point once the last few kinks are ironed out. |
me again, been skinning things
posting because I'm interested in skinning that icon in the raid warning (which is Deadly Boss Mods) but dunno if it's possible. Is there a simple way to accomplish that? I vaguely found this snippet in affli's tukui DBM skin which crops the blizz borders, but doesn't do anything beyond that. Lua Code:
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Also, why bother creating a local replace upvalue to string.gsub instead of just using gsub directly? Messages aren't added to the raid warning function frequently enough for an upvalue to offer any benefit, so you're better off not cluttering up your code with one, but if you really must, at least use the correct function name... replace was an actual (and distinct from gsub) string function prior to Cataclysm (?) but is now deprecated. |
Sorry, should have been more explicit. I want - if possible - to add an overlay border texture to the icon in a raid warning; rather than just trim the edges of it. The code is not my own and I did wonder myself why the original author used that particular local.
I get the feeling it might be a tricky request because it all seems to be handled as a text string - but I'd be happy to hear otherwise. |
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yikes, yes - perhaps i'll just hide the icon!
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Alright then, how about this instead.
I work up some simple script today that gives the border round items on the character frame colour based on their rarity (a la oGlow or Fizzle), and have this: Lua Code:
Now clearly these are being coloured in the wrong order, since those non-epic colours correspond to my legendary cloak and common tshirt... but are being placed elsewhere. And the trinket gets a fallback colouring instead. What on earth is going on here? |
Firstly, you shouldn't use "pairs" when the order matters, use "ipairs".
That's not the problem here though. You have the slots in the wrong order, but rather than reordering them you should be able to just call TheSlotButtons:GetID() to get the slot id for the frame (this is lazy advice, it's more efficient to put them in the proper order). I would move that table outside of the function though, because right now you're creating a table every time the event fires and that's going to create a lot of garbage. |
Ah! Thanks, for some reason didn't think that the actual order of the table would matter. Found the right order via oGlow and pulled it out into a separate table now.
It appears that it was the tabard that was using the fallback colour when it should be epic. Is CharacterTabardSlot the wrong call to use? |
I would either do something like this..
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Alright, I'm tightening up the last few things for this - so I'll probably be posting a couple of my standing issues in the next couple of days for stuff I've yet to fix even after a lot of fiddling.
I modified the chat bubbles a while back to display names over the top (based on code from BubbleBobble) and it's all more or less working, but I have two things i'd like to fix. Firstly, there's an issue where new bubbles that pop up will still display names from older messages. You can sort of see what I mean here. Do I need to introduce some kind of method that wipes information after the function is activated each time or something? Secondly, how do I hide realm names? There's a small function I wrote (or more likely, "procured" then bludgeoned) but it doesn't seem to be working - though there's no errors to speak of. Here's the code: Lua Code:
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Well, your realm name hiding function doesn't work because it just returns some values, and you're not actually doing anything with those values. You're not even calling the function in the same function that sets the sender text. Also, since there's only one place you need to call it, you may as well save yourself the overhead of creating and calling a function, and just include the code there directly:
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local function UpdateNameBubble(frame, guid, name) Also, recreating your OnUpdate script inside every run of the OnUpdate script is really inefficient. Set the OnUpdate script once -- not inside the OnEvent script -- and then just use Hide() and Show() on the frame to stop/start the OnUpdate script running as needed. |
Yikes, I hadn't realised just how off-piste I was with that code. I'll see if it clears up issues with the wrong names being displayed too. Could leaked globals also be the cause of an occasional c stack overflow error? Get one now and then and have to reload the ui.
Thanks, as ever! |
Oh never mind, just found the root cause of that issue with a function that's trying to create a runaway quantity of frames.
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does anyone have any idea what's causing this to happen to my bags? It nearly always occurs upon first login, and occasionally when opening the bags during gameplay - and only a ui reload will fix it.
This is the accompanying error via bugsack: Code:
150x Libs\CallbackHandler-1.0\CallbackHandler-1.0-6.lua:51: <string>:"safecall Dispatcher[2]":1: chunk has too many syntax levels And this is all the code I use related to my bags: Lua Code:
Despite much combing over of it on my part I can't figure out what the issue is still. My only guess is that it might be related to the fact that i'm overwriting default blizzard functions for secure frames when I change BackpackButton_OnClick and BackpackButton_OnModifiedClick - which the last few lines of bugsack's error report would corroborate. But then that used to blame a lootframe update for the issue, so frankly I don't know what to think. |
I should really post in here sooner rather than agonising over a month - since as ever I found the issue almost immediately afterward! Just moved the colouring function and secure hooks out of the OnEvent and everything is right as rain.
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