Okay, finally got nUI working without errors. Not visually great but can't be helped.
local bottom = _G["ChatFrame"..i.."ButtonFrameBottomButton"];
local down = _G["ChatFrame"..i.."ButtonFrameDownButton"];
local up = _G["ChatFrame"..i.."ButtonFrameUpButton"];
local minimize = _G["ChatFrame"..i.."ButtonFrameMinimizeButton"];
local editBox = _G["ChatFrame"..i.."EditBox"];
The minimize button seems to be on the extra chat frames and allows the frame to be minimized similar to the objectives watch frame.
The editbox also seems to be floating between frames and named accordingly.
I also had to change the following around to get it to not error out.
Code:
local function onChatFrameEvent()
-- nUI_ProfileStart( ProfileCounter, "onChatFrameEvent", event );
if event == "ADDON_LOADED" then
if arg1 == "nUI" then
nUI:registerScalableFrame( frame );
nUI_ChatFrame:configFrame();
frame.texture = frame:CreateTexture();
frame.texture:SetAllPoints( nUI.chat_frame );
end
else
frame:UnregisterEvent( "PLAYER_ENTERING_WORLD" );
-- nUI_ChatFrame:configFrame();
-- frame.texture = frame:CreateTexture();
-- frame.texture:SetAllPoints( nUI.chat_frame );
end
-- nUI_ProfileStop();
end
I also had to add this check in before repositioning or it errored out with a not movable frame:
Code:
if cframe:IsMovable() then
cframe:SetUserPlaced( true );
end
In light of ChatFrame1 and ChatFrame2 they seem to be docked hard coded as index 1 and 2.
FCF_DockFrame( ChatFrame1, 1);
FCF_DockFrame( ChatFrame2, 2);
And here's a pretty picture.