Woot .. my changes seemed to have gotten rid of the chatframe error
Here's a pic to show the error gone from the list and the chatframe appearing as normal
And this is the function I touched so that you can compare with the existing code Scott
The TJK marks are the ones I added yesterday but can't remember if anything else is different rofl.
Code:
local function onChatFrameEvent()
-- nUI_ProfileStart( ProfileCounter, "onChatFrameEvent", event );
if event == "VARIABLES_LOADED" then
nUI:registerScalableFrame( frame );
nUI_ChatFrame:configFrame();
else
frame:UnregisterEvent( "PLAYER_ENTERING_WORLD" );
frame.texture = frame:CreateTexture();
frame.texture:SetAllPoints( nUI.chat_frame );
-- relocate the chat frame to the area we have set aside for it on the dashboard
-- TJK, probably will want to download a proper version to get back on track :D
FCF_SetLocked( DEFAULT_CHAT_FRAME, nil );
MOVING_CHAT_FRAME = DEFAULT_CHAT_FRAME;
DEFAULT_CHAT_FRAME:StartMoving();
DEFAULT_CHAT_FRAME:StartSizing();
DEFAULT_CHAT_FRAME:Hide(); -- TJK
DEFAULT_CHAT_FRAME:SetParent(nil); -- TJK
--DEFAULT_CHAT_FRAME:ClearAllPoints(); -- TJK Trying to turn off that annoying error.
DEFAULT_CHAT_FRAME:SetParent( nUI.chat_frame ); -- TJK
DEFAULT_CHAT_FRAME:SetPoint( "BOTTOMRIGHT", nUI.chat_frame, "BOTTOMRIGHT", -5, 6 );
DEFAULT_CHAT_FRAME:SetPoint( "TOPLEFT", nUI.chat_frame, "TOPLEFT", 4, -5 );
--DEFAULT_CHAT_FRAME:Hide();
DEFAULT_CHAT_FRAME:StopMovingOrSizing();
MOVING_CHAT_FRAME = nil;
-- set strata, etc, for all defined frames, make sure they're all docked
for i=1, NUM_CHAT_WINDOWS do
if i ~= 2 then -- we handle the combat log separately
local cframe = _G["ChatFrame"..i];
cframe.is_chat_frame = i == 1;
if i == 1 or cframe.isDocked then
cframe:SetUserPlaced( true );
FCF_SetLocked( cframe, 1 );
FCF_SetWindowAlpha( cframe, 0 );
end
-- relocate the chat frame buttons
local bottom = _G["ChatFrame"..i.."BottomButton"];
local down = _G["ChatFrame"..i.."DownButton"];
local up = _G["ChatFrame"..i.."UpButton"];
if cframe.is_chat_frame then
ChatFrameMenuButton:SetAlpha( 0 );
end
bottom:SetAlpha( 0 );
down:SetAlpha( 0 );
up:SetAlpha( 0 );
-- set method to show or hide the scroll buttons based on whether or
-- not the mouse is in the frame
cframe.showButtons = function( enabled )
if enabled ~= cframe.buttons_visible then
cframe.buttons_visible = enabled;
if cframe.is_chat_frame then
ChatFrameMenuButton:SetAlpha( enabled and 1 or 0 );
end
bottom:SetAlpha( enabled and 1 or 0 );
down:SetAlpha( enabled and 1 or 0 );
up:SetAlpha( enabled and 1 or 0 );
end
end
-- allow scrolling of the combat log frame with the mouse wheel
cframe:EnableMouseWheel( true );
cframe:SetScript( "OnMouseWheel",
function()
if arg1 > 0 then cframe:ScrollUp();
else cframe:ScrollDown();
end
end
);
end
end
-- relocate the chat frame edit box in the same manner
if not IsAddOnLoaded( "Chatter" )
and not IsAddOnLoaded( "Prat-3.0" )
and not IsAddOnLoaded( "Prat-3.3" )
then
local right = ChatFrameEditBox:GetRight() + 0;
local left = ChatFrameEditBox:GetLeft() + 0;
local scale = ChatFrameEditBox:GetEffectiveScale() + 0;
local width = ( right - left) / scale;
ChatFrameEditBox:SetParent( nUI.chat_frame );
ChatFrameEditBox:SetScale( 0.75 / UIParent:GetScale() );
ChatFrameEditBox:ClearAllPoints();
ChatFrameEditBox:SetPoint( "TOPLEFT", nUI.chat_frame, "TOPLEFT", 0, 1 );
ChatFrameEditBox:SetPoint( "TOPRIGHT", nUI.chat_frame, "TOPRIGHT", 0, 1 );
ChatFrameEditBox:SetFrameStrata( "DIALOG" );
ChatFrameEditBox:SetFrameLevel( 1 );
end
ChatFrameMenuButton:ClearAllPoints();
ChatFrameMenuButton:SetScale( 0.8 );
ChatFrameMenuButton:SetPoint( "BOTTOM", ChatFrame1UpButton, "TOP", 0, -6 );
end
-- nUI_ProfileStop();
end