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Unread 10-22-10, 03:43 AM   #1
sigg
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How To : Right click removing buff

Hello

I know that the new SecuredAuraheader is quite complicated to use, this is a helper to show you how RDX handle that.

Create a file AuraButtonTemplate.xml :
The secureAuraengine need a xml template to create buttons on the fly :

Code:
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
	<Button name="RDXAB30x30Template" inherits="SecureActionButtonTemplate" virtual="true">
		<Size x="30" y="30"/>
		<Attributes>
			<Attribute name="type" value="cancelaura"/>
		</Attributes>
		<Scripts>
			<OnLoad>
				self:RegisterForClicks("RightButtonUp");
			</OnLoad>
			<OnEnter>
				GameTooltip:SetOwner(self, "ANCHOR_BOTTOMLEFT");
				GameTooltip:SetFrameLevel(self:GetFrameLevel() + 2);
				if self:GetAttribute("target-slot") == 16 or self:GetAttribute("target-slot") == 17 or self:GetAttribute("target-slot") == 18 then
					GameTooltip:SetInventoryItem("player", self:GetID());
				else
					GameTooltip:SetUnitAura("player", self:GetID());
				end
			</OnEnter>
			<OnLeave>
				GameTooltip:Hide();
			</OnLeave>
		</Scripts>
	</Button>
</Ui>
Important tags description :
Size This will define the height and width of your buff, example: <Size x="30" y="30"/>
Attribute : indicate the button is a cancelaura type.
<Attributes>
<Attribute name="type" value="cancelaura"/>
</Attributes>


Create the SecureAuraHeader handler :

Code:
local headerAura = CreateFrame("Frame", "SAH", nil, "SecureAuraHeaderTemplate");
headerAura:SetAttribute("unit", "player"); -- to activate UNITAURA event refresh
headerAura:SetAttribute("filter", "HELPFUL");
headerAura:SetAttribute("template", "RDXAB30x30Template"); -- must be the template name of your XML
headerAura:SetAttribute("minWidth", 100);
headerAura:SetAttribute("minHeight", 100);

-- the following code create a buff bar anchor to TOPLEFT and buff orientation goes to right with 10 buttons max on two rows
headerAura:SetAttribute("point", "TOPLEFT"); 
headerAura:SetAttribute("xOffset", 30);
headerAura:SetAttribute("yOffset", 0);
headerAura:SetAttribute("wrapAfter", 10);
headerAura:SetAttribute("wrapXOffset", 0);
headerAura:SetAttribute("wrapYOffset", -30);
headerAura:SetAttribute("maxWraps", 2);

-- sorting
headerAura:SetAttribute("sortMethod", "NAME"); -- INDEX or NAME or TIME
headerAura:SetAttribute("sortDir", "+"); -- - to reverse
headerAura:Show();

-- provide a simple iterator to the header
local function siter_active_children(header, i)
	i = i + 1;
	local child = header:GetAttribute("child" .. i);
	if child and child:IsShown() then
		return i, child, child:GetAttribute("index");
	end
end
function headerAura:ActiveChildren() return siter_active_children, self, 0; end

-- The update style function
local function updateStyle()
	for _,frame in headerAura:ActiveChildren() do
		
		-- create style texture if it doesn't exist
		if not frame.tex then
			frame.tex = CreateTexture(frame);
			frame.tex:SetAllPoints(frame);
			
			frame.cd = CreateFrame("Cooldown");
			frame.cd:SetAllPoints(frame);
			
			frame.txt = CreateFontString(frame);
			frame.txt:SetAllPoints(frame);
			frame.txt:SetFont(GameFontNormal);
		end
		
		local name, _, icon, count, debuffType, duration, expirationTime = UnitAura("player", frame:GetID(), "HELPFUL");
		if name then
			frame.tex:SetTexture(icon);
			frame.cd:SetCooldown(expirationTime - duration, duration);
			if count > 1 then frame.txt:SetText(count); else frame.txt:SetText("");end
			frame.tex:Show();
			frame.cd:Show();
			frame.txt:Show();
		else
			frame.tex:Hide();
			frame.cd:Hide();
			frame.txt:Hide();
		end
	end
end
create a new handler to update the style of each button

Code:
local f = CreateFrame("Frame");
f:RegisterEvent("UNIT_AURA");

-- in the OnEvent UNIT_AURA : 
-- depending of the framework you are using, delay the update to the next frame. I suppose there is a similary function in ace. The example here use our VFL framework
VFLT.NextFrame(math.random(10000000), function() updateStyle() end);
I hope this will help you in your addons.

Cheers
Sigg
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Unread 10-22-10, 04:38 AM   #2
Sideshow
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Nice post ! I need that
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Unread 10-22-10, 05:25 AM   #3
Kurak
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Great, but you could even pray for people like me who have not much idea of it, explain in what folder is it?
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Unread 10-22-10, 06:44 AM   #4
sigg
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this is a sample code for developer LUA.

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Unread 10-22-10, 07:43 AM   #5
Luzzifus
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I'm trying to set up your example code as a standalone addon right now. I had to change some of these CreateTexture/CreateFontString calls. Also the events fire and call the updateStyle function. However I don't see any buffs ingame. Am I missing something?

-- the following code create a buff bar anchor to TOPLEFT and buff orientation goes to right with 10 buttons max on two rows
headerAura:SetAttribute("point", "TOPLEFT");
headerAura:SetAttribute("xOffset", 30);
headerAura:SetAttribute("yOffset", 0);
headerAura:SetAttribute("wrapAfter", 10);
headerAura:SetAttribute("wrapXOffset", 0);
headerAura:SetAttribute("wrapYOffset", -30);
headerAura:SetAttribute("maxWraps", 2);
Which one of these lines would do that red thing?

Also I did a quick search for any documentation on the SecureAuraHeaderTemplate, like.. eh.. usage maybe. ^^ Came up with basically nothing, I can't even find it in the Blizz UI Source Code..

**edit: After your example and explanation it really doesn't sound so complicated anymore, thank you for that! If only I could see my buffs.

Last edited by Luzzifus : 10-22-10 at 07:49 AM.
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Unread 10-22-10, 07:50 AM   #6
Ailae
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Originally Posted by Luzzifus View Post
I can't even find it in the Blizz UI Source Code..
http://github.com/tekkub/wow-ui-sour...oupHeaders.xml
http://github.com/tekkub/wow-ui-sour...oupHeaders.lua

Thanks for the code, gonna play around with it a bit. But why does the update have to happen "on next frame"?
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Unread 10-22-10, 07:43 AM   #7
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Woot, thanks
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Unread 10-22-10, 07:52 AM   #8
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Hello

About the style function, you have to call it in the next frame call, because the engine auraheader also use the event "UNIT_AURA" to update itself.

What I saw, was the style function is called before the auraheader update.

Goes to right :
headerAura:SetAttribute("xOffset", 30);
headerAura:SetAttribute("yOffset", 0);

Goes to left :
headerAura:SetAttribute("xOffset", -30);
headerAura:SetAttribute("yOffset", 0);

Goes to down :
headerAura:SetAttribute("xOffset", 0);
headerAura:SetAttribute("yOffset", -30);

Goes to up:
headerAura:SetAttribute("xOffset", 0);
headerAura:SetAttribute("yOffset", 30);

You should be able to move your mouse on the button and see the gametooltip.
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Unread 10-22-10, 08:10 AM   #9
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the SecureAuraHeaderTemplate is located in the SecureGroupHeaders.lua
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