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Unread 07-02-12, 03:15 PM   #1
zork
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rAddons

Just in case anyone is interested. I'm going to rewrite a lot of my addons for WoW5.0.

Work in progress:
http://code.google.com/p/rothui/sour.../trunk/wow5.0/

The list of updated addons will increase over time.

---------------

List of finished addons (for now):

Roth UI for WoW MoP Beta
http://www.wowinterface.com/download...UIMoPBeta.html

rActionBarStyler for WoW MoP Beta
http://www.wowinterface.com/download...erMoPBETA.html

rActionButtonStyler for WoW MoP Beta
http://www.wowinterface.com/download...erMoPBeta.html

rChat for WoW MoP Beta
http://www.wowinterface.com/download...atMoPBeta.html

rBuffFrameStyler for WoW MoP Beta
http://www.wowinterface.com/download...erMoPBeta.html

rDiabloPlates2 for WoW MoP Beta
http://www.wowinterface.com/download...s2MoPBeta.html

rQuestWatchFrameMover for WoW MoP Beta
http://www.wowinterface.com/download...erMoPBeta.html

rInfoStrings for WoW MoP Beta
http://www.wowinterface.com/download...gsMoPBeta.html

rMinimap for WoW MoP Beta
http://www.wowinterface.com/download...apMoPBeta.html

oUF_Simple
http://www.wowinterface.com/download...leMoPBeta.html

rBBS
http://www.wowinterface.com/download...rkMoPBeta.html

rIngameModelViewer
http://www.wowinterface.com/download...erMoPBeta.html

rFilter3
http://www.wowinterface.com/download...r3MoPBeta.html

---------------

Model viewer files part1
http://imgur.com/a/GKuRx#0
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Last edited by zork : 08-27-12 at 04:35 PM.
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Unread 07-02-12, 07:47 PM   #2
Haleth
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Will be following this, your action bars/buttons/buffs are essential to a lot of UIs
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Unread 07-03-12, 10:23 AM   #3
zohar101
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Just so I'm sure I know what I'm doing, replacing current files with whatever files you put up there for rActionBarStyler for example is enough for initial beta test? Or do graphic (blps) and other media files need replacing as well and gotta wait till that's done first? I guess I'm not sure at what point we can start testing?
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Unread 07-03-12, 10:30 AM   #4
zork
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No those are developer only files. Just wait for an updated download. You will be noticed.
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Unread 07-03-12, 10:50 AM   #5
Coldkil
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I'm sharing the issues i'm having with my action bars (which are very similar to yours)
- shapeshiftbar needs to be updated due to api changes; the rest semms to be working pretty well but i have still to test vehicle bar and the extraaction button
- rActionbuttonStyler works; the only issue is that everybuitton has a black square around so probably there's something new in the textures
- rBuffFrameStyler works good; dunno if i's an error because i'm not getting anyone but the string formatting for duration simply doesn't work.

Hope it helps you^^ keep up the awesome work.
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Unread 07-03-12, 11:02 AM   #6
zohar101
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No those are developer only files. Just wait for an updated download. You will be noticed.
Sounds good, thanks.
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Unread 07-07-12, 07:22 AM   #7
zork
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I think I got the OverrideBar down. Still need to test some stuff but things are looking pretty well.
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Last edited by zork : 07-07-12 at 08:17 AM.
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Unread 07-07-12, 09:26 AM   #8
Haleth
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Override bar works perfectly for me, no taint.

For shapeshift bar, I've modified Tukz's code a little so it shows/hides with override bar.

Code:
local function updateShift()
	local numForms = GetNumShapeshiftForms()
	local texture, name, isActive, isCastable
	local button, icon, cooldown
	local start, duration, enable
	for i = 1, NUM_STANCE_SLOTS do
		buttonName = "FreeUIStanceButton"..i
		button = _G[buttonName]
		icon = _G[buttonName.."Icon"]
		if i <= numForms then
			texture, name, isActive, isCastable = GetShapeshiftFormInfo(i)
			icon:SetTexture(texture)

			cooldown = _G[buttonName.."Cooldown"]
			if texture then
				cooldown:SetAlpha(1)
			else
				cooldown:SetAlpha(0)
			end

			start, duration, enable = GetShapeshiftFormCooldown(i)
			CooldownFrame_SetTimer(cooldown, start, duration, enable)

			if isActive then
				StanceBarFrame.lastSelected = button:GetID()
				button:SetChecked(1)
			else
				button:SetChecked(0)
			end

			if isCastable then
				icon:SetVertexColor(1.0, 1.0, 1.0)
			else
				icon:SetVertexColor(0.4, 0.4, 0.4)
			end
		end
	end
end

local shiftbar = CreateFrame("Frame", "FreeUI_StanceBar", UIParent, "SecureHandlerStateTemplate")
shiftbar:SetWidth(NUM_STANCE_SLOTS * 27 - 1)
shiftbar:SetHeight(26)
shiftbar:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", 50, 4)
shiftbar.buttons = {}
shiftbar:SetAttribute("_onstate-show", [[
	if newstate == "hide" then
		self:Hide();
	else
		self:Show();
	end
]])

shiftbar:RegisterEvent("PLAYER_LOGIN")
shiftbar:RegisterEvent("PLAYER_ENTERING_WORLD")
shiftbar:RegisterEvent("UPDATE_SHAPESHIFT_FORMS")
shiftbar:RegisterEvent("UPDATE_SHAPESHIFT_USABLE")
shiftbar:RegisterEvent("UPDATE_SHAPESHIFT_COOLDOWN")
shiftbar:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
shiftbar:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
shiftbar:SetScript("OnEvent", function(self, event, ...)
	if event == "PLAYER_LOGIN" then
		for i = 1, NUM_STANCE_SLOTS do
			if not self.buttons[i] then
				self.buttons[i] = CreateFrame("CheckButton", format("FreeUIStanceButton%d", i), self, "StanceButtonTemplate")
				self.buttons[i]:SetID(i)
			end
			local button = self.buttons[i]
			button:ClearAllPoints()
			button:SetParent(self)
			button:SetSize(26, 26)
			button:SetFrameStrata("LOW")
			if i == 1 then
				button:SetPoint("BOTTOMLEFT", shiftbar, 0, 0)
			else
				local previous = _G["FreeUIStanceButton"..i-1]
				button:SetPoint("LEFT", previous, "RIGHT", 3, 0)
			end
			local _, name = GetShapeshiftFormInfo(i)
			if name then
				button:Show()
			else
				button:Hide()
			end
		end
		RegisterStateDriver(self, "visibility", "[vehicleui] hide; show")
	elseif event == "UPDATE_SHAPESHIFT_FORMS" then
		if InCombatLockdown() then return end
		for i = 1, NUM_STANCE_SLOTS do
			local button = self.buttons[i]
			local _, name = GetShapeshiftFormInfo(i)
			if name then
				button:Show()
			else
				button:Hide()
			end
		end
	else
		updateShift()
	end
end)
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Unread 07-07-12, 10:07 AM   #9
zork
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Thanks. Actually I found a better solution for myself. I'm just doing
Lua Code:
  1. --fix for button1 placement with only one form
  2.   StanceBarFrame:ClearAllPoints()
  3.   StanceBarFrame:SetPoint("BOTTOMLEFT",frame,cfg.padding-12,cfg.padding-3)
  4.   StanceBarFrame.ignoreFramePositionManager = true

The StanceBarFrame will get moved via the position manager. But we can disable that behaviour. Now we only need to adjust the offset for button1. (Offset is found in FrameXML/stancebar.lua)
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Last edited by zork : 07-07-12 at 10:12 AM.
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Unread 07-07-12, 10:12 AM   #10
Haleth
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Are you sure that'll work? StanceButton1 is moved in StanceBar_Update. UIParent_ManageFramePositions is called there without any parameters so ignoreFramePositionManager might not work.
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Unread 07-07-12, 10:30 AM   #11
zork
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I tested it before posting. It does.
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Last edited by zork : 07-07-12 at 11:58 AM.
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