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Unread 04-28-13, 11:03 AM   #1
lynce
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oUF_Phanx edit

So im looking for a way to make all the buffs and debuffs show on the target frame, and not just the filtered ones.
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Unread 04-28-13, 01:21 PM   #2
Rainrider
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Open oUF_Phanx\Frames.lua and search for elseif unit == "target" then. Slightly below that you will find 2 lines containing:
Code:
self.Debuffs.CustomFilter   = ns.CustomAuraFilters.target
and
Code:
self.Buffs.CustomFilter   = ns.CustomAuraFilters.target
respectively. Comment these out (put -- in front of each of them), save the file and reload your interface.
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Unread 04-28-13, 03:39 PM   #3
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Thanks it worked I was messing around in auras.lua and could not get it to work.

I have another question tho. I'm trying to make the castbar to turn red, and fade out(almost like the default castbar)

I tried to add something like this in function.lua line 425
Code:
function ns.PostCastStop(self, unit, name, rank, castid)
	if not self.fadeOut then 
		self:SetStatusBarColor(unpack(self.CompleteColor))
		self.fadeOut = true
	end
	self:SetValue(self.max)
	self:Show()
end
But of course it does not work(no errors tho^^) I't pretty much a copy/paste from another layout.
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Unread 04-28-13, 06:15 PM   #4
Phanx
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Simply adding a "fadeOut" key to the frame doesn't do anything. You would need to write some additional code to animate the opacity of the castbar to achieve that. I'd suggest using the animation API but I don't have time to write the actual code for you. If you have another layout that already does this, you'd need to find and copy the rest of the code it uses to handle fading.

Also, the code you posted is only not raising an error because it's never actually run. You need to attach it to the castbar so oUF will run it when the active cast stops. Find the line in Frames.lua that sets "Castbar.PostCastStart = ns.PostCastStart" and add a similar line attaching your PostCastStop function.

However, your PostCastStop function as written will not work, and will raise an error about passing a nil value to "unpack". Most likely you should just change "unpack(self.CompleteColor)" to just hardcode the color you want, eg. "self:SetStatusBarColor(1, 0, 0)".
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Unread 04-28-13, 07:06 PM   #5
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Not able to tell much about that without seeing further code. Have you registered your callback handler with oUF? What reacts to changing castbar.fadeOut? Is CompleteColor defined?

Edit: don't start writing something and go watch tv inbetween
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Unread 04-29-13, 05:03 AM   #6
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This is the code i was copying from:
Code:
  local addon, ns = ...
  local cfg = ns.cfg
  local cast = CreateFrame("Frame")  

  -----------------------------
  -- FUNCTIONS
  -----------------------------
  -- special thanks to Allez for coming up with this solution
local channelingTicks = {
	-- warlock
	[GetSpellInfo(1120)] = 5, -- drain soul
	[GetSpellInfo(689)] = 5, -- drain life
	[GetSpellInfo(5740)] = 4, -- rain of fire
	-- druid
	[GetSpellInfo(740)] = 4, -- Tranquility
	[GetSpellInfo(16914)] = 10, -- Hurricane
	-- priest
	[GetSpellInfo(15407)] = 3, -- mind flay
	[GetSpellInfo(48045)] = 5, -- mind sear
	[GetSpellInfo(47540)] = 2, -- penance
	-- mage
	[GetSpellInfo(5143)] = 5, -- arcane missiles
	[GetSpellInfo(10)] = 5, -- blizzard
	[GetSpellInfo(12051)] = 4, -- evocation
	-- shaman
	[GetSpellInfo(61882)] = 8, -- earthquake
	--monk
	[GetSpellInfo(115175)] = 9 -- soothing mists
}

local ticks = {}

cast.setBarTicks = function(castBar, ticknum)
	if ticknum and ticknum > 0 then
		local delta = castBar:GetWidth() / ticknum
		for k = 1, ticknum do
			if not ticks[k] then
				ticks[k] = castBar:CreateTexture(nil, 'OVERLAY')
				ticks[k]:SetTexture(cfg.statusbar_texture)
				ticks[k]:SetVertexColor(0, 0, 0)
				ticks[k]:SetWidth(1)
				ticks[k]:SetHeight(castBar:GetHeight())
			end
			ticks[k]:ClearAllPoints()
			ticks[k]:SetPoint("CENTER", castBar, "LEFT", delta * k, 0 )
			ticks[k]:Show()
		end
	else
		for k, v in pairs(ticks) do
			v:Hide()
		end
	end
end

cast.OnCastbarUpdate = function(self, elapsed)
	local currentTime = GetTime()
	if self.casting or self.channeling then
		local parent = self:GetParent()
		local duration = self.casting and self.duration + elapsed or self.duration - elapsed
		if (self.casting and duration >= self.max) or (self.channeling and duration <= 0) then
			self.casting = nil
			self.channeling = nil
			return
		end
		if parent.unit == 'player' then
			if self.delay ~= 0 then
				self.Time:SetFormattedText('%.1f / |cffff0000%.1f|r', duration, self.casting and self.max + self.delay or self.max - self.delay)
			else
				self.Time:SetFormattedText('%.1f / %.1f', duration, self.max)
				--self.Lag:SetFormattedText("%d ms", self.SafeZone.timeDiff * 1000)
			end
		else
			self.Time:SetFormattedText('%.1f / %.1f', duration, self.casting and self.max + self.delay or self.max - self.delay)
		end
		self.duration = duration
		self:SetValue(duration)
		self.Spark:SetPoint('CENTER', self, 'LEFT', (duration / self.max) * self:GetWidth(), 0)
	else
		self.Spark:Hide()
		local alpha = self:GetAlpha() - 0.02
		if alpha > 0 then
			self:SetAlpha(alpha)
		else
			self.fadeOut = nil
			self:Hide()
		end
	end
end

cast.OnCastSent = function(self, event, unit, spell, rank)
	if self.unit ~= unit or not self.Castbar.SafeZone then return end
	self.Castbar.SafeZone.sendTime = GetTime()
end

cast.PostCastStart = function(self, unit, name, rank, text)
	local pcolor = {255/255, 128/255, 128/255}
	local interruptcb = {95/255, 182/255, 255/255}
	self:SetAlpha(1.0)
	self.Spark:Show()
	self:SetStatusBarColor(unpack(self.casting and self.CastingColor or self.ChannelingColor))
	if unit == "player"then
		-- local sf = self.SafeZone
		-- if sf.sendTime then
			-- sf.timeDiff = GetTime() - sf.sendTime
			-- sf.timeDiff = sf.timeDiff > self.max and self.max or sf.timeDiff
			-- sf:SetWidth(self:GetWidth() * sf.timeDiff / self.max)
			-- sf:Show()
		-- end
		if self.casting then
			cast.setBarTicks(self, 0)
		else
			local spell = UnitChannelInfo(unit)
			self.channelingTicks = channelingTicks[spell] or 0
			cast.setBarTicks(self, self.channelingTicks)
		end
	elseif (unit == "target" or unit == "focus" or unit == "boss" ) and not self.interrupt then
		self:SetStatusBarColor(interruptcb[1],interruptcb[2],interruptcb[3],1)
	else
		self:SetStatusBarColor(pcolor[1], pcolor[2], pcolor[3],1)
	end
end

cast.PostCastStop = function(self, unit, name, rank, castid)
	if not self.fadeOut then 
		self:SetStatusBarColor(unpack(self.CompleteColor))
		self.fadeOut = true
	end
	self:SetValue(self.max)
	self:Show()
end

cast.PostChannelStop = function(self, unit, name, rank)
	self.fadeOut = true
	self:SetValue(0)
	self:Show()
end

cast.PostCastFailed = function(self, event, unit, name, rank, castid)
	self:SetStatusBarColor(unpack(self.FailColor))
	self:SetValue(self.max)
	if not self.fadeOut then
		self.fadeOut = true
	end
	self:Show()
end
  --hand the lib to the namespace for further usage
  ns.cast = cast
(yes im trying to add tick marks aswell)

Now i don't know if any of this has to do with fade-out effect, but there is not much else about castbar in the layout(oUF_Fail).

I tired to add ns.OnCastbarUpdate, ns.PostCastStop ect. in frame.lua, and set the CompleteColor to just some random color. End result is: nothing happens:S Tbh i'm kida confused:S
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Unread 04-29-13, 08:49 AM   #7
Rainrider
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Correct me if I missed something but the layout you pointed at does not have any fading effects whatsoever.
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Unread 04-29-13, 07:30 PM   #8
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It's in the OnCastbarUpdate function, which I assume is used as "castbar.OnUpdate = ns.cast.OnCastbarUpdate" in the actual frame creation code. However, I'm not really sure how that would produce a reasonably visible effect, as the code simply reduces the alpha by 20% in each OnUpdate -- assuming you start at 100%, it would only take 5 frame draws to completely hide the frame. Even at 30 FPS, that means the bar is disappearing in 1/6th of a second. At 60 FPS, it's disappearing in 1/10th of a second. It would be better to use an actual animation so your fade duration wasn't dependent on your framerate. But, it should work as written, assuming you attach the relevant functions to the castbar on frame creation.

On a side note, the "local currentTime = GetTime()" line in the OnCastBarUpdate is just a wasted function call, since the variable is never used. Also, I have no idea why "cast" is defined as a frame, instead of a simple table; if a container object isn't a visible UI, and you're not registering for events or setting scripts, it should just be a table.
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Unread 04-30-13, 04:21 AM   #9
lynce
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Yes it in the OnUpdate function. And the fade-out effect looks normal to me. Takes about a second to fade out. It may be better to use animation as you mentioned, but i'm clueless on how to use it so its out of the question.
This is the closest thing i have to seeing a fadeout effect:
Code:
function ns.OnCastbarUpdate(self, elapsed)
		local alpha = self:GetAlpha() - 0.02
		if alpha > 0 then
			self:SetAlpha(alpha)
		else
			self.fadeOut = nil
			self:Hide()
		end
	end
end
Fade out instantly on cast and does not show up again. The code makes no sense.

I also tried to implement a cast failed color and channel tick marks.
Code:
Castbar.PostCastFailed = ns.PostCastFailed i frames.lua and

function ns.PostCastFailed(self, event, unit, name, rank, castid)
	self:SetStatusBarColor(1, 0, 1)
	self:SetValue(self.max)
	if not self.fadeOut then
		self.fadeOut = true
	end
	self:Show()
end
and this in PostCastStart.
Code:
if self.casting then
	cast.setBarTicks(self, 0)
else
	local spell = UnitChannelInfo(unit)
	self.channelingTicks = channelingTicks[spell] or 0
	cast.setBarTicks(self, self.channelingTicks)
end

(local channelingTicks and function ns.setBarTicks there aswell
Nothing. I feel like a complete idiot messing around with this stuff:S
So to sum it up, this is what i'm trying to achieve: fade-out effect, channel tick marks, interrupt/failed color and successful cast color.

Last edited by lynce : 04-30-13 at 04:28 AM.
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Unread 04-30-13, 04:35 AM   #10
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Oh, I read that as 0.2, not 0.02, so yeah, that will produce a visible effect. I'll try to look into your actual code issues sometime in the next few days.
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Unread 05-03-13, 03:04 AM   #11
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I would very much appreciate that. I can't figure out how OnUpdate and the fading code works. Which means i won't be able to see if my "cast complete" and "interrupt" color-change code works.

I added this to Frames.lua to get a spark effect:
Code:
local Spark = Castbar:CreateTexture(nil, "OVERLAY")
Spark:SetTexture(spark)
Spark:SetBlendMode("ADD")
Spark:SetVertexColor(1, 1, 1, 1)
Spark:SetHeight(Castbar:GetHeight()*2.5)
Spark:SetWidth(Castbar:GetWidth()/18)
Castbar.Spark = Spark
However, don't know how the layers work so can't get the spark effect to stay ontop of the border.


Edit: Ok think i fixed the spark problem with SetDrawLayer.

Last edited by lynce : 05-06-13 at 06:44 AM.
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Unread 05-12-13, 08:30 AM   #12
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After much trial and error, i kinda abandon the attempt to make the bar fade:/ No biggy.

I have another problem though that i hope someone can help me with:P
I made a custom border that i want to apply only on the buffs/debuffs(or better yet, only the debuffs). How would i go about making this possible? Would i have to create a new function in Border.lua?

Last edited by lynce : 05-12-13 at 08:36 AM.
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Unread 05-12-13, 01:21 PM   #13
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No; if you want a different border on your buffs, just apply that in Functions.lua, in the PostCreateIcon function, and remove the AddBorder call in the same location.
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Unread 05-13-13, 09:31 AM   #14
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Clearly i'm doing something wrong because the result is not satisfying



Top picture is with the added code, and the bellow picture is original(i use another main border as you can see)
If i did it right, they should have looked the same:P


I basically removed line 317 - "ns.CreateBorder" and added something like this:
Code:
button.overlay:SetTexture("Interface\\AddOns\\oUF_Phanx\\Media\\SimpleSquare")
button.overlay:SetTexCoord(0,0.95,0.05,0.95)
button.overlay.Hide = function(self) self:SetVertexColor(0, 0, 0) end
The border does not seem to be on top of the icon, but inside it. And the size of it is also wrong.
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Unread 05-13-13, 10:39 PM   #15
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Your "below" picture is missing, but based on your code the problem is that you are not sizing the texture correctly, and your texcoords are wrong for the border texture; it's not an icon.

Code:
local size = button:GetWidth() / (46/64)
button.overlay:ClearAllPoints()
button.overlay:SetPoint("CENTER")
button.overlay:SetSize(size, size)
button.overlay:SetTexture("Interface\\AddOns\\oUF_Phanx\\Media\\SimpleSquare")
button.overlay.Hide = function(self) self:SetVertexColor(0, 0, 0) end
However, I'm not really sure why you're doing this at all, when you're using the same texture that's already used by default?
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Unread 05-14-13, 04:51 AM   #16
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I used the default one so it would be easier to explain
The "below" picture i posted is the second row of buffs(It is to differen pictuers). Anyway applying your code gives me this:



But i think i fixed it with making a new function in Border.lua:P (function ns.CreateBuffBorder ect..) just a copy of ns.CreateBorder.
Now, how do i only apply it to the debuffs
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Unread 05-14-13, 08:45 AM   #17
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Well, that's what happens when you post some useless fake snippet instead of your actual code -- you get answers that aren't relevant to your goal. In this case, the code I posted was specific to the texture file you indicated you were using.

If the texture you actually want to use fills the entire canvas, just use the code you originally posted, but get rid of the texcoords -- your overlay texture isn't an icon texture, so it shouldn't need to be trimmed like an icon texture. If it doesn't look right, post a screenshot and your actual code.
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Unread 05-14-13, 10:45 AM   #18
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I don't think I explained myself very well I'l try again.

Everything is default(forget the pictures i posted). I took the default border(SimpleSquare) and added a inner glow effect to it in Photoshop. Now i want to use this new border but only on the debuffs. So far i have managed to set it on the auras by adding this in Border.lua:
(basically just a copy/paste)
Code:
function ns.CreateBuffBorder(self, size, offset, parent, layer)
	if type(self) ~= "table" or not self.CreateTexture or self.BorderTextures then return end

	local t = {}

	for i = 1, #sections do
		local x = self:CreateTexture(nil, layer or "ARTWORK")
		x:SetTexture([[Interface\AddOns\oUF_Phanx\media\BuffBorder]])
		t[sections[i]] = x
	end

	t.TOPLEFT:SetTexCoord(0, 1/3, 0, 1/3)
	t.TOPRIGHT:SetTexCoord(2/3, 1, 0, 1/3)
	t.TOP:SetTexCoord(1/3, 2/3, 0, 1/3)
	t.BOTTOMLEFT:SetTexCoord(0, 1/3, 2/3, 1)
	t.BOTTOMRIGHT:SetTexCoord(2/3, 1, 2/3, 1)
	t.BOTTOM:SetTexCoord(1/3, 2/3, 2/3, 1)
	t.LEFT:SetTexCoord(0, 1/3, 1/3, 2/3)
	t.RIGHT:SetTexCoord(2/3, 1, 1/3, 2/3)

	self.BorderTextures = t

	self.SetBorderColor  = SetBorderColor
	self.SetBorderLayer  = SetBorderLayer
	self.SetBorderParent = SetBorderParent
	self.SetBorderSize   = SetBorderSize

	self.GetBorderColor  = GetBorderColor
	self.GetBorderLayer  = GetBorderLayer
	self.GetBorderParent = GetBorderParent
	self.GetBorderSize   = GetBorderSize

	do
		local backdrop = self:GetBackdrop()
		if type(backdrop) == "table" then
			if backdrop.edgeFile then
				backdrop.edgeFile = nil
			end
			if backdrop.insets then
				backdrop.insets.top = 0
				backdrop.insets.right = 0
				backdrop.insets.bottom = 0
				backdrop.insets.left = 0
			end
			self:SetBackdrop(backdrop)
		end
	end

	if self.SetBackdropBorderColor then
		self.SetBackdropBorderColor = SetBorderColor
	end

	tinsert(ns.borderedObjects, self)

	self:SetBorderColor()
	self:SetBorderParent(parent)
	self:SetBorderSize(size, offset)

	return true
end
And then i just put ns.CreateBuffBorder(button.. in function.lua. Works, but i don't think this "fix" will do if i only want it on the debuffs
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Unread 05-14-13, 10:15 PM   #19
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If you're just modifying the existing texture, you don't even need to replicate the CreateBorder function. Just change the texture in PostCreateAuraIcon, immediately after the call to CreateBorder:

Code:
ns.CreateBorder(button, 12)
for _, tex in pairs(button.BorderTextures) do
    tex:SetTexture([[Interface\AddOns\oUF_Phanx\media\BuffBorder]])
end
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Unread 05-22-13, 05:15 AM   #20
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Thanks for your help Phanx Works perfectly.
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