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Updated:01-11-11 05:57 PM
Created:05-21-09 12:25 AM
Downloads:10,811
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Chaos Frame Modifier  Popular! (More than 5000 hits)

Version: r42
by: ChaosInc [More]

CFM allows full manipulation of almost any frame in the game.

** Please use the Bug Report/Feature Request features to the right. This is more for your benefit than mine as I may not notice them in comments right away. **

Slash Command
/cfm - brings up config
ESC - closes config

Frame List
This lists your frames currently in your database.
Left Click: Selects the frame and fills in it's info in all other frames (except "Add Frame").
Right Click: Prompts removal of the frame from the database.

Properties Tab
Pretty straight forward.

Anchor Tab
Change a frame's anchor points, parent and allows fine-tuned positioning.

Add Frame Tab
The place to add a frame to the database.

Other Tab
Change the name of a frame on your list.
Load/Copy other profiles you have saved.

Mouseover Frame (bottom)
This will tell you the name of the frame your mouse is currently over, as well as the parent of the frame.

Known Bugs
None

Credits
ME!: I wrote it.
Moongaze: LOTS of help along the way, including a lot of performance suggestions.
WoWInterface Community: Including (but not limited to) Seerah, Akryn, and kraftman for helping me with my noobish questions on the forums when I'd get stuck.

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r42
Note to self: If you have time to level an alt, you have time to update your projects. And man what an update was needed for this one. ;)

+ Profile Loading/Copying added to Options
+ "Disable Mouse" feature added to Properties (enjoy it, this was a pain to do with currently existing code :p)
+ It's a new year, copyright should reflect it
+ Frame restoration has been removed from the "Remove" function and now has it's own so other elements can access it
+ OnShow function properly hooks now (again)
+ List buttons will now keep their backgrounds after deleting a frame
+ Changing the height value with "Constrain" checked will now properly update the width box instead of itself (coulda sworn I fixed that once already...)
+ Slightly adjusted Properties to make room for new and possible additional options
+ Numerous other bug fixes I've lost track of
+ Ask users to use the Facebook "Like" link to help spread CFM (shameless plug, bite me ;p)

- Chat Edit box has been removed from default frames due to strange behaviour
- "Converted" comments removed
- Removed debug commenting spam

r41
+ line 108 fixed
+ some background coding changes in preparation for custom background/border options
+ changing the height while constrain is selected will now properly change the width text

r40
+ correct OnShow scripts not hooking properly when a newly added "invisible" frame becomes visible, such as the target frame (line 309 error)

r39
+ UI Overhaul!
+ Custom Name Support
+ Ability to change names added to "Options" tab
- Removed a bunch of old code that was literally doing nothing now

When users first log in, their saved vars should automatically convert to the new custom naming format. This will be verified by their previous entries being followed by "Temp". Click the Options tab and rename as you like.

r37
+ Reverted a change that lead to problems with trying to hook frames that don't exist yet (Line 77 errors)
+ Suppressed combat related messages until I figure out why they're spamming even though there is a delay built in to prevent it
+ Decide what I should have for lunch today

r36
+ Added common default frames. Look for the button on the "Add Frame" tab
+ Added button for upcoming options (profile swapping, custom colors if I can ever figure out how it works)

r35
+ Add a delay for players entering vehicles in case they have altered the any vehicle elements. The stupid animation keeps overriding custom placements. CFM will now wait until after the animation to apply it's settings. This should be a temporary fix until I find the bastard script and kill it.

r34
+ Force creation of achievement alert frames (reported by H0PE)

r33
+ 4.0 ready
+ GUI overhaul. It was too large for my liking and purpose. It's now about half the size and has options separated into panels that "share common interest". Hopefully it will be a little less intimidating to look at now. Maybe. Probably not, but I tried anyways.
+ Description change so it's not so much of a "wall-o-text". Not everyone is tech saavy to understand the nitty-gritty of it. More importantly, most could care less.
+ Any "Discord" credits have been removed. It's been dead for years and most don't even know it existed. People need to move on if they're still making a big deal of it.
+ Removal of the "Parent" field when adding frames. Frames will now simply add their own parent info or have it defaulted to UIParent. It was a redundant element.
+ Fixed a few bugs I came across along the way. Nothing too major, my own stupid mistakes.
+ I should grab some coffee. It's been a long morning of staring at/rearranging code.
+ DFM support has been removed. If people haven't converted by now, the likelihood of it happening now is somewhere around "no".
+ No I have not changed the colors. I'm considering reskinning it a bit to make it look prettier with the new Cata artwork. Purple/green will still be in there somewhere, however. ;)
+ Donation icon added to front page. And "I'll eat your soul" look to those who said they were gonna donate and never did. :p

r32
+ When a frame is unlocked for dragging it will now be highlighted. Woot!
+ The Show/Hide/Lock buttons will now throw warnings if a frame is not selected.
+ New option added for clamping frames to the screen. Saved settings should silently add themselves, but I've gotten mixed results during testing. Post any bugs so I can fix, or just delete and readd the frame.

r31
+ If the WorldFrame is modified, it will permanently assign itself to "BACKGROUND" strata to prevent users from accidentally overlapping EVERYTHING else. Trust me, changing this lead to ugly results.
+ If the WorldFrame is selected from the list, the strata box will automatically be disabled.
+ Frames are set as movable before attempting to move them. Imagine that.
+ GUI scroll frame is created before other elements to avoid possible conflicts
+ Bugs with dropdown menus have been fixed. I don't remember what they were, but they were fixed anyways.
+ Some other background coding fixes

r30
+ Ya know what would be handy? If the manual value fields actually referred to themselves rather than trying to pull property data from the "Parent" field. I don't think you can pull width data from "UIParent", but hey, it was worth a shot. All other fields have been fixed accordingly as well.
+ Manually adding an Alpha value will actually change a frame's alpha level now. Imagine that.
+ Time for breakfast!

r29
Better late than never....

+ Wanna see through your frame? Alpha control is finally here!
+ Hate using the X/Y mover? Use the new lock/unlock feature to drag-n-drop your frame!
+ Ya know, 2k+ lines to sort through to find the config frame stuff is a pain. The GUI is in it's own file.
+ Hey copyright, it's 2010 now, get with the program.
+ Blizz's Interface frame has an annoying habit of resetting frames against my wishes. This has been worked around.
+ 2 sec delay was a bit long, dropped to 1 sec.
+ Since the name feature was removed, all residual data has been removed.
+ Ever remove a frame then get spammed about how it can't be found? F1X0R3D!
+ Fixed some label alignments/anchoring
+ My Financial Aid check cleared today. I has monies again!

r28
Spam sucks. Let's fix that.

r27
+ If a player enters the game in combat, CFM will now wait until the player leaves combat to apply settings.
+ Added checks to the rest of the config settings making sure the user has a frame selected before trying to apply settings (WHOOPS!)

r26
+ Frames will now properly adjust after entering/leaving an instance (this should fix all other issues concerning this behaviour as well)
+ Frames should properly readjust when talents change with default UI action bars
+ Some code rewrite

r25
+ Added checks to make sure users have a frame selected before trying to alter properties (NOTE: UNTESTED!)

r24
.toc update

r23
+ Added missing "OnShow" hooks when a frame is initially added, which was causing a variety of frames to keep reseting their x/y positions until login/reload

r22
+ Force load Blizzard_AchievementUI if user has made changes to the AchievementFrame (ticket 5958)

r21
+ Anchoring fixes, now aligns properly on widescreens
+ Added frames will now set as movable before attempting to modify them

r20
+ Changed restore info and useProfile to PerCharacter variables to avoid taint. Existing variables should convert silently.
+ Frames should now restore after exiting a vehicle
+ File no longer run through LuaSrcDiet. Too much of a hassle to keep updated and the performance trade off is hardly noticeable.

r19
+ CombatLockDown checks added.
+ ForceHidden frames should not show at ANY point now (for real this time!)

r18
+ Fix bug where not all frames were being loaded
+ ForceHide properly works on already hidden frames (example: TargetFrame will now stay hidden, even on target changes)
+ Some code cleanup

r 17
+ Frames are now set as "UserPlaced". If newly added frames were already previously "UserPlaced", it is recorded in that frames restore data.
+ Fix bug where Blizz's target frame would remain present after zoning/porting (not tested)(WoWI Ticket 5937).
+ Frames not currently present (addon disabled/deleted, etc.) will no longer show up in the frame list.

r16
+ Fix WorldFrame strata work around(typo)
+ Added additional checks when working with the WorldFrame (hopefully no more bugs, but no promises)
+ No really, "useProfile" isn't a selectable frame. Fixed.
+ Fix typo when importing forceHide value from DFM (was saving incorrectly)
+ Increase load delay from 1sec to 2sec to compensate a bit for UI lag
+ Profile swapping now works the way it's supposed to (thanks Akryn)
+ If a parent frame is no longer present for a selected frame, it will now default to "UIParent"
+ Users will now be prompted to reloadUI when switching profiles (in case frames don't end up where they're supposed to)

r15
+ profile swapping (temp setup)

r14
+ Clicking height +/- will now properly update the height box instead of the width box
+ Created workaround for strata error when attempting to add/edit the WorldFrame
+ Fix confusion with From/To points (listed correctly, code was backwards)

r13
Users are now able to import settings from DFM (see desc for details)

r11
+ Added (+/-) buttons to height,width,scale and level
+ Reorganized config frame for the new buttons
+ Moved (-) on X/Y edit boxes

- No longer possible to set a negative level

r8
Mouseover info frame now shows parent data
Couple bug fixes that many may not have even seen
Switched file version to revision numbering (easier to deal with)

1.1
Clicking the 0,0 button should now set X/Y boxes to 0
Frames with no defined parent will now default to "UIParent"

1.0
Initial Release
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Unread 11-03-10, 02:56 AM  
H0PE
A Fallenroot Satyr
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Forum posts: 28
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The achievementframe isnt working probperly for me. Hard to describe, no errors but the first time the frame appears (the given day I get some achievement first time) the whole graphics is streched out all the way to bottom (since moved the frame top -128y chords from it). I don't muck around with it anymore thats why I didn't report earlier.

And some error with r35:

1x CFM-wowi:revision\CFM.lua:63: attempt to index field '?' (a nil value)
(tail call): ?:

Locals:
(*temporary) = "ADDON_LOADED"
(*temporary) = "CFM"
(*temporary) = "ADDON_LOADED"
(*temporary) = "CFM"
(*temporary) = <function> defined =[C]:-1

---
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Unread 10-31-10, 06:06 PM  
Sythalin
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Re: Re: Re: Vehicle

Originally posted by reale
It looks like the animation of the player frame going up and off the screen then the vehicle "version" comming back down is the culprit. If there is a way to block that animation it would probably stay where you put it.

Thank you for looking into it.
I found this already and have implemented a small delay after a player enters a vehicle to compensate. Best I can do for now. Update coming shortly.
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Unread 10-18-10, 02:41 PM  
reale
A Kobold Labourer

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Re: Re: Vehicle

Originally posted by ChaosInc
I'll look into this. Blizzard has a lot of points where it redraws the UI, effectively "reseting" it to their original layouts. I'll add additional frame placement checks at the vehicle events and see if it helps.
It looks like the animation of the player frame going up and off the screen then the vehicle "version" comming back down is the culprit. If there is a way to block that animation it would probably stay where you put it.

Thank you for looking into it.
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Unread 10-18-10, 02:25 PM  
Sythalin
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Re: Vehicle

Originally posted by reale
I move my player and target frame to bottom center. It still shoves them back in the top left temporarily when entering/leaving a vehicle. Is there a way to make them stay bottom center with vehicles?

Thank you
I'll look into this. Blizzard has a lot of points where it redraws the UI, effectively "reseting" it to their original layouts. I'll add additional frame placement checks at the vehicle events and see if it helps.
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Unread 10-18-10, 01:05 PM  
reale
A Kobold Labourer

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Vehicle

I move my player and target frame to bottom center. It still shoves them back in the top left temporarily when entering/leaving a vehicle. Is there a way to make them stay bottom center with vehicles?

Thank you
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Unread 10-18-10, 10:45 AM  
Sythalin
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For those getting an error with your achievement frames with r34, I reuploaded it with the fix. Not really worth another revision number as it's the same fix as the last one. Just redownload r34 and it should work just fine.
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Unread 10-18-10, 08:24 AM  
H0PE
A Fallenroot Satyr
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Wow you're awesome, thanks! I wonder what else I could help.
I try to muck around even more. I like to fade out certain elements (both from main frames and different addon related frames) and those could lead some more issues. I'll dig around.

Originally posted by ChaosInc
Got it. Uploading fix for the achievement alert frames now.
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Unread 10-18-10, 08:15 AM  
Sythalin
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Got it. Uploading fix for the achievement alert frames now.
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Unread 10-18-10, 07:51 AM  
Sythalin
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Originally posted by H0PE
Thanks for the effort, even if you not able to do anything with the stupid achievementframe

Reason why I wanna move to top is that there is nothing to overlap with. On the bottom I got the bars and put the party and player and target frames and minimap (minimap on bottom-mid is awesome when you are a gatherer-freak like me ).
No problem. However, nothing new to report. I dl'd the latest toolkit and popped open the AchievementUI files and found NOTHING while searching for the creation of AchievementAlertFrame1 (which #1 was correct, btw). Even when the event is fired, it says nothing about creating the frame. I know other addons have been released that has allowed for these frames to be shown/moved so I'll keep digging around and do some searching on the interwebnets to see what I can find.
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Unread 10-18-10, 07:24 AM  
H0PE
A Fallenroot Satyr
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Thanks for the effort, even if you not able to do anything with the stupid achievementframe

Reason why I wanna move to top is that there is nothing to overlap with. On the bottom I got the bars and put the party and player and target frames and minimap (minimap on bottom-mid is awesome when you are a gatherer-freak like me ).

Originally posted by ChaosInc
Ok, did a bunch of testing and have come up with.....

nothing.

I manually loaded Blizzard_AchievementUI and attempted to show AchievementAlertFrame1 which resulted in a nil error. Which means there are two possibilities:

1) The frame is dynamically created the first time when a player sets off an achievement
2) The frame name is incorrect

I'll look more into this.
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Unread 10-18-10, 07:06 AM  
Sythalin
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Ok, did a bunch of testing and have come up with.....

nothing.

I manually loaded Blizzard_AchievementUI and attempted to show AchievementAlertFrame1 which resulted in a nil error. Which means there are two possibilities:

1) The frame is dynamically created the first time when a player sets off an achievement
2) The frame name is incorrect

I'll look more into this.
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Unread 10-18-10, 06:07 AM  
Sythalin
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I'll see if I can replicate the issues you're reporting. I've noticed that CFM has been acting a little funny since 4.0, even though it worked fine when I was testing it in the beta.

EDIT: I see the issue with the achievement popup. That part of the UI is load on demand, meaning the frame doesn't exist until it's "created" when you get an achievement. I thought I had addressed this issue already by loading all of Blizz's UI stuff, but apparently screwed up and the changes didn't stick (or I saved the wrong file accidently). I'll have this fixed today.
Last edited by Sythalin : 10-18-10 at 06:35 AM.
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Unread 10-18-10, 04:00 AM  
H0PE
A Fallenroot Satyr
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A bug, when opened up /cfm:

1x CFM-wowi:revision\CFM_GUI.lua:208: attempt to index global 'gframe' (a nil value)
CFM-wowi:revision\CFM_GUI.lua:164: in function <CFM\CFM_GUI.lua:156>

Locals:
self = CFM_ScrollButton1 {
0 = <userdata>
}
click = "LeftButton"

---

Also in chat I see a message:
AchievementAlertFrame1 not found.
Probably related.
Last edited by H0PE : 10-18-10 at 04:03 AM.
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Unread 10-18-10, 03:46 AM  
H0PE
A Fallenroot Satyr
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ShouldnT CFM Save the information globally? Seems every character I log in with (they are on same server) have to customize separately. Ok I see now, one global variable but separate settings for all characters?
Last edited by H0PE : 10-18-10 at 03:47 AM.
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Unread 10-18-10, 03:20 AM  
H0PE
A Fallenroot Satyr
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More Issues...

Trying to move a frame. (NotesUNeed addon's button but don't think its revelant, since that button frame is totally movable, no configuration and stuff required so its free to move it).

Unlocked the frame and trying to move it, then locking it. The cords for the frame are not changing it stays the original. In fact when I change something else, like opacity then the frame jumps back to that coordinate.

So it seems unlock and lock doesn't do what it should (unlock, move frame, register location, lock and stay there) or I'm missing something.
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