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Updated:01-11-11 05:57 PM
Created:05-21-09 12:25 AM
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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 08-13-09, 08:45 AM  
Eiraidyn
A Kobold Labourer

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Parent size

Thank you for this addon I have been looking for something like this, but wasnt sure what to look for. I used to use move-anything and it worked great until WotLK, now I can move/resize things again

Is there a way to change the size of the parent frame and have it change for all under that parent? What I am wanting to do is to change the size of all of my buff buttons. Is there a way to change all without having to change each one individually? Im not sure how many there are/can actually be. Same with de-buffs.
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Unread 08-13-09, 02:27 PM  
Sythalin
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Re: Parent size

Originally posted by Eiraidyn
Thank you for this addon I have been looking for something like this, but wasnt sure what to look for. I used to use move-anything and it worked great until WotLK, now I can move/resize things again

Is there a way to change the size of the parent frame and have it change for all under that parent? What I am wanting to do is to change the size of all of my buff buttons. Is there a way to change all without having to change each one individually? Im not sure how many there are/can actually be. Same with de-buffs.
Are you talking about the default buff/debuff icons (or buttons as some call them)? If so, each should be under a main parent and if you change that it should also change the children. Both are part of the parent frame "BuffFrame".

Note: Modifying "BuffFrame" will modify both buff/debuff. If this is not what you're looking for, I have another untested suggestion. Each time a buff button is created it inherits it's size from an unseen frame named "TempEnchantX" (X = 1 for buff, 2 for debuff). If you modify the size of this it should apply to each button as it's created.

If need be I can add an option "Apply to all children" (which probably would've been easier than looking the previous up), but it'd be a bit before I could add it as I'm playing catch up on school work (I've been slacking.... A LOT) and building my next major project.
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Unread 08-14-09, 06:52 AM  
Eiraidyn
A Kobold Labourer

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Re: Re: Parent size

Originally posted by ChaosInc

Note: Modifying "BuffFrame" will modify both buff/debuff.
I didnt realize I could set a parent name into the frame part, but I did that and it worked great, thank you so much


Sorry to be a pain, but I have another question, any clue how to move the tooltip? Is it possible? I think the name of the frame is GameTooltip, but I wasnt sure what the parent was, so I tried leaving it blank, that stuck it to a Fubar addon I have lol , I tried WorldFrame but it wont allow me to move it I can change the x,y but it wont actually move it, and I tried UIParent, no luck
Last edited by Eiraidyn : 08-14-09 at 07:21 AM.
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Unread 08-16-09, 01:48 AM  
Sythalin
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Re: Re: Re: Parent size

Originally posted by Eiraidyn
I didnt realize I could set a parent name into the frame part, but I did that and it worked great, thank you so much


Sorry to be a pain, but I have another question, any clue how to move the tooltip? Is it possible? I think the name of the frame is GameTooltip, but I wasnt sure what the parent was, so I tried leaving it blank, that stuck it to a Fubar addon I have lol , I tried WorldFrame but it wont allow me to move it I can change the x,y but it wont actually move it, and I tried UIParent, no luck
Tooltip
The tooltip is quite a tricky little guy. I haven't fully tested it with that. I should really get around to it since you're not the first to ask about it. However, it should've stuck the frame to "UIParent" as that is set as the default if no parent info is provided. Of course, thinking about it, it most likely stuck to Fubar if that was the last frame you moused over (and popped the Tooltip). That's the main problem with trying to anchor the tooltip with this; most mods it gets reanchored everytime you mouseover a part (such as Fubar module tooltips).

WorldFrame
Not sure if you mean you were trying to attach the tooltip to this or that you were trying to modify it.
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Unread 08-16-09, 09:06 AM  
Eiraidyn
A Kobold Labourer

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Re: Re: Re: Re: Parent size

Originally posted by ChaosInc
WorldFrame
Not sure if you mean you were trying to attach the tooltip to this or that you were trying to modify it.
I tried to attach the tootlip to it, just to see if that helped

I guess I will stick with Ct_Mod core to move my tooltip for now

Can't wait until you get a chance to test that


EDIT: I was testing it some more, and got it to move the tooltip (with UIParent, not sure why it wouldnt work for me before) but it now has a "fixed" size for the tooltip, so if there is more information than will fit it in, that information is underneath the tooltip box (I hope you understand what I mean) and it is hard to read.
Last edited by Eiraidyn : 08-16-09 at 09:22 AM.
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Unread 09-08-09, 11:03 AM  
Warschild
A Murloc Raider

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Thumbs up Feature Request

Hey Chaos, fellow old-school discorder here! First off, this addon is a life-saver. FINALLY YAY! I like that you cut off a lot of fat from DFM but one thing I do miss is the option to disable mouse clicks on frames. Any possibility of adding this feature at some point? Thanks and thanks again.
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Unread 09-08-09, 11:13 AM  
Warschild
A Murloc Raider

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One more thing...

Oh, also... I know you are working on Chaos Art. How is that coming along? Where can I get a copy? I imagine you're going with a similar design that makes it a lot more light-weight? *gay voice* Detaaailz!
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Unread 09-08-09, 02:36 PM  
Sythalin
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Unfortunately, CART has been put on hold (and may not actually see the light of day ) for 2 reasons:

1) I've been focusing on getting my programming degree, so I don't have as much time as I used to
2) more recently, I quit WoW (again) thanks to some DK showing me exactly how unbalanced the game still is in pvp ("WTF? White melee for 2.5k, 4k crit?!?!")

However, I am still keeping my existing projects going, but I'm not sure how long that's going to last since my only WoW access decided she wants to take a break from the game for a while and I can't justify paying for a game I'm not actually playing. I'll see if I can sneak your request in before her account goes down. If not, I'll still slap the code together, I'll just need it tested.
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Unread 09-11-09, 11:04 AM  
Gixx
A Kobold Labourer

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Hello!

First of all, thank you for creating this addon, it is really good and helped me getting rid of moveanything
There is just one thing which is annoying: When I leave any vehicle the PlayerFrame(which is quite the only thing why I'm using CFM) is buggy. It looks like http://img11.imageshack.us/img11/529...1109183610.jpg . (normally the PlayerFrame is in the middle just to the left of the TargetFrame)

Maybe it helps when I tell you how I configured CFM: I activated MoveAnything and CFM, moved all the Frames I wanted to move with MoveAnything then added them to CFM and after this I deactivated MoveAnything.

I can fix the problem with a /rl, but in a bg its not the best solution. Btw it seems that when I leave a vehicle and beeing not in-combat the PlayerFrame resets to top left.

It would be really nice if you could fix it even though you are not playing anymore.
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Unread 09-12-09, 10:50 PM  
Sythalin
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Originally posted by Gixx
Hello!

First of all, thank you for creating this addon, it is really good and helped me getting rid of moveanything
There is just one thing which is annoying: When I leave any vehicle the PlayerFrame(which is quite the only thing why I'm using CFM) is buggy. It looks like http://img11.imageshack.us/img11/529...1109183610.jpg . (normally the PlayerFrame is in the middle just to the left of the TargetFrame)

Maybe it helps when I tell you how I configured CFM: I activated MoveAnything and CFM, moved all the Frames I wanted to move with MoveAnything then added them to CFM and after this I deactivated MoveAnything.

I can fix the problem with a /rl, but in a bg its not the best solution. Btw it seems that when I leave a vehicle and beeing not in-combat the PlayerFrame resets to top left.

It would be really nice if you could fix it even though you are not playing anymore.
Not tested, but I believe the conflict is that the "UserPlaced" settings and CFM's DB are conflicting. This is because:
1) CFM adjusts frames ONLY when you either alter them via the interface or when "PLAYER_ENTERING_WORLD" is fired (login/reload).
2) CFM automatically applies "UserPlaced" to the frame, but unfortunately "UserPlaced" settings will not be saved until a /reload. Nothing I can do about that.
3)If any other event fires that causes frames to be adjusted before the "UserPlaced" data is saved, it will use old "UserPlaced" data or whatever it's default data would be (in case of PlayerFrame, upperleft).

The only reason to use MA! before CFM is for the drag-n-drop feature, which I regretfully didn't get time to add to CFM before our accounts went down. However, it doesn't really take much more time to manually place the frame via the X/Y positioning on the lower-right of the interface, as long as you have general idea on where you want to place it. Utilizing the parent/anchor settings makes it even easier.

Try placing your frame strictly with CFM (MA! deactivated) and see if the behaviour reproduces again. If you want to quick-wipe the saved data for your toon beforehand (without having to log out):
Code:
/script CFM_Profiles["realm"]["toon"] = {}
Obviously, replace realm/toon with your info (WITH QUOTES). This shouldn't be necessary, however, unless you simply want to start from scratch again.

As far as the vehicle bug, again, I believe this is caused by the same conflict. Completely removing MA! from the process should resolve this issue as well.

Sorry, I didn't test this with MA! and didn't see why there would be any sort of relevant conflicts, but apparently I was wrong.
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Unread 09-15-09, 05:53 PM  
Warschild
A Murloc Raider

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..

Hey Chaos. I'm sad to hear you are quitting (but completely understand... mostly the balance part -_-). So, if I understand you correctly from your post below... if we just do a /reload after altering stuff it should work (most of the time)?

Also, it is sad to here this addon probably won't be developed too much further but I know DFM stayed around for a LONG time without needing to be updated. I don't think Blizzard messes with the code that makes it tick too often. Do you think CFM is coded in a manner that will keep it working without the need for updates every patch?

Thanks again.
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Unread 09-15-09, 10:08 PM  
Sythalin
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Re: ..

Originally posted by Warschild
Hey Chaos. I'm sad to hear you are quitting (but completely understand... mostly the balance part -_-). So, if I understand you correctly from your post below... if we just do a /reload after altering stuff it should work (most of the time)?

Also, it is sad to here this addon probably won't be developed too much further but I know DFM stayed around for a LONG time without needing to be updated. I don't think Blizzard messes with the code that makes it tick too often. Do you think CFM is coded in a manner that will keep it working without the need for updates every patch?

Thanks again.
All the reload will do is save your settings to the saved variable file for the mod, which I suppose in turn makes your settings "permanent" until you change them again as far as CFM is concerned. Once settings are made with CFM, nothing should have to be done again, reload or not. The only thing that corrupts this is another addon that fires off other events in-game to adjust frames, such as MA!. I've only ever used this to adjust my frames and came across no issues.

As far as development, yeah, this is pretty much it as of right now. The code is pretty basic and solid with plenty of crosschecks to ensure that things run smoothly, as well as the restore system in case something messes up. Unless there are dramatic changes to the frame management API (which is what killed a lot of the Discord mods), this should hold up for quite a while. If something does change along the road, as long as I'm aware of it and catch it in time it shouldn't require me to have to log in and fix; just c/p the replacement info.

I apologize about CART though. I was hoping to get it out before things went down. Just like CFM, it was stripped of fluff and being built from the ground up. Unfortunately between busy season at work and school, this didn't happen. The file itself isn't even coded enough to bother with releasing to someone else.

As I stated before, I'd love to keep going on development for all my projects, but I can't justify spending $15/month just to do this when I'll already be paying for another MMO subscription that I'll actually play.
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Unread 09-16-09, 10:41 AM  
Gixx
A Kobold Labourer

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Originally posted by ChaosInc
As far as the vehicle bug, again, I believe this is caused by the same conflict. Completely removing MA! from the process should resolve this issue as well.

Sorry, I didn't test this with MA! and didn't see why there would be any sort of relevant conflicts, but apparently I was wrong.
Thanks for your answer, im gonna test it soon!
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Unread 12-11-09, 06:06 PM  
pär
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MoveAnything died
FluidFrames buggy
FloatingFrames didn't move the bars I wanted to move
ScaleEverything died a long time ago afaik

Found this today, years and years after I started messing with Discord.

Now everything's where I want it, simple and easy and doesn't appear to take a crapton of resources. Cheers much for the save.
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Unread 12-11-09, 09:22 PM  
Sythalin
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Originally posted by pär
MoveAnything died
FluidFrames buggy
FloatingFrames didn't move the bars I wanted to move
ScaleEverything died a long time ago afaik

Found this today, years and years after I started messing with Discord.

Now everything's where I want it, simple and easy and doesn't appear to take a crapton of resources. Cheers much for the save.
Glad to have helped.
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