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kgPanels  Popular! (More than 5000 hits)

Version: 1.15
by: Kagaro [More]

kgPanels, successor to eePanels. This mod allows you to place artwork in your UI. Please be sure to grab the config addon to be able to configure kgPanels. The menu is LOD so once created memory usage is minimal. This mod also allows you to attach scripts to events for each panel.

Please note the download also now includes kgPanels config as a single zip
Please see curse.com for the wiki pages
http://www.wowace.com/projects/kg-panels/pages/kg-panel-wiki

Version 1.5.3-beta
-- Compatability updates for Cataclysm
Version 1.5.2
-- Updated package for Ace3SharedMediaWidget changes.
Version 1.5
-- Fixes in embeds for disembedded usage
Version 1.4.0
-- Fixes for vanishing buttons with new Ace3
Version 1.39
-- Add libDualSpec support
Version 1.38
-- Fix for the FrameFidner function
Version 1.37
-- API changes for 3.3.3

Toc update for 3.1, fix for kgPanelsConfig to be up to date toc
Updates for 3.2
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Unread 02-04-10, 12:42 PM  
Warschild
A Murloc Raider

Forum posts: 7
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Smooth movement script?

Looking for help, but I warn you... not for the feint of heart!

Let's say I have a frame that I want to move depending on whether I'm in Orgrimmar or not. I know how to make the frame just jump right to the new location... but what I'm looking for is a way to make it kinda glide over. A smooth transition from one position to the other.

Does anyone have a script that I could tinker around with? Sadly, I can usually tinker enough to get things working but I'm not experienced enough to make things from scratch ........ yet.

Thanks.
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Unread 02-07-10, 02:30 PM  
xtoq
An Aku'mai Servant
 
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Originally posted by Paloladin
I'm trying to show a panel when my focus target casts a spell and then hide it when the spell ends. I have the following in the scripts for the panel Im trying to get to do this but it doesnt do anything at all. Complete newb at scripting can anyone help me out with this? Id appreciate it immensely.

OnLoad Section:
self:RegisterEvent("SPELLCAST_START")
self:RegisterEvent("SPELLCAST_STOP")
self:RegisterEvent("SPELLCAST_INTERRUPTED")
self:Hide()

OnEvent Section:
if event == "SPELLCAST_START" then
self:Show()
elseif event == "SPELLCAST_STOP" then
self:Hide()
elseif event =="SPELLCAST_INTERRUPTED" then
self:Hide()
end
I am a newb too, but I'd imagine you'd have to tell it somewhere somehow that you want this to start on your focus. Just a thought though.
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Unread 02-07-10, 02:36 PM  
Kagaro
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Originally posted by xtoq
I am a newb too, but I'd imagine you'd have to tell it somewhere somehow that you want this to start on your focus. Just a thought though.
most likely cause you want
UNIT_SPELLCAST_START
UNIT_SPELLCAST_STOP
UNIT_SPELLCAST_INTERRUPTED

then you need to check arg1 (the unit) to see if it is the unit you want.
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Unread 02-08-10, 11:50 AM  
cormanthor
A Warpwood Thunder Caller
 
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Scripting text display

I've been successful thus far in setting up a script to change the text field for a panel. My only hang up is the font face and size. I have Grizzly Shared Media installed and working everywhere else. But the font dropdown is greyed out on kgPanels.
Code:
self.text:SetFont("Emblem",10);
isn't working for me, and I am not sure how to use the SetPoint function as well.
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Unread 02-08-10, 08:21 PM  
Kagaro
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Re: Scripting text display

Originally posted by cormanthor
I've been successful thus far in setting up a script to change the text field for a panel. My only hang up is the font face and size. I have Grizzly Shared Media installed and working everywhere else. But the font dropdown is greyed out on kgPanels.
Code:
self.text:SetFont("Emblem",10);
isn't working for me, and I am not sure how to use the SetPoint function as well.
For fonts to be used in kgPanels, they need to add themselves to libsharedMedia
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Unread 02-09-10, 12:51 AM  
cormanthor
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Re: Re: Scripting text display

Originally posted by Kagaro
For fonts to be used in kgPanels, they need to add themselves to libsharedMedia
The odd part is, this media package adds itself to sharedMedia. It works with pretty much every other addon package (pMinimap, ForteXorcist, MSBT, etc.). I wasn't sure if I was just doing it wrong or what.
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Unread 02-09-10, 10:24 AM  
Kagaro
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Re: Re: Re: Scripting text display

Originally posted by cormanthor
The odd part is, this media package adds itself to sharedMedia. It works with pretty much every other addon package (pMinimap, ForteXorcist, MSBT, etc.). I wasn't sure if I was just doing it wrong or what.
You know I wasnt paying enough attention

self.text:SetFont(kgPanels:FetchFont("Emblem"),10);
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Unread 02-09-10, 05:45 PM  
Ayuki
A Kobold Labourer

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need script help

Im trying to fix this for Recount but... it aint working so well for me ;P i took most of it from a working one for omen
Code:
class = UnitClass("player");
if class == "Krieger" or class == "Kriegerin" or class == "Warrior" then
    barcolor1 = {r=1,g=0.78,b=0.55,a=1}
..........
end

Recount.db.profile.Colors.Bar["Total Bar"] = barcolor1
edit fixed it...
Last edited by Ayuki : 02-10-10 at 01:02 PM.
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Unread 02-18-10, 08:49 PM  
gruff.ovelen
A Defias Bandit
 
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Hoping for some assistance with a script from people smarter than me...
I have 3 panels (buttons): #0 shows action bars, #1 shows skada, and #2 shows minimaps. OnClicks for each work fine to show / hide.

I'd like to swap to skada automatically in combat (b/c skada auto swaps to threat while in combat), but return to my previous view at the end of combat. (i.e. if bars are active and i enter combat, skada displays; once combat ends skada hides and I'm back at bars).

Here's my current code:

OnLoad
Code:
self:RegisterEvent("PLAYER_REGEN_DISABLED")
self:RegisterEvent("PLAYER_REGEN_ENABLED")
OnEvent
Code:
local enter, exit
if (event == "PLAYER_REGEN_DISABLED") then -- entering combat
  if  BT4Bar3:IsVisible() then enter = 0 -- bars
    elseif SkadaBarWindowMain:IsVisible() then enter = 1 -- skada
    else enter = 2 -- maps
  end
  exit = enter -- save start state for exit   
    if enter == 0 then
    -- show skada and hide bars
    elseif enter == 2 then
    -- show skada and hide maps
  end
elseif (event == "PLAYER_REGEN_ENABLED") then -- exiting combat
  if exit == 0 then 
    -- hide skada and show action bars
  elseif exit == 2 then 
    -- hide skada and show maps
  end
end
My Problem:
  • My exit variable is not updated (lua error of variable not defined or nil). Best guess is localization / scoping issue (trying to update variable defined outside current chunk).
  • moving the enter assignement code above the if / elseif combat checks always results in the end state = 2 (skada) (because thats where i am when the event fires).
I'd really appreciate any suggestions!
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Unread 02-19-10, 08:15 AM  
karmamuscle
A Cobalt Mageweaver
 
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How would I go about making a panel only visible when the spell Shadow Weaving has reached 5 stacks?
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Unread 02-21-10, 01:05 PM  
Kagaro
A Cyclonian
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Originally posted by gruff.ovelen
Hoping for some assistance with a script from people smarter than me...
I have 3 panels (buttons): #0 shows action bars, #1 shows skada, and #2 shows minimaps. OnClicks for each work fine to show / hide.

I'd like to swap to skada automatically in combat (b/c skada auto swaps to threat while in combat), but return to my previous view at the end of combat. (i.e. if bars are active and i enter combat, skada displays; once combat ends skada hides and I'm back at bars).

Here's my current code:

OnLoad
Code:
self:RegisterEvent("PLAYER_REGEN_DISABLED")
self:RegisterEvent("PLAYER_REGEN_ENABLED")
OnEvent
Code:
local enter, exit
if (event == "PLAYER_REGEN_DISABLED") then -- entering combat
  if  BT4Bar3:IsVisible() then enter = 0 -- bars
    elseif SkadaBarWindowMain:IsVisible() then enter = 1 -- skada
    else enter = 2 -- maps
  end
  exit = enter -- save start state for exit   
    if enter == 0 then
    -- show skada and hide bars
    elseif enter == 2 then
    -- show skada and hide maps
  end
elseif (event == "PLAYER_REGEN_ENABLED") then -- exiting combat
  if exit == 0 then 
    -- hide skada and show action bars
  elseif exit == 2 then 
    -- hide skada and show maps
  end
end
My Problem:
  • My exit variable is not updated (lua error of variable not defined or nil). Best guess is localization / scoping issue (trying to update variable defined outside current chunk).
  • moving the enter assignement code above the if / elseif combat checks always results in the end state = 2 (skada) (because thats where i am when the event fires).
I'd really appreciate any suggestions!
Your scoping enter and exit local to the function, so they only exist for the function call. make them part of the object
in onLoad create them as self.enter=0; self.exit=0 now you can use them inbetween function calls
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Unread 02-22-10, 08:10 AM  
Johnychemist
A Kobold Labourer

Forum posts: 0
File comments: 7
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KGPanels and Vuhdo

Has anyone got anyexperience with KGP and Vuhdo?

I'm trying to parent and anchor frames to each Vuhdo player unit... i.e. Group 1 PLayer 1 - 5, if any member of the group leaves that frame disappears, and so on.

/print GetMouseFocus():GetName() gives me the correct frame names to parent to, and this has been verified with the author. The individual frame name for Group 1 player 1 is VdAc1HlU2 but on parent and anchor the frame disapears, even though the Vuhdo unit frame is still visible.

If its important at all my res is 1920 x 1200, I thought since on some frame anchoring with other UI areas the frame has moved on position that it could have moved off the screen, but after playing about for some time don;t think thats the case. (Reset position to x = 0, y = 0)

Vuhdo author comments can be found at http://www.wowinterface.com/download....html#comments

Any ideas or suggestions welcome.

Thanks.
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Unread 02-23-10, 10:45 AM  
Kagaro
A Cyclonian
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File comments: 132
Uploads: 6
Re: KGPanels and Vuhdo

Originally posted by Johnychemist
Has anyone got anyexperience with KGP and Vuhdo?

I'm trying to parent and anchor frames to each Vuhdo player unit... i.e. Group 1 PLayer 1 - 5, if any member of the group leaves that frame disappears, and so on.

/print GetMouseFocus():GetName() gives me the correct frame names to parent to, and this has been verified with the author. The individual frame name for Group 1 player 1 is VdAc1HlU2 but on parent and anchor the frame disapears, even though the Vuhdo unit frame is still visible.

If its important at all my res is 1920 x 1200, I thought since on some frame anchoring with other UI areas the frame has moved on position that it could have moved off the screen, but after playing about for some time don;t think thats the case. (Reset position to x = 0, y = 0)

Vuhdo author comments can be found at http://www.wowinterface.com/download....html#comments

Any ideas or suggestions welcome.

Thanks.
You want to anchro + parent to the frame and not the unit button itself.
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Unread 02-23-10, 11:23 AM  
Angrysteel
A Murloc Raider

Forum posts: 6
File comments: 203
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For some reason i am unable to get KGpanels to work on the PTR.

I cant remember the last time the PTR broke KGpanels, so maybe i am just doing something wrong.


Has anyone else tried this mod with success on the PTR?

EDIT:

Message: Interface\AddOns\kgPanels\kgPanels.lua:766: attempt to call method 'SetTexCoordModifiesRect' (a nil value)
Time: 02/23/10 11:33:33
Count: 1
Stack: Interface\AddOns\kgPanels\kgPanels.lua:766: in function `ResetTextures'
Interface\AddOns\kgPanels\kgPanels.lua:670: in function `PlaceFrame'
Interface\AddOns\kgPanels\kgPanels.lua:582: in function `ApplyLayout'
Interface\AddOns\kgPanels\kgPanels.lua:566: in function `ActivateLayout'
Interface\AddOns\kgPanelsConfig\LayoutHelper.lua:161: in function `ActivateLayout'
Interface\AddOns\kgPanelsConfig\LayoutHelper.lua:55: in function <Interface\AddOns\kgPanelsConfig\LayoutHelper.lua:55>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[3]"]:9: in function <[string "safecall Dispatcher[3]"]:5>
(tail call): ?
...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:796: in function <...nfig-3.0\AceConfigDialog-3.0\AceConfigDialog-3.0.lua:611>
(tail call): ?
[C]: ?
[string "safecall Dispatcher[4]"]:9: in function <[string "safecall Dispatcher[4]"]:5>
(tail call): ?
...ce\AddOns\AuctionLite\Libs\AceGUI-3.0\AceGUI-3.0.lua:326: in function `Fire'
...Lite\Libs\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:27: in function <...Lite\Libs\AceGUI-3.0\widgets\AceGUIWidget-Button.lua:26>

Locals: self = <table> {
SetDefaultModuleLibraries = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:381
FetchFont = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:354
SetupScript = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:857
OnInitialize = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:398
NewModule = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:255
EnableModule = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:346
modules = <table> {
}
GetModule = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:230
IterateEmbeds = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:456
ResetFont = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:839
defaultModuleLibraries = <table> {
}
eframe = kgPanels_Dep_Frame {
}
UnregisterChatCommand = <function> defined @Interface\AddOns\AuctionLite\Libs\AceConsole-3.0\AceConsole-3.0.lua:111
Printf = <function> defined @Interface\AddOns\AuctionLite\Libs\AceConsole-3.0\AceConsole-3.0.lua:69
angles = <table> {
}
GetName = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:298
AddMissingMedia = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:431
ReParent = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:598
name = "kgPanels"
FetchArt = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:351
IsEnabled = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:465
CommandLine = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:508
DisableModule = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:364
RemoveFrame = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:613
parents = <table> {
}
GetArgs = <function> defined @Interface\AddOns\AuctionLite\Libs\AceConsole-3.0\AceConsole-3.0.lua:144
Print = <function> defined @Interface\AddOns\AuctionLite\Libs\AceConsole-3.0\AceConsole-3.0.lua:54
active = "Gumpster"
flip = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:188
baseName = "kgPanels"
ResetParent = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:700
IsModule = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:482
db = <table> {
}
SetDefaultModuleState = <function> defined @Interface\AddOns\AuctionLite\Libs\AceAddon-3.0\AceAddon-3.0.lua:401
PlaceFrame = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:665
ResetTextures = <function> defined @Interface\AddOns\kgPanels\kgPanels.lua:763
SetEnabledState = <function> defined @I


I guess i now see it is broke on PTR, do you have a PTR version on Wowace somewhere? Was unable to find it if so.
Last edited by Angrysteel : 02-23-10 at 11:37 AM.
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Unread 02-23-10, 08:35 PM  
Johnychemist
A Kobold Labourer

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File comments: 7
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Re: Re: KGPanels and Vuhdo

Originally posted by Kagaro
You want to anchro + parent to the frame and not the unit button itself.

So it seems that right now the only static names available with vuhdo is the group frame name and button name checked with /framestack doesn't seem to be a button frame name available. On KGPanels front is there any work arounds for that? Any reason why the button name will not work?
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