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04-19-20, 10:34 AM   #4
A Warpwood Thunder Caller
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Well, I'm not familiar with DUF, but the reason I mentioned oUF is because Skimo said in his video that he uses DUF for the target frame, but his "own spagheti" for the player's. And I'm pretty sure oUF can be used to deliver the same result. TBH though, I haven't even seen Skimo's code and it's ultimately not my choice, so ... heh, maybe I shouldn't even have mentined it. So yeah, take my suggestions with a proper bit of salt.

As for Zork's addons not being based off his rLib, well, you are right. But then again, I don't think I was wrong either. Yes, rLib does exactly what you said and that's what Zork uses it for in his addons. It's no Ace3, but I guess it's useful for what it does.
Bit for all of the above, I don't really need to argue over, you've made good points, Tim. But on rActionBar, I'm not sure why you seem to not consider it a proper framework. I mean, with oUF, you choose which frames you want to implement (replace) and you implement them with oUF; with rActionBar, you choose which action bars you want to implement (replace) and you implement them with rActionBar.
Sure, you need to implement different elements with oUF (HP bar, resource bar(s), etc) whereas with rActionBar you implement each bar as a whole (size, scale, number of rows per bar, visibility (in/out of combat, etc - all of which you can also implement for oUF frames), but I guess rActionBar is simpler because action bars actually are simpler elements than unit frames (less child elements). If you're talking about textures and such, IIRC you can customize backgrounds, borders and glows with rActionBar (I pretty much keep my addon customizations simple in their look).
What would rActionBar need to do for you to consider it a proper framework?

As to kgPanels... well, it's been around forever and I guess it could be useful. But amongst it all, it's likely the part of an UI less prone to being made out of date by subsequent patches, I agree.
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