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Post by
pelf
It's really quite simple. I found this guy's thing, here:
http://www.curse.com/addons/wow/macro-toolkit
Unfortunately, that doesn't do the
one
thing I want it to do -- just make the edit box taller. So, I fiddled with
/framestack
and some
:SetHeight
calls and was able to more or less do what I wanted. However, if I'm going to do it, what I'd really like to do is make it so there's a little handle at the middle bottom of the window that you can grab and resize it down to whatever you want. I don't want to (initially, at least) bother with horizontal changes.
I had a look at the points set on all those frames and they are all, more or less, just hooked on their top-left. I figure the addon just has to set all the points and enable resizing for that frame and write the code to do it.
Once that simple functionality is in, there are other places to go with it: syntax highlighting (like that guy does), font changing, possibly horizontal resizing.
So, the first things I see as being important:
Will changes to this frame cause some kind of taint or issue that will prevent it from working as it should (especially being able to change macros on the fly during combat)?
Do WoW frames actually anchor like WinForms or Swing or other language UI frames do? Will they automatically adjust if they're anchored properly and their parent frame changes size?
Beyond that, I was going to take a look at the FrameXML to get an exact idea of what the frame structure is for that window so I could make better guesses as to which ones should should have which points set to what.
I haven't done much on this beyond the thought phase. Don't you take the fun away from me, you rogue
:)
. I want to do this to learn as much as to make something I'll find useful.
Post by
Neffi
Will changes to this frame cause some kind of taint or issue that will prevent it from working as it should (especially being able to change macros on the fly during combat)?
The only thing that causes taint is setting variables (which includes overwriting functions). Any variable you set is tainted. (By extension that means certain functions defined in FrameXML cause taint, because they set variables on your behalf.) Changing properties like this is safe, but it will probably fail silently if done in combat.
Do WoW frames actually anchor like WinForms or Swing or other language UI frames do? Will they automatically adjust if they're anchored properly and their parent frame changes size?
Give me an example? I'm not familiar with Swing and I didn't bother to learn more WinForms than what I absolutely needed for assignments.
Don't you take the fun away from me, you rogue
I'm also a feral durid!
Post by
pelf
Okay, from what I've read, it sounds like
SetPoint
is "anchoring" the frame to another frame. It also appears to allow for some positioning fudge -- anchor to this frame and offset by
x
,
y
. In other things like this, anchoring is maintained for children when the dimensions of the parent are changed.
For example, this setup, assuming the double-line frame is
out
and single is
in
:
╔══════╗
║ ┌──┐ ║
║ └──┘ ║
╚══════╝
in:SetPoint("LEFT", out)
in:SetPoint("RIGHT", out)
If the size of
out
is changed as in the following, does it look like (1) or (2) after?
╔══════════╗
║ ┌──┐ ║
║ └──┘ ║
╚══════════╝
╔══════════╗
║ ┌──────┐ ║
║ └──────┘ ║
╚══════════╝
I'm also a feral durid!
I'm a Guardian now
:)
; but, I've played both.
Post by
Neffi
Number 2, unless you manually :SetWidth on the inner frame. Think of the frames like stretchable pieces of cloth. Anchors peg them like tacks. Once you :SetHeight or :SetWidth, you make the frame rigid. You can reset it to be fluid again by setting the width back to 0.
If you set points on both edges and also set a static width, then the frame
should
center itself. A static width/height takes precedence over inherited size. (Though you should treat anchors logically: if you want to center it, use "CENTER".)
Edit: My new UI code uses hand-crafted frames instead of the table layout system I made previously. I leverage anchors to make the status bars using plain textures, rather than a child StatusBar elements. You can peruse the code to see how anchoring works in different situations. See my sig.
Post by
Neffi
@pelf
You were in a raid when I was going to ask you this question, so I'll just direct you to the thread. See my post
>here<
. Any ideas?
Post by
pelf
Hmm. Well, as far as I know, the ... actually, let me just check this like I said I would a while ago
:)
.
Yeah. While
/castsequence
does appear to have special behavior WRT the stopping-macros-for-abilities-on-cooldown thing, you appear to be right that this is different (the check-for-combo-points client-side check) and doesn't fall under the same exception. For example, you can do this...
#showtooltip Hemorrhage
/castsequence Evasion
/cast Hemorrhage
...and it will only use Evasion when it's not on cooldown. I really don't like posting about this, though
:)
. I'll probably edit this out after you read it.
Post by
Neffi
Evasion isn't on the GCD, so this
should
be the default behavior. Is /cast not allowing this?
The intention in halting on cooldowns is to prevent a rotation-specific proc/cooldown from being passively weaved into a button mash. Like putting Dispatch and Mutilate together, or Shred and Mangle, to avoid having to make the decision.
Post by
pelf
Oh, not on the GCD? Um, lemme find another example.
EDIT
: Hmm, well. I'll just write up what I used to use it for. It's definitely not letting a standard spell with cooldown + GCD go before another. There was a free, not positionally-constrained Ravage that procced after a Feral Charge (
); I can't remember what procced it. Anyhow, you could do this:
#showtooltip
/castsequence Ravage!
/cast Ravage
Or, something like that. Anyhow, not using
/castsequence
didn't work. All other, working, methods involved either a modifier or a standard sequence.
EDIT2
: Oh right, it was Stampede.
Post by
Neffi
/use Ravage!
/use Mangle
Working for me.
Post by
Wanderingfox
cast sequence used to do that... they've since fixed it so regular casts work the same way... Think it was sometime around when cata came out.
also for the record, I'M the
rogue
XD
Post by
Neffi
UI&M seems dead. =(
also for the record, I'M the rogue XD
I'm a rogue too. =)
Haven't touched my rogues much since late Cata. Might pick them back up again. I didn't find PvP too fun with the MoP changes to them.
Post by
pelf
Hey, Neffi.
Less questions coming in. I generally look at the UI&M forum every week or week and a half.
Post by
Mike
Gosh, haven't been in the UIM forum for a few months.
Had to make a macro for heroic Nazgrim last night... on the fly I came up with that... seemed like it was wrong, or extended, but it worked while being able to spam the macro.
/cleartarget
/targetexact Kor'kron Assassin
/stopmacro
/focus
/cast Faerie Swarm
/targetlasttarget
Post by
pelf
Doing
/cleartarget
first will, I think, just wipe out the "last target memory" that you're trying to invoke with
/targetlasttarget
. At least, the last time I made a macro like that,
/targetlasttarget
did nothing if I had run
/cleartarget
in the same macro before selecting a new target.
Post by
Wikipedia
The sound of silence..
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