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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 05-30-09, 08:51 PM  
Sythalin
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In the case of Xperl, as soon as it opens it's options panel it makes automatically applies it's own last known position of frames. Since CFM only does it's thing at reload/login, it's settings are overridden automatically. If you open CFM and change a setting, the frame will go to the last known position that CFM has stored.

It's basically a back and forth battle of saved vars based on when things are loaded/called. I could simply configure CFM to always check for frame position changes and "fix" it, but that would eat up a TON of cycles and memory to do so. I've made it a point to try and keep this light and clean as possible (yes, before someone comments, I know it's not optimal right now).

I hope that answers your question, as honestly I'm not exactly sure what you're asking.

As far as feature requests, you can post comments, but I prefer my portal. It's lonely and has yet to be used. Actually, it's also a lot easier to keep track of what people want and what I've completed/working on.
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Unread 05-30-09, 06:41 AM  
Apraxia
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Hmmm, let me ask this question then... is it any sort of command referencing the addon that will override the CFM settings or just those that call on it's frames for some type of adjustment using it's configuring?

Also, just to confirm you want feature requests sent to the portal correct? lol you know I was so bored tonight I got halfway through implementing my own requests to your addon WITH your addon... just some width and scaling simple stuff to allow an easier 'sped' up way of implenting and playing around with it in general ...

Originally posted by ChaosInc
Thanks! And PM's are competely acceptable if you don't wish to ask publicly for stuffs.

As far as the "frame reverting", you can see a perfect (and easy example) with XPerl.

1) Move the XPerl_Player frame with CFM
2) /xperl
3) See the frame snap back to XPerl's position settings

Been playing catchup with guild atm so haven't been working much on that feature yet. Soon...
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Last edited by Apraxia : 05-30-09 at 06:42 AM.
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Unread 05-30-09, 06:34 AM  
Sythalin
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Thanks! And PM's are competely acceptable if you don't wish to ask publicly for stuffs.

As far as the "frame reverting", you can see a perfect (and easy example) with XPerl.

1) Move the XPerl_Player frame with CFM
2) /xperl
3) See the frame snap back to XPerl's position settings

Been playing catchup with guild atm so haven't been working much on that feature yet. Soon...
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Unread 05-30-09, 02:45 AM  
Apraxia
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So far from what I can tell this does everything i need it too.... in fact too much so. I had fun intentionally totally hiding and discovering the different frames in this entire UI I use... and then ultimately screwing the whole end blizz parent world frame on purpose just to see how far I could go... lol.... like a kid with shape blocks to put in a matching shaped holes... cept a big hammer to do it with for the fun of smashing stuff up

Spent quite a few days recently but a lot of painful time overall trying to deal with always some frame here or there by default with blizz or someone elses or even my own UI's and just CAN'T FREAKIN DO IT BY WILL OF SOME HIGHER POWER ON A POWER TRIP!

So, this mod = EPIC win. It modifes everything litterally everything that I can tell so far. I've just picked random visable frames all over my UI and constantly added the underlying frame (well, technically "Parent" for everything till I kept getting back to the start... no issues yet.

... Lastly to the mod: FYI regarding the ability to have the settings and changes in this mod override permanantly any others it tweaks.... from my playing around so far and the elements in my UI ect it would seem that as long as the saved variables file in the WTF for CFM stays in there it's handling quite well acting as the 'final word' I guess you could say in it's adjustments... haven't had something 'revert' back just yet... even with trying a few basic ways of forcing it too like reloading the UI or even ALT F4 out of the game lol logging back in each time all fcked to hell like I made it.

You rawk... and seriously. I'm totally donating on payday... this must be maintained soley for my amusement and self destructive needs!
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Unread 05-29-09, 08:57 PM  
Apraxia
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oO0o... this just might finally do the trick I'm after...

Btw, I actually read the ENTIRE mod description main page before saying to myself 'blah blah blah, there's the slash command kthxbai...' and only coming back when I broke something like i do often. Very entertaining read, and would have to agree with a lot of things said... I still gotta say that I do *love* my broker's on my bar... I'm a freakin lazy chicka I admit it :P

I have a question or two I'd like to ask you about a development feature your working on and an issue I'm having currently to see if this is going to rock my world but I'd rather not post sepcifics here in a public formum. Is sending a private message to you through this site acceptable? or is there another method you would prefer that I can do this?

Thanks so much for your time
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Unread 05-24-09, 07:59 PM  
Sythalin
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Re: Dart

Originally posted by Khirsanth
Greetings, I was an avid follower of the discord mods when they were active. It's great to see dfm remade and available, however the one I really miss is dart. Do you have a connection to a rebuild of that?

On your mod I like its minimalism, and thanks for your effort

Edit: I found your reference to an external site with dart however I wonder if the same problems that plagued dfm are associated with it as well? I am code ignorant so I have no idea if its a mess in there or well updated.
Last I knew DART was still functional with band-aid fixes as well. Although not as customizable, there are a few alternate options available that are still being maintained:

BTex
kgPanels
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Unread 05-24-09, 11:01 AM  
Khirsanth
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Dart

Greetings, I was an avid follower of the discord mods when they were active. It's great to see dfm remade and available, however the one I really miss is dart. Do you have a connection to a rebuild of that?

On your mod I like its minimalism, and thanks for your effort

Edit: I found your reference to an external site with dart however I wonder if the same problems that plagued dfm are associated with it as well? I am code ignorant so I have no idea if its a mess in there or well updated.
Last edited by Khirsanth : 05-24-09 at 11:20 AM.
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Unread 05-24-09, 06:34 AM  
Pusikas
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Originally posted by ChaosInc
It's all laid out under "The Config Panel".
Actually, I do not see a description of what it does there. And the screenshot only shows a config panel. Looks like this thing changes the size and position of unitframes? Or of other stuff as well? Would it hurt to add 2 lines of description for those peeps that do not know DFM?
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Unread 05-23-09, 07:49 AM  
Sythalin
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Reposted 1.1 with fix for line 22 error. Accidently used an old file on last update.
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Unread 05-21-09, 01:15 PM  
Sythalin
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Originally posted by Vranx
Description of what the mod does?
It's all laid out under "The Config Panel".
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Unread 05-21-09, 07:01 AM  
Vranx
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Description of what the mod does?
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Unread 05-21-09, 05:51 AM  
voodoodad
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Grats on getting this off the ground, Chaos! I know you've been grinding hard on it for a while (I read the lua help posts, just don't understand them lol). If and when I ever decide to build a new ui, I'll be using this for the frames.
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