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TipOnDemand

Version: 05.00.03.R
by: Garland [More]

.: Tip on Demand - Fifth Milestone :.

I created this Addon because I like having tooltips following my cursor but I was tired of not being able to control how and when they were actually shown, so I created this suite of tooltip handling functionality to deal with that problem.

For more information see the manual at Google Docs. The manual is also included in the zip (in the Other folder).

.: Changelog :.

05.00.03.R: Whilst working on another project, I noticed a bit of an oddity regarding FuBar module naming conventions, something that might cause problems and conflicts. I don't know if any of you will ever see problems from this could be bug but it's worth getting this version anyway, just in case. You will lose a few minor settings (such as FuBar position, left/center/right, showing/hiding text/icon and so on) purely related ot FuBar but it might be worth it for peace of mind. I'm not even sure if this is a real issue to be honest but... better safe than sorry.

05.00.02.R: Another small error I've caught in the Elements, if someone out there actually isn't using FuBar, an error would throw. I've got this fixed. If you have FuBar then you probably don't need this version. If you don't, I apologise for that silly goofup.

05.00.01.R: Oops, tiny prob in the Catch Frame module that could cause a cosmetic error for people not using SetKey (since that's now all optional). No rest for the wicked/sloppy!

05.00.00.R: So, fifth milestone release! Since this latest version seems to be stable, I'm bumping it up to the next milestone. I've also included a manual with the zip as you've no doubt read, just for that little extra bit of polish. Seems like ToD is really shaping up! As always, bug reports and feedback are most welcome.

(See the RelCodes.txt file included with this mod for an explanation of my version release codes.)

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Unread 12-20-07, 01:28 PM  
dctrjons
A Kobold Labourer

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Having trouble getting this to work with bongos for my mage all but Feather and blink get hidden...for my rogue none get hidden... Don't see a pattern and blacklisting doesn't change anything.
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Unread 08-14-07, 05:06 PM  
sabbatboy
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I've been directed here looking for more configurable tooltip options, but this mod is just short of what I'm looking for.

Is there any way to display only CERTAIN TYPES of tooltips while in combat, but not others?
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Unread 08-06-07, 05:15 AM  
ZachariasDk
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Why does it re-add the GameTooltip as a tipframe when i start the game if I've removed it? I want to remove it and only have the Tablet20Frame as a tipframe (so it only hides Fubar-tooltips). Otherwise, why can't we type in the whitelist/blacklist frames we want to add?

Otherwise, great mod.
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Unread 03-30-07, 03:22 PM  
fookyou77
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Im having problems hiding my actionbars tooltips. The old version all i had to do is dl and it hides. Im clueless on how to hide my actionbar tooltip can anyone help. ty


All i know is i can blacklist it by /tod blacklisted nameframe delete.
but i dont know the name of the action bar frame.
Last edited by fookyou77 : 03-30-07 at 03:31 PM.
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Unread 03-03-07, 03:17 AM  
Garland
A Murloc Raider
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Thanks for being patient, I'm trying to get to everything all in due time. Once I've got the fourth milestone of Deranged out of the way (and it's shaping up to be very soon), I'll put Deranged and my other projects on the backburner and I'll concentrate on the cleanup that Tip On Demand desperately needs and deserves. I'll also try and take all feedback into consideration.

It's a shame that I won't be able to keep in the Delay module but that's been a thorn in my side ever since I created it and it's been holding TOD back, so I think the best thing to do for now is to drop it. There are other mods out there which have this functionality (I hope) and if not, there're always older versions of TipOnDemand.

With that out of the way though, I can really overhaul the logic ladder and add some more dynamicism (is that a real word?) to it. I have to be honest, I'm looking forward to it because then all of my projects will be at the point I want them to be.
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Unread 03-02-07, 05:23 PM  
Santorum
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Great news. I'll be waiting for the next version to try it out. Thanks!
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Unread 03-01-07, 09:21 PM  
Garland
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Okay, I officially give up on trying to get Delay to work in the main. Those that prefer the Delay version, just hang on to the version you have. The next version won't have the Delay module but it will see the following ...

o A cleanup of the code, menus and manual to bring it into sync with my other mods.
o Combat given its own override key.
o A fix for Talismonger, so that lib will actually work with Tip On Demand (you'll have to whitelist WorldFrame though to signify that you want it to kick in).

I'd write more but as I said on my Deranged mod's page, I'm really ready for bed here... but I'll tackle this and what I plan to do with Deranged in the morning. It's going to be a real day of coding tomorrow. Wish me luck!

Santorum - In the next version, what you desire will be possible by simply having the Key and Combat modules enabled.

(Edit): The more I think about this, the more it makes sense that Combat hsould be risen above Stationary and given its own override Key. That's what I'll probably do.

(Edit): Well, it doesn't look like I'll get this done today. I'll try my best for tomorrow. Between things outside of the internet and the time the latest Deranged took to put together, I'm a bit exhausted and in no shape to tackle anything like this right now. It'd only lead to foolish bugs and I don't want to subject anyone to that.
Last edited by Garland : 03-02-07 at 02:39 PM.
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Unread 02-22-07, 03:16 PM  
Santorum
A Kobold Labourer

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Setting Tooltips off only when in combat

Having read your ladder, how would you set this up to have the tooltips always on, except when in combat? And when in combat, use a modifier key to bring up tooltips?
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Unread 02-09-07, 09:02 PM  
SkOODaT
A Wyrmkin Dreamwalker
 
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problem ...could you slightly change the combat and stationary functions so that when you have both\ither the combat or stationary function click on and... the key toggle mode if your in combat or not stationary you can still press the key to bring up the tip..... its so annoying haveing the combat function on but forgeting a spell and trying to shift mouseover but still not being able to see the tip lol

SkOO
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Unread 02-08-07, 11:33 AM  
Garland
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I've noticed that with other mods installed or under certain conditions, the change I made to get Delay to work has made some other modules behave oddly. If you want Delay, the mod is fine as it is but if the other modules are playing up and you want that fixed, change the following in the file TipOnDemand_Core.lua...

Find (on line 99):

self:SecureHook(obj, "Show"

Change it to:

self:HookScript(obj, "OnShow"

Find (on line 101)

end, true)

Change it to:

end)

As soon as I have a solution for this problem, I'll put it up. Getting the two to work together though under certain circumstances (some mods are very forceful with their tooltips) is going to be difficult but I will find a way somehow.
Last edited by Garland : 02-08-07 at 11:36 AM.
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Unread 02-07-07, 02:50 PM  
SirCasey
A Murloc Raider

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Hey, I tried it last night. Works like a charm!

It took some getting used to, I didn't realize at first that tooltips were turned off when moving, and I was trying to tweak my UI while following someone and none of the tips were working. Then I saw the 'off while moving' setting. Needed to turn it off because I'm still tweaking my UI a lot whil following, but other than that, great mod! Thanks!

~SirCasey
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Unread 02-07-07, 12:11 AM  
Garland
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Not a problem, glad to help out! I'm actually really glad I succeeded to be honest because I was baffled as to how I could make the logic work whilst still keeping it an 'everyone wins' situation so nothing is neutered or cut down. I'm glad I got over that little hurdle and as usual, I'm learning a lot about Lua and how it works in Warcraft in the process, so that can only be a good thing. I welcome the challenge and the learning so I'm always happy to try and implement any features I come across.

I'm proud of this fifth milestone too, at least a little as I actually feel as though I've gotten somewhere with it, that it's a really helpful addition and I use the Key, Catch Frame and Whitelist (that's how I play it) modules frequently myself. It isn't just a novelty anymore and I feel rather good about that so I'm looking forward to whatever the future holds, now that I've gotten here with it, I might put it on hold for a bit and look at some of my other projects, released (such as Totem Range) and not.

Either way and regardless, it's certainly been entertaining hammering away at this thing and I really do thank everyone who's helped out.
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Unread 02-06-07, 10:05 PM  
wraithpc
A Defias Bandit

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Nicely done, first look seems all the issues are fixed, .2 increments, perfect! Clock flashing seems to be fixed, Equippeed items displays great..

All I can say is Thanks, and job well done, if i happen acrossed any bugs I'll post it...

Great mod, and it was really nice of you to implement ideas from outside sources...

Thanks
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Unread 02-06-07, 09:41 PM  
Garland
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New version up.

I gave this a lot of thought, I poked around in the code a lot and pondered the way the logic works. What you see in the new version is the solution I came up with, if it's not adequate then let me know but considering the circumstances, I thought it was the best solution available as I don't want to really go neutering functionality on people, I'd rather that the mod be as functional as everyone wants it to be. This was the only way I could do that without removing bits of Delay to make it work with Key.

If I should raise or lower the upper limit or do something else, let me know.

(Edit)

Check out the latest logic ladder for an understanding of how this one works and see whether it behaves properly and whether the modifier works. In any case, the modifier should only perform one function anymore and that's either to quickly show delayed tooltips in Delay, to show hidden tooltips in Key or to hide tooltips in InverseKey, by relegating the modifier to simply one function (outside of Blacklist but I don't think that'll hurt), it simplifies the way the logic works and makes the code less prone to failiure.

I'll check out the flashing clock tooltip thing. I use MiniClockFu myself so it might not happen for that one but I'll take a look.

However, a silent fix (oops, I meant to mention it) I made to Delay might've also fixed the Clock problem. It was related to the PaperDollFrame problem in fact. And I really need to credit you for your help in that and I'll do that now as soon as I'm done typing up this message but regardless, that fix had interesting side effects (beneficial ones, I think) and it might just fix the Clock issue. I will test though.

(Edit)

Yep, it looks like the clock issue is pretty much fixed. Flashes still occur but only if the tooltip is updating and the mouse cursor is moving, if the mouse cursor is sitting in the same position then it doesn't flash. So providing the mouse cursor isn't being waved around the same source of a tooltip speedily, the flashing shouldn't be an issue. If it is though, let me know and I'll see whether I can't come up with something.
Last edited by Garland : 02-06-07 at 09:53 PM.
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Unread 02-06-07, 08:43 PM  
wraithpc
A Defias Bandit

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I knew my use of the confusion would be a problem... Sorry... hmmm.... Maybe... It seems like rungs of the logic ladder are missing, was like the modifier key was not working until i unchecked and rechecked it, happened on other settings as well, sorry, I may not be able to describe any better or reproduce... It could have been a one-time thing...


Another thing i noticed is tooltips which are updated flash, I'm guessing each time the clock is updated it flashes, ClockFu, GuildFu for example..
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