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Updated:04-24-13 11:43 AM
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oUF Donut

Version: 50200.01
by: zork [More]


Important: This is the first alpha release. It has all the code in it to create all the health, power and castrings including update functions and templating. More will come later.
Intro
This a circular unit layout for oUF based on the idea discussed in this thread.

The layout supports ring templates. You can setup different ring templates and use them on specific units.

The ring is split into 4 segments. Thus you can do quarter, half, three-quarter or full rings.



Alot of other ring settings can be changed in the template file. This includes filling direction and radius.

More screenshots...

If you got any questions feel free to ask me.
Currently implemented units
- player
- target
- targettarget
- pet
GIT
https://github.com/zorker/rothui/tre...w5.0/oUF_Donut

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Unread 12-08-15, 06:21 AM  
griddark
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I'm using your frames, they're from silverui2 and I've been searching all the forums, it's pretty hard when you're learning from scratch on a pre-existing layout, what I want to do feels like it should be simple but I can't get it working. Any help would be appreciated.

I want to class color the power ring to match the players class, I set classcolor = true but what do I change in fill = { ect, }

Cheers.
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Unread 02-19-15, 09:51 AM  
Noix
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Originally Posted by zork
I currently have no time looking into it. You can run /fstack in chat and hover the frame. That will tell you the frame name which is still mouse enabled. Maybe you need to disable the mouse at a later point.
So have you had time to look into it? been few days
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Unread 02-16-15, 10:23 AM  
Noix
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i know for sure its oUF_Donut doing it since i disable the addon and had no issues.. by looking at that seems like pet battler frame? sorry not good at this, and thank you.
http://i.imgur.com/YECOWYV.jpg?2[/url]

still running into problem tried few things turn out its still lua part.. so really lost at what could be issue.

Updated image with only 3 addons enabled - oUF_Donut - oUF - Clique

http://i.imgur.com/30J9inb.jpg
Last edited by Noix : 02-17-15 at 02:11 PM.
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Unread 02-16-15, 09:56 AM  
zork
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I currently have no time looking into it. You can run /fstack in chat and hover the frame. That will tell you the frame name which is still mouse enabled. Maybe you need to disable the mouse at a later point.
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Last edited by zork : 02-16-15 at 09:59 AM.
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Unread 02-16-15, 09:14 AM  
Noix
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This is what i have but for some reason its not working. i am able still to click the invisible frame of the ui, even on it. not sure what i am doing wrong. went to link and check make sure and yea still does it.


local function CreateUnitTemplate(self)
self.template = tmp:GetTemplateByName(self.cfg.template)
self:SetSize(256,256)
self:SetScale(self.cfg.scale or 1)
self:SetBackdrop(cfg.backdrop)
--self:RegisterForClicks("AnyDown")
--self:SetScript("OnEnter", UnitFrame_OnEnter)
--self:SetScript("OnLeave", UnitFrame_OnLeave)
self:EnableMouse(false)

lib:CreateFrameStack(self)
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Unread 02-16-15, 04:33 AM  
zork
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Well. By default unitframes need to be clickable. Since you don't want that you need to edit this part.
https://code.google.com/p/rothui/sou...e/spawn.lua#25
Lua Code:
  1. --self:RegisterForClicks("AnyDown")
  2. --self:SetScript("OnEnter", UnitFrame_OnEnter)
  3. --self:SetScript("OnLeave", UnitFrame_OnLeave)
  4. self:EnableMouse(false)
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Last edited by zork : 02-16-15 at 04:33 AM.
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Unread 02-15-15, 08:43 PM  
Noix
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Hey i was wondering where would i change to make it so my mouse wouldnt click it (ATM if i click near area it cast, trying to make it not clickable), baiscly i just want it there so i can see it and when i click on it, it wont cast, but still do fuction its doing still

If that makes sense, Btw i love the addon
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Unread 03-29-14, 03:16 AM  
saxitoxin
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Re: Re: How did you...

Originally Posted by skarie
Originally Posted by saxitoxin
I'm sorry to bother you Zork, but I can't figure out how you got the function in rTestRing and oUF to work together.
I'm trying to make a unitframe in oUF where the castbar and the manabar is like your ToT frame only sideways. If you could take your time and explain scrollframe/child and oUF I would be very happy.

Thanks
I as well want to know how to use rTestring in my oUF lay out. I guess we need another example of rTestring using quarter circle and spark together with scroll frames and blend mode. .
I kinda figured it out, if you go to my forum post, you can see how I did it
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Unread 03-28-14, 09:24 PM  
skarie
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Re: How did you...

Originally Posted by saxitoxin
I'm sorry to bother you Zork, but I can't figure out how you got the function in rTestRing and oUF to work together.
I'm trying to make a unitframe in oUF where the castbar and the manabar is like your ToT frame only sideways. If you could take your time and explain scrollframe/child and oUF I would be very happy.

Thanks
I as well want to know how to use rTestring in my oUF lay out. I guess we need another example of rTestring using quarter circle and spark together with scroll frames and blend mode. .
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Unread 02-16-14, 02:33 PM  
saxitoxin
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How did you...

I'm sorry to bother you Zork, but I can't figure out how you got the function in rTestRing and oUF to work together.
I'm trying to make a unitframe in oUF where the castbar and the manabar is like your ToT frame only sideways. If you could take your time and explain scrollframe/child and oUF I would be very happy.

Thanks
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Unread 10-01-13, 08:06 AM  
zork
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For later...
Lua Code:
  1. local ringFrame.width, ringFrame.height = ringFrame.width:GetSize()
  2. local ringTextureFile = "Interface\\AddOns\\MyAddOn\\media\\ringTexture"
  3. local texLeft, texRight, texTop, texBottom = 0, 1, 0, 1
  4. local vFlip = true
  5. local hFlip = true
  6. local angle = 40
  7. local sqrt_2 = sqrt(2)
  8. local mrad = math.rad
  9.  
  10. local ringTexture = ringFrame:CreateTexture(nil,"BACKGROUND",nil,-8)
  11.  
  12. ringTexture:SetPoint("CENTER")
  13. ringTexture:SetSize(sqrt_2*ringFrame.width,sqrt_2*ringFrame.height)
  14. ringTexture:SetTexture(ringTextureFile)
  15. ringTexture:SetVertexColor(1,0,0)
  16.  
  17. if vFlip then
  18.   texTop, texBottom = 1, 0
  19. end
  20. if hFlip then
  21.   texLeft, texRight = 1, 0
  22. end
  23. ringTexture:SetTexCoord(texLeft, texRight, texTop, texBottom)
  24.  
  25. ringTexture:SetRotation(mrad(angle))
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Unread 04-25-13, 06:44 AM  
zork
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This could be a possible ring template:


It combines all possible bars in one layout.

This is just one suggestion.

Health and power could have been done in two half-rings aswell.

Thus it could look like:


Basically any combination can be done.

You can swap rings, you can only make a ring use 1, 2, 3 or all 4 segments. You have control of the filling direction and so on.
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Last edited by zork : 04-25-13 at 07:01 AM.
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Unread 04-24-13, 04:44 PM  
Kendian
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No more ring THEORY =) Great job, as always, Zork~
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Unread 04-24-13, 04:00 PM  
zork
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Originally Posted by 10leej
hmm only thing I can think of now is how to go about implementing alternate resorces like combo points/sould shards and what have you...
Those are standard oUF elements, so it is not a technical question. But when thinking about it why not do them as a ring aswell? 5 points or a ring divided into 5 sub-parts, no real difference.

The optical diversity can be easily achieved by overlaying that ring with a radial grid texture (or textures that you rotate properly)
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Last edited by zork : 04-24-13 at 04:09 PM.
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Unread 04-24-13, 03:23 PM  
Nibelheim
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Hmmmm... donuts /drool
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