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cargBags  Popular! (More than 5000 hits)

Version: 2.1.2
by: Cargor [More]

Problems? Visit the Wiki or Help & Discussion Thread!

cargBags is a modular inventory framework. It was created with one simple thing in mind: Taking the boring work away for you, so that you can start right-away with the important things: Layout and categories! You don't have to care anymore about fetching item-data, updating at the right time or creating a sophisticated filtering system - cargBags does this all for you!

From a simple all-in-one inventory over multiple category-based bags to your own needs:

Just start with the user-friendly and commented example cargBags_Simplicity, build upon it and implement your own features. Create and release your own individual bag addon by embedding cargBags!

Default Features

  • modular: remove features you don't need or add new ones
  • simple, fully extensible filtering-system (optional)
  • object-oriented approach
  • embed cargBags and make your own bag addon!
  • extensive API: Hook into every part of cargBags
  • optimized: recycling of buttons, caching of item data and more
  • plugin-system for often-used snippets like a space- or money-display (optional)

Additional resources and help
FAQ

My cargBags doesn't show anything!
Do you have a layout? This is a framework and does nothing by itself!

Will you provide support for alt bags / bank?
No, because it would be too hackish and cause problems. You can use external addons like BagSync. But if you are a layout author, nothing stops you from providing support yourself.

What about auto-stacking / -sorting?
In my opinion, this does not need to be in a bag addon, because there are lots of external addons for this, like Genie or kRestack.

Guildbank? Stack compression?
I'm trying, but don't expect anything soon.

Do you support LibDataBroker?
You can use LibCargoShip for this.

cargBags is licensed under the GPL 2. Go ahead and fork it!

Changes to the core prior to version 1.2 are located in the changelog.txt.
Releases are normally not backwards-compatible, although changes are kept to a minimum!
In most cases the version tagging follows the scheme Rewrite.Feature.Bugfix.

2.1.2
* bank now updates correctly again (sorry for that!)
* mostly bagBar changes and equipSets bugfixes

- .HighlightFunction changed to .highlightFunction (small 'H', consistency FTW)
- bagBar now supports highlightFunctions
- bagBar can be global for all containers (.isGlobal = true)
- new function: Implementation:GetBagButton()
- fixed bagButton onClick not toggling its bag
- fixed typo in equipSets-itemkey
- equipSets now update all open bags when changed
- introducing cargBags:FireEvent(force, event, ...)

2.1.1
* bugfix update, you need this if you have 2.1!
* fixed searchbar, extended filters and bags-sieve

- item.bindOn now supports soulbound items ("soul")
- new itemKey: item.bagType
- removed item.clink
- .toc bumped to Cataclysm

2.1
* The wiki was updated!
* Improved embedding support
* Sieves! Replace the filters with another system
* Scaffolds! Provide your own templates for item buttons
* Extended filters: pass arguments to them!
* Localization tables for auction house item classes

- File structure overhaul
- new Sieve: by bagID - lightweight enthusiasts, get rid of this filter
clutter :P
- Moved the ItemButton-UpdateX functions to their own scaffold, "Default"
- Callbacks are now correctly named events (RegisterCallback -> RegisterEvent,
HasCallback -> IsEventRegistered)
- the SearchBar now needs a .HighlightFunction to work

2.0-beta
* COMPLETE REWRITE
* Don't ever think about fixing your old layout, build a new one =)
* Beta-version, please note the "Planned features"- / ToDo-List
* and please write a comment for bug-reports, feedback, thank-you's and flaming

- object-oriented approach
- bags initialize on first open instead of in loading screen
- new plugin: TagDisplay
- a lot more modular than before!

1.3
* licensed as GPL 3
* fixed background texture of empty bag buttons
* hovering over a bag button can now fade different bag objects
* fixed tooltip-parsing not working correctly
* and now the usual developer-stuff:

- BagBar new property: BagBar.BackgroundTexture - texture path if no icon was found
- new function: object:Fire(callback, ...) - fires a callback with the defined arguments
- new function cargBags.C2I(id) - translates a ContainerID into an InventoryID
- new function cargBags.I2C(id) - translates an InventoryID into a ContainerID
- function changed: cargBags.ParseBags(bagString or bagID or table) - now returns a table every time
- new property: cargBags.BagStrings[] - holds tables of the bagID's for the different bagStrings
- :PreCheckFilters() now also fires on :GetItemInfo()

1.2
* first tooltip-scanning code, if you have wishes for more parsed infos than bindOn,
* please let me know =)

- updated for 3.2
- fixed item.id not working properly
- new item data: item.bindOn - returns "equip", "pickup", "account", "quest", "use" or nil
- 3.2 only: new item data: item.stats - returns a table of all stats of the item (see GetItemStats() for info)
- 3.2 only: new item data: item.sellValue - returns the sellValue in copper of an item
- new plugin: DataBroker - displays a databroker-object, the addon cargoShip is needed for that
Optional Files (1)
File Name
Version
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Author
Date
Type
9.0 r93
104kB
01-28-21 04:12 AM
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Unread 05-07-08, 10:38 AM  
hipjipp
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I love you! I'm gonna try this asap, and then i might write my own "type"/"layout" for it.. :P

Edit: Bugreport; I've binded "B" to "OpenAllBags" and when i open the bag, it shows up, but so does the rest of the bags aswell.. so i have a bagframe and 4 bags showing. Love Love Love the low footprint btw. Never been happier!

Edit2: Been playing around a while now, read, edited and played around with the code. About the comments on the bag-slots in a row. Keep it the way it is, but try to make the comments clearer if you decide to change the items-in-a-row to something bigger or smaller. Keep up the work! I can finally dump the memory eater BaudBag.
Last edited by hipjipp : 05-07-08 at 11:26 AM.
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Unread 05-07-08, 12:35 PM  
xConStruct
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Thanks for the feedback, I'm glad you like it

I've integrated OpenAllBags() in layout.lua and changed the comments. Hope they are easier to understand now.
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Unread 05-07-08, 02:01 PM  
hipjipp
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Noticed another thing (from your screen since i already put my frame into one again);
When you've split up your frame into smaller pieces, the "cur/max free slots" text goes to the max of the frame that text is in, not the total of your bags.
Might be good if you only want to know that specific bag or frame, but for me (and probably alot of people) this is useless.
Just an idea to make this an option into lua or add a new string saying the total max.
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Unread 05-08-08, 08:23 AM  
xConStruct
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It's working as intended (Could be useful if someone has a lot of splitted bags), but I understand your point and included this function in the new update:

You can now set object.space.countAll = true to get the total items in your bag rather than the total of visible items. I've included it in the default layout - you are right: for the AIOI-layouts was the old way not as good as this one.

Info: The core passes now the number of free and total slots to the updateSpace() instead of used and total. (because GameAPI handles it this way, so why don't we do the same :P)
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Unread 05-08-08, 10:29 AM  
scotte44
A Kobold Labourer

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Im a little lost on what this mod does. Does the mod just allow different layouts displaying bags, or can you actually assign items to bags?
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Unread 05-08-08, 10:36 AM  
xConStruct
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The addon is a bag replacement, so you can change the layout for the bags or create one big bag which consists of your default bags (like in the default layout screenshot) - It does not move, sort or modify the items in the bag itself.

So, in short: standard bags with another layout

Hope, your question is answered.
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Unread 05-08-08, 07:53 PM  
nighty
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In the default layout the strata is too high, when you goto split items the box is behind the bag frame.
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Unread 05-09-08, 05:17 AM  
xConStruct
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Thanks for the hint, I'll fix it as soon as possible.

EDIT: should work now with the new update.
Last edited by xConStruct : 05-09-08 at 05:49 AM.
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Unread 05-10-08, 02:12 AM  
Fuzzywuzzy
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I'm going to try this cause it looks nice and clean, there's some features im going to miss but think i can get those through other addons.

But reason for posting is just curiousity, i'll probably do the lua edit you suggest to get it as 1 big bag, question is, is there a reason why you make a seperate 8 slot at top as default instead of just doing the 1 bag as default?
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Unread 05-10-08, 02:38 AM  
Viggeborn
A Kobold Labourer

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Hmm is the windows moveable or is it just me that are stupid?
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Unread 05-10-08, 05:09 AM  
xConStruct
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Originally posted by Fuzzywuzzy
I'm going to try this cause it looks nice and clean, there's some features im going to miss but think i can get those through other addons.

But reason for posting is just curiousity, i'll probably do the lua edit you suggest to get it as 1 big bag, question is, is there a reason why you make a seperate 8 slot at top as default instead of just doing the 1 bag as default?
As it seems, I'm the only one that uses this bag bar I store there mainly items which are everytime in my bag (like mount, hearthstone, etc..) - The reason I uploaded this as default layout is to show the possibilities of bag merging/splitting. I think I'll provide in the future also the standard AIO-bag layout without the bar.
I'm interesting in what features you miss (maybe there are some which are easy to integrate as an optional addon or don't increase memory usage much)

Originally posted by Viggeborn
Hmm is the windows moveable or is it just me that are stupid?
The window is by default not movable, it is positioned per lua-config (and working as intended) - but I'll write a tutorial, on how to get the bags movable if you want.

EDIT: written a tutorial - link on the addon info page or in my portal.
Last edited by xConStruct : 05-10-08 at 06:05 AM.
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Unread 05-10-08, 08:02 AM  
Fuzzywuzzy
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Was using Onebag/Onebank/Oneview and it's mainly the ability to check out alts bags/banks i'm going to miss.

But as i said there's addons out there that can do that, so it's not a big issue

A feature i would like if it can be done low memory wise is something like what bagsync does, shows in tooltip when hoovering an item how many i got on different alts.

Tried bagsync but it seems that in certain situations it doesnt work well with my tooltip addon (TipTac). Could ofc. have been Onebag interferring so might give it a go again and see how it works.

EDIT: Trying out addon called "Bankitems" atm, seems to be doing both what bagsync and oneview does.
Last edited by Fuzzywuzzy : 05-10-08 at 08:16 AM.
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Unread 05-11-08, 01:29 AM  
Fuzzywuzzy
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So far i like it alot

Would it be possible though to add scalability to it? And maybe coloring of bags lik ammobags/ss bag/engi bag and so on.

Makes it easier (well does to me ) to see where the free slots are, if some are empty in the special bags or/and the normal bags.
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Unread 05-11-08, 03:51 AM  
xConStruct
A Chromatic Dragonspawn
 
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Originally posted by Fuzzywuzzy
So far i like it alot

Would it be possible though to add scalability to it? And maybe coloring of bags lik ammobags/ss bag/engi bag and so on.

Makes it easier (well does to me ) to see where the free slots are, if some are empty in the special bags or/and the normal bags.
Scalability is added in the layout.lua with the function self:SetScale(1) where 1 is the default size of 100%. In line 49 the keyring-frame is already scaled. Directly under it you can find the if-clauses for the bank-frame and the rest (bag) - it should be easy to add there a self:SetScale() if you want.

The new update colors the slot borders based on bag type.
With some lua-experience you can change the color function by overwriting self.OverrideColorSlotBorder(button, bagType). I didn't tested it for profession bags as I don't have any of them, but it works with keyring/ammo-bag coloring.
Last edited by xConStruct : 05-11-08 at 05:46 AM.
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Unread 05-11-08, 06:48 AM  
Fuzzywuzzy
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Just tested it, the scaling working nicely, and so far bagslot coloring seems to be working for warlock soulbag.

Thanks alot for the help
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