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Updated:06-30-11 01:19 PM
Created:06-02-09 02:13 PM
Downloads:27,966
Favorites:173
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LitePanels  Popular! (More than 5000 hits)

Version: 40200.1
by: Katae [More]

LitePanels is a UI panel art framework aimed for use by both UI authors and advanced users. There is no in-game config. Configuration is done through editing a layout file. Complete documentation is provided in the layout file.

Copy layout_example.lua to layout.lua before use!

Special features:
» Quickly build modular, self-contained, easily sharable, fully customizable UI "panels". Complete with optional text objects and scripts.
» Full scripting capabilities!
» Built-in class coloring; Class Colors supported.
» Automatic panel to parent resizing with height and width percentages.
» Simple viewport functionality.


Enjoy.

Feel free to discuss this addon and/or share your own layouts, scripts, or show off your LitePanels UI in the LitePanels Layout Discussion thread. Please, however, use the addon comments page for bug reporting and feature requests.

40200.1 - 2011-06-30
- 4.2 toc update.

40100.1 - 2011-06-12
- 4.1 toc update.

40000.1 - 2010-10-13
- 4.0 toc update.

30300.2 - 2010-03-24
- Texture method SetTexCoordModifiesRect was removed with 3.3.3 patch. Commented line out to prevent errors.

1.5.2 - 2009-12-08
- 3.3 toc update.
- Some optimizations.

1.5.1 - 2009-11-11
- Error handling added for invalid fonts.

1.5a - 2009-10-11
- Fixed pre-1.5 backwards compatibility.

1.5 - 2009-10-07
- Plugin-like support added.
- New profiles system, see included example layout for info. Although old layouts will continue to work, it is advised that old layouts are converted to the new system.
- Panel borders can now be set to "SOLID" to create a pixel border.
- Panels with a % height/width will now resize based on its anchor_frame; parent secondary.
- New text attribute: outline - (1) thin outline, (2) thick outline. Setting an outline disables the default shadow effect, may be enabled manually.
- New text attribute: mono - True sets font's monochrome flag.
- Misc bug fixes and optimizations.

1.4.1 - 2009-08-17
- CreateFrame hook will load sooner, this should (hopefully) fix many problems with panels not being set to the right parent frame.
- The anchor_frame setting will now recognize existing panels as intended.
- Added support for Class Colors by Phanx.

1.4 - 2009-08-10
- Changed supplied layout filename to layout_example.lua.
- Border support added. See documentation for syntax.
- Percentage width/height rescaling is now on by default, attribute is obsolete.
- Throttling variable created for OnUpdate scripts (self.elapsed)
- Text object references will now be sent through to their string function.
- Layout "character - realm" names are no longer case-sensitive.
- New attribute: anchor_frame (defaults to parent). Sets the panel anchor frame if you'd like to anchor a panel to a frame other than parent while keeping parent's visibility, scale, alpha, etc.
- New script handlers: OnResize, OnDoubleClick, OnMouseDown, OnMouseUp

1.3.2 - 2009-08-04
- TOC updated to 3.2

1.3.1 - 2009-08-03
- Fixed a bug with texture rotate.
- Changed attribute 'active_scale' to 'resize'.
- Added missing attribute 'scale' to documentation.

1.3 - 2009-08-01
- Super duper code optimizations.
- The default value for bg_alpha will no longer be set to 0.0 when tex_file has a value.
- Function text object panels will now correctly adjust its height and width when changed.
- Panels with parents that don't exist will now be attached to the parent when it's created.
- Text shadows will now default to 1. Set shadow to 0 to turn it off.
- New attribute: active_scale (off by default). Panels with a height or width percentage will automatically adjust themselves when the parent's height or width is changed. Usage: `active_scale = true`
- New attribute: inset (defaults to 0). Creates an inset on the panel. Usage: for all sides use `inset=5` or specific `inset={top=5,bottom=5}`. Negative values create a padding effect.

1.2 - 2009-07-08
- Full text object support added, see docs.
- Changed default profile to always load.
- A few code optimizations.

1.1a - 2009-06-30
- DK class coloring fixed.

1.1 - 2009-06-30
- Complete overhaul. Many layout modifications, your old layout will not work without some changes (see documentation).
- Viewport, gradients, and texture art support added.
- Player class color panel setting added.
- User scripting support.
- Better parent handling with other panels.
- May now use height or width as a percentage in reference to its parent frame.

1.0a - 2009-06-02
- Suppressed "LPanels" error when the variable doesn't exist (when layout file is still layout.lua.txt)

1.0 - 2009-06-02
- Initial release.
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40200.1
60kB
06-30-11 01:16 PM
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Unread 08-30-09, 08:58 AM  
lodewijk
A Deviate Faerie Dragon

Forum posts: 13
File comments: 120
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Originally posted by Tinuviel
I really wish this did have an in-game config. I don't trust my editing lua skills.
not only do i dont trust mine, they're totally non existing.

can anyone please give some example code this guy might have used:
http://www.mmo-champion.com/index.php?topic=49139.435
(the topmost post on the page, i tried to pm him but no answer)

any help would be most appreciated, i like the effects that can be achieved with this a lot.
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Unread 08-18-09, 05:32 PM  
1ngo
A Kobold Labourer

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So that's what I was doing wrong!
I didn't put the . between "units" and "target" (same for "targettarget").

Now it is working perfectly fine! Thanks a lot.
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Unread 08-18-09, 10:47 AM  
Katae
A Cobalt Mageweaver
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Originally posted by 1ngo
Well, thanks for the quick fix, it seems to be working for pet and party frames, still doesn't seems to work with the target and targettarget frames.
I think there's something more than the frame name, I'll try looking in the Stuf lua code, I'll post again if I find what's wrong.
That's odd, it's working fine for me:
{ parent="Stuf.units.targettarget", height="100%", width="100%", anchor_to="CENTER", inset=-1, bg_color="CLASS" },
{ parent="Stuf.units.target", height="100%", width="100%", anchor_to="CENTER", inset=-1, bg_color="CLASS" },
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Unread 08-18-09, 10:24 AM  
1ngo
A Kobold Labourer

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File comments: 4
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Originally posted by Katae
There seems to be an issue with the addon not seeing the Stuf frame being created, going to work on a fix today and get it out by tomorrow.
Well, thanks for the quick fix, it seems to be working for pet and party frames, still doesn't seems to work with the target and targettarget frames.
I think there's something more than the frame name, I'll try looking in the Stuf lua code, I'll post again if I find what's wrong.
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Unread 08-18-09, 09:28 AM  
Katae
A Cobalt Mageweaver
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Originally posted by Tinuviel
I really wish this did have an in-game config. I don't trust my editing lua skills.
It's more of a simple configuration file than any actual Lua code
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Unread 08-18-09, 09:10 AM  
Tinuviel
A Defias Bandit
 
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I really wish this did have an in-game config. I don't trust my editing lua skills.
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Unread 08-16-09, 11:47 AM  
Katae
A Cobalt Mageweaver
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Originally posted by 1ngo
But when I set it to my target frame (I'm using Stuf, the name I get from the script command is "Stuf.unitstarget") it's always hidden.
There seems to be an issue with the addon not seeing the Stuf frame being created, going to work on a fix today and get it out by tomorrow.
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Unread 08-16-09, 09:35 AM  
1ngo
A Kobold Labourer

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Hm, doesn't seems to be working for every frame... I must be doing something wrong.
When I set it to the WorldFrame, it shows up. But when I set it to my target frame (I'm using Stuf, the name I get from the script command is "Stuf.unitstarget") it's always hidden.

In fact, just by changing the target frame name by "WorldFrame", it shows up. But how can I find the good frame name if the one that prints with "/script print(GetMouseFocus():GetName())" isn't working?
I don't understand...
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Unread 08-16-09, 06:21 AM  
Katae
A Cobalt Mageweaver
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Originally posted by 1ngo
This addon is great, it reminds me of the old Discord Art days...

Is there some way to hide and show a panel when targeting? I've made panels for the target, tot, pet and also party, but I don't know how to hide them when I don't need them. Is it possible?
Find the name of the frame you want to link your panel to (using methods in my previous post), and set: parent = "framename", level = 0

Panels will inherit their parent's visibility, scale, and anchor point. Setting level to zero will put the panel behind its parent.
Last edited by Katae : 08-16-09 at 06:23 AM.
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Unread 08-16-09, 06:09 AM  
1ngo
A Kobold Labourer

Forum posts: 1
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This addon is great, it reminds me of the old Discord Art days...

Is there some way to hide and show a panel when targeting? I've made panels for the target, tot, pet and also party, but I don't know how to hide them when I don't need them. Is it possible?
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Unread 08-15-09, 06:26 AM  
Katae
A Cobalt Mageweaver
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Originally posted by ckramme
How did you get the name of the entire totembar? When I hovered it and fired my script, it only gave the button name.
I wrote a slash command for debugging children frames, ie: '/children MainMenuBar' or '/children' alone to get the hover frame's children. Lua here.

To get the parent of your hover frame you could use print(GetMouseFocus():GetParent():GetName())

There's also the new /framestack, but it doesn't work very well, not for me at least.
Last edited by Katae : 08-15-09 at 06:35 AM.
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Unread 08-15-09, 06:00 AM  
karmamuscle
A Cobalt Mageweaver
 
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Originally posted by Katae
anchor_to is the point in the panel where you want to anchor to the parent. anchor_from is the point on the parent frame where you want to hook the anchor_to point from. So in that sense, it's working as intended.
Ah I misunderstood the docu.

edit - Ok it's working fine, but the anchor_frame setting doesnt check for existing panels, which I overlooked . So you'll have to set it to LP_PanelName until I fix it in the next update. Forgive me for the confusion. Also, you're using a lot of default values in your attributes, I've streamlined it so you can take a look here and save some future typing.
Great and yeah, I wanted to make sure everything was working before shrinking it, thanks for doing it
How did you get the name of the entire totembar? When I hovered it and fired my script, it only gave the button name.
Last edited by karmamuscle : 08-15-09 at 06:05 AM.
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Unread 08-15-09, 04:30 AM  
Katae
A Cobalt Mageweaver
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Originally posted by ckramme
On this screenshot you can see that the bottom panel has its anchor_to and anchor_from reversed according to the documentation.

The background I have created for the totembar also has some anchoring issues, I cannot figure out how they are messed up thou.

As far as I know it should be anchored at the top right of the anchor_frame with its bottom right.
anchor_to is the point in the panel where you want to anchor to the parent. anchor_from is the point on the parent frame where you want to hook the anchor_to point from. So in that sense, it's working as intended.

If anchor_from is not given, it defaults to the value of anchor_to, so if I anchor_to the bottom of my panel, the panel will anchor_from the bottom of the parent, ending up with my panel at the bottom and inside the parent frame. I hope that makes some sense.

As for the anchoring problem with your totem bar, it's curious... I'm still looking at it. It may be a bug.

Originally posted by ckramme
...the anchor_frame does not work or it can't overrule parent.
I was afraid of that, looking into it.

edit - Ok it's working fine, but the anchor_frame setting doesnt check for existing panels, which I overlooked . So you'll have to set it to LP_PanelName until I fix it in the next update. Forgive me for the confusion. Also, you're using a lot of default values in your attributes, I've streamlined it so you can take a look here and save some future typing.
Last edited by Katae : 08-15-09 at 04:56 AM.
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Unread 08-15-09, 03:18 AM  
karmamuscle
A Cobalt Mageweaver
 
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Found some bugs, if you'd rather have them in the bugtracker, I'll gladly post it there aswell.

Here is the code I have so far.
Code:
["Aresson - Stormscale"] = {
    {    name = "minimap_background_and_border",
        parent = "Minimap",
        anchor_to = "CENTER", anchor_from = "CENTER",
        strata = "BACKGROUND", level = 0,
        x_off = 0, y_off = 0,
        width = "107%", height = "107%",
        bg_color = {0,0,0}, bg_alpha = 1,
        border = "Interface\\AddOns\\my_textures\\glowTex",
        border_size = 4,
        inset = {top = 4, bottom = 4, left = 4, right = 4},
        border_color = {0, 0, 0}, border_alpha = 0.70,
    },
    {    name = "actionbar_background",
        parent = "UIParent",
        anchor_to = "BOTTOM", anchor_from = "BOTTOM",
        strata = "BACKGROUND", level = 0,
        x_off = 0, y_off = 22,
        width = 588, height = 68,
        bg_color = {0,0,0}, bg_alpha = 1,
        border = "Interface\\AddOns\\my_textures\\glowTex",
        border_size = 4,
        inset = {top = 4, bottom = 4, left = 4, right = 4},
        border_color = {0, 0, 0}, border_alpha = 0.70,
    },
    {    name = "bottom_info_background",
        parent = "actionbar_background",
        anchor_to = "TOP", anchor_from = "BOTTOM",
        strata = "BACKGROUND", level = 0,
        x_off = 0, y_off = 8,
        width = 398, height = 25,
        bg_color = {0,0,0}, bg_alpha = 1,
        border = "Interface\\AddOns\\my_textures\\glowTex",
        border_size = 4,
        inset = {top = 4, bottom = 4, left = 4, right = 4},
        border_color = {0, 0, 0}, border_alpha = 0.70,
    },
    {    name = "totembar_background",
        parent = "MultiCastSummonSpellButton",
        anchor_frame = "actionbar_background",
        anchor_to = "TOPRIGHT", anchor_from = "BOTTOMRIGHT",
        strata = "BACKGROUND", level = 0,
        x_off = 0, y_off = 0,
        width = 232, height = 38,
        bg_color = {0,0,0}, bg_alpha = 1,
        border = "Interface\\AddOns\\my_textures\\glowTex",
        border_size = 4,
        inset = {top = 4, bottom = 4, left = 4, right = 4},
        border_color = {0, 0, 0}, border_alpha = 0.70,
    },
},
On this screenshot you can see that the bottom panel has its anchor_to and anchor_from reversed according to the documentation.

The background I have created for the totembar also has some anchoring issues, I cannot figure out how they are messed up thou.
update: they are also reversed and the anchor_frame does not work or it can't overrule parent.

As far as I know it should be anchored at the top right of the anchor_frame with its bottom right.
Last edited by karmamuscle : 08-15-09 at 04:29 AM.
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Unread 08-14-09, 10:02 AM  
karmamuscle
A Cobalt Mageweaver
 
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Excellent!
Now all I need to do is get it to show custom bg when either totembar or petbar is visible. Screenshot
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