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Zandalari and Kul Tiran (8.1.5)
Updated:03-14-19 03:43 AM
Created:12-15-13 12:44 PM
Downloads:33,569
Favorites:125
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Categories:Suites, Action Bar Mods, Unit Mods, Graphical Compilations
8.1.5

ls: UI  Updated this week!  Popular! (More than 5000 hits)

Version: 80100.04
by: lightspark [More]

Yet another UI, but this one is a bit special.



Options
Use /LSUI to open in-game config.

Feedback and Feature Requests
If you found a bug or want to share an idea on how to improve my UI, either use the issue tracker on GitHub, or post a comment on WoWInterface or Curse.

Feel free to write feedback on how to improve some class-specific features.

However, keep in mind that I'm not going to implement any features as a replacement for BIG addons.

Localisation
Feel free to add and/or review translations on Curse, alternatively, you may create a PR on project's GitHub page.

License
Please see LICENSE file.

Version 80100.04

- Added 8.1.5 support;
- Adjusted custom character frame so it doesn't interfere with Pawn's and DejaCharacterStats'
buttons;
- Updated embedded oUF.

Version 80100.03

- Reworked the character frame. It now shows info on gems and enchants. Enabled by default, can be
toggled at /LSUI > Blizzard > Character Frame;
- Added the "Clean Up" button to the mail frame. Removes all empty messages that are left after
using Blizz's "Open All" button. Disabled by default, can be toggled at /LSUI > Blizzard > Mail;
- Added an option to auto-dismiss the "Talking Head" frame. Disabled by default, can be toggled
at /LSUI > Blizzard > Talking Head Frame > Hide;
- Updated French Translation. Translated by [email protected];
- Misc bug fixes and tweaks;
- Updated embeds.

Version 80100.02

- Reworked the micro menu module and its config;
- Fixed an issue where class power bar would sometimes disappear from the player orb;
- Updated French Translation. Translated by [email protected];
- Updated German Translation. Translated by [email protected];
- Updated both Spanish translations. Translated by [email protected];
- Updated embeds.

Version 80100.01

- Added 8.1.0 support;
- Added AdiButtonAuras support. Requires AdiButtonAuras alpha release;
- Fixed an issue where opening PvP panel was causing errors;
- Updated embeds.

Version 80000.15

- Fixed an issue where xp bar was causing errors when there's no bars to show;
- Fixed unit name colouring in tooltips;
- Updated Simplified Chinese translation. Translated by [email protected]

Version 80000.14

- Fixed an issue which made pet action buttons turn black;
- Fixed minimap zone text updates.

Version 80000.13

- Added options to adjust practically every colour ls: UI uses. Can be found at /LSUI > General >
Colours;
- Removed action button desaturation and colouring on cooldown. It's too buggy;
- Removed [ls:altpower:cur-color-max], [ls:altpower:cur-color-perc], [ls:power:cur-color-max], and
[ls:power:cur-color-perc] tags. Their uncoloured counterparts will be used instead;
- Fixed castbar's detachment from and reattachment to its unit frame;
- Added partial German Translation. Translated by [email protected], [email protected];
- Updated Simplified Chinese translation. Translated by [email protected];
- Updated embeds.



NOTE: You'll have to restart WoW client to make things work after the update.

Version 80000.12

- Added options to adjust text size, outline, and shadow of various unit frame elements, e.g.,
health, power, etc;
- Reworked resource gain/loss animations. Added health loss animations, and options to adjust
health, power, class power, and alternative power gain/loss thresholds;
- Tweaked unit frame border textures;
- Fixed compatibility issues with Masque;
- Updated embeds.



Version 80000.11

- Added options to adjust auras' count text and aura type icon. It's also possible to display
actual debuff types instead of generic down arrows;
- Added options to adjust xp bar's text's format and visibility;
- Added options to adjust castbars' colours;
- Added a hack for cooldown numbers. Cooldown spirals are still bugged, but that's a Blizz bug;
- Updated minimap button handling. This should greatly improve compatibility w/ addons that add
various markers, for instance, TomTom, ZygorGuides;
- Updated embeds.

Version 80000.10

- Added cooldown options to the "Unit Frames" and unit frames' "Auras" configs;
- Removed "Show Cooldown Bling" option. The bling is disabled on all handled cooldowns now
because the animation is bugged anyway;
- Updated Simplified Chinese translation. Translated by [email protected];
- Updated embeds.

Version 80000.09

- Reworked fade in and out animations. Previously, their performance was degrading over time, and
after long gaming sessions they could cause micro stuttering and/or big freezes when being played;
- Added unit frame tag validation to avoid issues caused by invalid tags;
- Added options to colour minimap border and to adjust border's and text's colours;
- Added options to adjust xp bar's text;
- Added the option to colour player orb's border;
- Normal and war mode phase indicators now use different icons, blue and red respectively;
- Updated both Spanish translations. Translated by [email protected];
- Updated embeds.

Version 80000.08

- Fixed the "Inventory" micro button's currency tracker;
- Fixed an issue where getting and/or setting a key binding text for a button with no name would
result in an error. This issue mainly affected the Pet Battle UI;
- Blizz castbar's movers are now properly disabled when the default castbars aren't actually
used;
- Player's buffs, debuffs, and totems are now hidden while doing pet battles.

Version 80000.07

- Reworked UF config tables' structure. Target, target of target, focus, target of focus, and boss
frames' settings are cross-layout, so their settings are shared between "Orbs" and "Classic" UI
layouts. Player and pet frames' settings will stay tied to UI layouts because those frames are
unique. Unit frame settings of the currently active UI layout will be copied, but some settings
may be lost. This will also help people with copying profiles from one char to another, even if
different UI layouts are used on those chars;
- Fixed numerous bugs in the "Unit Frames" config. Copying settings between unit frame, incl. aura
filters, should work as intended now;
- Unit frame auras' min and max sizes are set to 24px and 64px respectively. These will also be
applied to automatic size calculations;
- Reduced the xp bar's width and updated the artwork;
- Updated embeds.

Version 80000.06

- Fixed action buttons' icons' colouring.

Version 80000.05

- Added "Desaturation" section to "Action Bars" config. Replaces "Desaturate on Cooldown" and
"Desaturate when Not Usable" options;
- Fixed the default castbars' skin.

Version 80000.04

- Reworked cooldowns' handling. Action bars, auras, and aura tracker received a set of options to
customise cooldowns' appearance. Unit frames will get a similar update a bit later;
- Reworked mirror timers, e.g., fatigue, breath, etc. They now show the remaining time in the M:SS
format;
- Added the default cast bars' skin for people who don't use my unit frames;
- Updated "Blizzard" config section. Added options to customise mirror timers, digsite bar;
- Updated "Action Bars" config section. In addition to aforementioned cooldown changes, I also
added options to customise action buttons' colours and to desaturate icons when buttons are
unusable;
- Updated the loot frame, so it's impossible to click through it;
- Numerous bug fixes and tweaks;
- Updated embeds.

NOTE #1: You'll have to restart WoW client to make things work after the update.

NOTE #2: Aura module's config is now cross-layout, which means that it'll use the same settings
for both "Orbs" and "Classic" layouts. Although almost everything should be copied, some data loss
may occur.

Version 80000.03

- Reworked micro menu. Again. Added options to split micro menu into two bars and to assign each
button to either bar individually;
- Fixed loot frame error that occurred for people who like to spam-click things;
- Updated both Spanish translations. Translated by [email protected]

Version 80000.02

- Fixed "Classic" layout.

Version 80000.01

- Added 8.0.1 support;
- Added custom loot frame;
- Added mouseover key binding. Use "/lsui kb" command or "Binding Mode" button in the config;
- Added options to enable DK runes' sorting and colouring by spec;
- Reworked action bar hub. Retired bag bar;
- Reworked micro menu and its config. Added "Inventory" micro button;
- Reworked tooltips. Added tooltip mover and the option to attach it to the mouse cursor;
- Numerous bug fixes and tweaks;
- Updated embeds.
Archived Files (18)
File Name
Version
Size
Author
Date
80100.03
1MB
lightspark
03-07-19 07:05 AM
80100.02
1MB
lightspark
01-27-19 06:53 AM
80100.01
1MB
lightspark
12-18-18 06:18 AM
80000.15
1MB
lightspark
11-04-18 04:02 AM
80000.14
1MB
lightspark
10-30-18 12:15 PM
80000.13
1MB
lightspark
10-30-18 04:47 AM
80000.12
1MB
lightspark
10-17-18 04:37 AM
80000.11
1MB
lightspark
09-28-18 10:00 AM
80000.10
1MB
lightspark
09-17-18 06:58 AM
80000.09
1MB
lightspark
08-16-18 02:06 AM
80000.08
1MB
lightspark
07-28-18 06:23 AM
80000.07
1MB
lightspark
07-27-18 02:57 AM
80000.06
1MB
lightspark
07-25-18 06:47 AM
80000.05
1MB
lightspark
07-25-18 04:26 AM
80000.04
1MB
lightspark
07-24-18 09:32 AM
80000.03
1MB
lightspark
07-19-18 08:50 PM
80000.02
1MB
lightspark
07-18-18 05:20 AM
80000.01
1MB
lightspark
07-17-18 10:39 AM


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Unread 12-16-13, 11:17 AM  
zork
A Pyroguard Emberseer
 
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No, do not use animationgroups for those rings. That was just for my testing purpose. There is an even better solution.

Create a fake statusbar. Lets say your healthbar should be a 180 ring, so you create:
Lua Code:
  1. local rad = rad
  2.  
  3. local function OnValueChanged(self,...)
  4.   local hmin, hmax, hcur = self:GetMinMaxValues(), self:GetValue()
  5.   local hper = 0
  6.   if hmax > 0 then hper = hcur/hmax end
  7.   local hrad = rad(hper*self.maxRadius)
  8.   self.ringTexture:SetRotation(hrad)
  9. end
  10.  
  11. local self.Health = CreateFrame("StatusBar",nil,self)
  12. self.Health.maxRadius = 180
  13. self.Health.ringTexture = ringTexture --reference to the scrollframe ring texture that should be your health ring
  14. self.Health:SetScript("OnValueChanged",OnValueChanged)

That way oUF_Smooth can still be applied to your oUF health object. The onvaluechanged event will trigger the ring updates. The same technique can be used for all the other bars.
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Last edited by zork : 12-16-13 at 11:24 AM.
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Unread 12-16-13, 07:27 AM  
lightspark
A Rage Talon Dragon Guard
 
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Originally Posted by zork
Great job, the layout looks awesome, I really like the textures. The radial approach works best for 90, 180, 270 or 360 ring segments. Doing tinier ring segments require way to much hacking. It is done by using scrollframes since they crop textures. The simplest example is described here:
http://www.wowinterface.com/forums/s...95&postcount=9

You could still use it for most of your outer rings except for the runes. Since any other power source can be translated into an rotation angle from 0-180.

Currently the idea is to use fixed set of scrollframes and just rotate a bunch of texture inside the scrollchild of each scrollframe. This has merits though. Rings need to start/end and 0,90,180 or 270.
Making it possible to start a ring at any angle is nearly impossible. Some parts can be solved by tricky texure creation though. Using the alpha layer to hide specific texture parts for example.

Currently doing your petframe as a ring is nearly impossible.
TY! Ur rTestRing helped me to learn ScrollFrames well and after performing few tests I decided to stick with 180 segments.

It's quite easy to control texture rotation by animation's OnPlay, OnFinish and may be OnStop scripts. First we animate it, @OnPlay we calculate texture's new angel, @OnFinish we set it. Then next time we play animation again we start where we stopped before.

Dirty, but works fine. This code makes texture constantly rotate with an 18 step! Wicked! Just in case someone else wants to do the same, use this code for better understanding

Lua Code:
  1. local rt1 = sc1:CreateTexture(nil,"BACKGROUND",nil,-6)
  2.   rt1:SetTexture("Interface\\AddOns\\rTestRing\\media\\ring_half")
  3.   rt1:SetSize(sqrt(2) * f.w, sqrt(2) * f.h)
  4.   rt1:SetPoint("CENTER", -128, 0)
  5.   rt1:SetVertexColor(1,0,0)
  6.   local angle = 180 * 0.1 * 1 -- angle of segment, how "far" we want to rotate ouf texture, direction
  7.   rt1:SetRotation(math.rad(0)) -- we can set any angle as initial point
  8.   rt1.degrees = 0
  9.  
  10.   local ag = rt1:CreateAnimationGroup()
  11.   ag.anim = ag:CreateAnimation("Rotation")
  12.   ag.anim:SetDegrees(angle)
  13.   ag.anim:SetDuration(1)
  14.   ag.anim:SetSmoothing("OUT")
  15.   ag:SetIgnoreFramerateThrottle(true)
  16.  
  17.   ag:SetScript("OnFinished", function (table, ...)
  18.     rt1:SetRotation(math.rad(rt1.degrees))
  19.     table.anim:SetStartDelay(0)
  20.     table:Play()
  21.     table:Finish()
  22.   end)
  23.  
  24.   ag:SetScript("OnPlay", function (table, ...)
  25.     if rt1.degrees >= 360 then
  26.       rt1.degrees = rt1.degrees - 360 + (table.anim:GetDegrees())
  27.     elseif rt1.degrees <= -360 then
  28.       rt1.degrees = 0 + (table.anim:GetDegrees())
  29.     else
  30.       rt1.degrees = rt1.degrees + (table.anim:GetDegrees())
  31.     end
  32.   end)
  33.   ag.anim:SetStartDelay(2)
  34.   ag:Play()
  35.   ag:Finish()

I think I'll implement powerbars (mana, rage, etc) and all but runes and totems via ScrollFrames. Need to code an adequate interface to access and manage animations, rotations, etc. Once again TY!
Last edited by lightspark : 12-16-13 at 07:35 AM.
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Unread 12-16-13, 01:43 AM  
zork
A Pyroguard Emberseer
 
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Great job, the layout looks awesome, I really like the textures. The radial approach works best for 90, 180, 270 or 360 ring segments. Doing tinier ring segments require way to much hacking. It is done by using scrollframes since they crop textures. The simplest example is described here:
http://www.wowinterface.com/forums/s...95&postcount=9

You could still use it for most of your outer rings except for the runes. Since any other power source can be translated into an rotation angle from 0-180.

Currently the idea is to use fixed set of scrollframes and just rotate a bunch of texture inside the scrollchild of each scrollframe. This has merits though. Rings need to start/end and 0,90,180 or 270.
Making it possible to start a ring at any angle is nearly impossible. Some parts can be solved by tricky texure creation though. Using the alpha layer to hide specific texture parts for example.

Currently doing your petframe as a ring is nearly impossible.
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Last edited by zork : 12-16-13 at 04:16 AM.
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Unread 12-15-13, 10:07 PM  
lightspark
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Originally Posted by 10leej
Ah well that thread talks about zork's theory he turned to reality in oUF_Donut you can look at that addon for a working implementation for a circular motion.
Yeah, already testing his oUF_Donut, but still have to read theory. if I'm to use it as a reference, I have to fully understand how it works
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Unread 12-15-13, 09:57 PM  
10leej
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Originally Posted by lightspark
Originally Posted by p3lim
Take a look at http://www.wowinterface.com/forums/s...ad.php?t=45918 if you want to fill the bars in actual circular motion.
Other than that, looks good
Thx, now, when I finally managed to release this UI, it's time to look for different ways to improve it!
Cuz previously if i tried to do some research I would end up rewriting the whole thing
Ah well that thread talks about zork's theory he turned to reality in oUF_Donut you can look at that addon for a working implementation for a circular motion.
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Unread 12-15-13, 09:45 PM  
lightspark
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Originally Posted by p3lim
Take a look at http://www.wowinterface.com/forums/s...ad.php?t=45918 if you want to fill the bars in actual circular motion.
Other than that, looks good
Thx, now, when I finally managed to release this UI, it's time to look for different ways to improve it!
Cuz previously if i tried to do some research I would end up rewriting the whole thing
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Unread 12-15-13, 09:30 PM  
p3lim
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Take a look at http://www.wowinterface.com/forums/s...ad.php?t=45918 if you want to fill the bars in actual circular motion.
Other than that, looks good
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Unread 12-15-13, 09:03 PM  
lightspark
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Originally Posted by 10leej
Great implementation of what I assume to be zork's oUF_Donut
Nope, these are just usual statusbars and textures. I just spent quite much time on positioning elements, doing visuals and coding but of course I was inspired by zork's UI and diablo in general. One of the early versions was more diablo themed. But then I started everything from scratch, both visuals and code. Want it to have a unique style

Thx, everyone will do my best!

Feedback! Yay!
Last edited by lightspark : 12-15-13 at 09:12 PM.
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Unread 12-15-13, 05:08 PM  
wildbill
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Your work is gorgeous. I hope it gets more exposure.
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Unread 12-15-13, 04:59 PM  
10leej
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Great implementation of what I assume to be zork's oUF_Donut
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Unread 12-15-13, 03:22 PM  
saxitoxin
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Good Job

Just wanted to say that you have done a good job on this one
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