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CogsBar - R.I.P.  Popular! (More than 5000 hits)

Version: 1.10.1
by: Cogwheel [More]

I hereby release all versions of CogsBar to the public domain. The core functionality depended on a system that was deprecated in 2.1. Now with 3.0, even the endorsed method has been replaced. The changes demand a thorough rewrite that I simply don't have the time to accomplish. Feel free to take it for what it's worth.

CogsBar

By Cogwheel — v1.10.1

CogsBar allows you to create a number of movable action bars of various configurations. Each bar can remap its actions based on certain types of states.

Please visit Cogwheel’s Workshop for updates, bug reports, feature requests, etc.

Guide

This started out as a simple example of the use of state headers (see v1.0) and as a replacement for my personal FlexBar setup. After the initial version I added a few tweaks here and there to let me create different setups for my different characters. You can now create an arbitrary number of bars (even single buttons) that can respond to state changes.

Note that CogsBar’s job is only to create action buttons. It does not modify the default UI in any way. If you would like to hide, break up, or move the main menu bar, I highly recommend CT BottomBar. It is very customizable and intuitive to use. Other alternatives are MoveAnything, Bongos, and various others I have not used myself.

Creating bars

The bars are created using the /cogsbar (/cb) slash command. Running this command with no arguments shows you a list of subcommands (create, clear, list, remove, status, bind). The simplest form for creating a bar is:

/cogsbar create 6x4

This creates a bar that is 6 buttons wide by 4 buttons high and uses action ids 1-24. Note: if you do not see any buttons, it means you don’t have any abilities configured in the first 24 action slots. If you drag a spell out of your spellbook, the buttons will appear. You will also see the control box near the lower-middle of the screen which you can use to move the bar.

Notice: the current implementation uses Blizzard’s layout-cache.txt to save its position. This means that if you log into the game with CogsBar disabled, you will have to reposition your frames the next time you log in. I will try to address this in a future version.

CogsBar “consumes” action ids, so the next bar created would start with action id 25. In other words, if you now ran the command:

/cogsbar create 9x4

you would have another 9 by 4 bar using actions 25-60.

Getting information

To see your bar configuration, use the list command:

/cogsbar list
CogsBar: List of bars:
1: 6x4
2: 9x4

You can also see some generic information with the status command:

/cogsbar status
CogsBar Status:
Number of bars: 2
Number of buttons: 60
Available actions: 60

Removing bars

If you would like to remove one of your bars, use the remove command, passing it the number shown in the output from list:

/cogsbar remove 1
CogsBar: Bar 1 removed. Please reload your UI for changes to take effect.

Due to some limitations in the current implementation, you must reload your UI after removing a bar (you can type /console reloadui or log out and back in). Note also that bar 2 will now use actions 1-36 instead of 25-60. Here’s the output of status at this point:

CogsBar Status:
Number of bars: 1
Number of buttons: 36
Available actions: 84

You can also use clear to remove all the bars bars as if you had manually run the remove command (UI reload is required).

State mapping

As mentioned, CogsBar bars can be driven by state changes. Any sort of state the SecureStateDriverTemplate supports can be used with CogsBar. The general syntax is:

/cogsbar <width>x<height> [state] [state] [...]

where each optional state has the syntax:

<state-type>[:[<first>-]<last>]

state-type can be one of stance, stealth, actionbar, shift, ctrl, or alt at the time of this writing (CogsBar is structured in such a way that future additions to SecureStateDriverTemplate will be automatically supported). Here’s a simple example:

/cogsbar create 6x4 stance

If you run this command as a warrior, it will create a 6x4 button bar that maps to actions 1-24 in Battle Stance, 25-48 in Berserker Stance, and 49-72 in Defensive Stance.

Sanity checks

Because certain state types are only relevant under certain circumstances, CogsBar performs a few sanity checks. The stealth type can only be used with Rogues, Druids, Mages, and Night Elves. Stance can only be used with Warriors, Druids, Rogues, Shaman, and Priests.

first and last

The first and last parameters tell CogsBar which states of the given type to “pay attention to.” Each known state type has certain default values for them (see Reference). These defaults allow you to omit the first and last parameters under most circumstances. For instance, the example above is equivalent to:

/cogsbar create 6x4 stance:1-3

You can also omit just the first parameter and the command will use the default value. E.g.:

/cogsbar create 6x4 stance:3

This is useful for conserving action slots when you know you don’t care about certain states. Normally for a Druid the default values are 0-6. This gives you mappings for every possible shapeshift form. However, if you have neither Tree of Life nor Moonkin form and you don’t have the Burning Crusade (hence flight form), you can use the command:

/cogsbar create 12x1 stance:4

which will provide you with mappings for caster, aquatic, bear, travel, & cat forms.

The other key benefit to manual input of first and last is if Blizzard adds more state types to SecureStateDriverTemplate.

Warnings

With flexibility comes responsibility. As such, there are a few caveats to watch out for. First, because you are allowed to specify a state that CogsBar doesn't know about inherently, you must take care not to misspell your state types. For instance, if you issued the command:

/cogsbar create 12x2 satnce

CogsBar would still create the bar and use up 48 actions (the default first and last values for unknown state types are 0-1). It does display a warning about unknown state type in case you did make such a mistake. If you see this warning, you should remove the newly created bar and try again.

Also, behavior is undefined if you specify a range smaller than what might actually occur. For example, if you have a bar created like:

/cogsbar create 12x1 actionbar:1-2

and you switch to action bar page 3, I’m not exactly sure what will happen... )

A similar issue is the expansion of the state type. For instance, if you have a bar created with:

/cogsbar create 6x2 actionbar

while you have two available action bar pages (because the default UI’s “extra” action bars use up pages from the main action bar), it will create two mappings. Now you get all your actions set up just how you want them and for some reason decide to disable all the built-in extra action bars. When you log into the game again, CogsBar will create the bar to take advantage of all six action bar pages, effectively “eating up” the actions from any bars created after it.

Key binding

Finally, we have the bind command which displays the bindings UI. When you open the bindings interface, you can click any CogsBar button to set its bindings. Simply click a button and press a key to set the binding. If you click a button and decide not to bind something to it, click Cancel. If you click Cancel again, it will reload your previous bindings and close the bindings UI. Otherwise, click Save to save your changes and close the bindings interface. Note: only one key can be bound to a CogsBar button at a time.

Reference

All commands begin with /cogsbar which can be abreviated as /cb.

create

Syntax: /cogsbar create <width>x<height> [<state>] [<state>] [...]

Example: /cogsbar create 6x4 stance

Creates a CogsBar

There must be enough available actions (as shown via the list command) in order to create the bar.

States

Syntax: <state type>[:[<first>-]<last>]

Examples: stance:1-3 stealth actionbar:2

States allow remapping based on certain conditions. The use of states multiplies the number of actions used by the bar by the state range. I.e. a 12-button bar will use 36 action slots if stance:1-3 is used.

first and last define the range of states of that type to pay attention to. Each state type defines its own range depending on its characteristics. The default values are listed under each state type below.

Possible state types at the time of this writing:

stance

Changes mapping based on the character’s stance. Only applicable to classes with stances (Warriors, Druids, Rogues, Priests, and Shaman).

Default ranges:

  • Warriors: 1-3
  • Druids: 0-7
  • Rogues & Priests: 0-1
stealth

Changes mapping based on stealth. Only applicable to characters with stealth (Rogues, prowling Druids, shadowmelding Night Elves, invisible Mages).

Default range: 0-1

actionbar

Changes mapping based on the current action bar page.

Default range: 1-n

where n is the number of action bar pages are available. Each “Extra action bar” you enable in the default UI reduces the number of action bar pages available.

shift/ctrl/alt

Changes mapping based on whether the given key is depressed.

Default range: 0-1

defaultui

Creates a mapping similar to the default UI that combines action bar pages with stances.

Default ranges:
  • Rogues & Priests: 0-6
  • Warriors: 0-7
  • Druids: 0-8
  • Others: 0-5
Notes: The last 5 mappings in the range are used for action bar pages 2-6. If you want fewer than 6 total pages, subtract however many you want to remove from the end of the range. For instance, if you have a warrior and want one page for your stances and only one extra page, the command would look like:

/cogsbar create 12x1 defaultui:0-3

or more simply:

/cogsbar create 12x1 defaultui:3

Mapping 0 would correspond to page 1, battle stance; mapping 1 would be page 1, defensive stance; mapping 2 would be page 1, berserker stance; and mapping 3 would be page 2, any stance.

list

Syntax: /cogsbar list

Prints a list of existing CogsBars and their configurations. Example output:

CogsBar: List of Bars:
1: 6x4 stance
2: 9x4

status

Syntax: /cogsbar status

Prints general information about the state of CogsBar. Example output:

CogsBar Status:
Number of bars: 2
Number of buttons: 60
Available actions: 24

remove

Syntax: /cogsbar remove <index>

Removes the bar specified by <index>. The <index> can be determined by the list command.

Note: you must perform a UI reload in order for this change to take effect.

clear

Syntax: /cogsbar clear

Removes all existing bars.

Note: you must perform a UI reload in order for this change to take effect.

bind

Syntax: /cogsbar bind

Displays the binding interface.

lock

Syntax: /cogsbar lock

Locks your bars in place. The control boxes will be hidden.

Bugs/Improvements

There is a bug in Blizzard’s templates that may cause a binding to show on a button even after it has been removed. Hopefully this will be fixed in patch 2.1. If not, I will try to find a workaround.

As always, please visit Cogwheel’s Workshop for bug reports, feature requests, etc.

Changes

v1.10.1
  • No longer reports locked status on login.
  • Updated for 2.3.2.
v1.10
  • Added defaultui state mapping.
  • Reloading the UI will now load the correct action bar page instead of defaulting to page 1.
v1.9.2
  • Fixed button updating for 2.2
v1.9.1
  • Fixed a bug that was preventing use of specified ranges (e.g. stance:1-5)
v1.9
  • ZOMG REAL BINDINGS!!!1
v1.8.3
  • No longer attempts to apply bindings when zoning.
  • No longer wipes out existing bindings when logging in and zoning if you are not using CogsBar’s bindings.
v1.8.2
  • Bars will now remain locked across reloads
v1.8.1
  • Fixed a bug where /cogsbar lock would hide bars driven by states
v1.8
  • Added /cogsbar lock
v1.7
  • Updated for 2.0.3
  • Fixed international treatment of sanity checks for race/class
v1.6.1
  • Made QWERTY the default binding layout (I really need to start remembering this when I update :P )
v1.6
  • Added support for multiple states on the same bar.
  • States can now be supplied without ranges which will apply default values.
  • Added sanity checks for state types (e.g. Warriors cannot use the stealth state).
v1.5
  • First generally usable release. Added all the slash commands and configuration options.
v1.1
  • Finished one of the comments I had forgotten about.
  • Made QWERTY the default binding layout.
v1.0
  • Initial release. This version only created one 6x4 bar that responded to stance changes and was meant as a simple (and well-commented) example of the use of state headers.

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Unread 05-09-07, 05:19 PM  
Cogwheel
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Originally posted by Valdeck
On a side note is there a way to turn off the keybindings display? I am using a mod called Dr. Dmg and would like to have just that text not the key bindings showing.
Guess what controls the display of bindings...


:P
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Unread 05-09-07, 03:28 PM  
Valdeck
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On a side note is there a way to turn off the keybindings display? I am using a mod called Dr. Dmg and would like to have just that text not the key bindings showing.
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Unread 05-09-07, 10:09 AM  
Valdeck
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Alright, well it all sounds fair enough to me. I was mostly curios about the whole manual button size thing because I did waht you suggested in that post on the forums but like i said that second outer border still was there so I wasnt su re if I did something wrong.

looking forward to the new release

Originally posted by Cogwheel
Well, don't hold your breath for now. I just got my computer up and running again after a week and a half waiting for a replacement mobo (and that's just the most recent problem I've had). Actually, I am planning a 1.10 release with added support for the new macro option syntax to specify mappings, some basic visibility controls, and a couple other features.



Like I said earlier, CogsBar uses the built in ActionBarButtonTemplate. Any mod that works on action buttons could easily be modified to work with CogsBar. In fact, OmniCC worked with CogsBar out of the box without any modification on either addon's part.

That also means that the border is inherent to the button. I do not have any plans to make the basic button appearance changeable. Sizing, spacing, transparency, etc. are fine, but I don't want to have to recreate the button templates themselves.



Well, since my answers above weren't here when you wrote this question, I can't exactly get on your case for asking. But just to reiterate, I claim no responsibility for the basic appearance of the buttons.

Edit: looking into it a bit more carefully, the tooltip border you're seeing in my XML file isn't for the buttons themselves; it's used to draw the control box that you drag the bars around with.
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Unread 05-09-07, 09:13 AM  
Cogwheel
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Originally posted by Valdeck
so i just have to ask, how far out are we looking at cogsbar2? also if you need any help with codeing or testing let me know. I was a flexbar nut and am a druid so i can help you check the stance/form work.


Well, don't hold your breath for now. I just got my computer up and running again after a week and a half waiting for a replacement mobo (and that's just the most recent problem I've had). Actually, I am planning a 1.10 release with added support for the new macro option syntax to specify mappings, some basic visibility controls, and a couple other features.

also is there anyway to change the text on the buttons? by that i mean so that a addon like say theory craft or dr. damage can display its text instead of keybindings? I also checked your post you linked and tried what you said but I still have a button border larger than the acctually buttons... any idea whats up?
Like I said earlier, CogsBar uses the built in ActionBarButtonTemplate. Any mod that works on action buttons could easily be modified to work with CogsBar. In fact, OmniCC worked with CogsBar out of the box without any modification on either addon's part.

That also means that the border is inherent to the button. I do not have any plans to make the basic button appearance changeable. Sizing, spacing, transparency, etc. are fine, but I don't want to have to recreate the button templates themselves.

lol ok so third edit is the charm...

I was looking through the .xml messing with manually changeing my aplpha and key size and well I noticed something about the borders. As it appears you have the border set to the UI Tooltip Border... I also noticed in a addon called eePanels there is a "Tooltip" border as well as "None" and "Dialouge". Would it be possible to change the link you have in your xml to the games version of no borders? it might be a quick and dirty way to get around the trasparent border idea and such...
Well, since my answers above weren't here when you wrote this question, I can't exactly get on your case for asking. But just to reiterate, I claim no responsibility for the basic appearance of the buttons.

Edit: looking into it a bit more carefully, the tooltip border you're seeing in my XML file isn't for the buttons themselves; it's used to draw the control box that you drag the bars around with.
Last edited by Cogwheel : 05-09-07 at 09:16 AM.
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Unread 05-08-07, 10:58 PM  
Valdeck
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Originally posted by Cogwheel
Check out this thread on the ui & macros forum
so i just have to ask, how far out are we looking at cogsbar2? also if you need any help with codeing or testing let me know. I was a flexbar nut and am a druid so i can help you check the stance/form work.

also is there anyway to change the text on the buttons? by that i mean so that a addon like say theory craft or dr. damage can display its text instead of keybindings? I also checked your post you linked and tried what you said but I still have a button border larger than the acctually buttons... any idea whats up?

lol ok so third edit is the charm...

I was looking through the .xml messing with manually changeing my aplpha and key size and well I noticed something about the borders. As it appears you have the border set to the UI Tooltip Border... I also noticed in a addon called eePanels there is a "Tooltip" border as well as "None" and "Dialouge". Would it be possible to change the link you have in your xml to the games version of no borders? it might be a quick and dirty way to get around the trasparent border idea and such...
Last edited by Valdeck : 05-09-07 at 01:59 AM.
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Unread 05-08-07, 04:02 PM  
Cogwheel
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Originally posted by Valdeck
Not a problem, any chance for scaleing? it woudl be nice most of what i use i scale to around .8 or .9
Check out this thread on the ui & macros forum
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Unread 05-08-07, 04:01 PM  
Valdeck
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Originally posted by Cogwheel
Not without some serious tweaking. Sorry.
Not a problem, any chance for scaleing? it woudl be nice most of what i use i scale to around .8 or .9
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Unread 05-08-07, 01:53 PM  
Cogwheel
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Originally posted by Valdeck
I had a quick question...

first off your mod is a god send thank you second of all is there anyway to say make the buttons borderless? or at least change the outline of the buttons to something darker to match a little better?
Not without some serious tweaking. Sorry.
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Unread 05-05-07, 05:28 PM  
Valdeck
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I had a quick question...

first off your mod is a god send thank you second of all is there anyway to say make the buttons borderless? or at least change the outline of the buttons to something darker to match a little better?

Originally posted by Cogwheel
Now that's one I've never heard.

The buttons are made from the same templates as the default UI's so it shouldn't look any different... However, the current version of CogsBar doesn't have any controls for appearance at all and I can't think of any "easy" way to make them darker without editing the files (and I'd have to figure out what to edit in the first place).

Of course I may be misunderstanding you... When you say they're too transparent, do you mean the borders around the buttons? I actually haven't looked into changing any of that kind of thing since I'm not actually building the buttons from scratch.



<3 TBag
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Unread 04-27-07, 11:33 AM  
Cogwheel
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Originally posted by Chvlumb
How do i make the icons darker in the action bars, because they are to transparent for my eyes. Is there anyway i can do that? your help will be much appreciated!


Now that's one I've never heard.

The buttons are made from the same templates as the default UI's so it shouldn't look any different... However, the current version of CogsBar doesn't have any controls for appearance at all and I can't think of any "easy" way to make them darker without editing the files (and I'd have to figure out what to edit in the first place).

Of course I may be misunderstanding you... When you say they're too transparent, do you mean the borders around the buttons? I actually haven't looked into changing any of that kind of thing since I'm not actually building the buttons from scratch.

thanks also is there any mods for bags that you would recommend ?
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Unread 04-27-07, 09:47 AM  
Chvlumb
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Originally posted by Cogwheel
/me points up at the docs

/cogsbar bind
hi cogswhell, i was browsing the net yesterday trying to find a ui action bar mod, because the ct bar mod i use keeps freezing my game in instances. i finally found yours, and i like yours because it allows you to keep your default action bar at the bottom. i like the way everything is set up and i just had a quick question. How do i make the icons darker in the action bars, because they are to transparent for my eyes. Is there anyway i can do that? your help will be much appreciated! thanks also is there any mods for bags that you would recommend ?
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Unread 03-23-07, 07:42 AM  
Cogwheel
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Re: Stelath/unstealth

Originally posted by D-dog
I made /cogsbar create 12x1 stealth and it worked perfectly but i would like for it too be in the already existing bars. like refering page 1 (when in catform) too switch too page 2 when i go in stealth or somthing like that
I'm not quite sure I follow, but I'll try to answer...

As it stands now, CogsBar uses consecutive ranges of actions for the various states. In other words, when you create a 12x1 stealth bar, the mapping for non-stealth is always 1-12 & stealth 13-24. You can move this as a whole by creating a dummy bar, but there's currently no way to specify action ranges for each state (though I do plan on allowing this in CogsBar2).

Now, this would be fine if you were using CogsBar exclusively, but integrating with the default UI is actually quite challenging for druids. The problem is that their action ranges are very.... strange...

In caster form, the default UI's page 1 corresponds to actions 1-12. However, every form with its own mapping uses some other range in the 70s - 100s. Unfortunately, I can't give you much help in that case.

Let me know if I misunderstood though.
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Unread 03-23-07, 02:16 AM  
D-dog
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Stelath/unstealth

Hi,
I like your UI... however i have a small problem. I dont know if u have designed it too do this but the reason i downloaded it was not to get new bars. It was only for the stealth/unstealth feature with a separate bar going in stealth as a druid cat form.

I made /cogsbar create 12x1 stealth and it worked perfectly but i would like for it too be in the already existing bars. like refering page 1 (when in catform) too switch too page 2 when i go in stealth or somthing like that

can you make it happen?

thx
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Unread 03-12-07, 10:48 PM  
kg23
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how do you make bars just for certain actionbars ? im soooo confuuused oooooh wait....i have to make a bar that uses 1-24...then the next bar i make is gona be actionbar 2?
Last edited by kg23 : 03-12-07 at 10:53 PM.
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Unread 03-12-07, 10:48 PM  
Cogwheel
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Re: making bars

Originally posted by kg23
how do you just make a bar of action bar 2? because when ever i try to make one the only bar 1 gets created
From the docs:

/cogsbar create 6x4

This creates a bar that is 6 buttons wide by 4 buttons high and uses action ids 1-24...CogsBar “consumes” action ids, so the next bar created would start with action id 25.
From one of my previous comments on this page:

Originally posted by Phorenn
I have the first 72 buttons used up with the bars Blizzard makes available. How do I create new bars with CogsBar that start at button 73?
Simply make a 72-button bar and move it off the screen... E.g.

/cb create 12x6
Final nudge in the right direction: Action Bar 1 uses actions 1-12 & action bar 2 uses actions 13-24.
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