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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
Size
Author
Date
Type
9.0 r93
104kB
01-28-21 04:12 AM
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Unread 08-23-10, 08:12 AM  
Soeters
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Hey there, I'm trying to rewrite Gnomed for 2.0, I think the most is done however I have an error that prevents me for further test.

I have this (lot a code removed for page purpose )

Code:
-- Bank filter
	 local onlyBank = function(item) return item.bagID == -1 or item.bagID >= 5 and item.bagID <= 11 end

	local Cont = Gnomed:GetContainerClass()
	local db = cargBags_Gnomed.Config

        local f = {}

	f.bank = Cont:New("Bank", {Columns = db.BankColumns, Scale = db.DefaultScale, Bags = "bankframe+bank"})
	f.bank:SetFilter(onlyBank, true)
And here's what I get in response

Code:
Interface\AddOns\cargBags\mixins\filters.lua:50: table index is nil
I don't know what I'm doing wrong, but I'm doing it.
I've been stuck on this for the last week and I think I tried almost everything (almost because I have tried the good one).
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Unread 08-22-10, 06:43 AM  
xConStruct
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Do you have a layout / implementation like _Simplicity? This is a framework - it does nothing by itself!
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Unread 08-22-10, 06:00 AM  
CalebxFrost
A Kobold Labourer

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Problems with Installing

I'm having a problem with installing this, I unzipped it and took out the main folder, not the download, but the actual cargbags one and put it into my interface\\addons folder. And when I log in game, there's nothing. It says that in my addon list in game it's installed, but it's not working at all. I was wondering if I was missing something at all. Thanks a bunch.
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Unread 08-13-10, 04:47 PM  
Zeimus
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Do it.

Originally posted by Cargor
There are lots of things that need to be re-implemented and this is why I currently think of removing it altogether.

---

@all:
I also thought about the handler/source-system in general. Do you guys really need Anywhere-bags? As for myself, I'd get rid of it the moment I could.
If you just need to find some specfic items in bank/across multiple chars, what about a solution like BagSync, Tooltips and specific search window? This way I could keep cargBags nice & simple without spending all my resources on getting the whole underlying API working for multiple chars/bank.
In addition this would also kill the manager/scaffold-thingy.
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Unread 08-11-10, 12:11 PM  
xConStruct
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There are lots of things that need to be re-implemented and this is why I currently think of removing it altogether.

---

@all:
I also thought about the handler/source-system in general. Do you guys really need Anywhere-bags? As for myself, I'd get rid of it the moment I could.
If you just need to find some specfic items in bank/across multiple chars, what about a solution like BagSync, Tooltips and specific search window? This way I could keep cargBags nice & simple without spending all my resources on getting the whole underlying API working for multiple chars/bank.
In addition this would also kill the manager/scaffold-thingy.
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Unread 08-11-10, 06:54 AM  
Guardix
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Dammit, I ran into another issue with the manager, when splitting items, the split frame disappears when your mouse leaves the button.
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Unread 08-10-10, 07:44 AM  
Guardix
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I'll see what I can do. I had some trouble yesterday finding a working solution, but I think I know what elements I need to play with now.

I like the idea of the manager, if it is supposed to work as one button, where the buttons themselves are just frames with an id and OnEnter/OnLeave functions. And then have the manager have the functions, OnClick, OnDragStart, OnReceiveDrag etc. It should save some memory technically speaking.
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Unread 08-10-10, 05:32 AM  
xConStruct
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Could you do a commit/patch with the example please?

Although I'm unsure about the whole manager/scaffold-thing in general. I don't know if it makes it live - while it gives the user more freedom for button-styling and preserves memory, it also makes button handling in the core more complicated ... The LockHighlight/UnlockHighlight is rather a hack and I'd need to do the same thing for the pressed-state of the itembutton :/

I may go back to the simpler 1.x solution which just gives each source/handler it's own itembutton-set.
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Last edited by xConStruct : 08-10-10 at 05:34 AM.
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Unread 08-09-10, 05:28 PM  
Guardix
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There seems to be some issues with the button manager using the Blizzard scaffold. It's almost impossible to move items in your bags if the gap between the buttons is too little.
The drag behavior will just continue as the manager moves to the button next to it.
So to work around it, we need to force the manager not to move while the mousebutton is down (IsMouseButtonDown()) and set the buttons' correct ids through :SetID().
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Last edited by Guardix : 08-10-10 at 04:25 AM.
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Unread 08-09-10, 08:28 AM  
xConStruct
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:O ... fixed.
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Unread 08-09-10, 08:12 AM  
Guardix
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Your master branch has the same issue
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Unread 08-08-10, 08:30 PM  
xConStruct
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Ah yes, my mistake. Somehow these files got CRLF line-endings (despite I'm running linux all the time oO) and these messed up the commits. Should be fixed now.

Thanks for the cooldown-fix, committed it too
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Unread 08-08-10, 05:12 PM  
Guardix
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I don't know why, but I'm having issues with your git repository. Whenever I fork and fetch I end up with 2 files modified (local changes), the changelog.txt and mixins-add/plugins/bagBar.lua. I tried deleting my fork and my local repository and redo the whole procedure, but the same problem occurs everytime. Any thoughts?

edit: Oh yea btw, to fix the cooldown-button thing (the cooldown frame showing while the cooldown hasn't started - seen on potions as they begin when you leave combat) change the UpdateCooldown function in the ItemButton class so that the if-statement says item.cdEnable == 1. The way it is now the cooldown is set as long as the variable is valid (not nil).
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Last edited by Guardix : 08-08-10 at 05:16 PM.
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Unread 07-22-10, 08:09 AM  
xConStruct
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It's in cargBags/tests/list.lua.


---
EDIT: If anyone is curios, my WoW is currently broken under linux and I have to switch to windows in order to test and develop ... which slows me down and demotivates me.
Nevertheless, I'm working on the 2.1-beta which will introduce Interfaces/Handlers - in short: support for Anywhere-bags. Basic things are already working, but there's a lot to do before I can release it.
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Last edited by xConStruct : 08-01-10 at 11:13 AM.
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Unread 07-22-10, 06:21 AM  
Slaxi81
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hy, cargor

I love the idea of the list layout,
is there anywhere a file i can download it?


have a nice day

slaxi
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