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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.

Post A Reply Comment Options
Unread 11-11-06, 12:36 AM  
Cogwheel
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What exactly possesses people to give any rating at all, let alone a '1' to a mod that specifically says it's not supposed to be very useful for the general public and is really only meant as an example of state header usage?
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Unread 11-12-06, 08:46 AM  
madmanuk
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Originally posted by Cogwheel
What exactly possesses people to give any rating at all, let alone a '1' to a mod that specifically says it's not supposed to be very useful for the general public and is really only meant as an example of state header usage?
It's called stupidity.
It's all too common these days.
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Unread 11-16-06, 12:21 AM  
Tuller
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Hurray for much easier to read documentation on states
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Unread 11-18-06, 08:44 PM  
TigerHeart
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Originally posted by Cogwheel
What exactly possesses people to give any rating at all, let alone a '1' to a mod that specifically says it's not supposed to be very useful for the general public and is really only meant as an example of state header usage?
An interesting note: Every mod I've uploaded here, within an hour or two of uploading has had a rating of '1' given to it. I'm half thinking there's something at work here... be it bug or bot... that' is causing it.

On a happier note, thanks for the example! Downloading it now to add to my treasure trove of documentation on these changes .

-TigerHeart
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Unread 11-22-06, 09:28 AM  
techdavidson
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Yay!

Yes Tuller! 2.0-ize Bongos and Bagnon!

Heh, thanks Cog, you prolly helped get my preferred bar mod back online in time for 2.0.

I finally "successfully" copied my toons to PTR a couple days ago. By the time I come back from gobbler day I should be able to test a lot of this stuff.
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Unread 12-05-06, 12:27 PM  
Somnifer
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I don't know if this is the reason or not, but I did notice that the rating stars are reversed from what I usually encounter on other sites that have similar ratings systems. On every other site I can recall, the rightmost star is "5" while the leftmost star is "1".

Originally posted by TigerHeart
An interesting note: Every mod I've uploaded here, within an hour or two of uploading has had a rating of '1' given to it. I'm half thinking there's something at work here... be it bug or bot... that' is causing it.

On a happier note, thanks for the example! Downloading it now to add to my treasure trove of documentation on these changes .

-TigerHeart
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Unread 12-13-06, 06:59 PM  
Moraz
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Stance/Key combination

I love this mod! I'm fiddling with the code to understand the new SecureTemplates.

Would it be possible to add an additional modifier to the create command such as:
/cogsbar create 5x3 stance:1-3 alt:0-1?

Im trying to map a Nostromo n52 to control the whole interface and having two modifiers(stance and alt/ctrl state) combined wold be perfect.

Thanks!

Moraz
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Unread 12-15-06, 03:14 AM  
Cyberedelf
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love it, but

I will second moraz's request of being able to include more than 1 modifier.

RedRange works with this, OmniCC does not.

With multiple modifiers and some form of cooldown notification I can stop using any of the bloated bar mods out there.
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Unread 12-15-06, 01:39 PM  
Cogwheel
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Re: love it, but

Originally posted by Cyberedelf
[b]I will second moraz's request of being able to include more than 1 modifier.
Hmm... I'll have to think a bit more about the multiple state thing... It'll take a bit of restructuring. One caveat of such a setup is that it would very quickly increase the number of action slots being used... My 24-button setup already uses 72 actions. Adding a modifier like alt would double that, and there just aren't enough slots.

It's still doable, just something to keep in mind. And if you keep your bars small it shouldn't be a problem at all

RedRange works with this, OmniCC does not.
That's strange... I'm pretty sure I'm using OmniCC (though I can't check 'cause i'm at work atm :P ). RedRange works by hooking the underlying functions of ActionBarButtons... I'm not sure of OmniCC's architecture, but I'd hope it did something similar...

Edit: verified... I just downloaded the latest OmniCC. With all addons disabled except CB & Omni, the cooldown counts show up just fine...
Last edited by Cogwheel : 12-15-06 at 02:12 PM.
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Unread 12-16-06, 08:01 PM  
Moraz
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Re: Re: love it, but

Here's another way to do it,

/cogsbar create 5x3 alt:0-1. Would create a normal bar with 2 states for each button, then for individual buttons:

/cogsbar addbuttonstates 2,1 stance:1-3

To add additional button states to the specified button, assuming you dont need alt for each and every button, in that example that button would have six states instead of the original 2. If a button would not be used in a stance then you can save buttons by:

/cogsbar addbuttonstates 2,1 stance:1-2. Assumming the button is unused in berzerker stance

Thanks,

Moraz
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Unread 12-19-06, 03:45 AM  
Cyberedelf
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It wouldn't increase the number in such a exponential manner for those of us who don't use any of the stance states. With keybindings I can pretty much get access to everything I want, but it would be REAL nice to actually see what I'm doing. Especially since the modifier states are the less used ones.

I've looked at the code with a few different ideas, but having never actually coded lua I couldn't manage it.

It would appear to be obviously possible since you already use 3 states for a bar in your own gameplay. I just want my states based on ctrl/shift instead of stance. And that gives me another idea to go play with . . .
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Unread 12-19-06, 02:43 PM  
Cyberedelf
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found this

paraphrased snippits from another dev (I think it's Tuller)
---------------------------------------------------------------
ctrl down to page would look like this:

stateMachine:SetAttribute('statemap-ctrl-1', '0:1')
stateMachine:SetAttribute('statemap-ctrl-0', '1:0')


and shift down to page would look like this:

stateMachine:SetAttribute('statemap-shift-1', '0:2')
stateMachine:SetAttribute('statemap-shift-0', '2:0')
----------------------------------------------------------------

I would think this is more what it would look like if the following command was given:

/cb create 12x1 ctrl:1 shift:2

You already parse (and save) the last to arguments and the string manipulations should be easy enough.

That part looks easy enough, but I don't know how the lines affecting the buttons would need to be changed.
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Unread 12-19-06, 03:17 PM  
Cogwheel
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Re: found this

I would think this is more what it would look like if the following command was given:

/cb create 12x1 ctrl:1 shift:2

You already parse (and save) the last to arguments and the string manipulations should be easy enough.

That part looks easy enough, but I don't know how the lines affecting the buttons would need to be changed. [/b]
I think this is actually a misconception of how the <state>:<num> semantic works. <state>:<num> is the equivalent of <state>:0-<num>. What this means is "set up different button mappings for states 0 through <num> triggered by changes in <state>." Take the warrior stance command, for instance:

create 6x4 stance:1-3

This creates button mappings for stance:1, stance:2, and stance:3 (battle, defensive, and berserker). For a druid, you'd want something like:

create 12x1 stance:6

which creates different mappings for stance:0 (no stance--i.e. caster form) through stance:6.

For multiple states, it would be something more like:

create 12x1 ctrl:1 shift:1

This would create a total of four different mappings: no modifier, ctrl, shift, and ctrl-shift. In fact, now that I think about it, I'll probably make :1 implied so it would be:

create 12x1 ctrl shift

*mind whirls a bit*

I could also make a set of defaults for different classes... I.e.:

create 12x1 stance

would create a different number of mappings based on your class...
Last edited by Cogwheel : 12-19-06 at 03:36 PM.
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Unread 12-20-06, 08:53 AM  
Cogwheel
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Re: found this

well... after a nice little chat with Iriel on IRC, it appears I misunderstood your code examples... I should have something working in the next week or so (christmas obligations permitting)
Last edited by Cogwheel : 12-20-06 at 09:18 AM.
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Unread 12-26-06, 01:03 AM  
Cyberedelf
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with this
redrange
omniCC
shiftclickfix (temp till TBC)

I now have my perfect action bars, thanx!

Now I'm just waiting on Cladhaire to finish Watchdog
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