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Updated:06-30-11 01:19 PM
Created:06-02-09 02:13 PM
Downloads:27,955
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.
Optional Files (1)
File Name
Version
Size
Author
Date
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40200.1
60kB
06-30-11 01:16 PM
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Unread 06-13-09, 06:24 PM  
Unkn
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Forum posts: 258
File comments: 165
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Awesome thank you much for the addon, took me a few minutes to figure out how to write the layout but now I have a nice lightweight background to combine elements of my ui.

Very simple to use and only using about .44 KB total resources.

Thanks
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Unread 06-30-09, 09:00 PM  
moniker
A Defias Bandit
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Forum posts: 3
File comments: 63
Uploads: 2
UnitClass and Death Knights

FYI, the class lookup your doing breaks for Death Knights since there's a space in the name. If you use the second return param from UnitClass() it will work for all classes, without needing strupper(). I changed line 19 to look something like this:

Code:
local _, classname = UnitClass("player")
local class = _G["RAID_CLASS_COLORS"][classname]
Seems like a very cool mod so far .. still playing around with it. I always liked kgpanels but hated the overhead.

Thanks for the mod!
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Unread 06-30-09, 09:42 PM  
Katae
A Cobalt Mageweaver
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File comments: 260
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Re: UnitClass and Death Knights

Originally posted by moniker
FYI, the class lookup your doing breaks for Death Knights since there's a space in the name. If you use the second return param from UnitClass() it will work for all classes, without needing strupper().
Thanks for pointing that out, fixt.
Last edited by Katae : 06-30-09 at 09:44 PM.
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Unread 07-01-09, 06:02 PM  
moniker
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File comments: 63
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Re: Re: UnitClass and Death Knights

Originally posted by Katae
Thanks for pointing that out, fixt.
Thanks for fixing it so fast

Just curious -- how'd you get the white bars at the top and bottom of your gradient in your screenshot... I'm guessing a custom texture. Care to share?
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Unread 07-01-09, 06:10 PM  
Katae
A Cobalt Mageweaver
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File comments: 260
Uploads: 6
Re: Re: Re: UnitClass and Death Knights

Originally posted by moniker
Just curious -- how'd you get the white bars at the top and bottom of your gradient in your screenshot... I'm guessing a custom texture. Care to share?
The top and bottom lines are both their own panel, anchored to (anchor_to setting) to either "TOP" or "BOTTOM" with the main box as the parent frame.

This is the same layout code I used in that screenshot
Last edited by Katae : 07-01-09 at 06:45 PM.
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Unread 07-01-09, 06:16 PM  
moniker
A Defias Bandit
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Forum posts: 3
File comments: 63
Uploads: 2
Re: Re: Re: Re: UnitClass and Death Knights

Originally posted by Katae
The top and bottom lines are both their own panel, anchored to (anchor_to setting) to either "TOP" or "BOTTOM" with the main box as the parent frame.

This is the same layout code I used in that screenshot
Ah, good idea, I hadn't thought of making a 'line' texture/gradient -- thanks for the tip!
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Unread 07-09-09, 04:05 AM  
valygiarth
A Kobold Labourer

Forum posts: 0
File comments: 8
Uploads: 0
Texture Art not showing anymore since 1.2

Hello!

Downgraded right back to 1.1a. Couldn't get my custom textures to show anymore after upgrading to 1.2. Didn't receive any error messages - they just didn't appear at all.

Just wanted to ask if anyone has the same problems?
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Unread 07-09-09, 04:43 AM  
Katae
A Cobalt Mageweaver
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Forum posts: 208
File comments: 260
Uploads: 6
Re: Texture Art not showing anymore since 1.2

Originally posted by valygiarth
Hello!

Downgraded right back to 1.1a. Couldn't get my custom textures to show anymore after upgrading to 1.2. Didn't receive any error messages - they just didn't appear at all.

Just wanted to ask if anyone has the same problems?
Are you by chance using a text object (text = { anything }) in the panel? Doing so will set bg_alpha to 0.0 and would need to be set to 1.0 manually.

If that's not the case, could you paste a panel from your layout?

edit: This will be fixed to not set bg_alpha to 0.0 if "tex_file" is present... whether or not this functionality is indeed the cause of your problem.
Last edited by Katae : 07-09-09 at 04:51 AM.
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Unread 07-12-09, 12:37 AM  
kimboslice
A Defias Bandit

Forum posts: 3
File comments: 76
Uploads: 0
Hi, I'm trying to add a pseudo border to the Gladius class icon, but all I'm getting is a small box on my screen, which is not anchoring tho the gladius icon.

Code:
["Default"] = {
	-- This profile will be loaded on all characters.
	{	require = "Gladius",
		name = "GBIcon_1", parent = "GladiusButton1",
		anchor_to = "CENTER", anchor_from = "CENTER",
		width = 48, height = 48,
		strata = "HIGH", bg_blend = "BLEND", 
		x_off = -110.4, y_off = -0.3,
		tex_coord = {5, -5, -5, 5},
		tex_file = "Interface\\AddOns\\LitePanels\\media\\gloss",
	}
},
here is the code from kgpanels

Code:
				["- Gladius Icon 1"] = {
					["bg_insets"] = {
						["r"] = "5",
						["t"] = "5",
						["l"] = "-5",
						["b"] = "-5",
					},
					["strata"] = "HIGH",
					["bg_orientation"] = "HORIZONTAL",
					["anchorTo"] = "CENTER",
					["parent"] = "GladiusButton1",
					["absolute_bg"] = {
						["LRy"] = 1,
						["LRx"] = 1,
						["ULx"] = 0,
						["ULy"] = 0,
						["URy"] = 0,
						["URx"] = 1,
						["LLx"] = 0,
						["LLy"] = 1,
					},
					["anchorFrom"] = "CENTER",
					["hflip"] = false,
					["crop"] = false,
					["vflip"] = false,
					["tileSize"] = 31,
					["bg_texture"] = "TukIconB",
					["anchor"] = "GladiusButton1",
					["level"] = 0,
					["border_texture"] = "None",
					["use_absolute_bg"] = false,
					["bg_blend"] = "BLEND",
					["rotation"] = 0,
					["bg_style"] = "SOLID",
					["gradient_color"] = {
						["a"] = 1,
						["b"] = 1,
						["g"] = 1,
						["r"] = 1,
					},
					["border_color"] = {
						["a"] = 1,
						["b"] = 1,
						["g"] = 1,
						["r"] = 1,
					},
					["text"] = {
						["y"] = 0,
						["x"] = 0,
						["justifyH"] = "CENTER",
						["font"] = "Blizzard",
						["color"] = {
							["a"] = 1,
							["b"] = 1,
							["g"] = 1,
							["r"] = 1,
						},
						["text"] = "",
						["justifyV"] = "MIDDLE",
						["size"] = 12,
					},
					["x"] = "-110.4",
					["width"] = "48",
					["y"] = "-0.3",
					["bg_color"] = {
						["a"] = 1,
						["b"] = 1,
						["g"] = 1,
						["r"] = 1,
					},
					["bg_alpha"] = 1,
					["border_edgeSize"] = 12,
					["height"] = "48",
					["mouse"] = false,
					["scripts"] = {
					},
					["tiling"] = false,
				},
Last edited by kimboslice : 07-12-09 at 12:39 AM.
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Unread 07-12-09, 03:15 AM  
Katae
A Cobalt Mageweaver
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File comments: 260
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Originally posted by kimboslice
Hi, I'm trying to add a pseudo border to the Gladius class icon, but all I'm getting is a small box on my screen, which is not anchoring tho the gladius icon.
Thanks for posting, it seems the frame you're trying to parent to is created dynamically by Gladius, and not when Gladius is actually loaded. This is an error on my part, I'll get this fixed asap

Btw, tex_coord isn't for inset, there's no inset functionality as of yet.

edit: "Dynamic" panel loading and inset functionality are both working in the latest build, among other fixes.
Last edited by Katae : 08-01-09 at 05:34 AM.
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Unread 07-23-09, 08:40 AM  
Rolzroyce
A Murloc Raider

Forum posts: 4
File comments: 9
Uploads: 0
Yay for this addon!

Literally took me less than 45 minutes to get the exact result I wanted. No importing, no bloat, nothing but pure awesomocity!

This is what you have done for me!!
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Unread 07-27-09, 02:27 AM  
valygiarth
A Kobold Labourer

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File comments: 8
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Re: Re: Texture Art not showing anymore since 1.2

Originally posted by Katae

edit: This will be fixed to not set bg_alpha to 0.0 if "tex_file" is present... whether or not this functionality is indeed the cause of your problem.
Works like a charm now. Thank you.
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Unread 07-30-09, 02:59 PM  
Unkn
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Newest version works great. I waited a while to download it till I had a couple things up and running perfectly on my UI but now I have and I can't quite figure out why I waited so long.

Thanks
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Unread 08-02-09, 04:46 PM  
Dajova
A Wyrmkin Dreamwalker
 
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hmm, thinking of going for this from Btex (since it only saved settings per character), but i wonder...
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Unread 08-08-09, 06:29 PM  
Silvanaa
A Kobold Labourer

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Litepanels seems to not be recognizing ASCII symbols that people use in their names, is there a way to force it to recognize them or are they just sol?
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