Go to Page... |
Compatibility: | The War Within Beta (11.0.0) |
Updated: | 08-01-24 09:36 AM |
Created: | 12-15-13 12:44 PM |
Downloads: | 114,685 |
Favorites: | 153 |
MD5: | |
Categories: | Suites, Action Bar Mods, Unit Mods, Graphical Compilations |
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 join our Discord server.
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.
File Name |
Version |
Size |
Author |
Date |
110000.02 |
2MB |
lightspark |
07-31-24 05:44 AM |
|
110000.01 |
2MB |
lightspark |
07-23-24 01:16 PM |
|
100207.01 |
2MB |
lightspark |
06-13-24 07:13 AM |
|
100206.01 |
2MB |
lightspark |
03-21-24 07:54 AM |
|
100205.03 |
2MB |
lightspark |
03-10-24 04:17 AM |
|
100205.02 |
2MB |
lightspark |
01-23-24 06:17 AM |
|
100205.01 |
2MB |
lightspark |
01-16-24 08:45 AM |
|
100200.04 |
2MB |
lightspark |
01-07-24 10:14 AM |
|
100200.03 |
2MB |
lightspark |
11-19-23 03:55 AM |
|
100200.02 |
2MB |
lightspark |
11-10-23 12:57 AM |
|
100200.01 |
2MB |
lightspark |
11-07-23 10:46 AM |
|
100107.01 |
2MB |
lightspark |
09-27-23 02:21 AM |
|
100105.01 |
1MB |
lightspark |
07-11-23 09:45 AM |
|
100100.04 |
1MB |
lightspark |
05-15-23 01:10 PM |
|
100100.03 |
1MB |
lightspark |
05-09-23 02:21 PM |
|
100100.02 |
1MB |
lightspark |
05-07-23 09:14 AM |
|
100100.01 |
1MB |
lightspark |
05-02-23 11:59 AM |
|
100005.04 |
1MB |
lightspark |
03-03-23 08:32 PM |
|
100005.03 |
1MB |
lightspark |
03-03-23 04:26 AM |
|
100005.02 |
1MB |
lightspark |
02-11-23 07:55 AM |
|
100005.01 |
1MB |
lightspark |
01-25-23 08:39 AM |
|
100002.04 |
1MB |
lightspark |
12-16-22 03:09 AM |
|
100002.03 |
1MB |
lightspark |
12-03-22 04:29 AM |
|
100002.02 |
1MB |
lightspark |
12-02-22 02:47 PM |
|
100002.01 |
1MB |
lightspark |
11-28-22 08:45 AM |
|
100000.03 |
1MB |
lightspark |
10-31-22 01:34 AM |
|
100000.02 |
1MB |
lightspark |
10-28-22 10:19 PM |
|
100000.01 |
1MB |
lightspark |
10-25-22 12:30 PM |
|
90207.04 |
1MB |
lightspark |
10-04-22 05:55 AM |
|
90207.03 |
1MB |
lightspark |
09-30-22 11:36 AM |
|
90207.02 |
1MB |
lightspark |
09-30-22 09:39 AM |
|
90207.01 |
1MB |
lightspark |
09-30-22 07:02 AM |
|
90205.04 |
1MB |
lightspark |
08-07-22 11:19 AM |
|
90205.03 |
1MB |
lightspark |
08-01-22 09:08 AM |
|
90205.02 |
1MB |
lightspark |
07-29-22 04:57 AM |
|
90205.01 |
1MB |
lightspark |
07-22-22 01:16 AM |
|
90200.05 |
1MB |
lightspark |
04-06-22 08:29 PM |
|
90200.04 |
1MB |
lightspark |
03-24-22 05:59 PM |
|
90200.03 |
1MB |
lightspark |
03-24-22 09:55 AM |
|
90200.02 |
1MB |
lightspark |
03-23-22 03:03 PM |
|
90200.01 |
1MB |
lightspark |
03-01-22 04:34 AM |
|
90105.06 |
1MB |
lightspark |
02-22-22 08:28 AM |
|
90105.05 |
1MB |
lightspark |
12-04-21 05:06 AM |
|
90105.04 |
1MB |
lightspark |
12-01-21 06:52 AM |
|
90105.03 |
1MB |
lightspark |
11-16-21 01:45 PM |
|
90105.02 |
1MB |
lightspark |
11-16-21 06:23 AM |
|
90105.01 |
1MB |
lightspark |
11-06-21 03:11 AM |
|
90100.02 |
1MB |
lightspark |
08-29-21 08:25 AM |
|
90100.01 |
1MB |
lightspark |
06-29-21 12:35 PM |
|
90005.05 |
1MB |
lightspark |
06-15-21 11:04 PM |
|
90005.04 |
1MB |
lightspark |
06-12-21 09:03 AM |
Comment Options |
12-15-13, 03:22 PM | |
|
Good Job
Just wanted to say that you have done a good job on this one
|
|
saxitoxin |
View Public Profile |
Send a private message to saxitoxin |
Find More Posts by saxitoxin |
Add saxitoxin to Your Buddy List |
12-15-13, 04:59 PM | |
|
Great implementation of what I assume to be zork's oUF_Donut
|
|
10leej |
View Public Profile |
Send a private message to 10leej |
Visit 10leej's homepage! |
Find More Posts by 10leej |
Add 10leej to Your Buddy List |
12-15-13, 05:08 PM | |
A Kobold Labourer
Forum posts: 1
File comments: 1
Uploads: 0
|
Your work is gorgeous. I hope it gets more exposure.
|
|
wildbill |
View Public Profile |
Send a private message to wildbill |
Visit wildbill's homepage! |
Find More Posts by wildbill |
Add wildbill to Your Buddy List |
lightspark |
View Public Profile |
Send a private message to lightspark |
Visit lightspark's homepage! |
Find More Posts by lightspark |
Add lightspark to Your Buddy List |
12-15-13, 09:30 PM | |
|
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 |
|
p3lim |
View Public Profile |
Send a private message to p3lim |
Visit p3lim's homepage! |
Find More Posts by p3lim |
Add p3lim to Your Buddy List |
12-15-13, 09:45 PM | ||
|
Cuz previously if i tried to do some research I would end up rewriting the whole thing |
|
|
lightspark |
View Public Profile |
Send a private message to lightspark |
Visit lightspark's homepage! |
Find More Posts by lightspark |
Add lightspark to Your Buddy List |
12-15-13, 09:57 PM | |||
|
|
||
|
10leej |
View Public Profile |
Send a private message to 10leej |
Visit 10leej's homepage! |
Find More Posts by 10leej |
Add 10leej to Your Buddy List |
12-15-13, 10:07 PM | ||
|
|
|
|
lightspark |
View Public Profile |
Send a private message to lightspark |
Visit lightspark's homepage! |
Find More Posts by lightspark |
Add lightspark to Your Buddy List |
12-16-13, 01:43 AM | ||
|
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.
__________________
| Simple is beautiful. | WoWI AddOns | GitHub | Zork (WoW)
Last edited by zork : 12-16-13 at 04:16 AM.
|
|
|
zork |
View Public Profile |
Send a private message to zork |
Visit zork's homepage! |
Find More Posts by zork |
Add zork to Your Buddy List |
12-16-13, 07:27 AM | ||
|
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:
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.
|
|
|
lightspark |
View Public Profile |
Send a private message to lightspark |
Visit lightspark's homepage! |
Find More Posts by lightspark |
Add lightspark to Your Buddy List |
12-16-13, 11:17 AM | ||
|
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:
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.
__________________
| Simple is beautiful. | WoWI AddOns | GitHub | Zork (WoW)
Last edited by zork : 12-16-13 at 11:24 AM.
|
|
|
zork |
View Public Profile |
Send a private message to zork |
Visit zork's homepage! |
Find More Posts by zork |
Add zork to Your Buddy List |
12-16-13, 11:28 AM | ||
|
Tested - Works!
Results: Lua Code:
As I said before it's quite easy to control texture position by OnPlay, OnFinish and OnStop scripts, OnStop and OnFinish r doing the same thing. We need OnStop, when we're forcing animation to stop, but we still need to update textures angle. That's simple, but here starts magic. To make ScrollFrame and animated texture behave like StatusBar we have to perform few calculations: 1) Size of a step 2) Direction where to rotate. 3) Amount of steps we have to perform. Knowing these variables allows us to calculate how "far" we have to rotate at once, instead of animating step-by-step. For example, when we login, reload UI or, in this case, when we cast Chaos Bolt, which consumes 10 pieces of ember. At least I learnt something new, haha. I'll test ur method tomorrow :3
Last edited by lightspark : 12-16-13 at 11:34 AM.
|
|
|
lightspark |
View Public Profile |
Send a private message to lightspark |
Visit lightspark's homepage! |
Find More Posts by lightspark |
Add lightspark to Your Buddy List |
12-17-13, 01:33 AM | ||
|
Re: Tested - Works!
You can apply the smooth module to any statusbar. Thus you could use self:SmoothBar(self.SoulShards) for soulshards (or any other bar). Thus once the bar has its value changed the smoothing will be applied.
The animation groups use an onupdate system aswell, just on c-side. You are right, both concepts will work, but you already got smoothing as a module and the animationgroup has to call setrotation aswell, even in the process of rotation. What I find pretty important is that the smooth module is consistent independent of fps, thus the smoothing will be the same for any framerate. http://code.google.com/p/rothui/sour..._Smooth.lua#40 But I think animationgroups do that aswell since you need to add a duration for your animation. Hmmm...you use fixed 1 second as a duration, I do not think that this will work. You need to adjust the duration based on the how much big the percentage change is in relation to the ring radius. Otherwise the movement is inconsistent. But nonetheless I like your animationgroup approach, if you can get it consistent it could work out pretty nicely.
__________________
| Simple is beautiful. | WoWI AddOns | GitHub | Zork (WoW)
Last edited by zork : 12-17-13 at 01:44 AM.
|
|
|
zork |
View Public Profile |
Send a private message to zork |
Visit zork's homepage! |
Find More Posts by zork |
Add zork to Your Buddy List |
12-17-13, 04:25 AM | ||||
|
Re: Re: Tested - Works!
Lua Code:
Possible problem is when texture starts rotating >90 degrees, then we have to stop the animation, and play it again starting at new angle. In this case movement will be a lil bit inconsistent. But sure there is something else...
[UPDATE] Back to AG topic. Tested this thingy more. Result: It's quite easy to control animation by element's PostUpdate function, which usually passes current, maximum amount of power and, sometimes, if new maximum amount is different from previous one (oldMax ~= newMax) current - amount of steps we need to perform. maximum - amount of degrees per step. oldMax ~= newMax - determines if need to reset rotation progress and force update animation, cuz amount of degrees per step was changed. [UPDATE 2] It's possible to make everything extremely smooth via animations, smoother than oUF_Smooth, especially when fps drops to 15-20, or power regen case, tested monk's energy, with registered UNIT_POWER_FREQUENT. But AG method has one disadvantage - animations are NOT played, while WoW is minimized. Not sure bout how serious this disadvantage is, but... what do u think, zork?
Last edited by lightspark : 12-17-13 at 09:42 AM.
|
|||
|
lightspark |
View Public Profile |
Send a private message to lightspark |
Visit lightspark's homepage! |
Find More Posts by lightspark |
Add lightspark to Your Buddy List |
12-17-13, 11:55 PM | |
|
Okay, done with testing, implemented powers(mana, rage, etc) via Animations and fake StatusBar element.
We need a fake SB to utilize oUF's PostUpdate hooks. Lua Code:
CF_CreatePowerBar's body is not that different from one in zork's rTestRing, although i did some adjustments. U can find details on OnPlay, OnStop and OnFinish scripts in my previous posts. CF_UpdatePowerBar function. As I said before I utilize power's postupdate hook, but instead of my previous idea to animate each power regen tick separately, I decided to stack few ticks together, while previous animation is being played and then animate them all together. As for smoothness of an animation, thx to zork I took a deeper look into this part, we stack ticks together, but when fps drops really low, around 8, rotation becomes inconsistent, to avoid this effect I made duration be fps dependent. When fps drops, we make our animation play longer, so we can stack more ticks, which allows us to get rid of inconsistency. If u plan to use this ScrollFrame/AnimationGroup approach in ur layout, please, credit zork and me for our work.
Last edited by lightspark : 12-18-13 at 09:44 AM.
|
|
lightspark |
View Public Profile |
Send a private message to lightspark |
Visit lightspark's homepage! |
Find More Posts by lightspark |
Add lightspark to Your Buddy List |