07-10-14, 05:45 PM | #1 |
6.0 UI Add-On Changes
Note: For a list of changes in previous patches, please see thread titled: UI Add-On Changes Compilation.
In a pre-Warlords of Draenor patch, there will be a number of updates and changes to functions that affect how User Interface Add-Ons will work. We're in the process of enabling Add-Ons in an upcoming build (TBD) for the Beta client that will allow UI Add-On authors will have a chance to test these changes out. To help keep things organized, please specify the section you’re referencing when providing feedback. Saving Keybinds/Macros/UI Settings Saving keybinds/macros/UI settings has changed a little. Most of the changes were on the backend to make things more in-line with our current architecture. The main is difference is we no longer compare local versions with the server versions of keybinds/macros/UI settings to determine which ones to load on the client. Instead, we have local CVars that toggle looking at local files or server files. All clients default to server side storage. If you don’t want that, you can change the following CVars to only look at local files instead. “synchronizeConfig” [0/1] – defaults to 1 which will save character & account UI configurations (i.e. CVars) to the server. Add-On Communications Add-on communication is now available through custom chat channels. SendAddonMessage() where Type is "CHANNEL", and target is the channel name. KeyValues To enable the creation of better self-contained templates that are easier to configure, (i.e. you don’t have to remember to override the OnLoad and call the original) we’re allowing both key and value types to be modified using “keyType” and “type” respectively. The default for both is “string”. Other available options are: string, boolean, number, global (where the value is looked up in the global table). When we make templates that make use of this sort of option, we plan to add a commented out KeyValues section listing all available options so you don’t have to go digging through the code. Example: Code:
<Frame name="RoleButtonTemplate" virtual="true"> <!-- Available options <KeyValues> <KeyValue key="role" value="tank"/> <KeyValue key="tooltip" value="TALENT_SPEC_TANK_TOOLTIP" type="global"/> <KeyValue key="roleID" value="1" type="number"/> </KeyValues> --> <OnLoad> self.Texture:SetTexture(GetTextureForRole(self.role)); </OnLoad> <OnClick> DoSomethingWithRole(self.role); DoSomethingWithRoleID(self.roleID); </OnClick> <OnEnter> GameTooltip:SetText(self.tooltip); GameTooltip:SetOwner(self, "ANCHOR_RIGHT"); GameTooltip:Show(); </OnEnter> <OnLeave function="GameTooltip_Hide"/> </Frame> <Frame name="TankButton" inherits="RoleButtonTemplate"> <KeyValues> <KeyValue key="role" value="tank"/> <KeyValue key="tooltip" value="TALENT_SPEC_TANK_TOOLTIP" type="global"/> <KeyValue key="roleID" value="1" type="number"/> </KeyValues> </Frame> <Frame name="HealerButton" inherits="RoleButtonTemplate"> <KeyValues> <KeyValue key="role" value="healer"/> <KeyValue key="tooltip" value="TALENT_SPEC_HEALER_TOOLTIP" type="global"/> <KeyValue key="roleID" value="2" type="number"/> </KeyValues> </Frame> Atlases are textures with mappings onto standard textures that include normalized texture coordinates. useAtlasSize - Use the actual pixel size of the sub-texture as the in-game rectangle size.Example: XML Code:
<Texture atlas="_Garr_InfoBox-Top" horizTile="true" useAtlasSize="true"> <Anchors> <Anchor point="TOPLEFT" y="7"/> <Anchor point="TOPRIGHT" y="7"/> </Anchors> <!--This uses the top-left quarter of this atlas entry, not the top-left quarter of the whole texture--> <TexCoords left="0" right="0.5" top="0.0" bottom="0.5"/> </Texture> Code:
filename, width, height, left, right, top, bottom, tilesHoriz, tilesVert = GetAtlasInfo("name") someTexture:SetAtlas("_Garr_InfoBox-Top"); atlas = someTexture:GetAtlas() There is a new timer system being added in. Documentation is available in C_TimerAugment.lua Functions: C_Timer.After(duration, callback) – Calls the callback cafter duration seconds.Animation System Animation system is receiving a few changes and various bug fixes. Alpha animation has fromAlpha and toAlpha. This is a variant from just a change delta.Reminder: To help keep things organized, please specify the section you’re referencing when providing feedback. Source |
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07-12-14, 12:31 AM | #2 | |
They fixed the typo on the source post. It's C_Timer.NewTicker() now.
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