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    posted a message on Spell Durations
    I believe this has been discussed before, forgive me as I have no encountered a conclusion.

    Are spell durations only available through tooltip scanning? (talent, glyph, gear modifiers)

    As is the case with "Mirror Images" there is no buff or debuff to track. I'd prefer not to hard code the duration, for posterity's sake.

    ~n
    Posted in: Lua Code Discussion
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    posted a message on Tooltips and the BankFrame
    Nevermind! It seems Blizzard has some really ugly code hiding in the BankFrame.lua/.xml recesses. All is well...
    -- SetInventoryItem
    -- BankButtonIDToInvSlotID
    Posted in: Lua Code Discussion
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    posted a message on Tooltips and the BankFrame
    What's the solution to :SetBagItem() not working for BankFrame slots?
    Posted in: Lua Code Discussion
  • 0.945826551964659

    posted a message on EditBox Sizing (Height)
    Quote from funkydude
    editbox = CreateFrame("EditBox", nil, frame)

    Like I already told you, set the point on the frame you're placing it on. E.g. Here's a rip from my addon, BasicChatMods, that works fine.


    I know you're attempting to help out. I'm not using a ScrollFrame... if that's the only way to fixate the size of the EditBox then so be it, and say that specifically. I was merely attempting to determine (using the wowwiki info) why I was unable to specify a height on a multiline EditBox.

    Also to note, it might be a good idea to edit the wowwiki page stating your findings funkydude.

    Thank you for the help.
    Posted in: Lua Code Discussion
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    posted a message on EditBox Sizing (Height)
    Quote from funkydude
    No, I didn't mean to include one. I typed the code exactly as you should have. You should be setting the points on the frame you're placing it on.


    Running the code as you state... basically creates an editbox with 0 anchor points. Not sure if that's what you had intended or not. In effect, an invisible (offscreen) frame.
    Posted in: Lua Code Discussion
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    posted a message on EditBox Sizing (Height)
    Quote from funkydude
    Try this:

    editbox = CreateFrame("EditBox", nil, frame)
    editbox:SetMultiLine(true)
    editbox:SetFontObject(ErrorFont)
    editbox:SetWidth(width)
    editbox:SetHeight(height)


    I'm sure you meant to include a SetPoint() et al. call... however that produces the same results. The "SetHeight()" call is completely negligible. Remember, fixating the width works as expected, fixating the height is what I'm having problems with.
    Posted in: Lua Code Discussion
  • 0.945801349150965

    posted a message on EditBox Sizing (Height)
    Quote from funkydude
    I haven't played with editbox's that much, but I'm confused, as you're complaining that you're unable to change the Height, yet your code doesn't appear to have a :SetHeight call at all.

    FYI, if you're setting it to be the same as a parent you can use :SetAllPoints(parent)


    Well as I'll point you to my original post... I referenced a wowwiki page which specifically dictated to set your EditBox's TOP and BOTTOM points to fixate the height.

    To reiterate, I have attempted to "SetHeight()" to no success. The EditBox continues to flow past the bounds of any "heigh" I set.
    Posted in: Lua Code Discussion
  • 0.945776122876426

    posted a message on EditBox Sizing (Height)
    I took a quick scan through the search results on this forum and am still confused as to how an EditBox can be resized. I noticed the addendum at the end of this wiki article (http://www.wowwiki.com/UIOBJECT_EditBox) regarding my issue. However, I am still unable to make any heigh changes.

    This is my example code... the EditBox is still extending beyond the bottom of the parent frame.

    editbox = CreateFrame("EditBox");
    editbox:SetMultiLine( true );
    editbox:SetParent(frame); -- parent frame has fixed dimensions
    editbox:SetPoint("TOP");
    editbox:SetPoint("BOTTOM");
    editbox:SetWidth(parentwidth);
    editbox:SetFontObject(ErrorFont);
    Posted in: Lua Code Discussion
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    posted a message on Fonts! (and FontObjects)
    Yeah I didn't think it was possible... I was wondering why I wasn't getting the results I expected. Oh well... thanks!
    Posted in: Lua Code Discussion
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    posted a message on Fonts! (and FontObjects)
    Quote from NeonLibra
    As originally stated... "SetShadowColor" is not producing results as expected. It remains "black" no matter which colour I use. The text is not covering the shadow. I am using a simple font string... and the shadow is visible as long as the text color is not black (obviously).


    k... durrrrrrrrrrrrr. I for some reason posted this while I was fatigued. I guess it was the outline I was trying to colourise, and not the shadow. The shadow is colourising properly. >>

    Is there a way to change the font outline colour?
    Posted in: Lua Code Discussion
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    posted a message on Fonts! (and FontObjects)
    Quote from egingell
    I use XML. As for dynamically changing it, :SetShadowColor() should work as long as it's not covered by the text (i.e. no offset present - use :SetShadowOffset())


    As originally stated... "SetShadowColor" is not producing results as expected. It remains "black" no matter which colour I use. The text is not covering the shadow. I am using a simple font string... and the shadow is visible as long as the text color is not black (obviously).
    Posted in: Lua Code Discussion
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    posted a message on Fonts! (and FontObjects)
    Quote from egingell
    You can do anything you want in pure Lua. Sometimes, it just requires more code.

    Conversely, you can also do everything in XML; however, you'd still use a lot of Lua code.


    I appreciate the reply. Do you have any advice on how to create a font from scratch? or even perhaps could provide some insight for my problems with setting the the shadow colour?
    Posted in: Lua Code Discussion
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    posted a message on Fonts! (and FontObjects)
    Is it possible to create a font object dynamically? Or must they be declared first through xml?

    While that is the main question I have... another issue. I'm trying to alter the shadow colour to no success.

    Example:
    fpath, fheight, fflags = SystemFont_Outline_Small:GetFont();
    fs:SetPoint("TOP");
    fs:SetFont( fpath, 14, "OUTLINE" );
    fs:SetJustifyH("CENTER");
    fs:SetTextColor(0.0, 0.0, 0.0, 1.0);
    fs:SetShadowColor(1.0, 0.0, 0.0, 1.0);
    fs:SetText(text);
    fs:Show();

    In the example I have not set a font object... and it should display as black on white (outline). It displays as black on black. I'm free to change the text colour and it produces the results one would expect.

    When do I need to use create/use a font object, and when is a font merely sufficient? Is it possible to change the shadow color?
    Posted in: Lua Code Discussion
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    posted a message on Chat Message Groups
    Perfect place for me to start. Thank you! (Phanx too for always helping this nub.)
    Posted in: Lua Code Discussion
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    posted a message on Chat Message Groups
    So I can have a default ui option for my own addon output. You know where it says "<Channel Name> Config"? and you can choose where to pipe various output.
    Posted in: Lua Code Discussion
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