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06/30/09, 2:30 PM
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#2116
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Glass Joe
Draenei Shaman
Thunderlord
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Anyway to set up power auras to show when windfury/earthliving is not on my weapons. Thanks.
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06/30/09, 9:54 PM
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#2117
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Don Flamenco
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Changing Font Size
Simple question I hope, that I've been wasting too much time on given my uneducated state when it comes to WoW LUA programming.
I want to modify evl_combo, a simple mod that displays a single number mid-screen showing my current combo points versus my opponent, to increase the font size.
Here is the relevant code before modification:
evl_Combo = CreateFrame("Frame", "EvlCombo")
evl_Combo:SetWidth(50)
evl_Combo:SetHeight(50)
evl_Combo:SetPoint("CENTER", UIParent, "BOTTOM", 0, 275)
local count = evl_Combo:CreateFontString(nil, "OVERLAY")
count:SetAllPoints(evl_Combo)
count:SetFont(STANDARD_TEXT_FONT, 26)
count:SetJustifyH("CENTER")
count:SetTextColor(1, 1, 1)
count:SetShadowOffset(0.7, -0.7)
Seems to me that just changing the font size in SetFont from 26 to something larger would do the trick, but no value larger than 26 has any effect whatsoever on what is displayed. Changing to a smaller value does, but obviously has the opposite effect form what is desired.
I've tried using a different font as well, one that I know scales up to 78+, with no luck.
I'm sure it's somthing simple that I just haven't garnered from reading wowwiki and google links.
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07/01/09, 12:08 AM
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#2118
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Von Kaiser
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Originally Posted by Mordekhuul
I've tried using a different font as well, one that I know scales up to 78+, with no luck.
I'm sure it's somthing simple that I just haven't garnered from reading wowwiki and google links.
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Font strings have a hard cap size limit of 35. I'm not quite sure why it wouldn't go above 26 though.
This is just a guess but try changing :SetAllPoints(evl_Combo) to :SetPoint("CENTER"). It might be resizing the font to fit within the 50x50px parent frame.
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07/01/09, 12:55 AM
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#2119
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Don Flamenco
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Originally Posted by Gorsgo
Font strings have a hard cap size limit of 35. I'm not quite sure why it wouldn't go above 26 though.
This is just a guess but try changing :SetAllPoints(evl_Combo) to :SetPoint("CENTER"). It might be resizing the font to fit within the 50x50px parent frame.
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Is there a different style of font object I should use to exceed? I have definitely seen addons posting warnings in larger fonts than 35, seems to me....unless the above code just isn't working at all and it is using some smaller font size than 26 even.
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07/01/09, 1:24 AM
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#2120
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Von Kaiser
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Originally Posted by Mordekhuul
Is there a different style of font object I should use to exceed? I have definitely seen addons posting warnings in larger fonts than 35, seems to me....unless the above code just isn't working at all and it is using some smaller font size than 26 even.
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There isn't any way to get around the 35 size cap that I'm aware of.
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07/01/09, 1:27 PM
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#2121
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Alc
Blood Elf Warrior
No WoW Account
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Enabled CPU profiling last night and was surprised to find that -- after Ace2 -- my #2 and #3 CPU hogs were:
- RedRange -- which just colors action buttons red when out of range
- AllPlayed -- which I use to learn how much rested XP alts have
Does anyone low-CPU usage alternatives to these addons?
More generally, has anyone undertaken CPU-usage analysis to compare and contrast popular barmods/unitframes?
For example, out of these, which is more CPU friendly?
- Dominos
- Bartender
Or out of these:
- X-Perl
- Pitbull
- AGUF
- Shadowed Unit Frames
I'm asking before I undertake such analysis on my own -- getting a new (widescreen) monitor soon and I'd like to rebuild my UI to best take advantage of the monitor, as well as to minimize CPU use as my old CPU is my machine's bottleneck.
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07/01/09, 7:42 PM
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#2122
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Von Kaiser
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Originally Posted by alcaras
Enabled CPU profiling last night and was surprised to find that -- after Ace2 -- my #2 and #3 CPU hogs were:
- RedRange -- which just colors action buttons red when out of range
- AllPlayed -- which I use to learn how much rested XP alts have
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Any RedRange-esque mod will take a fairly high amount of CPU. It requires frequent range-scanning as well as changing the action button hue on frame update. I've not used AllPlayed but if that's all it does I can't imagine why it would use many CPU cycles. High memory, maybe, but that's irrelevant.
Both Dominoes and Bartender4 are pretty performance conscious. It's close enough that I'd suggest using the one you prefer.
As for unit frames, out of that list, Shadowed Unit Frames is by far the most performance conscious. It's modular and keeps a close eye on the addon scope to assure it's not trying to be an "all-in-one" addon a la X-Perl.
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07/01/09, 9:51 PM
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#2123
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Don Flamenco
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Originally Posted by Gorsgo
There isn't any way to get around the 35 size cap that I'm aware of.
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I'll illustrate the issue a bit better. The 4 at the bottom of this picture shows the "35" size font, using the code above. Note the text Parrot is spouting that is mostly larger, so some kind of odd stuff is going on.

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07/01/09, 11:35 PM
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#2124
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Von Kaiser
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Originally Posted by Mordekhuul
I'll illustrate the issue a bit better. The 4 at the bottom of this picture shows the "35" size font, using the code above. Note the text Parrot is spouting that is mostly larger, so some kind of odd stuff is going on.
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The largest scrolling damage font looks about the same size as the combo points to me. The difference you're seeing is likely the bold outline around the "bigger" looking text.
local count = evl_Combo:CreateFontString(nil, "OVERLAY", "THICKOUTLINE")
Try that.
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07/02/09, 9:27 AM
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#2125
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...
Vaikhan
Blood Elf Paladin
No WoW Account
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Originally Posted by alcaras
Enabled CPU profiling last night and was surprised to find that -- after Ace2 -- my #2 and #3 CPU hogs were:
- RedRange -- which just colors action buttons red when out of range
- AllPlayed -- which I use to learn how much rested XP alts have
Does anyone low-CPU usage alternatives to these addons?
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For what it's worth, if AllPlayed is the first addon in your addon list that loads embedded Ace libraries, all CPU usage for those libraries will get attributed to it, even if it's actually another addon that's using it at the time. If you uninstall AllPlayed, that CPU usage will just get "transferred" to the next Ace addon down the list (alphabetically). Basically, WoW loads up the addons in alphabetical order, including all the libraries embedded in the addon. If it runs into a second instance of the same libraries embedded in another addon, it doesn't load the second instance; instead it uses the same instance that was loaded for the first addon. Since that instance is "owned" by AllPlayed, it gets stuck with all the CPU usage.
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07/02/09, 10:02 AM
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#2126
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Alc
Blood Elf Warrior
No WoW Account
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Originally Posted by Lorienne
For what it's worth, if AllPlayed is the first addon in your addon list that loads embedded Ace libraries, all CPU usage for those libraries will get attributed to it, even if it's actually another addon that's using it at the time. If you uninstall AllPlayed, that CPU usage will just get "transferred" to the next Ace addon down the list (alphabetically). Basically, WoW loads up the addons in alphabetical order, including all the libraries embedded in the addon. If it runs into a second instance of the same libraries embedded in another addon, it doesn't load the second instance; instead it uses the same instance that was loaded for the first addon. Since that instance is "owned" by AllPlayed, it gets stuck with all the CPU usage.
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Good point -- that's likely what happened, as I can't imagine AllPlayed eating that many CPU cycles on its own. I'll do a CPU profile to verify this theory and see if the alphabetically-next Ace-library-using addon suddenly spikes in CPU usage, and if so, will then confidently reinstall AllPlayed.
Thank you, as I forgot about this quirky "feature" of WoW's CPU profiling.
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07/02/09, 12:46 PM
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#2127
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Von Kaiser
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Originally Posted by Gorsgo
Any RedRange-esque mod will take a fairly high amount of CPU. It requires frequent range-scanning as well as changing the action button hue on frame update.
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If you're concerned about CPU usage, consider checking during combat instead of when you're idle. There's no UI event for a target going in/out of range, so RedRange has to make a range check every so many frame updates. When nothing much is going on, this uses a relatively larger amount of cpu time compared to other things. During combat, though, there are lots and lots of events being fired that other addons will respond to. The amount of CPU used by RedRange during combat might be pretty small compared to addons like DBM, Omen, etc.
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1/5 15:55:46.001 UNIT_DIED, 0x0000000000000000, nil, 0x80000000, 0xF130001942161FB7, "Gamon", 0xa28
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07/03/09, 12:57 PM
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#2128
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Piston Honda
Draenei Monk
Черный Шрам (EU)
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It might not be the usual question, nor am I sure if this is the best place to post it, but here it is.
I am trying to find any screenshot with a talent pane open. I am trying to replicate the layout in my program, and my wow account is inactive at the moment so I cannot check it myself. There are quite a few things that are unclear from reading blizzard LUA scripts. I would really appreciate if someone posted a screenshot link here (imageshack.us would do).
I might as well ask where I can find information on how interface buttons are rendered: in the LUA files I can find where a bunch of global variables are set up (ButtonName.."IconTexture" etc), but nothing on how it looks on the screen (I suppose it is hardcoded?).
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07/03/09, 1:09 PM
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#2129
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Von Kaiser
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Originally Posted by Iroared
I am trying to find any screenshot with a talent pane open. I am trying to replicate the layout in my program . . . in the LUA files I can find where a bunch of global variables are set up (ButtonName.."IconTexture" etc), but nothing on how it looks on the screen (I suppose it is hardcoded?).
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Frame layout in the Blizzard default UI is usually set in the xml files, not the lua. In your case, you want Blizzard_TalentUI.xml.
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1/5 15:55:46.001 UNIT_DIED, 0x0000000000000000, nil, 0x80000000, 0xF130001942161FB7, "Gamon", 0xa28
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07/03/09, 1:28 PM
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#2130
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Piston Honda
Draenei Monk
Черный Шрам (EU)
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Thanks, I forgot to look at the XMLs (I've been reading the TalentFrameBase.lua for most of the time).
Besides I just found a couple screenshots.
Another question - judging by a comment in TalentFrameBase, inspection includes information about secondary talent spec; is it possible to make an addon that will show both specs? I imagine it would be quite useful with all these "who got a tanking offspec" questions popping up.
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