We could write that, but it'd be hard to convince people to use it in a library.
I say: We should have this as an API change, and yes, even as a breaking change. It is just that worth fixing.
Thread: Addon system bug reports We could write that, but it'd be hard to convince people to use it in a library.
I say: We should have this as an API change, and yes, even as a breaking change. It is just that worth fixing.
You can play WoW in any MMO. You don't have to play WoW in RIFT. Oh, and no, RIFT is not a WoW clone. Not having fun any more? Learn to play, noob! I don't speak for Riftui, but I moderate stuff there. Got ideas for improving the RIFT community? Feel free to PM me. Just came back? Welcome back! Here's what's changed. (NOTE NEW URL)
Utility.Auction.Cost errors out when the 4th parameter (buyout price) is nil. This worked ok before 1.8.
BTW, when you have time to fix it, you could try to add a variant that accepts stack size as parameter so we don't have to split stacks *before* knowing how much will they cost to auction.
The following code illustrates a problem with changing textures:
What this does is create a frame and add two children: a texture and another frame to 'tint' the texture.Code:local context = UI.CreateContext("nkText") local frame = UI.CreateFrame("Frame", 'test', context) frame:SetPoint ('CENTER', UIParent, 'CENTER') frame:SetWidth (200) frame:SetHeight (200) frame.texture = UI.CreateFrame("Texture", 'texture', frame) frame.texture:SetPoint ("TOPLEFT", frame, "TOPLEFT") frame.texture:SetTexture ('nkTest', 'textureGrain.png') frame.texture:SetWidth (200) frame.texture:SetHeight (200) frame.tint = UI.CreateFrame("Frame", 'tint', frame.texture) frame.tint:SetPoint ("TOPLEFT", frame, "TOPLEFT") frame.tint:SetBackgroundColor(.5, 0, 0, 0.5) frame.tint:SetWidth (200) frame.tint:SetHeight (200) frame:SetAlpha (0.2) function frame.Event:MouseIn() frame:SetAlpha(1) end function frame.Event:MouseOut() frame:SetAlpha(0.2) end frame.texture:SetTexture ('nkTest', 'textureGrain.png')
Now if you change a texture after creating it and then change the alpha level of the parent frame the texture will appear as it is e.g. the tint frame is loosing it's color. I'm using black & white textures in nkThings and this bug leads to them being displayed in all their b&w glory.
If you remove the line where the texture is set again you'll see that the coloring is no longer lost. Didn't find any way to work around this behaviour.
Cheers
N.
Last edited by Naifu; 04-28-2012 at 04:27 AM.
Never argue with an idiot, he'll just drag you down to his level and beat you with experience.
Believing is not knowing. Believe me, I know it!
Naifu, did you try setting layers for your texture and/or tint frames?
Code:frame.texture = UI.CreateFrame("Texture", 'texture', frame) frame.texture:SetPoint ("TOPLEFT", frame, "TOPLEFT") frame.texture:SetTexture ('nkTest', 'textureGrain.png') frame.texture:SetWidth (200) frame.texture:SetHeight (200) frame.texture:SetLayer(-1) --- add this line and see if it works
Last edited by Kreiri; 04-28-2012 at 05:51 AM.
Feminism is the radical notion that women are people.
Nope doesn't workReapplying the parent on the 'tint' frame doesn't work either.
Cheers
N.
Last edited by Naifu; 04-28-2012 at 06:08 AM.
Never argue with an idiot, he'll just drag you down to his level and beat you with experience.
Believing is not knowing. Believe me, I know it!
#323 The API is no firing Event.Unit.Available if the player is in a raid.
If the player is not in a raid and ports (or enters a dungeon) the following events will happen:
Event.Buff.Add for all buffs but temporary buffs
Event.Unit.Available
Event.Buff.Add for all buffs but temporary buffs
Event.Buff.Remove for all buffs but temporary buffs
Event.Buff.Add for all buffs including temporary buffs
I dunno the reason for this strange firing of events but that's the way it is. Now for the fun part. This happens as soon as you group with another player, turn your group into a raid and port (or enter instance):
Event.Buff.Add for all buffs but temporary buffs
Event.Buff.Remove for all buffs but temporary buffs
Event.Buff.Add for all buffs including temporary buffs
No Event.Unit.Available is being launched in raid situations. If recalculating the units buffs on Event.Unit.Available is the right solution to update buffs this is kinda hard to do if the event doesn't fireOh and important to mention is that the buffs added in the event are getting a new ID. As the 'old' ones are never removed you get duplicate information for temporary buffs you cannot map to any valid buff information.
Cheers
N.
Last edited by Naifu; 04-30-2012 at 02:22 PM.
Never argue with an idiot, he'll just drag you down to his level and beat you with experience.
Believing is not knowing. Believe me, I know it!
#326 Aha, I see what the issue is here. The same issue occurs in a group. I'll get that fixed.
There may be a workaround by relying on Event.Unit.Detail.Zone to let you know when things need to be refreshed, or alternatively, just doing a full refresh every five seconds or so. Obviously this isn't ideal and isn't intended as a long-term solution, but it may be a viable short-term fix.
Everything spams Event.Map.Detail.Coord every time. Everything. Vendors, trainers, bankers, footholds, whatever fire one Event.Map.Detail.Coord after another with all coordinates the same.
I made a simple function to print details of "locations" passed in Event.Map.* handler and got 112 KB of noncombat log in three seconds, and all coords for given id were the same.
Also, footholds give Event.Map.Change when player is moving. The coordinates retrieved in Event.Map.Change handler differ starting from second digit after period.
Feminism is the radical notion that women are people.
#328 I was in College of Planar Studies/Manufactory in Meridian.
Edit: I don't know if it matters, but I'm on EU server.
Last edited by Kreiri; 05-02-2012 at 04:36 PM.
Feminism is the radical notion that women are people.
#330
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