Idle curiousity: My idiom thus far has been to use a single context for each addon, then make lots of frames in that context. Good idea? Bad idea? When should I use a new context?
Idle curiousity: My idiom thus far has been to use a single context for each addon, then make lots of frames in that context. Good idea? Bad idea? When should I use a new context?
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Having asked Zorba this months ago, his response was "one context per UI.Native." That is not a direct quote, as we did not have UI.Native.* when I asked.
In other words, if your addon is quest related, you would have one context for the quest log and another for the quest stickies, assuming you had both functionalities. An auction house addon would have one context, but if it also interacted with your bank, that's two contexts. AH, inventory, bank, gbank, that's four.
Have an addon that replaces every unit frame in the game? One context, regardless of the fact there are several types of unit frames, simply because they are all unit frames.
#3 That's a pretty accurate summary. UI.Native elements and Contexts are, internally, sort of derived from the same "dialog element" class. They're the things that are brought up to the front, as a unified blob, when a dialog is clicked on. If you want to be able to interleave your dialogs with the native dialogs, you'll need one Context for each of your dialogs.
Ahh, okay. That makes sense, and it looks like logically I do want one context per frame (well, one per window, mostly).
Can a frame be moved from one context to another?
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)
#5
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