Poster: Iriel at 9/2/2005 7:05:32 PM PDT Subject: Upcoming 1.8 Changes - Concise List |
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This thread will attempt to consolidate the UI changes for the 1.8 release of WoW in one place.
Events
* New event PLAYER_LOGIN - Triggered immediately before PLAYER_ENTERING_WORLD on login and UI Reload, not NOT when entering/leaving instances.
> Use ## SavedVariables: instead of RegisterForSave()
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Poster: slouken at 9/2/2005 8:29:21 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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In 1.8, there will be a new event which triggers when the player logs in:
PLAYER_LOGIN
This will be sent immediately before PLAYER_ENTERING_WORLD when the player is logging in and when the UI is reloaded. It will not be sent when players enter/leave instances.
This can be used by addons that want to initialize data based on player state once the player is available, but don't need to do further work when crossing continent or instance boundaries.
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Poster: slouken at 9/8/2005 1:32:17 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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In 1.8, you will be able to size and position the world frame independently from the rest of the UI, and the game world will show in the appropriate area.
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Poster: slouken at 9/8/2005 1:42:50 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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The 'frame' parameter to SetPoint() is optional, and if unspecified, defaults to the parent.
This allows you to do things in 1.8 like:
WorldFrame:SetHeight(640);
WorldFrame:SetPoint("CENTER", 0, 128);
(shrink and shift the world frame up 128 pixels)
Note that if you specify a relative point, you must also specify the relative frame.
e.g. you can't do:
frame:SetPoint("CENTER", "TOP", 0, -4);
you must instead do:
frame:SetPoint("CENTER", frame:GetParent(), "TOP", 0, -4);
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Poster: slouken at 9/8/2005 1:43:54 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: Ooh! Excellent! Is there a new 'master' frame that is parent of all? Or does that not matter (Can we decouple UIParent and WorldFrame and make UIParent bigger than WorldFrame?)
Yes, WorldFrame and UIParent are already decoupled in 1.8
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Poster: slouken at 9/8/2005 1:42:50 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List *edited post* |
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The 'frame' parameter to SetPoint() is optional, and if unspecified, defaults to the parent.
This allows you to do things in 1.8 like:
WorldFrame:SetHeight(640);
WorldFrame:SetPoint("CENTER", 0, 128);
(shrink and shift the world frame up 128 pixels)
Note that if you specify a relative point, you must also specify the relative frame.
e.g. you can't do:
frame:SetPoint("CENTER", "TOP", 0, -4);
you must instead do:
frame:SetPoint("CENTER", frame:GetParent(), "TOP", 0, -4);
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Poster: slouken at 9/8/2005 1:43:54 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List *edited post* |
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Q u o t e: Ooh! Excellent! Is there a new 'master' frame that is parent of all? Or does that not matter (Can we decouple UIParent and WorldFrame and make UIParent bigger than WorldFrame?)
Yes, WorldFrame and UIParent are already decoupled in 1.8
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Poster: slouken at 9/8/2005 8:25:08 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: Is it possible to decouple them in 1.7 using SetParent()? *evil grin*
Yes, though it won't do you any good, since the viewport is always the entire screen, and you have no way to resize them independently.
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Poster: slouken at 9/8/2005 8:26:02 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e:
..\..\FrameXML\Fonts.xml
Will this require the Fonts.xml file to be physically present in the FrameXML folder, or will it load from the .mpq? If it has to be present, then this is a step backwards: it will require AddOn authors to start placing files in FrameXML again.
It loads from the MPQ.
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Poster: slouken at 9/9/2005 9:24:36 AM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: Awesome!
Any reason why the <Include file="..\..\FrameXML\Fonts.xml" /> tag is not working as I would like, in 1.7?
Yep, ".." is not supported in path names until 1.8.
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Poster: slouken at 9/13/2005 9:55:24 AM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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New event PLAYER_LOGOUT - sent when the player logs out or the UI is reloaded, after PLAYER_LEAVING_WORLD, but before variables are saved.
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Poster: slouken at 9/13/2005 1:37:14 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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New TOC field in 1.8:
## SavedVariablesPerCharacter: MyAddOnConfig, AnotherVariable
SavedVariablesPerCharacter is exactly the same as SavedVariables, except the variables are saved on a per-character basis, in the directory WTF\Account\<account>\<character>\SavedVariables\
You can mix both types of saved variables for account-wide settings and per-character settings.
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Poster: slouken at 9/13/2005 2:48:38 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Iriel, you're missing a \ in your AddOns section.
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Poster: slouken at 9/15/2005 9:13:49 AM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: question would this allow us to also pull templates out of other mods?
For example say I had a generic xml mod that I used in multiple of my mods, could I reference its files like this?
Yes.
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Poster: slouken at 9/15/2005 9:14:20 AM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: Shouldn't it be WTF\Account\<account>\<realm>\<character>\SavedVariables\ ?
No. Multiple characters with the same name share the same config, like they do now.[ post edited by slouken ]
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Poster: slouken at 9/15/2005 1:34:57 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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They go boom. :)
More specifically, they are created, but with warnings.
In 1.8, several important templates have been moved out into their own files so you can safely include them.[ post edited by slouken ]
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Poster: slouken at 9/19/2005 12:37:04 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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FYI, the font strings inside don't really exist. They're just used as font attribute descriptions for the strings which are dynamically created when HTML is parsed.
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Poster: slouken at 9/20/2005 1:36:40 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: Really though, what's the win to do per character if not per realm?
It's an easy way to save per-character frame layout data for demand-loaded addons. It also simplifies the work necessary for addons which need a few variables that store per-character data.
Originally names were going to be unique across realms, so the none of the data that's saved per character takes realms into account. At some point this may be revisited, but it would be part of a larger data migration, if we were to support that.
You're still welcome to do your own per-realm-per-character data handling, you don't need to change how you're doing things at all. This feature is just a convenience for people who want to use it.
Q u o t e:
Also, Slouken, a suggestion but relevent to this. Don't create SavedVariables files that are empty.
Sure.[ post edited by slouken ]
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Poster: slouken at 9/20/2005 1:57:23 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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In 1.8, to speed up game loading and reduce overall memory usage, several portions of the core interface have been converted to official Blizzard addons:
Blizzard_AuctionUI
Blizzard_BattlefieldMinimap
Blizzard_BindingUI
Blizzard_CraftUI
Blizzard_InspectUI
Blizzard_MacroUI
Blizzard_RaidUI
Blizzard_TalentUI
Blizzard_TradeSkillUI
Blizzard_TrainerUI
These addons are seamlessly loaded on demand, as needed, and do not show up in the normal addon list. To the end user this conversion is completely transparent.
One of the advantages of this conversion is it's now possible to completely replace these core modules with your own addons. Each of these addons has a function called to load it, which can be hooked or replaced by other addons:
function AuctionFrame_LoadUI()
UIParentLoadAddOn("Blizzard_AuctionUI");
end
function BattlefieldMinimap_LoadUI()
UIParentLoadAddOn("Blizzard_BattlefieldMinimap");
end
function ClassTrainerFrame_LoadUI()
UIParentLoadAddOn("Blizzard_TrainerUI");
end
function CraftFrame_LoadUI()
UIParentLoadAddOn("Blizzard_CraftUI");
end
function InspectFrame_LoadUI()
UIParentLoadAddOn("Blizzard_InspectUI");
end
function KeyBindingFrame_LoadUI()
UIParentLoadAddOn("Blizzard_BindingUI");
end
function MacroFrame_LoadUI()
UIParentLoadAddOn("Blizzard_MacroUI");
end
function RaidFrame_LoadUI()
UIParentLoadAddOn("Blizzard_RaidUI");
end
function TalentFrame_LoadUI()
UIParentLoadAddOn("Blizzard_TalentUI");
end
function TradeSkillFrame_LoadUI()
UIParentLoadAddOn("Blizzard_TradeSkillUI");
end
In addition, several virtual frames have been broken out into their own files so they can easily be included by other addons:
AuctionButtonTemplate.xml
CharacterFrameTemplates.xml
ClassTrainerFrameTemplates.xml
HonorFrameTemplates.xml
PartyFrameTemplates.xml
QuestFrameTemplates.xml
WorldMapFrameTemplates.xml[ post edited by slouken ]
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Poster: slouken at 9/20/2005 2:00:50 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: Regarding not saving saved variables that are empty, that does mean you have to delete the file if it's there already
Indeed, and it does this. :)
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Poster: slouken at 9/20/2005 2:32:22 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: Can these addons be queried via any of the addon functions (or are they entirely invisible until loaded)?
Yes, they can be queried by name (though not by index, as they aren't in the normal addon list)
Q u o t e: Are they 'secure' ?
Yes.
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Poster: slouken at 9/20/2005 2:36:45 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: I suspect many people dont want to know the answer to this if it's "yes", but are there any plans to restrict FrameXML overrides in 1.8 or is that still an "at some point in the future" thing?
It's still "at some point in the future"
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Poster: slouken at 9/20/2005 5:39:30 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Q u o t e: In the current versions all Tradeskills use the TradeSkillFrame except for Enchanting which uses CraftFrame.
Which is also used for Hunter's Beast Training.
My question is will Enchanting get moved to a different frame inside the TradeSkillUI package or will BeastTraining be part of that package as well?
Or just in general what is happening to these two frames and their uses in 1.8?
No changes, the frames just got moved. The Blizzard_CraftUI addon will be loaded when either enchanting or beast training are initiated.
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Poster: slouken at 9/21/2005 10:08:16 AM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Or even UnitName("player") and GetRealmName()
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Poster: slouken at 9/22/2005 10:53:48 AM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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*grin* You're welcome to try to abuse it on the test server. :)
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Poster: slouken at 9/22/2005 10:53:48 AM PDT Subject: Re: Upcoming 1.8 Changes - Concise List *edited post* |
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*grin* You're welcome to try to abuse it on the test server. :)
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Poster: slouken at 9/29/2005 9:27:55 AM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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The 1.8 test realm is live!
Please thoroughly test your UI modifications on the new server, as a significant architectural change has been made to the Blizzard UI (see the first post in this thread for details)
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Poster: slouken at 9/29/2005 2:20:15 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Here's a neat trick...
In the next test server update, if you modify the WorldFrame size or position, you can save that change between sessions by doing:
/script WorldFrame:SetUserPlaced(true);
Note that will only save it for that character, like any other layout change.
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Poster: slouken at 9/29/2005 6:39:05 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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I could tell you, but then I'd have to kill you. :)
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Poster: slouken at 10/11/2005 7:44:26 AM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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Hey Iriel, you may want to change the name of this thread and start a 1.9 upcoming changes thread.
Thanks!
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Poster: slouken at 10/24/2005 10:53:07 AM PDT Subject: Re: Version 1.8 Changes - Concise List |
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Q u o t e: This doesn't merit its own thread, but since it was mostly fixed in 1.8 I thought I'd post it here: a frame properly keeps its scale when using ALT+Tab now (which is great). However it's still reverting to UIParent scale when you go in and out of windowed mode.
This is fixed for 1.9. This fix is actually a general improvement in the handling of frame scaling in the UI - the parent's scale is no longer an override on the child scale, in 1.9 it will be cumulative. e.g. A's scale is 0.5 and B is a child of A, with a scale of 0.5, the actual on-screen scale will be 0.25.
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Poster: slouken at 10/25/2005 9:20:35 AM PDT Subject: Re: Version 1.8 Changes - Concise List |
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Q u o t e: Excellent, I actually thought it worked that way at first, and even went as far as documenting it that way before realizing it didn!
Yeah, it was originally designed simply as a scaling value for the UI as a whole, not to scale individual frames, but it ended up being really useful for that, so I've fixed it to work properly now.
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Poster: slouken at 10/25/2005 8:29:01 PM PDT Subject: Re: Version 1.8 Changes - Concise List |
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The 1.8.1 changes listed in this thread should be live. Please let me know if there are any problems with them.
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Poster: slouken at 10/27/2005 2:44:39 PM PDT Subject: Re: Upcoming 1.8 Changes - Concise List |
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* Fixed issue where AddOn button would not show up if you were sent to the realm selection screen on login.
This is actually coming in a future 1.8 patch. 1.8.1 improved this, but didn't entirely fix it.
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