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cargBags  Popular! (More than 5000 hits)

Version: 2.1.2
by: Cargor [More]

Problems? Visit the Wiki or Help & Discussion Thread!

cargBags is a modular inventory framework. It was created with one simple thing in mind: Taking the boring work away for you, so that you can start right-away with the important things: Layout and categories! You don't have to care anymore about fetching item-data, updating at the right time or creating a sophisticated filtering system - cargBags does this all for you!

From a simple all-in-one inventory over multiple category-based bags to your own needs:

Just start with the user-friendly and commented example cargBags_Simplicity, build upon it and implement your own features. Create and release your own individual bag addon by embedding cargBags!

Default Features

  • modular: remove features you don't need or add new ones
  • simple, fully extensible filtering-system (optional)
  • object-oriented approach
  • embed cargBags and make your own bag addon!
  • extensive API: Hook into every part of cargBags
  • optimized: recycling of buttons, caching of item data and more
  • plugin-system for often-used snippets like a space- or money-display (optional)

Additional resources and help
FAQ

My cargBags doesn't show anything!
Do you have a layout? This is a framework and does nothing by itself!

Will you provide support for alt bags / bank?
No, because it would be too hackish and cause problems. You can use external addons like BagSync. But if you are a layout author, nothing stops you from providing support yourself.

What about auto-stacking / -sorting?
In my opinion, this does not need to be in a bag addon, because there are lots of external addons for this, like Genie or kRestack.

Guildbank? Stack compression?
I'm trying, but don't expect anything soon.

Do you support LibDataBroker?
You can use LibCargoShip for this.

cargBags is licensed under the GPL 2. Go ahead and fork it!

Changes to the core prior to version 1.2 are located in the changelog.txt.
Releases are normally not backwards-compatible, although changes are kept to a minimum!
In most cases the version tagging follows the scheme Rewrite.Feature.Bugfix.

2.1.2
* bank now updates correctly again (sorry for that!)
* mostly bagBar changes and equipSets bugfixes

- .HighlightFunction changed to .highlightFunction (small 'H', consistency FTW)
- bagBar now supports highlightFunctions
- bagBar can be global for all containers (.isGlobal = true)
- new function: Implementation:GetBagButton()
- fixed bagButton onClick not toggling its bag
- fixed typo in equipSets-itemkey
- equipSets now update all open bags when changed
- introducing cargBags:FireEvent(force, event, ...)

2.1.1
* bugfix update, you need this if you have 2.1!
* fixed searchbar, extended filters and bags-sieve

- item.bindOn now supports soulbound items ("soul")
- new itemKey: item.bagType
- removed item.clink
- .toc bumped to Cataclysm

2.1
* The wiki was updated!
* Improved embedding support
* Sieves! Replace the filters with another system
* Scaffolds! Provide your own templates for item buttons
* Extended filters: pass arguments to them!
* Localization tables for auction house item classes

- File structure overhaul
- new Sieve: by bagID - lightweight enthusiasts, get rid of this filter
clutter :P
- Moved the ItemButton-UpdateX functions to their own scaffold, "Default"
- Callbacks are now correctly named events (RegisterCallback -> RegisterEvent,
HasCallback -> IsEventRegistered)
- the SearchBar now needs a .HighlightFunction to work

2.0-beta
* COMPLETE REWRITE
* Don't ever think about fixing your old layout, build a new one =)
* Beta-version, please note the "Planned features"- / ToDo-List
* and please write a comment for bug-reports, feedback, thank-you's and flaming

- object-oriented approach
- bags initialize on first open instead of in loading screen
- new plugin: TagDisplay
- a lot more modular than before!

1.3
* licensed as GPL 3
* fixed background texture of empty bag buttons
* hovering over a bag button can now fade different bag objects
* fixed tooltip-parsing not working correctly
* and now the usual developer-stuff:

- BagBar new property: BagBar.BackgroundTexture - texture path if no icon was found
- new function: object:Fire(callback, ...) - fires a callback with the defined arguments
- new function cargBags.C2I(id) - translates a ContainerID into an InventoryID
- new function cargBags.I2C(id) - translates an InventoryID into a ContainerID
- function changed: cargBags.ParseBags(bagString or bagID or table) - now returns a table every time
- new property: cargBags.BagStrings[] - holds tables of the bagID's for the different bagStrings
- :PreCheckFilters() now also fires on :GetItemInfo()

1.2
* first tooltip-scanning code, if you have wishes for more parsed infos than bindOn,
* please let me know =)

- updated for 3.2
- fixed item.id not working properly
- new item data: item.bindOn - returns "equip", "pickup", "account", "quest", "use" or nil
- 3.2 only: new item data: item.stats - returns a table of all stats of the item (see GetItemStats() for info)
- 3.2 only: new item data: item.sellValue - returns the sellValue in copper of an item
- new plugin: DataBroker - displays a databroker-object, the addon cargoShip is needed for that
Optional Files (1)
File Name
Version
Size
Author
Date
Type
9.0 r93
104kB
01-28-21 04:12 AM
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Unread 07-08-09, 11:12 AM  
jedcooper
A Kobold Labourer

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first of all: very good addon, i want to use it further!! ;-)

but...

the game always gets really jerky if (it wasn't so before!) there's access to the bags. they are closed, and if i pick up loot or craft something which involves a bag place, the game stops for about 0,5 sec. it's a no go :-(

as in raids/instances where you often loot, it slows the whole game down... never had that in ANY other addon!

i hope there is a fix for this great addon... *sigh*
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Unread 07-02-09, 11:24 AM  
xConStruct
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It's a matter of the layout (_Pernobilis in this case) and not cargBags itself, so please post further details in that comments section (:

I plan on rewriting _Pernobilis sometime in the future, but can't give an exact date. But you can fix the issue by yourself by going into cargBags_Pernobilis/layout.lua down to line 258 where it reads background:SetFrameStrata("BACKGROUND").

Replace it with the following and it should work:
Code:
background:SetFrameStrata("HIGH")
background:SetFrameLevel(1)
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Unread 07-02-09, 11:02 AM  
Skylinee
A Murloc Raider

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Could you please make cargBags stay ''on top'' of other addons? Example: http://i43.tinypic.com/ir6fwz.jpg


This also happens with ShadowedUnitFrames i think.

Edit: Happens with all addons, blank unfilled space isn't overlapping other addons.
Last edited by Skylinee : 07-02-09 at 11:06 AM.
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Unread 07-01-09, 01:54 PM  
Zveroboi
A Murloc Raider

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Thx a lot... i hope it will keep working when 3.2 comes live..
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Unread 06-30-09, 03:16 AM  
xConStruct
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So, first of all, you're using the Aurora-layout, right? I didn't check for it, but you basically have to post on the comments section of the layout, not the cargBags core

They're in cargBags_Aurora/aurora.lua - sorry that I forgot to mention it :/
The key word you're looking for is "Filter Functions" - You can see the differen filters defined below and it should be easy to add the ones I've written.
Below it comes the bag object spawning, you can see the bag "cBags_TradeGoods" somewhere down there - just add the second code part below the whole paragraph of tradegoods.

And I would suggest downloading a more advanced editor, for most code-changes line-numbers are an absolute must-have and syntax-highlighting is really nice. I suggest Notepad++.

Don't expect any config-GUI coming soon, it's on very low priority and I don't know if I'll ever include one. I just wanted cargBags to stay simple and lightweight.
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Unread 06-30-09, 02:48 AM  
Zveroboi
A Murloc Raider

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Originally posted by Cargor
You can see the filters defined in line 123 and downwards, just add two new ones...
And then just spawn two new bag objects before/below the tradegoods one (l. 150)...
Good to know but where are those lines? I mean are they inside core.lua or where ?... Sry but its hard to navigate inside unknown stuff :P

P.S. and sry but can u tell me after what "-- comment" i can find needed lines?

P.P.S. if u will re-make it for 3.2 it would be n1 to see in-game options for "new-filter-setups"
Last edited by Zveroboi : 06-30-09 at 03:07 AM.
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Unread 06-28-09, 06:00 AM  
xConStruct
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You can see the filters defined in line 123 and downwards, just add two new ones:
Code:
local onlyOres = function(item) return item.subType == "Metal & Stone") end
local onlyHerbs = function(item) return item.subType == "Herbs") end
Please note that the subType is localized, so it differs if you use another client than enUS/enGB. You can find a complete list of all types and subTypes here: http://www.wowwiki.com/ItemType

And then just spawn two new bag objects before/below the tradegoods one (l. 150):
Code:
local ores = cargBags:Spawn("cBags_Ores", "Ores")
	ores:SetFilter(onlyOres, true)
	ores:SetFilter(onlyBags, true)
	tradeBag:AddFrame(ores)

local herbs = cargBags:Spawn("cBags_Herbs", "Herbs")
	herbs:SetFilter(onlyHerbs, true)
	herbs:SetFilter(onlyBags, true)
	tradeBag:AddFrame(herbs)
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Unread 06-28-09, 02:16 AM  
Zveroboi
A Murloc Raider

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Hi! Any chanse to add my own fulters? My Dk is miner-herb so i wanna make some new filters - "ore" "herbs" etc. Ofc i can use urs own default filtering and store ores in "ammo" filter and herbs in "armor" but its not the best way to filter em ;P
Last edited by Zveroboi : 06-30-09 at 02:59 AM.
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Unread 06-09-09, 09:39 AM  
xConStruct
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Thanks!
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Unread 06-08-09, 08:56 PM  
dr_AllCOM3
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Your bag addon is fantastic!
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Unread 06-01-09, 05:01 PM  
Sythalin
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Originally posted by Cargor
Uh well, I would say, you can't really compare it, because ArkInventory has a lot of features and cargBags tries to be modular (and at the moment there aren't many plugins available). So it really depends on what you need and expect.

But let me give you one tip: If you really like AI, love the features and you don't notice any lags or performance decrease, you shouldn't care about memory or cpu usage.

And "less overhead" is also a misleading term. In the development I've noticed that you either have to increase mem- or cpu usage, because decreasing both together doesn't really work. ArkInventory uses a lot more memory, cargBags tries to be somehow in the middle (and therefore uses slightly more cpu usage than for example Combuctor).

In short: Do not switch to cargBags because of it being more "lightweight": If you need a lot of additional features, it could perform even worse because of its modular system - you should only switch if you want to get some more freedom in the way your bags are customized

PS: Sorry for Wall of Text
I like to sort into catagories (Soulbound, Weapons, Armor, Herbs, etc). ArkInventory has a nasty habit of freezing my game for up to 45 sec when I try to move the frame and I'm getting quite tired of it.
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Unread 06-01-09, 11:41 AM  
xConStruct
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Uh well, I would say, you can't really compare it, because ArkInventory has a lot of features and cargBags tries to be modular (and at the moment there aren't many plugins available). So it really depends on what you need and expect.

But let me give you one tip: If you really like AI, love the features and you don't notice any lags or performance decrease, you shouldn't care about memory or cpu usage.

And "less overhead" is also a misleading term. In the development I've noticed that you either have to increase mem- or cpu usage, because decreasing both together doesn't really work. ArkInventory uses a lot more memory, cargBags tries to be somehow in the middle (and therefore uses slightly more cpu usage than for example Combuctor).

In short: Do not switch to cargBags because of it being more "lightweight": If you need a lot of additional features, it could perform even worse because of its modular system - you should only switch if you want to get some more freedom in the way your bags are customized

PS: Sorry for Wall of Text
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Last edited by xConStruct : 06-01-09 at 11:42 AM.
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Unread 06-01-09, 09:44 AM  
Sythalin
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How does this compare to ArkInventory performance wise? I love AI, but if this thing is less overhead I'll switch in a heartbeat. Only reason I don't want to now is cause I've put a lot of work into my AI bag templates.
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Unread 05-28-09, 12:17 PM  
xConStruct
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Okay, marked for the next update, coming in the next days.
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Unread 05-28-09, 11:51 AM  
pingbo
A Defias Bandit

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keyring not initialized

Hello! cargBags is awesome!

But I noticed some weird behavior with the keyring while playing around with my own layout, and then checked Nivaya and Aurora and they both seem to be doing it too...

Upon first login or reloadUI, when trying to open the keyring, the keys don't show up. I've noticed that if I open and close my bank and then try to open the keyring frame, the keys show up fine. I haven't been able to figure out the sequence of events that is leading to the keyring working, exactly. And since I've just been reloading the UI over and over, testing bags and bank, I'm not sure if there's some event that fixes this eventually?

Thanks!
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