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FluidFrames  Popular! (More than 5000 hits)

Version: 2.4.40000
by: AnduinLothar [More]

Move, hide, scale, and resize frames with independent x&y axes.

Usage Instructions:

Unsaved Movement

  • Drag almost any normal UI Panel (e.g. CharacterFrame, SpellbookFrame, TalentFrame, QuestLogFrame, FriendsFrame, etc.) from any open space on the frame. This movement is intended to be for temporary changes and does not store location in the FluidFrames database.
  • However, this movement registers the frame as user placed. The position will be remembered by the WoW client and restored on subsequent login/reloadui if not overridden by placement code (e.g. CharacterFrame, Minimap). Most of these draggable frames reset if you hide and re-show them.
  • Some frames will not reset automatically (e.g. GameMenuFrame, BattlefieldFrame). To reset these, highlight the frame, right click to reset and then reloadui/relog.
  • The MinimapCluster is an added exception case and can be dragged by the top bar.
  • Temporary dragging can be disabled using the checkbox in the Khoas options.
Saved Movement
  • Assign a key-binding [Main Menu > Key Bindings > FluidFrames > Highlight Mouse Frame] to select, highlight and cycle through frames under the cursor. (The "Highlight All Mouse Frames" binding cycles through all frames under the cursor, including unnamed ones.)
  • Put your cursor over the frame you want to move and use the key-binding. It will select the frame the furthest underneath. Consecutively using the key-binding will highlight frames closer to the front. Hold shift while using the key-binding to cycle backwards through the frames.
  • Drag the highlighted frame to relocate it permanently. It will disable movement from other code sources and save across sessions.
  • Hold shift and drag from the sides or corners to resize.
  • Hold shift and drag the bottom right re-scale icon to re-scale.
  • Right-click to reset a moved/resized/rescaled frame once highlighted.
Notes:
  • To drag some bars you have to drag the 1st button.
  • To move the primary action button bar drag ActionButton1.
  • To find the ShapeshiftBarFrame put your mouse over the left edge of the 1st button when using the key-binding.
  • To drag all the player buffs & debuffs make sure you drag the TemporaryEnchantFrame.
  • To move Chat Frames just unlock and use the default tabs.
  • To drag the TargetFrame make sure you don't drag the TargetFrameTextureFrame on accident.
  • To move the whole minimap drag the MinimapCluster.
  • Experiment with which frame to change. if it doesn't work the way you wanted just right-click to reset.
  • Some frames have complex sub frames that update their locations independent of parent size. If resizing doesn't work well try scaling.
  • If secure frames are moved by default blizzard code while in combat they cannot be moved back until after combat. Also, you will not be able to drag secure frames in combat.

Feedback & Support
If you have bugs or feature requests please use the buttons on the right.
For other feedback, use the comments.
If you'd like to donate to show your support, that can be done through paypal with a paypal account or by credit card. Remember donations are much appreciated but non-contractual. Thank you!
Click here to lend your support!

FAQ:
Q) How do I use the same settings for all my characters?
A) Edit FluidFrames.toc and change "SavedVariablesPerCharacter" to "SavedVariables"

Q) How do I control a Vehicle/MindControl when the MainMenuBar is hidden.
A) Temporarily unhide the MainMenuBar, highlight it and drag it up off the bottom. Execute the script "/run BonusActionBarFrame:Show()". The BonusActionBarFrame should appear bellow the MainMenuBar. Highlight it and drag it where you'd like. Highlight the MainMenuBar, right click to reset it, then click the 'Hide' button above it and un-highlight it by using the binding again. Note that if you don't do this when hiding the MainMenuBar your primary action bar bindings may break when you leave a Vehicle/MindControl.

Q) How do I reset frames I can't figure out how to highlight?
A) If worse comes to worse you can reset everything with the chat command: "/resetframes" tho you probably want to follow that with a reload ui as well before you start retweeking.

v2.4 (Dridzt)
- Replaced 'this' with 'self' '(this' is deprecated)
- Replaced getglobal() with direct _G lookups (getglobal is deprecated)
- Workaround for EnumerateFrames() bug (thanks to Tayedaen)
- Prevent taint when opening the spellbook and a couple other frames in combat.
- TOC to 40000

v2.3.30100
- toc bump to 30100

v2.3
- Added out of combat delays to re-hide and re-position secure frames that were moved in combat.
- Added dependent sibling frame detection to scale/resize/hide frames that had the same parent and whose position is exclusively dependent on the frame being scaled/resized/hidden or one of its other dependent sibling frames.
- Delayed SetParent and Show hooks to undo on the next OnUpdate so as to also catch dependent siblings parented or shown at the same time.
- Delayed SetPoint, SetParent and Show hooks to undo when you leave combat for secure frames.
- Refactored code to a number of files to make updating easier.

v2.2
- Enabled SendMailFrame, TokenFrame, and the PetPaperDollFrameCompanionFrame for dragging their parent frame
- Found a bug that was breaking UIChildWindows dragging, but then decided to just disable it by design, since those frames are all anchored to their parent frame, which are draggable.

v2.1
- Changed distribution to distribute FluidFrames with Portfolio unembedded.
- Fixed bug that caused LoD UI Panels to not be temporarily draggable
- TOC to 30000

v2.0
- Embedded Interface Config Option Panel (Using Portfolio instead of Khaos)
- Added Re-show All option, to show all hidden frames without resetting position.
- Fixed temporary dragging
Optional Files (1)
File Name
Version
Size
Author
Date
Type
2.4g-50300
51kB
05-22-13 06:53 PM
Patch


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Unread 02-05-09, 11:13 AM  
Andeh
A Wyrmkin Dreamwalker

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Why cant you change a frames strata!?
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Unread 02-12-09, 10:57 PM  
Wow3
A Kobold Labourer

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warrior stance bar (aka shapeshift bar) locked/unmoveable??

I'm pretty sure this has been brought up many times but I've been searching forever now and I can't find the answer..
My shapeshift bar is stuck in the middle of the screen and I can't move it at all. If I highlight the first button (like it says in your notes to do) and move it it only moves the highlight of the first button and not the button itself. Then when I right click to reset it the highlight disappears and the button become uninteractive
I can however move the 2nd button and the 3rd button without problems.
It also says in your notes to put your mouse over the left edge of the 1st button when using the key-binding to move the ShapeshiftBarFrame.
This does not work for me as I click in the exact location you describe and it finds no uiparent.
This is the 2nd time this problem has occured for me. The first time I found a screenshot and somebody had posted a code to make the shapeshiftbutton uiparents visible as little dots, which allowed me to move the whole frame as if it was working fine in the first place.

If anyone knows what screenshot/code im talking about please post a link.
or if there is a way to fix this then please let me know asap!
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Unread 02-23-09, 04:40 PM  
slickwalker
A Deviate Faerie Dragon
 
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Profiled

Anyway to have all my toons use the same settings? Scale, position ect.
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Unread 02-25-09, 02:39 AM  
AnduinLothar
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Re: Profiled

Originally posted by slickwalker
Anyway to have all my toons use the same settings? Scale, position ect.
Edit FluidFrames.toc and change "SavedVariablesPerCharacter" to "SavedVariables"
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Unread 02-25-09, 11:20 AM  
slickwalker
A Deviate Faerie Dragon
 
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Re: Re: Profiled

Originally posted by AnduinLothar
Edit FluidFrames.toc and change "SavedVariablesPerCharacter" to "SavedVariables"
Just what i was looking for. Thanks
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Unread 03-12-09, 08:23 AM  
Bluejava
A Kobold Labourer

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some buggs with Fluidframes

I think I have occured some buggs!
When you sometimes steps out from a tank, your actionbars gets swapped:S
really wierd can't explain it really.
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Unread 03-14-09, 11:51 AM  
AnduinLothar
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Re: some buggs with Fluidframes

Originally posted by Bluejava
I think I have occured some buggs!
When you sometimes steps out from a tank, your actionbars gets swapped:S
really wierd can't explain it really.
Vehicals act like a mind control, they use the BonusActionBarFrame to cover up your main action bar, even tho they also add a large central vehicle action bar frame. So if you have your MainMenuBar or BonusActionBarFrame moved with FF it may look a bit weird.

I've added instructions on the FF description on how to move the BonusActionBarFrame.
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Unread 03-14-09, 05:43 PM  
goliath0
A Murloc Raider

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I like this addon.

However, I'd like to write code that would only move my PlayerFrame.

The problem is, as soon as you enter/leave a vehicle, the PlayerFrame gets reset to top-left (Specifically, ToPlayerArt() and ToVehicleArt() do this). Changing it manually in combat triggers taint.

Anything that can be done about it? I think it's possible to overcome this (aside from moving the frame on regen-disabled)



Seems like FluidFrames doesn't like vehicles, I've had the animation displace, scale and do all sorts of weird things (in combat I guess)
And taint issues, like
3/15 03:31:17.037 An action was blocked in combat because of taint from FluidFrames - SpellBookFrame:EnableMouse()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:178 InitTempDraggableFrames()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:330
3/15 03:31:17.037 An action was blocked in combat because of taint from FluidFrames - FriendsFrame:EnableMouse()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:178 InitTempDraggableFrames()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:330
3/15 03:31:17.037 An action was blocked in combat because of taint from FluidFrames - CharacterFrame:EnableMouse()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:178 InitTempDraggableFrames()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:330
3/15 03:31:17.037 An action was blocked in combat because of taint from FluidFrames - PetPaperDollFrame:EnableMouse()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:201 InitTempDraggableFrames()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:330
3/15 03:31:17.037 An action was blocked in combat because of taint from FluidFrames - PetPaperDollFrameCompanionFrame:EnableMouse()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:201 InitTempDraggableFrames()
3/15 03:31:17.037 Interface\AddOns\FluidFrames\FluidFrames.lua:330
Last edited by goliath0 : 03-14-09 at 08:40 PM.
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Unread 03-16-09, 02:27 PM  
AnduinLothar
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Yup, the vehicle blizz code re-anchors the player frame to the top left without ClearAllPoints before hand, and FluidFrames uses anchors from the bottom left. So it stretches the frame.

The only way I know of to fix it would be replace and disable SetPoint on the frame, like I've discussed in previous comments. This would then taint any code following the reposition. I honestly haven't checked what that would break, but it would certainly cause taint messages.

Try: "/run PlayerFrame_UpdateArt = function() end"

As for the EnableMouse taint, as far as I've found it's harmless. If you find that it taints something important let me know.
Last edited by AnduinLothar : 03-16-09 at 04:01 PM.
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Unread 04-05-09, 07:10 PM  
Dridzt
A Pyroguard Emberseer
 
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On a semi-related note I've updated my local copy of ElitePlayerFrame to get around that problem by
scheduling a reposition to happen after exiting combat and animation has finished.

It works fine in all situations with one exception

When the vehicle-exit happens as a result of zoning.
(example: zoning out of Eye of Eternity after a successful Malygos kill)
Last edited by Dridzt : 04-05-09 at 07:10 PM.
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Unread 04-06-09, 10:51 AM  
Enigma_TL
A Kobold Labourer

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In the old FFrames you used to be able to reset select frames. Is there any way to do that in the new version (didn't see an option other than reset all). Is there a file you can edit?
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Unread 04-07-09, 08:16 AM  
ltdeta
A Murloc Raider

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yes, it is a problem if you want to reset only one frame
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Unread 04-07-09, 02:20 PM  
AnduinLothar
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Originally posted by Enigma_TL
In the old FFrames you used to be able to reset select frames. Is there any way to do that in the new version (didn't see an option other than reset all). Is there a file you can edit?
It's on the TODO list.
You can edit the saved variable file and delete the frame records you want to reset if you're desperate.
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Unread 04-11-09, 01:17 PM  
Grilor
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when i enable FF in 3.1 it removes some of my mini map icons like the calendar for no reason. any one having any simular errors?
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Unread 04-11-09, 08:46 PM  
AnduinLothar
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Originally posted by Grilor
when i enable FF in 3.1 it removes some of my mini map icons like the calendar for no reason. any one having any simular errors?
What frames do you have moved/hidden? If you hid your minimap or something that the minimap buttons were anchored to FF might have hidden them too.
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