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Updated:03-06-13 05:57 AM
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kgPanels  Popular! (More than 5000 hits)

Version: 1.15
by: Kagaro [More]

kgPanels, successor to eePanels. This mod allows you to place artwork in your UI. Please be sure to grab the config addon to be able to configure kgPanels. The menu is LOD so once created memory usage is minimal. This mod also allows you to attach scripts to events for each panel.

Please note the download also now includes kgPanels config as a single zip
Please see curse.com for the wiki pages
http://www.wowace.com/projects/kg-panels/pages/kg-panel-wiki

Version 1.5.3-beta
-- Compatability updates for Cataclysm
Version 1.5.2
-- Updated package for Ace3SharedMediaWidget changes.
Version 1.5
-- Fixes in embeds for disembedded usage
Version 1.4.0
-- Fixes for vanishing buttons with new Ace3
Version 1.39
-- Add libDualSpec support
Version 1.38
-- Fix for the FrameFidner function
Version 1.37
-- API changes for 3.3.3

Toc update for 3.1, fix for kgPanelsConfig to be up to date toc
Updates for 3.2
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Unread 09-06-19, 08:00 AM  
luigee91
A Kobold Labourer
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Lightbulb Classic

Please make a Update for Classic!!!
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Unread 08-31-19, 11:08 AM  
Ferous
Sheer Sense of Doom
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Classic WoW

Is this going to be updated by chance to use in Classic WoW? Or can I just use it as is?
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Unread 07-31-18, 12:37 AM  
suicidalkatt
A Rage Talon Dragon Guard
 
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Originally Posted by Vyse
Is there a way to change panels NOT based on specialisation but on class? I have a panel surrounding my Sould Shards for my warlock, but I dont want it to show when I logon to my druid.
You could create a frame that has a script like this in the "OnLoad" area:
Lua Code:
  1. local class = select(2, UnitClass("player"))
  2. if class == "WARLOCK" then
  3.    self:Show()
  4. else
  5.    self:Hide()
  6. end
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Unread 11-06-13, 04:24 PM  
Vyse
A Defias Bandit

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Is there a way to change panels NOT based on specialisation but on class? I have a panel surrounding my Sould Shards for my warlock, but I dont want it to show when I logon to my druid.
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Unread 02-27-13, 01:24 PM  
Rusken
A Theradrim Guardian
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Hi, is there any way to parent a panel to a weakaura?
Weakauras don't get any unique name when created so it can't be done the normal way with /framestack.
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Unread 07-09-12, 08:47 PM  
jimmydanny
A Kobold Labourer

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KGPanels randomly changes size

Hi!

When I set up my frames with a certain size and position based on eye with the mouse, then lock it, restart the game, the frame is always 1 pixel smaller in both directions, the upper and left side, which I guess is because anchor is in the lower right corner.

But does anyone know what is doing this? My UI is based on being pixel perfect, so this is not good enough for me I'm afraid.
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Unread 02-16-12, 03:03 AM  
Chronic276
A Fallenroot Satyr
 
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Parenting with SUF

Hey all,

I was up to late hours last night trying to work out how to parent to Shadow Unit Frames with no luck. I'm far from the best with this kind of thing, but I worked out how to parent to the target and target's target, but no more than that. If someone know's this, could they take the time to write down the code to parent to the Boss Frames, Party Frames, Player Frame, Pet Frames, Raid Frames and so on and so forth and I'll love you forever as I'll finally be able to sleep!

Cheers,

Chronic
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Unread 02-07-12, 06:46 PM  
Yumako87
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Got a question about parenting ive done lots of parenting before that works just fine, but today i tried out a new addon(totem addon" i got the parent name for it, but the panel i made wont hide with it, i think its because when i remove the totems they just hide and isnt really removed could this create some error with the panel then?
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Unread 02-05-12, 10:49 PM  
Kapone
A Deviate Faerie Dragon
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Hi i wonder if there is a way too script so a texture re size's after the amount of buffs?. that is 0invisible, 1-9buffs and with re sizes.

Only way too get this done is too anchor too that buff number.
If i mouse over and macro it i get blabla_PlayerBuff1 on first buff and blabla_PlayerBuff2 on second and so on...

And that means 9 buffsx4(Player and target Buff and debuffs)+5x4 party debuffs.. =56.. i have too Add and anchor 56 new textures just too make Debuffs and buffs texture re size after the amount.

And i bett there is a much smarter way for it too resize on its own then chaning between 1 of thouse 56 textures.
Last edited by Kapone : 02-15-12 at 10:43 AM.
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Unread 09-24-11, 06:39 AM  
demodavzi
A Kobold Labourer

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Question help

Hey how do i use this addon? when i have install it??
i have try to download som skins to this addon but i cant still get it to work
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Unread 08-12-11, 08:16 PM  
Aanson
A Flamescale Wyrmkin

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My Layouts have disappeared!!!

Hey there.

After 4.2, my profile has vanished! I've tried going into the interface to activate it, but none of the Layouts that I had before are there any more

I spent literally days on my Layout. I didn't call it any specific name, and it just auto loaded whenever I loaded up any characters (even on other servers).

If anyone could give me some advice on where to start troubleshooting here, I'd really appreciate it.

I'm utterly gutted!

PS: What an awesome addon! If there was a 5 addon limit, this would be one I'd keep!
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Unread 07-08-11, 04:35 PM  
Muqq
A Deviate Faerie Dragon
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Ok... question...
I'm trying to do a panel for the buff frame but I'm running into issues. I just want it to do the main buffs (not tempbuff frame that shows things like levitate)
Any suggestions? I have it expanding correctly and everything looks great but right now it's just counting the number of buffs and adding space for each, which runs into the issue of having blank spots when i have temp buffs.



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Here's the onEvent code:
if arg1 ~= 'player' then
return
end

self.helpful_aura_count = 0
for i=1,40 do
local B=UnitBuff("player",i);
if B then
self.helpful_aura_count = self.helpful_aura_count + 1
end
end

-- Uncomment to print the count to the default chat frame.
--print( self.helpful_aura_count )

if self.helpful_aura_count < 1 then
self:Hide()
else
self:SetWidth(self.helpful_aura_count * 36)
self:Show()
end
__________________
Last edited by Muqq : 07-08-11 at 04:42 PM.
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Unread 05-27-11, 05:00 PM  
feraldrood
A Theradrim Guardian
 
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quick question (hopefully lol):

*snippet* self.text:SetText('Show') <--- how do I position the text, and potentially change the font/tags (outlinemonochrome)

thanks

*full code* -OnClick

if pressed then
if kgPanel7:IsShown() or kgPanel4:IsShown() then
kgPanel7:Hide()
kgPanel4:Hide()
self.text:SetText('Show')
else
kgPanel7:Show()
kgPanel4:Show()
self.text:SetText('Hide')
end
end
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Unread 04-07-11, 04:07 AM  
waukeen
A Kobold Labourer
 
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SOLUTION: kgpanel-SLDT parent difficulties

cormanthor, you are the man! Your hints got me to the final solution:

so, as you suggested first of all put in OnLoad
Code:
self:RegisterEvent("PLAYER_ENTERING_WORLD")
Then put in OnEvent
Code:
SLDT_Mail:SetPoint("CENTER", self, "CENTER")
in order to align SLDT_Mail centered to the respektiv kgpanel (self).

In my case the phrase
Code:
SLDT_Mail:SetParent(kgPanels:FetchFrame(mySLDT))
did nothing at all!
Only the SetPoint()-phrase, as shown above, put my SLDT-Block right where I wanted it.

Thanks for your help! Hopefully people with similar problems will find this solution here!


Originally Posted by cormanthor View Post
OK, now that I'm firing on all 8 cylinders, try this:
mySLDT is the name of the kgPanel I want to parent the SLDT frame to.
SLDT_Mail is the name of the SLDT frame I'm using in the example.

OnLoad code:
Code:
self:RegisterEvent("PLAYER_ENTERING_WORLD")
because the SLDT frames aren't created when SLDT fires its "I'm loaded" signal.

OnEvent code:
Code:
SLDT_Mail:SetParent(kgPanels:FetchFrame(mySLDT))
Now you can use SetPoint() to move it if needed.

Best of luck!


Originally posted by Kagaro
its not a bug with sldt, kgpanels recycles panels, I do provide an API so other addons can get the correct panel id at any given time. What you need todo is this:

in your panel, add a script to reparent the sdlt data to your panel. add an onload script and set SDLT as a script dependency so the script doesnt execute till SDLT loads.
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Unread 02-28-11, 10:04 AM  
Nilsson
A Kobold Labourer

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Re: Re: Re: Re: Re: Scripting text display

Originally posted by cormanthor
Oh, btw, it also works if you explicitly address the font:
Code:
self.text:SetFont("\\Interface\\Addons\\GrizzlySharedMedia\\fonts\\Emblem",10,"OUTLINE")
/cheers

self.text:SetFont(kgPanels:FetchFont("ROADWAY"),29) ("OUTLINE");
i can't get this to work, i have sharedmedia and sharedmedia_mymedia and im trying to get ROADWAY.TTF to work and i want it outlined

would be awsome if it's possible to get it in classcolor aswell
Last edited by Nilsson : 02-28-11 at 10:06 AM.
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