Problem with actionbar grid on beta
Hi @all!
Currently I have a problem with the action bars in the beta. You can see more details on the screenshot. If there are no skills / macros in the bar, the action button 1 - 6 is not displayed. For this I have a few lines of code that is triggered at PLAYER_ENTERING_WORLD but does not solve the problem. Lua Code:
Perhaps does one of you have an idea why this could be? |
I think there was a cvar that handled that .. I've not noticed it myself but will have to check it when I log in there later ( when it cools down )
In nUI we have this code that tells us to create the grid on our custom buttons. if event == "ACTIONBAR_SHOWGRID" then overlay.layers.grid:SetAlpha( 1 ); elseif event == "ACTIONBAR_HIDEGRID" then overlay.layers.grid:SetAlpha( 0 ); I also have a plugin that uses the always show grid option ( cvar ) local uiAlwaysShowActionBars = GetCVar("alwaysShowActionBars"); Then dependant on that setting it either forces the grid to show or let the events handle it. Of course they may have changed this in beta, so like I said, I will take a look later. |
That shouldn't be the problem. The CVar alwaysShowActionBars is set to 1 during the installation script. The buttons on each bar also have the showgrid attribute active.
Example bar3.lua (the one with the issue): https://github.com/liquidbase/Duffed...s/bar3.lua#L21 Example bar4.lua (without issue, empty): https://github.com/liquidbase/Duffed...s/bar4.lua#L22 On my main development char for beta there is no issue, but the bar is always filled up with skills and macros. |
I just installed your current downloadable beta version of duffedUI and I could see nothing wrong ..
This folder has a screenshot showing several bars with them all having at least 2 neighbouring buttons empty .. I'll have to replace the ones I removed when I play next rofl. https://drive.google.com/drive/folde...TO?usp=sharing |
Jep I know. On a character with filled actionbars, there is no issue. I behaved the same as what you can see on the screenshot.
With new characters, however, it looks different again. Level50 Template Character: Level1 standard character: |
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Silly question, do you have the option enabled to always show the action bars?
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For sure. The option is set once during setup and then again in the actionbar's init script to be on the safe side. alwaysShowActionBars is set to 1.
Install-Script install.lua on line 121 in function cvarsetup() Actionbar-Init-Script init.lua on line 225 in function Enable() |
doesn't seem to be an issue with the grid, the buttons are hidden for me when empty
i can show them with /run for i=1,6 do _G["MultiBarBottomRightButton"..i]:Show();end but they're gone again on mouseover maybe it helps |
Okay that's weird.
There is nothing in the code that would control that. Any idea how this can happen? |
Issue fixed with this function
Lua Code:
SetAttribute has caused an issue with MultiActionBars.lua from Blizzard. All buttons are set to nil, only buttons 1-6 of the MultiBarBottomRight are set to true. nil or false shows the grid and the button while true hides the button. In the end, @humfras got me on it. Thanks for that :) |
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Lua Code:
See here. |
Similar to my function to edit the buttons. However, since Shadowlands every button seems to have an additional field which means .nogrid, that is what caused the problem.
bar3.lua (bar with issue, shares the same code with all other bars) init.lua (file for loading and creating bars, function to hide Blizzard-Stuff can found on top of the file) |
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Where are you getting that info about .nogrid field ? I've checked the following files and none have nogrid mentioned anywhere. https://www.townlong-yak.com/framexm...tionButton.lua https://www.townlong-yak.com/framexm...onTemplate.xml https://www.townlong-yak.com/framexm...onBarFrame.xml https://www.townlong-yak.com/framexm...Controller.lua Aha .. I think this is it .. A multiactionbar specific value .. but still seems to apply to all 12 buttons unless you override that constant value. https://www.townlong-yak.com/framexm...ActionBars.lua Lua Code:
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Actually the MultiBarBottomRightButton 1 to 6 grid issue is already there since bfa.
I have been using this code in retail since 8.0. See here. For this time earlier in SL alpha, I just changed what I did in retail from 'ActionButton_ShowGrid(button, ACTION_BUTTON_SHOW_GRID_REASON_CVAR)' to 'button:ShowGrid(ACTION_BUTTON_SHOW_GRID_REASON_CVAR)'. |
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