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03-21-10, 07:49 AM   #21
Xrystal
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Thats what it has always done Scott. Works fine in 3.3.2 .. but now it seems to think that nUI isn't loaded until PlayerEnteringWorld triggers and not Variables Loaded.

I can get the standard frame working find with nUI but the docking system just refuses to work ..
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03-21-10, 08:19 AM   #22
spiel2001
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Did you see the edit? That method guarantees it is loaded *if* it exists. You can do that step in the ADDON_LOADED phase.
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03-21-10, 08:44 AM   #23
Xrystal
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Yeah I tried that as well. Doesn't even print text in ADDON_LOADED block for nUI.

nUI is clearly loading though but the tests I am doing are treating as if it isn't. I even temporarily turned nUI on as a LoadOnDemand addon in case that was stopping it but nope.

It's working in the sense that the non infopanel mode of the scrolling watch frame seemingly works as usual ( not that I tested it all out again yet ). It's just the infopanel doesn't seem to get created and I didn't touch that part of the code so it should work the same as it did in 3.3.2.

I'll be spending some more time on it during the week though so hopefully I will get it sorted out.
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03-21-10, 12:03 PM   #24
spiel2001
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Just out of curiosity, what happens if you make your addon fully dependent on nUI? Does it still load incorrectly? If so, then the problem's in your logic somewhere because that mode guarantees the first mod is loaded before your mod is.
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What people don't get is that I am, ultimately, an artist at heart.
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03-21-10, 12:36 PM   #25
Xrystal
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Okay without any code changes from 3.3.2 on the 3.3.3 test center the infopanel code loads fine apart from the odd watchframe_update error below and uses the width set up in non infopanel mode and ignoring the resizing I set up that worked fine in 3.3.2. *puzzled*

Code:
[2010/03/21 18:25:28-56-x1]: Interface\FrameXML\WatchFrame.lua:365: attempt to perform arithmetic on a nil value:
<in C code>: in function `WatchFrame_Update'
Interface\FrameXML\WatchFrame.lua:274: in function <Interface\FrameXML\WatchFrame.lua:230>:
<in C code>: in function `SetMapToCurrentZone'
...d_BattlefieldMinimap\Blizzard_BattlefieldMinimap.lua:58: in function <...d_BattlefieldMinimap\Blizzard_BattlefieldMinimap.lua:57>:
<in C code>: in function `Show'
...ault\InfoPanels\nUI_InfoPanel_BattlefieldMinimap.lua:294: in function `setEnabled':
...ault\InfoPanels\nUI_InfoPanel_BattlefieldMinimap.lua:207: in function `initPanel':
nUI-5.06.10 (Plus)\Integration\nUI_InfoPanel.lua:793: in function `applyScale'
nUI-5.06.10 (Plus)\Integration\nUI_InfoPanel.lua:908: in function `applyOptions'
nUI-5.06.10 (Plus)\Integration\nUI_InfoPanel.lua:937: in function `applySkin'
nUI-5.06.10 (Plus)\Main\nUI.lua:249: in function <Interface\AddOns\nUI\Main\nUI.lua:137>
Okay, put back the 3.3.3 version I worked on the last 2 weeks or so and it definitely doesn't like to work in the infopanel so I am clearly making it pop out of the infopanel somewhere. So, looks like I will have to track down what changes I somehow missed putting in nUI checked blocks.
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03-21-10, 01:02 PM   #26
Xrystal
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Ah, strange, but managed to get it working but only if I hard code the nUI is Loaded and InfoPanel flags. Sounds like its the values not being loaded problem nUI is getting. Testing for it returns false at Variables Loaded stage and that is where the setup needs to be done.

Eg: This doesn't work

addonData["nUI"].Loaded = IsAddOnLoaded("nUI");
if ( addonData["nUI"].Loaded and addonData["nUI"].InfoPanel ) then
print("We are using the infopanel");
end

But this does

addonData["nUI"].Loaded = true;
addonData["nUI"].InfoPanel = true;
if ( addonData["nUI"].Loaded and addonData["nUI"].InfoPanel ) then
print("We are using the infopanel");
end

But if I put all creation code in PlayerEnteringWorld the whole watchframe messes up. *sigh* .. looks like another all dayer so will look at this during the week when I have more time rofl.
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03-21-10, 01:27 PM   #27
spiel2001
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Here's a really simple test you can do at the "variables" loaded phase....

if nUI then
print( "using the info panel" );
end

that should do it. When nUI is loaded, it created a "nUI" global variable and that really is all you need to test for.
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03-21-10, 01:30 PM   #28
Xrystal
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ah I will have to try that way and see if that works more consistently.
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03-21-10, 02:43 PM   #29
Xrystal
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Aha, found the cause.

I'll have to double check why I did it specifically but I moved my Loading of saved variables to PlayerEnteringWorld instead of VariablesLoaded. Which meant that the non infopanel version worked fine as it is built up in PlayerEnteringWorld but the InfoPanel version is built in VariablesLoaded which of course has only the defaults to go by which means no infopanel so it ignores the whole block rofl.

So, added a VariablesLoaded flag and I reload the variables if they haven't already been loaded since the last save or create to ensure the latest data is being used when needed.

Well, so far so good. The filters work in the infopanel. It glitches out though when you first do the switch although I was pretty sure that was what I fixed before.

Edit: .. and cool .. with a few minor tests added it works in 3.3.2 as well. Will need to run a full test in all 4 scenarios to be on the safe side though so something for next week to do.
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Last edited by Xrystal : 03-21-10 at 03:01 PM.
 
03-23-10, 06:15 AM   #30
Xrystal
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Ah, what timing. Looks like 3.3.3 will go live shortly so I only had to finish off my testing on the test server. There are a few minor irritants, some due to the options=nil bug that occurs fairly often on the test server. But all in all it does pretty much what the default does but with extra bells and whistles.
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03-23-10, 07:59 AM   #31
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I presume by shortly you don't mean today... yes?

I need to get into the test realm and see what's up with those initialization errors.
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My brush has two colors, 1 and 0, and my canvas is made of silicon.



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03-23-10, 08:26 AM   #32
todd0168
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Originally Posted by spiel2001 View Post
I presume by shortly you don't mean today... yes?

I need to get into the test realm and see what's up with those initialization errors.
Sorry bud, but, yes, shortly means today.
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03-23-10, 08:33 AM   #33
spiel2001
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/sigh

So... that's gonna mean a raft of new support e-mails tonight.

I really did not expect that to go live so fast.

~grumble~
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What people don't get is that I am, ultimately, an artist at heart.
My brush has two colors, 1 and 0, and my canvas is made of silicon.



Official nUI Web Site: http://www.nUIaddon.com
Official nUI Support Forum: http://forums.nUIaddon.com
My day job: http://www.presidio.com/
 
03-23-10, 01:18 PM   #34
Marthisdil
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Originally Posted by spiel2001 View Post
/sigh

So... that's gonna mean a raft of new support e-mails tonight.

I really did not expect that to go live so fast.

~grumble~
Been what, bout 3 weeks on the PTR, no? Seems to be about the usual schedule for the minor fix patches. 3.3.5 I would imagine would be a touch longer as it's adding new content. Not sure tho as it's only 1 mob!
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03-23-10, 03:09 PM   #35
Xrystal
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And to add to that my brother told me that there are outstanding bugs on the version that weren't fixed before they reported going live. So yikes.
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WoWInterface » Featured Projects » nUI, MozzFullWorldMap and PartySpotter » Customization » nUI: Developer Chat » UI Changes coming in 3.3.3

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