modui

Re: modui

by slverbaur » Tue Jan 05, 2016 11:50 pm

Hey modernist, I have a suggestion based on the color-change that you're showing above.


Remember how, in the default UI, if you open the world map and enter combat, it flashes red around the corners to show that? It makes sense because you can't see if somebody is attacking you when the world map takes up the whole screen.

Well, a similar feature could be useful in modui because the world map still covers a big part of the screen. A situation might occur where the player can't see if he's in combat. (The player might have moved his unitframes to a position where they're covered by the world map, for example.)

So the idea is to make the textures of the action bars, minimap, worldmap and uniframes flash red in a similar fashion to what you show above, if the world map is open and the player enters combat.


Would it be possible to make it change the color of the UI to red, and then just turn the whiteness/blackness value up and down, and then back to the user-defined setting if the map is closed or the player exits combat?

Or maybe it would be better to make it go back and forth between red and white in the color-wheel, while keeping the blackness/whiteness setting at a level where it's possible to see the change.
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Re: modui

by modernist » Wed Jan 06, 2016 9:04 am

Prdzlol wrote:Hi guys,
i try to install ModUi but it doesn't work...

I put the folder in my interface / addon and deleted "-master" but nothing.
In game i have an addon named "Ui" but i can't open it.
Can you guy's help me please ?


is the issue that the mod itself doesn't work (i.e. no black textures) or that you can't access the menu in-game? because the options aren't currently enabled in this version.

if its the former, do you have any other addons installed?

"ui" is modui in the addons window in-game. it will be named "modui" in the next version.
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Re: modui

by modernist » Wed Jan 06, 2016 9:05 am

slverbaur wrote:Hey modernist, I have a suggestion based on the color-change that you're showing above.


Remember how, in the default UI, if you open the world map and enter combat, it flashes red around the corners to show that? It makes sense because you can't see if somebody is attacking you when the world map takes up the whole screen.

Well, a similar feature could be useful in modui because the world map still covers a big part of the screen. A situation might occur where the player can't see if he's in combat. (The player might have moved his unitframes to a position where they're covered by the world map, for example.)

So the idea is to make the textures of the action bars, minimap, worldmap and uniframes flash red in a similar fashion to what you show above, if the world map is open and the player enters combat.


Would it be possible to make it change the color of the UI to red, and then just turn the whiteness/blackness value up and down, and then back to the user-defined setting if the map is closed or the player exits combat?

Or maybe it would be better to make it go back and forth between red and white in the color-wheel, while keeping the blackness/whiteness setting at a level where it's possible to see the change.


interesting idea, i'll try it out when i get a chance
modernist
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Re: modui

by Prdzlol » Wed Jan 06, 2016 3:19 pm

modernist wrote:
Prdzlol wrote:Hi guys,
i try to install ModUi but it doesn't work...

I put the folder in my interface / addon and deleted "-master" but nothing.
In game i have an addon named "Ui" but i can't open it.
Can you guy's help me please ?


is the issue that the mod itself doesn't work (i.e. no black textures) or that you can't access the menu in-game? because the options aren't currently enabled in this version.

if its the former, do you have any other addons installed?

"ui" is modui in the addons window in-game. it will be named "modui" in the next version.


I found how to do it thank you, it's working now =)
Prdzlol
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Re: modui

by SSJSketch » Thu Jan 07, 2016 4:02 am

Modernist, instead of having reputation bar colored by class.. why not have it by faction reaction/standing (code below)?

Line 5:
Code: Select all
local colour = FACTION_BAR_COLORS[4]

Line 29:
Code: Select all
    function ReputationWatchBar_Update(newLevel)
        if not newLevel then newLevel = UnitLevel'player' end
        orig.ReputationWatchBar_Update(newLevel)
        local _, standing, min, max, v = GetWatchedFactionInfo()
        local x

        if standing and standing > 0 then colour = FACTION_BAR_COLORS[standing] else colour = FACTION_BAR_COLORS[4] end

        if v > 0 then x = ((v - min)/(max - min))*ReputationWatchStatusBar:GetWidth() end

        ReputationWatchBar:SetFrameStrata'LOW'
        ReputationWatchBar:SetHeight(newLevel < MAX_PLAYER_LEVEL and 4 or 5)

        if newLevel == MAX_PLAYER_LEVEL then
            ReputationWatchBar:ClearAllPoints()
            ReputationWatchBar:SetPoint('TOP', MainMenuBar, 0, -4)
            ReputationWatchStatusBarText:SetPoint('CENTER', ReputationWatchBarOverlayFrame, 0, 3)
            MainMenuExpBar.spark:Hide()
        else
            MainMenuExpBar.spark:Show()
        end

        ReputationWatchStatusBar:SetHeight(newLevel < MAX_PLAYER_LEVEL and 4 or 5)
        ReputationWatchStatusBar:SetStatusBarColor(colour.r, colour.g, colour.b, 1)

        ReputationWatchStatusBar.spark:SetPoint('CENTER', ReputationWatchStatusBar, 'LEFT', x, -1)
        ReputationWatchStatusBar.spark:SetVertexColor(colour.r*1.3, colour.g*1.3, colour.b*1.3, .6)
    end


Secondly when mousing over unitframes ("i.e. target frame") the tooltip's health bar needs an extra line break.
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Re: modui

by modernist » Thu Jan 07, 2016 4:36 am

It's coloured by class just to harmonise with other elements in the ui that are also that way — the class color of the player frame name background, several class coloured text hovers, the new settings button etc.

permit me to get a bit gooey about design philosophy for a second, but they're usually strong colours with an individidual thematic resonance for the players' character, so the repbars design and placement offers a nice horizontally fixed 'band' that subtly strengthens and reinforces these little repeated gestures by unifying them.

There's some interesting theory to this method in the prairie schools of design: https://en.m.wikipedia.org/wiki/Prairie_School

ANYWAY, the benefit of this new settings menu is that I could make that kind of display an option toggle if you like. Allowing a switching back and forth between the faction and class colour tables based on preference.

edit: missed your second point. Are you using another unit frame on top of modui by any chance? The tooltip *should* compensate for the statusbar when mousing over a unit (hiding it because the hp value is right there!), but there's been a couple of issues with the consistency of frame names
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Re: modui

by slipry » Thu Jan 07, 2016 4:59 am

nvm
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Re: modui

by SSJSketch » Thu Jan 07, 2016 2:05 pm

modernist wrote:It's coloured by class just to harmonise with other elements in the ui that are also that way — the class color of the player frame name background, several class coloured text hovers, the new settings button etc.

permit me to get a bit gooey about design philosophy for a second, but they're usually strong colours with an individidual thematic resonance for the players' character, so the repbars design and placement offers a nice horizontally fixed 'band' that subtly strengthens and reinforces these little repeated gestures by unifying them.

There's some interesting theory to this method in the prairie schools of design: https://en.m.wikipedia.org/wiki/Prairie_School

ANYWAY, the benefit of this new settings menu is that I could make that kind of display an option toggle if you like. Allowing a switching back and forth between the faction and class colour tables based on preference.

edit: missed your second point. Are you using another unit frame on top of modui by any chance? The tooltip *should* compensate for the statusbar when mousing over a unit (hiding it because the hp value is right there!), but there's been a couple of issues with the consistency of frame names

Toggle command would be nice :3

as for the second part, I do not use any other unit frames. I even turned off ALL addons except for modui and it still shows the health bar over text. (I.E "Level # Race Class (Player)" or "PvP") when mousing over target frame's health bar.. when I mouse over the target frame's portrait it is fine (shows the "Shift + Drag to move TargetFrame" part)
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Re: modui

by modernist » Thu Jan 07, 2016 2:28 pm

v57

+ options panel!
+ extensive rewrites for integration w/ options
+ channeled spells tracked by castbars
+ dungeon maps (currently raids only)
+ font switched for multi-lingual support
+ server population added to stats tooltip
+ skinning for auctionhouse
+ skinning support for KLHThreat, swstats & Postal
+ better aura positioning
+ additional smooth bar support
- error on unit tooltips w/ bag open
- bug with tooltip owner
- bug with ‘checked’ button textures

the options panel can be opened by clicking the 'M' button found on the MainMenuBar, or with the '/modui' slash command if you use a custom bar addon or prefer that method. please let me know if something is missing, not working, or doesn't have the level of control you would prefer.

one of the unannounced additions is map overlays for dungeons within your world map:

Image

these are pulled from the WOTLK+ world map and loaded on demand if you open your map whilst in the particular instance. currently only raids are supported, but if the reception for it is warm i'd be open to continuing to add party-based dungeons too.

please note that these do NOT track players within the instance, they are for reference only.

many, many thanks to kuurtzen for his tireless effort helping to snipe bugs and flesh out features.
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Re: modui

by modernist » Thu Jan 07, 2016 2:38 pm

SSJSketch wrote:Toggle command would be nice :3

as for the second part, I do not use any other unit frames. I even turned off ALL addons except for modui and it still shows the health bar over text. (I.E "Level # Race Class (Player)" or "PvP") when mousing over target frame's health bar.. when I mouse over the target frame's portrait it is fine (shows the "Shift + Drag to move TargetFrame" part)


i'l add it in the next version.

i've just reproduced the issue with the tooltip statusbar and see the issue — will also be fixed in the next version.

one other thing that missed the cut was an option to toggle between the new choice of font and the "old" one modui used, for users who just stick with the default set. that's coming too.
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