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Updated:07-08-12 02:21 PM
Created:10-30-11 12:20 PM
Downloads:11,466
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myUI  Popular! (More than 5000 hits)
Version: 1.4.2
by: jca [More]
myUI : Unit Frames+ for Rift

myUI is a collection of addons based around a shared framework.

Current modules:

myUI Core – Core framework addon. Required for all other myUI modules.
myUI Unit Frames – Configurable unit frame replacement.
myUI Buffs – Buff bars and buff boxes module.
myUI Castbars – Cast bar replacement module.
myUI Buff Tracker – Provides notifications when specified buffs fall off or are purged.
myUI Combo Tracker – Combo/attack point display for rogues and warriors.
myUI FPS – Simple, standalone FPS display for tuning purposes.

* Note, myUI FPS is only a tuning tool to help you determine the impact of various configuration options. It's non-configurable and should be disabled once you're satisfied with your setup.

Chat-line options:

/myui – displays a list of all available slash options.
/myui config – opens the configuration UI.

Installation:

As with all addons, copy the folders contained in the downloaded zip file to Rift's “/Interface/Addons” folder. Note, myUI is actually several addons and as such, there will be several folders in the download file.

Version 1.4.2

Found and fixed a couple more bugs caused by 1.9.

Version 1.4.1

Added a command to tell Watchdog to give me a second to load the configuration UI components. Seems to work on my machine although Watchdog may still cause problems on slower machines.

Version 1.4.0

This update changes the addon environment to 1.9 and addresses any depreciated or soon to be depreciated interfaces. Unfortunately, I've not had much time for much else in terms of bug fixes or additions.

Version 1.3.0

This is a tiny bug fix to address the lua error that was being generated if you clicked on the area where a unit frame exists but the unit isn't present and the command for that button was set to show the context menu.


Version 1.2.0

This is a fairly minor update consisting mainly bug fixes although one new, much-requested feature has been added.

Addressed issue with frames not updating after zoning.

Updated Rift version to 1.8.

Have enabled the default context menus for unit frames. For new users, this will be enabled by default. Existing users should add '%menu' as the macro command for whichever button you want to show the context menu. This is needed so as to not overwrite any macros you might have already assigned.

Version 1.1.0

New additions:

Line of sight for unit frames.

A new aggro color indicator that can be attached to unit frame elements.

Unit frame elements can now have 2 color indicators attached to them. Order of precedence is:

calling -> relation -> low health -> low mana -> combat -> aggro

Fixed some configuration issues for alternate profiles with certain units never enabled.

Modifier the health display for targets with really large hit point pools.

Added buff descriptions when available to the buff box tooltips.

Not in this update:

I've been working on texture support for the various bars but it's not ready and I thought it was important to get the above changes out first.

Version 1.0.0

After pretty extensive beta testing, it looks like myUI is ready to be released as a non-beta addon. I'm sure there are still some bugs somewhere in the code, but to the best of my knowledge all significant issues from beta have been addressed.


Special Installation Instructions for users of versions prior to 0.3.0 Beta:

Due to some major changes in the performance metrics of the API in Rift patch 1.6, as well as some significant new capabilities, myUI 0.3.0 is very close to being a ground up rewrite. I necessarily, broke compatibility with prior versions of myUI. Users having prior versions of myUI installed, should perform the following steps before installing version 0.3.0:

1) In your “/Interface/Addons” folder, delete all prior myUI folders.
2) In “/Interface/Saved/[acount name]/SavedVariables/” delete “myUI.lua”.
3) In “/Interface/Saved/[acount name]/[shard name]/[character name]/SavedVariables” delete “myUI.lua” for each character with which you've used a prior verion of myUI.

Moving and sizing myUI elements:

All UI elements are positioned and resized using the mouse. When entering configuration mode, all elements, or at least the space they represent, will show with a semi-transparent, red box over them. There will additionally be 4 pieces of information displayed for each element:

An identifier showing what the UI element is.
The size, in pixels, of the element.
Its location relative to the upper left-hand corner of the screen
The movement and resize increment in use for those operations.

Left-clicking and dragging the element will reposition that element. In configuration mode, there will also be a grab handle in the lower right-hand corner of each UI element that can be used to resize that element. Both of these operations “snap” in increments that default to 10 pixels. The change those increments, right-click on the element and it will decrease the “snap” increment in use and at 1, will return to 10 pixels.

A few elements have additional mouse features for configuration.

For the unit frames and buff elements, the row and column spacing for the raid frames can be changed by right-clicking and dragging the grab handle on each frame.

The size of buff boxes and height of buff bars can be changed using the mouse wheel. For the combo points tracker, the mouse wheel changes the amount of padding between combo point elements.

Finally, a note about performance:

I've worked hard to ensure the best performance possible from myUI. I'm sure there are some small optimizations that I can and will make as the addon matures, but I don't believe there are any major improvements to be made. Between the sheer scope of myUI as well as the constraints of the API (which is itself in beta form), there are limits to what you can reasonably expect in terms of performance.

myUI has a range of options that is quickly approaching the level of silliness and if you turn every single possible item on using the max settings, your performance will most likely be unacceptable. Using a reasonable configuration, I'm getting very good frame rates. So basically, use the options you'll actually get use from and turn off things that are superfluous for your specific needs.
Optional Files (0)


Archived Files (15)
File Name
Version
Size
Author
Date
1.4.1
1MB
jca
07-04-12 10:07 AM
1.4.0
1MB
jca
06-28-12 08:32 PM
1.3.0
1MB
jca
04-28-12 08:44 AM
1.2.0
1MB
jca
04-23-12 07:46 AM
1.1.0
1MB
jca
02-10-12 08:03 AM
1.0.0
1MB
jca
01-19-12 09:37 AM
0.3.3 Beta
1024kB
jca
01-03-12 07:39 AM
0.3.2 Beta
1024kB
jca
12-29-11 11:26 AM
0.3.1 Beta
1023kB
jca
12-14-11 09:33 AM
0.3.0 Beta
1023kB
jca
12-12-11 04:28 PM
0.3.0 Beta
1023kB
jca
12-12-11 08:14 AM
0.2.2 Beta
1MB
jca
11-16-11 06:01 PM
0.2.1 Beta
1MB
jca
11-07-11 04:11 PM
0.2.1 Beta
1MB
jca
11-07-11 03:38 PM
Version 0.2.0 B
1MB
jca
10-30-11 12:20 PM


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Unread 12-24-11, 11:05 AM  
wowreinja

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Quote:
Originally Posted by Kuwabara
was wondering if there is an option to turn off the FPS markers on the right side of the screen?
disable the addon
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Unread 12-24-11, 10:47 AM  
Kuwabara
 
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was wondering if there is an option to turn off the FPS markers on the right side of the screen?
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Unread 12-19-11, 03:34 PM  
jca
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Quote:
Originally Posted by adelea
Quote:
Originally Posted by jca
Thanks a bunch for the analysis. I will look into those. One thing though, one the ifnil() statements, d1 should be the specific settings, while d2 is the default, ie user specific if it exists, use the default if not. I'll have to see why the specific unit setting isn't being used.
At the top of _layoutIcon you have:


local d1 = uf.def.icons[iconName]
local d2 = _aprofile.icons[iconName]

Which is what lead me to think that d1 is the defaults, and d2 the profile.
Actually, I mispoke. d1 isn't user-specific, it's unit frame specific.

Both d1 and d2 are profile-specific. uf is the current unit frame. uf.def is the definition/settings for that unit frame. The subsettings directly under the profile that are not in the 'unit frames' section, represent setting for all unit frames if that particular frame doesn't have it's own specific setting. Thus if the setting in d1 is nil, the settings for all unit frames (d2) should be used.

d1 = [saved_variables][profiles][specific-profile][addons]['myUIUF'][frames][specific-frame][section] where section = 'icons'

d2 = [saved_variables][profiles][specific-profile][addons][['myUIUF'][section]

The problem seems to stem from things that have been reset to the unit-frame defaults for a given profile. Right after a profile section is passed to the unit frames, I call a function called nilCopy() that copies missing values into the profile from the defaults. I think it's a flaw in my logic related to that.

edit:

Yep it's the nilCopy. What's happening is this: we get a set of default settings. The nilCopy goes through those settings and applies them to the profile for anything that's nil. I made some default settings for some unit frames so the raid frames are already in a reasonable layout, etc. The problem with that is, is that telling a frame to use the default is accomplished by setting the particular setting to nil. The problem with that is that the next time the profile is loaded, nilCopy above, applies the defaults for frames that have specific settings, overriding the default frame settings.

I'll get a fix out for that this weekend.

.

.
Last edited by jca : 12-20-11 at 12:08 PM.
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Unread 12-19-11, 01:23 PM  
adelea
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Quote:
Originally Posted by jca
Thanks a bunch for the analysis. I will look into those. One thing though, one the ifnil() statements, d1 should be the specific settings, while d2 is the default, ie user specific if it exists, use the default if not. I'll have to see why the specific unit setting isn't being used.
At the top of _layoutIcon you have:


local d1 = uf.def.icons[iconName]
local d2 = _aprofile.icons[iconName]

Which is what lead me to think that d1 is the defaults, and d2 the profile.
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Unread 12-19-11, 09:49 AM  
jca
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Thanks a bunch for the analysis. I will look into those. One thing though, one the ifnil() statements, d1 should be the specific settings, while d2 is the default, ie user specific if it exists, use the default if not. I'll have to see why the specific unit setting isn't being used.

Quote:
Originally Posted by adelea
A few more things that dont get saved:

player.target : Icon : Tagged
palyer.target : Icon : Role

These both reset on login to the values set in the myui.defaults.lua file, rather than using the ones in the saved variables.

In _layoutIcon :

local anchor = ifnil(d1.anchor, d2.anchor)
icon:SetPoint("CENTER", uf, anchor, ifnil(d1.xoff, d2.xoff), ifnil(d1.yoff, d2.yoff))

If I'm reading this right, ifnil will use d2 if d1 is nil (d1 being defaults, d2 being aprofile, which is the players settings).

Tagged has an anchor set in the defaults file (for player.target), so this code will always use that in preference to the one in the user profile.

For role, it's the same thing:

icon:SetSize(ifnil(d1.cxy, d2.cxy))
icon:SetPoint("CENTER", uf, anchor, ifnil(d1.xoff, d2.xoff), ifnil(d1.yoff, d2.yoff))

The defaults has values for these, so they get used rather than the profile settings.

EDIT: Removing these values from the myui.defaults.lua file appears to have solved the issue for me of them not being applied correctly on login.

EDIT2: Another thing =)

When you 'Reset' the PvP / Role / Tagged icons, it seems as though it picks the Player size/x-off/y-off to DISPLAY, but seems to actually use the right values.
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Unread 12-19-11, 03:34 AM  
adelea
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A few more things that dont get saved:

player.target : Icon : Tagged
palyer.target : Icon : Role

These both reset on login to the values set in the myui.defaults.lua file, rather than using the ones in the saved variables.

In _layoutIcon :

local anchor = ifnil(d1.anchor, d2.anchor)
icon:SetPoint("CENTER", uf, anchor, ifnil(d1.xoff, d2.xoff), ifnil(d1.yoff, d2.yoff))

If I'm reading this right, ifnil will use d2 if d1 is nil (d1 being defaults, d2 being aprofile, which is the players settings).

Tagged has an anchor set in the defaults file (for player.target), so this code will always use that in preference to the one in the user profile.

For role, it's the same thing:

icon:SetSize(ifnil(d1.cxy, d2.cxy))
icon:SetPoint("CENTER", uf, anchor, ifnil(d1.xoff, d2.xoff), ifnil(d1.yoff, d2.yoff))

The defaults has values for these, so they get used rather than the profile settings.

EDIT: Removing these values from the myui.defaults.lua file appears to have solved the issue for me of them not being applied correctly on login.

EDIT2: Another thing =)

When you 'Reset' the PvP / Role / Tagged icons, it seems as though it picks the Player size/x-off/y-off to DISPLAY, but seems to actually use the right values.
Last edited by adelea : 12-19-11 at 05:13 AM.
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Unread 12-18-11, 01:14 AM  
mattikinsmatt
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Re: Re: resetting config window

Quote:
Originally Posted by jca
Quote:
Originally Posted by mattikinsmatt
Hi,
Just downloaded your ddon and I'm loving it. Getting it set up the way i want it which is great
Just 1 quick question, I have moved the config window out the top of my screen so i cant drag it back down to close it properly or move it at all. Click + drag anywhere does not move it nor on any of the boarders.

Just wondering if there's a way to reset the position of the config window or move it someway else other than the bar at the top?

Cheers
Lol, you're not the first one that's done this so I guess I'd better add some checks to the drag code to make sure y doesn't go negative. Until I have an update for that, here's how to fix it (pasted from an earlier post):

Exit Rift and open the myui.lua file in your saved variables folder. Notepad will do just fine.

Search for these values:

ConfigX = 206,
ConfigY = 162,

Those are the saved coordinates of the config window. Yours will obviously have different numbers. I'm guessing your ConfigY value is negative. Just change it to something like 200 and then restart Rift. You config screen should be back where you can move it again.

Cheers for that mate, fixed it right up!
Just wondering also if debuffs on the raid frames is possible at the moment(in the sense of how the norm raid frames show debuffs on raid)?? Very well needed for dispells in raids.

Thanks again
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Unread 12-17-11, 09:53 PM  
wowreinja

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Re: Re: withof raid frames

Quote:
Originally Posted by jca
Quote:
Originally Posted by wowreinja
i 'm real happy with this ui . is there a way to change the with of raid frames?
Just use the little grab handle in the lower-right corner of the first raid unit's frame.
tyvm i notice a readyck icon but i can find it on the raid page. do i need to enable something so i can see it on the raid frame? also how do i see my soul sickness? lol maybe even if im the party leader
Last edited by wowreinja : 12-17-11 at 10:29 PM.
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Unread 12-17-11, 05:18 PM  
TimeBomb
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I tried this addon briefly in it's earliers stages, and it was missing too much functionality at the time for me to want to use it permanently.

Now, coming back and trying it again - it's fantastic. The only reason I am not using it is because I do use the unit frames right click menu quite a bit, and the API doesn't support that yet. Once it does and it is implemented here, I'll definitely start using this permanently.

Overall, fantastic job.

Quote:
Originally Posted by jca
Also, I'd like some opinions. Once this basic myUI package is in good shape and I'm comfortable about it not being beta, I have a number of other addons I'd like to write that aren't as generalized as unit and buff frames.

Does the model of packaging everything together work well or should I break all the component addons into separate packages for download? Everything right now pretty much compliments each other so a full package seems to me to be a good way to do it. What about when I start adding less generalized addons?

Opinions?
I would lean more towards separating them, just because all the addons serve moderately different functions, despite working together in synergy very well. Obviously, if one of the addons is near-useless without another, then pairing them up would be the better choice.
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Unread 12-17-11, 01:54 PM  
jca
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Also, I'd like some opinions. Once this basic myUI package is in good shape and I'm comfortable about it not being beta, I have a number of other addons I'd like to write that aren't as generalized as unit and buff frames.

Does the model of packaging everything together work well or should I break all the component addons into separate packages for download? Everything right now pretty much compliments each other so a full package seems to me to be a good way to do it. What about when I start adding less generalized addons?

Opinions?
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Unread 12-17-11, 01:30 PM  
jca
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Re: withof raid frames

Quote:
Originally Posted by wowreinja
i 'm real happy with this ui . is there a way to change the with of raid frames?
Just use the little grab handle in the lower-right corner of the first raid unit's frame.
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Unread 12-17-11, 11:11 AM  
jca
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BTW, anyone want to volunteer for alternate language translations ? Or even better, doing some Help documentation?
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Unread 12-17-11, 11:05 AM  
jca
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Good info. This should be enough for me to track this one down.

Quote:
Originally Posted by adelea
Quote:
Originally Posted by jca
Quote:
Originally Posted by Throval
Mini bug report:
Unit frames, player.target, text in Healthbar left: size doesn't seem to save
same with size of Tagged icon there.
Hmmm, strange. I just rechecked it and it seems to be saving for me. Is anyone else seeing this? I did correct a bug with the left text on the chargebar in the last release.
Yes, I am seeing this too.

After a bit of playing around, it seems that it only doesnt save, if the size is set via 'Reset' to pick up the unit defaults.

If I reset it, and reloadui, it reverts to the previous value.

If I manually adjust it on the Target options, it saves it.
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Unread 12-17-11, 09:31 AM  
wowreinja

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withof raid frames


i 'm real happy with this ui . is there a way to change the with of raid frames?
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Unread 12-17-11, 08:58 AM  
Rykochet

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I love this addon you've made. I'm also having some problems with refreshing hp/mp on my mage and not being able to see auras on targets/bosses (exp. Matron). Other than that you're doing an awesome job and I'm loving it like a fat kid at Mickey D's.
Last edited by Rykochet : 12-17-11 at 08:59 AM.
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