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Updated:07-08-12 02:21 PM
Created:10-30-11 12:20 PM
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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 04-24-12, 06:33 AM  
jca
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Quote:
Originally Posted by hedich
seems like alot of addons have a "click-thru" problem, is this just the API in rift being bad or can it be fixed? for example when i don't have a target and click where the target frame is i get lua errors and i cant click thru it .
This is a limitation of the api, specifically, the secure frames framework. In layman's terms, any frame that casts macros or sets its mouseover unit must be in "secure" mode. However, to prevent automation, any frame in secure mode is extremely limited in what can be done with it while in combat. It can't be resized, moved, have its visibility changed or its click actions changed.

So basically, unit frames have to be built using non-secure frames for all the visible parts that need updating with an invisible secure frame over/under it to catch and respond to clicks. The consequence is that while we can hide/show the non-secure elements as needed during combat, the secure frame can't really be manipulated and so it's always there, just invisible, even if a unit isn't present.

Are you getting a lua error from myui when you click in a frame's area if the unit isn't present? If so, please give me the details of the error as I haven't seen that.

.
Last edited by jca : 04-24-12 at 06:36 AM.
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Unread 04-24-12, 01:42 AM  
hedich

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seems like alot of addons have a "click-thru" problem, is this just the API in rift being bad or can it be fixed? for example when i don't have a target and click where the target frame is i get lua errors and i cant click thru it .
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Unread 04-23-12, 06:03 PM  
jca
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Re: Raid Growth options

Quote:
Originally Posted by Mekamu
So I'm not sure how i did it before, but i was able to have a movable frame for each person in my raid. and i loved being able to do that! when i did a /reloadui command to fix another addon it jumped back to default behavior of putting the entire raid in one "group" that just had each group in its own column and went to the right. is there a way to get back the individual per-person movable frames? or at least be able to move them per group instead of as a raid as a whole?
I'm not sure how you could've had them positioned individually before myUI has always positioned raid frames in relation to group01 (the first raid member). You can change the column and row spacing however.
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Unread 04-23-12, 12:58 PM  
Mekamu

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Raid Growth options

So I'm not sure how i did it before, but i was able to have a movable frame for each person in my raid. and i loved being able to do that! when i did a /reloadui command to fix another addon it jumped back to default behavior of putting the entire raid in one "group" that just had each group in its own column and went to the right. is there a way to get back the individual per-person movable frames? or at least be able to move them per group instead of as a raid as a whole?
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Unread 04-23-12, 07:50 AM  
jca
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So the update is out.

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.

I'm still stupid busy so it will be at least a couple of weeks before I'm able to really go over the 1.8 api updates in depth as well as get back to some of the additional features I've wanted to add.
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Unread 04-21-12, 05:57 AM  
jca
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Hi guys,

I'm finally home this weekend and will be for the next 2 weeks (yeah !!!). My plan is to hopefully have time on Sunday to get my office and gaming rig setup so I can log in and test my next update against 1.8 to make sure there aren't any new wrinkles to address. If all is good, I'll push that update out. If I find any issues from 1.8 I may have to delay a few evenings but nothing major.

Quote:
Originally Posted by Jaradcel
Trying to resize raid frames, but I don't seem to have the "pull bar" that the other bars have anywhere on the raid frames section. Am I just blind? =/
There will be a grab handle on unit 1 for all the raid-related frames/buffs/etc that controls the size of all the grouped raid frames.

Quote:
Originally Posted by Jaradcel
Also, is there a way to make the target's portrait be the "face" (I.e. same as vanilla Rift's UI) while I hide my own?
Unless something is changed in 1.8 (I haven't had any times to read the api notes for 1.8, but I doubt this has changed) we don't have access to any methods to get a unit's real 'portrait'. At the same time, as someone who mainly pvp's, I find the instantly recognizable class 'portrait' to be infinitely more useful Having said that, once we have that capability, I'll surely add it as an option.
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Unread 04-21-12, 02:47 AM  
Jaradcel

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Trying to resize raid frames, but I don't seem to have the "pull bar" that the other bars have anywhere on the raid frames section. Am I just blind? =/

Also, is there a way to make the target's portrait be the "face" (I.e. same as vanilla Rift's UI) while I hide my own?
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Unread 04-16-12, 06:31 PM  
aventia

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hey man just glad to hear your still in the game. Cant wait to see whats new with the addon when you get moved in. BTW grats on the new home.
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Unread 04-13-12, 07:32 AM  
Grixal

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Thanks for letting us know jca!

Real Life before games... just glad you are still in the game! I've tried several other UI's and they just don't work as amazingly well as yours does.

I don't know if I speak for others, but take care of your real life stuff before the UI.

I am happy to know you are not gone!
Last edited by Grixal : 04-13-12 at 07:33 AM.
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Unread 04-13-12, 05:48 AM  
jca
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HI all,

Listen, I really apologize for being AWOL the last couple months. Long story short, I closed on a new house 2 months ago and at the same time **** hit the fan at work and I've been on the road almost every week since then 'til now. Between work and trying to get in the move/setup for the new house I've been completely overwhelmed and coding a game addon has not even been on the radar as far as things to have time for.

However, I do have an update in the can that I'll put up soon. It doesn't contain any new features but several fixed to address the bug where frames don't always update, particularly after zoning.

The complication is that the code changes are on my gaming rig which isn't even setup at the new house (my whole office is a shambles) and I'm not home for more than a few hours 'til the weekend after next. At that point, I'll actually have a week at home (yeah - knock on wood) and I should be able to get up and running and push that update out.

Once again, I apologize for not keeping things updated, things have just been insane for me lately.

Oh, let me answer a couple of the latest questions I see:

Regarding @mouseoverui - this is an api thing. To enable mouseover unit recognition, each unit's frame have to be registers with the api for that unit. It seem to work for @mouseover but @mouseouverui doesn't. Hopefully, the api will be changed to address that.

About the area behind unit frames being non-clickable even if the frame's unit isn't present - that too is an api thing. To perform the various things unit frames need to do, the frame must be registered as a "secure" frame. The issue with secure frames is that they are extremely limited in what actions they can perform during combat. This included changes to click-actions and visibility. Each unit's frame is composed of a number of normal frames (so text, bars, etc can be updated in combat) overlayed on an invisible secure frame to catch mouse-clicks, perform macros, etc. In theory, you could possible show/hide the secure frame using by catching an even that signals the beginning of combat (but before actually entering combat) but my work with that proved to be very unreliable.
Last edited by jca : 04-13-12 at 06:01 AM.
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Unread 04-12-12, 02:49 PM  
aventia

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so were has this other gone. any one know.
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Unread 03-25-12, 04:03 PM  
Grixal

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CPU use?

I found an addon that shows cpu usage in the main UI window, not the mouseover one built in.

I have been trying to figure out the lag I have been having in encounters like the Emerald Isle invasions.

What is curious to me is that when I just mouseover another player, the CPU % can jump to as high as 38-43% CPU use. Yes, just mousing over a player, not their name in the group list, the actual player.

I'm a little puzzled why the CPU % would jump this high for just mouseover of a player?

Is there a way to optimize the add-on so this doesn't use so much CPU?
Last edited by Grixal : 03-25-12 at 04:04 PM.
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Unread 03-24-12, 11:26 AM  
aventia

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i was thinking the same thing. I hope this addon isnt dead.
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Unread 03-24-12, 08:11 AM  
Grixal

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I truly hope the author of this add-on has not faded away.

I have not seen a comment from them in quite awhile.
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Unread 03-23-12, 09:16 PM  
Ageeb

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Minor Issue

I'm having an issue where the healthbar text doesn't update as it's dropping. The graphic (bar is dropping properly). It seems it only is on the player unit while target unit is working fine.

Doesn't seem to matter if I pick %, health, etc.

Anyone else experiencing this?
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