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  1. #1

    Movable Frames v1.32

    This mod allows users to conveniently and intuitively resize interface objects.
    This mod does nothing by itself; other mods must be explicitly programmed to use it.
    When using this mod, any customizations you make will automatically be saved.


    Contents:
    ____1. Download
    ____2. Customization guide
    ____3. Modding guide
    ____4. To-do list
    ____5. Changelog

    Download:
    Requires HoN Mod Manager

    movf.honmod
    Code:
    Older versions:
    v1.32: movf.honmod
    v1.22: movf.honmod
    v1.1: movf.honmod
    v1.0: movf.honmod
    v0.9: movf.honmod
    v0.8: movf.honmod
    v0.7: movf.honmod
    v0.6: movf.honmod
    v0.5: movf.honmod
    v0.4: movf.honmod
    Customization guide:
    Opening the system
    Simply click the "Movable frames" button in the game's options.
    It will appear here:

    Note - you can access this options panel ingame by pressing f6.


    Customizing a frame:
    Here's an example interface:

    Now after clicking the "movable frames" button, it will look like this:

    To select a frame, simply click one of the boxes.

    Now, simply drag the center of the box to move the frame.
    If the frame is resizable, handles will appear. Use these handles to resize the frame.
    Some frames must maintain the ratio between width/height. These frames will only have four handles, as opposed to the normal eight.

    Hold SHIFT to maintain aspect ratio.
    Hold CONTROL to "fine-tune" the move/resize process. This will dramatically reduce mouse sensitivity and allow you to make pixel-by-pixel adjustments. This will also override frames snapping to eachother.

    Using the menu:
    As you have noticed, there is a menu that appears when you are customizing frames.
    This menu has a list of every frame.
    You can select a frame by clicking it in the list.
    Also, you can hide/show a frame by clicking the "visible" checkbox.
    To reset a frame to defaults, click it's "reset" button.

    At the bottom of the list, there is an additional checkbox/reset button. These will apply the changes to all frames.

    Multiselecting:
    You can select more than one frame at a time.
    There are two ways of selecting additional frames:
    -Hold shift and click another frame
    -Click and drag the mouse around several frames, then release.
    -Hold shift and click the name of the frame in the menu

    Once you have more than one frame selected, a large dragbox will appear that will allow you to move and resize all of the selected frames at the same time.

    Note: This large dragbox will only be resizable if ALL of the selected frames are resizable. Likewise, if any of the selected frames must maintain aspect ratio, the large dragbox will maintain aspect ratio.

    Modding guide:
    In order to use Movable Frames in your mod, you must specify a requirement tag in your mod.xml
    Code:
    <requirement name="Movable Frames"/>
    For each element that you wish to make movable/resizable, you must create an instance of "movf_frame"
    It can be placed anywhere.

    Here is a list of attributes: (underlined attributes are optional) (the values listed here are the defaults)
    Code:
    <instance
    	name="movf_frame"			
    	id="exampleframe"		Name of the ui element that you wish to move/resize
    	textid="Example Frame"		Name that the user sees
    	visible="true"			Whether the frame is visible by default
    	resizable="false"		Whether the frame can be resized
    	maintainratio="false"		Whether to maintain the aspect ratio
    	minwidth="0"			Specified as a float. This is the minimum width the frame can be, relative to the original size.
    	minheight="0"			Specified as a float. This is the minimum height the frame can be, relative to the original size.
    	maxwidth="0"			Specified as a float. This is the maximum width the frame can be, relative to the original size.
    	maxheight="0"			Specified as a float. This is the maximum height the frame can be, relative to the original size.
    	constraintoscreen="false"	Whether the frame is bounded by the screen edges.
    	snap="false"			Whether the frame can snap to other frames.
    	snapto="false"			Whether other frames can snap to this frame.
    	margin="0h"			Margin for use with snapping.
    	collapsemargins="false"		If true, the greatest margin between two frames will be used. Otherwise, the sum of the margins is used.
    	overridepos="false"		If true, use this instance to specify the default position of the frame, rather than the ui element itself.
    	x=""				*
    	y=""				*
    	width=""			*
    	height=""			*
    	align=""			*
    	valign=""			*
    	onupdate=""			**
    />
    *Only used when "overridepos" is true.
    **This allows you to specify code to execute when the frame is being moved/resized. Everytime a user modifies a frame, the onupdate code will be executed.

    Also, when a frame is updated, it is refreshed. Ie. if you have a frame named "examplepanel", it will do RefreshWidget('examplepanel') when the frame is updated.

    Other templates:
    movf_label creates a label that will scale the size of its text with the size of the label. The text will always fit.
    Code:
    <instance
    	name="movf_label"
    	fontmin="some int"		The minimum size of the font of the label.
    	fontmax="some int"		The maximum size of the font of the label.
    	Any label attribute can be used.
    />
    To-do list
    Code:
    -Add functionality for the spectator interface in addition to the game interface.
    -Snap to grid.
    Changelog
    Code:
    v1.32
    -Updated for HoN v1.0.0
    v1.31
    -The button in options is now greyed-out if you do not have a game active.
    v1.30
    -Updated for FE2
    v1.22
    -Allowed modders to specify an onrefresh="" in movf_label.
    v1.21
    -Re-added the frame for the menu button. (It was unintentionally removed in v1.2)
    v1.2
    -Multiselection!!
    -Saving fixed?
    -added new attributes to movf_label
    -removed onevaluate, onposition, and onresize from movf_frame (sorry, had to be done to get multiselect to work)
    -Constraintoscreen attribute removed. Instead, there is now a checkbox that allows you to constrain the current selection to the screen.
    v1.1
    -Hopefully fixed another saving bug.
    v1.0
    -Some technicality changes. I needed to change some variable names.
    v0.9
    -Possible fixed crash bug
    v0.8
    -Fixed save bug
    v0.7
    -Added a confirmation dialog to reset all
    -Possibly fixed save bug
    -Re-added some code that was accidentally deleted in the previous version
    v0.6
    -Fixed some issues with vertical stacking
    -Added a quick access button to the ingame interface
    v0.5
    -movf_label added
    v0.4
    -Initial public release
    Last edited by AsiaPingPong; 10-05-2010 at 10:17 PM.

  2. #2
    You are so pro AsiaPingPong
    Can you make Channeling Bar has Icon and Custom Colors ?
    Last edited by song_tinh; 02-12-2010 at 10:14 PM.
    Feeling Dangerous ?

  3. #3
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    Nice work! Can't wait for an updated MiniUI with this. Good work!

  4. #4
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    Nice work AsiaPingPong. Can't wait to see other mods make use of this.

  5. #5
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    i just don't get it what frags mean and what it does!! (i am from germany)

  6. #6
    Quote Originally Posted by P83x View Post
    i just don't get it what frags mean and what it does!! (i am from germany)
    What do frags have to do with that?
    wuuh UI Mods Player Names, Auto-Alt, Hate Button (abandoned)

  7. #7
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    frame sry! i mean frame not frag

  8. #8
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    Quote Originally Posted by P83x View Post
    frame sry! i mean frame not frag
    This is a frame.
    Quote Originally Posted by IRC
    20:11:48 | Sephinator: I got a small window.
    20:11:53 | Sephinator: I hate clouds.
    20:13:59 | SoundWizard: I hate sephiroth wannabes
    20:14:35 | @Warchamp7: i c wut u did
    Current Project: HoW40K - UI/FX Coder

  9. #9
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    This is awesome !!

    Downloading now

    EDIT: I had little trouble getting this to work but i finally understood ^^ NICE WORK BTW
    Last edited by arnold_swe; 02-13-2010 at 03:24 PM.
    AutoVoter, !BloodyBORDERSs!, PingPongRacket & [W.I.P]RockON - Pebbles Soundmod
    By Arnold_swe
    __________________

    WOLOLO Saves the DAY!

  10. #10
    Small update.
    I added a template for a label that will scale the size of its text so that the text will always fit.

  11. #11
    Very nifty!

  12. #12
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    Nice!

    but, about the options:



    It doesn't quite fit with the rest of the options :\
    Why don't you create an options menu like the others?

  13. #13
    Quote Originally Posted by Kronopt View Post
    Nice!

    but, about the options:



    It doesn't quite fit with the rest of the options :\
    Why don't you create an options menu like the others?
    Well, since the movable frames menu needs to open in the game itself, I can't put the whole menu in the game options, it wouldn't make any sense.

    Personally, I think the button fits fine where it is. It fits with the rest of the "customize your mods" environment.

  14. #14
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    I meant, instead of this:



    Why not:



    And when you click the configure button, the in-game menu pops up

  15. #15
    I feel like that would get lost if you have many mods.
    Movable Frames is not so much a mod itself as it is a system for customizing other mods.

    I'm going to add a button to the ingame interface for easy access.

  16. #16
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    One more other thing:

    There is an issue with the side scroll bar in the movable frames menu.

    When I select a panel by clicking on it, like when I click the hp bar, that panel's element in the list appears selected. But when this happens, the side scroll bar doesn't move. Here are some screens:



    So, this is the first element of the list, the Mini Target Building.

    Now, by selecting the (ex: ) Mini Chat, this happens:



    Look how the side scroll bar is still on top. By clicking the top arrow, the list doesn't move. To move the list we must drag the bar or click the bottom arrow, and when we do that, the list suddenly shows its 1st element, the Mini Target Building

  17. #17
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    And, I don't know if I should post this here or on the MiniUi Thread but, the Ui didn't save the first time I changed it

  18. #18
    Quote Originally Posted by Kronopt View Post
    One more other thing:

    There is an issue with the side scroll bar in the movable frames menu.

    When I select a panel by clicking on it, like when I click the hp bar, that panel's element in the list appears selected. But when this happens, the side scroll bar doesn't move. Here are some screens:


    So, this is the first element of the list, the Mini Target Building.

    Now, by selecting the (ex: ) Mini Chat, this happens:


    Look how the side scroll bar is still on top. By clicking the top arrow, the list doesn't move. To move the list we must drag the bar or click the bottom arrow, and when we do that, the list suddenly shows its 1st element, the Mini Target Building
    Yeah, I know that.
    This is a problem with S2's listbox.
    There is no way for me to fix it, unfortunately.

  19. #19
    My frames dont save changed positions - is it a bug from v0.6 or the problem is in MiniUi 1.2.5 ?
    Come to dark side - we have cookies !

  20. #20
    Quote Originally Posted by Oxrana View Post
    My frames dont save changed positions - is it a bug from v0.6 or the problem is in MiniUi 1.2.5 ?
    How are you exiting the game?
    After setting the new positions, immediately close the game through the game menu. Open it up again and see if it saved correctly.

    There is a problem with HoN itself, sometimes it doesn't save variables correctly (this applies to the game option also)

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