Create panels for customizing your UI, sucessor to eePanels

Wiki and FAQ

Sample Scripts

OnClick now provides a pressed and released variable you can check for.

if pressed then
  -- do mouse down actions
elseif released then
  -- do mouse up actions

This means your script will get called twice when someone clicks the panel.

Here is a youtube link to a video Tutorial

Ive created an Example Texture Pack.

This example pack is just a template. If you want to use it as a storage spot for your art, look at the read me file for directions on usage.

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  • Avatar of Finmakin Finmakin Aug 24, 2009 at 16:40 UTC - 0 likes

    First of all.... Nice addon I have played with it and have setup a nice UI with it.. But have a question regarding scripts.. (I am a totally noob with scripts).

    What is am looking for ?

    I have placed the (group) kg panels on the same spot as where the Unit frames appearing when people join the group, what i like to get is that screen is empty from these panels and that they are loading automaticly when a player enter the group. I believe that can be done on onload.. not sure.

    pls help me out tnx

    Last edited Aug 24, 2009 by Finmakin
  • Avatar of sirspikey sirspikey Aug 13, 2009 at 19:47 UTC - 0 likes

    Hi, excellent addon btw :)

    I was wondering:

    I'm trying to make the healthbar look like it rises from some other part off my ui, when i target someone or entering combat. I got all the other stuff working in the script but can't find out haw to access the objects (HPBar) coordinates from the scripting in kgpanels.

    Tried stuff like<panelname>.test.absolute_bg.URx self:setoffset

    Don't know what to call for and where i should insert the new cords.

    Last edited Aug 13, 2009 by sirspikey
  • Avatar of kagaro kagaro Aug 08, 2009 at 12:39 UTC - 0 likes

    ill look at see if there was some other api change causing the issue.

  • Avatar of BlackDespondency BlackDespondency Aug 08, 2009 at 05:44 UTC - 0 likes

    Hey kagero - I have seen a couple of your posts on pitbull4 threads, but i have a question about the linking of kgPanles to the show and hide of the pitbull frames. This is in an effort to remove the lag present when using the normal RegisterEvent process.

    Any insights? Googled the hell out of it and cant find any hooks to pitbull.

  • Avatar of doriginal1 doriginal1 Aug 07, 2009 at 17:59 UTC - 0 likes

    Hi, I posted an issue on curse Im having and today's update didn't fix it unfortunately. I have two panels that are parented to My Unit frames, for some reason the panel with Background strata is appearing over the panel with Low strata. This gets fixed temporarily by quickly adjusting the background panel's level from 0 to 20 then back to 0. But when I relog the strata goes back to cover the low strata panel.

    Is this a known issue after 3.2, because my settings have not changed and it worked before the patch. I have tried everything, re parenting, diff stratas, and new panels. I dont know what else to do to fix it. Any ideas? Thanks so much for any help.

  • Avatar of kagaro kagaro Aug 07, 2009 at 11:48 UTC - 0 likes

    if you getting a big framerate drop its most likely a script your using. after the panels are loaded kgpanels uses no cpu anymore.

  • Avatar of Kuzah Kuzah Aug 07, 2009 at 06:17 UTC - 0 likes

    Is it possible to do something like, if a panel is attached to the chat box, it will be able to shrink with the fading text? So like if all the text is faded out the panel will not be visible.

  • Avatar of Safturento Safturento Aug 07, 2009 at 03:05 UTC - 0 likes

    After patch 3.2, I have a massive framerate drop(I go from 60 to 7) with KgPanels. Has anyone else noticed this, and if so is it a simple fix or does the addon neeed to be updated?

    Thanks, Safturento

  • Avatar of kagaro kagaro Jul 25, 2009 at 12:25 UTC - 0 likes


    Good catch, it was some left over code. pytting a fix in now.

  • Avatar of midgetmage55 midgetmage55 Jul 25, 2009 at 01:42 UTC - 0 likes

    I figured out what the issue is. The length of the name i give to the art element when adding it (the file name length did not seem to make a difference however) was too short.

    I was trying to label my elements with short names (like going from DemonicLeft to DL) To make the lists easier to read. Well apparently the names have to be at least 3 characters long.

    My test:

    • Part 1) Removed the WTF and started fresh. Enabled only kgpanels initially. Loaded my original art under the element name D1. The art shows in preview. Create a layout named Test. Create a new panel. Select the texture D1. During the selection the art is also showing in the preview. Set the panel color to white and slide the alpha slider to 100%. Box shows as totally white.
    • Part 2) Add a second texture under the name Center using the renamed art from my first example. Create a new panel in the same layout and set the texture as center. It shows as would be expected.
    • Part 3) Delete D1 element and re-add it under the name Middle (original art). Make a new panel and set it as the middle texture which works just fine.
    • Part 4) Using the original art i add it several times over under various names (D12, D123, C1 and C12) and so on to see if its the numbers throwing it off. All worked except for the C1 name. So i concluded it was the name of the element causing it not to load in the panel.

    During parts 2-4 I had enabled bugsack to see if any errors dropped and none did. Did a quick retest of 2-4 without it and got the same results so it had nothing to do with a reload.

    Hope that helps. If its not something worth trying to correct it might be worth while to add a note on element name length in the FAQ in-game.

    P.S. Sorry it took so long to reply. Had a busy week. =)

    Last edited Jul 25, 2009 by midgetmage55: Clarification. I think ....

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