kgPanels

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
end

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 Sallv Sallv Oct 16, 2010 at 03:04 UTC - 0 likes

    Hi, after the newest releases of kgPanels, I'm having some trouble with frames that are parented to Pitbull 4 party frames. I'm not sure if this is an issue with PB4 or kgPanels so hopefully one author is able to recognise where the problem lies.

    If I parent a panel to a party frame, for example PitBull4_Groups_PartyUnitButton1, and then set the size values to a percent (I'm using 105.6% and 137%), the panel will successfully attach and move to the panel and fit itself to the correct size. However, if I log out and then back in again, the frame will never return unless I click the activate button every time I enter the game. This does not occur for anything other than the party frames and switching from a percentage size to a standard number fixes this.

    It's a very specific problem so I understand it may be hard to fix and even then something you won't add until the next version of kgPanels but it is rather annoying having to click specific gui buttons whenever I enter the game. I can provide more info if needed.

    Edit: After more testing, the panel only starts to hide after relogging if the panel is actually anchored, so it seems to be more likely this is down to kgPanels.

    Last edited Oct 16, 2010 by Sallv
  • Avatar of zmastervader16 zmastervader16 Sep 07, 2010 at 18:32 UTC - 0 likes

    Alright so I finally got my grid script stuff working. And just decided to code the lua pet stuff by hand this way it will work consistently. You will need to figure out your own height values, and your own width values. These can be found by the following

    (grid_dimention + 2*grid_border)*grid_scale + kgPanel_border*2 + extraspace
    

    or you can just play with it and see what you think looks good. Right now it is set for Bati's Grid UI scaling with a little space around the edge if you use that.

    OnLoad:

    self:RegisterEvent("PLAYER_ENTERING_WORLD")
    self:RegisterEvent("UNIT_PET")
    self:RegisterEvent("PARTY_MEMBERS_CHANGED")
    
    self:RegisterEvent("UNIT_NAME_UPDATE")
    self:RegisterEvent("UNIT_PORTRAIT_UPDATE")
    
    self:RegisterEvent("ZONE_CHANGED_NEW_AREA")
    

    OnEvent:

    local pmems = GetNumPartyMembers()
    local rmems = GetNumRaidMembers()
    local height = 62.15
    local pet = UnitExists("pet") or UnitExists("partypet1") or UnitExists("partypet2") or UnitExists("partypet3") or UnitExists("partypet4")
    
    if rmems > 1 then
        self:SetWidth(443.95)
        self:Show()
    elseif pmems < 1 then
       self:Hide()
       self:SetWidth(94.55)
    elseif pmems == 1 then
        self:SetWidth(181.9)    
        self:Show()
    elseif pmems == 2 then
        self:SetWidth(267.25)    
        self:Show()
    elseif pmems == 3 then
        self:SetWidth(355.6)    
        self:Show()
    elseif pmems == 4 then
        self:SetWidth(443.95)    
        self:Show()
    end
    
    if rmems < 5 and not pet then
        height = 62.15
    elseif (rmems > 5 and rmems <= 10) or pet then
        height = 116.1
    elseif (rmems > 10 and rmems <= 15) then
        height = 174.05
    elseif (rmems > 15 and rmems <= 20) or (rmems <= 15 and pet) then
        height = 232
    elseif (rmems > 20 and rmems <= 25) then
        height = 289.95
    end   
    
    self:SetHeight(height)
    
    -- Written by Sanat, US Kil'Jaden
    

    Seems to work perfect now. :) shows what happens at 5am.

    Sanat

    Last edited Sep 08, 2010 by zmastervader16
  • Avatar of kagaro kagaro Aug 31, 2010 at 00:38 UTC - 0 likes

    You need to know the name of the frame, then you can do _G['name here'] or the name directly

  • Avatar of zmastervader16 zmastervader16 Aug 30, 2010 at 23:01 UTC - 0 likes

    Hey Kagaro,

    What is the script command to check if a non KG panel frame exists? It is the last piece I need for a growing grid background, which I can posts once it fully works.

    Cheers

  • Avatar of Barchetta Barchetta Aug 29, 2010 at 21:04 UTC - 0 likes

    Probably a stupid question here, but I'm going to plow ahead anyway:

    After several ui changes over the years, and always using someones uploaded art, I've decided to make my own. I've got some background textures that I really like but whenever I save them as TGA files and put them in my textures folder, when I pull them up in KGpanels, they always have a white background. I've created them in photoshop with a transparent background and saved them as such, but it always loads with the white.

    Anyone able to point out my stupidity there, please?

  • Avatar of VaughnOfCenarius VaughnOfCenarius Aug 18, 2010 at 01:18 UTC - 0 likes

    Hi; new user to KG Panels and really thrilled with the possibilities; have a question about setting some frames up.

    I want to tie a frame to some power auras, thus want to tie the frame to the settings of the Auras themselves so ideally:

    Hide on combat / log in / Vehicle UI. Show on combat.

    So far I have what I think is the correct script for show / hide for combat (I "think" because I just googled it down but not sure it's accurate.) :

    if event == "PLAYER_REGEN_ENABLED" then self:Hide()

    elseif event == "PLAYER_REGEN_DISABLED" then self:Show() end

    So if that's right; just need the others. If you can send me to a directory where a collection of these scripts can be found it'd be greatly appreciated. Thanks =D

  • Avatar of Degrad Degrad Jul 28, 2010 at 19:13 UTC - 0 likes

    Good day Please How to create scripts to show panels as animation? I have to create Three panels, each panel had its own script? Or one panel and the script written as "
    Interface
    Addons
    Textures
    Animation
    Textures" and the three textures in a folder? Here I found a gif, how do I prove in a TGA texture panel http://img704.imageshack.us/f/testug.gif/ http://img838.imageshack.us/f/test1.gif/

    .. I do not know where and how do I start. thank you

  • Avatar of xxNesherxx xxNesherxx Jul 15, 2010 at 00:31 UTC - 0 likes

    Thank you so much for releasing a fix today for the issue I was having! Much appreciated, everything works great now! =)

  • Avatar of xxNesherxx xxNesherxx Jul 14, 2010 at 05:18 UTC - 0 likes

    I did the recent updates for KG Panels and I tried to setup a new toon and when I went to the Active Panels > Texture Options > Background Ttextures dropdown menu I get this error msg:

    Message: ...s\AceGUI-3.0-SharedMediaWidgets\BackgroundWidget.lua line 42: attempt to perform arithmetic on global 'number' (a nil value)

    All of the textures are gone. My other toons are fine and their settings and textures are still working. But if I choose to check the textures there I get the same error msg. Please assist.

    Thank you.

  • Avatar of kagaro kagaro Jul 02, 2010 at 01:06 UTC - 0 likes

    you can still anchor it there, just reset the offsets lower

Facts

Date created
Sep 16, 2008
Category
Last update
Jun 23, 2015
Development stage
Release
Language
  • enUS
  • frFR
  • koKR
  • zhCN
License
All Rights Reserved
Curse link
kgPanels
Reverse relationships
1
Downloads
1,883,093
Recent files
  • A: r437 for 6.2.0 Jun 23, 2015
  • A: r436 for 6.1.0 Feb 24, 2015
  • R: 1.20 for 6.0.2 Oct 24, 2014
  • R: 1.19 for 6.0.2 Oct 17, 2014
  • A: r433 for 6.0.2 Oct 17, 2014

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