02-28-2014, 04:31 PM
Can Eluna interact with client side frames? Like a custom addon etc..
02-28-2014, 04:44 PM
If you use GATE, then yes, it can. GATE is a client-side addon framework, making you able to code and distribute addons to the client using server side code. If not, you can always use the addon channel and use eluna's OnChat hook to interact with it.
... Any many more!
You had Frame, Button, CheckBox, RadioBox, EditBox, TextBox, StatusBar, Slider, Panel and ListBox as the Basic Objects.Everyone of this can create with CreateFrame, CreateButton and so on.
If you want, that a Object is a Child of another, you do call the create from the Parent-Object.
f = CreateFrame("FrameName")
btn = f:CreateButton("ButtonName)
f:Send(Player1, Player2, Player3, ...) will send the Object and all Childs of it to the Player(s).
Special and prefinished Frames/Objects are: TabbedFrame, Timer, DropDownMenu, CursorKeys, DialogFrame, EditFrame, OKFrame, YesNoFrame, MinimapButton, SlashCommand, Action, KeyBind, Event
Now, you can modify Objects.
All Modification, you call over the Set-Command, like f:SetWidth(200).
The Basic-Modificator are Text, Width, Height, Parent, XOffset, YOffset, Offset, StatusLink, Event, Tooltip, Hidden, FadeIn, FadeOut, Red, Green, Blue, Alpha, Style, Cursor, SafetyStep, Trigger1 to 5.
Only for Frames:
CantClose, CantMove, InfoText, Front, Tabbed, LeaveOpen, Texture
Only for TabbedFrames:
Only for Panels:
Only for Buttons:
Only for EditBox:
MultiLine, MinValue, MaxValue
Only for Radio-/CheckBox:
Only for YesNoFrames:
Yes[Shown Text], No[Shown Text]
Only for Statusbar/Slider:
MinValue, MaxValue, ValueStep, Value, Countdown, LowText, HighText, AutoReset, Flow, Invert, Vertical, Stop, Start, Runs
Only for Timer:
Countdown, Stop, Start, Runs
Only for Minimapbuttons:
Only for DropDownMenus:
Only for ListBox:
ListBoxItem, Lines, Rows, CanScroll, Margin
Only for InputFrames:
ButtonText, FrameText, DontCloseAfterSend
Only for TextBox:
Only for KeyBind:
With SetEvent, you can set 9 diffent events:
OnClick, OnDoubleClick, OnHide, OnEnter, OnEnterPressed, OnKeyDown, OnEditFocusGained, OnEditFocusLost, OnLeave.
Button:SetEvent("OnClick", function(Object, Player, Event, More) ... end )
For Trigger, you use the same Events. If you do not said, what should trigger, it show/hide. Otherwise, you had FadeIn, FadeOut, Check, UnCheck, Tooltip.
btn1:SetTrigger(btn2, "OnClick") or btn1:SetTrigger(CheckBox, "OnClick", "Check")
So, this is it for the moment. If you had questions, feel free to ask. If you had idea, what Gate should do, say it.
Greeting from Berlin,
PS: Here is a working Gate Builder with the new Update, but the builder itself wasn't part of the update, so it dont get any new feature and maybe, it has some bugs, but it work: http://www.share-online.biz/dl/R5G1TYOMC6
02-28-2014, 07:51 PM
Sadly the links are broken and Kenuvis hasnt replied to me when I asked if he had it : |
I think I may have gate, but its possibly old version or broken since I edited it for tests.
02-28-2014, 08:26 PM
I have contacted Kenuvis, hopefully he gets in touch with me so I can get a copy of the addon :)
02-28-2014, 10:21 PM
If that doesnt work out, try this if you want to :)
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