By collating data from client & editor memory string dumps and all current layout files, I've made a complete* list of layout frame types and the elements they support. Yet to finish sorting the inheritance structure of the base classes, to determine which frame types are compatible with which inter-frame references and dialog control types. Can't be certain it's error-free, but it does reveal a number of useful features.
Misses <ApplyToTotal val="true"/> used in shielded health bar. I found that one during beta with the ingame UI editor when it was capable of creating new frames...
Will test and update if results are positive. I may have missed it, or it may have been deprecated. And if it is positive, I'll search the client string dump for any nearby elements to test.
By collating data from client & editor memory string dumps and all current layout files, I've made a complete* list of layout frame types and the elements they support. Yet to finish sorting the inheritance structure of the base classes, to determine which frame types are compatible with which inter-frame references and dialog control types. Can't be certain it's error-free, but it does reveal a number of useful features.
Updated
TestLayout.SC2Layout
Outdated
Frame Types
Frame Elements
Frame Type Element Support
TestLayout.SC2Layout
Wow, this is fantastic! Excellent work Jademus :D
Misses <ApplyToTotal val="true"/> used in shielded health bar. I found that one during beta with the ingame UI editor when it was capable of creating new frames...
Will test and update if results are positive. I may have missed it, or it may have been deprecated. And if it is positive, I'll search the client string dump for any nearby elements to test.
@JademusSreg: Go
I can honestly say that this is beautiful. This will help out so much in the future.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
As handy as this might seem to be, there is the unfortunate truth that half of those can{t be created due to being Blizzard Only.
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
There is the fortunate truth that we can use those to know how much we can alter in the existing frames in the UI. :)
Updated with new frame types, elements, and an attempt at organizing the information, reducing the layout to only 600+ lines.
@JademusSreg: Go
Can i have the old one back? It had a couple example that I was considering messing with in my map.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
Re-added the link to the outdated TestLayout.
@JademusSreg: Go
Thank you, this makes it much easier to find exactly what i can change, and what I want to do with the layouts. Thank you.
Still alive and kicking, just busy.
My guide to the trigger editor (still a work in progress)
This ought to be stickied. Even if the list of stickies is getting a little long.
new frametype:
PlayerRaceIconFrame
<BaseTexture val="texture.dds"/>
<PlayerId val="1"/>
<VersusModePlayerSide val="Left"/>
But PlayerId is currently crashing the editor and the game when it's trying to parse it.
What does VersusModePlayerSide do?
Go play Antioch Chronicles Remastered!
Also, coming soon, Antioch Episode 3: Thoughts in Chaos!
Dont like mapster's ugly white? Try Mapster's Classic Skin!
@JademusSreg: Go
UnitStatusPlayerName
This isn't in your list or the layout files. Frankly I kind of doubt it exists, but I really wish it did.
Dear the new frame types, elements, and an attempt at organizing the information, reducing the layout to only 600+ lines.
Just noticed this while I was creating a custom tooltip for the first time and just wanted to say that it was very helpful. Thanks! :)