kgPanels
Create panels for customizing your UI, sucessor to eePanels
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.
You need to know the name of the frame, then you can do _G['name here'] or the name directly
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
local _, class = UnitClass("player");
if class == "WARRIOR" then
self:SetWidth(100)
elseif class == "PRIEST" then
self:SetWidth(100)
elseif class == "MAGE" then
self:SetWidth(100)
elseif class == "DRUID" then
self:SetWidth(136)
elseif class == "PALADIN" then
self:SetWidth(200)
elseif class == "HUNTER" then
self:SetWidth(100)
elseif class == "ROGUE" then
self:SetWidth(100)
elseif class == "SHAMAN" then
self:SetWidth(100)
elseif class == "WARLOCK" then
self:SetWidth(100)
end
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?
Quartz - Quartz3CastBarPlayer
Bartender4 - BT4BarPetBar
Shadowed UnitFrames - SUFUnittarget, SUFUnittargettarget
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
Is there any chance for my UI to get f*cked up when updating from 1.3.8 to 1.5.2?
'cause it took me about 5 hours to config and I don't want to repeat that :p
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
Description: When mouseover the panel change its width from its anchor and show a menu.
Action zone of the mouse OnEnter must stay sizing by the panel1 but OnLeave resized with the Panel2 (witch is larger).
Is it possible? How can I do that?
I Don't want to crash my UI with updating kgpanels :D
"Panel Width & Panel Height textboxes: Here you can adjust the width and height of a panel (measured in pixels)."
But that doesn't seem to be true. A 100x100 panel actually measures 92x92 pixels. Is something wrong or is that by design?
Thank you so much for releasing a fix today for the issue I was having! Much appreciated, everything works great now! =)