Ok so here, is where I am at. These are dirty changes, and only try for testing purposes. If you want to play around with how I am running atm. By no means will I say this is the correct way to do things. I've notice some funny behavior with my client tooltip sometimes, and crashed on occasion. But the crashing may have been from other reasons. If you want to try my setup.
In pbinfo ( includes/inc.Tooltip.lua )
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if (pbInfoSettings["STICKYTOOLTIP"] == true) then
if ((UnitExists("mouseover") and UnitLevel("mouseover") > 0) or pbInfoSettings["STICKYALLTOOLTIPS"]) then
if (UnitExists("mouseover")) then
GameTooltip["cursor"] = false;
elseif (GameTooltip["cursor"] == false) then
GameTooltip:Hide();
GameTooltip["cursor"] = nil;
end;
local scale, x, y = GetUIScale(), unpack(pbInfoSettings["GameTooltipPosition"]);
GameTooltip:ClearAllAnchors();
GameTooltip:SetAnchor("TOPLEFT", "TOPLEFT", "UIParent", x / scale, y / scale);
end;
end;
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Replace with:
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if (pbInfoSettings["STICKYTOOLTIP"] == true) then
if ((UnitExists("mouseover") and UnitLevel("mouseover") > 0) or pbInfoSettings["STICKYALLTOOLTIPS"]) then
if (UnitExists("mouseover")) then
GameTooltip["cursor"] = false;
elseif (GameTooltip["cursor"] == true) then
GameTooltip:Hide();
GameTooltip["cursor"] = nil;
end;
GameTooltip:ClearAllAnchors();
GameTooltip:SetAnchor("TOPRIGHT", "TOPRIGHT", "UIParent", -205, 5);
end;
end;
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Now the portion
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GameTooltip:SetAnchor("TOPRIGHT", "TOPRIGHT", "UIParent", -205, 5);
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You can replace with whatever anchors , and x, y coridnates you want. ( possible anchors are : TOP, TOPRIGHT, CENTER, BOTTOM, BOTTOMLEFT, and SO on )
This next part I want to rework, cuz I do not like how you cant change anchor points with pbinfo's movable frame to set static positions. This will basically disable it. (I'm pretty sure anyways) I didn't want to spend a lot of time messing with whatever files so I wanted to leave most of what was there intact. Now again after this you cant move the tooltip positions with the config area in pbinfo, you have to manually specify your anchor and xy in the above lines.
SAME FILE
find:
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function pbInfo.Tooltip.Scripts.OnLoad()
if ((pbInfoSettings["MODIFYTOOLTIP"] == false and pbInfoSettings["SHOWMATERIALINFO"] == false) or pbInfoSettings["ENABLE"] == false) then
pbInfoTooltipTimer:Hide();
else
pbInfoTooltipTimer:Show();
end;
local scale, x, y = GetUIScale(), unpack(pbInfoSettings["GameTooltipPosition"]);
pbInfoTooltipBorder:Hide();
pbInfoTooltipBorder:ClearAllAnchors();
pbInfoTooltipBorder:SetAnchor("TOPLEFT", "TOPLEFT", "UIParent", x / scale, y / scale);
pbInfoTooltipBorder_Title:SetText( pbInfo.Locale["Config"]["TooltipBorderTitle"]);
pbInfoTooltipBorder_Text:SetText( pbInfo.Locale["Config"]["TooltipBorderText"]);
pbInfoTooltipBorder_CloseButton:SetText(pbInfo.Locale["Config"]["CloseButton"]);
end;
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function pbInfo.Tooltip.Scripts.OnLoad()
if ((pbInfoSettings["MODIFYTOOLTIP"] == false and pbInfoSettings["SHOWMATERIALINFO"] == false) or pbInfoSettings["ENABLE"] == false) then
pbInfoTooltipTimer:Hide();
else
pbInfoTooltipTimer:Show();
end;
pbInfoTooltipBorder:Hide();
pbInfoTooltipBorder:ClearAllAnchors();
pbInfoTooltipBorder:SetAnchor("TOPLEFT", "TOPLEFT", "UIParent", 0, 0);
pbInfoTooltipBorder_Title:SetText( pbInfo.Locale["Config"]["TooltipBorderTitle"]);
pbInfoTooltipBorder_Text:SetText( pbInfo.Locale["Config"]["TooltipBorderText"]);
pbInfoTooltipBorder_CloseButton:SetText(pbInfo.Locale["Config"]["CloseButton"]);
end;
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I'm pretty sure the important bits of info are
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local scale, x, y = GetUIScale(), unpack(pbInfoSettings["GameTooltipPosition"]);
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In the both of the above snippets. This is what was removed, Again I will find a proper way to remove this area, and rework a config to set positioning. At least thats my goal.
------------------------------------------------------------------------------------------
Now in statrating. I have done this. Again I'm sure there are way better ways to do all of this, Please understand I'm a newbie and will further tweak add options to change everything in the furture, and make sure I've done it all properly.
In the file StatRating.xml
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StatRating_OnEvent(event);
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Add on next line just under:
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GameTooltip1:SetScale(.80);
GameTooltip2:SetScale(.80);
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You can adjust scale values for youself, I would like to add options to adjust this possible for ease of use. 1.0 is 100% .50 is 50%.
--------------------------------------------------------------------------------------------
This is the part I use bootscript for, still testing where I should do all of this possibly in the same spot as above..
Now in game create macros or macro with:
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/script GameTooltip2:ClearAllAnchors(); GameTooltip2:SetAnchor("TOPLEFT", "TOPRIGHT", GameTooltip1, 0, 0);
/script GameTooltip1:ClearAllAnchors(); GameTooltip1:SetAnchor("TOPLEFT", "TOPLEFT", UIParent, 5, 5);
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Again you will have to manually position where you want each tooltip to appear via anchors and xy. The frame "GameTooltip" it's position was adjusted in the code in pbinfo. That one is the default tooltip for mouseovers, like items units etc.
Ok I thinks that's pretty much all I changed around. But there it is if you wanted to try it out. I dont think I left anything out. *scratching head*
Tooltip1 will be current equipment tooltip, and tooltip2 is the extra slot example: like viewing rings or shield/offhand. I know I know it's dirty >,< will fix. But you asked, and I figured I'd give a preview of what I was thinking of achieving.
Almost forgot GameTooltip2 is using GameTooltip1 as a parent so where ever you position GameTooltip1, GameTool2 will always follow it, you can adjust whatever side or top/bottom it appears by setting it's anchor But I would leave it's parent as Gametooltip1 and leaving its xy as 0,0 unless you want them more spaced apart. If you dont want it to follow GameTooltip1 set its parent as UIParent and give it anchor points and xy of your choosing. I gota figure out a good way to do all this via config's and make an addon for the frames GameToolip, GameToolip1, and GameToolip2. I really do like the stickied (peristant) tooltip feature that pbinfo is using. That would be cool to make that able to handle units/items/whatever you want all separately as well.