RDX/VFL API

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RDX & VFL API Index

This List is fairly complete but I'm sure I've missed a few. You can use any command NOT preceded by local, simply by typing /script before them. This page houses a little over 1250 API commands and can take a while to load sometimes. Please add any commands you find missing.

-fridg

[edit] RDX

General uncategorized RDX API.

RDX.AddToolbarButton (button, width) Add a button to the RDX Encounter Pane Toolbar. If the width argument is true , autosets the width of the button.
RDX.AnnounceOff () Turns raid announce off.
RDX.AnnounceOn () Turns raid announce on.
RDX.AnnounceToggle () Toggles raid announce on and off.
RDX.ApplyBossmods () Register the encounters from bossmod objects inside the RDX filesystem.
RDX.BossmodEditor (state, callback, augText) Creates an instance of the Bossmod Editor.
RDX.BossmodState:new () The universal bossmod state.
RDX.CreateLogisticsWindow (id, title, repaint, width, t1width) Create a new logistics window with the given ID and title.
RDX.CloseRosterWindow () Closes the RDX raid roster window.
RDX.ForeachInObject (path, function) Executes the given Lua function on each unit from the given set. If the function returns nil at any time, the loop is aborted. Returns the unit for which func returned nil, if any.
RDX.GetEncounterPane () Returns the encounter pane.
RDX.GenerateUniqueID () Returns a random number between 1 and 10 million.
RDX.GetFirstUnitInObject (path) Return the RDX Unit object of the first member of the sort at the given path. Will also accept sets, but if a set is provided, ordering is obviously not guaranteed.
RDX.GetObjectIterator (path) Gets an iterator over the iterable object (Set or Sort) at the given path.
RDX.GetSort (path) Get an up-to-date Sort from the given path.
RDX.IsBossmodEditorOpen () Return the handle of the bossmod editor (really the feature editor) frame if its open, nil if otherwise. Same command as RDX.IsFeatureEditorOpen.
RDX.IsInitialized () Return TRUE if all RDX initialization procedures are complete.
RDX.Maximize () Maximizes the Encounter Pane to its normal state.
RDX.Minimize () Minimizes the Encounter Pane into a minimap button.
RDX.NthInSort (path, n, constrain) Gets the n'th member of the given sort.
RDX.OpenRosterWindow () Opens the RDX raid roster window.
RDX.RegisterSlashCommand (name, function) Registers the given name as a RDX slash command to call the given function.
RDX.RunScript (path) Executes the script object at the given path.
RDX.SelectDesktop (path) Make the desktop at the given path the current desktop.
RDX.print (test) Print selected text into the default chat frame. Same as VFL.print except it adds a color coded RDX: prefix.

[edit] Alerts

Functions for dealing with the RDX alert system.

RDX.Alert:new () Create a new alert.
RDX.Alert.CenterPopup (id, text, time, sound, flashTime, color1, color2, suppressSpam) Center popup countdown alert. This alert plays a sound right away, then displays a cooldown midscreen.
RDX.Alert.Countdown (alert, dt, fdt, color1, color2) Start a countdown timer on this alert. It will countdown from dt seconds, beginning to flash at fdt seconds, and flashing between color1 and color2.
RDX.Alert.DefaultStyle (alert, w, h, noTimer) The default alert style (RDX5-ish).
RDX.Alert.Dropdown (id, text, totalTime, leadTime, sound, c1, c2, suppressSpam) Dropdown alert. Starts at the top of the screen, moves to the middle when time grows short.
RDX.Alert.Fade (alert, dt, a1) Fade the alert over dt seconds from its current alpha level to alpha level a1.
RDX.Alert.Move (alert, point, dt, x, y, a, s) Move the alert linearly through (x, y, alpha, scale) space from its current point to the given destination point over dt seconds.
RDX.Alert.QuashAlertsByPattern (pattern) Quash all alerts matching the given pattern.
RDX.Alert.RaidChat (text) Sends the message over RAID or PARTY is applicable.
RDX.Alert.RemoveFromStacks (alert)
RDX.Alert.Simple (text, sound, persist, supressSpam)
RDX.Alert.Sound (sound) Plays a sound.
RDX.Alert.Spam (text) Sends alert messages over RAID_WARNING if leader, RAID if not, or PARTY depending on which kind of group you are in.
RDX.Alert.ToTop (alert, animTime)
RDX.Alert.ToBottom (alert, animTime)

[edit] Bossmods

Various API's and trackers for the RDX bossmods system.

RDXBM._GetEventCache (encounterID, BossmodEvents)
RDXBM.BindAbilityEvents (encounterID, BossmodEvents)
RDXBM.BindMsgEvents (encounterID, BossmodEvents)
RDXBM.CloseTrackerWindow ()
RDXBM.CreateEventEdit (parent, text)
RDXBM.EventCachePopup (db, callback, frame, point, dx, dy)
RDXBM.EventIsLocal (event, state)
RDXBM.GetAbilityInfo (ability)
RDXBM.GetAbilityList (mobname)
RDXBM.GetAbilityTable (mobname, ability)
RDXBM.GetBossmodDT (encounterid)
RDXBM.GetbmState ()
RDXBM.GetMobList ()
RDXBM.GetMobTable (mobname)
RDXBM.GetUniqueAlertID () Simple incrementor to allow for unique alert tracking.
RDXBM.SetTrackerWindow ()
RDXBM.ToggleTrackerWindow ()

[edit] Debug

Debugging functionality for RDX6.

RDXM_Debug.SetDebugger () Show the set debugger.
RDXM_Debug.StoreCompiledObject (key, value)


[edit] Encounters

Encounter API for bossmods.

RDX.ActivateEncounter (encounter)
RDX.DeactivateEncounter (encounter)
RDX.GetActiveEncounter (encounter) Gets the name of the currently active encounter.
RDX.IsRunning () Return TRUE iff the current encounter is running, nil outherwise.
RDX.RegisterEncounter ({name; title}) Registers an encounter in the RDX encounter database.
RDX.RegisterMouseoverEncounterTrigger (target, encounterid)
RDX.SetActiveEncounter (encounter, nosync) Change the currently-active encounter.
RDX.StartEncounter (nosync) Start the current encounter.
RDX.StartOrStopEncounter () Stop the encounter if it's running, or start it if it isn't.
RDX.StopEncounter (nosync) Stop the current encounter.
RDX.SyncEncounter (encounter) Synchronize the current encounter.
RDX.UnregisterEncounter (encounter) Remove an encounter previously added with RegisterEncounter.

[edit] Events

These are really VFL functions that output into the RDXEvents dispatch table. See RDX/VFL_API

RDXEvents:Bind (key, object, method, id) Shortcut to DispatchPrototype:Bind.
RDXEvents:Dispatch (key, ...) Shortcut to DispatchPrototype:Dispatch.
RDXEvents:DeleteKey (key) Shortcut to DispatchPrototype:DeleteKey.
RDXEvents:LockSignal (key) Shortcut to DispatchPrototype:LockSignal.
RDXEvents:Unbind (id, event) Shortcut to DispatchPrototype:Unbind.

[edit] HealSync

HealSync._GetDirectHeals ()
HealSync.AddHealValueDataPoint (spell, rank, value) Adds a data point to the heal values database.
HealSync.AddHot (id, spell, timer)
HealSync.GetHealCastTime (spell) Get the casting time for a heal.
HealSync.GetHealValue (spell, rank) Get the expected average value of the given heal.
HealSync.IsDirectHeal (spell) Healing metadata.
HealSync.RegisterDirectHealSpell (spell) Healing metadata.
HealSync.SetHealCasttime (spell, time)
HealSync.SetHealingWindowTarget (unit)
IncHealGrid_AcqCell (grid, dx, dy) Acquire a cell for the inc. heal grid.
RDX.GetIncHealSet (name) Get a set of the healers healing the given target.
RDX.Unit._AddIncHeal ()
RDX.Unit._AdjustIncHeals ()
RDX.Unit._CountIncHeals ()
RDX.Unit._Healers ()
RDX.Unit._HealersNIDHash ()
RDX.Unit._IterateIncHeals ()
RDX.Unit._StopIncHeal ()
RDX.Unit.IncomingHealth ()
RDX.Unit:AllSmartHealth ()
RDX.Unit:FracSmartHealth () Returns unit fractional health plus predicted fractional incoming health.
RDX.Unit:SmartHealth () Returns unit health plus predicted incoming health.

[edit] HOT

Higher-Order Targeting, commands used to track units via their 'target' unit tags.

RDX.AutoStartEncounter (tracer) Automatically start the encounter based on the results of the given tracer.
RDX.AutoStartStopEncounter (tracer) Automatically start/stop the encounter based on the results of the given tracer.
RDX.AutoUpdateEncounterPane (tracer, lockedName) Automatically start the encounter based on the results of the given tracer.
HOT.BuildTraceFunction (condition)
HOT.NewTraceCondition ()
HOT.TraceLevel (condition, level)
HOT.TraceName (condition, name)
HOT.Tracer:new (tracefunction) Create a new tracer for the given dataset.
HOT.Tracer:Close () Close a tracer previously Opened.
HOT.Tracer:Execute () Execute this tracer.
HOT.Tracer:First ()
HOT.Tracer:FirstProto ()
HOT.Tracer:NumMatches ()
HOT.Tracer:OnAcquire (function)
HOT.Tracer:OnTrace (function)
HOT.Tracer:OnLost (function)
HOT.Tracer:Open () Register this tracer to be continually monitored by the system.
HOT.Tracer:ProtoUIDs ()
HOT.Tracer:UIDs ()
HOT.TraceRaidTargetIcon (condition, icon)
HOT.TraceSex (condition, sex)
HOT.TraceUnitSuffix (condition, suffix)
HOT.TrackTarget (name) Returns a Tracer object tracking the given NPC by name.
HOT.TrackRaidIcon (number) Returns a Tracer object tracking the given NPC by raid icon number.

[edit] Logistics

Logistics tools for RDX6.

Logistics._RegisterForUSS (cdef, spell) Externally register a spell for spellcast_succeeded notification.
Logistics.BroadcastCooldown (name, rem, dur) Broadcast the value for a cooldown directly.
Logistics.GetCooldownInfo (name)
Logistics.GetDurability () Durability checking.
Logistics.GetResists () Resist checking.
Logistics.ItemsMatching (regex, tbl) Count items in inventory matching the given regex. Individual matches are stored in the passed table and the total matches found is returned.
Logistics.MakeDetailWindow (fnAD)
Logistics.NewWindow (id, title, repaint, width, t1width) Creates a new logistics window. Shortcut for RDX.CreateLogisticsWindow.
Logistics.PlayerCanRez () Determine if the current player can rez.
Logistics.RegisterCooldown (tbl) Cooldown registration.
Logistics.RegisterQuasiSpellCooldown (name, cdTitle, spell, maxv, icon) QUASISPELL COOLDOWNS; Can be used for items that trigger SPELLCAST_SUCCEEDED.
Logistics.RegisterSpellBasedCooldown (name, spell, maxv, icon) Standard spell-driven cooldowns can use this boilerplate code, which will automatically drive them.
Logistics.UnknownCooldown () Generic unknown value function.

[edit] Menus

Functions for manipulating, displaying, and accessing RDX6 menus and the main menu.

RDX.Menu:New ()
RDX.Menu:Open (tree, frame)
RDX.Menu:RegisterMenuFunction (function)
RDX.Menu:RegisterMenuEntry (title, isSubmenu, function)
RDX.ShowMainMenu () Show the RDx main menu at the current mouse position.

[edit] MultiTrack

Implements a multiple tracker window to show the health bars of a number of tracers. Specifically allows for multiple targets found from one trace (eg, "Flamewalker Elite")

MultiTrack._Disable () Disabled multitrack windows from being showing/used/updated. Note there is not enable function, the main menu simply reveres the variables set by the disabled function. (It stops preventing MultiTrack from opening.)
MultiTrack.Add (tracer) Adds a tracer to the MultiTrack window.
MultiTrack.Close () Closes the MultiTrack window.
MultiTrack.Hide () Hides the MultiTrack window.
MultiTrack.Remove (tracer) Removes a tracer to the MultiTrack window.
MultiTrack.Show () Shows (if hidden) and repaints the MultiTrack window.
MultiTrack.Open () Opens the MultiTrack window if trackers are enabled.

[edit] ObjectManager

Functions and various API for dealing with RDX objects and their features.

RebuildFeatureList () Rebuilds the feature list.
SetActiveType (at)
UpdateTypeList ()
RDX._GetFeatureArray ()
RDX._GetAllFeatures ()
RDX.FeatureEditor (state, callback, augText)
RDX.GetFeatureByDescriptor (descriptor) Get a feature by its feature descriptor.
RDX.GetFeatureByName (name) Get a feature by its name.
RDX.GetObjectData (path) Get the object metadata at the given path, or NIL if it doesn't exist.
RDX.HasFeature (features, feature) Pick a given feature from a list of features.
RDX.IsFeatureEditorOpen () Return the handle of the feature editor frame if its open, nil if otherwise.
RDX.MiniFeatureEditor (parent, featureData, callback, extraInfo) A 'mini feature editor' for editing a saved feature object.
RDX.ObjectState:new (table) An object state is a set of functions and metadata that dictate how and object should be built and updated.
RDX.ObjectState._Attach (slot, hookable, function) See RDX.ObjectState:Attach.
RDX.ObjectState.ClearFeatureList ()
RDX.ObjectState:_GetFeatureByIndex (index) Get a feature by index.
RDX.ObjectState:_ExposeFeatureInSitu (featDesc, feature, errs) Expose a feature in situ.
RDX.ObjectState:_SaveFeatureByIndex (index, featuredata) Save a feature into the given index.
RDX.ObjectState:_SetSlotFunction (name, function) Directly overwrite a slot's function.
RDX.ObjectState:AddFeature (featDesc) Directly add a feature, end-to-end, railroading past all error checking. Call this only if you know what you're doing.
RDX.ObjectState:AddFeatureInSitu (featDesc) Add a feature to the end of this object's feature list.
RDX.ObjectState:AddSlot (name, hookable) Add a slot to this window state. Does nothing if the slot already exists.
RDX.ObjectState:Attach (slot, hookable, function) Directly attach a function to a slot.
RDX.ObjectState:AppendSlotValue (name, x) Append a value to the slots current value.
RDX.ObjectState:ApplySlot (name, hookable) Add a slot to this window state. Does nothing if the slot already exists.
RDX.ObjectState:ApplyAll (errObj) Apply this object's feature list to itself. Must verify first, un-verified features will be auto rejected.
RDX.ObjectState:Assemble (window) Assemble this window state onto a window.
RDX.ObjectState:CheckSlot (name, hookable) Determine if a slot is able to be bound to something, and if its hookable or not.
RDX.ObjectState:Clear () Reset the feature list.
RDX.ObjectState:GetDescriptor () Load a descriptor.
RDX.ObjectState:GetSlotFunction (name) Get a function for the given slot.
RDX.ObjectState:GetSlotValue (name) Get the value of the slot.
RDX.ObjectState:Features () Return the array of features of this state.
RDX.ObjectState:HasFeatureNamed (name) Determine if this ObjectState has a feature, by name.
RDX.ObjectState:HasSlotLike (pattern) Determine if the object has any slot at all matching the given pattern.
RDX.ObjectState:HasSlots (...)
RDX.ObjectState:InSituState (index) Set internal state to the in-situ state of the given index. This basiclly means that all features above the given index will be Exposed, and all features below will be ignored.
RDX.ObjectState:IsFeaturePossible (feature) Determine if a feature is possible on this ObjectState.
RDX.ObjectState:PrependSlotValue (name, x) Prepend a value to the slots current value.
RDX.ObjectState:Rebuild (desc) Completely reload a descriptor, applying all features as well.
RDX.ObjectState:ResetSlots () Reset all the slots of an ObjectState, keeping the features.
RDX.ObjectState:RunSlot (name, ...) Execute the given slot with the given parameters.
RDX.ObjectState:SetSlotValue (name, value) Set a slots value by name.
RDX.ObjectState:Slot (name) Determine if a slot exists on this state.
RDX.ObjectState:SlotsMatching (pattern) Iterate over the slots of an object matching a given pattern.
RDX.ObjectState:Verify (errObj) Verify this object's features by exposing them.
RDX.ObjectState:VerifyAt (index, errs) Verify the feature at the given index.
RDX.RegisterFeature (table) Register a new feature.
RDX.SetFeaturefields (path, feature, ...) Update the fields of a particular feature on a particular file system object.
RDXDB._AccessPathRaw (package, file)
RDXDB._CreateInstance (opath, object) Create an instance, given predefined path and type info. This should only be called after it has been confirmed that an instance doesn't already exist.
RDXDB._DirectCreateObject (package, file) Create an object, overriding most restrictions and bypassing initialization schemes.
RDXDB._EmptyPackage (package) Empty a package.
RDXDB._GetObjectTypes ()
RDXDB._RemoveInstance (path, qq) Removes all traces of the given path from the instance db, forward and reverse.
RDXDB.AccessPath (package, file)
RDXDB.ClearRDXDatabase () Completely clear the RDX database and restart RDX. WARNING: data loss.
RDXDB.CloseExplorerPopup ()
RDXDB.CheckObject (path, type) Check the object at the given path; verify that it exists and matches the given type.
RDXDB.Copy (path, path) Copies a preexisting object.
RDXDB.CopyObject (path, package) Copy an object.
RDXDB.CreateObject (package, name, type) Create a new object at a node where no object is.
RDXDB.CreatePackage (package) Create a package. Returns (nil, error code) on failure.
RDXDB.DeleteObject (path) Delete the object.
RDXDB.DeletePackage (package, force) Delete a package. Fails, returning NIL, if the package is not empty.
RDXDB.EditSymlink (parent, path, md) The 'symlink' object type.
RDXDB.ExplorerInstance:new (parent) An 'instance' of the Explorer that can be specialized for multiple purposes.
dialog:_GetSelection ()
dialog:EnableFeedback (okFunc, cancelFunc)
dialog:GetPath ()
dialog:GetPathRaw ()
dialog:Rebuild ()
dialog:SetFileFilter (function)
dialog:SetPath (initpath)
dialog:SetRightClickFunctions (packageclick, fileclick)
RDXDB.ExplorerPopup (parent)
RDXDB.Foreach (f, ...) Iterate a function over all files.
RDXDB.GetObjectData (path)
RDXDB.GetObjectInstance (path, nocreate) Get an instance of the object at the given path. If the second argument is non-nil, the object will NOT be created if it doesn't already exist.
RDXDB.GetObjectType (ty) Return an object type previously registerd by RegisterObjectType.
RDXDB.GetOrCreatePackage (package) Gets a package's contents, creating it if it doesn't exist.
RDXDB.GetPackage (package) Get a package's contents if it exists; return NIL if it doesn't.
RDXDB.GetPackages () Get the root directory.
RDXDB.GetPackageMetadata (package, field) Get a piece of metadata about a package.
RDXDB.InstanceReverseLookup (instance) "Reverse-lookup" and instance of an object, returning the path it was instantiated from, if possible.
RDXDB.IsExplorerPopupOpen ()
RDXDB.IsObjectBrowserOpen ()
RDXDB.IsValidFileName (name) Notify downstream processes that a file has been updated.
RDXDB.NewObjectDialog (parent, packagename) The new object dialog.
RDXDB.MakePath (package, object)
RDXDB.MoveObject (path, package) Moves and object.
RDXDB.ObjectBrowser (parent, initPath, fileFilter)
RDXDB.ObjectFinder:new() An edit control with file finding capabilities. Supports the DialogOnLayout() hierarchical layout system, and text added to the textbox is utilized as a filter against the filename.
RDXDB.OpenObject (path,op,a1,a2,a3,a4,a5,a6,a7,a8,a9,a10) Run and object's Open method if possible. If 'op' is specified, runs that operation instead of the open method, with given args.
RDXDB.PathHasInstance (path) Determine if the given path has an instance.
RDXDB.ParsePath (path)
RDXDB.PackageSelector:new () Single Package selector.
RDXDB.PackageListWindow (parent, title, text, filter, callback) Mass package selector.
RDXDB.RegisterObjectMenuHandler (function) Extend the menu that appears when you right click on an object.
RDXDB.RegisterObjectType {} Register a persistant object type that can be stored in the ObjectDB.
RDXDB.RegisterPackageMenuHandler (function) Extend the menu that appears when you right click on a package.
RDXDB.RenameObject (path, newname) Rename an object.
RDXDB.ResolvePath (path) Resolve a path. If the path points to a symlink, returns the symlink destination, otherwise returns the original path.
RDXDB.SetPackageMetadata (package, field, value) Set a piece of metadata on a package.
RDXDB.SetSymLinkTarget (path, path) Sets arg2 as a symbolic link to arg1.
RDXDB.tmpnam (package)
RDXDB.TouchObject (path) "Touch" an object, returning a direct reference to its contents if we have the ability to update it. Automatically creates it as a typeless object if it doesn't exist. Veni is clearly a unix fan.

[edit] Omniscience

Combat logging and data collection facilities for Project Omniscience.

Omni._Afflicted (abil, stacks) Affliction table for debuff counting.
Omni._ApplyColSpec (cs, row) Apply a column spec to a row.
Omni._ApplyColSpecToList (l, cs) Apply a column spec to a table control.
Omni._ApplyData (tbl, cell, data, pos) Data application function; map a table row onto the display.
Omni._Buffed (abil, stacks)
Omni._CreateCell (ctr, ty) Create a cell.
Omni._TitleRow (c)
Omni._Unafflicted (abil)
Omni.GetAbilityString (data, rowType) Get the ability string from a table row.
Omni.AddLogRow (y, c, a, x, d, e, eo, mt1, mn1, mt2, mn2, mt3, mn3) Adds a row to the Omniscience combat log.
Omni.CloseLiveWindow ()
Omni.CompressData (tbl) Compress a table's data, returning a symbol lookup table and a new compressed data table. @return symtab, cdata where symtab is the symbol table used for decompression and cdata is the compressed data. NIL on failure.
Omni.DecompressData (symtab, cdata) Given a symtab and cdata as returned by Omni.CompressData, decompress a table IN PLACE. @return data The decompressed table data.
Omni.ExtractTemporalMatches (tbl, n, startPoint, filterFun) Starting from the given row ("FIRST" or "LAST"), find up to n rows that match the given filter and return the timestamps, in seconds.
Omni.ExtractWindow (t, w) Starting from the given server time, extract a window of +/- w seconds.
Omni.FilterEditor:new () The filter editor dialog.
Omni.FilterFunctor (desc) Given a descriptor, return a function that accepts a (table, row) pair and returns TRUE iff the row matches the filter.
Omni.GetDamageTypeColor (index)
Omni.GetDamageTypeName (index)
Omni.GetFailType (index)
Omni.GetImpulseType (index) An "impulse" is an event that actually does damage or healing...
Omni.GetLog () Get the Omniscience local log table.
Omni.GetMap_IndexToRowType ()
Omni.GetMap_RowTypeToIndex ()
Omni.GetMiscString (row) Get the miscellaneous string from a log row.
Omni.GetRowType (index)
Omni.GetRowTypeColor (index)
Omni.GetSessionByName (name) Find the Omniscience session with the given name.
Omni.GetTableFormat (fn)
Omni.GetXiType (index)
Omni.History (t) Starting from now, extract the past T seconds from the local combat log.
Omni.IsCritRow (row) Determine if a row is a crit.
Omni.IsLogging ()
Omni.Open () Open the Omniscience interface.
Omni.OpenLiveWindow ()
Omni.PredefinedQuery (who) QUERY DIALOG.
Omni.RegisterTableFormat (fmt) Table format registration.
Omni.RegisterTableMenuHandler (func) The table right click menu.
Omni.RemoveSessionByName (name) Remove an Omniscience session by name.
Omni.RenameTable (tbl, newName) Rename a table.
Omni.RowActorIsSource (index) If the actor is the SOURCE for this row type, return true.
Omni.RowActorIsTarget (index) If the actor is the TARGET for this row type, return true.
Omni.RowHasActors (index) Determine if a row has a source/target.
Omni.SendWholeTable (tbl, prefix, overrideName)
Omni.Session:new (name) Create a new Omniscience session.
Omni.Session:AddTable (tbl, number) Adds a table to this session's tablespace. Adds a table to this session's tablespace.
Omni.Session:Cleanse () "Cleanse" a session. This operation makes sure everything that should be a number is tonumber()'d.
Omni.Session:Clear () Clear a session.
Omni.Session:Close () Close down a session.
Omni.Session:FindTable (name) Get a table from this session by name. @return table,index where table is the desired table and index is its numerical index. NIL if not found.
Omni.Session:IsLocal () Determine if the session is a local session (no unsynchronized tables).
Omni.Session:RemoveTable (table) Remove a table from this session's tablespace by pointer.
Omni.Session:RemoveTableByIndex (index) Remove a table from this session's tablespace by index.
Omni.Session:RenameTable (tbl, newName) Rename a table on this session.
Omni.Session:Tablespace () Get this session's tablespace.
Omni.Sessions () Return a list of all sessions.
Omni.SetActiveTable (table) Activate a table in the Omniscience viewer.
Omni.SetLogging (x) Enable or disable Omniscience combat logging. @param x If TRUE, logging is enabled; if FALSE, disabled.
Omni.SetupTable (list, tbl, xad) Overall function to apply appropriate settings for an Omni table.
Omni.Table:new ()
Omni.Table:Cleanse () "Cleanse" the data of a table, making sure everything that should be a number is.
Omni.Table:Crop (r1, r2, name) Crop a range of rows from this table.
Omni.Table:Filter (func) Filter this table through a filter function.
Omni.Table:GetData () Get the data from this table.
Omni.Table:GetRow (n)
Omni.Table:GetRowTime (row) Get the true time from a row of this table.
Omni.Table:IsImmutable () Check immutability for this table. @return TRUE iff this table is immutable.
Omni.Table:IsLocal () Check if this table is in local format. @return TRUE iff this table is in local format.
Omni.Table:IsLogTable ()
Omni.Table:IsReadable ()
Omni.Table:MakeCopy () Make a table that's a copy of this table.
Omni.Table:SetFormat (fmt) Set the format for this table.
Omni.Table:SetMetadataFrom (t) Sets this table's metadata equal to the metadata of the other table.
Omni.Table:SetOpen (flag) Set the "open status" for this table.
Omni.Table:Size () Get the size of this table.
Omni.Table:Timeshift (dt) Timeshift this table.
Omni.TemporalExtractionTransform (tbl, startPoint, startFunc, dxn, filterFunc, filterFunctor) Temporal extraction transform.
Omni.TimeQueryDialog (who, when, window)
Omni.TotalsTransform (tbl, cfg)

[edit] OOBE

Implementation functions for the OOBE (out-of-box experience) package and desktop auto-installer.

RDX.CheckOOBEObjectVersion (x, vt, strict) Get the version of an OOBE object.
RDX.ClearInstallerData () Clear all installer data.
RDX.GetOOBEObjectVersion (x) Get the version of an OOBE object.
RDX.OOBESetReloadUI (x) Set the OOBE reloadui flag to true.

[edit] RaidStatus

Raid status readouts for RDX6.

RDXRS.GetStatisticalQuantity (n)
RDXRS.RegisterStatisticalQuantity (table) Register a new statistical quantity.
RDXRS.Statistic:new (n) The Statistic object.
RDXRS.Statistic:Compute () Update the statistic.
RDXRS.Statistic:LoadDescriptor (desc) Functor - from a statistic's descriptor, make the statistic.
RDXRS.Statistic:GetMaxValue ()
RDXRS.Statistic:GetRatio ()
RDXRS.Statistic:GetValue ()
RDXRS.StatisticEditor (parent, path, md)

[edit] RangeFinding

Rangefinding tools for RDX.

RDXRF.GetItemRangeSet (item) Get an exact range set for the given item.
RDXRF.GetSpellRangeSet (spell) Get an exact range set for the given spell.

[edit] RDAL

Various Raid-Data-Abstraction-Layer components. These functions build the RDX unit, filter, and sort engines. Given the overall size of this section, I will prob break it into a few subsections based on units, filters, and sorts once I'm finished indexing.

RDXPlayer () The player unit. Refers to the player's RDX unit always.
RDX._Disrupt ()
RDX._FastProject (uid)
RDX._GetBuffCache ()
RDX._GetDebuffCache ()
RDX._GetSetDatabase ()
RDX._ReallyFastProject (uid)
RDX._SortContinuation (context) Recursively generate continuation-passing code for the give sort descriptor.
RDX.BeginEventBatch () Informs the RDX data processing engine that a batch of events is about to occur. Use this as a 'performance hint' to allow sets to process entire batches at a time before fully rebuilding themselves.
RDX.EndEventBatch () Informs the RDX data processing engine that the stream of events caused by the last call to RDX.BeginEventBatch() is over. this will cause the batch to be processed by the underlying sets.
RDX.FilterBuildClosureStringFromMetadata (md) Build a closure string from metadata.
RDX.FilterBuildLocalStringFromMetadata (md) Build a locals string from metadata
RDX.FilterFunctor (fd) Generate a filter function from a descriptor.
RDX.FilterEvents_FullUpdate (md, ev, adapter)
RDX.FilterEvents_UnitUpdate (md, ev, adapter)
RDX.FilterSet {} Set based on a filter, and whose contents change whenever the filter would so indicate.
RDX.FilterSet:_Clean (x)
RDX.FilterSet:_OnActivate (x) Activator.
RDX.FilterSet:_OnDeactivate (x)
RDX.FilterSet:new () Given a filter descriptor, create a filter set based upon it.
RDX.FilterSet:SetFilter (x, desc) Set the filter descriptor for this set.
RDX.FindSet (descriptor) Find a set given the descriptor returned by the set finder.
RDX.FlushAuras () Force a reprocessing of auras for all valid units.
RDX.GetBuffInfoByName () Return a table containing information on the buff with the given texture, if seen this session.
RDX.GetBuffSet (name) Get the buff set for the given debuff.
RDX.GetDebuffInfoByName () Return a table containing information on the debuff with the given texture, if seen this session.
RDX.GetDebuffSet (name) Get the debuff set for the given debuff.
RDX.GetFilterComponent (desc) Gets the filter component for the given descriptor.
RDX.GetFilterComponentByName (name) Gets the filter component by name.
RDX.GetNumberToUIDMap ()
RDX.GetNumUnits () Returns the total number of units in the RDX unit database.
RDX.GetSetByID (sid) Get a set by its numerical ID.
RDX.GetSortOperatorByName (name) &nbs
RDX.GetUIDToNumberMap ()
RDX.GetUnitByName (n) Get a reference to a unit by its name.
RDX.GetUnitByNameIfInGroup (name) Get the RDX Unit for this raider if in the raid; otherwise return nil.
RDX.GetUnitByNumber (i) Get a reference to a unit by its unit number.
RDX.Group (gn)
RDX.IsBatchMode () Returns TRUE iff the RDX data processing engine is currently in batch mode.
RDX.IsSolo () Return TRUE iff we are solo, nil otherwise.
RDX.InRaid () Return TRUE iff we are currently in a raid group, nil otherwise.
RDX.LoadBuffFromUnit ()
RDX.LoadDebuffFromUnit ()
RDX.NominativeSet:new () Creates a new nominative set.
RDX.NominativeSet:_OnActivate () On activate bind us to DISRUPT_SETS.
RDX.NominativeSet:_OnDeactivate () On deactivate unbind us to DISRUPT_SETS.
RDX.NominativeSet:_Sweep () Update the underlying NID set.
RDX.NominativeSet:AddName (n) Add a name from this set.
RDX.NominativeSet:CheckName (n) Check if a name is in this set.
RDX.NominativeSet:ClearNames () Clear this set.
RDX.NominativeSet:GetHeaderList () Get the names as a comma seperated list suitable for use with raid state headers.
RDX.NominativeSet:GetNameArray () Get the names from this set as an array.
RDX.NominativeSet:GetNames () Get the list of names from this set.
RDX.NominativeSet:RemoveName (n) Remove a name from this set.
RDX.NominativeSet:SetNameList (list) Bootstrap a NominativeSet from a list of names.
RDX.NumberToUID (unum)
RDX.ProjectUnitID (uid)
RDX.ProjectiveUnit:new (uid)
RDX.ProcessRoster () Main roster processing.
RDX.ProtoSet {} A ProtoSet is the 'bare minimum' necessary to achieve sethood. Other types of sets can derive from ProtoSet to inherit needed code.
RDX._AddToLaundry () Add this set to the 'dirty sets' list, causing it to receive an update signal on the next update sweep.
RDX._GetRefCount () Get the current reference count for this set.
RDX.Close () Decreases the reference count of this set by 1, deactivating it if the refcount reaches 0.
RDX.init ()
RDX.IsOpen () Is this set open?
RDX.new ()
RDX.Open () Increases the reference count of this set by 1, activating it if it was not already active.
RDX.Raid ()
RDX.RegisterFilterComponent (data) Register a filter component.
RDX.RegisterFilterComponentCategory (cat) Register a filter category.
RDX.RegisterSet (set) Add a set to the set database.
RDX.Set {} A Set is a map between a unit numerical ID and an arbitrary non-nil piece of data. A unit is a 'member' of the set if the data associated with that unit is not false. Sets inherit from RDX.ProtoSet.
DEPRECATED RDX.Set:_IsMemberByNid () Determine if the RDX unit with the given NID is a member of this set.
RDX.Set:_Clean () Propagate delta subsignals for this set.
RDX.Set:_Clear () Clear this set completely.
RDX.Set:_Set (un, val) Modify the state of a member fo this set, propogating all appropiate events.
RDX.Set:_Poke (un, val) Poke directly into set internal data. Don't use this unless you know what you're doing.
RDX.Set:ConnectDelta () Connect a handler to this set's delta signal.
RDX.Set:GetSize () Get the size of this set.
RDX.Set:init ()
RDX.Set:IsEmpty () Determine if this set is empty.
RDX.Set:IsMember (rdxunit) Determine if the given RDX unit is a member of this set.
RDX.SetIterator () Return a stateless iterator over this set.
RDX.Set:new () Remove a handler to this set's delta signal.
RDX.Set:RemoveDelta () Remove a handler to this set's delta signal.
RDX.SetFinder:new (parent) Create a new set finder.
RDX.SetNonRaid (noReprocess)
RDX.SetRaid () Flip between raid and nonraid status.
RDX.ShowAuraTooltip (meta, frame, anchor) Reproduce an aura tooltip from an entry in an aura cache.
RDX.Sort:new () Creates a new sort.
RDX.Sort:_GetRefCount ()
RDX.Sort:_OnActivate () Activate this sort from a cold state.
RDX.Sort:_OnDeactivate () Reset the internal state of this sort.
RDX.Sort:Close ()
RDX.Sort:GetByIndex (index)
RDX.Sort:GetSize ()
RDX.Sort:GetUnderlyingSet ()
RDX.Sort:IndexOfUID (uid) Look in this sort and find uid.
RDX.Sort:IndexOfUnit (unit) Look in this sort and find unit.
RDX.Sort:IsOpen ()
RDX.Sort:IsSecure () Set the combat-lock flag on this sort.
RDX.Sort:Iterator ()
RDX.Sort:Open ()
RDX.Sort:Rebuild () Rebuild the sortation from the underlying set, then :Sort()
RDX.Sort:Setup (sort_desc, set, secureFlag) Setup this sort by loading the given descriptor.
RDX.SortEditor:new () Creates a new sort editor window.
RDX.SortEditor:GetDescriptors ()
RDX.SortEditor:SetDescriptors (sdesc, desc)
RDX.SortFunctor (desc, set, events) From a sort descriptor, generate the sort function F(u1,u2).
RDX.RegisterSetClass (table) Registers a set class.
RDX.RegisterSortOperator (category) Register a new sort function.
RDX.RegisterSortOperatorCategory (category) Register a category of sort functions. Can later be passed as category = to RDX.RegisterSortOperator.
RDX.TrivialFilterUI (filtName, filtText) Generic empty filter UI generating function.
RDX.TrivialSetFinderUI (class) Create a trivial GetUI() function for the set finder.
RDX.TrivialSortUI (name, text) Generic empty sort UI generating function.
RDX.UIDToNumber (uid)
RDX.Unit ({}) Core metatable, whenever a method is added to RDX.Unit, add it to the other metatables as well.
RDX.Unit._ValidMetaTable () Determine if this unit is using the 'valid unit' metatable.
RDX.Unit:GetClass ()
RDX.Unit:GetClassColor ()
RDX.Unit:GetClassID ()
RDX.Unit:GetClassMnemonic ()
RDX.Unit:GetEField (field) Return The engine field structore of the unit or NIL if none.
RDX.Unit:GetGroup () Get the group number of this unit, as returned by GetRaidRosterInfo.
RDX.Unit:GetIndexedUnit () Return A unit reference equivalent to this unit, but indexical in scope.
RDX.Unit:GetLeaderLeve () Get the leader level of the unit, as per the convention of GetRaidRosterInfo.
RDX.Unit:GetName () Return the name of this unit, in internal (lowercased) form.
RDX.Unit:GetNField (field) Return The nominative field structure of the unit or NIL if none.
RDX.Unit:GetNominativeUnit () Return a unit reference equivalent to this unit, but nominative in scope.
RDX.Unit:GetNumber () Return the fundamental numeric ID of the unit.
RDX.Unit:GetOwnerUnit () Return the owner unit of this unit, if it is a pet. NIL if cannot be resolved.
RDX.Unit:GetProperName () Return the proper in-game name of this unit.
RDX.Unit:GetUnitID () Return the WoW unit ID of this unit.
RDX.Unit:FracHealth () Return The fractional HP of the unit as reported by the WoW engine.
RDX.Unit:FracMana () Return the fractional Mana of the unit.
RDX.Unit:FracMissingHealth () Return The fraction of the unit's missing HP as reported by the WoW engine.
RDX.Unit:FracMissingMana () Return the fraction of missing Mana of the unit.
RDX.Unit:Health () Return The current HP of the unit as reported by the WoW engine.
RDX.Unit:Invalidate () Invalidates the underlying unit. Subsequent calls to :IsValid will return false.
RDX.Unit:IsDead () Return TRUE iff the unit is dead.
RDX.Unit:IsFeigned () Return TRUE iff the unit is feigning death.
RDX.Unit:IsIncapacitated () Return TRUE iff the unit is incapacitated (offline, dead, feigned)
RDX.Unit:IsInDataRange () Return TRUE iff this unit is in the data range of the WoW engine.
RDX.Unit:IsLeader () Return TRUE iff this unit is an assistant leader or leader of the raid group/party.
RDX.Unit:IsNominativeUnit ()
RDX.Unit:IsOnline () Return TRUE iff the unit is online
RDX.Unit:IsPet () Return TRUE iff this unit is a pet.
RDX.Unit:IsSameUnit () Return TRUE iff this unit is the same unit as the given RDX unit.
RDX.Unit:IsValid () Return TRUE iff this unit is valid. A valid unit is one that's in the raid group and whose vital statistics are accessible to the engine.
RDX.Unit:Mana () Return the current Mana of the unit.
RDX.Unit:MaxHealth () Return The max HP of the unit as reported by the WoW engine.
RDX.Unit:MaxMana () Return the max Mana of the unit.
RDX.Unit:MissingMana () Return the missing Mana of the unit.
RDX.Unit:MissingHealth () Return The number of missing HP of the unit as reported by the WoW engine.
RDX.Unit:PowerType () Return the WoW Powertype of the unit ("MANA", "RAGE", "ENERGY", "FOCUS").
RDX.Unit:RawFracHealth (uid)
RDX.Unit:RawFracMana (uid)
RDX.UnitHasBuffByName (uid, buff) Determine if a unit has the given debuff.
RDX.UnitHasDebuffByName (uid, buff) Determine if a unit has the given buff.
RDX.UnitInGroup (uid)
RDX.ValidateFilter (fd) Validate a filter descriptor.
RDXUI._CreateCategoryEntry (cat)
RDXUI.AuraCachePopup (db, callback, frame, point, dx, dy) Aura metasets filters.
RDXUI.GenerateFilterDropTarget (parent) Generate a frame onto a filter can dropped.
RDXUI.EditSortDialog (parent, path, md) The dialog for editing the contents of a sort.
RDXUI.dcSorts () Shortlink to VFLUI.DragContext:new().
RDXUI.FilterEditor:new (parent) Filter editor UI.
RDXUI.FilterEditor:ResetFilterUI ()
RDXUI.FilterEditor:SetFilterUI (x)
RDXUI.FilterDialogFrame:new (parent) A dialog control for filter entries.
RDXUI.SortDialogFrame:new (parent) A dialog control for sort components.
RDXUI.SortDialogFrame:Destroy ()
RDXUI.SortDialogFrame:DisableButtons (s, dUp, dDn, dClose, dReverse)
RDXUI.SortDialogFrame:IsReversed (s)
RDXUI.SortDialogFrame:SetChild (s, child)
RDXUI.SortDialogFrame:SetChecked (arg)
RDXUI.SortDialogFrame:SetReversed (s, arg)
RDXUI.SortDialogFrame:SetupButtons (s, onClose, onUp, onDn)
RDXUI.SortDialogFrame:SetText (s, t)

[edit] RPC

RPC is Remote Procedure Call, a mechanism for transferring code and data between clients over a common substrate.

bigcomptest ()
comp_test (x)
lzw_compress (input) Implementation of a 12-bit LZW compressor in Lua.
lzw_decompress (input) Implementation of a 12-bit LZW decompressor in Lua.
DISABLED rettest (n, tcsz)
DISABLED tesc ()
wow_sanitize (s) Sanitizes WoW strings prior to compression to remove any characters that would cause a disconnect (such as newline (/n)).
wow_desanitize (s) Desanitizes WoW strings after decompression to reverse the sanitize process.
DISABLED ChatFrame_OnEvent (event) Antispam
RDX.ContainsDangerousFeature (featList) Determine whether any feature on the given feature list is dangerous.
RDX.ImbueAddonChannel (preChannel, prefix, chType) Addon messaging.
RDX.ImbueAddonChannel:Check () Check to make sure we're properly on this channel. Join if not. (No sense for an addon channel.)
RDX.ImbueAddonChannel:Cleanup () Leave this channel, if we were in it, clearing out all queues, etc. (Makes no sense for an addon channel.)
RDX.ImbueAddonChannel:Close () Decrement the reference count for this channel, removing if empty.
RDX.ImbueAddonChannel:IsOpen () Check the reference count for this channel.
RDX.ImbueAddonChannel:Open () Increment the reference count for this channel.
RDX.ImbueAddonChannel:Send (msg) Send a message on this channel.
RDX.ImbueLoopbackChannel (preChannel, prefix) Loopback channel for solo play.
RDX.ImbueLoopbackChannel:Check () Check to make sure we're properly on this channel. Join if not. (No sense for an addon channel.)
RDX.ImbueLoopbackChannel:Cleanup () Leave this channel, if we were in it, clearing out all queues, etc. (Makes no sense for an addon channel.)
RDX.ImbueLoopbackChannel:Close () Decrement the reference count for this channel, removing if empty.
RDX.ImbueLoopbackChannel:IsOpen () Check the reference count for this channel.
RDX.ImbueLoopbackChannel:Open () Increment the reference count for this channel.
RDX.ImbueLoopbackChannel:Send (msg) Send a message on this channel.
RDX.Integrate (parent, data, author, callback)
RDX.Integrate:SelectFile (path)
RDX.IsDangerousFeature (feat) Determine whether the given feature is dangerous.
RDX.IsDangerousObject (md) Using dangerous object filters, determine whether the given object is dangerous.
RDX.MassIntegrate (parent)
RDX.RegisterDangerousObjectFilter (tbl) Register a dangerous object filter. Should return TRUE iff the object is dangerous.
RDX.SanitizeCodeString (str) "Sanitize" a string, removing all quotations and anything else that could be used to inject Lua code into a string.
RDX.TryIntegrate (parent, data, author, callback) Try to integrate a data set. Tries for 1 minute until the dialog is successfully displayed. This can be used to defer a later integration while an earlier one is still in progress.
RPC.CleanupChannels () Leave all inactive channels.
RPC.Conferences ()
RPC.ConfFinder:new (parent) Leave all inactive channels.
RPC.ConfFinder:GetConference ()
RPC.ConfFinder:SetConferenceID (id)
RPC.EscapeString (s) Escape the passed string for transport over a stream.
RPC.GenerateCleanBytes (n)
RPC.GetChatChannel (name) Create a chat channel.
RPC.GetChatChannel:Check () Check to make sure we're properly on this channel. Join if not.
RPC.GetChatChannel:Cleanup (name) Leave this channel, if we were in it, clearing out all queues, etc.
RPC.GetChatChannel:Close () Decrement the reference count for this channel, removing if empty.
RPC.GetChatChannel:IsOpen () Check the reference count for this channel.
RPC.GetChatChannel:OnReceive (obj, fn) Bind to the OnReceive signal for this channel.
RPC.GetChatChannel:Open () Increment the reference count for this channel.
RPC.GetChatChannel:Send (name) Send a message on this channel.
RPC.GetChatChannel:UnbindReceive (si) Unbind something previously bound by OnReceive.
RPC.GetConferenceByID (regex) Unbind a sheaf of routines matching the given regular expression.
RPC.GetInputStream () Get an input stream.
RPC.GetOpenInStreams ()
RPC.GetOutputStream () Get an output stream.
RPC.GetReadableBytes (s) Convert a string to readable hex code.
RPC.GetSenderUnit (ci) Get the unit entity for the sender if it exists.
RPC.GlobalBind (id) Bind an RPC routine to a local function.
RPC.GlobalUnbindPattern (id) Bind an RPC routine to a local function.
RPC.Invoke (routine, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) Compatibility with old RPC syntax. Possibly deprecated.
RPC.IsGroupLeader (ci) Determine if the entity pointed to by this CommInfo is a leader of your current group. If so, return his unit. If not, return nil.
RPC.IsGroupMember (ci) Determine if the entity pointed to by this CommInfo is a member of your current group. If so, return its RDX Unit.
RPC.RegisterConference (conf, id, timeout)
RPC.RemoteIntegrate (data, conf, targets) Send the given package to the given conference.
RPC.StdStreamIn (channel, sender, prefix, line) Input handler for standard streams.
RPC.StdOutputStream:new (ch) Main output stream class.
RPC.StdOutputStream:_AppendByte (...) Faster routine for appending a single character. ASSUMES VALIDITY.
RPC.StdOutputStream:_AppendVector (...) Append a vector to this stream.
RPC.StdOutputStream:AppendObject (obj) Append an object to this stream.
RPC.StdOutputStream:AppendRaw (...) Append a raw string to this stream.
RPC.StdOutputStream:Clear () Clear this output stream to a pristine state.
RPC.StdOutputStream:Close () Close this stream.
RPC.StdOutputStream:Open (channel) Set up the comm channel dispatch function for this output stream.
RPC.StdOutputStream:Send (stid) Dispatch the contents of this stream to the underlying messaging subsystem.
RPC.StdOutputStream:SendLine () Send a single line from this ostream.
RPC.StreamDecoder:new () Create a stream decoder.
RPC.StreamDecoder:Close () Close this input stream, terminating further inputs.
RPC.StreamDecoder:Error (msg) Trip an error message on this stream.
RPC.StreamDecoder:Open (sid, sdr, chn, hdlr) Open this input stream as a clean slate.
RPC.StreamDecoder:SetHandler (hdlr) Change the handler for this input stream.
RPC.StreamingRPCMixin (ch) Given an underlying chat channel, add streaming RPC to that channel.
RPC.StreamingRPCMixin:Bind (routine, fn)
RPC.StreamingRPCMixin:Invoke (routine, ...)
RPC.StreamingRPCMixin:SendResponse (id, ...)
RPC.StreamingRPCMixin:UnbindPattern (regex)
RPC.StreamingRPCMixin:Wait (id, fn, timeout)
RPC.UnescapeString (s) Unescape the passed string.
RPC.UnregisterConference (conf)

[edit] SWS

Allows SWStats data to be used to create sorts, sets, and variables.

RDX.Unit.GetSWStatsInfo ()
RDX.Unit.DamageDone ()
RDX.Unit.DamageTaken ()
RDX.Unit.HealingDone ()
RDX.Unit.HealingTaken ()

[edit] Threat

Functions for the KTM/Threat-1.0 module.

RDX.Unit.GetThreatInfo ()
RDX.Unit.FracThreat ()
RDX.Unit.Threat ()

[edit] UI

Primitives associated with the RDX UI

RDXUI.EmbedRight (parent, label)
RDXUI.EmbedRight (parent, label)
RDXUI.ClassFilterUI:new (parent)
RDXUI.CooldownCounter:GetClasses ()
RDXUI.CooldownCounter:SetClasses ()
RDXUI.CooldownCounter:new (parent, showText, showGraphic, dontSetFont, updateSpeed)
RDXUI.CooldownCounter:SetCooldown (start, duration)
RDXUI.GetoupFilterUI:new (parent)
RDXUI:GetGroups ()
RDXUI:SetGroups ()
RDXUI.SelectEmbed:new (parent, ddWidth, ddgen, load)
RDXUI.SelectEmbed:GetClasses ()
RDXUI.SelectEmbed:GetDescriptor (s) Get a descriptor object.
RDXUI.SelectEmbed:DialogOnLayout (s)
RDXUI.SelectEmbed:SetDescriptor (s, descriptor) Set the descriptor of the object.
RDXUI.SelectEmbed:SetText (t) Set the label text.
RDXUI.SpellSelector:new (parent)
RDXUI.SpellSelector:GetSpell ()
RDXUI.SpellSelector:SetSpell (sp)
RDXUI.TimerWidget:new (parent) Creates a MM:SS.hh timer widget.
RDXUI.TimerWidget:GetTime () Gets the time on a timer widget.
RDXUI.TimerWidget:SetTime () Sets the time on a timer widget.
RDXUI.Wizard:new (descriptor)
RDXUI.Wizard:ClearPage (result) Clear and save whatever page is currently being displayed.
RDXUI.Wizard:Close (result) Closes this wizard.
RDXUI.Wizard:Final (function) Enable the 'OK' button.
RDXUI.Wizard:GenerateStdWizardPage (parent, title)
RDXUI.Wizard:GetDescriptor () Descriptor management.
RDXUI.Wizard:GetPageDescriptor (n)
RDXUI.Wizard:MakeNextButton (button, function) Make a WoW button frame into a 'next button' that invokes the given function.
RDXUI.Wizard:Next (fn) Enable the 'next page' button, invoking the given script if the save is a success.
RDXUI.Wizard:NoCancel () Disable the "Cancel" button.
RDXUI.Wizard:Open (parent) Open this wizard, displaying the first page.
RDXUI.Wizard:RegisterPage (n, table) Page registration.
RDXUI.Wizard:SavePage () Try to save this page.
RDXUI.Wizard:SetPage (num) Set the page number for this wizard.
RDXUI.Wizard:SetDescriptor (desc) Set the descriptor.
RDXUI.Wizard:TurnPage (function) If there is a numerically-next page in this wizard, go to it; otherwise just exit. The given function is called before the pageflip.

[edit] UnitFrames

Helpful tools and objects for the UnitFrames UIs. (A lot of the unitframe functions are not defined here as they are implemented via RDX.RegisterFeature. I need to figure out a way to index them appropriately.)

__AuraIconOnEnter ()
__AuraIconOnLeave ()
__SetAuraIcon (btn, meta, tex, apps, dur, tl, showTime, dispelType)
__UFAnchorCheck (anchor, state, errs) Check an anchor descriptor against a state to make sure we're anchoring to something that exists.
__UFFrameCheck (prefix)
__UFFrameCheck_Proto (prefix, desc, state, errs) Check to see if an object name is a valid name (alphanumeric/underscores only, 15 chars or less) and is not previously taken on a state. Designed for use in ExposeFeature methods.
_GenerateReplaceTextFeature (oldFeat, newFeatName, newFeatVers, hook) Replaces old text features with new ones.
FreeTimer.CreateFreeTimerClass (statusBar, text, formula, textFilter, unknownSB, unknownText, expiredSB, expiredText)
SetCameraZero (self) Global function to set a model to camera zero.
RDX._AddReservedVariableName (name)
RDX._CheckVariableNameValidity (name, state, errs) Subroutine to check a variable name for validity.
RDX.LoadUnitFrameDesign (path, func, windowState) Unitframe state object used throughout.
RDX.RegisterStatusTextType (tbl)
RDX.SetStatusBar (bar, val, color, fadeColor) Set the value and colors of a status bar appropriately.
RDX.SetStatusText (txt, val, color, fadeColor, text) Set the colors of status text appropriately.
RDX.UnitFrameGeneratingFunctor (state, path) Code generation functor. Given a unitframe ObjectState, build the create, paint, cleanup, and destroy functions.
RDX.UnitFrameState:new (state, path) The ObjectState for a UnitFrame.
RDX.UnitFrameState:SetContainingWindowState (state, cws)
RDX.UnitFrameState:GetContainingWindowState (state)
RDX.UnitFrameState:OnResetSlots (state)
RDXUI.AnchorCodeFromDescriptor (anchor) A helper function to generate the appropriate arguments to SetPoint() given an anchor descriptor.
RDXUI.ComposeFrameList (state)
RDXUI.ComposeObjectList (state, prefix, includeBase) Given a unitframe state, compose a list of available objects on that state.
RDXUI.DrawLayerDropdownFunction ()
RDXUI.FontDropdownFunction ()
RDXUI.GenerateColorSwatch (ctr, text) Generate a right-embedded color swatch inside a container.
RDXUI.GenNameWidthHeightPortion (ui, desc) Factored-out oft-repeated fragments.
RDXUI.HAlignDropdownFunction ()
RDXUI.IsValidBoolVar (vn, state) Validity check for boolean variables (allow true/false constants)
RDXUI.MakeSlotSelectorDropdown (ctr, title, state, prefix, includeBase, x1, x2) Generate a dropdown that selects slots with a given prefix from a state.
RDXUI.ResolveFrameReference (ref) A helper function to resolve a frame reference to a variable on the object.
RDXUI.UnitFrameAnchorSelector:new (parent)
RDXUI.VAlignDropdownFunction ()

[edit] Window Manager

RDX Window Manager functions and API.

RDX._exportedWindowState () Link to RDX.GenericWindowState:new() ?
RDX._ResetCurrentDesktop () LAYOUT RESET
RDX.AddQuickDesktop (path) Add a desktop to the Quick Desktops list if it's not already there.
RDX.ApplySecureAttributes (mbData, uf, btnPrefix) Given mouse binding data, apply attributes to the SecureUnitFrame given.
RDX.BuildOnClickFunction (mbData) Given mouse binding data, build a function F(arg1, unit) that processes the mouse click defined by arg1.
RDX.ClearSecureClickAttributes (uf) Clear secure bindings that might have been "left over" from previous RDX usage.
RDX.GenericWindowState:new ()
RDX.GetClickActionByName (n)
RDX.HeaderGrid:new (parent, htype)
RDX.HeaderGrid:ActiveChildren () Return a stateless iterator over *active* children in this header.
RDX.HeaderGrid:AllChildren () Return a stateless iterator over *all* children in this header.
RDX.HeaderGrid:GetActiveChild (i) Get the i'th child of this smart header only if it is active; just return nil otherwise.
RDX.HeaderGrid:GetBoundary (index) Get the width and height of our grid.
RDX.HeaderGrid:GetCellByIndex (index) Get a cell by index from this grid.
RDX.HeaderGrid:GetChild (i) Get the i'th child of this smart header.
RDX.HeaderGrid:GetHeaderDirection ()
RDX.HeaderGrid:GetLayoutParameters ()
RDX.HeaderGrid:GetSubHeader (index) Get the n'th subheader in this grid.
RDX.HeaderGrid:GetNumSubHeaders ()
RDX.HeaderGrid:IterateAll () Iterate over the ENTIRE contents of this grid.
RDX.HeaderGrid:IterateAsDataSource () Iterate this header as if it were an RDX DataSource.
RDX.HeaderGrid:Iterator () Iterate over the ACTIVE contents of this grid.
RDX.HeaderGrid:RectifyDimensions (activeCells, xCells, yCells) Convert units of length along the major and minor axes, respectively, into units of absolute length.
RDX.HeaderGrid:SetLayoutParameters (dir, dx, dy, subdir, sdx, sdy, sfdx, sfdy) Change the layout parameters for this grid.
RDX.HeaderGrid:SetNameList ()
RDX.HeaderGrid:SizeHeaders (k) Add headers to this grid until the number of headers is equal to k.
RDX.HeaderGrid:Stuff (iterGen, filter, transform, bucket, limit) Stuff this header with data.
RDX.IsQuickDesktop (path) Determine if a desktop is on the Quick Desktops list.
RDX.Multiplexer:new () Create a new multiplexer with the given functions.
RDX.Multiplexer:_CreatePaintMask () Create a new paint mask on this multiplexer.
RDX.Multiplexer:_ForceHinting (evname) Force hinting on a given event.
RDX.Multiplexer:Bind (win) Execute the binds for this multiplexer. Should run after :Assemble().
RDX.Multiplexer:Close (win) Undo everything done by :Open.
RDX.Multiplexer:Event_MaskAll (event, mask) When the given event name fires, ALL frames in this window will have the given mask applied.
RDX.Multiplexer:Event_MaskAllIfPresent (event, mask) When the given event name fires, ALL frames in this window will have the given mask applied BUT ONLY IF the unit for which the event fires is PRESENT in the window.
RDX.Multiplexer:Event_SetDeltaMask (set, mask) Bind the delta event of a given set to this multiplexer in such a way that for every delta of the set, the given mask is applied to the delta units.
RDX.Multiplexer:Event_SigUpdateMaskAll (obj, mask) Bind the SigUpdate of the given object to this window. When it fires, mask ALL the frames in the window with the given mask.
RDX.Multiplexer:Event_SetDataSource (set) Whenever the given set fires an update, RepaintLayout.
RDX.Multiplexer:Event_SortDataSource (sort) When the given sort triggers a level 2 update, RepaintLayout, else RepaintForce(1).
RDX.Multiplexer:Event_UnitMask (event, mask, force) When the given event name fires, the unit specified by arg1 will have the given mask applied.
RDX.Multiplexer:GetPaintMask (id) Get a paint mask by ID from this multiplexer, creating it if it doesn't exist yet.
RDX.Multiplexer:Open (win) Apply the modifications to this frame's repaint functions (should be run before :Assemble().)
RDX.Multiplexer:RepaintOnMasks (...) Get the "response paintmask" for the given IDs. If any of these masks trigger, a band will return nonzero.
RDX.Multiplexer:SetNoHinting (flag)
RDX.Multiplexer:SetPeriod (p)
RDX.Multiplexer:Unbind (win) Unbind all events associated to this multiplexer.
RDX.RegisterClickAction (tbl) Register a click-bindable action.
RDX.RemoveQuickDesktop (path) Remove a desktop from the Quick Desktops list.
RDX.SkeinInstance:new (srcw, dstw) Create a new skein instance between the given pair of open windows.
RDX.SkeinInstance:Disable () Disable this skein instance from being painted (e.g. on window move).
RDX.SkeinInstance:Enable () Enable this skein instance.
RDX.SkeinInstance:Weave (index, f1, f2) Connect a pair of frames on this skein instance.
RDX.SkeinInstance:Unravel () Destroy this skein instance, removing it from its underlying windows as well.
RDX.SmartHeader:new (ty) We start by abstracting the header template itself, into an object with some intelligent API.
RDX.Window:new () The generic RDX Window object.
RDX.Window:LoadState (state)
RDX.Window:UnloadState ()
RDX.WindowState:new () The WindowState for a generic window.
RDXUI.ApplyHeaderDescriptor (hdr, hdef)
RDXUI.ClassBucketing ()
RDXUI.ClassOrderBucketing ()
RDXUI.GenerateEventBindingSlotSelector (parent, feature, selection) Create the generic UI that allows the selection of an event to bind to.
RDXUI.GenerateFrameTitleUI (feature, desc, parent) Helper function to generate a title UI.
RDXUI.GroupBucketing ()
RDXUI.HeaderEditor:new () An interface for editing header descriptors.
RDXUI.TypewriterBucketing (colsz)
RDXWM._Layout (win) Force a re-layout operation on the given window.
RDXWM.AnchorFrame (frame, ap, left, top, right, bottom) Given frame coordinates and an anchor point, anchors the frame appropriately based on that point. w1 will have its current layout obliterated in the process.
RDXWM.CloseWindow (win) Close a window.
RDXWM.CloseWindowByID (id) Close a window by identity, if it exists.
RDXWM.DestroyProfile (id) Delete a window's profile by identity.
RDXWM.ForceDock (w1, p1, w2, p2) Programmatically dock two windows. w1 will be docked to w2, which will be the parent in the relationship.
RDXWM.GetBoxQuadrant (left, top, right, bottom) Gets the corner of the screen (quadrant) best containing the box with the given universal coordinates.
RDXWM.GetCurrentDesktopPath () Get the package:file for the currently active desktop.
RDXWM.GetFrameQuadrant (frame) Gets the corner of the screen (quadrant) best containing the given frame.
RDXWM.GetProfile (indent) If an object with the given identity has a WM profile (but not necessarily instantiated) it is returned. Otherwise returns NIL.
RDXWM.GetSavedPosition (win) Get the saved position of a window.
RDXWM.GetWindow (ident) If an object with the given identity is currrently instantiated in the WM, returns it. Otherwise returns NIL.
RDXWM.GetWindowClass (cn)
RDXWM.HideRDX ()
RDXWM.IsBeingDragged (win) Determine if this frame is being dragged.
RDXWM.IsDocked (win) Determine if this frame is docked.
RDXWM.IsManagedWindow (w) Determine if this window is a "managed window".
RDXWM.IsProfileOpen (ident) Check if an object with the given identity has an "open" flag in the WM.
RDXWM.IsRDXHidden ()
RDXWM.IterateDockGroup (win, fn) Iterate over all windows in the dock group of the given window, calling the function fn for each.
RDXWM.LayoutPropsDialog (frame)
RDXWM.LoadDesktop (newdb) Load the window database described by the given table.
RDXWM.LoadDesktopFile (path, featuredata) Load a desktop by file path. See also RDX.SelectDesktop
RDXWM.ManageWindow (frame, id) Add a user-controlled classless window to this desktop.
RDXWM.MouseBindingEditor:new () The mouse binding editor is a hierarchical control designed to manipulate a single mouse binding. It will be embedded into the mouse binding editor dialog.
RDXWM.OpenWindow (id, className) Use a window class's Open method to add a new window to this desktop.
RDXWM.QueueLockdownAction (object, method) Execute a series of actions after combat lockdown ends.
RDXWM.RebuildAll () Rebuild all classful windows.
DISABLED RDXWM.RebuildSecureWindows () Rebuild all secure windows.
RDXWM.RebuildWindow (window) Rebuild a single window.
RDXWM.RegisterWindowClass (tbl)
RDXWM.SavePosition (win) Save a window's current position.
RDXWM.ShowRDX ()
RDXWM.StdMove (w, handle, clickFunc) Add a standard "move handle" to the given managed frame.
RDXWM.ToggleRDX () Toggles hide/showing all RDX windows and objects.
RDXWM.WindowList () Opens RDX window list.
RDXWM.WindowProperties (frame) Props (properties) menu.

[edit] VFL

General VFL commands.

_ClearErrors ()
DEPRECATED _VFLMem () MEMORY LEAK/HOG ASSIST ROUTINES; No-op function.
DebugListVFLModules ()
DispatchTable:new () @return A new, empty dispatch table.
DispatchTable:SubsumeFrame (frame) Convert a frame into a dispatch table. Slightly faster than maintaining a separate dispatch table; also has the advantage of supporting native event args. This operation CANNOT be reversed; once a frame is subsumed it is permanently so.
DispatchPrototype ()
DispatchPrototype:Bind (key, object, method, id) Create a new binding on this dispatch table.
DispatchPrototype:Dispatch (key, ...) Make a dispatch.
DispatchPrototype:DebugDispatches (prov, level) Force all dispatches to pass through the given debug provider.
DispatchPrototype:DeleteKey (key) Delete the signal at the given key. Don't call this unless you're sure you know what you're doing. The normal method for removing dispatch entries is via proper use of :Bind(id) and :Unbind(id).
DispatchPrototype:GetSignal (key) Get the signal associated to the given key, creating it if it does not exist.
DispatchPrototype:IsBound (key, id) Determine whether something with the given id is bound to the given key.
DispatchPrototype:LatchedDispatch (dt, key, ...) Make a dispatch if enough time has passed.
DispatchPrototype:LockSignal (key) "Lock" the signal associated with this key, preventing it from being auto deleted when it becomes empty. This can be used to make commonly-dispatched events more efficient.
DispatchPrototype:Unbind (id, event) Remove bindings from this dispatch table by ID.
DispatchPrototype:UnbindByHandle (handle) Remove bindings from this dispatch table by handle.
Emm (n) Convert a number of seconds to Xh, Xm, or Xs depending on magnitude.
Kay (n) Convert a number to a string formatted as K(ilo) or M(ega).
LoadModuleData () When saved variables are loaded, project them onto the modules.
Module:new () Create a new module.
Module:LoadVersionFromTOC (addon) Get a module's version number by loading and parsing a string from a WoW toc file.
Module:ModuleAddChild () Add a child module.
Module:ModuleCommand (cmd, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14, a15, a16, a17, a18, a19, a20) Issue a module command.
Module:ModuleCommandChildren (cmd, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10, a11, a12, a13, a14, a15, a16, a17, a18, a19, a20) Issue a command to this module's children.
Module:ModuleGetChildren () Get all children of this module.
Module:ModuleHasCommand (cmd) Determine if a module has the given command available.
Module:ModuleListModules (func, indent) Recursively list submodules.
Module:ModuleSetDebugLevel (n) Set the debug level of a module.
RegisterVFLModule (x) Register a new VFL module.
Signal:new () Create a new, empty signal.
Signal:Connect (obj, method, id) Connect a method to this signal.
Signal:Disconnect (targ) Disconnect an object or method from this signal by object or method pointer.
Signal:DisconnectAll () Remove all objects from this signal.
Signal:DisconnectByID (id) Disconnect an object or method from this signal matching the given ID. @param id An ID used in Signal:Connect() to connect a method to this signal.
Signal:DisconnectByHandle (handle) Disconnect an object or method from this signal using the handle returned by Connect(). @param handle A handle returned by a previous call to Signal:Connect().
Signal:IsIDConnected (id) Determine if an ID is connected to this signal.
Signal:IsEmpty () Test the signal for emptiness. @return TRUE iff the signal is empty.
Signal:Raise (...) Actuate the signal, calling all bound methods. All the arguments are passed directly onto the called methods.
tbtest ()
VFL._ForceCombatFlag (f) Combat and Battleground Detection.
VFL.AddEscapeHandler (f) Add an escape handler. This function will be called the next time Escape is pressed. Escape handlers form a last-in-first-out stack, with one ESC press causing one handler to be invoked at a time.
VFL.clamp (n, min, max) Limits number n to values between and including min and max
VFL.ControlSet:new () Create a new ControlSet. A control set is a grouping of functional control definitions.
VFL.ControlSet:Controls () Return the control array for this ControlSet.
VFL.ControlSet:DefineControl (table) Define a control on this ControlSet.
VFL.Debug_ShowCode (code) Code viewer.
VFL.destructure (T, f, context) DESTRUCTURE; Applies a "destructuring operator" to a table, which extracts or transforms substructures of tables in an extremely general way. Similar to (but more general than) the pattern matching construct in languages like ML.
VFL.DrawLine (layer, texture, x0, y0, x1, y1, w, r, g, b, a) Draw a line onto a layer.
VFL.Escape () Simulate the press of the Escape key.
VFL.EscapeTo (f, elide) "Escape to" the given escape handler, previously registered via AddEscapeHandler. If the handler is found, this will invoke the handler and every handler above it in the stack. If the second argument is true, it will escape to the level ABOVE the provided function.
VFL.GenerateSequencer (prefix) Returns a function that generates an increasing series of numbered tokens beginning with the given prefix string.
VFL.GetPetOwnerUID (puid)
VFL.GetPlayerTalentRank () Determine the player's rank in the talent with the specified name. Returns 0 if they don't have the talent trained.
VFL.GetSecureButtonUnit (self, button) Extract a unit from a secure button, properly accounting for pets.
VFL.gsum (ri, fnClassify, fnGenRep, fnAddInPlace) GENERALIZED SUM; Collapses a table along its rows, by identifying certain rows as being in certain equivalence classes, then accumulating over those classes. (Similar to an aggregate SQL query.)
VFL.hook (fnbefore, fnafter) Creates a simple hook. Creates a new function that runs fnbefore then fnafter
VFL.InBattleground ()
VFL.MakeLayer (f)
VFL.Noop Does nothing; an empty function with no return value.
VFL.PlayerClassIs (class) Determine if the player is the class given.
VFL.PlayerInCombat ()
VFL.Pool:new (class) Construct a new, empty pool.
VFL.Pool:_Release (o)
VFL.Pool:Acquire (a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) Acquire an object, removing it from this pool.
VFL.Pool:Empty (destr) Empty out the pool, calling the optional destructor function for each object in the pool.
VFL.Pool:Fill (pfx) Fill a pool with global objects having a given prefix.
VFL.Pool:Get (i) Get the n'th object from this pool, resizing if necessary until there are n objects.
VFL.Pool:GetSize () Get the current size of the pool.
VFL.Pool:KGetObjectInfo ()
VFL.Pool:KGetObjectName ()
VFL.Pool:Release (o) Release an object into this pool.
VFL.Pool:Shunt (destr) Shunt the pool. Destroys the pool's current contents, prevents future acquisitions, and runs all future releases through the provided destructor.
VFL.poptree
VFL.RemoveEscapeHandler (f) Remove an escape handler previously registered by VFL.AddEscapeHandler.
VFL.ResolvePetUID (uid)
VFL.Snippet:new () The Snippet object allows the on-the-fly assembly of a snippet of code.
VFL.TripError (context, msg, extended) Trip an error.
VFL.UIContext:new () UI CONTEXT; A UI context is a set of control constructors and framepools. All controls generated by a UI context are automatically freed into that context.
VFL.WildcardToRegex (wc) Wildcard converter. Converts "simple" wildcard strings using * as a wildcard into Lua regular expressions.
VFL.zeropad (n, pad, zprefix, nprefix) Pad a stringified number with zeroes.
VFL_DebugPrint (refLevel, level, annot, ...) Module-level debugging function
VFLKernelGetStartTime () Get the OS time when the kernel started.
VFLKernelGetTime () Get the time since session start.
VFLKernelGetTimeTenths () Get the time since session start, rounded to the tenths place.
Deprecated VFLKernelRegisterCategory () No-op function.
Deprecated VFLKernelRegisterObject () No-op function.
Deprecated VFLKernelPrintStatus () No-op function.
VFLSetDebugger (dbg) Change the system debugger.
VFLG.AffineApply (m, v) Apply the given affine transformation to the given coordinate vector. Stores the result back in the vector.
VFLG.AffineCompose (m1, m2) Compose two affine transformations (matrix multiplication.) Stores the result in the first input.
VFLG.AffineIdentity (at) Load the identity transformation into the given array.
VFLG.AffineRotate (at, theta) Post-apply a rotation of theta radians counterclockwise about the current origin.
VFLG.AffineScale (at, sx, sy) Post-apply a scale by sx along the x axis and sy along the y axis to the given affine transform.
VFLG.AffineSet (at,a,b,c,d,e,f) Set the terms of an affine transformation.
VFLG.AffineTransform (m, x, y) Apply the given affine transformation to the given coordinate pair. Returns a pair of transformed coordinates.
VFLG.AffineTranslate (at, dx, dy) Post-apply a translation by (dx,dy) to the given affine transform.
VFLG.RotateScaleTexture (t, theta, scale) Spontaneously generate and apply a scale/rotate transform to a texture.
VFLG.TextureBundle:new (layer) Create a new texture bundle on the given layer.
VFLG.TransformTexture (t, matrix) Apply an affine transformation to a texture.

[edit] Core

Core functions for managing dynamic WoW UI primitives.

GetLocalBoundary (frame)
GetLocalCoords (frame, x, y)
GetLocalCoords4 (frame, x, y, z, w)
GetLocalMousePosition (frame) Get the mouse position in the local coordinates of the given frame.
GetRelativeLocalMousePosition (frame) Get the mouse position in the local coordinates of the given frame RELATIVE TO THE TOPLEFT OF THAT FRAME.
GetPoint (frame, point) Get the local coordinates of a point on the frame.
GetUniversalBoundary (frame) Get the left, top, right, and bottom points of a frame in universal coordinates.
GetUniversalCoords (frame, x, y)
GetUniversalCoords4 (frame, x, y, z, w)
GetUniversalPoint (frame, point) Get the universal coordinates of a given point on the frame.
ToLocalAxis (frame, dx)
ToUniversalAxis (frame, dx)
TransformCoords (from, to, x, y)
TransformCoords4 (from, to, x, y, z, w)
VFL.GetNextID () A simple ID counter for objects that require a name, to prevent naming collisions.
VFLUI._CleanupFrame (frame) Cleanup a Frame.
VFLUI._CleanupLayoutFrame (frame) Cleanup a LayoutFrame.
VFLUI._RemoveFrameScripts (frame)
VFLUI.AcquireFrame (frametype) Acquire a Frame-derived object of the given type.
VFLUI.AddScript (frame, event, fn) HOOKABLE UI SCRIPTING
VFLUI.AspectConstrainedFit (origW, origH, constraintW, constraintH) Fit an original image into a constrained box, preserving the original image's aspect ratio.
VFLUI.CanAcquireFrame (frameType) Determine if the given framepool exists.
VFLUI.CreateFontString (parent) Acquire a FontString as a child of the given frame.
VFLUI.CreateFramePool (name, onRel, onFallback, onAcq) Create a new kernel frame pool. After this operation completes, VFLUI.AcquireFrame() will be usable to acquire frames of the new type.
VFLUI.CreateTexture (parent) Acquire a Texture as a child of the given frame.
VFLUI.FindLayoutRoot (x) Find the root of the given layout tree.
VFLUI.GetOppositePoint (point) Get the "opposite" side of a given point.
VFLUI.ReleaseFrame (frame) Release a Frame-derived object.
VFLUI.ReleaseRegion (region) Manually release a Region.
VFLUI.StdSetParent (frame, parent, flm) Set the parent of the given frame to the given frame, and adjust the layout parameters appropriately.
VFLUI.UpdateDialogLayout (x) Update a dialog's layout.

[edit] DataStructures

colorize (str, r, g, b, a) Use a color vector to color a string.
CVFromCTLerp (c1, c2, t) Linearly interpolate two color values, returning a vector.
ConcatBuffer.new ()
ConcatBuffer.append (buf, str)
ConcatBuffer.toString (buf)
explodeColor (rgb) Convert a color table to a color 3-vector
explodeRGBA (rgb) Convert a color table to a color 4-vector. Similar to explodeColor, but returns a fourth argument, alpha a.
ittest ()
strcolor (r,g,b,a) Retrieve a string formatting code from a color vector.
strtcolor (t) Retrieve a string formatting code from a color table.
tcolorize (str, t) Use a color table to color a string.
VFL_TempColor ()
VFL.AddError (errs, msg)
VFL.ArrayLiterator (a) Adapt a literator that spans the given array.
VFL.Color:new (o) Create a new color on the given object.
blend (c1, c2, t) Blend this color via RGB linear interpolation between two colors.
clone () Clone this color, creating an identical new color object.
colorize (str) Colorize the given string with this color.
GetFormatString () Get the WOW text formatting string corresponding to this color.
HLSTransform (c2, h, l, s) Modify the HLS of the passed color c2, storing the result in this color. Any arguments not provided will be assumed to go unmodified in the transformation.
set (target) Copy from the target color into this color.
RGBVector ()
RGBA (r,g,b,a) Set color directly.
RGBAVector () Get a vector from this color.
VFL.DelayedForeach (dt, f, fDone, liN, liX)
VFL.EmptyLiterator () Return a literator over an empty set. Size is always zero and data is always nil.
VFL.Error:new ()
VFL.Error:AddError (msg)
VFL.Error:Clear ()
VFL.Error:Count ()
VFL.Error:DumpToChat (msg)
VFL.Error:ErrorTable ()
VFL.Error:FormatErrors_SingleLine ()
VFL.Error:HasErrors ()
VFL.Error:SetContext (ctx)
VFL.Error:ToErrorHandler (context, msg)
VFL.HasError (errs)
VFL.IntervalTree:new (min, max) Create a new, empty interval tree.
VFL.IntervalTree:Dump () Dump the tree.
VFL.IntervalTree:GetPredecessorOf (x) Get the predecessor of the given node, or null if none exists.
VFL.IntervalTree:GetSuccessorOf (x) Get the successor of the given node, or null if none exists.
VFL.IntervalTree:Insert (low, high) Insert an interval with the given endpoints.
VFL.IntervalTree:Intersect (x0, x1, data) Return all intervals in the interval tree that intersect the given interval.
VFL.LiDelayedForeach (dt, f, liN, liX) Literator Delayed Foreach; For every item x in the literator, call f(x), introducing a delay of dt seconds in between each call.
VFL.ReversedArrayLiterator (a)

[edit] FrameClasses

tabbar1 ()
tabbar2 ()
tabbox ()
VFLUI.AbstractWindow:new (parent)
VFLUI.ActivateScrollingCompoundFrame (ui, sf)
VFLUI.BindSliderToEdit (slider, edit) Bind a slider to an edit box.
VFLUI.Button:new (parent) Create a standard VFL-themed button.
VFLUI.CancelButton:new (parent) "Cancel" button with red text.
VFLUI.Checkbox:new (parent) VFL-themed checkbox with paired text control.
VFLUI.CheckGroup:new (parent) A check group is a numerically indexed array of checkboxes arranged in a grid.
VFLUI.CheckList:new (parent, chex) A scrollable "checklist" with checkmarks on the left and textual items on the right.
VFLUI.CloseButton:new (parent, dim) "X"-shaped Close button.
VFLUI.CollapsibleFrame:new (parent) A collapsible frame is a PassthroughFrame augmented with a button to control its collapse and expansion, and a FontString to describe its contents.
VFLUI.ColorSwatch:new (parent) A control that allows the selection of colors.
VFLUI.ComboBox:new (parent, onBuild, initText, limit)
VFLUI.CompoundFrame:new (parent) A compound config frame is a grid of config frames. Any invocation of a config method on a compound config frame is automatically passed on to all of its children.
VFLUI.CreateScrollDownButton () Create a button with the VFL "Scroll down" skin.
VFLUI.CreateScrollingCompoundFrame (parent) Scrolling Compound Frame.
VFLUI.CreateScrollLeftButton () Create a button with the "Scroll left" skin.
VFLUI.CreateScrollRightButton () Create a button with the "Scroll right" skin.
VFLUI.CreateScrollUpButton () Create a button with the VFL "Scroll up" skin.
VFLUI.DestroyScrollingCompoundFrame (ui, sf)
VFLUI.DisjointRadioGroup:new () Create a new DisjointRadioGroup.
VFLUI.Dropdown:new (parent, onBuild, onSelChanged, initText, initValue, limit) A dropdown box allows the selection of something from a predefined list. Closely related, the combo box is an edit control with an attached dropdown list that also allows the entry of custom data.
VFLUI.Edit:new (parent, overrideFix) Create a new single-line edit control.
VFLUI.FixEditBoxCursor (editbox) This function resets the cursor position in an EditBox on the next frame. See wowwiki
VFLUI.Framing.Default (self, titleHeight)
VFLUI.Framing.Fat (self)
VFLUI.Framing.Sleek (self)
VFLUI.GroupBox:new (parent) Create a new GroupBox.
VFLUI.GroupBox.MakeTextCaption (gb, text) A helper function to create a default text caption on a groupbox.
VFLUI.HScrollBar:new (parent, noButtons) A horizontal slider.
VFLUI.IconPicker:new (parent)
VFLUI.InvertedControlWindow:new (parent)
VFLUI.LabeledEdit:new (parent, editWidth) An edit box with a label.
VFLUI.List:new (parent, cellHeight, fnAlloc) Create a new List.
VFLUI.ListEditor:new (parent, list, fnApplyData, fnBuildDropdown, fnAcceptEntry) Create a new list editor.
VFLUI.OKButton:new (parent) "OK" button.
VFLUI.PassthroughFrame:new (f, parent) A passthrough config frame simply passes on its requests to its subobject. Passthroughs can be used as decoration or for other functionality-inert purposes.
VFLUI.RadioButton:new (parent) VFL-themed Radio Button with text control.
VFLUI.RadioGroup:new (parent) A radio group is a grid of mutually exclusive radio buttons.
VFLUI.ScrollBarRangeCheck (sb) Check the value of a scroll bar, and grey out the scroll buttons as appropriate.
VFLUI.Selectable:new (_, font) Create a new Selectable.
VFLUI.Selectable.AcquireCell () A simple AcquireCell function for Selectables.
VFLUI.Selectable.ApplyData_TextOnly (cell, data) A simple ApplyData function to apply text to a selectable cell.
VFLUI.Separator:new (parent, str, objHeight, fontHeight) A separator bar for compound UIs.
VFLUI.StatusBarTexture:new (parent)
VFLUI.TabBar:new (fp, parent, tabHeight, orientation) A tab bar is a scrollable row of clickable buttons that are usually used to perform manipulations on an underlying window.
VFLUI.TabBox:new (fp, parent, tabHeight, orientation)
VFLUI.TextEditor:new (parent, controlType, font) A frame that can be used to view and change long strings of text.
VFLUI.TexturedButton:new (parent, dim, texture) Single-texture square-shaped highlightable button.
VFLUI.VScrollBar:new (parent) Create a new vertical scrollbar.
VFLUI.VScrollFrame:new (parent) A class similar to a Blizzard ScrollFrame, preloaded with VFL-themed scrollbars and appropriate scripts.
VFLUI.Window:new (parent)
VFLUI.Window.RightButtonStrip (win, sz, af, point, ofsX, ofsY)
VFLUI.Window.SetDefaultFraming (self, titleHeight) COMPAT: A lot of code uses this. Simple reference to VFLUI.Framing.Default.
VFLUI.Window.StdMove (win, handle) Imbue the given window with a basic movement paradigm.
VFLUI.Window.StdMoveICW (win, handle)

[edit] Primitives

Contains various useful primitive operations on functions, strings, and tables.

Deserialize (data)
i18n (str)
lerp1 (t, x0, x1)
lerp4 (t, x0, x1, y0, y1, z0, z1, u0, u1)
lerp5 (t, x0, x1, y0, y1, z0, z1, u0, u1, v0, v1)
lerp6 (t, x0, x1, y0, y1, z0, z1, u0, u1, v0, v1, w0, w1)
Serialize (obj)
VFL.asize (A, n, default) Forces the indices of the array A to be valid for the range [1..n]. Any indices outside of this range are quashed, and any indices inside this range that are missing are added, with the given default value.
VFL.asizeup (A, n, default) Like asize, only will not quash entries beyond the end.
VFL.call (f, ...) If f is a function, return f evaluated at the arguments, otherwise return f.
VFL.capitalize (str) Capitalize the first letter of a string.
VFL.checkFlag (str, flag) A "flag string" is a string where the presence of a character indicates the truth of a property.
VFL.close (x, y) Are two numbers "close?" (within an epsilon distance).
VFL.collapse (D, T) Sets to nil all entries of D that do not have a corresponding entry in T, i.e. if T[k] == nil then D[k] will be made nil. T is unchanged.
VFL.copy (T) Creates an identical, deep copy of T.
VFL.copyInto (D, T) Copies T[k] into D[k] for all k in keys(T), T is unchanged, and all other entries of D are unchanged.
VFL.copyOver (D, T) Makes the table referenced by D identical to the table referenced by T. T is unchanged.
VFL.cprint (str) Print a single line in the center of the screen.
VFL.debug (str, level) Print a string for debugging at the given verbosity level.
VFL.empty (T) Nils out all entries of T. (T is a table.)
VFL.False ()
VFL.filter (L, b) Returns new L' < L with b(x) true for all x in L'.
VFL.filterInPlace (L, b) Modifies L, removing all elements for which b(x) is false.
VFL.filteredIterator (T, f) Returns a pairs()-type iterator function over the given table that only returns entries that match the given filter f(k,v).
VFL.getkeys (T) Returns an array containing the unique keys of the table T.
VFL.Identity (x)
VFL.internationalize (locale, data)
VFL.invert (T) Returns a table T' whose keys are the values of T and whose values are corresponding keys. This function is invalid for inputs T with duplicated values.
VFL.isArray (tbl)
VFL.isempty (T) Returns true iff the table T has no entries whatsoever.
VFL.IsGameInitEvent (ev) Determine if an event is a WoW game initialization event.
VFL.isValidIdentity (str) Determines if the string is a valid identity, that is, pure alphanumerics, dashes, and underlines.
VFL.isValidName (str) Determines if the string is a valid name (alphanumeric followed by alpha/space followed by alpha).
VFL.ivals (T) Like ipairs(), only just returns values.
VFL.line (str) Get the first \n-delimited line from the given string (word, rest) = VFL.line(str).
VFL.mixin (D, T, force) Add all of the function entries of T to D if they don't already exist. If "force" is true, mixes in even if the entries already exist.
VFL.mmod Pass through to math.fmod; Burning Crusade: fix for missing math.mod (which is used everywhere...).
VFL.mod (k, n) math.mod is broken on negative dividends, this function fixes it.
VFL.modf Pass through to math.modf; Fractional part extraction.
VFL.Nil ()
VFL.nonnil (str) Convert nil to the empty string.
VFL.Noop ()
VFL.One ()
VFL.print (str) Print a single line to the chat window.
VFL.removeFieldMatches (L, field, val) From L (which is assumed to be a list of tables) remove all entries whose field "field" has value "val". Returns the number of entries removed.
VFL.round (x) Quick and dirty rounding.
VFL.setFlag (str, flag) Set a flag in the given flag string.
VFL.transform (T, f) Return a table T' whose pairs are related to pairs of T by (k',v')=f(k,v). f is a two-argument function valid on the pairs of T.
VFL.transformInPlace (T, f) Modifies the values of the table T based on a function f(k,v) of the pair.
VFL.trim (str) Trim all leading and trailing whitespace from a string.
VFL.True ()
VFL.tsize (T) Return the actual size of the table T.
VFL.unmix (D, T) Nil all the function entries in D that have corresponding entries in T. "Reverses" the operation of mixin.
VFL.word (str) Get the first space-delimited word from the given string (word, rest) = VFL.word(str).
VFL.WrapInvocation (obj, meth) Wrap a "method invocation" on an object into a portable closure.
VFL.vals (T) An unordered iterator over the values of T.
VFL.vfind (T, v) Returns k such that T[k] == v, or nil if no such k exists.
VFL.vmatch (T, b) Returns k,T[k] such that b(T[k]), or nil if no such k exists.
VFL.Zero ()

[edit] Profiler

A tool to allow performance visualization and diagnosis for VFL-based addons.

VFLP._GetAddonSummary () List of addons currently being profiled.
VFLP.GetFramesPerObjectUpdate () Usage/frame = usage/interval * intervals/frame = u/i * 1/(f/i).
VFLP.GetFramesPerSummaryUpdate () Usage/frame = usage/interval * intervals/frame = u/i * 1/(f/i).
VFLP.GetObjectUpdateInterval () Gets the object update interval.
VFLP.GetSummaryUpdateInterval () Gets the summary update interval.
VFLP.IsEnabled () If profiling is enabled, populate it with a real function.
VFLP.RegisterCategory (name) Register a profiling category. All functions have a category; the parent category totals up the usages of all subfunctions.
VFLP.RegisterFrame (category, title, f, includeSubs) Register a frame in the given category.
VFLP.RegisterFunc (category, title, f, includeSubs) Register a function in the given category.
VFLP.UnregisterCategory (name) Unregister a profiling category; Also implicitly unregisters all functions in that category.
VFLP.UnregisterObject (obj) Remove a frame or function previously registered.

[edit] Spells

Code relating to the manipulation of in-game spells and abilities.

DebugSpellCategories ()
DebugSpellClasses ()
DebugSpells ()
VFLGetClassColor (cid)
VFLGetClassColorFromEn (en)
VFLGetClassID (cn)
VFLGetClassMnemonic (cid)
VFLGetClassName (cid) Given the class ID, retrieve the localized name for the class.
VFL.GetUnitClassColor (cid) Given a *VALID* unit ID, get its class color.
VFL.LocalizeClassNameTable (nt)
VFL.CategorizeClass (class, cn) Categorize all spells in a SpellClass.
VFL.CategorizeSpell (spellfn, cn) Categorize a single spell.
VFL.GetAllCategories () Get the category database.
VFL.GetAllSpells () Get a table (name->id) of all spells recognized by VFL.
VFL.GetBestSpell (name) Get the "best" spell of a given class.
VFL.GetBestSpellID (name) Get the "best" spell of a given class by spell id.
VFL.GetCategoryByName (cn) Get a category by name.
VFL.GetClassByName (cn) Get the class of the given name.
VFL.ClassifySpell (spellFullName, className) Manually classify a spell.
VFL.GetClassOfSpell (id) Get the class of the spell with the given id, if any.
VFL.GetOrCreateCategoryByName (cn) Get a category by name, creating it if it does not exist.
VFL.GetOrCreateClassByName (cn) Get a class with a given name, creating it if it does not exist.
VFL.GetSpellByFullName (n) Get a spell by FULL NAME: Spell Name(Rank X). Partial names will not work.
VFL.GetSpellCategories (id) Get a table (cat->true) mapping of all categories to which the given spell belongs.
VFL.GetSpellFullName (id) Given a spell's numerical ID, return its full name.
VFL.GetSpellClasses () Get all spell classes.
VFL.GetSpellRank (id) Given a spell's numerical ID, attempt to figure out its numerical rank, if any.
VFLS.SpellGroup:new () A SpellGroup is a group of spells. Big shocker there. The spells in the group can be queried by ID or name.
VFLS.SpellGroup:_DebugDump () Debug string dump
VFLS.SpellGroup:AddSpell (id) Add a spell to this group.
VFLS.SpellGroup:AddSpellByFullName (fn) Add a spell to this group by full name.
VFLS.SpellGroup:GetBestSpellName () Get the highest-sorted spell in this group by name.
VFLS.SpellGroup:GetBestSpellID () Get the highest-sorted spell in this group.
VFLS.SpellGroup:Empty () Empty this spell group.
VFLS.SpellGroup:HasSpellByFullName (fn) Determine if the spell with the given full name is in this group.
VFLS.SpellGroup:HasSpellByID (id) Determine if the spell with the given ID is in this group.
VFLS.SpellGroup:Spells () Get all spells in this group, as a sorted array.

[edit] Time

Contains various useful primitive operations on functions, strings, and tables.

GetTimeTenths () Gets the kernel time with 1/10th second precision. @return The kernel time in tenths-of-a-second.
test_sched (qq_i)
zmtest ()
VFL.AdaptiveSchedule (id, interval, func, ...) Adaptive-schedule a recurring process.
VFL.AdaptiveUnschedule (id)
VFL.CountUpTimer:new () Create a new countup timer.
VFL.CreatePeriodicLatch (period, function) A periodic latch prevents the underlying function from running more often than once every N seconds.
VFL.deschedule (se) Unschedules the entry at se (returned handle var from VFL.schedule)
VFL.Epoch:new () Establish an epoch using an exact minute (hh:mm:00.00).
VFL.Epoch:Dump () Print debug information about an epoch.
VFL.Epoch:GetKernelTimeCorrection () Get the discrepancy between kernel and server time, such that kernelTime + GetKernelTimeCorrection() = serverTime
VFL.Epoch:GetLocalTimeCorrection () Get the discrepancy between server and local time as it was when this epoch was synchronized.
VFL.Epoch:GetServerTime () Get the server time according to this epoch.
VFL.Epoch:KernelToServerTime (ktime) Convert a time to epochal server time.
VFL.Epoch:Synchronize (kernelTime, localTime, serverHr, serverMin) Establish an epoch using an exact minute (hh:mm:00.00).
VFL.GetEventCountdown (ev) Return the countdown to an event, in seconds.
VFL.GetFrameCounter ()
VFL.GetServerTime () Get the UTC server time.
VFL.GetServerTimeOffset () Get the hourly offset from local time to server time. @return the number of seconds X satisfying ServerTime = LocalTime + X
VFL.GetSystemEpoch () Get the VFL system epoch.
VFL.init () CORE VFL INITIALIZATION
VFL.initDeferred ()
VFL.InitTime () Initialize the VFL kernel's timing subsystem.
VFL.NextFrame (id, func)
VFL.schedule (dt, func, ...) Schedules func to be run dt seconds in the future, with arguments ... Returns a handle with which you can unschedule the function
VFL.scheduleExclusive (name, dt, func, ...) Schedule by name if not already scheduled.
VFL.scheduleNamed (name, dt, func, ...) Same as VFL.schedule, with the added name argument, which you can use to unschedule instead of the returned handle.
VFL.SetScheduleDilation (d) Change the dilation of the adaptive scheduler.
VFL.Time.CreateScheduleEntry (name) Old syntax for: VFL.unscheduleNamed; backreference for compatibility.
VFL.Time.FindEventByName (name) Find an event by name.
VFL.Time.FormatHMS (sec) Format seconds as hh:mm:ss.
VFL.Time.FormatMicro (time) Format very small time periods as a string.
VFL.Time.FormatMinSec (sec) Format a seconds time as min:sec.
VFL.Time.FormatSmartMinSec (sec)
VFL.Time.GetHMS (sec) Convert elapsed seconds to elapsed hours, minutes, seconds.
VFL.Time.HMSToSec (hms) Convert (hours, minutes, seconds) to seconds.
VFL.Time.ParseHMS (str)
VFL.unscheduleNamed (name) Unschedules an entry registered via VFL.scheduleNamed
VFL.unschedulePattern (ptn) Unschedules named schedules based on regex pattern ptn ("WARNING: This function is slow enough where it shouldn't be called on a per-frame basis.")
VFL.ZMSchedule (dt, func) Schedules func to be run dt seconds in the future. Does not take additional arguments. Returns a handle which is required in order to unschedule
VFL.ZMUnschedule (handle) Unschedules a function that was registered via VFL.ZMSchedule. The handle returned from VFL.ZMSchedule must be used

[edit] UI-VFL

BackdropColorUpdate ()
BaseTextureUpdate ()
BorderColorUpdate ()
DefaultColorUpdate ()
DropShadowUpdate ()
EdgeSizeUpdate ()
InsetsUpdate ()
TileUpdate ()
UpdateBrowser ()
UpdatePicker ()
UpdateFontPicker ()
UpdateSoundPicker ()
VCUpdate ()
VFLUI._AllTextures ()
VFLUI._GetFontFaces ()
VFLUI.ApplyBaseBackdrop (bkdp, border, backdrop)
VFLUI.BackdropPicker (owner, fnOK, fnCancel, backdrop) Launch the picker.
VFLUI.BackdropPickerOwner () Check the picker's owner.
VFLUI.BlendModeDropdownFunction ()
VFLUI.CloseBackdropPicker ()
VFLUI.CloseColorPicker () Close the color picker.
VFLUI.CloseFontPicker () Close the font picker.
VFLUI.CloseSoundPicker () Close the sound picker.
VFLUI.CloseTexturePicker () Close the texture picker.
VFLUI.ColorPicker (owner, fnOK, fnCancel, fnChange, r, g, b, a) Launch the color picker.
VFLUI.ColorPickerOwner () Check the color picker's owner.
VFLUI.CopyTexture (tex) Copy only the UI-relevant portions of a texture object.
VFLUI.CreateGenericDragProxy (parent, text, data) Create a generic drag proxy. This proxy is a Button with a plain text label that will carry a payload of data, and self destruct on the completion of a drag operation.
VFLUI.DragContext:new () Create a new drag context.
VFLUI.FontPicker (owner, fnOK, fnCancel, font) Launch the font picker.
VFLUI.FontPickerOwner () Check the picker's owner.
VFLUI.GenerateSetFontCode (obj, descr, sz, justify) Generate the code that will apply a font descriptor to a FontInstance.
VFLUI.GenerateSetTextureCode (obj, descr) Generate the code that will apply a texture to a Texture object.
VFLUI.GetBackdropBorderList ()
VFLUI.GetBackdropBorderTitle (name)
VFLUI.GetBackdropList ()
VFLUI.GetBackdropTitle (name)
VFLUI.GetFont (base, sz) COMPAT: compatibility with oldschool font api.
VFLUI.GetFontFaceName (path)
VFLUI.GetSortedTextureCategories ()
VFLUI.GetSoundList ()
VFLUI.GetTextureByPath (path)
VFLUI.GradientDirectionDropdownFunction ()
VFLUI.Grid:new (parent) Create a new Grid, optionally creating it as a child of the given parent.
VFLUI.Grid:Clear () Clear the grid, freeing all cells.
VFLUI.Grid:ColumnIterator (col)
VFLUI.Grid:DeleteRow (pos) Delete a row of frames directly from the grid.
VFLUI.Grid:InsertFrame (f, pos) Attach a frame to the END of a single-column grid.
VFLUI.Grid:InsertRow (pos, row) Insert a row of frames directly into the grid.
VFLUI.Grid:GetCell (x, y) Get the cell at a given location.
VFLUI.Grid:GetNumColumns ()
VFLUI.Grid:GetNumRows ()
VFLUI.Grid:GetSize ()
VFLUI.Grid:Iterator (dir)
VFLUI.Grid:LocateFrame (f) Locate a frame in the grid.
VFLUI.Grid:Nth (n, dxn) Return the n'th entry of the grid in the given iterator direction.
VFLUI.Grid:Relayout () Recompute all layout-related information (used when manipulating internal frames directly.)
VFLUI.Grid:RegionIterator (x0, y0, x1, y1, dir) Obtain an iterator over a region of the grid. The iterator can move in various directions. dir: 1=+x->+y 2=-x->+y 3=+x->-y 4=-x->-y 5 = +y->+x
VFLUI.Grid:RemoveFrame (f) Remove a frame inserted by InsertFrame.
VFLUI.Grid:RowIterator (row)
VFLUI.Grid:SetCellDimensions (xdim, ydim) Sets the row heights and column widths.
VFLUI.Grid:Size (w, h, OnAlloc, ...) Size the grid to the given width and height.
VFLUI.Grid:StatelessIterator (dxn)
VFLUI.Grid:VirtualGrid:new (phys) Create a virtual grid atop the given physical grid.
VFLUI.Grid:VirtualGrid:Destroy () Destroy a virtual grid and its underlying physical grid.
VFLUI.Grid:VirtualGrid:SetVirtualPosition (vx, vy) Update the grid with the given virtual coordinates.
VFLUI.HAlignDropdownFunction () Halign; related to the font picker?
VFLUI.MakeBackdropSelectButton (parent, backdrop, fnOK)
VFLUI.MakeButton (src, parent, text, width) Makes a default-styled button on the given frame. You'll have to add the anchors and OnClick script yourself.
VFLUI.MakeFontSelectButton (parent, font, fnOK) Create a "font select" button that will open the font picker and invoke a callback when the font is changed.
VFLUI.MakeLabel (src, parent, text) Makes a label on the given frame. A label is just a noninteractive text string. All you need to do is anchor the label after you get it back from this function; sizing is automatic. Intended to be single-line.
VFLUI.MakeSoundSelectButton (parent, sound, fnOK) Create a "select" button that will open the picker and invoke a callback when the sound is changed.
VFLUI.MakeTextureSelectButton (parent, texture, fnOK)
VFLUI.MessageBox (title, text, editText, b1_text, b1_callback, b2_text, b2_callback) A MessageBox is a small dialog box that appears in the center of the screen to inform or collect input from the user.
VFLUI.PopMenu:new () Popmenu object.
VFLUI.PopMenu:Begin (cellWidth, cellHeight, frame, point, dx, dy) Start a new popup tree. Destroys any old popup tree and sets the anchor point for the newly created tree.
VFLUI.PopMenu:Bump (dx, dy) Bump the popup tree by moving the first anchor by the given distance.
VFLUI.PopMenu:Expand (aFrame, data, limit) Expand the popup tree by attaching a menu with the given data, anchored to the given frame.
VFLUI.PopMenu:IsInUse () Determine if the popup tree is currently in use.
VFLUI.PopMenu:Release () Release and destroy the entire popup tree.
VFLUI.RegisterAbilIcon (class, title, path)
VFLUI.RegisterBackdrop (tbl)
VFLUI.RegisterBackdropBorder (tbl)
VFLUI.RegisterFont (tbl) Font descriptor database.
VFLUI.RegisterFontFace (path, name)
VFLUI.RegisterTexture (tbl, fast)
VFLUI.RegisterSound (name, title)
VFLUI.SetBackdrop (frame, bkdp)
VFLUI.SetFont (obj, descr, sz, justify) Apply a font descriptor to a FontInstance.
VFLUI.SetTexture (obj, descr) Apply a texture descriptor to a Texture.
VFLUI.SoundPicker (p_owner, fnOK, fnCancel, sound) Launch the picker.
VFLUI.SoundPickerOwner () Check the picker's owner.
VFLUI.TexturePicker (owner, fnOK, fnCancel, tex) Launch the texture picker.
VFLUI.TexturePickerOwner () Check the picker's owner.
VFLUI.VAlignDropdownFunction () Valign; related to the font picker?
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