Category: Graphic UI Mods
Addon Information
Works with 3.2
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Author:
Version:
0.9b
Date:
11-14-2009 02:33 AM
Size:
10.01 Kb
Downloads:
1,891
Favorites:
55
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Pictures
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UI Shown on Mouseover
Click to enlarge
UI Shown in Combat
Click to enlarge
Entire UI can be Hidden
Kong UI Hider
Warning: Upgrading from Kong v0.8a or earlier while World of Warcraft is running could cause your current Kong settings to be erased!

New: Kong now supports Profiles !

What is Kong?

Kong UI Hider is a small addon that can automatically fade out elements of the user interface (Minimap, PlayerFrame, Recount, etc.) and then show them again when moused-over, entering combat, or any of several other user-specified conditions are met.

Using Kong to Hide the User Interface

In order to hide any part of the User interface (UI), you must tell Kong to hide it. To do this, first position the mouse over the component you want hidden, then type:


/kong hide


That's all there is to it! You will notice that component will now slowly fade out when the cursor is moved elsewhere. However, if you return the cursor to the component, it will quickly fade back into view.

Note: It is important that cursor is always over the frame that you want to configure when issuing /kong commands. Each hidden frame has its own individual settings, and Kong uses the cursor to know which frame to configure.

Basic Customization

By default, any frame that is hidden by Kong using /kong hide will be shown under the following three conditions:
  1. The cursor is moved over the component
  2. The player enters combat
  3. The player enters a vehicle

This behavior can be customized using additional /kong commands. For example, to prevent a frame from appearing in combat, one can again place the cursor over the target component and type:


/kong combat hide


Once this command is issued, the frame will remain hidden until one of the other conditions listed above occurs. Similarly,


/kong vehicle hide


will prevent the frame from appearing while the player is riding on a vehicle.

In the event that one wishes to restore default combat and vehicle functionality, this can be done using the following :


/kong combat show
/kong vehicle show


Displaying the UI While Out of Combat

You may want certain frames to only appear when out of combat. This functionality is disabled by default, but can be enabled using:


/kong combat hide
/kong nocombat show


Macro conditions

Advanced users may want to take advantage of Kong's support for macro conditions to customize the visibility of their UI. The command /kong macro set, when given a macro condition inside [square brackets], will cause a UI component to be shown or hidden based on the given condition. For example:


/kong macro set [exists]


will show a frame when you have a target selected. The command:


/kong macro set [group:raid]


will show the frame when you are in a raid.

If at any time you wish to remove the macro condition from a frame, /kong macro clear can be used.

For a complete list of all the possible conditions, see http://www.wowwiki.com/Making_a_macro#Conditionals.

Mouseover Groups

Sometimes it may make sense to show several different frames when any of them are moused-over. For this purpose, Kong provides the /kong group command. This command takes an action (either add or remove) and a user-specified group name. For example:


/kong group add group1


will add the frame under the cursor to a group named 'group1'. The command must then be repeated for any other frames that you want to add to the group.

To remove a frame from a group, /kong group remove, followed by the group name will remove the frame from the mouseover group:


/kong group remove group1


Transparency

For those who want to further customize the way Kong displays the UI when fading components in and out, Kong offers a few additional commands. One of which, /kong alpha, can be used to configure the transparency of a component when it is being shown or hidden. This command must be passed the fade-direction (in or out) and the alpha (a value between 0 and 1 where 0 is completely transparent and 1 is opaque). For example, the command:


/kong alpha out .5
/kong alpha in 1


instructs Kong to display the frame at half alpha when faded out and full alpha when faded in. Likewise,


/kong alpha out 0
/kong alpha in .5


tells Kong to only display the frame at half alpha when faded in and hide it completely otherwise.

Fade Speed

Kong also allows you to customize the speed at which frames fade in and out. The command /kong speed takes a fade direction (in or out) and a duration (in seconds) over which the fade duration should take place. For example:


/kong speed in 0


will cause the frame under the cursor to fade in instantly, rather than over the default duration of .2 seconds. Fade duration can also be increased:


/kong speed out 3


This will cause the UI component to fade out over the course of 3 seconds each time it is hidden.

Condition-Specific Settings

Kong also allows condition-specific customizations. For example, say that we want a frame to appear instantly when moused-over, but fade in slowly when displayed for other reasons:


/kong mouseover speed in 0
/kong speed in 1


Here, the command /kong speed essentially sets the default fade-in speed, while /kong mouseover speed overrides that default with a condition-specific fade speed. The same overrides could be done for other conditions. For example:


/kong vehicle alpha in .3
/kong alpha in 1


will show the UI component beneath the cursor at only 30% alpha when in a vehicle, but fade it in to 100% when any other condition applies.

Disabling Kong

Sometimes you may want to be able to see the entire UI all at once without entering combat, etc. In these cases you can disable Kong, which will cause all hidden frames to be immediately shown. This can either be done by configuring a key to disable Kong in the Keybinds menu, or by issuing the following command:


/kong disable


Once Kong is disabled, you can re-enable it using either /kong enable or /kong toggle.

Experiment

You may have to play around with Kong to really get a feel for it. If you need help remembering commands in game, simply typing /kong will bring up a list of commands with brief descriptions, and typing /kong followed by a command will often give more specific details on the command.
  Change Log - Kong UI Hider
Version 0.9b

- Fixed a bug that would cause frames to remain on screen after a member of a mouseover group was unregistered with /kong show.


Version 0.9a

- Fixed a bug introduced in version 0.9 that could prevent a frame's configuration from being saved between game sessions.


Version 0.9

- Added "/kong profile" for managing Kong configurations and sharing them between characters.

- Added "/kong casting" to configure frames to appear while casting.

- Fixed a bug that could cause frames to disappear when faded in and out at the same time.


Version 0.8a

-Minimap icons will now be hidden along with the minimap itself.

- Minimap terrain should now always be visible when the minimap is at least 88% alpha. This is a workaround for a Blizzard minimap bug that causes the minimap contents to disappear when it is faded out in certain areas of the world.

-Fixed a bug that could cause frames to remain either hidden or shown after entering certain vehicles or being picked up in a boss fight (Chopper sidecar, Archavon, Kologarn, Lord Jaraxxus, etc.).

-Fixed a bug could cause frames to remain hidden after zoning in or out of an instance.


Version 0.8

- Added "/kong group" to configure frame grouping. This allows multiple frames to appear when a single frame is moused-over.

- Fixed a bug that was preventing "/kong nocombat" from working correctly.

Version 0.7

- Added "/kong macro" to configure frames to appear when a given macro condition is met.

- Added alpha commands for individual triggers (ie. "/kong combat alpha") to allow for different frame alphas under different conditions. Default frame alpha can still be set using "/kong alpha".

- Added speed commands for both frame defaults ("/kong speed") and individual triggers (ie. "/kong combat speed") to control the rate at which frames fade in or out.

- Added "/kong mouseover" to support customizations to the fade speed and alpha of frames when the mouse is moved over them.

- Added "/kong enable" and "/kong disable" commands and entries for these commands in the Key Bindings screen.

- Due to significant code structure changes, user settings from previous versions will be lost.


Version 0.6a

- Update for patch 3.1 compatibility.


Version 0.6

- Added an entry in the Key Bindings screen to allow quick toggling of UI fading on/off.

- Fixed a bug that would cause Kong to fade frames after reloading the UI even if Kong was disabled.


Version 0.5

- Added "/kong nocombat" to configue frames to appear when out of combat.

- Added "/kong vehicle" to configure frames to appear when in a vehicle.

- Fixed a bug that could cause a frame to fade out when it shouldn't.

- Fixed a bug that prevented "/kong combat" from working when not in combat.


Version 0.4

- Fixed a bug that would cause frames to be hidden at login when Kong was disabled.

- Fixed a bug that would cause frames to reappear after they had been removed from the screen (party frames out of party, etc).

- Fixed an "Interface action failed because of an AddOn" bug.

- Fixed a bug that caused registered frames to be permanently shown on screen when /kong combat was used in combat.

- Renamed to Kong UI Hider to (hopefully) make the addon more visible to those searching for its functionality.


Version 0.3

- Added the ability to control faded and shown alpha.

- Added the ability to toggle Kong on or off.

- Fixed a few nil index errors related to saving data between sessions, and added warnings to the default chat log when these issues occur.


Version 0.2

- Added the ability to configure frames to either appear in combat or stay hidden until mouseover.


Version 0.1

- Initial version.
  Optional Files - Kong UI Hider
Sorry, there are currently no optional files available.
  Archived Versions - Kong UI Hider
File Name
Version
Size
Author
Date
0.9a
10kB
xentaros
11-04-2009 06:24 PM
0.9
10kB
xentaros
11-02-2009 10:50 PM
0.8a
9kB
xentaros
10-23-2009 08:57 PM
  Comments - Kong UI Hider
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Old 11-19-2009, 12:48 PM  
Khavatari
A Defias Bandit

Forum posts: 2
File comments: 9
Uploads: 1
Ok found the Problem.
If the bar in the lua already set on Mouseover it don't work.
But thx for the help
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Last edited by Khavatari : 11-19-2009 at 12:50 PM.
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Old 11-19-2009, 12:12 PM  
xentaros
A Kobold Labourer
Interface Author - Click to view interfaces

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Quote:
Originally posted by Khavatari
It say frame registered but nothing happens with the bars
I tried Kong with this addon last night and it did work. However, i noticed that there is an invisible frame that can be hidden instead of the actual buttons if the mouse is over the right spot.

Can you do /kong list and tell me the names it prints? That would help me figure out if Kong is getting the right frame.

Last edited by xentaros : 11-19-2009 at 12:13 PM.
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Old 11-19-2009, 10:30 AM  
Khavatari
A Defias Bandit

Forum posts: 2
File comments: 9
Uploads: 1
It say frame registered but nothing happens with the bars

btw. I don't get any Error message and I have the option for Lua errors on
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Last edited by Khavatari : 11-19-2009 at 10:31 AM.
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Old 11-18-2009, 05:53 PM  
xentaros
A Kobold Labourer
Interface Author - Click to view interfaces

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File comments: 12
Uploads: 1
Quote:
Originally posted by Khavatari
No, it does nothing that's all.
Does it say "Frame registered"?

If not, can you turn Lua errors on under Interface -> Help and try again?
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Old 11-18-2009, 04:14 PM  
Khavatari
A Defias Bandit

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No, it does nothing that's all.
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Old 11-18-2009, 02:59 PM  
xentaros
A Kobold Labourer
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Quote:
Originally posted by Khavatari
New question
Why I can't use Kong with rActionBarStyler?
Are you getting an error message?
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Old 11-18-2009, 12:17 PM  
Khavatari
A Defias Bandit

Forum posts: 2
File comments: 9
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New question
Why I can't use Kong with rActionBarStyler?
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Old 11-16-2009, 09:56 PM  
xentaros
A Kobold Labourer
Interface Author - Click to view interfaces

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Quote:
Originally posted by xtoq
I'll try that, although before I didn't have to explicitly tell it to hide those frames in combat; the macro conditional was enough.

EDIT: Tried it, and that hides them when I'm in combat, even in a group. Which is not ideal, since the frames in question are important for being in a group. I actually want them to be visible all the time when I'm in a group, regardless of combat, which is the old behavior (v 0.9a). I don't mind if it has changed, just wanting to know if this is (new) intended behavior or not. I haven't reset my svars yet to see if there's maybe some corrupted information.

If you could, would you check the version against each other? As in, would you install the older .9a version and see if your behavior is the same as mine? I like the "old" way that it works better, as the macro conditionals trump the regular combat conditional. I think it makes sense, and its less work to set up your UI the way you need it.
The intended behavior is and has always been that whenever ANY condition becomes true, whether it be combat, vehicle, mouse-over, casting, or the user specified [macro condition], the frame is shown. You can set the alpha and fade speed for each of these conditions individually, so frames may not appear the same way for different conditions, but they should all display the frame (assuming you haven't set the alpha to 0 or the speed to something ridiculously long like 10 minutes to fade in).

The fact that you're seeing different behavior between 9a and 9b is really weird because the difference in the code is literally like 3 lines related to unregistering a frame with /show. There definitely wasn't any change made to combat behavior in 9b. If you had previously had your frames configured to stay hidden in combat then you would have had to have either issued the command /kong combat hide or /kong combat alpha 0 to keep things hidden in combat at some point in the past (unless there is some other insidious bug I'm unaware of).

Anyway, I can't explain the discrepancies that you're seeing. Sorry. I recommend you do /kong profile create and start fresh. Or you can delete your saved variable Kong.lua files from the WTF folder if you're comfortable with that. If you want to PM me your svars I'd be happy to take a look at them, but otherwise I'm afraid you have me stumped.
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Old 11-16-2009, 10:08 AM  
xtoq
A Fallenroot Satyr
 
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Quote:
Originally posted by xentaros
Make sure you're using /kong combat hide. It does sounds suspicious that this would change between versions though. I'll have to look at it tonight.
I'll try that, although before I didn't have to explicitly tell it to hide those frames in combat; the macro conditional was enough.

EDIT: Tried it, and that hides them when I'm in combat, even in a group. Which is not ideal, since the frames in question are important for being in a group. I actually want them to be visible all the time when I'm in a group, regardless of combat, which is the old behavior (v 0.9a). I don't mind if it has changed, just wanting to know if this is (new) intended behavior or not. I haven't reset my svars yet to see if there's maybe some corrupted information.

If you could, would you check the version against each other? As in, would you install the older .9a version and see if your behavior is the same as mine? I like the "old" way that it works better, as the macro conditionals trump the regular combat conditional. I think it makes sense, and its less work to set up your UI the way you need it.
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Last edited by xtoq : 11-16-2009 at 04:55 PM.
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Old 11-16-2009, 07:36 AM  
xentaros
A Kobold Labourer
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Quote:
Originally posted by xtoq
frames that I have set to only show when I'm in a group show when I'm solo as soon as I enter combat.
Make sure you're using /kong combat hide. It does sounds suspicious that this would change between versions though. I'll have to look at it tonight.
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Old 11-16-2009, 01:33 AM  
xtoq
A Fallenroot Satyr
 
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Hi been using Kong for a while now, love it. After the latest update to version 0.9b, my frames that I have set to only show when I'm in a group show when I'm solo as soon as I enter combat. Previous to this version, when I was solo, they would never appear unless I moused over them, regardless of combat. Typing /kong macro get while over the frames tells me that the macro conditional is set to [group], but the frames still show during combat while not in a group. Rolling back to v 0.9a corrects this issue. I did unregister the frames and set up the macro conditionals again, with the same results. I have not reset my svars yet, as it took a while to set up in the first place, but I will try that later after our raids. I figured you might know what was wrong and I wouldn't have to reset my svars... Thanks for your hard work.

EDIT: Department of Redundancy Department. D'oh!
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Last edited by xtoq : 11-16-2009 at 01:36 AM.
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Old 11-15-2009, 08:37 PM  
xentaros
A Kobold Labourer
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Re: Bug

Quote:
Originally posted by Khavatari
when I write /kong speed 0 I can't press enter.
Two problems.
1.) The command requires a direction (either in or out). For example:
/kong speed in 0
2.) There's a bug in the code that causes an error when u don't give a direction. I'll get that fixed in next version, but as long as you provide a direction, it shouldn't be a problem for now.
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Old 11-15-2009, 05:46 AM  
Khavatari
A Defias Bandit

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Bug

Hey,
when I write /kong speed 0 I can't press enter.
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Old 11-04-2009, 06:52 PM  
Sec
A Murloc Raider

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Quote:
Originally posted by xentaros
There was a bug in version 0.9 that could prevent frames from being saved. You would have gotten a warning after the loading screen saying LastFocus or LastRoot could not be saved.

Try version 0.9a and let me know if you're still having the problem.
For whatever reason, I did not get any warnings. Though, I did completely uninstall Kong and applicable saved variables, reinstall 0.9a and redo my settings. So far, so good! If anything strange happens, I will let you know. As always, you have my thanks.
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Old 11-04-2009, 06:30 PM  
xentaros
A Kobold Labourer
Interface Author - Click to view interfaces

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Quote:
Originally posted by Sec
One thing I have noticed. The oUF_Caellian player unit frame will end up having its applicable Kong settings reset upon each new gaming session. Also, I noticed that the unit frame's settings reset after using my hearthstone.I haven't seen this happen with oUF_Caellian pet frame (that has the same Kong settings) so I do not know what is causing the reset.
There was a bug in version 0.9 that could prevent frames from being saved. You would have gotten a warning after the loading screen saying LastFocus or LastRoot could not be saved.

Try version 0.9a and let me know if you're still having the problem.
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