Inspector (Gadget)
| Last Update: | May 4, 2008 (1 week ago) |
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| Category: | Development & Debugging |
| Tags: | developer and tools |
| Project Manager: | Sagarus |
| Current Version: | Inspector (Gadget) Lua variable tools. (for World of Warcraft 2.4.0) |
| Downloads Today: | 8 |
| Downloads Total: | 6,324 |
| Favorites: | 59 |
| Comments: | 37 |
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| Created On: | Dec. 29, 2005 |
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- About Inspector (Gadget)
Inspector (Gadget) Examine/Modify/Delete Globals Variables and Execute scripts.
*** NOTE: The AddonCore files are now combined with Inspector and can be removed from the AddOn directory, unless you are using yetAnotherChatLogger. Only one file to download with the combined version.
Display a scrollable window of global variables and display a tooltip of
the content when moused over. Able to edit/add/delete global variables for developers.
Some key features:
- Windows to edit, add or delete globals variables.
- Ability to edit, add or delete variables in a table.
- A window for executing scripts similar to 'myDebug' by Scheid.
- Able to toggle sorting of the selected variables.
- Limit the number of variables in search group, which helps with memory and performance.
- Able to select the type of variables to examine or all types.
- Able to provide a search string with Lua pattern matching.
- Color coded the variables for easy identification.
- Mousing over the variable will display a tooltip with more information about the variable or table.
- Click on a variable will expand it into a new variable window.
- Now this window is sticky and able to minimize.
- Values in variable window change dynamicly.
- All windows are now movable.
To display Inspector frame type '/inspt on' to hide '/inspt off'. Or you can bind a key to Inspector via the 'Key Binding' in Main Menu. A new button is added to the main menu to access the Inspector.
Note: Do not load this addon unless you are developing an addon as it will consume memory and possibly slow your game play.
Enhancements or Bugs:
If you have or find any of these please post a message.
Thanks Sagarus
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- Screenshots (2)
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Sagarus saidI just got back in town and noticed the download did not work. I uploaded the files again in hopes they will fix the problem. Sorry.
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acapela saidstill "temporarily unavailable" as of 2008/04/10.
this "temporarily unavailable" issue has been cropping up with several downloads i have attempte recentlty. i gather it is a problem with curse. having the author upload again has cleared the problems with the other downloads. perhaps that is what is necessary here.
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Arzach said"This download is temporarily unavailable"... and that's from last "update".
CURSE you ! I mean, CURSE CURSE ! If this addon isn't available to download, say so. If it is, show it. "temporarily" isn't "permanently". What kind of error is that ? You got the best practices from Microsoft ? Another "Mouse not found, click OK to continue" ?
Cheers.
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Drool saidExcellent, thanks for the update!
One thing though... I use an addon called Addon Control Panel (ACP) which comes from the wowace folk and it too puts a button in the Options ESC menu. This seems to conflict badly with Inspector Gadget's button as you can see from http://drool.me.uk/pics/conflict.jpg. Not sure which is to blame but I thought you should know about it.
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Sagarus saidHi Drool,
I believe I am doing everything correct in Inspector for the main menu buttons. I looked at ACP (which is a great addon) but I believe some modification needs to be done to ACP.xml file.
In the GameMenuButtonAddOns 'button' the script code needs to be changed to the following IMHO:
Note: The OnShow is commented out and OnLoad has been added, as the OnLoad was commented out in the original code. I just extended the commented section to include the OnShow code.
The code attempts to work with any addon as long as everyone plays by the same rules :-)
Sagarus
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Sagarus saidCurse is screwing around with my post containing the XML code, here is another attempt.
<verbatim>
<Scripts>
<OnLoad>
this:ClearAllPoints();
this:SetPoint("TOP", GameMenuButtonMacros:GetName(), "BOTTOM", 0, -1);
GameMenuButtonLogout:SetPoint("TOP", this:GetName(), "BOTTOM", 0, -1);
GameMenuButtonMacros = this;
GameMenuFrame:SetHeight(GameMenuFrame:GetHeight() + this:GetHeight() + (this:GetHeight()/2) );
</OnLoad>
<!--
<OnLoad>
GameMenuButtonLogout:SetPoint("TOP",this:GetName(),"BOTTOM",0,-1);
GameMenuFrame:SetHeight(GameMenuFrame:GetHeight()+25);
</OnLoad>
<OnShow>
GameMenuFrame:SetHeight(GameMenuFrame:GetHeight()+25);
if (GameMenuButtonRatings:IsShown()) then
self:SetPoint("TOP", GameMenuButtonRatings, "BOTTOM", 0, -1);
end;
GameMenuButtonLogout:SetPoint("TOP",this:GetName(),"BOTTOM",0,-1);
</OnShow>
-->
<OnHide>
GameMenuFrame:SetHeight(GameMenuFrame:GetHeight()-25);
</OnHide>
<OnClick>
PlaySound("igMainMenuOption");
HideUIPanel(GameMenuFrame);
ShowUIPanel(ACP_AddonList);
</OnClick>
</Scripts>
</verbatim>
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Drool saidThanks for looking into it, Sagarus...
I had a brief chat with the author of ACP, Sylvanaar on IRC and he asked me to report the issue on the official ACP thread here. I believe he also mentioned that there's no strictly standardised way to add to the menu buttons, which would be a shame.
Maybe you guys can work together and figure out a way to get them both to work nicely. Personally speaking I don't really need the Inspector button - it's much more convenient to click on a macro when developing addons imo. But I imagine others like the button? Either way, it's nothing major. Inspector works great otherwise!
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Sagarus saidI do not need the buttons in the main menu and could remove them as one can bind a key to Inspector or create a macro as you have done. I normally create a binding to one of my unused function keys.
The XML code I attempted to post and Curse screwed up, was a attempt to fix the problem. I noticed the beginning XML comment was removed from the post. The fist OnLoad is my change and the second OnLoad needs to be commented out along with the OnShow.
Thanks Sagarus.
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Drool saidArgh, you'll have to copy/paste that URL, sorry. Curse refuses to let me edit my post.
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Sagarus saidIt is very hard to get everyone to do the right thing for the menu, I will look at mine and see if I can adjust. If anyone has a good solution to co-exist with other addons in this menu drop me some code :-)
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Sagarus saidI have updated both Inspector and AddonCore to work with version 2.0 of WoW.
Enjoy, --Sagarus
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Gargazol saidUpdate for wow 2.0? :)
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Sagarus saidI will look into changing the tooltip as suggested with some color to make it more readable, but I am a bit color blind. If you have any suggestions for color please list the RBG values.
The scripting window allows you to type Lua code into a text window in game and execute the code. If you look at myDebug addon by Scheid (http://www.curse-gaming.com/mod.php?addid=734) you will see what I mean.
And thanks for the suggestions, I would have never thought about the order and color.
--Sagarus
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Teomyr saidThe items in Inspector's variable list are already coloured; you could use these colors for the first line of the tooltip. The other colours in the tooltip can be left unchanged, they're fine in the current version.
Yes, a scripting window would be very useful, especially if you can directly see which variables have changed after you execute the code.
By the way, the configuration window seems a bit large to me; maybe it's my client, or maybe you could scale it down?
-- Teomyr
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Teomyr saidVery nice, thanks for the new version. This is exactly how I wanted the tooltips to be :)
-- Teomyr
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MichaOmega saidIs it possible to integrate a feature that allows you not only to see the "return"-value of a function (i think that's shown so far in the tooltip, am i right?) but also the code of it? I don't remember why, but i missed this feature one time^^!
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Sagarus saidI am not sure I follow exactly what you are asking for, but I will try to answer your question.
When you mouse over a symbol which is a function type, you see the name of the function in the tooltip. Think of the function name as a pointer to the code, which is in a compiled format pcode (binary data). I can not display the source for this function as it is has been compiled into pcode (binary data). Also the return value of a function is not seen as well, because the Inspector is not running the code. The Inspector only scan the global symbol table contained with in the virtual machine of the Lua interpreter.
I do not believe the WoW API allows me to open files on the disk to display the source for that function, I could be wrong this would be a security problem. If the WoW API did allow me to show the source code the Inspector would have to scan all of the files for the function to display or create a database of everything in the Addons directory.
It would be a very nice feature to be able to display code much like a source code debugger does today, but I am afraid the WoW API does not allow this support. If someone can show me how it can be done I could give it a try, but I figure all of the debug support Lua normally has builtin is disabled.
BTW: The Second Edition of 'Programming in Lua' is now available to buy at http://www.inf.puc-rio.br/~roberto/pil2/ for about $25 US.
I hope that answers your question, --Sagarus
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kenman saidInteresting addon, but I'm having issues:
1) when I attempt open the interface using "/inspt on", I get the default "Type '/help' for a listing of a few commands" default error message. Using a keybinding works fine though (although I'd rather use the /cmd).
2) When I open the script window, I can't see anything in the frame itself. When I hit execute, it will tell me "addonCore: Hello World! (tab #)", but I cannot see the code that generates this. I would assume it should be there in the middle of the main script frame, no?
3) When I open up the config frame, I am unable to enter in a search string. I can check/uncheck the options, and I can input values into each of the other edit boxes except the search string box.
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Sagarus said1) when I attempt open the interface using "/inspt on", I get the default "Type '/help' for a listing of a few commands" default error message. Using a keybinding works fine though (although I'd rather use the /cmd).
-- For the newer version 0.8.5 and higher use /inspt2 not /inspt as the command name. Sorry, I will fix this in a later version.
2) When I open the script window, I can't see anything in the frame itself. When I hit execute, it will tell me "addonCore: Hello World! (tab #)", but I cannot see the code that generates this. I would assume it should be there in the middle of the main script frame, no?
-- You should see a simple hello world script, but I will see why it did not get displayed in the window. The simple hello world script is the default if you have not edited the window.
-- I do not see this problem :-(, so I am unable to fix it. Maybe the font issue below fixed this problem too.
3) When I open up the config frame, I am unable to enter in a search string. I can check/uncheck the options, and I can input values into each of the other edit boxes except the search string box.
-- This is very odd let me look at this problem some. (Fixed 0.8.6) For some reason it was not finding my font for the EditBox, but this did work. I wonder if Blizard downloaded something today to break my inherits of GameFontNormalSmall. You can still type in this window and the variable window will show the results, but you can not see the text. I made some changes to get it to work, but I may need to do something else to be able to load the GameFontNormalSmall. This font does show up in the variable list, so it does exist :-( Maybe dynamic loading is the issue???
-- Sagarus
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kenman said0.8.6 seems to have fixed problem #2 and problem #3 above. Thanks, and nice work!