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WoWBench/FAQ
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=== Huh?! === <div style="margin-left: 3%;"> {{faqq}}But something like 99% of AddOns are UI-based, and WoWBench doesn't have an UI. What's the point? * No, using WoWBench to make your graphics look pretty is pointless. But even UI-heavy addons have actual ''code''. Code that can bug. WoWBench helps you fix problems there much faster with its built-in debugging facilities. You can interact with your UI elements with text commands. Read on! * Also, if your AddOn works with the "mini" version of FrameXML, ''FrameXML-lite'', reloading is much faster than it is in-game! * And even if you're not actively using WoWBench to run your AddOn, you can save time by using its syntax checker mode, "wowbench -x", which checks your Lua and XML files for errors, before doing a full interface reload in-game. {{faqq}}Does this really work? * Yep! Some AddOns can go from alpha to release only living inside WoWBench. (Well, almost, you probably want to test it in-game, too =)). It all depends on what APIs you use. If they all already exist, you're fine and dandy. If not, you might be in for some API hacking. * Even if some APIs are missing, you can probably still use WoWBench to debug bits and pieces of your AddOn. Lua doesn't complain about missing functions until something actually tries to call them! {{faqq}}Hey! GetSummonConfirmTimeLeft() isn't implemented! * Nope. It's a community project. People mostly chip in by implementing functions that they need, ''as'' they need them. You're welcome to do so yourself or put it in the [[WoWBench/To do#API wish list|API wish list]], no guarantees on when it'll get done though. ;) {{faqq}}What about the [[Widget API]]? * The Widget API is emulated as far as makes sense in a command line environment: ** It will remember texts set in objects and allow you to Get() them. ** It understands clicks and mouseovers (via commands) and correctly fires the corresponding widget event handlers ** It fully understands virtual objects, and the 1.11 simulation understands e.g. the new fourth parameter of [[API CreateFrame]]. {{faqq}}What about the XML? That's not handled, right? * Sure it is. WoWBench parses all the XML in FrameXML as well as in your AddOns. Nothing would work otherwise. The XML parser is probably a lot more lenient than Blizzard's own parser as to what object attributes it will allow, etc, but it does the job! * If you want strict XML verification, I suggest you load Blizzard's "UI.xsd" into an XML editor and verify your XML that way. {{faqq}}What about the game world? * The game world is a bit slim at the moment. You can define objects and units, but you can't do very much with them. You can click them and mouse over them, but e.g. quest gossips, vendor interaction, etc is nowhere to be seen. Combat does not exist. Feel free to [[WoWBench/Contributing|contribute]] :-) * One thing you ''can'' do is log in several of your characters in unique session with the <tt>'''login'''</tt> command. They can communicate with eachother like characters can in-game. </div>
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