changeset 34:c5aea18cbcff 1.0

sycn with wowace
author Chris Mellon <arkanes@gmail.com>
date Wed, 29 Dec 2010 04:34:01 -0600
parents eed69d939c43 (diff) f22bd01dc74b (current diff)
children ce94b2e71167
files
diffstat 6 files changed, 514 insertions(+), 0 deletions(-) [+]
line wrap: on
line diff
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/.pkgmeta	Wed Dec 29 04:34:01 2010 -0600
@@ -0,0 +1,18 @@
+externals:
+ libs/LibStub:
+  url: svn://svn.wowace.com/wow/libstub/mainline/trunk
+  tag: latest
+ libs/CallbackHandler-1.0:
+  url: svn://svn.wowace.com/wow/callbackhandler/mainline/trunk/CallbackHandler-1.0
+ libs/AceEvent-3.0:
+  url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceEvent-3.0
+ libs/AceConsole-3.0:
+  url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceConsole-3.0
+ libs/AceAddon-3.0:
+  url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceAddon-3.0
+
+ignore:
+  - .pkgmeta
+  - .docmeta
+  
+package-as: KBF
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/KBF.lua	Wed Dec 29 04:34:01 2010 -0600
@@ -0,0 +1,419 @@
+local _, kbf = ...
+
+KBF = kbf -- make global for debugging
+
+local kbf = LibStub("AceAddon-3.0"):NewAddon(kbf, "KBF", "AceEvent-3.0", "AceConsole-3.0")
+
+
+function kbf:OnInitialize()
+    self.debuffFrames = {}
+    self.anchor = self:CreateAnchorFrame()
+    self:RegisterEvent("UNIT_AURA")
+    self:RegisterEvent("UNIT_ENTERING_VEHICLE", "PollForVehicleChange")
+    self:RegisterEvent("UNIT_EXITING_VEHICLE", "PollForVehicleChange")
+    -- set up the countdown timer
+    -- TODO: Fancy enable/disable based on whether you have any timed buffs.
+    -- Not a big deal, how often do you care about that
+    -- also TODO: Maybe should bucket OnUpdates somehow
+    -- AceTimer repeating events can only happen at 0.1 seconds, which is probably
+    -- fast enough for updating, but makes the animation look jerky
+    -- need to experiment with using animation groups
+    self.update = CreateFrame("FRAME")
+    self.update:SetScript("OnUpdate", function() self:OnUpdate() end)
+    self.dirty = true -- force an immediate scan on login
+    self:HideBlizzardBuffFrames()
+    self:RegisterChatCommand("kbf", "ToggleAnchor")
+end
+-- naming convention
+-- a "frame" is the top-level button (secure button from the header, or one I make myself)
+-- that will contain the UI information about the buff
+-- a "bar" is a frame that has the icon, status bar, ect associated with it
+
+-- Secure aura header doesn't self-bind to vehicle,
+-- so this only works out of combat. But thats better than nothing...
+function kbf:PollForVehicleChange(event, unit)
+    if unit ~= "player" then return end
+    self.dirty = true
+    -- hax until SAH supports vehicles - do the swap after we come out of combat
+    -- always poll instead of insta-swapping OOC in order to simplify the UnitHasVehicleUI logic
+	self.pollForUnitChange = true
+end
+
+function kbf:HideBlizzardBuffFrames()
+    local function HideBlizFrame(frame)
+        if not frame then return end
+        frame:UnregisterAllEvents()
+        frame:SetScript("OnUpdate", nil)
+        frame:Hide()
+        frame.Show = function() end
+    end
+    HideBlizFrame(BuffFrame)
+    HideBlizFrame(ConsolidatedBuffs)
+    HideBlizFrame(TemporaryEnchantFrame)
+    
+end
+
+function kbf:OnUpdate()
+	-- little custom hax to reposition the alternate power bar
+	-- try really hard to remember not to commit this
+	if PlayerPowerBarAlt:IsShown() then
+		PlayerPowerBarAlt:ClearAllPoints()
+		PlayerPowerBarAlt:SetPoint("BOTTOM", UIParent, "BOTTOM", 0, 233)
+	end
+	
+    if self.pollForUnitChange and not InCombatLockdown() then
+        if UnitHasVehicleUI("player") then
+			-- only swap if we're in a "real" vehicle with its own actions
+        	-- There is possibly a timing issue here where
+        	-- we have set the poll flag but the unit is not 
+        	-- actually "in" the vehicle yet. I'm hoping thats 
+        	-- handled by using exited/entered events instead of exiting/entering
+            self.secureFrame:SetAttribute("unit", "vehicle")
+        else
+            self.secureFrame:SetAttribute("unit", "player")
+        end
+        self.pollForUnitChange = nil
+    end
+    local unit = self.secureFrame:GetAttribute("unit")
+    local buffCount = 0
+    for idx=1,99 do
+        local frame = self.secureFrame:GetAttribute("child"..idx)
+        if not (frame and frame:IsShown()) then break end
+        buffCount = buffCount + 1
+        if self.dirty then 
+            if self:BindBarToBuff(frame, unit) then break end
+        end
+        self:UpdateBarExpirationTime(frame)
+        -- Don't forget to refresh shown tooltips
+        if ( GameTooltip:IsOwned(frame) ) then
+            self:OnEnter(frame)
+        end
+    end
+    -- temporary enchants
+    local tempEnchant = self.secureFrame:GetAttribute("tempEnchant1")
+    if tempEnchant and tempEnchant:IsShown() then
+        if self.dirty or true then
+            self:BindBarToWeaponEnchant(tempEnchant, 16)
+        end
+        self:UpdateBarExpirationTime(tempEnchant)
+        buffCount = buffCount + 1
+    end
+    tempEnchant = self.secureFrame:GetAttribute("tempEnchant2")
+    if tempEnchant and tempEnchant:IsShown() then
+        if self.dirty or true then
+            self:BindBarToWeaponEnchant(tempEnchant, 17)
+        end
+        self:UpdateBarExpirationTime(tempEnchant)
+        buffCount = buffCount + 1
+        -- SAH binds the offhand enchant to the main hand for removal purposes.
+        -- fix it up if we're out of combat
+        -- TODO: maybe this should only happen if we're dirty
+        if not InCombatLockdown() then
+        	tempEnchant:SetAttribute('target-slot', 17)
+       	end
+    end
+    -- there's also a third temp enchant for thrown weapons, which the 
+    -- current SAH doesn't support at all.
+    -- Since I can't insert bars into the flow, can't support this
+    -- until I either go to multiple secure headers & figure out how to position them
+    -- or blizz fixes SAH
+    
+    -- debuffs
+    -- Since debuffs aren't cancellable, don't need to use the secure header
+    -- for them. This could be rewritten to support useful features like
+    -- sorting & scaling and stuff. Honestly, should at least be alphabetical.
+    for idx=1,99 do
+        local frame = self.debuffFrames[idx]
+        if self.dirty then
+            local name, rank, icon, stacks, debuffType, duration, expirationTime = UnitAura(unit, idx, "HARMFUL")
+            if not name then 
+                -- out of debuffs, hide all the rest of them
+                for jdx = idx, 99 do
+                    local bar = self.debuffFrames[jdx]
+                    if bar then bar:Hide() else break end
+                end
+                break 
+            end
+            if not frame then
+                frame = self:ConstructBar(nil, 1, 0, 0)
+                self.debuffFrames[idx] = frame
+            end
+            self:SetBarAppearance(frame, name, icon, stacks, duration, expirationTime)
+            frame:ClearAllPoints()
+            -- position it under all the buffs, with a half-bar spacing
+            frame:SetPoint("TOP", self.anchor, "BOTTOM", 0, (buffCount * -16))
+            frame:Show()
+            frame.filter = "HARMFUL"
+            frame.unit = unit
+            frame.index = idx
+            frame:SetScript("OnEnter", function() kbf:OnEnter(frame) end)
+            frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
+            frame:EnableMouse(true)
+            buffCount = buffCount + 1
+        else
+            -- not dirty, so no frame means we're done
+            if not frame then break end
+        end
+        self:UpdateBarExpirationTime(frame)
+        if ( GameTooltip:IsOwned(frame) ) then
+            self:OnEnter(frame)
+        end
+    end
+    self.dirty = nil
+end
+
+function kbf:UNIT_AURA(event, unit)
+    if unit ~= self.secureFrame:GetAttribute("unit") then return end
+    self.dirty = true
+end
+
+function kbf:UpdateBarExpirationTime(frame)
+    if frame.expirationTime then
+        local remaining = frame.expirationTime - GetTime()
+        remaining = math.max(0, remaining)
+        local perc = remaining / frame.duration
+        frame.timertext:SetText(self:FormatTimeText(remaining))
+        frame.statusbar:SetValue(remaining)
+    end
+end
+
+function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride)
+    local index = parentFrame:GetAttribute("index")
+    -- allow passing of explicit slot in order to work around aura header bug
+    local slot = slotOverride or parentFrame:GetAttribute("target-slot")
+    local itemIndex = slot - 15 -- 1MH, 2OF
+    local RETURNS_PER_ITEM = 3
+    local hasEnchant, remaining, enchantCharges = select(RETURNS_PER_ITEM * (itemIndex - 1) + 1, GetWeaponEnchantInfo())
+    -- remaining time is in milliseconds
+    if not hasEnchant then return end -- this should never happen
+    local remaining = remaining / 1000
+    local icon = GetInventoryItemTexture("player", slot)
+    -- this is terrible, but I hate myself and everyone else.
+    -- We're going to assume that the duration of the temp enchant
+    -- is either 60 minutes, or however long is left, because poisons are 1 hour
+    local duration = max((60 * 60), remaining)
+    local expirationTime = GetTime() + remaining
+    -- TODO
+    local name = GetItemInfo(GetInventoryItemID("player", slot))
+    if not parentFrame.icon then
+        self:ConstructBar(parentFrame, 1, 0, 1)
+    end
+    self:SetBarAppearance(parentFrame, name, icon, enchantCharges, duration, expirationTime)
+end
+
+function kbf:BindBarToBuff(parentFrame, unit)
+    local index = parentFrame:GetAttribute("index")
+    local filter = parentFrame:GetAttribute("filter")
+    local name, rank, icon, stacks, debuffType, duration, expirationTime, 
+        unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter)
+    if not name then return end
+    if not parentFrame.icon then
+        self:ConstructBar(parentFrame)
+    end
+    self:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
+end
+
+function kbf:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
+    parentFrame.icon:SetNormalTexture(icon)
+    if stacks and stacks > 0 then
+        parentFrame.text:SetText(string.format("%s(%d)", name, stacks))
+    else
+        parentFrame.text:SetText(name)
+    end
+    parentFrame.timertext:SetText(self:FormatTimeText(duration))
+    -- store duration information
+    if duration and duration > 0 then
+        parentFrame.expirationTime = expirationTime
+        parentFrame.duration = duration
+        parentFrame.statusbar:SetMinMaxValues(0, duration)
+    else
+        parentFrame.expirationTime = nil
+        parentFrame.duration = 0
+        parentFrame.statusbar:SetMinMaxValues(0,1)
+        parentFrame.statusbar:SetValue(1)
+    end
+end
+
+-- expects time seconds
+function kbf:FormatTimeText(time)
+    if not time or time == 0 then return "" end
+    local timetext
+    local h = floor(time/3600)
+    local m = time - (h*3600)
+    m = floor(m/60)
+    local s = time - ((h*3600) + (m*60))
+    if h > 0 then
+        timetext = ("%d:%02d"):format(h, m)
+    elseif m > 0 then
+        timetext = string.format("%d:%02d", m, floor(s))
+    elseif s < 10 then
+        timetext = string.format("%1.1f", s)
+    else
+        timetext = string.format("%.0f", floor(s))
+    end
+    return timetext
+end
+
+function KBF:OnEnter(button, motion)
+    -- this is for the secure buttons, so use the attributes
+    local unit = SecureButton_GetModifiedUnit(button) or button.unit -- will perform vehicle toggle
+    local filter = button:GetAttribute("filter") or button.filter 
+    local index = button:GetAttribute("index") or button.index
+    if unit and filter and index then
+        -- I'd like a better place to position this but it's funky for right now, handle it later
+        GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
+        GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
+        GameTooltip:SetUnitAura(unit, index, filter);
+        return
+    end
+    local slot = button:GetAttribute("target-slot") -- temp enchant
+    GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
+    GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
+    GameTooltip:SetInventoryItem(unit, slot)
+end
+
+-- creates a icon + statusbar bar
+function kbf:ConstructBar(frame, r, g, b)
+    local texture = "Interface\\TargetingFrame\\UI-StatusBar"
+    -- Because of secureframe suckiness, these height & width numbers
+    -- have to be consistent with the stuff in KBF.xml
+    local height = 16
+    local width = 200 -- this is the width *without* the icon
+    local font, _, style = GameFontHighlight:GetFont()
+    local r = r or 0
+    local g = g or 1
+    local b = b or 0
+    local bgcolor = {r, g, b, 0.5}
+    local color = {r, g, b, 1}
+    local fontsize = 11
+    local timertextwidth = fontsize * 3.6
+    local textcolor = {1, 1, 1, 1}
+    local timertextcolor = {1, 1, 1, 1}
+    if not frame then
+        frame = CreateFrame("Button", nil, UIParent) -- the "top level" frame that represents the bar as a whole
+        frame:SetHeight(16)
+        frame:SetWidth(200 + 16)    
+    end
+    local bar = frame
+    bar.icon = CreateFrame("Button", nil, bar) -- the icon
+    bar.statusbarbg = CreateFrame("StatusBar", nil, bar) -- the bars background
+    bar.statusbar = CreateFrame("StatusBar", nil, bar) -- and the bars foreground
+    bar.text = bar.statusbar:CreateFontString(nil, "OVERLAY") -- the label text
+    bar.timertext = bar.statusbar:CreateFontString(nil, "OVERLAY") -- and the timer text
+
+    -- the icon
+    bar.icon:ClearAllPoints()
+    bar.icon:SetPoint("LEFT", bar, "LEFT", 0, 0)
+    -- icons are square
+    bar.icon:SetWidth(height)
+    bar.icon:SetHeight(height)
+    --bar.icon:EnableMouse(false)
+    -- the status bar background & foreground
+    local function setupStatusBar(sb, color)
+        sb:ClearAllPoints()
+        sb:SetHeight(height)
+        sb:SetWidth(width)
+        -- offset the height of the frame on the x-axis for the icon.
+        sb:SetPoint("TOPLEFT", bar, "TOPLEFT", height, 0)
+        sb:SetStatusBarTexture(texture)
+        sb:GetStatusBarTexture():SetVertTile(false)
+        sb:GetStatusBarTexture():SetHorizTile(false)
+        sb:SetStatusBarColor(unpack(color))
+        sb:SetMinMaxValues(0,1)
+        sb:SetValue(1)
+    end
+    setupStatusBar(bar.statusbarbg, bgcolor)
+    setupStatusBar(bar.statusbar, color)
+    bar.statusbarbg:SetFrameLevel(bar.statusbarbg:GetFrameLevel()-1) -- make sure the bg frame stays in the back
+    -- timer text
+    bar.timertext:SetFontObject(GameFontHighlight)
+    bar.timertext:SetFont(GameFontHighlight:GetFont())
+    bar.timertext:SetHeight(height)
+    bar.timertext:SetWidth(timertextwidth)
+    bar.timertext:SetPoint("LEFT", bar.statusbar, "LEFT", 2, 0)
+    bar.timertext:SetJustifyH("LEFT")
+    bar.timertext:SetText("time")
+    bar.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4])
+
+    -- and the label text
+    bar.text:SetFontObject(GameFontHighlight)
+    bar.text:SetFont(GameFontHighlight:GetFont())
+    bar.text:SetHeight(height)
+    bar.text:SetPoint("LEFT", bar.timertext, "RIGHT", 0, 0)
+    bar.text:SetPoint("RIGHT", bar.statusbar, "RIGHT", 0, 0)
+    bar.text:SetJustifyH("LEFT")
+    bar.text:SetText("text")
+    bar.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4])
+    return bar
+end
+
+function kbf:CreateAnchorFrame()
+    -- give it a name so it'll remember its position
+    local anchor = CreateFrame("FRAME", "KBFAnchorFrame", UIParent)
+    anchor:SetClampedToScreen(true)
+    anchor:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", 
+                         edgeFile = "Interface/Tooltips/UI-Tooltip-Border", 
+                         tile = true, tileSize = 16, edgeSize = 12,
+                         insets = { left = 4, right = 4, top = 4, bottom = 4 },
+                         })
+    local text = anchor:CreateFontString(nil, "OVERLAY") -- the label text
+    text:SetFontObject(GameFontHighlight)
+    text:SetFont(GameFontHighlight:GetFont())
+    text:SetPoint("TOPLEFT", anchor, "TOPLEFT", 0, 0)
+    text:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 0, 0)
+    text:SetText("KBF ANCHOR")
+    anchor:SetWidth(200 +16)
+    anchor:SetHeight(16)
+    -- movability
+    anchor:EnableMouse(true)
+    anchor:SetMovable(true)
+    anchor:RegisterForDrag("LeftButton")
+    anchor:SetScript("OnDragStart", anchor.StartMoving)
+    anchor:SetScript("OnDragStop",  anchor.StopMovingOrSizing)
+    anchor:ClearAllPoints()
+    anchor:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
+    anchor:Hide()
+    
+    local frame = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate")
+    --local frame = anchor
+    frame:SetAttribute("filter", "HELPFUL")
+    frame:SetAttribute("toggleForVehicle", true) -- this doesn't actually work right now, but maybe it eventually will
+    frame:SetAttribute("template", "KBFSecureUnitAuraTemplate")
+    frame:SetAttribute("point", "TOP")
+    frame:SetAttribute("wrapAfter", 100) -- required due to bugs in secure header
+    frame:SetAttribute("consolidateTo", nil)
+    frame:SetAttribute("xOffset", 0)
+    frame:SetAttribute("yOffset", -16)
+    frame:SetAttribute("minWidth",  216)
+    frame:SetAttribute("minHeight", 16)
+    frame:SetAttribute("unit", "player")
+    frame:SetAttribute("sortMethod", "NAME")
+    frame:SetAttribute("sortOrder", "-")
+    -- TODO: SecureAuraHeader doesn't correcltly implement the temp enchants
+    frame:SetAttribute("weaponTemplate", "KBFSecureUnitAuraTemplate")
+    frame:SetAttribute("includeWeapons", 1)
+    frame:SetPoint("TOP", anchor, "TOP", 0, 0)
+    frame:Show() -- has to be shown, otherwise the child frames don't show
+    self.secureFrame = frame
+    return anchor
+end
+
+function kbf:ShowAnchor()
+    self.secureFrame:ClearAllPoints()
+    self.secureFrame:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0)
+    self.anchor:Show()
+end
+
+function kbf:HideAnchor()
+    self.secureFrame:ClearAllPoints()
+    self.secureFrame:SetPoint("TOP", self.anchor, "TOP", 0, 0)
+    self.anchor:Hide()
+end
+
+function kbf:ToggleAnchor()
+    if self.anchor:IsShown() then
+        self:HideAnchor()
+    else
+        self:ShowAnchor()
+    end
+end
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/KBF.toc	Wed Dec 29 04:34:01 2010 -0600
@@ -0,0 +1,11 @@
+## Interface: 40000
+## Title: Kaylen's Buff Frames
+## Notes: Cata-compatible buff frames
+## Author: Kaylen
+## OptionalDeps: Ace3, LibGratuity-3.0, LibStub, AceEvent-3.0, AceConsole-3.0
+
+embeds.xml
+KBF.xml
+KBF.lua
+
+
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/KBF.xml	Wed Dec 29 04:34:01 2010 -0600
@@ -0,0 +1,22 @@
+<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
+..\FrameXML\UI.xsd">
+    <!-- A button template for unit aura buttons -->
+    <Button name="KBFSecureUnitAuraTemplate" inherits="SecureActionButtonTemplate" virtual="true">
+        <Attributes>
+			<Attribute name="type" value="cancelaura" />
+			<Attribute name="toggleForVehicle" value="true" />
+			<Attribute name="unit" value="player" />
+		</Attributes>
+		<Size>
+			<AbsDimension x="216" y="16" />
+		</Size>
+		<Scripts>
+			<OnEnter>
+				KBF:OnEnter(self, motion)
+			</OnEnter>
+			<OnLeave>
+				GameTooltip:Hide();
+			</OnLeave>
+		</Scripts>
+    </Button>
+</Ui>
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/README	Wed Dec 29 04:34:01 2010 -0600
@@ -0,0 +1,33 @@
+Buff bars in the tradition of EBB, with support for click-to-remove. 
+
+
+
+Features:
+	Use /kbf to toggle the positioning anchor
+	Left click on a buff to remove it.
+	Weapon enchant support.
+	Vehicle swap support (Out of combat only)
+	
+	
+Issues/flaws:
+	Vehicle support: KBF will swap to show the buffs of your vehicle, rather than your own buffs if:
+		a) You are in a "real" vehicle, with its own action bar
+		b) You are out of combat when you enter (or leave, for switching back) the vehicle.
+		
+		Condition (b) is a consequence of the blizzard secure aura system not supporting vehicles.
+	Weapon enchants:
+		Weapon enchants will always be shown at the top of the buff list.
+		Any enchant on your thrown weapon will not be shown. This is a bug in the blizzard secure aura system.
+		If you apply an enchant to your off-hand in-combat and then try to remove it before you have left combat, it will remove your main hand enchant instead.
+		This is due to a bug in the blizzrd secure aura system which I can only work around out of combat.
+	
+	Debuffs:
+		Debuffs will always be shown at the bottom of the list.
+		
+	Sorting:
+		Currently all buffs/debuffs will be sorted by name. In the future you will be able to choose
+		between the small set of options permited by the blizzard buff system.
+		
+	Sizeing:
+		The size and shape of the bars cannot be changed, due to limitations in the blizzard code.
+		In the future, you may be able to change the scaling of the bars.
\ No newline at end of file
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/embeds.xml	Wed Dec 29 04:34:01 2010 -0600
@@ -0,0 +1,11 @@
+<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
+..\FrameXML\UI.xsd">
+<!--@no-lib-strip@-->
+<Script file="libs\LibStub\LibStub.lua"/>
+<Include file="libs\CallbackHandler-1.0\CallbackHandler-1.0.xml" />
+<Include file="libs\AceAddon-3.0\AceAddon-3.0.xml" />
+<Include file="libs\AceEvent-3.0\AceEvent-3.0.xml" />
+<Include file="libs\AceConsole-3.0\AceConsole-3.0.xml" />
+<!--@end-no-lib-strip@-->
+</Ui>
+