Creating your own chat types



If your AddOn is outputting a lot of text in the chat windows, it's a good idea to let the player control which windows it will show in, and probably also the color of the text. You can either implement configuration for this yourself, or you can just hook into the standard chat setting menus, where people are used to go to change these settings anyway!

Hooks for creating custom chat types
Here's how to create your own chat types, and make it configurable via the standard chat setting menus:

local function FireChatEvent(evt, a1,a2,a3,a4,a5,a6,a7,a8,a9) local bIsChat = (strsub(evt, 1,9)=="CHAT_MSG_"); local chattype = strsub(evt, 10); -- might just be garbage if bIsChat==false, but in that case we don't use it  local b1,b2,b3,b4,b5,b6,b7,b8,b9 = arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9; local oldevent = event; local oldthis = this; for i=1,NUM_CHAT_WINDOWS do    if(not bIsChat or MyAddOn_UserVars.Chat[chattype][i]) then this = getglobal("ChatFrame"..i); event=evt; arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9 = a1,a2,a3,a4,a5,a6,a7,a8,a9; ChatFrame_OnEvent(evt); end end arg1,arg2,arg3,arg4,arg5,arg6,arg7,arg8,arg9 = b1,b2,b3,b4,b5,b6,b7,b8,b9; event=oldevent; this=oldthis; end local ORIG_GetChatWindowMessages = GetChatWindowMessages; function GetChatWindowMessages(n) ret = { ORIG_GetChatWindowMessages(n) }; for chattype,settings in pairs(MyAddOn_UserVars.Chat) do    if(settings[n]) then tinsert(ret, chattype); end end return unpack(ret); end local ORIG_AddChatWindowMessages = AddChatWindowMessages; function AddChatWindowMessages(n, chattype) if(MyAddOn_UserVars.Chat[chattype]) then MyAddOn_UserVars.Chat[chattype][n]=true; else ORIG_AddChatWindowMessages(n,chattype); end end local ORIG_RemoveChatWindowMessages = RemoveChatWindowMessages; function RemoveChatWindowMessages(n, chattype) if(MyAddOn_UserVars.Chat[chattype]) then MyAddOn_UserVars.Chat[chattype][n]=false; else ORIG_RemoveChatWindowMessages(n,chattype); end end local ORIG_ChangeChatColor = ChangeChatColor; function ChangeChatColor(chattype, r,g,b) if(MyAddOn_UserVars.Chat[chattype]) then MyAddOn_UserVars.Chat[chattype].r=r; MyAddOn_UserVars.Chat[chattype].g=g; MyAddOn_UserVars.Chat[chattype].b=b; FireChatEvent("UPDATE_CHAT_COLOR", chattype, r,g,b); else ORIG_ChangeChatColor(chattype,r,g,b); end end function MyAddOn_Msg(chattype, txt) assert(MyAddOn_UserVars.Chat[chattype]); FireChatEvent("CHAT_MSG_"..chattype, txt, "", "", "", "", "", "", "", ""); end

The reason we're hooking all the functions to get and set chattype settings is because the game client refuses to store chat settings for chat types it does not recognize.

Adding logic
The above code assumes that there is a  table that contains your chat configuration settings. It would normally be a saved variable, and initialized on VARIABLES_LOADED. We also need to insert a bit more information in ChatFrame's tables:

function MyAddOn_OnEvent if(event=="VARIABLES_LOADED") then if(not MyAddOn_UserVars) then MyAddOn_UserVars = {}; end if(not MyAddOn_UserVars.Chat) then MyAddOn_UserVars.Chat={ ["MYADDONMSG"] = { [1]=true; r=1; g=0.7; b=0.3; } }    end -- Insert our chat types in the ChatFrame system CHAT_MSG_MYADDONMSG="MyAddOn";  -- Displayed in menu CHAT_MYADDONMSG_GET = "";  -- ChatFrame needs it. Never mind it. for chattype,info in MyAddOn_UserVars.Chat do      ChatTypeGroup[chattype] = { "CHAT_MSG_"..chattype };      ChatTypeInfo[chattype] = info; tinsert(OtherMenuChatTypeGroups, chattype); end end end

This defines the chat type "MYADDONMSG" (which gets delivered as "CHAT_MSG_MYADDONMSG" events). It defaults to being shown only in window 1 with a light orange color. In the chat settings menu, it is listed as "MyAddOn".

Using the result
To send output from your AddOn, all you do now is:

If you need more than one chat type, adding more is easy:
 * 1) Create a new   entry
 * 2) Add a
 * 3) Add a