AddonConfig

== Intro ==
AddonConfig allows other addons to add their config frame to the same frame the game itself uses for interface settings.
Download: 
* CurseForge.com - http://rom.curseforge.com/addons/addonconfig/
To use this, the addon has to derive its settings frame from GameConfigFrame first. After that, the author can either create his own widgets or simply use the same ones the as the game in that frame. AddonConfig is a lib and uses LibStub. The LibStub.lua comes first in your .toc - and after that the AddonConfig.lua and the AddonConfig.xml. Thats all.
To interact, i.e. if the user presses either one of the default, Ok or Apply buttons, the addon also has to implement a few functions, which will be called accordlingly. To register your addon to show up in the interface settings of the game, just use the following snippet:
FlieExample.AddonConfigTable = {
 name = "FlieExample",
 buttonTitle = "FlieExample",
 configFrame = FlieExampleConfigFrame,
 version = "0.0.2",
 author = "Fiewatuet",
 fnDefault = FlieExample.Default,
 fnReadSettings = FlieExample.ReadSettings,
 fnApply = FlieExample.Apply,
}
LibStub("AddonConfig").RegisterConfigTable(FlieExample.AddonConfigTable);
To make things easier, i already implemented a rather simple addon called FlieExample, which i will put up together with AddonConfig. A second, more useful addon from me is called FlieCleanUI. It uses AddonConfig to implement its own frame in the game interface settings dialog and reacts to buttonclicks. It simply hides or showes the game buttons around the minimap and buttons in the lower right corner. Either one can be used to look up how things are done.