- added new DHUD bar texture set and alternate elite/rare icons by request (ticket 80). the earliest place we found these textures was in the original DHUD which has no license at all, so it should be okay to use them. they are called DHUD in the mod, so it's clear that i'm not trying to pretend that we made them up or they are unique to IceHUD

This commit is contained in:
Parnic
2010-10-06 04:19:21 +00:00
parent e1f2d4318b
commit 051fa5822b
8 changed files with 42 additions and 4 deletions

View File

@ -825,5 +825,16 @@ function IceCore.prototype:LoadPresets()
barBlendMode = "BLEND", barBlendMode = "BLEND",
barBgBlendMode = "BLEND", barBgBlendMode = "BLEND",
} }
self.presets["DHUD"] = {
barTexture = "DHUD",
barWidth = 128,
barHeight = 256,
barProportion = 0.14,
barSpace = 1,
barBlendMode = "BLEND",
barBgBlendMode = "BLEND",
}
end end

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@ -17,7 +17,7 @@ IceHUD.debugging = false
IceHUD.WowVer = select(4, GetBuildInfo()) IceHUD.WowVer = select(4, GetBuildInfo())
IceHUD.validBarList = { "Bar", "HiBar", "RoundBar", "ColorBar", "RivetBar", "RivetBar2", "CleanCurves", "GlowArc", "BloodGlaives", "ArcHUD", "FangRune" } IceHUD.validBarList = { "Bar", "HiBar", "RoundBar", "ColorBar", "RivetBar", "RivetBar2", "CleanCurves", "GlowArc", "BloodGlaives", "ArcHUD", "FangRune", "DHUD" }
IceHUD.validCustomModules = {Bar="Buff/Debuff watcher", Counter="Buff/Debuff stack counter", CD="Ability cooldown bar", Health="Health bar", Mana="Mana bar"} IceHUD.validCustomModules = {Bar="Buff/Debuff watcher", Counter="Buff/Debuff stack counter", CD="Ability cooldown bar", Health="Health bar", Mana="Mana bar"}
local function deepcopy(object) local function deepcopy(object)

View File

@ -62,6 +62,7 @@ function IceTargetHealth.prototype:GetDefaultSettings()
settings["showPartyRoleIcon"] = false settings["showPartyRoleIcon"] = false
settings["PartyRoleIconOffset"] = {x=33, y=-8} settings["PartyRoleIconOffset"] = {x=33, y=-8}
settings["PartyRoleIconScale"] = 0.9 settings["PartyRoleIconScale"] = 0.9
settings["EliteTextureSet"] = 1
return settings return settings
end end
@ -456,6 +457,24 @@ end
order = 60.1 order = 60.1
}, },
classIconSet = {
type = "select",
name = L["Icon set"],
desc = L["Which icon set to use for elite/rare elite/rare textures. This simply changes the look of the classification icon."],
get = function()
return self.moduleSettings.EliteTextureSet
end,
set = function(info, value)
self.moduleSettings.EliteTextureSet = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showClassificationIcon
end,
values = {"Blizzard", "DHUD"},
order = 60.2
},
classIconXOffset = { classIconXOffset = {
type = "range", type = "range",
name = L["Elite Icon X Offset"], name = L["Elite Icon X Offset"],
@ -640,6 +659,13 @@ function IceTargetHealth.prototype:Disable(core)
end end
end end
function IceTargetHealth.prototype:GetEliteTextures()
if self.moduleSettings.EliteTextureSet == 1 then
return IceElement.TexturePath .. "Elite", IceElement.TexturePath .. "RareElite", IceElement.TexturePath .. "Rare"
else
return IceElement.TexturePath .. "Elite2", IceElement.TexturePath .. "RareElite2", IceElement.TexturePath .. "Rare2"
end
end
function IceTargetHealth.prototype:CreateBackground(redraw) function IceTargetHealth.prototype:CreateBackground(redraw)
IceTargetHealth.super.prototype.CreateBackground(self) IceTargetHealth.super.prototype.CreateBackground(self)
@ -749,12 +775,13 @@ function IceTargetHealth.prototype:Update(unit)
self.barFrame.classIcon:Show() self.barFrame.classIcon:Show()
self.barFrame.classIcon:SetAlpha(self.alpha == 0 and 0 or math.min(1, self.alpha + 0.2)) self.barFrame.classIcon:SetAlpha(self.alpha == 0 and 0 or math.min(1, self.alpha + 0.2))
local elite, rareelite, rare = self:GetEliteTextures()
if self.configMode or IceHUD.IceCore:IsInConfigMode() or classification == "worldboss" or classification == "elite" then if self.configMode or IceHUD.IceCore:IsInConfigMode() or classification == "worldboss" or classification == "elite" then
self.barFrame.classIcon:SetTexture(self.EliteTexture) self.barFrame.classIcon:SetTexture(elite)
elseif classification == "rareelite" then elseif classification == "rareelite" then
self.barFrame.classIcon:SetTexture(self.RareEliteTexture) self.barFrame.classIcon:SetTexture(rareelite)
elseif classification == "rare" then elseif classification == "rare" then
self.barFrame.classIcon:SetTexture(self.RareTexture) self.barFrame.classIcon:SetTexture(rare)
else else
self:DestroyTexFrame(self.barFrame.classIcon) self:DestroyTexFrame(self.barFrame.classIcon)
self.barFrame.classIcon:Hide() self.barFrame.classIcon:Hide()

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