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Add more Custom Bar display controls
Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
This commit is contained in:
@ -1,5 +1,9 @@
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# Changelog
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v1.14.6:
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- Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
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v1.14.5:
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- Fix castbar flashing. There are controls on the player castbar module for flashing when a spell succeeds or fails, and separate controls for flashing when an instant cast completes. Those were broken, but now work again.
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@ -10,6 +10,7 @@ local buffOrDebuff = {"buff", "debuff"}
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local validBuffTimers = {"none", "seconds", "minutes:seconds", "minutes"}
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local AuraIconWidth = 20
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local AuraIconHeight = 20
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local displayModes = {NORMAL = L["When present"], ALWAYS = L["Always"], WHEN_TARGETING = L["Always, when targeting"], MISSING = L["When missing"]}
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IceCustomBar.prototype.auraDuration = -1
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IceCustomBar.prototype.auraEndTime = -1
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@ -28,6 +29,16 @@ end
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function IceCustomBar.prototype:Enable(core)
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IceCustomBar.super.prototype.Enable(self, core)
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-- fix up for new display mode setting
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if self.moduleSettings.displayWhenTargeting then
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self.moduleSettings.displayMode = displayModes.WHEN_TARGETING
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self.moduleSettings.displayWhenTargeting = nil
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end
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if self.moduleSettings.displayWhenEmpty then
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self.moduleSettings.displayMode = displayModes.ALWAYS
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self.moduleSettings.displayWhenEmpty = nil
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end
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if IceHUD.IceCore:ShouldUseDogTags() then
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DogTag = LibStub("LibDogTag-3.0", true)
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if DogTag then
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@ -149,8 +160,7 @@ function IceCustomBar.prototype:GetDefaultSettings()
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settings["buffOrDebuff"] = "buff"
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settings["barColor"] = {r=1, g=0, b=0, a=1}
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settings["trackOnlyMine"] = true
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settings["displayWhenEmpty"] = false
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settings["displayWhenTargeting"] = false
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settings["displayMode"] = displayModes.NORMAL
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settings["hideAnimationSettings"] = true
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settings["buffTimerDisplay"] = "minutes"
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settings["maxDuration"] = 0
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@ -431,38 +441,39 @@ function IceCustomBar.prototype:GetOptions()
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order = 30.8,
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}
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opts["displayWhenEmpty"] = {
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type = 'toggle',
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name = L["Display when empty"],
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desc = L["Whether or not to display this bar even if the buff/debuff specified is not present."],
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get = function()
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return self.moduleSettings.displayWhenEmpty
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opts["displayMode"] = {
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type = 'select',
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values = displayModes,
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name = L["Display mode"],
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desc = L["When to show the bar"],
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.displayMode)
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end,
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set = function(info, v)
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self.moduleSettings.displayWhenEmpty = v
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self.moduleSettings.displayMode = info.option.values[v]
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self:UpdateCustomBar()
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 30.9
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order = 30.9,
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}
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opts["displayWhenTargeting"] = {
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opts["displayWhenUnitExists"] = {
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type = 'toggle',
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name = L["Display when targeting"],
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desc = L["Whether to display this bar when you target a unit, even if the buff/debuff specified is not present."],
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get = function()
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return self.moduleSettings.displayWhenTargeting
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name = L["Only if unit exists"],
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desc = L["If checked, the bar will only be displayed (according to the 'Display mode' rules) when the Unit to Track exists (e.g. if set to Target and you're targeting something)."],
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get = function(info)
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return self.moduleSettings.displayWhenUnitExists
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end,
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set = function(info, v)
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self.moduleSettings.displayWhenTargeting = v
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self.moduleSettings.displayWhenUnitExists = v
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self:UpdateCustomBar()
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 30.91
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order = 30.91,
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}
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opts["buffTimerDisplay"] = {
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@ -866,9 +877,16 @@ function IceCustomBar.prototype:Show(bShouldShow, bForceHide)
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return
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end
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if self.moduleSettings.displayWhenTargeting and self.target then
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if self.moduleSettings.displayWhenUnitExists and not UnitExists(self.unit) then
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IceCustomBar.super.prototype.Show(self, false)
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return
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end
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if self.moduleSettings.displayMode == displayModes.MISSING then
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IceCustomBar.super.prototype.Show(self, not bShouldShow)
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elseif self.moduleSettings.displayMode == displayModes.WHEN_TARGETING and self.target then
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IceCustomBar.super.prototype.Show(self, true)
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elseif self.moduleSettings.displayWhenEmpty then
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elseif self.moduleSettings.displayMode == displayModes.ALWAYS then
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if not self.bIsVisible then
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IceCustomBar.super.prototype.Show(self, true)
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end
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@ -1,5 +1,9 @@
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# Changelog
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v1.14.6:
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- Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
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v1.14.5:
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- Fix castbar flashing. There are controls on the player castbar module for flashing when a spell succeeds or fails, and separate controls for flashing when an instant cast completes. Those were broken, but now work again.
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