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:
Parnic
2022-11-17 17:14:49 -06:00
parent 5712114eb8
commit 07bda8e84d
3 changed files with 45 additions and 19 deletions

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@ -1,5 +1,9 @@
# Changelog # Changelog
v1.14.6:
- 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.
v1.14.5: v1.14.5:
- 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. - 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"}
local validBuffTimers = {"none", "seconds", "minutes:seconds", "minutes"} local validBuffTimers = {"none", "seconds", "minutes:seconds", "minutes"}
local AuraIconWidth = 20 local AuraIconWidth = 20
local AuraIconHeight = 20 local AuraIconHeight = 20
local displayModes = {NORMAL = L["When present"], ALWAYS = L["Always"], WHEN_TARGETING = L["Always, when targeting"], MISSING = L["When missing"]}
IceCustomBar.prototype.auraDuration = -1 IceCustomBar.prototype.auraDuration = -1
IceCustomBar.prototype.auraEndTime = -1 IceCustomBar.prototype.auraEndTime = -1
@ -28,6 +29,16 @@ end
function IceCustomBar.prototype:Enable(core) function IceCustomBar.prototype:Enable(core)
IceCustomBar.super.prototype.Enable(self, core) IceCustomBar.super.prototype.Enable(self, core)
-- fix up for new display mode setting
if self.moduleSettings.displayWhenTargeting then
self.moduleSettings.displayMode = displayModes.WHEN_TARGETING
self.moduleSettings.displayWhenTargeting = nil
end
if self.moduleSettings.displayWhenEmpty then
self.moduleSettings.displayMode = displayModes.ALWAYS
self.moduleSettings.displayWhenEmpty = nil
end
if IceHUD.IceCore:ShouldUseDogTags() then if IceHUD.IceCore:ShouldUseDogTags() then
DogTag = LibStub("LibDogTag-3.0", true) DogTag = LibStub("LibDogTag-3.0", true)
if DogTag then if DogTag then
@ -149,8 +160,7 @@ function IceCustomBar.prototype:GetDefaultSettings()
settings["buffOrDebuff"] = "buff" settings["buffOrDebuff"] = "buff"
settings["barColor"] = {r=1, g=0, b=0, a=1} settings["barColor"] = {r=1, g=0, b=0, a=1}
settings["trackOnlyMine"] = true settings["trackOnlyMine"] = true
settings["displayWhenEmpty"] = false settings["displayMode"] = displayModes.NORMAL
settings["displayWhenTargeting"] = false
settings["hideAnimationSettings"] = true settings["hideAnimationSettings"] = true
settings["buffTimerDisplay"] = "minutes" settings["buffTimerDisplay"] = "minutes"
settings["maxDuration"] = 0 settings["maxDuration"] = 0
@ -431,38 +441,39 @@ function IceCustomBar.prototype:GetOptions()
order = 30.8, order = 30.8,
} }
opts["displayWhenEmpty"] = { opts["displayMode"] = {
type = 'toggle', type = 'select',
name = L["Display when empty"], values = displayModes,
desc = L["Whether or not to display this bar even if the buff/debuff specified is not present."], name = L["Display mode"],
get = function() desc = L["When to show the bar"],
return self.moduleSettings.displayWhenEmpty get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.displayMode)
end, end,
set = function(info, v) set = function(info, v)
self.moduleSettings.displayWhenEmpty = v self.moduleSettings.displayMode = info.option.values[v]
self:UpdateCustomBar() self:UpdateCustomBar()
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
order = 30.9 order = 30.9,
} }
opts["displayWhenTargeting"] = { opts["displayWhenUnitExists"] = {
type = 'toggle', type = 'toggle',
name = L["Display when targeting"], name = L["Only if unit exists"],
desc = L["Whether to display this bar when you target a unit, even if the buff/debuff specified is not present."], 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)."],
get = function() get = function(info)
return self.moduleSettings.displayWhenTargeting return self.moduleSettings.displayWhenUnitExists
end, end,
set = function(info, v) set = function(info, v)
self.moduleSettings.displayWhenTargeting = v self.moduleSettings.displayWhenUnitExists = v
self:UpdateCustomBar() self:UpdateCustomBar()
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
order = 30.91 order = 30.91,
} }
opts["buffTimerDisplay"] = { opts["buffTimerDisplay"] = {
@ -866,9 +877,16 @@ function IceCustomBar.prototype:Show(bShouldShow, bForceHide)
return return
end end
if self.moduleSettings.displayWhenTargeting and self.target then if self.moduleSettings.displayWhenUnitExists and not UnitExists(self.unit) then
IceCustomBar.super.prototype.Show(self, false)
return
end
if self.moduleSettings.displayMode == displayModes.MISSING then
IceCustomBar.super.prototype.Show(self, not bShouldShow)
elseif self.moduleSettings.displayMode == displayModes.WHEN_TARGETING and self.target then
IceCustomBar.super.prototype.Show(self, true) IceCustomBar.super.prototype.Show(self, true)
elseif self.moduleSettings.displayWhenEmpty then elseif self.moduleSettings.displayMode == displayModes.ALWAYS then
if not self.bIsVisible then if not self.bIsVisible then
IceCustomBar.super.prototype.Show(self, true) IceCustomBar.super.prototype.Show(self, true)
end end

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@ -1,5 +1,9 @@
# Changelog # Changelog
v1.14.6:
- 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.
v1.14.5: v1.14.5:
- 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. - 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.