mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
- big giant options screen usability cleanup:
- colorized the FAQ and Module Settings description text to be more readable - removed custom coloring from certain options that didn't match the rest - hid a few debug-only settings - consolidated all the 'create custom module' buttons into a drop-down + create button - clarified description of some options so that their intent/purpose is more clear - moved around/cleaned up headers for consistency - doubled the width of long options so that they don't get cut off and ...'d
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@ -25,10 +25,10 @@ IceUnitBar.prototype.noFlash = nil
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function IceUnitBar.prototype:init(name, unit)
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IceUnitBar.super.prototype.init(self, name)
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assert(unit, "IceUnitBar 'unit' is nil")
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self:SetUnit(unit)
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self.noFlash = false
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self:SetDefaultColor("Dead", 0.5, 0.5, 0.5)
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self:SetDefaultColor("Tapped", 0.8, 0.8, 0.8)
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@ -68,11 +68,11 @@ end
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-- OVERRIDE
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function IceUnitBar.prototype:GetOptions()
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local opts = IceUnitBar.super.prototype.GetOptions(self)
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opts["lowThreshold"] =
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opts["lowThreshold"] =
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{
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type = 'range',
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name = '|cff22bb22Low Threshold|r',
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name = 'Low Threshold',
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desc = 'Threshold of pulsing the bar (0 means never) (for player applies only to mana, not rage/energy/runic power)',
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get = function()
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return self.moduleSettings.lowThreshold
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@ -88,12 +88,13 @@ function IceUnitBar.prototype:GetOptions()
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max = 1,
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step = 0.05,
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isPercent = true,
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order = 37
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order = 30.091
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}
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opts["lowThresholdFlash"] = {
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type = 'toggle',
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name = 'Flash bar below Low Threshold',
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desc = 'Flashes the bar when it is below the Low Threshold specified above',
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width = 'double',
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get = function()
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return self.moduleSettings.lowThresholdFlash
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end,
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@ -103,7 +104,7 @@ function IceUnitBar.prototype:GetOptions()
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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 = 38
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order = 30.092
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}
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opts["lowThresholdColor"] = {
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type = "toggle",
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@ -119,9 +120,9 @@ function IceUnitBar.prototype:GetOptions()
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disabled = function()
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return not self.moduleSettings.enabled or not (self.moduleSettings.scaleHealthColor and self.moduleSettings.scaleManaColor)
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end,
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order = 39
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order = 30.093
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}
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return opts
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end
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@ -130,11 +131,11 @@ end
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function IceUnitBar.prototype:Enable()
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IceUnitBar.super.prototype.Enable(self)
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self:RegisterEvent("PLAYER_UNGHOST", "Alive")
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self:RegisterEvent("PLAYER_ALIVE", "Alive")
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self:RegisterEvent("PLAYER_DEAD", "Dead")
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self.alive = not UnitIsDeadOrGhost(self.unit)
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self.combat = UnitAffectingCombat(self.unit)
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end
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@ -143,7 +144,7 @@ end
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-- OVERRIDE
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function IceUnitBar.prototype:Redraw()
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IceUnitBar.super.prototype.Redraw(self)
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if (self.moduleSettings.enabled) then
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self:Update(self.unit)
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end
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@ -265,15 +266,15 @@ end
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-- OVERRIDE
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function IceUnitBar.prototype:UpdateBar(scale, color, alpha)
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IceUnitBar.super.prototype.UpdateBar(self, scale, color, alpha)
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if (not self.flashFrame) then
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-- skip if flashFrame hasn't been created yet
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return
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end
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self.flashFrame.flash:SetVertexColor(self:GetColor(color))
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if (self.moduleSettings.lowThreshold > 0 and
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if (self.moduleSettings.lowThreshold > 0 and
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self.moduleSettings.lowThresholdFlash and
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self.moduleSettings.lowThreshold >= scale and self.alive and
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not self.noFlash) then
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@ -288,13 +289,13 @@ end
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function IceUnitBar.prototype:OnFlashUpdate()
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local time = GetTime()
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local decimals = time - math.floor(time)
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if (decimals > 0.5) then
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decimals = 1 - decimals
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end
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decimals = decimals*1.1 -- add more dynamic to the color change
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self.flashFrame:SetAlpha(decimals)
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end
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