- set HfB bar to be always visible (even with 0 duration) because secure/clickable frames cannot be dynamically shown or hidden during combat unless they're directly tied to a unit's targeted status

- cleaned up "allow click casting" option to properly disable itself without having to reload the ui
This commit is contained in:
Parnic
2009-01-07 06:46:37 +00:00
parent 9936e94983
commit 1ed406f8e3

View File

@ -30,7 +30,7 @@ function HungerForBlood.prototype:Enable(core)
self:RegisterEvent("PLAYER_AURAS_CHANGED", "UpdateHungerForBlood")
end
self:Show(false)
self:Show(true)
self:SetBottomText1("")
self:SetBottomText2("")
@ -59,7 +59,6 @@ function HungerForBlood.prototype:GetDefaultSettings()
settings["upperText"]="HfB:"
settings["usesDogTagStrings"] = false
settings["allowMouseInteraction"] = true
settings["allowMouseInteractionCombat"] = true
settings["lockLowerFontAlpha"] = false
settings["lowerTextString"] = ""
settings["lowerTextVisible"] = false
@ -82,38 +81,25 @@ function HungerForBlood.prototype:GetOptions()
end,
set = function(v)
self.moduleSettings.allowMouseInteraction = v
self:CreateBackground(true)
self:CreateFrame()
end,
disabled = function()
return not self.moduleSettings.enabled
end
}
--[[
opts["allowClickCastCombat"] = {
type = 'toggle',
name = 'Allow click casting in combat',
desc = 'Whether or not to allow click casting of Hunger For Blood in combat',
get = function()
return self.moduleSettings.allowMouseInteractionCombat
end,
set = function(v)
self.moduleSettings.allowMouseInteractionCombat = v
self:CreateBackground(true)
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.allowMouseInteraction
end
}
]]
return opts
end
function HungerForBlood.prototype:CreateFrame()
HungerForBlood.super.prototype.CreateFrame(self)
if not self.frame.button then
self.frame.button = CreateFrame("Button", "IceHUD_HungerForBloodClickFrame", self.frame, "SecureActionButtonTemplate")
end
self.frame.button:ClearAllPoints()
if self.settings.barTexture == "HiBar" then
self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
@ -198,7 +184,7 @@ function HungerForBlood.prototype:UpdateHungerForBlood(unit, fromUpdate)
self.frame:SetScript("OnUpdate", function() self:UpdateHungerForBlood(self.unit, true) end)
end
self:Show(true)
-- self:Show(true)
if not remaining then
remaining = hfbEndTime - now
end
@ -211,7 +197,8 @@ function HungerForBlood.prototype:UpdateHungerForBlood(unit, fromUpdate)
formatString = self.moduleSettings.upperText or ''
else
self:UpdateBar(0, "HungerForBlood")
self:Show(false)
-- Parnic: removing this. frames can't be dynamically shown/hidden in combat unless they're tied directly to a unit
-- self:Show(false)
end
-- somewhat redundant, but we also need to check potential remaining time