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- Refactored how bars are created and resized.
- Enabled the "expand" bar fill for the PlayerHealth module.
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@ -103,47 +103,16 @@ function EclipseBar.prototype:CreateFrame()
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end
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function EclipseBar.prototype:CreateSolarBar()
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if not (self.solarBar) then
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self.solarBar = CreateFrame("Frame", nil, self.frame)
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end
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self.solarBar = self:BarFactory(self.solarBar,"BACKGROUND", "ARTWORK")
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local solarTop = not IceHUD:xor(self.moduleSettings.reverse, (self.moduleSettings.inverse == "INVERSE"))
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local offsetY
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local scale = 0.5
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self.solarBar:SetFrameStrata("BACKGROUND")
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self.solarBar:SetWidth(self.settings.barWidth + (self.moduleSettings.widthModifier or 0))
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self.solarBar:SetHeight(self.settings.barHeight)
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self.solarBar:ClearAllPoints()
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if solarTop then
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self.solarBar:SetPoint("TOPLEFT", self.frame, "TOPLEFT")
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else
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self.solarBar:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMLEFT")
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end
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if not (self.solarBar.bar) then
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self.solarBar.bar = self.solarBar:CreateTexture(nil, "LOW")
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end
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self.solarBar.bar:SetTexture(IceElement.TexturePath .. self:GetMyBarTexture())
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self.solarBar.bar:SetAllPoints(self.solarBar)
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self:SetBarCoord(self.solarBar, scale, true)
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self.solarBar.bar:SetVertexColor(self:GetColor("EclipseSolar", 1))
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local pos = 0.5
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local min_y = 0
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local max_y = pos
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if not solarTop then
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min_y = 1-pos
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max_y = 1
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end
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if self.moduleSettings.side == IceCore.Side.Left then
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self.solarBar.bar:SetTexCoord(1, 0, min_y, max_y)
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else
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self.solarBar.bar:SetTexCoord(0, 1, min_y, max_y)
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end
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self.solarBar.bar:Show()
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self.solarBar:SetHeight(self.settings.barHeight * pos)
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end
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function EclipseBar.prototype:UpdateShown()
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