- made alpha settings properly affect non-bar elements (range finder, targetinfo, combo points, etc.)

- something's busted with the rune module if you spawn into the world and that module is at 0% alpha...trying to track that down now, but i gotta go to bed. could be a result of this change, maybe not.
This commit is contained in:
Parnic
2008-10-17 06:46:11 +00:00
parent db690aa956
commit 473e77e2da
8 changed files with 116 additions and 44 deletions

View File

@ -8,10 +8,6 @@ IceBarElement.virtual = true
IceBarElement.BarTextureWidth = 128
IceBarElement.prototype.barFrame = nil
IceBarElement.prototype.backroundAlpha = nil
IceBarElement.prototype.combat = nil
IceBarElement.prototype.target = nil
IceBarElement.prototype.CurrLerpTime = 0
IceBarElement.prototype.LastScale = 1
@ -37,11 +33,6 @@ end
function IceBarElement.prototype:Enable()
IceBarElement.super.prototype.Enable(self)
self:RegisterEvent("PLAYER_REGEN_DISABLED", "InCombat")
self:RegisterEvent("PLAYER_REGEN_ENABLED", "OutCombat")
self:RegisterEvent("PLAYER_ENTERING_WORLD", "CheckCombat")
self:RegisterEvent("PLAYER_TARGET_CHANGED", "TargetChanged")
if self.moduleSettings.myTagVersion < IceHUD.CurrTagVersion then
local origDefaults = self:GetDefaultSettings()
@ -467,6 +458,7 @@ function IceBarElement.prototype:Redraw()
self.alpha = self.settings.alphaooc
self:CreateFrame()
self.frame:SetAlpha(self.alpha)
end
@ -714,6 +706,11 @@ function IceBarElement.prototype:UpdateBar(scale, color, alpha)
self.backgroundAlpha = self.settings.alphaoocbg
end
-- post-process override for the bar alpha to be 1 (ignoring BG alpha for now)
if self.moduleSettings.alwaysFullAlpha then
self.alpha = 1
end
self.frame:SetStatusBarColor(r, g, b, self.backgroundAlpha)
self.barFrame:SetStatusBarColor(self:GetColor(color))
@ -843,30 +840,3 @@ end
function IceBarElement.prototype:MyOnUpdate()
self:SetScale(self.barFrame.bar, self.DesiredScale)
end
-- Combat event handlers ------------------------------------------------------
function IceBarElement.prototype:InCombat()
self.combat = true
self:Update(self.unit)
end
function IceBarElement.prototype:OutCombat()
self.combat = false
self:Update(self.unit)
end
function IceBarElement.prototype:CheckCombat()
self.combat = UnitAffectingCombat("player")
self.target = UnitExists("target")
self:Update(self.unit)
end
function IceBarElement.prototype:TargetChanged()
self.target = UnitExists("target")
self:Update(self.unit)
end