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https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
- Cleaner method for the warlock Shards module to retrieve the current rune mode such that switching to Demonology spec and back doesn't overwrite it. (I currently force the rune mode to 'graphical' or 'numeric' for Demonology spec since nothing else makes sense at the moment.)
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@ -486,15 +486,15 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
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local numReady = UnitPower("player", self.unitPower)
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local numReady = UnitPower("player", self.unitPower)
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local percentReady = self.shouldShowUnmodified and (UnitPower("player", self.unitPower, true) / self.unmodifiedMaxPerRune) or numReady
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local percentReady = self.shouldShowUnmodified and (UnitPower("player", self.unitPower, true) / self.unmodifiedMaxPerRune) or numReady
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if self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.alsoShowNumeric then
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if self:GetRuneMode() == "Numeric" or self.moduleSettings.alsoShowNumeric then
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self.frame.numeric:SetText(tostring(percentReady))
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self.frame.numeric:SetText(tostring(percentReady))
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self.frame.numeric:SetTextColor(self:GetColor(self.numericColor))
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self.frame.numeric:SetTextColor(self:GetColor(self.numericColor))
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end
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end
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if self.moduleSettings.runeMode ~= "Numeric" then
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if self:GetRuneMode() ~= "Numeric" then
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for i=1, self.numRunes do
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for i=1, self.numRunes do
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if i <= ceil(percentReady) then
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if i <= ceil(percentReady) then
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if self.moduleSettings.runeMode == "Graphical" then
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if self:GetRuneMode() == "Graphical" then
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self.frame.graphical[i].rune:SetVertexColor(1, 1, 1)
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self.frame.graphical[i].rune:SetVertexColor(1, 1, 1)
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else
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else
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self:SetCustomColor(i)
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self:SetCustomColor(i)
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@ -506,7 +506,7 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
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if i > numReady or self.numRunes == 1 then
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if i > numReady or self.numRunes == 1 then
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local left, right, top, bottom = 0, 1, 0, 1
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local left, right, top, bottom = 0, 1, 0, 1
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if self.moduleSettings.runeMode == "Graphical" then
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if self:GetRuneMode() == "Graphical" then
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left, right, top, bottom = unpack(self.runeCoords[i])
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left, right, top, bottom = unpack(self.runeCoords[i])
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end
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end
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@ -526,7 +526,7 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
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elseif i > self.lastNumReady then
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elseif i > self.lastNumReady then
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if self.runeCoords ~= nil and #self.runeCoords >= i then
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if self.runeCoords ~= nil and #self.runeCoords >= i then
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local left, right, top, bottom = 0, 1, 0, 1
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local left, right, top, bottom = 0, 1, 0, 1
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if self.moduleSettings.runeMode == "Graphical" then
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if self:GetRuneMode() == "Graphical" then
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left, right, top, bottom = unpack(self.runeCoords[i])
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left, right, top, bottom = unpack(self.runeCoords[i])
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end
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end
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self.frame.graphical[i].rune:SetTexCoord(left, right, top, bottom)
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self.frame.graphical[i].rune:SetTexCoord(left, right, top, bottom)
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@ -635,8 +635,12 @@ function IceClassPowerCounter.prototype:CreateFrame()
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self:SetDisplayMode()
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self:SetDisplayMode()
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end
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end
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function IceClassPowerCounter.prototype:GetRuneMode()
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return self.moduleSettings.runeMode
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end
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function IceClassPowerCounter.prototype:SetDisplayMode()
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function IceClassPowerCounter.prototype:SetDisplayMode()
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if self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.alsoShowNumeric then
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if self:GetRuneMode() == "Numeric" or self.moduleSettings.alsoShowNumeric then
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self.frame.numeric:Show()
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self.frame.numeric:Show()
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for i=1, self.numRunes do
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for i=1, self.numRunes do
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self.frame.graphical[i]:Hide()
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self.frame.graphical[i]:Hide()
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@ -645,7 +649,7 @@ function IceClassPowerCounter.prototype:SetDisplayMode()
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self.frame.numeric:Hide()
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self.frame.numeric:Hide()
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end
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end
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if self.moduleSettings.runeMode ~= "Numeric" then
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if self:GetRuneMode() ~= "Numeric" then
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for i=1, self.numRunes do
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for i=1, self.numRunes do
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self:SetupRuneTexture(i)
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self:SetupRuneTexture(i)
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self.frame.graphical[i]:Show()
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self.frame.graphical[i]:Show()
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@ -713,7 +717,7 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
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local width = self.runeHeight
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local width = self.runeHeight
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local a,b,c,d = 0, 1, 0, 1
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local a,b,c,d = 0, 1, 0, 1
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if self.moduleSettings.runeMode == "Graphical" then
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if self:GetRuneMode() == "Graphical" then
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width = self.runeWidth
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width = self.runeWidth
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a,b,c,d = unpack(self.runeCoords[rune])
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a,b,c,d = unpack(self.runeCoords[rune])
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end
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end
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@ -728,15 +732,15 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
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self.frame.graphical[rune]:SetPoint("TOPLEFT", 0, -1 * ((rune-1) * (self.runeHeight-5) + (rune-1) + ((rune-1) * self.moduleSettings.runeGap)))
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self.frame.graphical[rune]:SetPoint("TOPLEFT", 0, -1 * ((rune-1) * (self.runeHeight-5) + (rune-1) + ((rune-1) * self.moduleSettings.runeGap)))
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end
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end
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if self.moduleSettings.runeMode == "Graphical" then
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if self:GetRuneMode() == "Graphical" then
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self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(rune))
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self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(rune))
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elseif self.moduleSettings.runeMode == "Graphical Bar" then
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elseif self:GetRuneMode() == "Graphical Bar" then
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self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "Combo")
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self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "Combo")
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elseif self.moduleSettings.runeMode == "Graphical Circle" then
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elseif self:GetRuneMode() == "Graphical Circle" then
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self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboRound")
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self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboRound")
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elseif self.moduleSettings.runeMode == "Graphical Glow" then
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elseif self:GetRuneMode() == "Graphical Glow" then
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self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboGlow")
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self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboGlow")
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elseif self.moduleSettings.runeMode == "Graphical Clean Circle" then
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elseif self:GetRuneMode() == "Graphical Clean Circle" then
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self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
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self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
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end
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end
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end
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end
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@ -150,14 +150,16 @@ function ShardCounter.prototype:UpdatePowerType(event)
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self:UpdateRunePower()
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self:UpdateRunePower()
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end
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end
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function ShardCounter.prototype:SetDisplayMode()
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function ShardCounter.prototype:GetRuneMode()
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local CurrentRuneMode = ShardCounter.super.prototype.GetRuneMode(self)
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if CurrentSpec == SPEC_WARLOCK_DEMONOLOGY then
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if CurrentSpec == SPEC_WARLOCK_DEMONOLOGY then
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if self.moduleSettings.runeMode ~= "Numeric" and self.moduleSettings.runeMode ~= "Graphical" then
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if CurrentRuneMode ~= "Numeric" and CurrentRuneMode ~= "Graphical" then
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self.moduleSettings.runeMode = "Graphical"
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CurrentRuneMode = "Graphical"
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end
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end
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end
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end
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ShardCounter.super.prototype.SetDisplayMode(self)
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return CurrentRuneMode
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end
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end
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function ShardCounter.prototype:GetOptions()
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function ShardCounter.prototype:GetOptions()
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