- added a couple of reminders to press [enter] after typing into text boxes in the custom bar/counter configuration screens

- fixed a bug causing rune cooldowns to not reset when the player died/res'd if the module was in alpha mode
This commit is contained in:
Parnic
2009-04-19 21:30:33 +00:00
parent 65fe2434d8
commit 8163579b78
3 changed files with 22 additions and 13 deletions

View File

@ -234,14 +234,21 @@ function Runes.prototype:Enable(core)
self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower");
self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType");
self:RegisterEvent("PLAYER_ENTERING_WORLD", "ResetRuneAvailability");
if (self.moduleSettings.hideBlizz) then
self:HideBlizz()
end
end
function Runes.prototype:ResetRuneAvailability()
for i=1, self.numRunes do
self:UpdateRunePower(i, true, true)
end
end
-- simply shows/hides the foreground rune when it becomes usable/unusable. this allows the background transparent rune to show only
function Runes.prototype:UpdateRunePower(rune, usable)
function Runes.prototype:UpdateRunePower(rune, usable, dontFlash)
if not rune or not self.frame.graphical or #self.frame.graphical < rune then
return
end
@ -255,13 +262,15 @@ function Runes.prototype:UpdateRunePower(rune, usable)
self.frame.graphical[rune]:SetAlpha(1)
end
local fadeInfo={
mode = "IN",
timeToFade = 0.5,
finishedFunc = function(rune) self:ShineFinished(rune) end,
finishedArg1 = rune
}
UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
if not dontFlash then
local fadeInfo={
mode = "IN",
timeToFade = 0.5,
finishedFunc = function(rune) self:ShineFinished(rune) end,
finishedArg1 = rune
}
UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
end
else
if self.moduleSettings.cooldownMode == "Cooldown" then
self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune))