- 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

@ -103,7 +103,7 @@ function IceCustomBar.prototype:GetOptions()
opts["name"] = { opts["name"] = {
type = 'text', type = 'text',
name = 'Bar name', name = 'Bar name',
desc = 'The name of this bar (must be unique!)', desc = 'The name of this bar (must be unique!).\n\nRemember to press ENTER after filling out this box with the name you want or it will not save.',
get = function() get = function()
return self.elementName return self.elementName
end, end,
@ -158,7 +158,7 @@ function IceCustomBar.prototype:GetOptions()
opts["buffToTrack"] = { opts["buffToTrack"] = {
type = 'text', type = 'text',
name = "Aura to track", name = "Aura to track",
desc = "Which buff/debuff this bar will be tracking", desc = "Which buff/debuff this bar will be tracking.\n\nRemember to press ENTER after filling out this box with the name you want or it will not save.",
get = function() get = function()
return self.moduleSettings.buffToTrack return self.moduleSettings.buffToTrack
end, end,

View File

@ -42,7 +42,7 @@ function IceCustomCount.prototype:GetOptions()
opts["name"] = { opts["name"] = {
type = 'text', type = 'text',
name = 'Counter name', name = 'Counter name',
desc = 'The name of this counter (must be unique!)', desc = 'The name of this counter (must be unique!). \n\nRemember to press ENTER after filling out this box with the name you want or it will not save.',
get = function() get = function()
return self.elementName return self.elementName
end, end,
@ -95,7 +95,7 @@ function IceCustomCount.prototype:GetOptions()
opts["auraName"] = { opts["auraName"] = {
type = 'text', type = 'text',
name = "Aura to track", name = "Aura to track",
desc = "Which buff/debuff this counter will be tracking", desc = "Which buff/debuff this counter will be tracking. \n\nRemember to press ENTER after filling out this box with the name you want or it will not save.",
get = function() get = function()
return self.moduleSettings.auraName return self.moduleSettings.auraName
end, end,
@ -167,7 +167,7 @@ function IceCustomCount.prototype:GetOptions()
opts["maxCount"] = { opts["maxCount"] = {
type = 'text', type = 'text',
name = "Maximum applications", name = "Maximum applications",
desc = "How many total applications of this buff/debuff can be applied. For example, only 5 sunders can ever be on a target, so this would be set to 5 for tracking Sunder.", desc = "How many total applications of this buff/debuff can be applied. For example, only 5 sunders can ever be on a target, so this would be set to 5 for tracking Sunder.\n\nRemember to press ENTER after filling out this box with the name you want or it will not save.",
get = function() get = function()
return self.moduleSettings.maxCount return self.moduleSettings.maxCount
end, end,

View File

@ -234,14 +234,21 @@ function Runes.prototype:Enable(core)
self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower"); self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower");
self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType"); self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType");
self:RegisterEvent("PLAYER_ENTERING_WORLD", "ResetRuneAvailability");
if (self.moduleSettings.hideBlizz) then if (self.moduleSettings.hideBlizz) then
self:HideBlizz() self:HideBlizz()
end end
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 -- 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 if not rune or not self.frame.graphical or #self.frame.graphical < rune then
return return
end end
@ -255,6 +262,7 @@ function Runes.prototype:UpdateRunePower(rune, usable)
self.frame.graphical[rune]:SetAlpha(1) self.frame.graphical[rune]:SetAlpha(1)
end end
if not dontFlash then
local fadeInfo={ local fadeInfo={
mode = "IN", mode = "IN",
timeToFade = 0.5, timeToFade = 0.5,
@ -262,6 +270,7 @@ function Runes.prototype:UpdateRunePower(rune, usable)
finishedArg1 = rune finishedArg1 = rune
} }
UIFrameFade(self.frame.graphical[rune].shine, fadeInfo); UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
end
else else
if self.moduleSettings.cooldownMode == "Cooldown" then if self.moduleSettings.cooldownMode == "Cooldown" then
self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune)) self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune))