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fix totem bar dismissal (#18)
* fix totem bar dismissal * limit insecure DestroyTotem fix to Classic/TBC * fix fussy commit Co-authored-by: Wiktor Ozimek <wiktor.ozimek@gmail.com>
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@ -35,6 +35,7 @@ IceHUD.PerTargetComboPoints = IceHUD.WowVer < 60000
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IceHUD.CanTrackOtherUnitBuffs = not IceHUD.WowClassic
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IceHUD.CanTrackOtherUnitBuffs = not IceHUD.WowClassic
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IceHUD.CanTrackGCD = not IceHUD.WowClassic
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IceHUD.CanTrackGCD = not IceHUD.WowClassic
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IceHUD.GetSpellInfoReturnsFunnel = IceHUD.WowMain and IceHUD.WowVer < 60000
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IceHUD.GetSpellInfoReturnsFunnel = IceHUD.WowMain and IceHUD.WowVer < 60000
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IceHUD.CanHookDestroyTotem = IceHUD.WowClassic or IceHUD.WowClassicBC
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IceHUD.UnitPowerEvent = "UNIT_POWER_UPDATE"
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IceHUD.UnitPowerEvent = "UNIT_POWER_UPDATE"
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@ -339,7 +339,6 @@ function Totems.prototype:CreateTotem(i, name)
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return
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return
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end
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end
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local haveTotem, name, startTime, duration, icon = GetTotemInfo(i)
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local haveTotem, name, startTime, duration, icon = GetTotemInfo(i)
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local bWasNewFrame = false
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if (not self.frame.graphical[i]) then
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if (not self.frame.graphical[i]) then
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self.frame.graphical[i] = CreateFrame("Frame", nil, self.frame)
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self.frame.graphical[i] = CreateFrame("Frame", nil, self.frame)
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self.frame.graphical[i].totem = self.frame.graphical[i]:CreateTexture(nil, "LOW")
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self.frame.graphical[i].totem = self.frame.graphical[i]:CreateTexture(nil, "LOW")
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@ -348,7 +347,6 @@ function Totems.prototype:CreateTotem(i, name)
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self.frame.graphical[i].totem:SetTexture(icon)
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self.frame.graphical[i].totem:SetTexture(icon)
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self.frame.graphical[i].totem:SetAllPoints(self.frame.graphical[i])
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self.frame.graphical[i].totem:SetAllPoints(self.frame.graphical[i])
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bWasNewFrame = true
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end
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end
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self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
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self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
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@ -405,18 +403,19 @@ function Totems.prototype:CreateTotem(i, name)
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self.frame.graphical[i]:EnableMouse(true)
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self.frame.graphical[i]:EnableMouse(true)
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self.frame.graphical[i]:SetScript("OnEnter", self.graphicalOnEnter)
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self.frame.graphical[i]:SetScript("OnEnter", self.graphicalOnEnter)
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self.frame.graphical[i]:SetScript("OnLeave", self.graphicalOnLeave)
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self.frame.graphical[i]:SetScript("OnLeave", self.graphicalOnLeave)
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if IceHUD.CanHookDestroyTotem then
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self.frame.graphical[i]:SetScript("OnMouseUp", self.graphicalOnMouseUp)
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end
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else
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else
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self.frame.graphical[i]:EnableMouse(false)
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self.frame.graphical[i]:EnableMouse(false)
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self.frame.graphical[i]:SetScript("OnEnter", nil)
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self.frame.graphical[i]:SetScript("OnEnter", nil)
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self.frame.graphical[i]:SetScript("OnLeave", nil)
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self.frame.graphical[i]:SetScript("OnLeave", nil)
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if IceHUD.CanHookDestroyTotem then
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self.frame.graphical[i]:SetScript("OnMouseUp", nil)
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end
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end
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end
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self.frame.graphical[i].slot = i
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self.frame.graphical[i].slot = i
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self.frame.graphical[i].name = name
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self.frame.graphical[i].name = name
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-- it looks like HookScript will continue to add handlers every time instead of replacing them like SetScript
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if (bWasNewFrame) then
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--self.frame.graphical[i]:HookScript("OnMouseUp", self.graphicalOnMouseUp)
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end
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end
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end
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-- Load us up
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-- Load us up
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