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https://github.com/parnic/ice-hud.git
synced 2025-06-16 14:50:13 -05:00
- added a cooldown wipe to Runes with a "shine" when the cooldown is over (cooldown currently displays in a square instead of adhering to the circular icon...working on that)
- added the ability for elements to boost the alpha value a bit. runes were way too dark previously - removed all of the background code for runes since the cooldown wipe makes it extraneous
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@ -223,9 +223,18 @@ function IceElement.prototype:UpdateAlpha()
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self.backgroundAlpha = self.settings.alphaoocbg
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end
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if self.alpha ~= 0 then
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self.alpha = math.min(1, self.alpha + self:GetAlphaAdd())
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end
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self.frame:SetAlpha(self.alpha)
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end
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-- use this to add some value to alpha every time. if you always want an element to be slightly brighter than the actual alpha for visibility
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function IceElement.prototype:GetAlphaAdd()
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return 0
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end
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function IceElement.prototype:GetColors()
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return self.settings.colors
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@ -190,12 +190,27 @@ function Runes.prototype:UpdateRunePower(rune, usable)
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-- DEFAULT_CHAT_FRAME:AddMessage("Runes.prototype:UpdateRunePower: rune="..rune.." usable="..(usable and "yes" or "no").." GetRuneType(rune)="..GetRuneType(rune));
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if usable then
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self.frame.graphical[rune]:Show()
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-- self.frame.graphical[rune]:Show()
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self.frame.graphical[rune].cd:Hide()
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local fadeInfo={
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mode = "IN",
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timeToFade = 0.5,
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finishedFunc = function(rune) self:ShineFinished(rune) end,
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finishedArg1 = rune
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}
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UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
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else
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self.frame.graphical[rune]:Hide()
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-- self.frame.graphical[rune]:Hide()
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self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune))
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self.frame.graphical[rune].cd:Show()
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end
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end
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function Runes.prototype:ShineFinished(rune)
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UIFrameFadeOut(self.frame.graphical[rune].shine, 0.5);
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end
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function Runes.prototype:UpdateRuneType(rune)
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-- DEFAULT_CHAT_FRAME:AddMessage("Runes.prototype:UpdateRuneType: rune="..rune.." GetRuneType(rune)="..GetRuneType(rune));
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@ -205,9 +220,6 @@ function Runes.prototype:UpdateRuneType(rune)
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local thisRuneName = self.runeNames[GetRuneType(rune)]
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self.frame.graphicalBG[rune]:SetStatusBarTexture(self:GetRuneTexture(thisRuneName))
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self.frame.graphicalBG[rune]:SetStatusBarColor(self:GetColor("Runes"..thisRuneName))
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self.frame.graphical[rune]:SetStatusBarTexture(self:GetRuneTexture(thisRuneName))
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self.frame.graphical[rune]:SetStatusBarColor(self:GetColor("Runes"..thisRuneName))
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end
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@ -228,8 +240,6 @@ function Runes.prototype:CreateFrame()
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self.frame:ClearAllPoints()
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self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
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-- self:Show(true)
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self:CreateRuneFrame()
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end
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@ -245,8 +255,7 @@ function Runes.prototype:CreateRuneFrame()
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self.frame.numeric:SetPoint("TOP", self.frame, "TOP", 0, 0)
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self.frame.numeric:Hide()
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if (not self.frame.graphicalBG) then
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self.frame.graphicalBG = {}
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if (not self.frame.graphical) then
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self.frame.graphical = {}
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end
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@ -270,16 +279,19 @@ function Runes.prototype:CreateRune(i, type, name)
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return
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end
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-- create backgrounds
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if (not self.frame.graphicalBG[i]) then
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self.frame.graphicalBG[i] = CreateFrame("StatusBar", nil, self.frame)
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-- create runes
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if (not self.frame.graphical[i]) then
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self.frame.graphical[i] = CreateFrame("StatusBar", nil, self.frame)
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self.frame.graphical[i].cd = CreateFrame("Cooldown", nil, self.frame.graphical[i], "CooldownFrameTemplate")
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self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
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self.frame.graphicalBG[i]:SetStatusBarTexture(self:GetRuneTexture(name))
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self.frame.graphical[i]:SetStatusBarTexture(self:GetRuneTexture(name))
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end
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self.frame.graphicalBG[i]:SetFrameStrata("BACKGROUND")
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self.frame.graphicalBG[i]:SetWidth(self.runeSize)
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self.frame.graphicalBG[i]:SetHeight(self.runeSize)
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self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
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self.frame.graphical[i]:SetWidth(self.runeSize)
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self.frame.graphical[i]:SetHeight(self.runeSize)
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-- hax for blizzard's swapping the unholy and frost rune placement on the default ui...
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local runeSwapI
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if i == 3 or i == 4 then
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@ -289,23 +301,28 @@ function Runes.prototype:CreateRune(i, type, name)
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else
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runeSwapI = i
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end
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self.frame.graphicalBG[i]:SetPoint("TOPLEFT", (runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1), 0)
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self.frame.graphicalBG[i]:SetAlpha(0.25)
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self.frame.graphicalBG[i]:SetStatusBarColor(self:GetColor("Runes"..name))
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-- create runes
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if (not self.frame.graphical[i]) then
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self.frame.graphical[i] = CreateFrame("StatusBar", nil, self.frame)
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self.frame.graphical[i]:SetStatusBarTexture(self:GetRuneTexture(name))
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end
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self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
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self.frame.graphical[i]:SetAllPoints(self.frame.graphicalBG[i])
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self.frame.graphical[i]:SetPoint("TOPLEFT", (runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1), 0)
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self.frame.graphical[i]:SetStatusBarColor(self:GetColor("Runes"..name))
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self.frame.graphical[i]:Show()
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-- self.frame.graphical[i]:Show()
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self.frame.graphical[i].cd:SetFrameStrata("BACKGROUND")
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self.frame.graphical[i].cd:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel()+1)
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self.frame.graphical[i].cd:ClearAllPoints()
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self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i])
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self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
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self.frame.graphical[i].shine:SetBlendMode("ADD")
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self.frame.graphical[i].shine:SetTexCoord(0.5625, 1, 0, 1)
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self.frame.graphical[i].shine:ClearAllPoints()
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self.frame.graphical[i].shine:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
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self.frame.graphical[i].shine:SetWidth(self.runeSize + 25)
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self.frame.graphical[i].shine:SetHeight(self.runeSize + 10)
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self.frame.graphical[i].shine:Hide()
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end
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function Runes.prototype:GetAlphaAdd()
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return 0.15
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end
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function Runes.prototype:ShowBlizz()
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