- Added support for bar-style class powers that grow left to right instead of just adding a new count or growing individual powers bottom-up. This could really use a background to give a sense of the bar's extents, but I'll leave that for a future improvement.

- Added basic support for Demonology spec (Demonic Fury) Warlock power.
- Fixed a bug or two in Warlock power presentation when un-speccing or learning a new spec after having been without a spec.
- Added support for hiding Warlock power until the requisite spell has been learned because apparently (after looking at Blizzard's code) you can have the spec without having the spell that builds up the power associated with the spec. Okay.
This commit is contained in:
Parnic
2012-08-26 19:17:46 +00:00
parent 221d83566b
commit b585385273
2 changed files with 72 additions and 10 deletions

View File

@ -18,6 +18,9 @@ IceClassPowerCounter.prototype.requiredSpec = nil
IceClassPowerCounter.prototype.shouldShowUnmodified = false
IceClassPowerCounter.prototype.unmodifiedMaxPerRune = 10
IceClassPowerCounter.prototype.growModes = { width = 1, height = 2 }
IceClassPowerCounter.prototype.currentGrowMode = nil
-- Constructor --
function IceClassPowerCounter.prototype:init(name)
assert(name ~= nil, "ClassPowerCounter cannot be instantiated directly - supply a name from the child class and pass it up.")
@ -453,15 +456,25 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
self.frame.graphical[i]:Show()
end
if i > numReady then
if i > numReady or self.numRunes == 1 then
local left, right, top, bottom = 0, 1, 0, 1
if self.moduleSettings.runeMode == "Graphical" then
left, right, top, bottom = unpack(self.runeCoords[i])
end
local currPercent = percentReady - numReady
top = bottom - (currPercent * (bottom - top))
if self.numRunes == 1 then
currPercent = numReady / UnitPowerMax("player", self.unitPower)
end
if self.currentGrowMode == self.growModes["height"] then
top = bottom - (currPercent * (bottom - top))
self.frame.graphical[i].rune:SetHeight(currPercent * self.runeHeight)
elseif self.currentGrowMode == self.growModes["width"] then
right = left + (currPercent * (right - left))
self.frame.graphical[i].rune:SetWidth(currPercent * self.runeWidth)
end
self.frame.graphical[i].rune:SetTexCoord(left, right, top, bottom)
self.frame.graphical[i].rune:SetHeight(currPercent * self.runeHeight)
elseif i > self.lastNumReady then
if self.runeCoords ~= nil and #self.runeCoords >= i then
local left, right, top, bottom = 0, 1, 0, 1
@ -593,7 +606,7 @@ function IceClassPowerCounter.prototype:CreateRuneFrame()
-- create numeric runes
self.frame.numeric = self:FontFactory(self.moduleSettings.runeFontSize, self.frame, self.frame.numeric)
self.frame.numeric:SetWidth(50)
self.frame.numeric:SetWidth(100)
self.frame.numeric:SetJustifyH("CENTER")
self.frame.numeric:SetAllPoints(self.frame)
@ -615,7 +628,6 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "LOW")
self.frame.graphical[i].rune:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM")
self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
self:SetupRuneTexture(i)
@ -637,6 +649,11 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i]:SetHeight(self.runeHeight)
self.frame.graphical[i].rune:SetWidth(self.runeWidth)
self.frame.graphical[i].rune:SetHeight(self.runeHeight)
if self.currentGrowMode == self.growModes["width"] then
self.frame.graphical[i].rune:SetPoint("LEFT", self.frame.graphical[i], "LEFT")
else
self.frame.graphical[i].rune:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM")
end
end
function IceClassPowerCounter.prototype:SetupRuneTexture(rune)