- fixed 'inverse' mode to work with potential SnD bar

- expanded range of class power counters (shards, holy power) by request
- fixed lacerate and sunder count modules to work with 3 max charges instead of 5 as per the new patch (these *really* need to go away and be auto-replaced by custom counters...)
- yet another fix for text sometimes displaying the unit name for PetHealth
- fixed how the 'second highest threat' bar is drawn so that it actually works with all textures
This commit is contained in:
Parnic
2010-10-17 20:20:00 +00:00
parent 3af07ee30d
commit cb77e8358b
7 changed files with 58 additions and 53 deletions

View File

@ -141,6 +141,7 @@ function SliceAndDice.prototype:CreateDurationBar()
end
self.durationFrame:SetFrameStrata("BACKGROUND")
self:SetBarFramePoints(self.durationFrame)
self.durationFrame:SetWidth(self.settings.barWidth + (self.moduleSettings.widthModifier or 0))
self.durationFrame:SetHeight(self.settings.barHeight)
@ -149,17 +150,12 @@ function SliceAndDice.prototype:CreateDurationBar()
end
self.durationFrame.bar:SetTexture(IceElement.TexturePath .. self:GetMyBarTexture())
self.durationFrame.bar:SetPoint("BOTTOMLEFT",self.frame,"BOTTOMLEFT")
self.durationFrame.bar:SetPoint("BOTTOMRIGHT",self.frame,"BOTTOMRIGHT")
self.durationFrame.bar:SetAllPoints(self.durationFrame)
self.durationFrame.bar:SetVertexColor(self:GetColor("SliceAndDicePotential", self.alpha * self.moduleSettings.durationAlpha))
self.durationFrame.bar:SetHeight(0)
self:UpdateBar(1, "undef")
self.durationFrame:ClearAllPoints()
self.durationFrame:SetPoint("BOTTOM", self.frame, "BOTTOM", 0, 0)
-- force update the bar...if we're in here, then either the UI was just loaded or the player is jacking with the options.
-- either way, make sure the duration bar matches accordingly
self:UpdateDurationBar()
@ -295,12 +291,23 @@ function SliceAndDice.prototype:UpdateDurationBar(event, unit)
scale = IceHUD:Clamp(PotentialSnDDuration / CurrMaxSnDDuration, 0, 1)
-- sadly, animation uses bar-local variables so we can't use the animation for 2 bar textures on the same bar element
if (self.moduleSettings.side == IceCore.Side.Left) then
self.durationFrame.bar:SetTexCoord(1, 0, 1-scale, 1)
else
self.durationFrame.bar:SetTexCoord(0, 1, 1-scale, 1)
if (self.moduleSettings.reverse) then
scale = 1 - scale
end
self.durationFrame.bar:SetHeight(self.settings.barHeight * scale)
if (self.moduleSettings.inverse) then
min_y = 0
max_y = scale
else
min_y = 1-scale
max_y = 1
end
if (self.moduleSettings.side == IceCore.Side.Left) then
self.durationFrame.bar:SetTexCoord(1, 0, min_y, max_y)
else
self.durationFrame.bar:SetTexCoord(0, 1, min_y, max_y)
end
self.durationFrame:SetHeight(self.settings.barHeight * scale)
if scale == 0 then
self.durationFrame.bar:Hide()