- updated every other reference to a bar's texture to use the accessor method instead. this allows overridden textures to work globally

This commit is contained in:
Parnic
2009-07-27 05:48:12 +00:00
parent e785a1e1ca
commit d104fcfb21
7 changed files with 8 additions and 8 deletions

View File

@ -283,7 +283,7 @@ function FocusHealth.prototype:CreateBackground()
self.frame.button:ClearAllPoints()
-- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this...
-- would be nice to define this somewhere in data, but for now...here we are
if self.settings.barTexture == "HiBar" then
if self:GetMyBarTexture() == "HiBar" then
self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
else

View File

@ -102,7 +102,7 @@ function HungerForBlood.prototype:CreateFrame()
self.frame.button:ClearAllPoints()
if self.settings.barTexture == "HiBar" then
if self:GetMyBarTexture() == "HiBar" then
self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
else

View File

@ -708,7 +708,7 @@ function PlayerHealth.prototype:CreateBackground(redraw)
self.frame.button:ClearAllPoints()
-- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this...
-- would be nice to define this somewhere in data, but for now...here we are
if self.settings.barTexture == "HiBar" then
if self:GetMyBarTexture() == "HiBar" then
self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
else
@ -741,7 +741,7 @@ function PlayerHealth.prototype:CreateHealBar()
self.healFrame.bar = self.frame:CreateTexture(nil, "BACKGROUND")
end
self.healFrame.bar:SetTexture(IceElement.TexturePath .. self.settings.barTexture)
self.healFrame.bar:SetTexture(IceElement.TexturePath .. self:GetMyBarTexture())
self.healFrame.bar:SetAllPoints(self.frame)
self.healFrame:SetStatusBarTexture(self.healFrame.bar)

View File

@ -364,7 +364,7 @@ function PlayerMana.prototype:CreateTickerFrame()
self.tickerFrame:Hide()
end
self.tickerFrame.spark:SetTexture(IceElement.TexturePath .. self.settings.barTexture)
self.tickerFrame.spark:SetTexture(IceElement.TexturePath .. self:GetMyBarTexture())
self.tickerFrame.spark:SetBlendMode("ADD")
self.tickerFrame.spark:ClearAllPoints()
self.tickerFrame.spark:SetAllPoints(self.tickerFrame)

View File

@ -152,7 +152,7 @@ function SliceAndDice.prototype:CreateDurationBar()
self.durationFrame.bar = self.frame:CreateTexture(nil, "BACKGROUND")
end
self.durationFrame.bar:SetTexture(IceElement.TexturePath .. self.settings.barTexture)
self.durationFrame.bar:SetTexture(IceElement.TexturePath .. self:GetMyBarTexture())
self.durationFrame.bar:SetAllPoints(self.frame)
self.durationFrame:SetStatusBarTexture(self.durationFrame.bar)

View File

@ -562,7 +562,7 @@ function IceTargetHealth.prototype:CreateBackground(redraw)
self.frame.button:ClearAllPoints()
-- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this...
-- would be nice to define this somewhere in data, but for now...here we are
if self.settings.barTexture == "HiBar" then
if self:GetMyBarTexture() == "HiBar" then
self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
else

View File

@ -166,7 +166,7 @@ function IceThreat.prototype:CreateAggroBar()
self.aggroBar.bar = self.aggroBar:CreateTexture(nil, "BACKGROUND")
end
self.aggroBar.bar:SetTexture(IceElement.TexturePath .. self.settings.barTexture .. "BG")
self.aggroBar.bar:SetTexture(IceElement.TexturePath .. self:GetMyBarTexture() .. "BG")
self.aggroBar.bar:SetAllPoints(self.aggroBar)
self.aggroBar:SetStatusBarTexture(self.aggroBar.bar)