- added the ability to further customize the shard and holy power modules by displaying all the existing custom counter textures in place of shards/holy runes and colorizing them based on how many are available

This commit is contained in:
Parnic
2010-10-05 03:42:51 +00:00
parent 8c865351f9
commit e1f2d4318b
2 changed files with 163 additions and 28 deletions

View File

@ -96,7 +96,7 @@ function IceClassPowerCounter.prototype:GetOptions()
self:SetDisplayMode() self:SetDisplayMode()
self:UpdateRunePower() self:UpdateRunePower()
end, end,
values = { "Graphical", "Numeric" }, values = { "Graphical", "Numeric", "Graphical Bar", "Graphical Circle", "Graphical Clean Circle", "Graphical Glow" },
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
@ -121,7 +121,7 @@ function IceClassPowerCounter.prototype:GetOptions()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
hidden = function() hidden = function()
return self.moduleSettings.runeMode ~= "Graphical" return self.moduleSettings.runeMode == "Numeric"
end, end,
order = 34.1 order = 34.1
} }
@ -142,7 +142,7 @@ function IceClassPowerCounter.prototype:GetOptions()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
hidden = function() hidden = function()
return self.moduleSettings.runeMode ~= "Graphical" return self.moduleSettings.runeMode == "Numeric"
end, end,
order = 35 order = 35
} }
@ -164,7 +164,7 @@ function IceClassPowerCounter.prototype:GetOptions()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
hidden = function() hidden = function()
return self.moduleSettings.runeMode ~= "Graphical" return self.moduleSettings.runeMode == "Numeric"
end, end,
order = 36 order = 36
} }
@ -183,11 +183,75 @@ function IceClassPowerCounter.prototype:GetOptions()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
hidden = function() hidden = function()
return self.moduleSettings.runeMode ~= "Graphical" return self.moduleSettings.runeMode == "Numeric"
end, end,
order = 37 order = 37
} }
opts["customColor"] = {
type = 'color',
name = L["Custom color"],
desc = L["The color for this counter"],
get = function()
return self:GetCustomColor()
end,
set = function(info, r,g,b)
self.moduleSettings.customColor.r = r
self.moduleSettings.customColor.g = g
self.moduleSettings.customColor.b = b
self:UpdateRunePower()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.runeMode == "Graphical"
end,
order = 38,
}
opts["customMinColor"] = {
type = 'color',
name = L["Custom minimum color"],
desc = L["The minimum color for this counter (only used if Change Color is enabled)"],
get = function()
return self:GetCustomMinColor()
end,
set = function(info, r,g,b)
self.moduleSettings.customMinColor.r = r
self.moduleSettings.customMinColor.g = g
self.moduleSettings.customMinColor.b = b
self:UpdateRunePower()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.gradient
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.runeMode == "Graphical"
end,
order = 39,
}
opts["gradient"] = {
type = "toggle",
name = L["Change color"],
desc = L["This will fade the graphical representation from the min color specified to the regular color\n\n(e.g. if the min color is yellow, the color is red, and there are 3 total applications, then the first would be yellow, second orange, and third red)"],
get = function()
return self.moduleSettings.gradient
end,
set = function(info, v)
self.moduleSettings.gradient = v
self:UpdateRunePower()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.runeMode == "Graphical"
end,
order = 40,
}
return opts return opts
end end
@ -207,6 +271,9 @@ function IceClassPowerCounter.prototype:GetDefaultSettings()
defaults["runeGap"] = 0 defaults["runeGap"] = 0
defaults["flashWhenBecomingReady"] = true defaults["flashWhenBecomingReady"] = true
defaults["inactiveDisplayMode"] = "Darkened" defaults["inactiveDisplayMode"] = "Darkened"
defaults["gradient"] = true
defaults["customMinColor"] = {r=1, g=1, b=0, a=1}
defaults["customColor"] = {r=1, g=0, b=0, a=1}
return defaults return defaults
end end
@ -219,6 +286,14 @@ function IceClassPowerCounter.prototype:Redraw()
self:CreateFrame() self:CreateFrame()
end end
function IceClassPowerCounter.prototype:GetCustomColor()
return self.moduleSettings.customColor.r, self.moduleSettings.customColor.g, self.moduleSettings.customColor.b, self.alpha
end
function IceClassPowerCounter.prototype:GetCustomMinColor()
return self.moduleSettings.customMinColor.r, self.moduleSettings.customMinColor.g, self.moduleSettings.customMinColor.b, self.alpha
end
-- OVERRIDE -- OVERRIDE
function IceClassPowerCounter.prototype:Enable(core) function IceClassPowerCounter.prototype:Enable(core)
@ -244,10 +319,17 @@ end
function IceClassPowerCounter.prototype:UpdateRunePower() function IceClassPowerCounter.prototype:UpdateRunePower()
local numReady = UnitPower("player", self.unitPower) local numReady = UnitPower("player", self.unitPower)
if self.moduleSettings.runeMode == "Graphical" then if self.moduleSettings.runeMode == "Numeric" then
self.frame.numeric:SetText(tostring(numReady))
self.frame.numeric:SetTextColor(self:GetColor(self.numericColor))
else
for i=1, self.numRunes do for i=1, self.numRunes do
if i <= numReady then if i <= numReady then
self.frame.graphical[i].rune:SetVertexColor(1, 1, 1) if self.moduleSettings.runeMode == "Graphical" then
self.frame.graphical[i].rune:SetVertexColor(1, 1, 1)
else
self:SetCustomColor(i)
end
if self.moduleSettings.inactiveDisplayMode == "Hidden" then if self.moduleSettings.inactiveDisplayMode == "Hidden" then
self.frame.graphical[i]:Show() self.frame.graphical[i]:Show()
@ -270,9 +352,6 @@ function IceClassPowerCounter.prototype:UpdateRunePower()
end end
end end
end end
elseif self.moduleSettings.runeMode == "Numeric" then
self.frame.numeric:SetText(tostring(numReady))
self.frame.numeric:SetTextColor(self:GetColor(self.numericColor))
end end
self.lastNumReady = numReady self.lastNumReady = numReady
@ -295,7 +374,6 @@ function IceClassPowerCounter.prototype:CreateFrame()
IceClassPowerCounter.super.prototype.CreateFrame(self) IceClassPowerCounter.super.prototype.CreateFrame(self)
self.frame:SetFrameStrata("BACKGROUND") self.frame:SetFrameStrata("BACKGROUND")
self.frame:SetWidth(self.runeWidth*self.numRunes)
self.frame:SetHeight(self.runeHeight) self.frame:SetHeight(self.runeHeight)
self.frame:ClearAllPoints() self.frame:ClearAllPoints()
self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos) self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
@ -306,16 +384,17 @@ function IceClassPowerCounter.prototype:CreateFrame()
end end
function IceClassPowerCounter.prototype:SetDisplayMode() function IceClassPowerCounter.prototype:SetDisplayMode()
if self.moduleSettings.runeMode == "Graphical" then if self.moduleSettings.runeMode == "Numeric" then
self.frame.numeric:Hide()
for i=1, self.numRunes do
self.frame.graphical[i]:Show()
end
elseif self.moduleSettings.runeMode == "Numeric" then
self.frame.numeric:Show() self.frame.numeric:Show()
for i=1, self.numRunes do for i=1, self.numRunes do
self.frame.graphical[i]:Hide() self.frame.graphical[i]:Hide()
end end
else
self.frame.numeric:Hide()
for i=1, self.numRunes do
self:SetupRuneTexture(i)
self.frame.graphical[i]:Show()
end
end end
end end
@ -346,19 +425,14 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i].rune:SetAllPoints(self.frame.graphical[i]) self.frame.graphical[i].rune:SetAllPoints(self.frame.graphical[i])
self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY") self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
self.frame.graphical[i]:SetWidth(self.runeWidth)
self.frame.graphical[i]:SetHeight(self.runeHeight)
self:SetupRuneTexture(i) self:SetupRuneTexture(i)
self.frame.graphical[i].rune:SetVertexColor(0, 0, 0) self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
end end
self.frame.graphical[i]:SetFrameStrata("BACKGROUND") self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
self.frame.graphical[i]:SetWidth(self.runeWidth)
self.frame.graphical[i]:SetHeight(self.runeHeight)
if self.moduleSettings.displayMode == "Horizontal" then
self.frame.graphical[i]:SetPoint("TOPLEFT", (i-1) * (self.runeWidth-5) + (i-1) + ((i-1) * self.moduleSettings.runeGap), 0)
else
self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((i-1) * (self.runeHeight-5) + (i-1) + ((i-1) * self.moduleSettings.runeGap)))
end
self.frame.graphical[i]:Hide() self.frame.graphical[i]:Hide()
@ -377,15 +451,74 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
return return
end end
self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(rune)) local width = self.runeHeight
local a,b,c,d = unpack(self.runeCoords[rune]) local a,b,c,d = 0, 1, 0, 1
if self.moduleSettings.runeMode == "Graphical" then
width = self.runeWidth
a,b,c,d = unpack(self.runeCoords[rune])
end
-- make sure any texture aside from the special one is square and has the proper coordinates
self.frame.graphical[rune].rune:SetTexCoord(a, b, c, d) self.frame.graphical[rune].rune:SetTexCoord(a, b, c, d)
self.frame.graphical[rune]:SetWidth(width)
self.frame:SetWidth(width*self.numRunes)
if self.moduleSettings.displayMode == "Horizontal" then
self.frame.graphical[rune]:SetPoint("TOPLEFT", (rune-1) * (width-5) + (rune-1) + ((rune-1) * self.moduleSettings.runeGap), 0)
else
self.frame.graphical[rune]:SetPoint("TOPLEFT", 0, -1 * ((rune-1) * (self.runeHeight-5) + (rune-1) + ((rune-1) * self.moduleSettings.runeGap)))
end
if self.moduleSettings.runeMode == "Graphical" then
self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(rune))
elseif self.moduleSettings.runeMode == "Graphical Bar" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "Combo")
elseif self.moduleSettings.runeMode == "Graphical Circle" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboRound")
elseif self.moduleSettings.runeMode == "Graphical Glow" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboGlow")
elseif self.moduleSettings.runeMode == "Graphical Clean Circle" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
end
end end
function IceClassPowerCounter.prototype:GetAlphaAdd() function IceClassPowerCounter.prototype:GetAlphaAdd()
return 0.15 return 0.15
end end
function IceClassPowerCounter.prototype:SetCustomColor(i)
local r, g, b = self:GetCustomColor()
if (self.moduleSettings.gradient) then
r,g,b = self:GetGradientColor(i)
end
self.frame.graphical[i].rune:SetVertexColor(r, g, b)
end
function IceClassPowerCounter.prototype:GetGradientColor(curr)
local r, g, b = self:GetCustomColor()
local mr, mg, mb = self:GetCustomMinColor()
local scale = (curr-1)/(self.numRunes-1)
if r < mr then
r = ((r-mr)*scale) + mr
else
r = ((mr-r)*scale) + r
end
if g < mg then
g = ((g-mg)*scale) + mg
else
g = ((mg-g)*scale) + g
end
if b < mb then
b = ((b-mb)*scale) + mb
else
b = ((mb-b)*scale) + b
end
return r, g, b
end
function IceClassPowerCounter.prototype:TargetChanged() function IceClassPowerCounter.prototype:TargetChanged()
IceClassPowerCounter.super.prototype.TargetChanged(self) IceClassPowerCounter.super.prototype.TargetChanged(self)
-- sort of a hack fix...if "ooc" alpha is set to 0, then the runes frame is all jacked up when the user spawns in -- sort of a hack fix...if "ooc" alpha is set to 0, then the runes frame is all jacked up when the user spawns in

View File

@ -22,7 +22,9 @@ end
function ShardCounter.prototype:GetOptions() function ShardCounter.prototype:GetOptions()
local opts = ShardCounter.super.prototype.GetOptions(self) local opts = ShardCounter.super.prototype.GetOptions(self)
opts.hideBlizz.desc = "Hides Blizzard shard frame and disables all events related to it.\n\nNOTE: Blizzard attaches the shard UI to the player's unitframe, so if you have that hidden in PlayerHealth, then this won't do anything." opts.hideBlizz.desc = L["Hides Blizzard shard frame and disables all events related to it.\n\nNOTE: Blizzard attaches the shard UI to the player's unitframe, so if you have that hidden in PlayerHealth, then this won't do anything."]
opts.displayMode.desc = L["Choose whether you'd like a graphical or numeric representation of the runes.\n\nNOTE: The color of 'Numeric' mode can be controlled by the ShardCounterNumeric color."]
opts.flashWhenReady.desc = L["Shows a flash behind each shard when it becomes available."]
return opts return opts
end end