This displays the Vigor charges for the player whenever they're on a Dragonriding mount (which is detected via explicit buff ID scanning from a hardcoded list...I'd like to make that more robust so I don't have to keep up with new mounts being added, but I'm not sure how to do it another way just yet). The Alternate Power bar is hidden if the Vigor module is enabled so that we don't end up with duplicate Vigor trackers (although right now it flashes on the screen before the mount buff is detected, so I'd also like to fix that...).
I've effectively had to implement my own Vigor module from scratch by poking into the internals of the Vigor widget by its ID in order to determine the recharge amount on the final Vigor charge because there's currently no API to get this information otherwise. Hopefully this gets added; if it does, I'll happily rip out this widget inspection junk. Aside from the partial charge stuff, this is just a skinned version of an Alternate Power indicator that only shows when the user is on a dragonriding mount. ClassPowerCounter doesn't sound like a particularly appropriate base class for this, but since Vigor is implemented as Alternate Power, it worked out nicely.
This addresses a user-reported issue where Low Threshold was not usable with Color By Health/Mana % disabled, due to some internal technical reasons. This was exacerbated by the recent fix that allowed Low Threshold and Color By Health % to work together.
This also fixes the low threshold flash to apply immediately when changing the option, and fixes the Low Threshold % slider to be usable without the Low Flash option set.
Finally, it hides the Low Flash option for bars that don't support it (right now that's just PlayerMana, I think because it only sets the low threshold to the Min Mana Color even if the class uses a different power type...something for future me...).
Fixes wowace ticket #334
This shows the player's current Energy amount when they're in a form that doesn't use Energy. For example, this could show the user how much energy they currently have while they're in Bear form so that they can shift away and wait on their energy to refill.
Note: requires a new version of LibDogTag-Unit for the bar text tags to function if DogTags are enabled.
Add ability for buff/debuff watchers to only display when the specified buff/debuff is missing. This also adds the ability to require that the given unit exists. So if you had Unit set to Target, Display mode set to Missing, and Only if unit exists checked, you'd show the bar if you have a target and they don't have the given buff/debuff.
There are controls on the player castbar module for flashing when a spell succeeds or fails, and separate controls for flashing when an instant cast completes. Those were broken (flashing never happened), but now work again.
UpdateBar() was necessary in MyOnUpdate() in the event that no other spell has been cast (in order to set the alpha so that the bottom text displays). The spellId is being passed along so that spells that aren't currently being cast can have their name and icon displayed appropriately, and so the early-out for "no known spell" doesn't trigger (which allows the Flash to actually work). The self.current reset fixes instant casts after a normal cast (we were only clearing the "current" spell conditionally when we only meant to filter StopBar, so if it wasn't cleared, future successful casts thought they were for a different spell than was currently being cast.
This is the same fix as was applied to RollTheBones in commit 46883e355b but I failed to audit the rest of the mod for places where this was possible. This one was reported over on the Curse addon page comments.
I neglected to test the new party-hide implementation on pre-10.0. It was not fully implemented. This implementation is from Pitbull4 and is more complicated than I need, but certainly does the job and allows for some future usage if needed.
Fixes wowace ticket #330
MaxPower events fire, but I guess only Legion+ actually returns rune counts from this function. On Wrath it always returns 0, so the CheckMaxNumRunes logic was hiding all runes.
Some menus, such as when targeting other players, use mixins which are themselves menus. We have to dive down one more layer to resolve those. The official UI source does this submenu thing (as opposed to recursion) so this should exactly mimic how the base game now works.
Since 9.2.5 completely re-worked UnitPopupMenus, IceHUD's "Set Focus" right-click menu option overrides were broken. This restores the override so that it can still suppress the tainted functionality.
Additionally, it turns out that having Clique installed replaces this entire thing somehow and makes Set Focus et al function (with IceHUD's ClickCastFrames registration). I don't know what that magic is about, but none of this munging happens and the tainted paths work fine. Interesting.
Fixes wowace ticket #319
I need to find a way to reintroduce this, but Blizzard's new method of building these frames doesn't look like it's going to be particularly easy. This stops error popups on 9.2.5