1271 Commits

Author SHA1 Message Date
343ac7b70b Fix aura icons not always showing on custom bars v1.14.21 2023-05-18 10:17:13 -05:00
573049f77e Fix Custom Bar showing empty bar in Missing mode 2023-05-18 10:15:38 -05:00
8dc173ae81 Fix custom bar showing when disabled and set to Missing
Fixes wowace ticket #343
2023-05-18 10:12:17 -05:00
5e04ace0f4 Fix CC modules on Wrath Classic 2023-05-18 09:41:44 -05:00
37108d3487 Increase max scale to 400% by request 2023-05-12 22:17:27 -05:00
8cd7c4b044 Add 10.1 dragonriding mount v1.14.20 2023-05-06 13:15:39 -05:00
bfffdd82d7 Fix vigor on entering world
Forgot to send the event argument, so it was returning early.

Fixes #34
v1.14.19
2023-05-03 18:23:52 -05:00
24c45f320f Update TOC, add icon, fix Vigor for 10.1 2023-05-03 18:22:36 -05:00
1db8545b63 Update other changelog v1.14.18 2023-04-02 21:47:03 -05:00
18fa31807c Hide Debuff frame along with Buffs if desired 2023-04-01 20:58:25 -05:00
594ea0a3e3 Fix errors when toggling off Hide Blizz 2023-04-01 20:53:53 -05:00
cb83a3f63f Add option to hide during Cataloging 2023-04-01 20:45:37 -05:00
077286fd5f Show Runic Power on a 0-100ish scale with DogTags off 2023-04-01 20:17:50 -05:00
a50a313314 Update TOCs v1.14.17 2023-04-01 15:02:35 -05:00
271bb38a69 Add more Polymorph ranks v1.14.16 2023-02-06 20:15:52 -06:00
0e11a40d3a Don't hide Blizzard Totems by default on 10.0 v1.14.16-alpha1 2023-02-06 00:19:08 -06:00
5020279748 Fix errors when playing Faire games 2023-02-06 00:16:15 -06:00
cfaa09a541 Expose Totems Hide Blizzard setting 2023-02-01 16:41:31 -06:00
a0ed3ae6e6 Update TOCs v1.14.15 2023-01-25 13:40:36 -06:00
7709cb9130 Fix AltPower bar showing when it shouldn't v1.14.14 2023-01-22 15:56:41 -06:00
c1f631b732 Update changelog v1.14.13 2023-01-21 20:42:15 -06:00
6c44ddc93a Fix IceHUD hiding climbing, film, etc. frames
Fixes wowace ticket 336
2023-01-21 20:41:03 -06:00
8b45079d38 Don't forcefully show Blizzard frame
This enables other mods to hide Vigor even if IceHUD is told not to.
v1.14.12
2023-01-15 22:23:47 -06:00
b1adbe8090 Add Dragonriding Vigor module
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.
v1.14.12-alpha1
2023-01-15 13:03:18 -06:00
01a017c179 Add support for background and frame
This adds more robust visuals on the power counters where we can (finally) display artwork similar to the default UI where the charges are sometimes framed by something and sometimes have a textured background behind empty charges. This doesn't yet add support for animations. Child classes can take advantage of this simply by implementing GetFrameAtlas() and/or GetBackgroundAtlas().

Note: as part of this, I moved the rune texture's layer to "BORDER" which doesn't feel quite appropriate, but does allow the layering to work as I want. I don't think this is going to be an issue since texture layers should only apply internal to a frame's strata (meaning this shouldn't suddenly cause an existing power counter to display above/below something else), but I wanted to document it in case something weird does come up later.

I also hardcoded a + 10 on the width/height for the frame since that's what works for Vigor. If those values don't work for any future users of this, it's easily adjusted.
2023-01-15 12:57:58 -06:00
b8aece0da3 Add support for a partially-ready final rune
This adds support for a class power counter that has a visible recharge on the final "rune." Most power counters are either fully ready or full un-ready (where the recharge is hidden away), but Dragonriding's Vigor resource does show the recharge of the final point, which this now supports.

Child classes can support this by setting self.partialReady to the index of the rune that's partially ready, and self.partialReadyPercent to the percentage that that final rune is ready (0.0-1.0). If the partially-charged point uses a different texture, the child can also implement GetPartialRuneAtlas() and it will be used only for the partially-ready rune.

If we ever need to be able to show multiple partially-ready runes, this will need a small refactor.
2023-01-15 12:52:22 -06:00
6b9b4a358c Move altpower to a local variable
This isn't used anywhere else, so there's no reason for it to pollute the global namespace. And being local now, it also doesn't need the IceHUD prefix on its name.
2023-01-15 12:46:20 -06:00
72adca99f9 Fix whitespace 2023-01-15 12:45:19 -06:00
f8e7cf06d6 Combine rune texture/color set into one method
This enables a simpler method of making sure the appropriate texture is set and using the appropriate color (for after a rune was modified to darkened/hidden).
2023-01-15 12:43:56 -06:00
059808c980 Add ability to opt out of displaypower event 2023-01-15 12:41:16 -06:00
689df94d55 Refactor repeated code into a function
I need this for an upcoming feature, and it turns out that the "new rune just became ready" feature didn't cooperate with width-growing runes anyway, so this is also a bugfix for that (I don't know that we have any width-growing power types in the game today, but still).
2023-01-15 12:40:51 -06:00
d49884198d Only apply numeric offset when not in numeric mode
This offset is an additional offset meant to apply only when a class power counter is in a non-Numeric mode with the "also show numeric" checkbox checked. This offset is hidden when in Numeric mode, but was still being applied, therefore making it an option you could not change without going through multiple other steps first.
2023-01-15 12:35:14 -06:00
8627ad39d5 Update changelog v1.14.11 2023-01-13 09:34:36 -06:00
8c62a841fd Update changelog v1.14.10 2022-12-19 12:51:51 -06:00
7496475ff4 Fix potential nil access
I can't reproduce a problem here, but based on some user feedback, this could potentially be an issue. Most other modules are calling the super's Update() first thing, but these modules call them later, so healthPercentage may not be defined at this point.
2022-12-19 12:19:10 -06:00
c5c44edf64 Fix several issues with low thresholds
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
v1.14.9
2022-12-13 20:48:02 -06:00
59f2792ce8 Update changelog v1.14.8 2022-11-25 17:02:25 -06:00
a80daface7 Unify low flash and low color thresholds
Low Flash was using >= while Low Color was using >, so they would activate at ever-so-slightly different values (0.4 vs 0.39999, for example).
2022-11-25 15:31:26 -06:00
f6db2f3b7c Fix Low Threshold and Color By Health % to work together
If Low Threshold was checked, then scaling by health/mana % was getting overridden and forced to the Max Health/Mana Color after being set to the scaled value.
2022-11-25 15:30:05 -06:00
5d09cad6cb Update changelog
v1.14.0 got posted again as if it were the newest version, so this small update remedies that.
v1.14.7
2022-11-23 22:37:41 -06:00
8fc2e326aa Add option to scale absorb bar by health
By user request.
2022-11-23 18:50:52 -06:00
d775603ec0 Add module showing Energy for Druids
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.
v1.14.6
2022-11-18 17:08:26 -06:00
70bba2f186 Add ability to set module description
This is the text that shows up when hovering over the module in the Module Options list.
2022-11-18 16:58:16 -06:00
8ac9bee610 Fix instant casts for non-player spells
I was out questing and kept seeing "Near Training Gem" pop as an instant-cast. This filter seems to have stopped it.
2022-11-18 11:44:52 -06:00
07bda8e84d Add more Custom Bar display controls
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.
2022-11-17 17:14:49 -06:00
5712114eb8 Fix Charged point support in ComboPointsBar v1.14.5 2022-11-16 21:14:51 -06:00
2a0db2eb01 Show charged combo point in Numeric mode 2022-11-16 21:09:44 -06:00
7d32b6d8c6 Fix player castbar flashes
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.
2022-11-16 13:09:58 -06:00
60d44601d1 Update changelog v1.14.4 2022-11-15 00:30:29 -06:00
b3cf33a945 Increase TOC for 10.0.2 2022-11-15 00:27:26 -06:00