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4 Commits

Author SHA1 Message Date
a201aa5149 Fixed incorrect texture drawing behind power counters
Looks like at some point I modified how "darkened" inactive powers worked and ended up drawing two copies of the darkened power counter for each inactive power. "runebg" is superfluous since we're just setting the color of the actual counter to black and partially transparent instead. For some power counters, such as Paladins, the runebg texture was actually wrong and drawing the entire atlas rather than just the texture we wanted.
2016-07-26 21:37:45 -05:00
34d3060df3 Fixed castbar interruption on 7.0 clients
Looks like some things changed in spellcast events on 7.0 which necessitate using the spellcast GUID to identify when a specific cast starts or stops. Now we use those GUIDs which restores the castbar to its appropriate behavior. (ticket #215)
2016-07-25 13:02:14 -05:00
9e7b34d43c Disabled Resolved for 7.0 clients 2016-07-25 12:33:20 -05:00
2d4d32fa1f Fixed SnD error introduced in 46152e92 2016-07-24 19:01:54 -05:00
5 changed files with 1082 additions and 1099 deletions

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File diff suppressed because it is too large Load Diff

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@ -684,11 +684,6 @@ function IceClassPowerCounter.prototype:SetDisplayMode()
for i=1, self.numRunes do for i=1, self.numRunes do
self:SetupRuneTexture(i) self:SetupRuneTexture(i)
self.frame.graphical[i]:Show() self.frame.graphical[i]:Show()
if self.moduleSettings.inactiveDisplayMode == "Darkened" then
self.frame.graphical[i].runebg:Show()
else
self.frame.graphical[i].runebg:Hide()
end
end end
end end
end end
@ -723,8 +718,6 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "ARTWORK") self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "ARTWORK")
self.frame.graphical[i].rune:SetVertexColor(0, 0, 0) self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
self.frame.graphical[i].runebg = self.frame.graphical[i]:CreateTexture(nil, "BACKGROUND")
self.frame.graphical[i].runebg:SetVertexColor(0, 0, 0)
self:SetupRuneTexture(i) self:SetupRuneTexture(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")
@ -749,14 +742,10 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i]:SetHeight(self.runeHeight) self.frame.graphical[i]:SetHeight(self.runeHeight)
self.frame.graphical[i].rune:SetWidth(self.runeWidth) self.frame.graphical[i].rune:SetWidth(self.runeWidth)
self.frame.graphical[i].rune:SetHeight(self.runeHeight) self.frame.graphical[i].rune:SetHeight(self.runeHeight)
self.frame.graphical[i].runebg:SetWidth(self.runeWidth)
self.frame.graphical[i].runebg:SetHeight(self.runeHeight)
if self.currentGrowMode == self.growModes["width"] then if self.currentGrowMode == self.growModes["width"] then
self.frame.graphical[i].rune:SetPoint("LEFT", self.frame.graphical[i], "LEFT") self.frame.graphical[i].rune:SetPoint("LEFT", self.frame.graphical[i], "LEFT")
self.frame.graphical[i].runebg:SetPoint("LEFT", self.frame.graphical[i], "LEFT")
else else
self.frame.graphical[i].rune:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM") self.frame.graphical[i].rune:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM")
self.frame.graphical[i].runebg:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM")
end end
end end
@ -774,7 +763,6 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
-- make sure any texture aside from the special one is square and has the proper coordinates -- 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].runebg:SetTexCoord(a, b, c, d)
self.frame.graphical[rune]:SetWidth(width) self.frame.graphical[rune]:SetWidth(width)
self.frame:SetWidth(width*self.numRunes) self.frame:SetWidth(width*self.numRunes)
local runeAdjust = rune - (self.numRunes / 2) - 0.5 local runeAdjust = rune - (self.numRunes / 2) - 0.5
@ -784,8 +772,8 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
self.frame.graphical[rune]:SetPoint("CENTER", 0, -1 * (runeAdjust * (self.runeHeight-5) + runeAdjust + (runeAdjust * self.moduleSettings.runeGap))) self.frame.graphical[rune]:SetPoint("CENTER", 0, -1 * (runeAdjust * (self.runeHeight-5) + runeAdjust + (runeAdjust * self.moduleSettings.runeGap)))
end end
local tex = self:GetRuneTexture(rune)
if self:GetRuneMode() == "Graphical" then if self:GetRuneMode() == "Graphical" then
local tex = self:GetRuneTexture(rune)
if tex then if tex then
self.frame.graphical[rune].rune:SetTexture(tex) self.frame.graphical[rune].rune:SetTexture(tex)
else else
@ -800,11 +788,6 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
elseif self:GetRuneMode() == "Graphical Clean Circle" then elseif self:GetRuneMode() == "Graphical Clean Circle" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves") self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
end end
if tex then
self.frame.graphical[rune].runebg:SetTexture(tex)
else
self.frame.graphical[rune].runebg:SetAtlas(self.frame.graphical[rune].rune:GetAtlas())
end
end end
function IceClassPowerCounter.prototype:GetAlphaAdd() function IceClassPowerCounter.prototype:GetAlphaAdd()

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@ -80,6 +80,6 @@ end
-- Load for tanks only -- Load for tanks only
local _, unitClass = UnitClass("player") local _, unitClass = UnitClass("player")
if ((unitClass == "DEATHKNIGHT" or unitClass == "DRUID" or unitClass == "PALADIN" or unitClass == "WARRIOR" or unitClass == "MONK") if ((unitClass == "DEATHKNIGHT" or unitClass == "DRUID" or unitClass == "PALADIN" or unitClass == "WARRIOR" or unitClass == "MONK")
and IceHUD.WowVer >= 60000) then and IceHUD.WowVer >= 60000 and IceHUD.WowVer < 70000) then
IceHUD.Resolve = Resolve:new() IceHUD.Resolve = Resolve:new()
end end

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@ -196,7 +196,7 @@ end
function SliceAndDice.prototype:ResetRotation() function SliceAndDice.prototype:ResetRotation()
SliceAndDice.super.prototype.ResetRotation(self) SliceAndDice.super.prototype.ResetRotation(self)
if self.durationFrame.anim then if self.durationFrame and self.durationFrame.anim then
self.durationFrame.anim:Stop() self.durationFrame.anim:Stop()
end end
end end