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34 Commits

Author SHA1 Message Date
271bb38a69 Add more Polymorph ranks 2023-02-06 20:15:52 -06:00
0e11a40d3a Don't hide Blizzard Totems by default on 10.0 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 2023-01-25 13:40:36 -06:00
7709cb9130 Fix AltPower bar showing when it shouldn't 2023-01-22 15:56:41 -06:00
c1f631b732 Update changelog 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.
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.
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 2023-01-13 09:34:36 -06:00
8c62a841fd Update changelog 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
2022-12-13 20:48:02 -06:00
59f2792ce8 Update changelog 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.
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.
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 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
30 changed files with 741 additions and 118 deletions

View File

@ -393,6 +393,8 @@ function IceCastBar.prototype:MyOnUpdate()
return return
end end
self:UpdateBar(1, self:GetCurrentCastingColor())
if (self.action == IceCastBar.Actions.Failure) then if (self.action == IceCastBar.Actions.Failure) then
self:FlashBar("CastFail", 1-scale, self.actionMessage, "CastFail") self:FlashBar("CastFail", 1-scale, self.actionMessage, "CastFail")
else else
@ -478,7 +480,7 @@ function IceCastBar.prototype:FlashBar(color, alpha, text, textColor)
end end
function IceCastBar.prototype:StartBar(action, message) function IceCastBar.prototype:StartBar(action, message, spellId)
local spell, rank, displayName, icon, startTime, endTime, isTradeSkill, numStages local spell, rank, displayName, icon, startTime, endTime, isTradeSkill, numStages
if IceHUD.SpellFunctionsReturnRank then if IceHUD.SpellFunctionsReturnRank then
spell, rank, displayName, icon, startTime, endTime, isTradeSkill = UnitCastingInfo(self.unit) spell, rank, displayName, icon, startTime, endTime, isTradeSkill = UnitCastingInfo(self.unit)
@ -493,6 +495,10 @@ function IceCastBar.prototype:StartBar(action, message)
end end
end end
if spellId and not spell then
spell, rank, icon = GetSpellInfo(spellId)
end
local isChargeSpell = numStages and numStages > 0 local isChargeSpell = numStages and numStages > 0
if isChargeSpell then if isChargeSpell then
self.NumStages = numStages self.NumStages = numStages
@ -514,7 +520,7 @@ function IceCastBar.prototype:StartBar(action, message)
if LibClassicCasterino and not spell then if LibClassicCasterino and not spell then
self:StopBar() self:StopBar()
elseif not spell then elseif not spell then
return return
end end
if icon ~= nil then if icon ~= nil then
@ -590,7 +596,7 @@ function IceCastBar.prototype:SpellCastStart(event, unit, castGuid, spellId)
IceHUD:Debug("SpellCastStart", unit, castGuid, spellId) IceHUD:Debug("SpellCastStart", unit, castGuid, spellId)
--UnitCastingInfo(unit) --UnitCastingInfo(unit)
self:StartBar(IceCastBar.Actions.Cast) self:StartBar(IceCastBar.Actions.Cast, nil, spellId)
self.current = castGuid self.current = castGuid
end end
@ -609,8 +615,9 @@ function IceCastBar.prototype:SpellCastStop(event, unit, castGuid, spellId)
self.action ~= IceCastBar.Actions.ReverseChannel) self.action ~= IceCastBar.Actions.ReverseChannel)
then then
self:StopBar() self:StopBar()
self.current = nil
end end
self.current = nil
end end
@ -639,7 +646,7 @@ function IceCastBar.prototype:SpellCastFailed(event, unit, castGuid, spellId)
end end
end end
self:StartBar(IceCastBar.Actions.Failure, "Failed") self:StartBar(IceCastBar.Actions.Failure, "Failed", nil, spellId)
end end
function IceCastBar.prototype:SpellCastInterrupted(event, unit, castGuid, spellId) function IceCastBar.prototype:SpellCastInterrupted(event, unit, castGuid, spellId)
@ -653,7 +660,7 @@ function IceCastBar.prototype:SpellCastInterrupted(event, unit, castGuid, spellI
self.current = nil self.current = nil
self:StartBar(IceCastBar.Actions.Failure, "Interrupted") self:StartBar(IceCastBar.Actions.Failure, "Interrupted", spellId)
end end
function IceCastBar.prototype:SpellCastDelayed(event, unit, castGuid, spellId) function IceCastBar.prototype:SpellCastDelayed(event, unit, castGuid, spellId)
@ -687,7 +694,7 @@ function IceCastBar.prototype:SpellCastSucceeded(event, unit, castGuid, spellId)
-- show after normal successfull cast -- show after normal successfull cast
if (self.action == IceCastBar.Actions.Cast) then if (self.action == IceCastBar.Actions.Cast) then
self:StartBar(IceCastBar.Actions.Success, spell.. self:GetShortRank(rank)) self:StartBar(IceCastBar.Actions.Success, spell.. self:GetShortRank(rank), spellId)
return return
end end
@ -700,7 +707,12 @@ function IceCastBar.prototype:SpellCastSucceeded(event, unit, castGuid, spellId)
end end
end end
self:StartBar(IceCastBar.Actions.Success, spell.. self:GetShortRank(rank)) -- handle special spells that are used for quests or other things that don't apply to the player
if self.unit == "player" and not IsPlayerSpell(spellId) then
return
end
self:StartBar(IceCastBar.Actions.Success, spell.. self:GetShortRank(rank), spellId)
end end

View File

@ -645,10 +645,11 @@ function IceCore.prototype:GetModuleOptions()
for i = 1, table.getn(self.elements) do for i = 1, table.getn(self.elements) do
local modName = self.elements[i]:GetElementName() local modName = self.elements[i]:GetElementName()
local modDesc = self.elements[i]:GetElementDescription()
local opt = self.elements[i]:GetOptions() local opt = self.elements[i]:GetOptions()
options[modName] = { options[modName] = {
type = 'group', type = 'group',
desc = L["Module options"], desc = modDesc,
name = modName, name = modName,
args = opt args = opt
} }

View File

@ -63,6 +63,10 @@ function IceElement.prototype:GetElementName()
return self.elementName return self.elementName
end end
function IceElement.prototype:GetElementDescription()
return L["Module options"]
end
function IceElement.prototype:Create(parent) function IceElement.prototype:Create(parent)
assert(parent, "IceElement 'parent' can't be nil") assert(parent, "IceElement 'parent' can't be nil")

View File

@ -1,8 +1,8 @@
## Interface: 100002 ## Interface: 100005
## Interface-Retail: 100002 ## Interface-Retail: 100005
## Interface-Classic: 11403 ## Interface-Classic: 11403
## Interface-BCC: 20504 ## Interface-BCC: 20504
## Interface-Wrath: 30400 ## Interface-Wrath: 30401
## Author: Parnic, originally created by Iceroth ## Author: Parnic, originally created by Iceroth
## Name: IceHUD ## Name: IceHUD
## Title: IceHUD |cff7fff7f-Ace3-|r ## Title: IceHUD |cff7fff7f-Ace3-|r
@ -100,6 +100,8 @@ modules\PlayerAltMana.lua
modules\ArcaneCharges.lua modules\ArcaneCharges.lua
modules\RollTheBones.lua modules\RollTheBones.lua
modules\EssencePower.lua modules\EssencePower.lua
modules\DruidEnergy.lua
modules\DragonridingVigor.lua
#@do-not-package@ #@do-not-package@
IceHUD_Options\Json.lua IceHUD_Options\Json.lua

View File

@ -1,8 +1,8 @@
## Interface: 100002 ## Interface: 100005
## Interface-Retail: 100002 ## Interface-Retail: 100005
## Interface-Classic: 11403 ## Interface-Classic: 11403
## Interface-BCC: 20504 ## Interface-BCC: 20504
## Interface-Wrath: 30400 ## Interface-Wrath: 30401
## Title: IceHUD |cff7fff7f-Options-|r ## Title: IceHUD |cff7fff7f-Options-|r
## Author: Parnic ## Author: Parnic
## Version: @project-version@ ## Version: @project-version@

View File

@ -87,7 +87,7 @@ function IceUnitBar.prototype:GetOptions()
self:Redraw() self:Redraw()
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.lowThresholdFlash return not self.moduleSettings.enabled or not (self.moduleSettings.lowThresholdFlash or self.moduleSettings.lowThresholdColor)
end, end,
min = 0, min = 0,
max = 1, max = 1,
@ -105,10 +105,14 @@ function IceUnitBar.prototype:GetOptions()
end, end,
set = function(info, v) set = function(info, v)
self.moduleSettings.lowThresholdFlash = v self.moduleSettings.lowThresholdFlash = v
self:Redraw()
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
hidden = function()
return self.noFlash
end,
order = 30.092 order = 30.092
} }
opts["lowThresholdColor"] = { opts["lowThresholdColor"] = {
@ -123,7 +127,7 @@ function IceUnitBar.prototype:GetOptions()
self:Redraw() self:Redraw()
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled or not (self.moduleSettings.scaleHealthColor and self.moduleSettings.scaleManaColor) return not self.moduleSettings.enabled
end, end,
order = 30.093 order = 30.093
} }
@ -278,14 +282,14 @@ function IceUnitBar.prototype:Update()
-- This looks slightly quirky. Basically the easiest way for me to achieve this is to have lowThresholdColor override -- This looks slightly quirky. Basically the easiest way for me to achieve this is to have lowThresholdColor override
-- the scaled color. You'll need to switch them both on to get things to work. -- the scaled color. You'll need to switch them both on to get things to work.
if( self.moduleSettings.lowThresholdColor ) then if( self.moduleSettings.lowThresholdColor ) then
if( self.healthPercentage < self.moduleSettings.lowThreshold ) then if( self.healthPercentage <= self.moduleSettings.lowThreshold ) then
self.settings.colors[ "ScaledHealthColor" ] = self.settings.colors[ "MinHealthColor" ] self.settings.colors[ "ScaledHealthColor" ] = self.settings.colors[ "MinHealthColor" ]
else elseif not self.moduleSettings.scaleHealthColor then
self.settings.colors[ "ScaledHealthColor" ] = self.settings.colors[ "MaxHealthColor" ] self.settings.colors[ "ScaledHealthColor" ] = self.settings.colors[ "MaxHealthColor" ]
end end
if( self.manaPercentage < self.moduleSettings.lowThreshold ) then if( self.manaPercentage <= self.moduleSettings.lowThreshold ) then
self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MinManaColor" ] self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MinManaColor" ]
else elseif not self.moduleSettings.scaleManaColor then
self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MaxManaColor" ] self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MaxManaColor" ]
end end
end end

View File

@ -1,5 +1,60 @@
# Changelog # Changelog
v1.14.16:
- Exposed the option in the Totems module to hide the Blizzard Totems frame or not, and changed the default value to not hide when on a version of the game that doesn't support right-clicking to destroy totems (any version after Wrath). This enables using the default Totems frame to cancel totems early.
- Fixed a reported error when playing Darkmoon Faire games.
- Added a few more Polymorph ranks to TargetCC for Classic. I'm sure there are more missing.
v1.14.15:
- Updated TOCs for 10.0.5
v1.14.14:
- Fixed PlayerAlternatePower bar showing up when it shouldn't have, such as when casting Power Word: Shield before ever having done anything to trigger a game-level "alternate power" event, such as mounting a Dragonriding mount.
v1.14.13:
- Fixed Vigor module hiding default Climbing, Film, etc. UIs. (wowace ticket #336)
v1.14.12:
- Added a module for showing Dragonriding Vigor points.
v1.14.11:
- Packaged a new version of LibDogTag-Unit to fix the Guild roster resetting its scroll position every 20 seconds.
v1.14.10:
- Fix an error in TargetTargetHealth/Mana and CustomHealth when Low Threshold Color was checked and Scale by Health % was un-checked.
v1.14.9:
- Fix Low Threshold to be usable even when Color By Health/Mana % is disabled. (ticket #334)
v1.14.8:
- Fix Color By Health % to work with Low Threshold Color option. Previously, if Low Threshold was set, the color was always either MaxHealth/MaxMana or MinHealth/MinMana, it would never be colored by health %. Now if both are set, it will scale by health % until it reaches the low threshold, at which point it will switch to the Min color.
- Fix Low Threshold color and flashing to work at the same percentage. Previously these were slightly different such that it would start flashing at 40% but not turn to the Min color until 39.9999%, for example.
v1.14.7:
- Add option to scale absorb bar by the unit's maximum health.
v1.14.6:
- 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.
- Don't flash the castbar for instant-cast spells that the player didn't cast (such as internal quest spells).
- Add DruidEnergy module (disabled by default). This module will show the player's Energy level if they're a Druid and currently shapeshifted to a non-energy-using form (eligible forms are configurable by the user).
v1.14.5:
- Fix castbar flashing. 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, but now work again.
- Add "@" after the number when the Combo Points module is in Numeric mode, "Show Charged points" is enabled, and the current combo point is charged.
- Fix Charged point support in the ComboPointsBar module.
v1.14.4: v1.14.4:
- Update TOC for 10.0.2 - Update TOC for 10.0.2

View File

@ -20,7 +20,8 @@ IceClassPowerCounter.prototype.unmodifiedMaxPerRune = 10
IceClassPowerCounter.prototype.unit = "player" IceClassPowerCounter.prototype.unit = "player"
IceClassPowerCounter.prototype.round = ceil IceClassPowerCounter.prototype.round = ceil
IceClassPowerCounter.prototype.growModes = { width = 1, height = 2 } IceClassPowerCounter.prototype.growModes = { width = 1, height = 2 }
IceClassPowerCounter.prototype.currentGrowMode = nil IceClassPowerCounter.prototype.currentGrowMode = IceClassPowerCounter.prototype.growModes["height"]
IceClassPowerCounter.prototype.shouldRegisterDisplayPower = true
-- Constructor -- -- Constructor --
function IceClassPowerCounter.prototype:init(name) function IceClassPowerCounter.prototype:init(name)
@ -391,7 +392,7 @@ function IceClassPowerCounter.prototype:GetDefaultSettings()
defaults["hideFriendly"] = false defaults["hideFriendly"] = false
defaults["pulseWhenFull"] = true defaults["pulseWhenFull"] = true
defaults["overrideAlpha"] = true defaults["overrideAlpha"] = true
defaults["numericVerticalOffset"] = 0 defaults["numericVerticalOffset"] = -25
defaults["alwaysShowNumeric"] = false defaults["alwaysShowNumeric"] = false
return defaults return defaults
@ -470,7 +471,9 @@ function IceClassPowerCounter.prototype:DisplayCounter()
self:UnregisterEvent("PLAYER_LEVEL_UP") self:UnregisterEvent("PLAYER_LEVEL_UP")
self:RegisterEvent(self:GetPowerEvent(), "UpdateRunePower") self:RegisterEvent(self:GetPowerEvent(), "UpdateRunePower")
self:RegisterEvent("UNIT_DISPLAYPOWER", "UpdateRunePower") if self.shouldRegisterDisplayPower then
self:RegisterEvent("UNIT_DISPLAYPOWER", "UpdateRunePower")
end
self:RegisterEvent("PLAYER_ENTERING_WORLD", "EnteringWorld") self:RegisterEvent("PLAYER_ENTERING_WORLD", "EnteringWorld")
if IceHUD.EventExistsUnitMaxPower then if IceHUD.EventExistsUnitMaxPower then
self:RegisterEvent("UNIT_MAXPOWER", "UpdateRunePower") self:RegisterEvent("UNIT_MAXPOWER", "UpdateRunePower")
@ -527,10 +530,15 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
local percentReady = self.shouldShowUnmodified and (UnitPower("player", self.unitPower, true) / self.unmodifiedMaxPerRune) or numReady local percentReady = self.shouldShowUnmodified and (UnitPower("player", self.unitPower, true) / self.unmodifiedMaxPerRune) or numReady
if self:GetRuneMode() == "Numeric" or self.moduleSettings.alsoShowNumeric then if self:GetRuneMode() == "Numeric" or self.moduleSettings.alsoShowNumeric then
local displayPercent = percentReady
if self.partialReadyPercent then
displayPercent = percentReady + self.partialReadyPercent
end
if self.numericFormat then if self.numericFormat then
self.frame.numeric:SetText(format(self.numericFormat, percentReady)) self.frame.numeric:SetText(format(self.numericFormat, displayPercent))
else else
self.frame.numeric:SetText(tostring(percentReady)) self.frame.numeric:SetText(tostring(displayPercent))
end end
self.frame.numeric:SetTextColor(self:GetColor(self.numericColor)) self.frame.numeric:SetTextColor(self:GetColor(self.numericColor))
end end
@ -539,7 +547,7 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
for i=1, self.numRunes do for i=1, self.numRunes do
if i <= self.round(percentReady) then if i <= self.round(percentReady) then
if self:GetRuneMode() == "Graphical" then if self:GetRuneMode() == "Graphical" then
self.frame.graphical[i].rune:SetVertexColor(1, 1, 1) self:SetRuneGraphicalTexture(i)
else else
self:SetCustomColor(i) self:SetCustomColor(i)
end end
@ -549,33 +557,14 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
end end
if i > numReady or self.numRunes == 1 then if i > numReady or self.numRunes == 1 then
local left, right, top, bottom = 0, 1, 0, 1
if self:GetRuneMode() == "Graphical" then
left, right, top, bottom = unpack(self.runeCoords[i])
end
local currPercent = percentReady - numReady local currPercent = percentReady - numReady
if self.numRunes == 1 then if self.numRunes == 1 then
currPercent = numReady / UnitPowerMax("player", self.unitPower) currPercent = numReady / UnitPowerMax("player", self.unitPower)
end end
if self.currentGrowMode == self.growModes["height"] then self:SetRuneCoords(i, currPercent)
top = bottom - (currPercent * (bottom - top))
self.frame.graphical[i].rune:SetHeight(currPercent * self.runeHeight)
elseif self.currentGrowMode == self.growModes["width"] then
right = left + (currPercent * (right - left))
self.frame.graphical[i].rune:SetWidth(currPercent * self.runeWidth)
end
self.frame.graphical[i].rune:SetTexCoord(left, right, top, bottom)
elseif i > self.lastNumReady then elseif i > self.lastNumReady then
if self.runeCoords ~= nil and #self.runeCoords >= i then self:SetRuneCoords(i, 1)
local left, right, top, bottom = 0, 1, 0, 1
if self:GetRuneMode() == "Graphical" then
left, right, top, bottom = unpack(self.runeCoords[i])
end
self.frame.graphical[i].rune:SetTexCoord(left, right, top, bottom)
self.frame.graphical[i].rune:SetHeight(self.runeHeight)
end
if self.moduleSettings.flashWhenBecomingReady then if self.moduleSettings.flashWhenBecomingReady then
local fadeInfo={ local fadeInfo={
@ -588,6 +577,17 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
end end
end end
else else
if self.partialReady then
if i == self.partialReady then
self:SetRuneCoords(i, self.partialReadyPercent)
if self:GetRuneMode() == "Graphical" then
self:SetRuneGraphicalTexture(i, true)
end
else
self:SetRuneCoords(i, 0)
end
end
self:HideRune(i) self:HideRune(i)
end end
end end
@ -609,6 +609,30 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
end end
end end
function IceClassPowerCounter.prototype:SetRuneCoords(rune, percent)
if self.runeCoords == nil or #self.runeCoords < rune then
return
end
local left, right, top, bottom = 0, 1, 0, 1
if self:GetRuneMode() == "Graphical" then
local coords = self.runeCoords[rune]
if coords then
left, right, top, bottom = unpack(coords)
end
end
if self.currentGrowMode == self.growModes["height"] then
top = bottom - (percent * (bottom - top))
self.frame.graphical[rune].rune:SetHeight(percent * self.runeHeight)
elseif self.currentGrowMode == self.growModes["width"] then
right = left + (percent * (right - left))
self.frame.graphical[rune].rune:SetWidth(percent * self.runeWidth)
end
self.frame.graphical[rune].rune:SetTexCoord(left, right, top, bottom)
end
function IceClassPowerCounter.prototype:HideRune(i) function IceClassPowerCounter.prototype:HideRune(i)
if self:GetRuneMode() == "Numeric" then if self:GetRuneMode() == "Numeric" then
self.frame.graphical[i].Hide() self.frame.graphical[i].Hide()
@ -692,6 +716,18 @@ function IceClassPowerCounter.prototype:GetShineAtlas(rune)
return nil return nil
end end
function IceClassPowerCounter.prototype:GetFrameAtlas(rune)
return nil
end
function IceClassPowerCounter.prototype:GetBackgroundAtlas(rune)
return nil
end
function IceClassPowerCounter.prototype:GetPartialRuneAtlas(rune)
return nil
end
function IceClassPowerCounter.prototype:CreateFrame() function IceClassPowerCounter.prototype:CreateFrame()
IceClassPowerCounter.super.prototype.CreateFrame(self) IceClassPowerCounter.super.prototype.CreateFrame(self)
@ -712,6 +748,7 @@ end
function IceClassPowerCounter.prototype:SetDisplayMode() function IceClassPowerCounter.prototype:SetDisplayMode()
if self:GetRuneMode() == "Numeric" or self.moduleSettings.alsoShowNumeric then if self:GetRuneMode() == "Numeric" or self.moduleSettings.alsoShowNumeric then
self.frame.numeric:Show() self.frame.numeric:Show()
self.frame.numeric:SetPoint("CENTER", self.frame.numericParent, "CENTER", 0, self.moduleSettings.runeMode == "Numeric" and 0 or self.moduleSettings.numericVerticalOffset)
for i=1, self.numRunes do for i=1, self.numRunes do
self.frame.graphical[i]:Hide() self.frame.graphical[i]:Hide()
end end
@ -723,6 +760,21 @@ 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.frame.graphical[i].frame then
if self:GetRuneMode() == "Graphical" then
self.frame.graphical[i].frame:Show()
else
self.frame.graphical[i].frame:Hide()
end
end
if self.frame.graphical[i].bg then
if self:GetRuneMode() == "Graphical" then
self.frame.graphical[i].bg:Show()
else
self.frame.graphical[i].bg:Hide()
end
end
end end
end end
end end
@ -737,7 +789,6 @@ function IceClassPowerCounter.prototype:CreateRuneFrame()
self.frame.numeric:SetJustifyH("CENTER") self.frame.numeric:SetJustifyH("CENTER")
self.frame.numeric:SetPoint("CENTER", self.frame.numericParent, "CENTER", 0, self.moduleSettings.numericVerticalOffset)
self.frame.numeric:Hide() self.frame.numeric:Hide()
if (not self.frame.graphical) then if (not self.frame.graphical) then
@ -758,7 +809,7 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i] = CreateFrame("Frame", nil, self.frame) self.frame.graphical[i] = CreateFrame("Frame", nil, self.frame)
self.frame.graphical[i]:SetFrameStrata("BACKGROUND") self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "ARTWORK") self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "BORDER")
self.frame.graphical[i].rune:SetVertexColor(0, 0, 0) self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
self:SetupRuneTexture(i) self:SetupRuneTexture(i)
@ -767,7 +818,7 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i].shine:SetAtlas(self:GetShineAtlas(i)) self.frame.graphical[i].shine:SetAtlas(self:GetShineAtlas(i))
else else
self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint") self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
self.frame.graphical[i].shine:SetTexCoord(0.5625, 1, 0, 1) self.frame.graphical[i].shine:SetTexCoord(0.5625, 1, 0, 1)
end end
self.frame.graphical[i].shine:SetBlendMode("ADD") self.frame.graphical[i].shine:SetBlendMode("ADD")
self.frame.graphical[i].shine:ClearAllPoints() self.frame.graphical[i].shine:ClearAllPoints()
@ -777,6 +828,22 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i].shine:SetHeight(self.runeHeight + 10) self.frame.graphical[i].shine:SetHeight(self.runeHeight + 10)
self.frame.graphical[i].shine:Hide() self.frame.graphical[i].shine:Hide()
local frameAtlas = self:GetFrameAtlas(i)
if frameAtlas then
self.frame.graphical[i].frame = self.frame.graphical[i]:CreateTexture(nil, "ARTWORK")
self.frame.graphical[i].frame:SetAtlas(frameAtlas)
self.frame.graphical[i].frame:ClearAllPoints()
self.frame.graphical[i].frame:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
end
local bgAtlas = self:GetBackgroundAtlas(i)
if bgAtlas then
self.frame.graphical[i].bg = self.frame.graphical[i]:CreateTexture(nil, "BACKGROUND")
self.frame.graphical[i].bg:SetAtlas(bgAtlas)
self.frame.graphical[i].bg:ClearAllPoints()
self.frame.graphical[i].bg:SetAllPoints(self.frame.graphical[i])
end
self.frame.graphical[i]:Hide() self.frame.graphical[i]:Hide()
end end
@ -784,6 +851,10 @@ 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)
if self.frame.graphical[i].frame then
self.frame.graphical[i].frame:SetWidth(self.runeWidth + 10)
self.frame.graphical[i].frame:SetHeight(self.runeHeight + 10)
end
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")
else else
@ -806,7 +877,10 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
local a,b,c,d = 0, 1, 0, 1 local a,b,c,d = 0, 1, 0, 1
if self:GetRuneMode() == "Graphical" then if self:GetRuneMode() == "Graphical" then
width = self.runeWidth width = self.runeWidth
a,b,c,d = unpack(self.runeCoords[rune]) local coords = self.runeCoords[rune]
if coords then
a,b,c,d = unpack(coords)
end
end end
-- 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
@ -821,12 +895,7 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
end end
if self:GetRuneMode() == "Graphical" then if self:GetRuneMode() == "Graphical" then
local tex = self:GetRuneTexture(rune) self:SetRuneGraphicalTexture(rune)
if tex then
self.frame.graphical[rune].rune:SetTexture(tex)
else
self.frame.graphical[rune].rune:SetAtlas(self:GetRuneAtlas(rune), self:UseAtlasSize(rune))
end
elseif self:GetRuneMode() == "Graphical Bar" then elseif self:GetRuneMode() == "Graphical Bar" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "Combo") self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "Combo")
elseif self:GetRuneMode() == "Graphical Circle" then elseif self:GetRuneMode() == "Graphical Circle" then
@ -838,6 +907,19 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
end end
end end
function IceClassPowerCounter.prototype:SetRuneGraphicalTexture(rune, partial)
self.frame.graphical[rune].rune:SetVertexColor(1, 1, 1)
local tex = self:GetRuneTexture(rune)
if tex then
self.frame.graphical[rune].rune:SetTexture(tex)
else
local partialAtlas = self:GetPartialRuneAtlas(rune)
local atlas = (partial and partialAtlas) and partialAtlas or self:GetRuneAtlas(rune)
self.frame.graphical[rune].rune:SetAtlas(atlas, self:UseAtlasSize(rune))
end
end
function IceClassPowerCounter.prototype:GetAlphaAdd() function IceClassPowerCounter.prototype:GetAlphaAdd()
return 0.15 return 0.15
end end

View File

@ -545,6 +545,9 @@ function ComboPoints.prototype:UpdateComboPoints(...)
self.frame.numeric:SetTextColor(r, g, b, 0.7) self.frame.numeric:SetTextColor(r, g, b, 0.7)
local pointsText = tostring(points) local pointsText = tostring(points)
if self.moduleSettings.bShowCharged and self:IsChargedPoint(points) then
pointsText = pointsText.."@"
end
if anticipate > 0 then if anticipate > 0 then
pointsText = pointsText.."+"..tostring(anticipate) pointsText = pointsText.."+"..tostring(anticipate)
end end

View File

@ -11,6 +11,7 @@ function ComboPointsBar.prototype:init()
self:SetDefaultColor("ComboPointsBarMin", 1, 1, 0) self:SetDefaultColor("ComboPointsBarMin", 1, 1, 0)
self:SetDefaultColor("ComboPointsBarMax", 0, 1, 0) self:SetDefaultColor("ComboPointsBarMax", 0, 1, 0)
self:SetDefaultColor("ChargedComboPointBar", 0.3137254901960784, 0.3725490196078432, 1)
self.bTreatEmptyAsFull = true self.bTreatEmptyAsFull = true
end end
@ -52,6 +53,26 @@ function ComboPointsBar.prototype:GetOptions()
end, end,
} }
opts["bShowCharged"] = {
type = 'toggle',
width = 'double',
name = L["Show Charged points"],
desc = L["Whether or not to color a charged combo point a separate color and append an @ sign to the number. Set the ChargedComboPointBar color to the color you would like it to be."],
get = function()
return self.moduleSettings.bShowCharged
end,
set = function(info, v)
self.moduleSettings.bShowCharged = v
self:UpdateComboPoints()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return not GetUnitChargedPowerPoints
end,
}
return opts return opts
end end
@ -62,6 +83,7 @@ function ComboPointsBar.prototype:GetDefaultSettings()
defaults.alwaysDisplay = false defaults.alwaysDisplay = false
defaults.desiredLerpTime = 0.05 defaults.desiredLerpTime = 0.05
defaults.bShowWithNoTarget = true defaults.bShowWithNoTarget = true
defaults.bShowCharged = true
return defaults return defaults
end end
@ -84,17 +106,7 @@ function ComboPointsBar.prototype:Enable(core)
end end
if GetUnitChargedPowerPoints then if GetUnitChargedPowerPoints then
self:RegisterEvent("UNIT_POWER_POINT_CHARGE", "UpdateChargedComboPoints") self:RegisterEvent("UNIT_POWER_POINT_CHARGE", "UpdateComboPoints")
end
self:UpdateChargedComboPoints()
end
function ComboPointsBar.prototype:UpdateChargedComboPoints()
if GetUnitChargedPowerPoints then
local chargedPowerPoints = GetUnitChargedPowerPoints("player")
self.chargedPowerPointIndex = chargedPowerPoints and chargedPowerPoints[1]
self:UpdateComboPoints()
end end
end end
@ -131,20 +143,46 @@ function ComboPointsBar.prototype:UpdateComboPoints(...)
points = nil points = nil
end end
local isCharged = self:IsChargedPoint(points) and self.moduleSettings.bShowCharged
if points == nil or points == 0 or (not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget) then if points == nil or points == 0 or (not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget) then
self:Show(self.moduleSettings.alwaysDisplay) self:Show(self.moduleSettings.alwaysDisplay)
self:UpdateBar(0, "undef") self:UpdateBar(0, "undef")
else else
self:Show(true) self:Show(true)
self:SetScaledColor(color, (points - 1) / 4.0, self.settings.colors["ComboPointsBarMax"], self.settings.colors["ComboPointsBarMin"]) if isCharged then
color.r, color.g, color.b = self:GetColor("ChargedComboPointBar")
else
self:SetScaledColor(color, (points - 1) / 4.0, self.settings.colors["ComboPointsBarMax"], self.settings.colors["ComboPointsBarMin"])
end
self:UpdateBar(points / UnitPowerMax("player", SPELL_POWER_COMBO_POINTS), "undef") self:UpdateBar(points / UnitPowerMax("player", SPELL_POWER_COMBO_POINTS), "undef")
self.barFrame.bar:SetVertexColor(color.r, color.g, color.b, self.alpha) self.barFrame.bar:SetVertexColor(color.r, color.g, color.b, self.alpha)
end end
self:SetBottomText1(points or "0") local pointsText = tostring(points or 0)
if self.chargedPowerPointIndex then if isCharged then
self:SetBottomText2(self.chargedPowerPointIndex) pointsText = pointsText .. "@"
end end
self:SetBottomText1(pointsText or "0")
end
function ComboPointsBar.prototype:IsChargedPoint(point)
if not GetUnitChargedPowerPoints or not point then
return false
end
local chargedPoints = GetUnitChargedPowerPoints("player")
if not chargedPoints then
return false
end
for i=1, #chargedPoints do
if chargedPoints[i] == point then
return true
end
end
return false
end end
function ComboPointsBar.prototype:Update() function ComboPointsBar.prototype:Update()

View File

@ -10,6 +10,7 @@ local buffOrDebuff = {"buff", "debuff"}
local validBuffTimers = {"none", "seconds", "minutes:seconds", "minutes"} local validBuffTimers = {"none", "seconds", "minutes:seconds", "minutes"}
local AuraIconWidth = 20 local AuraIconWidth = 20
local AuraIconHeight = 20 local AuraIconHeight = 20
local displayModes = {NORMAL = L["When present"], ALWAYS = L["Always"], WHEN_TARGETING = L["Always, when targeting"], MISSING = L["When missing"]}
IceCustomBar.prototype.auraDuration = -1 IceCustomBar.prototype.auraDuration = -1
IceCustomBar.prototype.auraEndTime = -1 IceCustomBar.prototype.auraEndTime = -1
@ -28,6 +29,16 @@ end
function IceCustomBar.prototype:Enable(core) function IceCustomBar.prototype:Enable(core)
IceCustomBar.super.prototype.Enable(self, core) IceCustomBar.super.prototype.Enable(self, core)
-- fix up for new display mode setting
if self.moduleSettings.displayWhenTargeting then
self.moduleSettings.displayMode = displayModes.WHEN_TARGETING
self.moduleSettings.displayWhenTargeting = nil
end
if self.moduleSettings.displayWhenEmpty then
self.moduleSettings.displayMode = displayModes.ALWAYS
self.moduleSettings.displayWhenEmpty = nil
end
if IceHUD.IceCore:ShouldUseDogTags() then if IceHUD.IceCore:ShouldUseDogTags() then
DogTag = LibStub("LibDogTag-3.0", true) DogTag = LibStub("LibDogTag-3.0", true)
if DogTag then if DogTag then
@ -149,8 +160,7 @@ function IceCustomBar.prototype:GetDefaultSettings()
settings["buffOrDebuff"] = "buff" settings["buffOrDebuff"] = "buff"
settings["barColor"] = {r=1, g=0, b=0, a=1} settings["barColor"] = {r=1, g=0, b=0, a=1}
settings["trackOnlyMine"] = true settings["trackOnlyMine"] = true
settings["displayWhenEmpty"] = false settings["displayMode"] = displayModes.NORMAL
settings["displayWhenTargeting"] = false
settings["hideAnimationSettings"] = true settings["hideAnimationSettings"] = true
settings["buffTimerDisplay"] = "minutes" settings["buffTimerDisplay"] = "minutes"
settings["maxDuration"] = 0 settings["maxDuration"] = 0
@ -431,38 +441,39 @@ function IceCustomBar.prototype:GetOptions()
order = 30.8, order = 30.8,
} }
opts["displayWhenEmpty"] = { opts["displayMode"] = {
type = 'toggle', type = 'select',
name = L["Display when empty"], values = displayModes,
desc = L["Whether or not to display this bar even if the buff/debuff specified is not present."], name = L["Display mode"],
get = function() desc = L["When to show the bar"],
return self.moduleSettings.displayWhenEmpty get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.displayMode)
end, end,
set = function(info, v) set = function(info, v)
self.moduleSettings.displayWhenEmpty = v self.moduleSettings.displayMode = info.option.values[v]
self:UpdateCustomBar() self:UpdateCustomBar()
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
order = 30.9 order = 30.9,
} }
opts["displayWhenTargeting"] = { opts["displayWhenUnitExists"] = {
type = 'toggle', type = 'toggle',
name = L["Display when targeting"], name = L["Only if unit exists"],
desc = L["Whether to display this bar when you target a unit, even if the buff/debuff specified is not present."], desc = L["If checked, the bar will only be displayed (according to the 'Display mode' rules) when the Unit to Track exists (e.g. if set to Target and you're targeting something)."],
get = function() get = function(info)
return self.moduleSettings.displayWhenTargeting return self.moduleSettings.displayWhenUnitExists
end, end,
set = function(info, v) set = function(info, v)
self.moduleSettings.displayWhenTargeting = v self.moduleSettings.displayWhenUnitExists = v
self:UpdateCustomBar() self:UpdateCustomBar()
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
order = 30.91 order = 30.91,
} }
opts["buffTimerDisplay"] = { opts["buffTimerDisplay"] = {
@ -866,9 +877,16 @@ function IceCustomBar.prototype:Show(bShouldShow, bForceHide)
return return
end end
if self.moduleSettings.displayWhenTargeting and self.target then if self.moduleSettings.displayWhenUnitExists and not UnitExists(self.unit) then
IceCustomBar.super.prototype.Show(self, false)
return
end
if self.moduleSettings.displayMode == displayModes.MISSING then
IceCustomBar.super.prototype.Show(self, not bShouldShow)
elseif self.moduleSettings.displayMode == displayModes.WHEN_TARGETING and self.target then
IceCustomBar.super.prototype.Show(self, true) IceCustomBar.super.prototype.Show(self, true)
elseif self.moduleSettings.displayWhenEmpty then elseif self.moduleSettings.displayMode == displayModes.ALWAYS then
if not self.bIsVisible then if not self.bIsVisible then
IceCustomBar.super.prototype.Show(self, true) IceCustomBar.super.prototype.Show(self, true)
end end

View File

@ -144,6 +144,8 @@ function IceCustomHealth.prototype:Update(unit)
if (self.moduleSettings.scaleHealthColor) then if (self.moduleSettings.scaleHealthColor) then
self.color = "ScaledHealthColor" self.color = "ScaledHealthColor"
elseif self.moduleSettings.lowThresholdColor and self.healthPercentage and self.healthPercentage <= self.moduleSettings.lowThreshold then
self.color = "ScaledHealthColor"
end end
if (self.tapped) then if (self.tapped) then

View File

@ -0,0 +1,156 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local DragonridingVigor = IceCore_CreateClass(IceClassPowerCounter)
local DragonridingBuffs = {
360954, -- Highland Drake
368896, -- Renewed Proto-Drake
368899, -- Windborn Velocidrake
368901, -- Cliffside Wylderdrake
}
local vigorWidgetSetID = 283
local vigorWidgetID = 4460
function DragonridingVigor.prototype:init()
DragonridingVigor.super.prototype.init(self, "Vigor")
self:SetDefaultColor("VigorNumeric", 150, 150, 255)
self.unit = "player"
self.numericColor = "VigorNumeric"
self.unitPower = ALTERNATE_POWER_INDEX
self.minLevel = 0
self.bTreatEmptyAsFull = false
self.runeWidth = self.runeHeight
self.shouldRegisterDisplayPower = false
end
function DragonridingVigor.prototype:Enable(core)
self.numRunes = UnitPowerMax(self.unit, ALTERNATE_POWER_INDEX)
self.runeCoords = { }
for i = 1, self.numRunes do
self:SetupNewRune(i)
end
DragonridingVigor.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "CheckShouldShow")
self:RegisterEvent("UPDATE_UI_WIDGET", "UpdateVigorRecharge")
end
function DragonridingVigor.prototype:EnteringWorld()
DragonridingVigor.super.prototype.EnteringWorld(self)
self:CheckShouldShow("player")
end
function DragonridingVigor.prototype:CheckShouldShow(event, unit, info)
if unit ~= "player" then
return
end
if IceHUD:HasAnyBuff("player", DragonridingBuffs) then
self:Show(true)
else
self:Show(false)
if self.moduleSettings.hideBlizz then
self:ShowBlizz()
end
end
end
function DragonridingVigor.prototype:UpdateRunePower(event, arg1, arg2)
self:UpdateVigorRecharge("internal")
DragonridingVigor.super.prototype.UpdateRunePower(self, event, arg1, arg2)
end
function DragonridingVigor.prototype:UpdateVigorRecharge(event, widget)
self.partialReady = nil
self.partialReadyPercent = nil
if event ~= "internal" and (not widget or widget.widgetSetID ~= vigorWidgetSetID) then
return
end
if event ~= "internal" then
if self.moduleSettings.hideBlizz then
self:HideBlizz()
else
self:ShowBlizz()
end
end
local info = C_UIWidgetManager.GetFillUpFramesWidgetVisualizationInfo(vigorWidgetID)
if not info then
return
end
if info.numFullFrames == info.numTotalFrames then
return
end
if info.fillMax == 0 then
return
end
self.partialReady = IceHUD:Clamp(info.numFullFrames + 1, 0, info.numTotalFrames)
self.partialReadyPercent = info.fillValue / info.fillMax
if event ~= "internal" then
self:UpdateRunePower()
end
end
function DragonridingVigor.prototype:SetupNewRune(rune)
self.runeCoords[rune] = {0, 1, 0, 1}
end
function DragonridingVigor.prototype:GetDefaultSettings()
local defaults = DragonridingVigor.super.prototype.GetDefaultSettings(self)
defaults.pulseWhenFull = false
defaults.runeGap = 4
defaults.inactiveDisplayMode = "Shown"
defaults.hideBlizz = true
defaults.vpos = -25
return defaults
end
function DragonridingVigor.prototype:GetOptions()
local opts = DragonridingVigor.super.prototype.GetOptions(self)
opts.inactiveDisplayMode.hidden = function() return true end
return opts
end
function DragonridingVigor.prototype:GetRuneAtlas(rune)
return "dragonriding_vigor_fillfull"
end
function DragonridingVigor.prototype:GetShineAtlas(rune)
return "Mage-ArcaneCharge-SmallSpark"
end
function DragonridingVigor.prototype:GetFrameAtlas(rune)
return "dragonriding_vigor_frame"
end
function DragonridingVigor.prototype:GetBackgroundAtlas(rune)
return "dragonriding_vigor_background"
end
function DragonridingVigor.prototype:GetPartialRuneAtlas(rune)
return "dragonriding_vigor_fill"
end
function DragonridingVigor.prototype:ShowBlizz()
UIWidgetPowerBarContainerFrame:Show()
end
function DragonridingVigor.prototype:HideBlizz()
UIWidgetPowerBarContainerFrame:Hide()
end
-- Load us up
if ALTERNATE_POWER_INDEX and C_UIWidgetManager and C_UIWidgetManager.GetFillUpFramesWidgetVisualizationInfo then
IceHUD.DragonridingVigor = DragonridingVigor:new()
end

123
modules/DruidEnergy.lua Normal file
View File

@ -0,0 +1,123 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local DruidEnergy = IceCore_CreateClass(IceUnitBar)
DruidEnergy.prototype.DruidEnergy = nil
DruidEnergy.prototype.DruidEnergyMax = nil
local _, unitClass = UnitClass("player")
local FORM_NONE = 0
local FORM_BEAR = 1
local FORM_TRAVEL = 3
local SPELL_POWER_ENERGY = SPELL_POWER_ENERGY
if Enum and Enum.PowerType then
SPELL_POWER_ENERGY = Enum.PowerType.Energy
end
local shapeshiftFormValues = {NONE = L["No form"], BEAR = L["Bear"], TRAVEL = L["Travel"], OTHER = L["Other"]}
local shapeshiftFormIds = {NONE = FORM_NONE, BEAR = FORM_BEAR, TRAVEL = FORM_TRAVEL}
function DruidEnergy.prototype:init()
DruidEnergy.super.prototype.init(self, "DruidEnergy", "player")
self.side = IceCore.Side.Left
self.offset = 5
self:SetDefaultColor("DruidEnergy", 218, 231, 31)
end
function DruidEnergy.prototype:GetDefaultSettings()
local settings = DruidEnergy.super.prototype.GetDefaultSettings(self)
settings["side"] = IceCore.Side.Left
settings["offset"] = 5
settings["textVisible"] = {upper = true, lower = false}
settings["upperText"] = "[PercentMP(type='Energy'):Round]"
settings["lowerText"] = "[FractionalMP(type='Energy'):Color('dae71f'):Bracket]"
settings.enabled = false
settings.whileInForm = {["BEAR"] = true}
return settings
end
function DruidEnergy.prototype:GetOptions()
local opts = DruidEnergy.super.prototype.GetOptions(self)
opts["whileInForm"] = {
type = 'multiselect',
values = shapeshiftFormValues,
name = L["Show in form"],
desc = L["When the player is in one of the chosen shapeshift forms the bar will be shown, otherwise it will be hidden."],
get = function(info, v)
for key, value in pairs(self.moduleSettings.whileInForm) do
if key == v then
return value
end
end
return false
end,
set = function(info, v, state)
self.moduleSettings.whileInForm[v] = state
self:Update()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
}
return opts
end
function DruidEnergy.prototype:Enable(core)
DruidEnergy.super.prototype.Enable(self, core)
self:RegisterEvent("UPDATE_SHAPESHIFT_FORM", "Update")
self:RegisterEvent("UNIT_POWER_FREQUENT", "Update")
self:RegisterEvent("UNIT_MAXPOWER", "Update")
end
function DruidEnergy.prototype:GetElementDescription()
return L["Always shows the Druid's Energy level while in non-energy-using forms."]
end
function DruidEnergy.prototype:ShouldShow(unit)
local currentForm = GetShapeshiftForm()
for k, v in pairs(self.moduleSettings.whileInForm) do
if currentForm > FORM_TRAVEL and k == "OTHER" then
return v
elseif currentForm == shapeshiftFormIds[k] then
return v
end
end
return false
end
function DruidEnergy.prototype:Update()
DruidEnergy.super.prototype.Update(self)
self.DruidEnergy = UnitPower(self.unit, SPELL_POWER_ENERGY)
self.DruidEnergyMax = UnitPowerMax(self.unit, SPELL_POWER_ENERGY)
self.DruidEnergyPercentage = self.DruidEnergyMax ~= 0 and (self.DruidEnergy/self.DruidEnergyMax) or 0
if (not self.alive or not self:ShouldShow(self.unit) or not self.DruidEnergy or not self.DruidEnergyMax or self.DruidEnergyMax == 0) then
self:Show(false)
return
else
self:Show(true)
end
if not IceHUD.IceCore:ShouldUseDogTags() and self.frame:IsVisible() then
self:SetBottomText1(math.floor(self.DruidEnergyPercentage * 100))
self:SetBottomText2(self:GetFormattedText(self:Round(self.DruidEnergy), self:Round(self.DruidEnergyMax)), "DruidEnergy")
end
self:UpdateBar(self.DruidEnergyMax ~= 0 and self.DruidEnergy / self.DruidEnergyMax or 0, "DruidEnergy")
end
if unitClass == "DRUID" then
IceHUD.DruidEnergy = DruidEnergy:new()
end

View File

@ -364,6 +364,8 @@ function FocusHealth.prototype:Update(unit)
if (self.moduleSettings.scaleHealthColor) then if (self.moduleSettings.scaleHealthColor) then
self.color = "ScaledHealthColor" self.color = "ScaledHealthColor"
elseif self.moduleSettings.lowThresholdColor and self.healthPercentage <= self.moduleSettings.lowThreshold then
self.color = "ScaledHealthColor"
end end
if (self.tapped) then if (self.tapped) then

View File

@ -88,6 +88,8 @@ function FocusMana.prototype:Update(unit)
local color = "FocusMana" local color = "FocusMana"
if (self.moduleSettings.scaleManaColor) then if (self.moduleSettings.scaleManaColor) then
color = "ScaledManaColor" color = "ScaledManaColor"
elseif self.moduleSettings.lowThresholdColor and self.manaPercentage <= self.moduleSettings.lowThreshold then
color = "ScaledManaColor"
end end
if (manaType == SPELL_POWER_RAGE) then if (manaType == SPELL_POWER_RAGE) then
color = "FocusRage" color = "FocusRage"

View File

@ -93,6 +93,8 @@ function PetHealth.prototype:Update(unit)
if (self.moduleSettings.scaleHealthColor) then if (self.moduleSettings.scaleHealthColor) then
color = "ScaledHealthColor" color = "ScaledHealthColor"
elseif self.moduleSettings.lowThresholdColor and self.healthPercentage <= self.moduleSettings.lowThreshold then
color = "ScaledHealthColor"
end end
if not (self.alive) then if not (self.alive) then

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@ -173,6 +173,8 @@ function PetMana.prototype:Update(unit)
local color = "PetMana" local color = "PetMana"
if (self.moduleSettings.scaleManaColor) then if (self.moduleSettings.scaleManaColor) then
color = "ScaledManaColor" color = "ScaledManaColor"
elseif self.moduleSettings.lowThresholdColor and self.manaPercentage <= self.moduleSettings.lowThreshold then
color = "ScaledManaColor"
end end
if not (self.alive) then if not (self.alive) then
color = "Dead" color = "Dead"

View File

@ -1,9 +1,9 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false) local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
IceHUDPlayerAlternatePower = IceCore_CreateClass(IceUnitBar) local PlayerAlternatePower = IceCore_CreateClass(IceUnitBar)
-- Constructor -- -- Constructor --
function IceHUDPlayerAlternatePower.prototype:init(moduleName, unit) function PlayerAlternatePower.prototype:init(moduleName, unit)
IceHUDPlayerAlternatePower.super.prototype.init(self, moduleName or "PlayerAlternatePower", "player") PlayerAlternatePower.super.prototype.init(self, moduleName or "PlayerAlternatePower", "player")
self.bTreatEmptyAsFull = true self.bTreatEmptyAsFull = true
self.power = 0 self.power = 0
@ -13,8 +13,8 @@ function IceHUDPlayerAlternatePower.prototype:init(moduleName, unit)
self.powerName = "MANA" self.powerName = "MANA"
end end
function IceHUDPlayerAlternatePower.prototype:GetDefaultSettings() function PlayerAlternatePower.prototype:GetDefaultSettings()
local settings = IceHUDPlayerAlternatePower.super.prototype.GetDefaultSettings(self) local settings = PlayerAlternatePower.super.prototype.GetDefaultSettings(self)
settings["side"] = IceCore.Side.Left settings["side"] = IceCore.Side.Left
settings["offset"] = -1 settings["offset"] = -1
@ -25,8 +25,8 @@ function IceHUDPlayerAlternatePower.prototype:GetDefaultSettings()
return settings return settings
end end
function IceHUDPlayerAlternatePower.prototype:Enable(core) function PlayerAlternatePower.prototype:Enable(core)
IceHUDPlayerAlternatePower.super.prototype.Enable(self, core) PlayerAlternatePower.super.prototype.Enable(self, core)
self:RegisterEvent(IceHUD.UnitPowerEvent, "UpdateEvent") self:RegisterEvent(IceHUD.UnitPowerEvent, "UpdateEvent")
if IceHUD.EventExistsUnitMaxPower then if IceHUD.EventExistsUnitMaxPower then
@ -39,40 +39,50 @@ function IceHUDPlayerAlternatePower.prototype:Enable(core)
if self.maxPower == 0 then if self.maxPower == 0 then
self:Show(false) self:Show(false)
else
self.wantToShow = true
end end
if self.moduleSettings.hideBlizz then if self.moduleSettings.hideBlizz then
self:HideBlizz() self:HideBlizz()
end end
end end
function IceHUDPlayerAlternatePower.prototype:PowerBarShow(event, unit) function PlayerAlternatePower.prototype:PowerBarShow(event, unit)
if unit ~= self.unit then if unit ~= self.unit then
return return
end end
self.wantToShow = true
self:Show(true) self:Show(true)
self:Update(self.unit) self:Update(self.unit)
end end
function IceHUDPlayerAlternatePower.prototype:PowerBarHide(event, unit) function PlayerAlternatePower.prototype:PowerBarHide(event, unit)
if unit ~= self.unit then if unit ~= self.unit then
return return
end end
self.wantToShow = false
self:Show(false) self:Show(false)
self:Update(self.unit) self:Update(self.unit)
end end
function IceHUDPlayerAlternatePower.prototype:UpdateEvent(event, unit) function PlayerAlternatePower.prototype:UpdateEvent(event, unit)
self:Update(unit) self:Update(unit)
end end
function IceHUDPlayerAlternatePower.prototype:Update(unit) function PlayerAlternatePower.prototype:Update(unit)
IceHUDPlayerAlternatePower.super.prototype.Update(self) PlayerAlternatePower.super.prototype.Update(self)
if (unit and (unit ~= self.unit)) then if (unit and (unit ~= self.unit)) then
return return
end end
if IceHUD.DragonridingVigor and IceHUD.DragonridingVigor.bIsVisible then
self:Show(false)
elseif self.wantToShow then
self:Show(true)
end
self.maxPower = UnitPowerMax(self.unit, self.powerIndex) self.maxPower = UnitPowerMax(self.unit, self.powerIndex)
self.power = UnitPower(self.unit, self.powerIndex) self.power = UnitPower(self.unit, self.powerIndex)
if self.maxPower > 0 then if self.maxPower > 0 then
@ -92,8 +102,8 @@ function IceHUDPlayerAlternatePower.prototype:Update(unit)
end end
end end
function IceHUDPlayerAlternatePower.prototype:GetOptions() function PlayerAlternatePower.prototype:GetOptions()
local opts = IceHUDPlayerAlternatePower.super.prototype.GetOptions(self) local opts = PlayerAlternatePower.super.prototype.GetOptions(self)
opts["lowThresholdColor"] = nil opts["lowThresholdColor"] = nil
@ -121,11 +131,11 @@ function IceHUDPlayerAlternatePower.prototype:GetOptions()
return opts return opts
end end
function IceHUDPlayerAlternatePower.prototype:ShowBlizz() function PlayerAlternatePower.prototype:ShowBlizz()
PlayerPowerBarAlt:GetScript("OnLoad")(PlayerPowerBarAlt) PlayerPowerBarAlt:GetScript("OnLoad")(PlayerPowerBarAlt)
end end
function IceHUDPlayerAlternatePower.prototype:HideBlizz() function PlayerAlternatePower.prototype:HideBlizz()
PlayerPowerBarAlt:Hide() PlayerPowerBarAlt:Hide()
PlayerPowerBarAlt:UnregisterAllEvents() PlayerPowerBarAlt:UnregisterAllEvents()
@ -133,5 +143,5 @@ end
-- Load us up -- Load us up
if ALTERNATE_POWER_INDEX then if ALTERNATE_POWER_INDEX then
IceHUD.PlayerAlternatePower = IceHUDPlayerAlternatePower:new() IceHUD.PlayerAlternatePower = PlayerAlternatePower:new()
end end

View File

@ -1276,6 +1276,8 @@ function PlayerHealth.prototype:Update(unit)
if (self.moduleSettings.scaleHealthColor) then if (self.moduleSettings.scaleHealthColor) then
color = "ScaledHealthColor" color = "ScaledHealthColor"
elseif self.moduleSettings.lowThresholdColor and self.healthPercentage <= self.moduleSettings.lowThreshold then
color = "ScaledHealthColor"
end end
if not (self.alive) then if not (self.alive) then

View File

@ -344,6 +344,8 @@ function PlayerMana.prototype:Update(unit, powertype)
color = "Dead" color = "Dead"
elseif (self.moduleSettings.scaleManaColor and (UnitPowerType(self.unit) == SPELL_POWER_MANA or self.moduleSettings.scaleManaColorForAll)) then elseif (self.moduleSettings.scaleManaColor and (UnitPowerType(self.unit) == SPELL_POWER_MANA or self.moduleSettings.scaleManaColorForAll)) then
color = "ScaledManaColor" color = "ScaledManaColor"
elseif self.moduleSettings.lowThresholdColor and self.manaPercentage <= self.moduleSettings.lowThreshold then
color = "ScaledManaColor"
else else
if (self.manaType == SPELL_POWER_RAGE) then if (self.manaType == SPELL_POWER_RAGE) then
color = "PlayerRage" color = "PlayerRage"

View File

@ -131,7 +131,7 @@ function ShardCounter.prototype:UpdatePowerType(event)
self.shouldShowUnmodified = false self.shouldShowUnmodified = false
self.requiredSpec = CurrentSpec self.requiredSpec = CurrentSpec
self.currentGrowMode = nil self.currentGrowMode = self.growModes["height"]
if CurrentSpec == SPEC_WARLOCK_AFFLICTION then if CurrentSpec == SPEC_WARLOCK_AFFLICTION then
self.runeCoords = AfflictionCoords self.runeCoords = AfflictionCoords

View File

@ -1,3 +1,4 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
IceTargetAbsorb = IceCore_CreateClass(IceUnitBar) IceTargetAbsorb = IceCore_CreateClass(IceUnitBar)
IceTargetAbsorb.prototype.highestAbsorbSinceLastZero = 0 IceTargetAbsorb.prototype.highestAbsorbSinceLastZero = 0
@ -29,6 +30,28 @@ function IceTargetAbsorb.prototype:GetDefaultSettings()
return settings return settings
end end
function IceTargetAbsorb.prototype:GetOptions()
local opts = IceTargetAbsorb.super.prototype.GetOptions(self)
opts["scaleToUnitHealth"] = {
type = 'toggle',
name = L["Scale to health"],
desc = L["Whether the bar's maximum value should be set to the unit's maximum health or not. If set, any absorb above that amount will not be shown."],
get = function()
return self.moduleSettings.scaleToUnitHealth
end,
set = function(info, v)
self.moduleSettings.scaleToUnitHealth = v
self:Update()
end,
disabled = function()
return not self.moduleSettings.enabled
end
}
return opts
end
function IceTargetAbsorb.prototype:Enable(core) function IceTargetAbsorb.prototype:Enable(core)
IceTargetAbsorb.super.prototype.Enable(self, core) IceTargetAbsorb.super.prototype.Enable(self, core)
@ -47,6 +70,7 @@ function IceTargetAbsorb.prototype:MyUnregisterCustomEvents()
end end
function IceTargetAbsorb.prototype:Update() function IceTargetAbsorb.prototype:Update()
IceTargetAbsorb.super.prototype.Update(self)
self:UpdateAbsorbAmount() self:UpdateAbsorbAmount()
end end
@ -63,13 +87,17 @@ function IceTargetAbsorb.prototype:UpdateAbsorbAmount(event, unit)
self.highestAbsorbSinceLastZero = absorbAmount self.highestAbsorbSinceLastZero = absorbAmount
end end
self.absorbPercent = self.highestAbsorbSinceLastZero ~= 0 and absorbAmount / self.highestAbsorbSinceLastZero or 0 local maxAbsorb = self.highestAbsorbSinceLastZero
if self.moduleSettings.scaleToUnitHealth then
maxAbsorb = self.maxHealth
end
self.absorbPercent = maxAbsorb ~= 0 and IceHUD:Clamp(absorbAmount / maxAbsorb, 0, 1) or 0
if absorbAmount <= 0 or self.highestAbsorbSinceLastZero <= 0 then if absorbAmount <= 0 or maxAbsorb <= 0 then
self:Show(false) self:Show(false)
else else
self:Show(true) self:Show(true)
self:UpdateBar(absorbAmount / self.highestAbsorbSinceLastZero, self.ColorName) self:UpdateBar(self.absorbPercent, self.ColorName)
end end
if not IceHUD.IceCore:ShouldUseDogTags() and self.frame:IsVisible() then if not IceHUD.IceCore:ShouldUseDogTags() and self.frame:IsVisible() then

View File

@ -72,10 +72,20 @@ local IncapacitateCCList = {
19503, 19503,
-- Sleep -- Sleep
700, 700,
-- Polymorph -- Polymorph (rank 1)
118, 118,
-- Also Polymorph
65801,
-- Polymorph rank 2
12824,
-- Polymorph rank 3
12825,
-- Polymorph rank 4
12826,
-- Polymorph: Pig -- Polymorph: Pig
28272, 28272,
-- Also Polymorph: Pig
28285,
-- Polymorph: Turtle -- Polymorph: Turtle
28271, 28271,
-- Polymorph: Penguin -- Polymorph: Penguin

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@ -841,6 +841,8 @@ function IceTargetHealth.prototype:Update(unit)
if (self.moduleSettings.scaleHealthColor) then if (self.moduleSettings.scaleHealthColor) then
self.color = "ScaledHealthColor" self.color = "ScaledHealthColor"
elseif self.moduleSettings.lowThresholdColor and self.healthPercentage <= self.moduleSettings.lowThreshold then
self.color = "ScaledHealthColor"
end end
if (self.tapped) then if (self.tapped) then

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@ -125,6 +125,8 @@ function IceTargetMana.prototype:Update(unit)
if (self.moduleSettings.scaleManaColor) then if (self.moduleSettings.scaleManaColor) then
self.color = "ScaledManaColor" self.color = "ScaledManaColor"
elseif self.moduleSettings.lowThresholdColor and self.manaPercentage <= self.moduleSettings.lowThreshold then
self.color = "ScaledManaColor"
end end
if (manaType == SPELL_POWER_RAGE) then if (manaType == SPELL_POWER_RAGE) then

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@ -136,6 +136,8 @@ function TargetTargetHealth.prototype:Update(unit)
if (self.moduleSettings.scaleHealthColor) then if (self.moduleSettings.scaleHealthColor) then
self.color = "ScaledHealthColor" self.color = "ScaledHealthColor"
elseif self.moduleSettings.lowThresholdColor and self.healthPercentage and self.healthPercentage <= self.moduleSettings.lowThreshold then
self.color = "ScaledHealthColor"
end end
if (self.tapped) then if (self.tapped) then

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@ -83,6 +83,8 @@ function TargetTargetMana.prototype:Update(unit)
if (self.moduleSettings.scaleManaColor) then if (self.moduleSettings.scaleManaColor) then
self.color = "ScaledManaColor" self.color = "ScaledManaColor"
elseif self.moduleSettings.lowThresholdColor and self.manaPercentage and self.manaPercentage <= self.moduleSettings.lowThreshold then
self.color = "ScaledManaColor"
end end
if (manaType == 1) then if (manaType == 1) then

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@ -89,11 +89,11 @@ function Totems.prototype:GetOptions()
end, end,
order = 31 order = 31
} }
--[[
opts["hideBlizz"] = { opts["hideBlizz"] = {
type = "toggle", type = "toggle",
name = L["Hide Blizzard Frame"], name = L["Hide Blizzard Frame"],
desc = L["Hides Blizzard Rune frame and disables all events related to it"], desc = L["Hides Blizzard frame and disables all events related to it.\n\nNOTE: Blizzard attaches this UI to the player's unitframe, so if you have that hidden in PlayerHealth, then this won't do anything."],
get = function() get = function()
return self.moduleSettings.hideBlizz return self.moduleSettings.hideBlizz
end, end,
@ -110,7 +110,7 @@ function Totems.prototype:GetOptions()
end, end,
order = 32 order = 32
} }
--]]
opts["displayMode"] = { opts["displayMode"] = {
type = 'select', type = 'select',
name = L["Totem orientation"], name = L["Totem orientation"],
@ -193,7 +193,7 @@ function Totems.prototype:GetDefaultSettings()
defaults["totemFontSize"] = 20 defaults["totemFontSize"] = 20
defaults["totemMode"] = "Graphical" defaults["totemMode"] = "Graphical"
defaults["usesDogTagStrings"] = false defaults["usesDogTagStrings"] = false
defaults["hideBlizz"] = true defaults["hideBlizz"] = IceHUD.CanHookDestroyTotem
defaults["alwaysFullAlpha"] = false defaults["alwaysFullAlpha"] = false
defaults["displayMode"] = "Horizontal" defaults["displayMode"] = "Horizontal"
defaults["cooldownMode"] = "Cooldown" defaults["cooldownMode"] = "Cooldown"

View File

@ -1,5 +1,60 @@
# Changelog # Changelog
v1.14.16:
- Exposed the option in the Totems module to hide the Blizzard Totems frame or not, and changed the default value to not hide when on a version of the game that doesn't support right-clicking to destroy totems (any version after Wrath). This enables using the default Totems frame to cancel totems early.
- Fixed a reported error when playing Darkmoon Faire games.
- Added a few more Polymorph ranks to TargetCC for Classic. I'm sure there are more missing.
v1.14.15:
- Updated TOCs for 10.0.5
v1.14.14:
- Fixed PlayerAlternatePower bar showing up when it shouldn't have, such as when casting Power Word: Shield before ever having done anything to trigger a game-level "alternate power" event, such as mounting a Dragonriding mount.
v1.14.13:
- Fixed Vigor module hiding default Climbing, Film, etc. UIs. (wowace ticket #336)
v1.14.12:
- Added a module for showing Dragonriding Vigor points.
v1.14.11:
- Packaged a new version of LibDogTag-Unit to fix the Guild roster resetting its scroll position every 20 seconds.
v1.14.10:
- Fix an error in TargetTargetHealth/Mana and CustomHealth when Low Threshold Color was checked and Scale by Health % was un-checked.
v1.14.9:
- Fix Low Threshold to be usable even when Color By Health/Mana % is disabled. (ticket #334)
v1.14.8:
- Fix Color By Health % to work with Low Threshold Color option. Previously, if Low Threshold was set, the color was always either MaxHealth/MaxMana or MinHealth/MinMana, it would never be colored by health %. Now if both are set, it will scale by health % until it reaches the low threshold, at which point it will switch to the Min color.
- Fix Low Threshold color and flashing to work at the same percentage. Previously these were slightly different such that it would start flashing at 40% but not turn to the Min color until 39.9999%, for example.
v1.14.7:
- Add option to scale absorb bar by the unit's maximum health.
v1.14.6:
- 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.
- Don't flash the castbar for instant-cast spells that the player didn't cast (such as internal quest spells).
- Add DruidEnergy module (disabled by default). This module will show the player's Energy level if they're a Druid and currently shapeshifted to a non-energy-using form (eligible forms are configurable by the user).
v1.14.5:
- Fix castbar flashing. 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, but now work again.
- Add "@" after the number when the Combo Points module is in Numeric mode, "Show Charged points" is enabled, and the current combo point is charged.
- Fix Charged point support in the ComboPointsBar module.
v1.14.4: v1.14.4:
- Update TOC for 10.0.2 - Update TOC for 10.0.2