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17 Commits

Author SHA1 Message Date
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
19 changed files with 373 additions and 56 deletions

View File

@ -101,6 +101,7 @@ modules\ArcaneCharges.lua
modules\RollTheBones.lua modules\RollTheBones.lua
modules\EssencePower.lua modules\EssencePower.lua
modules\DruidEnergy.lua modules\DruidEnergy.lua
modules\DragonridingVigor.lua
#@do-not-package@ #@do-not-package@
IceHUD_Options\Json.lua IceHUD_Options\Json.lua

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
} }

View File

@ -1,5 +1,29 @@
# Changelog # Changelog
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: 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 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.

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 +609,27 @@ 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
left, right, top, bottom = unpack(self.runeCoords[rune])
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 +713,18 @@ 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 +745,7 @@ 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 +757,21 @@ 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 +786,6 @@ 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 +806,7 @@ 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 +815,7 @@ 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 +825,22 @@ 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 +848,10 @@ 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
@ -821,12 +889,7 @@ 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 +901,19 @@ 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

@ -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

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

View File

@ -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

@ -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

View File

@ -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

View File

@ -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

View File

@ -1,5 +1,29 @@
# Changelog # Changelog
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: 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 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.