general options updated to apply font/borders/etc for all frames
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parent
cac0124f1a
commit
8c4a70fd04
156
Options.lua
156
Options.lua
@ -20,7 +20,7 @@ Gladdy.defaults = {
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padding = 3,
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barWidth = 180,
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bottomMargin = 10,
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statusbarBorderOffset = 7,
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statusbarBorderOffset = 6,
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},
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}
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@ -267,7 +267,8 @@ function Gladdy:SetupOptions()
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local c = Gladdy.db.trinketDisableCircle
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local d = Gladdy.db.drDisableCircle
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local e = Gladdy.db.buffsDisableCircle
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if (a == b and a == c and a == d and a == e) then
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local f = Gladdy.db.racialDisableCircle
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if (a == b and a == c and a == d and a == e and a == f) then
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return a
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else
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return ""
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@ -279,6 +280,7 @@ function Gladdy:SetupOptions()
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Gladdy.db.trinketDisableCircle = value
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Gladdy.db.drDisableCircle = value
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Gladdy.db.buffsDisableCircle = value
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Gladdy.db.racialDisableCircle = value
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Gladdy:UpdateFrame()
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end,
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width= "full",
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@ -296,7 +298,8 @@ function Gladdy:SetupOptions()
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local c = Gladdy.db.auraCooldownAlpha
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local d = Gladdy.db.trinketCooldownAlpha
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local e = Gladdy.db.buffsCooldownAlpha
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if (a == b and a == c and a == d and a == e) then
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local f = Gladdy.db.racialCooldownAlpha
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if (a == b and a == c and a == d and a == e and a == f) then
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return a
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else
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return ""
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@ -308,6 +311,7 @@ function Gladdy:SetupOptions()
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Gladdy.db.auraCooldownAlpha = value
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Gladdy.db.trinketCooldownAlpha = value
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Gladdy.db.buffsCooldownAlpha = value
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Gladdy.db.racialCooldownAlpha = value
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Gladdy:UpdateFrame()
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end
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},
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@ -331,33 +335,42 @@ function Gladdy:SetupOptions()
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dialogControl = "LSM30_Font",
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values = AceGUIWidgetLSMlists.font,
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get = function(info)
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local a = Gladdy.db.castBarFont
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local b = Gladdy.db.healthBarFont
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local c = Gladdy.db.powerBarFont
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local a = Gladdy.db.auraFont
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local b = Gladdy.db.buffsFont
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local c = Gladdy.db.castBarFont
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local d = Gladdy.db.cooldownFont
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local e = Gladdy.db.drFont
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local f = Gladdy.db.auraFont
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local g = Gladdy.db.buffsFont
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if (a == b and a == c and a == d and a == e and a == f and a == g) then
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local f = Gladdy.db.healthBarFont
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local g = Gladdy.db.petHealthBarFont
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local h = Gladdy.db.powerBarFont
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local i = Gladdy.db.racialFont
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local j = Gladdy.db.npTremorFont
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local k = Gladdy.db.trinketFont
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if (a == b and a == c and a == d and a == e and a == f
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and a == g and a == h and a == i and a == j and a == k) then
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return a
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else
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return ""
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end
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end,
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set = function(info, value)
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Gladdy.db.castBarFont = value
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Gladdy.db.healthBarFont = value
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Gladdy.db.powerBarFont = value
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Gladdy.db.cooldownFont = value
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Gladdy.db.drFont = value
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Gladdy.db.auraFont = value
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Gladdy.db.buffsFont = value
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Gladdy.db.castBarFont = value
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Gladdy.db.cooldownFont = value
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Gladdy.db.drFont = value
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Gladdy.db.healthBarFont = value
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Gladdy.db.petHealthBarFont = value
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Gladdy.db.powerBarFont = value
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Gladdy.db.racialFont = value
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Gladdy.db.npTremorFont = value
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Gladdy.db.trinketFont = value
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Gladdy:UpdateFrame()
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end,
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},
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fontColor = {
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type = "color",
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name = L["Font color"],
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name = L["Font color text"],
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desc = L["Color of the text"],
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order = 12,
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hasAlpha = true,
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@ -365,8 +378,10 @@ function Gladdy:SetupOptions()
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local a = Gladdy.db.healthBarFontColor
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local b = Gladdy.db.powerBarFontColor
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local c = Gladdy.db.castBarFontColor
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local d = Gladdy.db.petHealthBarFontColor
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if (a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a
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and a.r == c.r and a.g == c.g and a.b == c.b and a.a == c.a) then
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and a.r == c.r and a.g == c.g and a.b == c.b and a.a == c.a
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and a.r == d.r and a.g == d.g and a.b == d.b and a.a == d.a) then
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return a.r, a.g, a.b, a.a
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else
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return { r = 0, g = 0, b = 0, a = 0 }
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@ -377,6 +392,35 @@ function Gladdy:SetupOptions()
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Gladdy.db.healthBarFontColor = rgb
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Gladdy.db.powerBarFontColor = rgb
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Gladdy.db.castBarFontColor = rgb
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Gladdy.db.petHealthBarFontColor = rgb
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Gladdy:UpdateFrame()
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end,
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},
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fontColorCD = {
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type = "color",
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name = L["Font color timer"],
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desc = L["Color of the timers"],
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order = 12,
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hasAlpha = true,
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get = function(info)
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local a = Gladdy.db.auraFontColor
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local b = Gladdy.db.buffsFontColor
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local c = Gladdy.db.cooldownFontColor
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local d = Gladdy.db.drFontColor
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if (a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a
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and a.r == c.r and a.g == c.g and a.b == c.b and a.a == c.a
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and a.r == d.r and a.g == d.g and a.b == d.b and a.a == d.a) then
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return a.r, a.g, a.b, a.a
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else
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return { r = 0, g = 0, b = 0, a = 0 }
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end
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end,
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set = function(info, r, g, b, a)
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local rgb = {r = r, g = g, b = b, a = a}
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Gladdy.db.auraFontColor = rgb
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Gladdy.db.buffsFontColor = rgb
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Gladdy.db.cooldownFontColor = rgb
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Gladdy.db.drFontColor = rgb
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Gladdy:UpdateFrame()
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end,
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},
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@ -399,27 +443,34 @@ function Gladdy:SetupOptions()
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order = 14,
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values = Gladdy:GetIconStyles(),
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get = function(info)
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if (Gladdy.db.classIconBorderStyle == Gladdy.db.trinketBorderStyle
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and Gladdy.db.classIconBorderStyle == Gladdy.db.castBarIconStyle
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and Gladdy.db.classIconBorderStyle == Gladdy.db.auraBorderStyle
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and Gladdy.db.classIconBorderStyle == Gladdy.db.cooldownBorderStyle
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and Gladdy.db.classIconBorderStyle == Gladdy.db.buffsBorderStyle
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and Gladdy.db.classIconBorderStyle == Gladdy.db.drBorderStyle
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and Gladdy.db.classIconBorderStyle == Gladdy.db.npTotemPlatesBorderStyle) then
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return Gladdy.db.classIconBorderStyle
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if (Gladdy.db.auraBorderStyle == Gladdy.db.buffsBorderStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.castBarIconStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.classIconBorderStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.cooldownBorderStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.ciBorderStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.cooldownBorderStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.drBorderStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.racialBorderStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.npTotemPlatesBorderStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.petPortraitBorderStyle
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and Gladdy.db.auraBorderStyle == Gladdy.db.trinketBorderStyle) then
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return Gladdy.db.auraBorderStyle
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else
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return ""
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end
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end,
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set = function(info, value)
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Gladdy.db.classIconBorderStyle = value
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Gladdy.db.trinketBorderStyle = value
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Gladdy.db.castBarIconStyle = value
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Gladdy.db.auraBorderStyle = value
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Gladdy.db.npTotemPlatesBorderStyle = value
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Gladdy.db.cooldownBorderStyle = value
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Gladdy.db.buffsBorderStyle = value
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Gladdy.db.castBarIconStyle = value
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Gladdy.db.classIconBorderStyle = value
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Gladdy.db.ciBorderStyle = value
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Gladdy.db.cooldownBorderStyle = value
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Gladdy.db.drBorderStyle = value
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Gladdy.db.racialBorderStyle = value
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Gladdy.db.npTotemPlatesBorderStyle = value
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Gladdy.db.petPortraitBorderStyle = value
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Gladdy.db.trinketBorderStyle = value
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Gladdy:UpdateFrame()
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end,
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},
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@ -430,11 +481,23 @@ function Gladdy:SetupOptions()
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order = 15,
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hasAlpha = true,
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get = function(info)
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local a = Gladdy.db.classIconBorderColor
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local b = Gladdy.db.trinketBorderColor
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local c = Gladdy.db.castBarIconColor
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local a = Gladdy.db.auraBuffBorderColor
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local b = Gladdy.db.auraDebuffBorderColor
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local c = Gladdy.db.buffsBorderColor
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local d = Gladdy.db.castBarIconColor
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local e = Gladdy.db.classIconBorderColor
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local f = Gladdy.db.ciBorderColor
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local g = Gladdy.db.cooldownBorderColor
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local h = Gladdy.db.drBorderColor
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local i = Gladdy.db.trinketBorderColor
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if (a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a
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and a.r == c.r and a.g == c.g and a.b == c.b and a.a == c.a) then
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and a.r == c.r and a.g == c.g and a.b == c.b and a.a == c.a
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and a.r == d.r and a.g == d.g and a.b == d.b and a.a == d.a
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and a.r == e.r and a.g == e.g and a.b == e.b and a.a == e.a
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and a.r == f.r and a.g == f.g and a.b == f.b and a.a == f.a
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and a.r == g.r and a.g == g.g and a.b == g.b and a.a == g.a
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and a.r == h.r and a.g == h.g and a.b == h.b and a.a == h.a
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and a.r == i.r and a.g == i.g and a.b == i.b and a.a == i.a) then
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return a.r, a.g, a.b, a.a
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else
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return { r = 0, g = 0, b = 0, a = 0 }
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@ -442,13 +505,15 @@ function Gladdy:SetupOptions()
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end,
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set = function(info, r, g, b, a)
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local rgb = {r = r, g = g, b = b, a = a}
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Gladdy.db.classIconBorderColor = rgb
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Gladdy.db.trinketBorderColor = rgb
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Gladdy.db.castBarIconColor = rgb
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Gladdy.db.npTotemPlatesBorderColor = rgb
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Gladdy.db.drBorderColor = rgb
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Gladdy.db.cooldownBorderColor = rgb
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Gladdy.db.auraBuffBorderColor = rgb
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Gladdy.db.auraDebuffBorderColor = rgb
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Gladdy.db.buffsBorderColor = rgb
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Gladdy.db.castBarIconColor = rgb
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Gladdy.db.classIconBorderColor = rgb
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Gladdy.db.ciBorderColor = rgb
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Gladdy.db.cooldownBorderColor = rgb
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Gladdy.db.drBorderColor = rgb
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Gladdy.db.trinketBorderColor = rgb
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Gladdy:UpdateFrame()
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end,
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},
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@ -475,7 +540,8 @@ function Gladdy:SetupOptions()
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local a = Gladdy.db.healthBarTexture
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local b = Gladdy.db.powerBarTexture
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local c = Gladdy.db.castBarTexture
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if (a == b and a == c) then
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local d = Gladdy.db.petHealthBarTexture
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if (a == b and a == c and a == d) then
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return a
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else
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return ""
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@ -485,6 +551,7 @@ function Gladdy:SetupOptions()
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Gladdy.db.healthBarTexture = value
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Gladdy.db.powerBarTexture = value
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Gladdy.db.castBarTexture = value
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Gladdy.db.petHealthBarTexture = value
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Gladdy:UpdateFrame()
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end,
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width= "full",
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@ -500,7 +567,8 @@ function Gladdy:SetupOptions()
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local a = Gladdy.db.healthBarBorderStyle
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local b = Gladdy.db.powerBarBorderStyle
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local c = Gladdy.db.castBarBorderStyle
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if (a == b and a == c) then
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local d = Gladdy.db.petHealthBarBorderStyle
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if (a == b and a == c and a == d) then
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return a
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else
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return ""
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@ -510,6 +578,7 @@ function Gladdy:SetupOptions()
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Gladdy.db.healthBarBorderStyle = value
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Gladdy.db.powerBarBorderStyle = value
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Gladdy.db.castBarBorderStyle = value
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Gladdy.db.petHealthBarBorderStyle = value
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Gladdy:UpdateFrame()
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end,
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},
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@ -531,8 +600,10 @@ function Gladdy:SetupOptions()
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local a = Gladdy.db.castBarBorderColor
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local b = Gladdy.db.healthBarBorderColor
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local c = Gladdy.db.powerBarBorderColor
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local d = Gladdy.db.petHealthBarBorderColor
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if (a.r == b.r and a.g == b.g and a.b == b.b and a.a == b.a
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and a.r == c.r and a.g == c.g and a.b == c.b and a.a == c.a) then
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and a.r == c.r and a.g == c.g and a.b == c.b and a.a == c.a
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and a.r == d.r and a.g == d.g and a.b == d.b and a.a == d.a) then
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return a.r, a.g, a.b, a.a
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else
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return { r = 0, g = 0, b = 0, a = 0 }
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@ -543,6 +614,7 @@ function Gladdy:SetupOptions()
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Gladdy.db.castBarBorderColor = rgb
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Gladdy.db.healthBarBorderColor = rgb
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Gladdy.db.powerBarBorderColor = rgb
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Gladdy.db.petHealthBarBorderColor = rgb
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Gladdy:UpdateFrame()
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end,
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},
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