general options updated to apply font/borders/etc for all frames

This commit is contained in:
Sumsebrum 2021-05-20 00:15:50 +02:00
parent cac0124f1a
commit 8c4a70fd04

View File

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