testmode only movable frames
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fabd9ae048
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ebb56c4127
@ -305,6 +305,7 @@ end
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function Gladdy:ToggleFrame(i)
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function Gladdy:ToggleFrame(i)
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self:Reset()
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self:Reset()
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if (self.frame and self.frame:IsShown() and i == self.curBracket) then
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if (self.frame and self.frame:IsShown() and i == self.curBracket) then
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self.frame.testing = nil
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self:HideFrame()
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self:HideFrame()
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else
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else
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self.curBracket = i
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self.curBracket = i
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@ -312,6 +313,7 @@ function Gladdy:ToggleFrame(i)
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if (not self.frame) then
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if (not self.frame) then
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self:CreateFrame()
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self:CreateFrame()
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end
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end
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self.frame.testing = true
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for o = 1, self.curBracket do
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for o = 1, self.curBracket do
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local unit = "arena" .. o
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local unit = "arena" .. o
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46
Gladdy.lua
46
Gladdy.lua
@ -8,10 +8,10 @@ local tsort = table.sort
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local str_lower = string.lower
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local str_lower = string.lower
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local math_abs = math.abs
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local math_abs = math.abs
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local GetTime = GetTime
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local GetTime = GetTime
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local InCombatLockdown = InCombatLockdown
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local CreateFrame = CreateFrame
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local CreateFrame = CreateFrame
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local DEFAULT_CHAT_FRAME = DEFAULT_CHAT_FRAME
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local DEFAULT_CHAT_FRAME = DEFAULT_CHAT_FRAME
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local IsAddOnLoaded = IsAddOnLoaded
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local IsAddOnLoaded = IsAddOnLoaded
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local IsInInstance = IsInInstance
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local GetBattlefieldStatus = GetBattlefieldStatus
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local GetBattlefieldStatus = GetBattlefieldStatus
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local IsActiveBattlefieldArena = IsActiveBattlefieldArena
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local IsActiveBattlefieldArena = IsActiveBattlefieldArena
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local RELEASE_TYPES = { alpha = "Alpha", beta = "Beta", release = "Release"}
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local RELEASE_TYPES = { alpha = "Alpha", beta = "Beta", release = "Release"}
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@ -173,23 +173,28 @@ function Gladdy:NewModule(name, priority, defaults)
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return module
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return module
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end
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end
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function Gladdy:CreateMover(frame, x, y, name, points)
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function Gladdy:CreateMover(frame, xConfig, yConfig, name, points, width, height, xOffset, yOffset)
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if not frame.mover then
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if not frame.mover then
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frame.mover = CreateFrame("Frame", nil, frame, BackdropTemplateMixin and "BackdropTemplate")
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frame.mover = CreateFrame("Frame", nil, frame, BackdropTemplateMixin and "BackdropTemplate")
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frame.mover:SetFrameStrata("TOOLTIP")
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frame.mover:SetFrameStrata("DIALOG")
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frame.mover:SetPoint(points[1], frame, points[2], 0, 0)
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frame.mover:SetPoint(points[1], frame, points[2], xOffset or 0, yOffset or 0)
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frame.mover:SetHeight(height or frame:GetHeight())
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frame.mover:SetWidth(width or frame:GetWidth())
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local backdrop = {
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local backdrop = {
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bgFile = "Interface/Tooltips/UI-Tooltip-Background",
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bgFile = "Interface/Tooltips/UI-Tooltip-Background",
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edgeFile = "",
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edgeFile = "",
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tile = true, tileSize = 16, edgeSize = 10,
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tile = true, tileSize = 16, edgeSize = 10,
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insets = {left = 0, right = 0, top = 0, bottom = 0}
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insets = {left = 0, right = 0, top = 0, bottom = 0}
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}
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}
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frame.mover:SetBackdrop(backdrop)
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frame.mover:SetBackdrop(backdrop)
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frame.mover:SetBackdropColor(0,0,0,0.8)
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frame.mover:SetBackdropColor(0,1,0,0.5)
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frame.mover:SetHeight(15)
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frame.mover.border = CreateFrame("Frame", nil, frame.mover, BackdropTemplateMixin and "BackdropTemplate")
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frame.mover:SetWidth(60)
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frame.mover.border:SetBackdrop({ edgeFile = Gladdy:SMFetch("border", "highlightBorderStyle"), edgeSize = 2 })
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frame.mover.text = frame.mover:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall")
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frame.mover.border:SetAllPoints(frame.mover)
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frame.mover.border:SetBackdropBorderColor(0,1,0,1)
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frame.mover.text = frame.mover.border:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall")
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frame.mover.text:SetText(name)
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frame.mover.text:SetText(name)
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frame.mover.text:SetPoint("CENTER")
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frame.mover.text:SetPoint("CENTER")
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@ -212,15 +217,21 @@ function Gladdy:CreateMover(frame, x, y, name, points)
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diffY = self.start[2] > self.stop[2] and -diffY or diffY
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diffY = self.start[2] > self.stop[2] and -diffY or diffY
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frame:ClearAllPoints()
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frame:ClearAllPoints()
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frame:SetPoint(self.point[1], self.point[2], self.point[3], self.point[4] + diffX, self.point[5] + diffY)
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frame:SetPoint(self.point[1], self.point[2], self.point[3], self.point[4] + diffX, self.point[5] + diffY)
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Gladdy.db[x] = self.point[4] + diffX
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Gladdy.db[xConfig] = self.point[4] + diffX
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Gladdy.db[y] = self.point[5] + diffY
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Gladdy.db[yConfig] = self.point[5] + diffY
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Gladdy:UpdateFrame()
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Gladdy:UpdateFrame()
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end)
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end)
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else
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else
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frame.mover:ClearAllPoints()
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frame.mover:ClearAllPoints()
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frame.mover:SetPoint(points[1], frame, points[2], 0, 0)
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frame.mover:SetPoint(points[1], frame, points[2], xOffset or 0, yOffset or 0)
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frame.mover:SetHeight(height or frame:GetHeight())
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frame.mover:SetWidth(width or frame:GetWidth())
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end
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if self.frame and self.frame.testing then
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frame.mover:Show()
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else
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frame.mover:Hide()
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end
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end
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end
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end
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---------------------------
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---------------------------
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@ -298,7 +309,6 @@ function Gladdy:OnInitialize()
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self.guids = {}
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self.guids = {}
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self.curBracket = nil
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self.curBracket = nil
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self.curUnit = 1
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self.curUnit = 1
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self.lastInstance = nil
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self:SetupOptions()
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self:SetupOptions()
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@ -402,16 +412,10 @@ function Gladdy:PLAYER_ENTERING_WORLD()
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LibStub("AceConfigDialog-3.0"):Open("Gladdy", nil, LibStub("AceConfigDialog-3.0"):SelectGroup("Gladdy", "XiconProfiles"))
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LibStub("AceConfigDialog-3.0"):Open("Gladdy", nil, LibStub("AceConfigDialog-3.0"):SelectGroup("Gladdy", "XiconProfiles"))
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self.showConfig = nil
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self.showConfig = nil
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end
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end
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local instance = select(2, IsInInstance())
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if (self.frame and self.frame:IsVisible()) then
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if (instance ~= "arena" and self.frame and self.frame:IsVisible() and not self.frame.testing) then
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self:Reset()
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self:Reset()
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self:HideFrame()
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self:HideFrame()
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end
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end
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if (instance == "arena") then
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self:Reset()
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self:HideFrame()
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end
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self.lastInstance = instance
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end
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end
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function Gladdy:UPDATE_BATTLEFIELD_STATUS(_, index)
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function Gladdy:UPDATE_BATTLEFIELD_STATUS(_, index)
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@ -331,7 +331,10 @@ function BuffsDebuffs:UpdateFrame(unit)
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end
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end
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end
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end
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if (unit == "arena1") then
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if (unit == "arena1") then
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Gladdy:CreateMover(self.frames[unit].debuffFrame, "buffsXOffset", "buffsYOffset", L["Debuffs"], {"BOTTOMLEFT", "TOPLEFT"})
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Gladdy:CreateMover(self.frames[unit].debuffFrame, "buffsXOffset", "buffsYOffset", L["Debuffs"],
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Gladdy.db.buffsCooldownGrowDirection == "LEFT" and {"TOPRIGHT", "TOPRIGHT"} or {"TOPLEFT", "TOPLEFT"},
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Gladdy.db.buffsIconSize * Gladdy.db.buffsWidthFactor,
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Gladdy.db.buffsIconSize, Gladdy.db.buffsCooldownGrowDirection == "LEFT"and -1 or 1, 0)
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end
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end
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--BUFFS
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--BUFFS
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@ -428,7 +431,10 @@ function BuffsDebuffs:UpdateFrame(unit)
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end
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end
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end
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end
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if (unit == "arena1") then
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if (unit == "arena1") then
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Gladdy:CreateMover(self.frames[unit].buffFrame, "buffsBuffsXOffset", "buffsBuffsYOffset", L["Buffs"], {"BOTTOMLEFT", "TOPLEFT"})
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Gladdy:CreateMover(self.frames[unit].buffFrame, "buffsBuffsXOffset", "buffsBuffsYOffset", L["Buffs"],
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Gladdy.db.buffsBuffsCooldownGrowDirection == "LEFT" and {"TOPRIGHT", "TOPRIGHT"} or {"TOPLEFT", "TOPLEFT"},
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Gladdy.db.buffsBuffsIconSize * Gladdy.db.buffsBuffsWidthFactor,
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Gladdy.db.buffsBuffsIconSize, Gladdy.db.buffsBuffsCooldownGrowDirection == "LEFT"and -1 or 1, 0)
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end
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end
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for i=1, #self.frames[unit].auras[AURA_TYPE_BUFF] do
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for i=1, #self.frames[unit].auras[AURA_TYPE_BUFF] do
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@ -194,7 +194,7 @@ function Castbar:UpdateFrame(unit)
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castBar.icon.texture.overlay:SetVertexColor(Gladdy.db.castBarIconColor.r, Gladdy.db.castBarIconColor.g, Gladdy.db.castBarIconColor.b, Gladdy.db.castBarIconColor.a)
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castBar.icon.texture.overlay:SetVertexColor(Gladdy.db.castBarIconColor.r, Gladdy.db.castBarIconColor.g, Gladdy.db.castBarIconColor.b, Gladdy.db.castBarIconColor.a)
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if (unit == "arena1") then
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if (unit == "arena1") then
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Gladdy:CreateMover(castBar, "castBarXOffset", "castBarYOffset", L["Cast Bar"], {"BOTTOMLEFT", "TOPLEFT"})
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Gladdy:CreateMover(castBar, "castBarXOffset", "castBarYOffset", L["Cast Bar"], {"TOPLEFT", "TOPLEFT"}, Gladdy.db.castBarWidth, Gladdy.db.castBarHeight, 0, 0)
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end
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end
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end
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end
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@ -168,7 +168,9 @@ function Cooldowns:UpdateFrame(unit)
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button.spellCooldownFrame:SetWidth(1)
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button.spellCooldownFrame:SetWidth(1)
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button.spellCooldownFrame:Show()
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button.spellCooldownFrame:Show()
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if (unit == "arena1") then
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if (unit == "arena1") then
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Gladdy:CreateMover(button.spellCooldownFrame, "cooldownXOffset", "cooldownYOffset", L["Cooldown"], {"BOTTOMLEFT", "TOPLEFT"})
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Gladdy:CreateMover(button.spellCooldownFrame, "cooldownXOffset", "cooldownYOffset", L["Cooldown"],
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Gladdy.db.cooldownXPos == "RIGHT" and {"TOPRIGHT", "TOPRIGHT"} or {"TOPLEFT", "TOPLEFT"},
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Gladdy.db.cooldownSize * Gladdy.db.cooldownWidthFactor, Gladdy.db.cooldownSize)
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end
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end
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-- Update each cooldown icon
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-- Update each cooldown icon
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local o = 1
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local o = 1
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@ -180,7 +180,11 @@ function Diminishings:UpdateFrame(unit)
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drFrame:SetHeight(Gladdy.db.drIconSize)
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drFrame:SetHeight(Gladdy.db.drIconSize)
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if (unit == "arena1") then
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if (unit == "arena1") then
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Gladdy:CreateMover(drFrame, "drXOffset", "drYOffset", L["Diminishings"],
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Gladdy:CreateMover(drFrame, "drXOffset", "drYOffset", L["Diminishings"],
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Gladdy.db.drCooldownPos == "RIGHT" and {"BOTTOMLEFT", "TOPLEFT"} or {"BOTTOMRIGHT", "TOPRIGHT"})
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Gladdy.db.drCooldownPos == "RIGHT" and {"TOPLEFT", "TOPLEFT"} or {"TOPRIGHT", "TOPRIGHT"}, --point
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Gladdy.db.drIconSize * Gladdy.db.drWidthFactor, -- width
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Gladdy.db.drIconSize,
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0, --xoffset
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0) --yoffset
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end
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end
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for i = 1, 16 do
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for i = 1, 16 do
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@ -305,7 +305,7 @@ function Pets:UpdateFrame(unitId)
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healthBar.nameText:SetTextColor(Gladdy.db.petHealthBarFontColor.r, Gladdy.db.petHealthBarFontColor.g, Gladdy.db.petHealthBarFontColor.b, Gladdy.db.petHealthBarFontColor.a)
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healthBar.nameText:SetTextColor(Gladdy.db.petHealthBarFontColor.r, Gladdy.db.petHealthBarFontColor.g, Gladdy.db.petHealthBarFontColor.b, Gladdy.db.petHealthBarFontColor.a)
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healthBar.healthText:SetTextColor(Gladdy.db.petHealthBarFontColor.r, Gladdy.db.petHealthBarFontColor.g, Gladdy.db.petHealthBarFontColor.b, Gladdy.db.petHealthBarFontColor.a)
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healthBar.healthText:SetTextColor(Gladdy.db.petHealthBarFontColor.r, Gladdy.db.petHealthBarFontColor.g, Gladdy.db.petHealthBarFontColor.b, Gladdy.db.petHealthBarFontColor.a)
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if (unit == "arenapet1") then
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if (unit == "arenapet1") then
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Gladdy:CreateMover(self.frames[unit], "petXOffset", "petYOffset", L["Pets"], {"BOTTOMLEFT", "TOPLEFT"})
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Gladdy:CreateMover(self.frames[unit], "petXOffset", "petYOffset", L["Pets"], {"TOPLEFT", "TOPLEFT"})
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end
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end
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end
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end
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