- fix hiding of the stance and menu bar

- fix a bug that was preventing the interaction indicators (highlight/pushed textures) to show up correctly in some cases
- re-enabled the checked texture for the stance buttons (why was that off <.<)
This commit is contained in:
Hendrik Leppkes
2008-05-03 23:22:51 +00:00
parent 133efaaf1e
commit 850c50c772
3 changed files with 12 additions and 12 deletions
+1
View File
@@ -416,6 +416,7 @@ function Button:ShowButton()
end
function Button:HideButton()
if not self.Proxy:IsShown() then return end
self.textureCache.pushed = self.pushedTexture:GetTexture()
self.textureCache.highlight = self.highlightTexture:GetTexture()
+1 -2
View File
@@ -48,11 +48,10 @@ function MicroMenuMod:OnEnable()
-- TODO: real start position
self.bar:SetPoint("CENTER")
self.bar:ApplyConfig(self.db.profile)
end
self.bar.disabled = nil
self:ToggleOptions()
self.bar:ApplyConfig(self.db.profile)
end
function MicroMenuMod:OnDisable()
+10 -10
View File
@@ -31,7 +31,6 @@ function StanceBarMod:OnEnable()
self.bar = setmetatable(Bartender4.ButtonBar:Create("Stance", nil, self.db.profile), {__index = StanceBar})
self.bar:ClearSetPoint("CENTER")
self.bar:ApplyConfig()
self.bar:SetScript("OnEvent", StanceBar.OnEvent)
end
self:ToggleOptions()
@@ -41,9 +40,10 @@ function StanceBarMod:OnEnable()
self.bar:RegisterEvent("SPELL_UPDATE_USABLE")
self.bar:RegisterEvent("PLAYER_AURAS_CHANGED")
self.bar:RegisterEvent("PLAYER_REGEN_ENABLED")
self.bar:Show()
self.bar:RegisterEvent("ACTIONBAR_PAGE_CHANGED")
self:RegisterEvent("UPDATE_BINDINGS", "ReassignBindings")
self:ReassignBindings()
self.bar:ApplyConfig(self.db.profile)
end
function StanceBarMod:OnDisable()
@@ -121,7 +121,7 @@ function StanceButtonPrototype:Update()
local id = self:GetID()
local texture, name, isActive, isCastable = GetShapeshiftFormInfo(id)
self.icon:SetTexture(texture);
self.icon:SetTexture(texture)
-- manage cooldowns
if texture then
@@ -132,13 +132,13 @@ function StanceButtonPrototype:Update()
local start, duration, enable = GetShapeshiftFormCooldown(id)
CooldownFrame_SetTimer(self.cooldown, start, duration, enable)
if ( isActive ) then
if isActive then
self:SetChecked(1)
else
self:SetChecked(0)
end
if ( isCastable ) then
if isCastable then
self.icon:SetVertexColor(1.0, 1.0, 1.0)
else
self.icon:SetVertexColor(0.4, 0.4, 0.4)
@@ -202,8 +202,8 @@ function StanceBarMod:CreateStanceButton(id)
button.cooldown = _G[button:GetName() .. "Cooldown"]
button.normalTexture = button:GetNormalTexture()
button.normalTexture:SetTexture("")
button.checkedTexture = button:GetCheckedTexture()
button.checkedTexture:SetTexture("")
-- button.checkedTexture = button:GetCheckedTexture()
-- button.checkedTexture:SetTexture("")
button.OnEnter = button:GetScript("OnEnter")
button:SetScript("OnEnter", onEnter)
@@ -256,9 +256,9 @@ function StanceBar:UpdateStanceButtons()
end
function StanceBar:OnEvent(event, ...)
if InCombatLockdown() then
self:ForAll("Update")
else
if event == "PLAYER_ENTERING_WORLD" or event == "UPDATE_SHAPESHIFT_FORMS" and not InCombatLockdown() then
self:UpdateStanceButtons()
else
self:ForAll("Update")
end
end