- added support to combat concatenate: combat1 = combat1 + combat2.

- added trash mod knowledge which will concatenate trash segments.
- added a new member on combat object: .is_trash
- added _detalhes:GetInstanceTrashInfo (mapid)
- added _detalhes member: .last_instance
- added CreateFlashAnimation(frame) and frame.flash (UiFrameFlash params)
- fixed issue were healing was not showing corrently on current segment.
- fixed issue were misc wasn't showing on everything mode.
- fixed talent and glyphs frame error.
- fixed issue with options panel were some options reset when panel is open.
- minor speedup on parser removing member last_event from shadows.
- more functions clean up avoiding garbage creation.
This commit is contained in:
Tercio
2013-09-25 19:45:32 -03:00
parent ef6b8b804d
commit 6211e58966
24 changed files with 989 additions and 446 deletions
+67 -2
View File
@@ -292,7 +292,7 @@
end
end
function gump:GradientEffect ( Object, ObjectType, StartRed, StartGreen, StartBlue, StartAlpha, EndRed, EndGreen, EndBlue, EndAlpha, Duration, EndFunction)
function gump:GradientEffect ( Object, ObjectType, StartRed, StartGreen, StartBlue, StartAlpha, EndRed, EndGreen, EndBlue, EndAlpha, Duration, EndFunction, FuncParam)
if (type (StartRed) == "table" and type (StartGreen) == "table") then
Duration, EndFunction = StartBlue, StartAlpha
@@ -359,7 +359,8 @@
Object = Object,
ObjectType = string.lower (ObjectType),
Colors = ColorStep,
Func = EndFunction}
Func = EndFunction,
FuncParam = FuncParam}
Object.HaveGradientEffect = true
GradientFrameControl.HaveGradientEffect = true
@@ -369,7 +370,71 @@
end
end
--> work around to solve the UI Frame Flashes
local onFinish = function (self)
if (self.showWhenDone) then
self.frame:SetAlpha (1)
else
self.frame:SetAlpha (0)
self.frame:Hide()
end
end
local onLoop = function (self)
if (self.finishAt < GetTime()) then
self:Stop()
end
end
local flash = function (self, fadeInTime, fadeOutTime, flashDuration, showWhenDone, flashInHoldTime, flashOutHoldTime)
local FlashAnimation = self.FlashAnimation
local fadeIn = FlashAnimation.fadeIn
local fadeOut = FlashAnimation.fadeOut
fadeIn:SetDuration (fadeInTime)
fadeIn:SetEndDelay (flashInHoldTime or 0)
fadeOut:SetDuration (fadeOutTime)
fadeOut:SetEndDelay (flashOutHoldTime or 0)
fadeIn:SetOrder (1)
fadeOut:SetOrder (2)
fadeIn:SetChange (-1)
fadeOut:SetChange (1)
FlashAnimation.duration = flashDuration
FlashAnimation.loopTime = FlashAnimation:GetDuration()
FlashAnimation.finishAt = GetTime() + flashDuration
FlashAnimation.showWhenDone = showWhenDone
FlashAnimation:SetLooping ("REPEAT")
FlashAnimation:Play()
end
function gump:CreateFlashAnimation (frame)
local FlashAnimation = frame:CreateAnimationGroup()
FlashAnimation.fadeIn = FlashAnimation:CreateAnimation ("Alpha") --> fade in anime
FlashAnimation.fadeOut = FlashAnimation:CreateAnimation ("Alpha") --> fade out anime
frame.FlashAnimation = FlashAnimation
FlashAnimation.frame = frame
FlashAnimation:SetScript ("OnLoop", onLoop)
FlashAnimation:SetScript ("OnFinished", onFinish)
frame.Flash = flash
end
--> todo: remove the function creation everytime this function run.
function gump:Fade (frame, tipo, velocidade, parametros)
if (_type (frame) == "table") then