Work on Ascension Backport
This commit is contained in:
@@ -331,14 +331,14 @@ local createGenericBar = function(self, index) --~create ~generic ~creategeneric
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---@type texture shown when the mouse hoverover this bar
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local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
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hightlightTexture:SetColorTexture(1, 1, 1, 0.2)
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hightlightTexture:SetTexture(1, 1, 1, 0.2)
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hightlightTexture:SetAllPoints()
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statusBar.highlightTexture = hightlightTexture
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---@type texture background texture
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local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border")
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backgroundTexture:SetAllPoints()
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backgroundTexture:SetColorTexture(.05, .05, .05)
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backgroundTexture:SetTexture(.05, .05, .05)
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backgroundTexture:SetAlpha(1)
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statusBar.backgroundTexture = backgroundTexture
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@@ -68,14 +68,14 @@ function spellsTab.CreatePhaseBar(self, index) --~create ~createphase ~phasebar
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---@type texture shown when the mouse hoverover this bar
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local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
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hightlightTexture:SetColorTexture(1, 1, 1, 0.2)
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hightlightTexture:SetTexture(1, 1, 1, 0.2)
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hightlightTexture:SetAllPoints()
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statusBar.highlightTexture = hightlightTexture
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---@type texture background texture
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local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border")
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backgroundTexture:SetAllPoints()
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backgroundTexture:SetColorTexture(.05, .05, .05)
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backgroundTexture:SetTexture(.05, .05, .05)
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backgroundTexture:SetAlpha(1)
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statusBar.backgroundTexture = backgroundTexture
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@@ -502,7 +502,7 @@ local spellBlockMixin = {
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---@param self breakdownspellblock
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SetColor = function(self, ...)
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local r, g, b, a = DF:ParseColors(...)
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self.statusBarTexture:SetColorTexture(r, g, b, a)
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self.statusBarTexture:SetTexture(r, g, b, a)
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end,
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}
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@@ -516,7 +516,7 @@ function spellsTab.CreateSpellBlock(spellBlockContainer, index) --~breakdownspel
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detailsFramework:Mixin(spellBlock, spellBlockMixin)
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local statusBarTexture = spellBlock:CreateTexture("$parentTexture", "artwork")
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statusBarTexture:SetColorTexture(unpack(CONST_SPELLBLOCK_DEFAULT_COLOR))
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statusBarTexture:SetTexture(unpack(CONST_SPELLBLOCK_DEFAULT_COLOR))
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statusBarTexture:SetPoint("topleft", spellBlock, "topleft", 1, -1)
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statusBarTexture:SetPoint("bottomleft", spellBlock, "bottomleft", 1, 1)
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spellBlock.statusBarTexture = statusBarTexture
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@@ -1508,7 +1508,7 @@ function spellsTab.CreateSpellBar(self, index) --~spellbar ~spellline ~spell ~cr
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---@type texture shown when the mouse hoverover this spellbar
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local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
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hightlightTexture:SetColorTexture(1, 1, 1, 0.2)
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hightlightTexture:SetTexture(1, 1, 1, 0.2)
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hightlightTexture:SetAllPoints()
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statusBar.highlightTexture = hightlightTexture
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@@ -1538,7 +1538,6 @@ function spellsTab.CreateSpellBar(self, index) --~spellbar ~spellline ~spell ~cr
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local spellIcon = spellIconFrame:CreateTexture("$parentTexture", "overlay")
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spellIcon:SetAllPoints()
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spellIcon:SetTexCoord(.1, .9, .1, .9)
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detailsFramework:SetMask(spellIcon, Details:GetTextureAtlas("iconmask"))
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spellBar.spellIcon = spellIcon
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--create a square frame which is placed at the right side of the line to show which targets for damaged by the spell
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@@ -566,14 +566,14 @@ function spellsTab.CreateTargetBar(self, index) --~create ~target ~createtarget
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---@type texture shown when the mouse hoverover this bar
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local hightlightTexture = statusBar:CreateTexture("$parentTextureHighlight", "highlight")
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hightlightTexture:SetColorTexture(1, 1, 1, 0.2)
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hightlightTexture:SetTexture(1, 1, 1, 0.2)
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hightlightTexture:SetAllPoints()
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statusBar.highlightTexture = hightlightTexture
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---@type texture background texture
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local backgroundTexture = statusBar:CreateTexture("$parentTextureBackground", "border")
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backgroundTexture:SetAllPoints()
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backgroundTexture:SetColorTexture(.05, .05, .05)
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backgroundTexture:SetTexture(.05, .05, .05)
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backgroundTexture:SetAlpha(1)
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statusBar.backgroundTexture = backgroundTexture
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@@ -799,7 +799,7 @@ function Details:CreateBreakdownWindow()
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breakdownWindowFrame.SummaryWindowWidgets:Hide()
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local scaleBar = detailsFramework:CreateScaleBar(breakdownWindowFrame, Details.player_details_window)
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scaleBar.label:AdjustPointsOffset(-6, 3)
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scaleBar.label:SetPointOffset(-6, 3)
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breakdownWindowFrame:SetScale(Details.player_details_window.scale)
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--class icon
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@@ -75,7 +75,6 @@ local createAuraTabOnBreakdownWindow = function(tab, frame)
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local iconTexture = line:CreateTexture("$parentIcon", "overlay")
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iconTexture:SetSize(scroll_line_height -2 , scroll_line_height - 2)
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iconTexture:SetAlpha(0.924)
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detailsFramework:SetMask(iconTexture, Details:GetTextureAtlas("iconmask"))
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local nameLabel = line:CreateFontString("$parentName", "overlay", "GameFontNormal")
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local uptimeLabel = line:CreateFontString("$parentUptime", "overlay", "GameFontNormal")
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@@ -252,22 +251,6 @@ local aurasTabFillCallback = function(tab, player, combat)
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end
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end
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--check if this player has a augmentation buff container
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local augmentedBuffContainer = utilityActor.received_buffs_spells
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if (augmentedBuffContainer) then
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for sourceNameSpellId, spellTable in augmentedBuffContainer:ListSpells() do
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local sourceName, spellId = strsplit("@", sourceNameSpellId)
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spellId = tonumber(spellId)
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local spellName, _, spellIcon = Details.GetSpellInfo(spellId)
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if (spellName) then
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sourceName = detailsFramework:RemoveRealmName(sourceName)
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local uptime = spellTable.uptime or 0
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table.insert(newAuraTable, {spellIcon, spellName .. " [" .. sourceName .. "]", uptime, spellTable.appliedamt, spellTable.refreshamt, uptime / combatTime * 100, spellID = spellId, bReceived = true})
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end
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end
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end
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table.sort(newAuraTable, Details.Sort3)
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tab.BuffScroll:SetData(newAuraTable)
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tab.BuffScroll:Refresh()
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@@ -1950,7 +1950,7 @@ function Details:InitializeCompareTab()
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local flashAnimation = tabOBject:CreateTexture(nil, "overlay")
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flashAnimation:SetPoint("topleft", tabOBject.widget, "topleft", 1, -1)
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flashAnimation:SetPoint("bottomright", tabOBject.widget, "bottomright", -1, 1)
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flashAnimation:SetColorTexture(1, 1, 1)
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flashAnimation:SetTexture(1, 1, 1)
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local flashHub = DetailsFramework:CreateAnimationHub (flashAnimation, function() flashAnimation:Show() end, function() flashAnimation:Hide() end)
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DetailsFramework:CreateAnimation(flashHub, "alpha", 1, 1, 0, 0.3)
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@@ -204,15 +204,7 @@ local createPlayerScrollBox = function(breakdownWindowFrame, breakdownSideMenu,
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self.specIcon:SetTexture(specIcon)
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self.specIcon:SetTexCoord(L, R, T, B)
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if (DetailsFramework.IsTimewalkWoW()) then
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specRole = "NONE"
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else
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---@type number
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local spec = self.playerObject.spec
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if (spec) then
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specRole = select(5, GetSpecializationInfoByID(self.playerObject.spec))
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end
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end
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specRole = "NONE"
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else
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self.specIcon:SetTexture("")
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end
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@@ -340,7 +332,6 @@ local createPlayerScrollBox = function(breakdownWindowFrame, breakdownSideMenu,
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local specIcon = OTTFrame:CreateTexture("$parentSpecIcon", "artwork")
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specIcon:SetSize(headerTable[1].width - 1, headerTable[1].width - 1)
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specIcon:SetAlpha(0.834)
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detailsFramework:SetMask(specIcon, Details:GetTextureAtlas("iconmask"))
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local roleIcon = OTTFrame:CreateTexture("$parentRoleIcon", "overlay")
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roleIcon:SetSize((player_line_height-2) / 2, (player_line_height-2) / 2)
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@@ -420,7 +411,7 @@ local createPlayerScrollBox = function(breakdownWindowFrame, breakdownSideMenu,
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breakdownWindowFrame.PlayerSelectionHeader:SetPoint("topright", playerSelectionHeaderFrame, "bottomright", 0, -2)
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detailsFramework:ApplyStandardBackdrop(breakdownWindowFrame.PlayerSelectionHeader)
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breakdownWindowFrame.PlayerSelectionHeader.__background:SetColorTexture(.60, .60, .60)
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breakdownWindowFrame.PlayerSelectionHeader.__background:SetTexture(.60, .60, .60)
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--create the scrollbox lines
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for i = 1, scrollbox_lines do
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@@ -620,7 +620,7 @@ function spellsTab.OnCreateTabCallback(tabButton, tabFrame) --~init
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backgroundTexture:SetPoint("bottomright", ROB, "bottomright", 0, 0)
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ROB.backgroundTexture = backgroundTexture
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backgroundTexture:SetColorTexture(.1, .1, .1, 0.834)
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backgroundTexture:SetTexture(.1, .1, .1, 0.834)
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local text = ROB:CreateFontString(nil, "overlay", "GameFontNormal")
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text:SetText("REPORT")
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@@ -666,7 +666,7 @@ function spellsTab.UpdateBarSettings(bar)
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--bar.statusBar:GetStatusBarTexture():SetTexture(Details.breakdown_spell_tab.statusbar_texture)
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Details222.BreakdownWindow.ApplyTextureSettings(bar.statusBar)
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--bar.statusBar.backgroundTexture:SetColorTexture(unpack(Details.breakdown_spell_tab.statusbar_background_color))
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--bar.statusBar.backgroundTexture:SetTexture(unpack(Details.breakdown_spell_tab.statusbar_background_color))
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--bar.statusBar.backgroundTexture:SetAlpha(Details.breakdown_spell_tab.statusbar_background_alpha)
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detailsFramework:SetTemplate(bar.statusBar.backgroundTexture, "STANDARD_GRAY")
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