Maintenance Update and Mythic Dungeon Plus development progress

- Dungeon followers now correctly show into the damage done section.
- Fixed an error while statusbar plugin options.
- Framework update.
- Mythic Dungeon Plus code has been separated into six files (was just 2), this will help with the organization
and maintenance of the code.
This commit is contained in:
Tercio Jose
2024-01-31 13:34:00 -03:00
parent d4da0b2f46
commit ee0b350aba
32 changed files with 4476 additions and 2637 deletions
+67
View File
@@ -411,6 +411,11 @@ detailsFramework.RoundedCornerPanelMixin = {
alignment = alignment:lower()
if (alignment == "vertical") then
if (self.tabSide) then
if (self.tabSide == "top" or self.tabSide == "bottom") then
return self:GetHeight() - (borderTexture:GetHeight() * 2) + 2 - borderTexture:GetHeight()
end
end
return self:GetHeight() - (borderTexture:GetHeight() * 2) + 2
elseif (alignment == "horizontal") then
@@ -678,6 +683,68 @@ function detailsFramework:AddRoundedCornersToFrame(frame, preset)
applyPreset(frame, preset)
else
applyPreset(frame, defaultPreset)
preset = defaultPreset
end
if (preset.tab_side) then
if (preset.tab_side == "top") then
--hide the bottom textures of the rounded corner, the top and middle textures will be used to fill the tab
frame.BottomHorizontalEdge:Hide()
frame.BottomLeft:Hide()
frame.BottomRight:Hide()
local point1, relativeTo, point2, x, y = frame.CornerTextures["TopLeft"]:GetPoint(1)
frame.CornerTextures["TopLeft"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
point1, relativeTo, point2, x, y = frame.CornerTextures["TopRight"]:GetPoint(1)
frame.CornerTextures["TopRight"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
if (frame.BorderCornerTextures["TopLeft"]) then
point1, relativeTo, point2, x, y = frame.BorderCornerTextures["TopLeft"]:GetPoint(1)
frame.BorderCornerTextures["TopLeft"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
point1, relativeTo, point2, x, y = frame.BorderCornerTextures["TopRight"]:GetPoint(1)
frame.BorderCornerTextures["TopRight"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
point1, relativeTo, point2, x, y = frame.TopEdgeBorder:GetPoint(1)
frame.TopEdgeBorder:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
frame.BottomEdgeBorder:Hide()
frame.tabSide = "top"
end
elseif (preset.tab_side == "bottom") then
--hide the top textures of the rounded corner, the bottom and middle textures will be used to fill the tab
frame.TopHorizontalEdge:Hide()
frame.TopLeft:Hide()
frame.TopRight:Hide()
local point1, relativeTo, point2, x, y = frame.CornerTextures["BottomLeft"]:GetPoint(1)
frame.CornerTextures["BottomLeft"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
point1, relativeTo, point2, x, y = frame.CornerTextures["BottomRight"]:GetPoint(1)
frame.CornerTextures["BottomRight"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
if (frame.BorderCornerTextures["BottomLeft"]) then
point1, relativeTo, point2, x, y = frame.BorderCornerTextures["BottomLeft"]:GetPoint(1)
frame.BorderCornerTextures["BottomLeft"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
point1, relativeTo, point2, x, y = frame.BorderCornerTextures["BottomRight"]:GetPoint(1)
frame.BorderCornerTextures["BottomRight"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
point1, relativeTo, point2, x, y = frame.BottomEdgeBorder:GetPoint(1)
frame.BottomEdgeBorder:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
frame.TopEdgeBorder:Hide()
point1, relativeTo, point2, x, y = frame.RightEdgeBorder:GetPoint(1)
---@type height
local verticalEdgeSize = frame:CalculateBorderEdgeSize("vertical")
frame.RightEdgeBorder:SetHeight(verticalEdgeSize - 6)
frame.tabSide = "bottom"
end
end
end
end