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.
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@@ -411,6 +411,11 @@ detailsFramework.RoundedCornerPanelMixin = {
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alignment = alignment:lower()
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if (alignment == "vertical") then
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if (self.tabSide) then
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if (self.tabSide == "top" or self.tabSide == "bottom") then
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return self:GetHeight() - (borderTexture:GetHeight() * 2) + 2 - borderTexture:GetHeight()
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end
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end
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return self:GetHeight() - (borderTexture:GetHeight() * 2) + 2
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elseif (alignment == "horizontal") then
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@@ -678,6 +683,68 @@ function detailsFramework:AddRoundedCornersToFrame(frame, preset)
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applyPreset(frame, preset)
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else
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applyPreset(frame, defaultPreset)
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preset = defaultPreset
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end
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if (preset.tab_side) then
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if (preset.tab_side == "top") then
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--hide the bottom textures of the rounded corner, the top and middle textures will be used to fill the tab
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frame.BottomHorizontalEdge:Hide()
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frame.BottomLeft:Hide()
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frame.BottomRight:Hide()
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local point1, relativeTo, point2, x, y = frame.CornerTextures["TopLeft"]:GetPoint(1)
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frame.CornerTextures["TopLeft"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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point1, relativeTo, point2, x, y = frame.CornerTextures["TopRight"]:GetPoint(1)
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frame.CornerTextures["TopRight"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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if (frame.BorderCornerTextures["TopLeft"]) then
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point1, relativeTo, point2, x, y = frame.BorderCornerTextures["TopLeft"]:GetPoint(1)
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frame.BorderCornerTextures["TopLeft"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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point1, relativeTo, point2, x, y = frame.BorderCornerTextures["TopRight"]:GetPoint(1)
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frame.BorderCornerTextures["TopRight"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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point1, relativeTo, point2, x, y = frame.TopEdgeBorder:GetPoint(1)
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frame.TopEdgeBorder:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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frame.BottomEdgeBorder:Hide()
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frame.tabSide = "top"
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end
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elseif (preset.tab_side == "bottom") then
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--hide the top textures of the rounded corner, the bottom and middle textures will be used to fill the tab
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frame.TopHorizontalEdge:Hide()
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frame.TopLeft:Hide()
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frame.TopRight:Hide()
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local point1, relativeTo, point2, x, y = frame.CornerTextures["BottomLeft"]:GetPoint(1)
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frame.CornerTextures["BottomLeft"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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point1, relativeTo, point2, x, y = frame.CornerTextures["BottomRight"]:GetPoint(1)
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frame.CornerTextures["BottomRight"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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if (frame.BorderCornerTextures["BottomLeft"]) then
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point1, relativeTo, point2, x, y = frame.BorderCornerTextures["BottomLeft"]:GetPoint(1)
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frame.BorderCornerTextures["BottomLeft"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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point1, relativeTo, point2, x, y = frame.BorderCornerTextures["BottomRight"]:GetPoint(1)
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frame.BorderCornerTextures["BottomRight"]:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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point1, relativeTo, point2, x, y = frame.BottomEdgeBorder:GetPoint(1)
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frame.BottomEdgeBorder:SetPoint(point1, relativeTo, point2, x, math.abs(preset.roundness -16))
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frame.TopEdgeBorder:Hide()
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point1, relativeTo, point2, x, y = frame.RightEdgeBorder:GetPoint(1)
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---@type height
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local verticalEdgeSize = frame:CalculateBorderEdgeSize("vertical")
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frame.RightEdgeBorder:SetHeight(verticalEdgeSize - 6)
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frame.tabSide = "bottom"
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end
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end
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end
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end
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