fix static progress texture
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@@ -483,7 +483,7 @@ local function modify(parent, region, data)
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foreground:SetPoint("LEFT", region, "LEFT");
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region.orientation = "HORIZONTAL_INVERSE";
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if(data.compress) then
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function region:SetValue(progress)
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function region:SetValueOnTexture(progress)
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region.progress = progress;
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local ULx, ULy = ApplyTransform(0, 0, region)
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@@ -496,7 +496,7 @@ local function modify(parent, region, data)
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background:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy);
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end
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else
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function region:SetValue(progress)
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function region:SetValueOnTexture(progress)
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region.progress = progress;
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local ULx , ULy = ApplyTransform(0, 0, region)
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@@ -517,7 +517,7 @@ local function modify(parent, region, data)
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foreground:SetPoint("RIGHT", region, "RIGHT");
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region.orientation = "HORIZONTAL";
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if(data.compress) then
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function region:SetValue(progress)
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function region:SetValueOnTexture(progress)
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region.progress = progress;
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local ULx, ULy = ApplyTransform(0, 0, region)
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@@ -530,7 +530,7 @@ local function modify(parent, region, data)
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background:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy);
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end
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else
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function region:SetValue(progress)
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function region:SetValueOnTexture(progress)
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region.progress = progress;
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local ULx , ULy = ApplyTransform(1-progress, 0, region)
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@@ -551,7 +551,7 @@ local function modify(parent, region, data)
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foreground:SetPoint("BOTTOM", region, "BOTTOM");
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region.orientation = "VERTICAL_INVERSE";
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if(data.compress) then
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function region:SetValue(progress)
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function region:SetValueOnTexture(progress)
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region.progress = progress;
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local ULx, ULy = ApplyTransform(0, 0, region)
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@@ -564,7 +564,7 @@ local function modify(parent, region, data)
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background:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy);
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end
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else
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function region:SetValue(progress)
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function region:SetValueOnTexture(progress)
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region.progress = progress;
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local ULx , ULy = ApplyTransform(0, 1 - progress, region)
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@@ -585,7 +585,7 @@ local function modify(parent, region, data)
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foreground:SetPoint("TOP", region, "TOP");
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region.orientation = "VERTICAL";
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if(data.compress) then
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function region:SetValue(progress)
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function region:SetValueOnTexture(progress)
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region.progress = progress;
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local ULx, ULy = ApplyTransform(0, 0, region)
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@@ -598,7 +598,7 @@ local function modify(parent, region, data)
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background:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy);
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end
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else
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function region:SetValue(progress)
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function region:SetValueOnTexture(progress)
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region.progress = progress;
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local ULx , ULy = ApplyTransform(0, 0, region)
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@@ -634,7 +634,7 @@ local function modify(parent, region, data)
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backgroundSpinner:SetProgress(region, startAngle, endAngle, 1, clockwise);
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function region:SetValue(progress)
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function region:SetValueOnTexture(progress)
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progress = progress or 0;
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region.progress = progress;
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if (progress < 0) then
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@@ -682,7 +682,7 @@ local function modify(parent, region, data)
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orientCircular(false);
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end
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region:SetValue(0.667);
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region:SetValueOnTexture(0.667);
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function region:Scale(scalex, scaley)
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region.scalex = scalex;
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@@ -748,7 +748,7 @@ local function modify(parent, region, data)
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region.rotation = angle or 0;
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region.cos_rotation = cos(region.rotation);
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region.sin_rotation = sin(region.rotation);
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region:SetValue(region.progress);
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region:SetValueOnTexture(region.progress);
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end
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function region:GetRotation()
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@@ -798,7 +798,19 @@ local function modify(parent, region, data)
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end
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progress = progress > 0.0001 and progress or 0.0001;
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region:SetValue(progress);
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region:SetValueOnTexture(progress);
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end
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function region:SetValue(value, total)
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local progress = 1
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if(total > 0) then
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progress = value / total;
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if(region.inverseDirection) then
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progress = 1 - progress;
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end
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end
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progress = progress > 0.0001 and progress or 0.0001;
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region:SetValueOnTexture(progress);
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end
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function region:Update()
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@@ -907,7 +919,7 @@ local function modify(parent, region, data)
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region.inverseDirection = inverse;
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local progress = 1 - region.progress;
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progress = progress > 0.0001 and progress or 0.0001;
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region:SetValue(progress);
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region:SetValueOnTexture(progress);
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end
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WeakAuras.regionPrototype.modifyFinish(parent, region, data);
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