/trunk/MikScrollingBattleText
-- Health/power changes. |
threshold = function (f, t, v) if (type(v)=="number") then return f(t.currentPercentage, v/100) and not f(t.lastPercentage, v/100) end end, |
unitID = function (f, t, v) if ((v == "party" and string_find(t.unitID, "party%d+")) or (v == "raid" and (string_find(t.unitID, "raid%d+") or string_find(t.unitID, "party%d+")))) then v = t.unitID end return f(t.unitID, v) end, |
unitReaction = function (f, t, v) if (v == REACTION_HOSTILE) then return f(UnitIsFriend(t.unitID, "player"), nil) else return f(UnitIsFriend(t.unitID, "player"), 1) end end, |
unitReaction = function (f, t, v) if (v == REACTION_HOSTILE) then return f(UnitIsFriend(t.unitID, "player"), false) else return f(UnitIsFriend(t.unitID, "player"), true) end end, |
} |
<td class="ParameterName" nowrap="nowrap"><a name="WhatsNew"></a>Latest</td> |
<td class="ParameterDesc"> |
<ul> |
<li>Moved the new font loader logic into its own frame to prevent issues with UIs such as RealUI that play with opacity on objects they don't own.</li> |
<li>Fixed unit reaction condition that was preventing many triggers like Kill Shot and Hammer of Wrath from working.</li> |
<li>Fixed taint issues cause by the _ global variable.</li> |
<li>Updated options dialogs to remove reference to support for mp3s which the game no longer supports.</li> |
</ul> |
</td> |
</tr> |
<tr> |
<td class="ParameterName" nowrap="nowrap">5.7.137</td> |
<td class="ParameterDesc"> |
<ul> |
<li>Corrected an error that occurs on startup with deleted default triggers.</li> |
</ul> |
</td> |
-- Private variables. |
------------------------------------------------------------------------------- |
-- Prevent tainting global _. |
local _ |
-- Dynamically created frame for animation updates. |
local animationFrame |
-- Scroll area table to be returned for external use. |
local externalScrollAreas = {} |
-- Font strings used to do initial load of used fonts. |
-- Dynmically create frame and font strings used to do initial load of used |
-- fonts. |
local fontLoaderFrame |
local loadedFontStrings = {} |
------------------------------------------------------------------------------- |
-- Create the font string and load the font. Since it's only being used to |
-- cause the font to be loaded by the game, the default font size and outline |
-- flags are acceptable to use. |
fontString = animationFrame:CreateFontString(nil, "ARTWORK", "GameFontNormal") |
fontLoaderFrame:Show() |
fontString = fontLoaderFrame:CreateFontString(nil, "ARTWORK", "GameFontNormal") |
fontString:SetPoint("BOTTOM") |
fontString:SetAlpha(0) |
fontString:SetFont(DEFAULT_FONT_PATH, DEFAULT_FONT_SIZE, DEFAULT_FONT_OUTLINE) |
fontString:SetText("Font Loader") |
fontString:SetFont(fontPath, DEFAULT_FONT_SIZE, DEFAULT_FONT_OUTLINE) |
fontString:SetText("") |
fontString:SetFont(fontPath, DEFAULT_FONT_SIZE, DEFAULT_FONT_OUTLINE) |
fontString:SetText("Font Loader") |
fontString:SetAlpha(0) |
loadedFontStrings[fontName] = fontString |
-- Finally, show the animation frame to ensure the font is loaded. |
animationFrame:Show() |
fontLoaderFrame:Hide() |
end |
animationFrame:Hide() |
animationFrame:SetScript("OnUpdate", OnUpdateAnimationFrame) |
-- Create a frame for preloading fonts. It seems that it needs to be anchored |
-- and have a height and width in order for the fonts to actually to be loaded. |
fontLoaderFrame = CreateFrame("Frame", nil, UIParent) |
fontLoaderFrame:SetPoint("BOTTOM") |
fontLoaderFrame:SetWidth(0.0001) |
fontLoaderFrame:SetHeight(0.0001) |
fontLoaderFrame:Hide() |