/trunk/RDX/Designs/Texts
]] .. objname .. [[:SetText(""); |
end |
]]; end; |
GeneratePaintCodeTest = function(objname) return [[ |
]] .. objname .. [[:SetText(VFLI.i18n("|cFFFF0000Dead|r")); |
]]; end; |
}); |
RDX.RegisterStatusTextType({ |
]] .. objname .. [[:SetText(""); |
end |
]]; end; |
GeneratePaintCodeTest = function(objname) return [[ |
]] .. objname .. [[:SetText(VFLI.i18n("|cFFFF0000Dead|r")); |
]]; end; |
}); |
RDX.RegisterStatusTextType({ |
]] .. objname .. [[:SetFormattedText("G:%d", unit:GetGroup()); |
end |
]]; end; |
GeneratePaintCodeTest = function(objname) return [[ |
RDX.SetStatusText(]] .. objname .. [[, 1, _white, nil); |
]] .. objname .. [[:SetFormattedText("G:%d", 1); |
]]; end; |
}); |
RDX.RegisterStatusTextType({ |
RDX.SetStatusText(]] .. objname .. [[, 1, textcolor, nil); |
]] .. objname .. [[:SetText(text); |
]]; end; |
GeneratePaintCodeTest = function(objname) return [[ |
RDX.SetStatusText(]] .. objname .. [[, 1, _white, nil); |
]] .. objname .. [[:SetText("Boss"); |
]]; end; |
}); |
RDX.RegisterStatusTextType({ |
name = "txt_status"; version = 1; multiple = true; |
title = VFLI.i18n("Text Status"); |
category = VFLI.i18n("Texts"); |
test = true; |
IsPossible = function(state) |
if not state:Slot("DesignFrame") then return nil; end |
if not state:Slot("Base") then return nil; end |
]]; |
local paintCode = statusText[desc.ty].GeneratePaintCode(tname) .. colorExpr; |
local paintCodeTest; |
if statusText[desc.ty].GeneratePaintCodeTest then |
paintCodeTest = statusText[desc.ty].GeneratePaintCodeTest(tname) .. colorExpr; |
else |
paintCodeTest = statusText[desc.ty].GeneratePaintCode(tname) .. colorExpr; |
end |
state:Attach(state:Slot("EmitCreate"), true, function(code) code:AppendCode(createCode); end); |
state:Attach(state:Slot("EmitDestroy"), true, function(code) code:AppendCode(destroyCode); end); |
state:Attach(state:Slot("EmitCleanup"), true, function(code) code:AppendCode(cleanupCode); end); |
state:Attach(state:Slot("EmitPaint"), true, function(code) code:AppendCode(paintCode); end); |
state:Attach(state:Slot("EmitPaint"), true, function(code) if desc.test then code:AppendCode(paintCodeTest); else code:AppendCode(paintCode); end end); |
statusText[desc.ty].OnApply(desc, state); |