WoWInterface SVN oUF_AuraBars

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trunk/oUF_AuraBars/oUF_AuraBars.lua
174,82 → 174,82
lastAuraIndex = lastAuraIndex + 1
-- Is all this info really necessary?
if(auras[lastAuraIndex] == nil) then auras[lastAuraIndex] = {} end
auras[lastAuraIndex].name = name
auras[lastAuraIndex].rank = rank
auras[lastAuraIndex].icon = icon
auras[lastAuraIndex].count = count
auras[lastAuraIndex].debuffType = debuffType
auras[lastAuraIndex].duration = duration
auras[lastAuraIndex].expirationTime = expirationTime
auras[lastAuraIndex].unitCaster = unitCaster
auras[lastAuraIndex].isStealable = isStealable
auras[lastAuraIndex].noTime = ( duration == 0 and expirationTime == 0)
end
auras[lastAuraIndex].name = name
auras[lastAuraIndex].rank = rank
auras[lastAuraIndex].icon = icon
auras[lastAuraIndex].count = count
auras[lastAuraIndex].debuffType = debuffType
auras[lastAuraIndex].duration = duration
auras[lastAuraIndex].expirationTime = expirationTime
auras[lastAuraIndex].unitCaster = unitCaster
auras[lastAuraIndex].isStealable = isStealable
auras[lastAuraIndex].noTime = ( duration == 0 and expirationTime == 0)
end
end
 
-- Show and configure bars for buffs/debuffs.
local bars = self.AuraBars.bars
for index = 1 , lastAuraIndex do
local aura = auras[index]
local bar = bars[index]
-- Show and configure bars for buffs/debuffs.
local bars = self.AuraBars.bars
for index = 1 , lastAuraIndex do
local aura = auras[index]
local bar = bars[index]
 
if(bar == nil) and (index == 1) then
bar = CreateAuraBar(self,self.AuraBars) -- Relative to anchor
bars[index] = bar
elseif(bar == nil) then
bar = CreateAuraBar(self,bars[index - 1]) -- Relative to previous bar
bars[index] = bar
end
if(bar == nil) and (index == 1) then
bar = CreateAuraBar(self,self.AuraBars) -- Relative to anchor
bars[index] = bar
elseif(bar == nil) then
bar = CreateAuraBar(self,bars[index - 1]) -- Relative to previous bar
bars[index] = bar
end
 
-- Backup the details of the aura onto the bar, so the OnUpdate function can use it
bar.aura = aura
-- Backup the details of the aura onto the bar, so the OnUpdate function can use it
bar.aura = aura
 
-- Configure
if bar.aura.noTime then
bar:SetMinMaxValues(0, 1)
bar:SetValue(1)
-- Configure
if bar.aura.noTime then
bar:SetMinMaxValues(0, 1)
bar:SetValue(1)
else
if self.AuraBars.scaleTime then
local maxvalue = math.min(self.AuraBars.scaleTime, bar.aura.duration)
bar:SetMinMaxValues(0, maxvalue)
bar:SetWidth(
( maxvalue / self.AuraBars.scaleTime ) *
( ( self.AuraBars.auraBarWidth or self.AuraBars:GetWidth() ) -
( bar:GetHeight() + self.AuraBars.gap or 0 ) ) ) -- icon size + gap
else
if self.AuraBars.scaleTime then
local maxvalue = math.min(self.AuraBars.scaleTime, bar.aura.duration)
bar:SetMinMaxValues(0, maxvalue)
bar:SetWidth(
( maxvalue / self.AuraBars.scaleTime ) *
( ( self.AuraBars.auraBarWidth or self.AuraBars:GetWidth() ) -
( bar:GetHeight() + self.AuraBars.gap or 0 ) ) ) -- icon size + gap
else
bar:SetMinMaxValues(0, bar.aura.duration)
end
bar:SetValue(bar.aura.expirationTime - GetTime())
bar:SetMinMaxValues(0, bar.aura.duration)
end
bar:SetValue(bar.aura.expirationTime - GetTime())
end
 
bar.icon:SetTexture(bar.aura.icon)
bar.icon:SetTexture(bar.aura.icon)
 
local spellText
if(bar.aura.count > 1) then
spellText = string.format("%s [%d]", ShortenedSpellName(aura.name,20), bar.aura.count)
else
spellText = ShortenedSpellName(bar.aura.name,20)
end
local spellText
if(bar.aura.count > 1) then
spellText = string.format("%s [%d]", ShortenedSpellName(aura.name,20), bar.aura.count)
else
spellText = ShortenedSpellName(bar.aura.name,20)
end
 
bar.spellname:SetText(spellText)
bar.spelltime:SetText(FormatTime(bar.aura.expirationTime-GetTime()))
bar.spellname:SetText(spellText)
bar.spelltime:SetText(FormatTime(bar.aura.expirationTime-GetTime()))
 
-- Colour bars
local r, g, b = 0.2, 0.6, 1.0 -- Colour for buffs (This is Magic Blue)
local bgMod = 0.5
if(helpOrHarm == "HARMFUL") then
local debuffType = bar.aura.debuffType and bar.aura.debuffType or "none"
r, g, b = DebuffTypeColor[debuffType].r, DebuffTypeColor[debuffType].g, DebuffTypeColor[debuffType].b
end
bar:SetStatusBarColor(r, g, b)
bar.bg:SetVertexColor(r * bgMod, g * bgMod, b * bgMod)
bar:Show()
-- Colour bars
local r, g, b = 0.2, 0.6, 1.0 -- Colour for buffs (This is Magic Blue)
local bgMod = 0.5
if(helpOrHarm == "HARMFUL") then
local debuffType = bar.aura.debuffType and bar.aura.debuffType or "none"
r, g, b = DebuffTypeColor[debuffType].r, DebuffTypeColor[debuffType].g, DebuffTypeColor[debuffType].b
end
bar:SetStatusBarColor(r, g, b)
bar.bg:SetVertexColor(r * bgMod, g * bgMod, b * bgMod)
bar:Show()
end
 
-- Hide unused bars.
for index = lastAuraIndex + 1, #(bars) do
bars[index]:Hide()
end
-- Hide unused bars.
for index = lastAuraIndex + 1, #(bars) do
bars[index]:Hide()
end
end
 
--[[