WoWInterface SVN oUF_Industrial

Compare Revisions

  • This comparison shows the changes necessary to convert path
    /trunk
    from Rev 20 to Rev 21
    Reverse comparison

Rev 20 → Rev 21

Addon.lua
1,26 → 1,15
local _G = _G
 
local TL, TC, TR = 'TOPLEFT', 'TOP', 'TOPRIGHT'
local ML, MC, MR = 'LEFT', 'CENTER', 'RIGHT'
local BL, BC, BR = 'BOTTOMLEFT', 'BOTTOM', 'BOTTOMRIGHT'
 
local frames = {}
local frame_name = 'oUF_Industrial_'
local frame_backdrop = {
bgFile = [[Interface\Tooltips\UI-Tooltip-Background]],
tile = true,
tileSize = 16,
edgeFile = '',
edgeSize = 16,
insets = {left=0,right=0,top=0,bottom=0},
}
local frame_backdrop_color = {0, 0, 0, 1}
 
local padding = 1
local margin = 5
local padding = 5
local spacing = 1
local margin = 3
 
local bar_width = 300
local bar_height = 15
local bar_width = 300 - padding * 2
local bar_texture = [[Interface\AddOns\oUF_Industrial\media\textures\statusbar]]
 
local health_width = bar_width
31,9 → 20,9
local power_height = 2
local power_texture = bar_texture
 
local buff_size = health_height + power_height + padding
local buff_size = (padding * 2 + spacing + health_height + power_height) / 2
 
local text_padding = 5
local text_inset = 3
local text_font = _G.GameFontNormal:GetFont()
local text_color = {1, 1, 1}
 
53,11 → 42,11
}
 
local show_menu
local formattedtext_class
local formattedtext_happiness
local formattedtext_level
local formattedtext_name
local formattedtext_tapped
local unit_class
local unit_happiness
local unit_level
local unit_name
local unit_tapped
local update_health
local update_power
local update_name
74,14 → 63,14
end
end
 
function formattedtext_class (unit)
function unit_class (unit)
local class = select(2, UnitClass(unit))
local color = RAID_CLASS_COLORS[class]
 
return color and ('|cff%02X%02X%02X%s|r'):format(color.r*255, color.g*255, color.b*255, shortclassnames[class]) or ''
end
 
function formattedtext_happiness (unit)
function unit_happiness (unit)
if unit == 'pet' then
local happiness = GetPetHappiness()
if happiness then
92,16 → 81,16
end
end
 
function formattedtext_level (unit)
function unit_level (unit)
local color = GetDifficultyColor(UnitLevel(unit))
return color and ('|cff%02X%02X%02X%s|r'):format(color.r*255, color.g*255, color.b*255, UnitLevel(unit))
end
 
function formattedtext_name (unit)
function unit_name (unit)
return ('|cff%s%s|r'):format(UnitIsFriend(unit, 'player') == 1 and '00ff00' or 'ff0000', UnitName(unit))
end
 
function formattedtext_tapped (unit)
function unit_tapped (unit)
if UnitIsTapped(unit) then
if UnitIsTappedByPlayer(unit) then
return '|cff00ff00*|r'
135,11 → 124,11
function update_name (frame, event, unit)
if unit ~= frame.unit or not UnitExists(unit) then return end
 
local class = formattedtext_class(unit)
local happiness = formattedtext_happiness(unit)
local level = formattedtext_level(unit)
local name = formattedtext_name(unit)
local tapped = formattedtext_tapped(unit)
local class = unit_class(unit)
local happiness = unit_happiness(unit)
local level = unit_level(unit)
local name = unit_name(unit)
local tapped = unit_tapped(unit)
 
frame.Name:SetText(('%s %s %s%s %s'):format(level, class, name, tapped, happiness))
end
164,14 → 153,14
health:SetStatusBarTexture(health_texture)
health:SetStatusBarColor(0.75, 0.75, 0.75)
 
health.info:SetPoint(ML, health, ML, text_padding, 0)
health.info:SetPoint(ML, health, ML, text_inset, 0)
health.info:SetJustifyH('LEFT')
health.info:SetFont(text_font, 10)
health.info:SetTextColor(unpack(text_color))
health.info:SetShadowColor(0, 0, 0)
health.info:SetShadowOffset(1, -1)
 
health.value:SetPoint(MR, health, MR, -text_padding, 0)
health.value:SetPoint(MR, health, MR, -text_inset, 0)
health.value:SetJustifyH('RIGHT')
health.value:SetFont(text_font, 10)
health.value:SetTextColor(unpack(text_color))
185,14 → 174,14
power:SetHeight(power_height)
power:SetStatusBarTexture(power_texture)
 
power.info:SetPoint(ML, power, ML, text_padding, 0)
power.info:SetPoint(ML, power, ML, text_inset, 0)
power.info:SetJustifyH('LEFT')
power.info:SetFont(text_font, 10)
power.info:SetTextColor(unpack(text_color))
power.info:SetShadowColor(0, 0, 0)
power.info:SetShadowOffset(1, -1)
 
power.value:SetPoint(MR, health.value, ML, -text_padding, 0)
power.value:SetPoint(MR, health.value, ML, -text_inset, 0)
power.value:SetJustifyH('RIGHT')
power.value:SetFont(text_font, 10)
power.value:SetTextColor(unpack(text_color))