fix #75 Remove AuraBars

Maybe in future will be added, but requires another load of work to add. Other things to tackle at the moment.
This commit is contained in:
Crum
2018-12-08 15:13:26 -06:00
parent 93f5762a44
commit 7cdaf21377
27 changed files with 14 additions and 1166 deletions
-1
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@@ -804,7 +804,6 @@ L["Class Power"] = "能量条职业色"
L["Class Resources"] = "职业能量"
L["Click Through"] = "点击穿透"
L["Color all buffs that reduce the unit's incoming damage."] = "减少目标受到伤害的所有 Buff 的颜色"
L["Color aurabar debuffs by type."] = "按类型显示光环条颜色"
L["Color castbars by the class of player units."] = "按职业显示施法条颜色"
L["Color castbars by the reaction type of non-player units."] = "按非玩家单位的声望显示施法条颜色"
L["Color health by amount remaining."] = "按数值变化血量颜色"
-1
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@@ -793,7 +793,6 @@ L["Class Power"] = true;
L["Class Resources"] = true;
L["Click Through"] = true;
L["Color all buffs that reduce the unit's incoming damage."] = true;
L["Color aurabar debuffs by type."] = true;
L["Color castbars by the class of player units."] = true;
L["Color castbars by the reaction type of non-player units."] = true;
L["Color health by amount remaining."] = true;
-1
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@@ -804,7 +804,6 @@ L["Class Power"] = "Énergie selon la Classe"
L["Class Resources"] = "Ressources des Classes"
L["Click Through"] = "Clic à travers"
L["Color all buffs that reduce the unit's incoming damage."] = "Colorer toutes les améliorations réduisant les dégâts entrants de l'unité."
L["Color aurabar debuffs by type."] = "Colore les affaiblissement de la barre d'auras par catégorie."
L["Color castbars by the class of player units."] = true;
L["Color castbars by the reaction type of non-player units."] = true;
L["Color health by amount remaining."] = "Colore le cadre selon la vie restante."
-1
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@@ -805,7 +805,6 @@ L["Class Power"] = "Klassen Kraft"
L["Class Resources"] = "Klassenressourcen"
L["Click Through"] = "Klicke hindurch"
L["Color all buffs that reduce the unit's incoming damage."] = "Färbe alle Stärkungszauber die den einkommenden Schaden der Einheit verringern."
L["Color aurabar debuffs by type."] = "Färbe Schwächungszauber nach Typ."
L["Color castbars by the class of player units."] = "Fäbre die Zauberleiste entsprechend ihrer Klasse."
L["Color castbars by the reaction type of non-player units."] = "Färbe die Zauberleiste entsprechend der Reaktion der Einheit."
L["Color health by amount remaining."] = "Färbe die Gesundheitsleiste entsprechend der aktuell verbleibenden Lebenspunkte"
-1
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@@ -852,7 +852,6 @@ L["Class Power"] = "직업색상 사용"
L["Class Resources"] = "직업별 특수 자원바"
L["Click Through"] = "마우스 무시"
L["Color all buffs that reduce the unit's incoming damage."] = "유닛이 입는 데미지를 줄이는 모든 생존류 기술에 이 색상을 적용합니다."
L["Color aurabar debuffs by type."] = "디버프 종류에 따라서 클래스타이머의 색상을 따로 입힙니다.|n|n예로 독계열 디버프는 초록색 바로 표시되게 됩니다."
L["Color castbars by the class of player units."] = true;
L["Color castbars by the reaction type of non-player units."] = true;
L["Color health by amount remaining."] = "기존에 설정된 색상에서 생명력이 줄어들 때 마다 점차 빨간색으로 변화합니다."
@@ -804,7 +804,6 @@ L["Class Power"] = "Poder por classe"
L["Class Resources"] = "Recursos de Classe"
L["Click Through"] = "Clicar através"
L["Color all buffs that reduce the unit's incoming damage."] = "Colorir todos os bônus que reduzem o dano recebido pela unidade."
L["Color aurabar debuffs by type."] = "Colorir penalidades da barra de auras por tipo."
L["Color castbars by the class of player units."] = true;
L["Color castbars by the reaction type of non-player units."] = true;
L["Color health by amount remaining."] = "Colorir a vida pela quantidade restante."
-1
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@@ -804,7 +804,6 @@ L["Class Power"] = "Ресурс по классу"
L["Class Resources"] = "Ресурсы класса"
L["Click Through"] = "Клик насквозь"
L["Color all buffs that reduce the unit's incoming damage."] = "Окрашивать все баффы, уменьшающие входящий урон по цели."
L["Color aurabar debuffs by type."] = "Окрашивать полосы аур-дебаффов по типу"
L["Color castbars by the class of player units."] = "Окрашивать полосу заклинаний по цвету класса игроков."
L["Color castbars by the reaction type of non-player units."] = "Окрашивать полосу заклинаний по цвету реакции НИП."
L["Color health by amount remaining."] = "Окрашивает полосу здоровья в зависимости от оставшегося его количества."
-1
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@@ -804,7 +804,6 @@ L["Class Power"] = "Poder de Clase"
L["Class Resources"] = "Recursos de Clase"
L["Click Through"] = "Clic A través"
L["Color all buffs that reduce the unit's incoming damage."] = "Colorea todos los beneficios que reduzcan el daño recibido por la unidad."
L["Color aurabar debuffs by type."] = "Color de los perjuicios de la barra de aura por tipo"
L["Color castbars by the class of player units."] = true;
L["Color castbars by the reaction type of non-player units."] = true;
L["Color health by amount remaining."] = "Color de salud por la cantidad restante."
@@ -803,7 +803,6 @@ L["Class Power"] = "能量條職業色"
L["Class Resources"] = "職業能量"
L["Click Through"] = "點擊穿透"
L["Color all buffs that reduce the unit's incoming damage."] = "減少目標受到的傷害的所有 Buff 的顏色."
L["Color aurabar debuffs by type."] = "按類型顯示光環條顔色."
L["Color castbars by the class of player units."] = "按職業顯示施法條顏色"
L["Color castbars by the reaction type of non-player units."] = "按非玩家單位的聲望顯示施法條顏色"
L["Color health by amount remaining."] = "按數值變化血量顏色."
+2 -362
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@@ -101,277 +101,6 @@ local CUSTOMTEXT_CONFIGS = {}
-----------------------------------------------------------------------
-- OPTIONS TABLES
-----------------------------------------------------------------------
local function GetOptionsTable_AuraBars(friendlyOnly, updateFunc, groupName)
local config = {
order = 800,
type = "group",
name = L["Aura Bars"],
get = function(info) return E.db.unitframe.units[groupName].aurabar[ info[getn(info)] ] end,
set = function(info, value) E.db.unitframe.units[groupName].aurabar[ info[getn(info)] ] = value updateFunc(UF, groupName) end,
args = {
header = {
order = 1,
type = "header",
name = L["Aura Bars"]
},
enable = {
order = 2,
type = "toggle",
name = L["Enable"]
},
configureButton1 = {
order = 3,
type = "execute",
name = L["Coloring"],
desc = L["This opens the UnitFrames Color settings. These settings affect all unitframes."],
func = function() ACD:SelectGroup("ElvUI", "unitframe", "generalOptionsGroup", "allColorsGroup", "auraBars") end,
},
configureButton2 = {
order = 4,
type = "execute",
name = L["Coloring (Specific)"],
func = function() E:SetToFilterConfig("AuraBar Colors") end
},
anchorPoint = {
order = 5,
type = "select",
name = L["Anchor Point"],
desc = L["What point to anchor to the frame you set to attach to."],
values = {
["ABOVE"] = L["Above"],
["BELOW"] = L["Below"]
}
},
attachTo = {
order = 6,
type = "select",
name = L["Attach To"],
desc = L["The object you want to attach to."],
values = {
["FRAME"] = L["Frame"],
["DEBUFFS"] = L["Debuffs"],
["BUFFS"] = L["Buffs"]
}
},
height = {
order = 7,
type = "range",
name = L["Height"],
min = 6, max = 40, step = 1
},
maxBars = {
order = 8,
type = "range",
name = L["Max Bars"],
min = 1, max = 40, step = 1
},
sort = {
order = 9,
type = "select",
name = L["Sort Method"],
values = {
["TIME_REMAINING"] = L["Time Remaining"],
["TIME_REMAINING_REVERSE"] = L["Time Remaining Reverse"],
["TIME_DURATION"] = L["Duration"],
["TIME_DURATION_REVERSE"] = L["Duration Reverse"],
["NAME"] = NAME,
["NONE"] = NONE
}
},
friendlyAuraType = {
order = 16,
type = "select",
name = L["Friendly Aura Type"],
desc = L["Set the type of auras to show when a unit is friendly."],
values = {
["HARMFUL"] = L["Debuffs"],
["HELPFUL"] = L["Buffs"]
}
},
enemyAuraType = {
order = 17,
type = "select",
name = L["Enemy Aura Type"],
desc = L["Set the type of auras to show when a unit is a foe."],
values = {
["HARMFUL"] = L["Debuffs"],
["HELPFUL"] = L["Buffs"]
}
},
uniformThreshold = {
order = 18,
type = "range",
name = L["Uniform Threshold"],
desc = L["Seconds remaining on the aura duration before the bar starts moving. Set to 0 to disable."],
min = 0, max = 3600, step = 1
},
yOffset = {
order = 19,
type = "range",
name = L["yOffset"],
min = -1000, max = 1000, step = 1,
},
spacing = {
order = 20,
type = "range",
name = L["Spacing"],
min = 0, softMax = 20, step = 1,
},
filters = {
order = 500,
type = "group",
name = FILTERS,
guiInline = true,
args = {}
}
}
}
if groupName == "target" then
config.args.attachTo.values["PLAYER_AURABARS"] = L["Player Frame Aura Bars"]
end
if friendlyOnly then
config.args.filters.args.useBlacklist = {
order = 10,
type = "toggle",
name = L["Block Blacklisted Auras"],
desc = L["Don't display any auras found on the 'Blacklist' filter."],
}
config.args.filters.args.useWhitelist = {
order = 11,
type = "toggle",
name = L["Allow Whitelisted Auras"],
desc = L["If no other filter options are being used then it will block anything not on the 'Whitelist' filter, otherwise it will simply add auras on the whitelist in addition to any other filter settings."]
}
config.args.filters.args.noDuration = {
order = 12,
type = "toggle",
name = L["Block Auras Without Duration"],
desc = L["Don't display auras that have no duration."]
}
config.args.filters.args.useFilter = {
order = 14,
type = "select",
name = L["Additional Filter"],
desc = L["Select an additional filter to use. If the selected filter is a whitelist and no other filters are being used (with the exception of Block Non-Personal Auras) then it will block anything not on the whitelist, otherwise it will simply add auras on the whitelist in addition to any other filter settings."],
values = function()
filters = {}
filters[""] = NONE
for filter in pairs(E.global.unitframe.aurafilters) do
filters[filter] = filter
end
return filters
end
}
else
config.args.filters.args.useBlacklist = {
order = 10,
type = "group",
guiInline = true,
name = L["Block Blacklisted Auras"],
args = {
friendly = {
order = 1,
type = "toggle",
name = L["Friendly"],
desc = L["If the unit is friendly to you."].." "..L["Don't display any auras found on the 'Blacklist' filter."],
get = function(info) return E.db.unitframe.units[groupName].aurabar.useBlacklist.friendly end,
set = function(info, value) E.db.unitframe.units[groupName].aurabar.useBlacklist.friendly = value updateFunc(UF, groupName) end
},
enemy = {
order = 2,
type = "toggle",
name = L["Enemy"],
desc = L["If the unit is an enemy to you."].." "..L["Don't display any auras found on the 'Blacklist' filter."],
get = function(info) return E.db.unitframe.units[groupName].aurabar.useBlacklist.enemy end,
set = function(info, value) E.db.unitframe.units[groupName].aurabar.useBlacklist.enemy = value updateFunc(UF, groupName) end
}
}
}
config.args.filters.args.useWhitelist = {
order = 11,
type = "group",
guiInline = true,
name = L["Allow Whitelisted Auras"],
args = {
friendly = {
order = 1,
type = "toggle",
name = L["Friendly"],
desc = L["If the unit is friendly to you."].." "..L["If no other filter options are being used then it will block anything not on the 'Whitelist' filter, otherwise it will simply add auras on the whitelist in addition to any other filter settings."],
get = function(info) return E.db.unitframe.units[groupName].aurabar.useWhitelist.friendly end,
set = function(info, value) E.db.unitframe.units[groupName].aurabar.useWhitelist.friendly = value updateFunc(UF, groupName) end,
},
enemy = {
order = 2,
type = "toggle",
name = L["Enemy"],
desc = L["If the unit is an enemy to you."].." "..L["If no other filter options are being used then it will block anything not on the 'Whitelist' filter, otherwise it will simply add auras on the whitelist in addition to any other filter settings."],
get = function(info) return E.db.unitframe.units[groupName].aurabar.useWhitelist.enemy end,
set = function(info, value) E.db.unitframe.units[groupName].aurabar.useWhitelist.enemy = value updateFunc(UF, groupName) end
}
}
}
config.args.filters.args.noDuration = {
order = 12,
type = "group",
guiInline = true,
name = L["Block Auras Without Duration"],
args = {
friendly = {
order = 1,
type = "toggle",
name = L["Friendly"],
desc = L["If the unit is friendly to you."].." "..L["Don't display auras that have no duration."],
get = function(info) return E.db.unitframe.units[groupName].aurabar.noDuration.friendly end,
set = function(info, value) E.db.unitframe.units[groupName].aurabar.noDuration.friendly = value updateFunc(UF, groupName) end
},
enemy = {
order = 2,
type = "toggle",
name = L["Enemy"],
desc = L["If the unit is an enemy to you."].." "..L["Don't display auras that have no duration."],
get = function(info) return E.db.unitframe.units[groupName].aurabar.noDuration.enemy end,
set = function(info, value) E.db.unitframe.units[groupName].aurabar.noDuration.enemy = value updateFunc(UF, groupName) end
}
}
}
config.args.filters.args.useFilter = {
order = 14,
type = "select",
name = L["Additional Filter"],
desc = L["Select an additional filter to use. If the selected filter is a whitelist and no other filters are being used (with the exception of Block Non-Personal Auras) then it will block anything not on the whitelist, otherwise it will simply add auras on the whitelist in addition to any other filter settings."],
values = function()
filters = {}
filters[""] = NONE
for filter in pairs(E.global.unitframe.aurafilters) do
filters[filter] = filter
end
return filters
end
}
end
config.args.filters.args.minDuration = {
order = 17,
type = "range",
name = L["Minimum Duration"],
desc = L["Don't display auras that are shorter than this duration (in seconds). Set to zero to disable."],
min = 0, max = 10800, step = 1,
}
config.args.filters.args.maxDuration = {
order = 18,
type = "range",
name = L["Maximum Duration"],
desc = L["Don't display auras that are longer than this duration (in seconds). Set to zero to disable."],
min = 0, max = 10800, step = 1
}
return config
end
local function GetOptionsTable_Auras(friendlyUnitOnly, auraType, isGroupFrame, updateFunc, groupName, numUnits)
local config = {
order = auraType == "buffs" and 500 or 600,
@@ -2791,93 +2520,8 @@ E.Options.args.unitframe = {
}
}
},
auraBars = {
order = 6,
type = "group",
name = L["Aura Bars"],
args = {
header = {
order = 1,
type = "header",
name = L["Aura Bars"]
},
transparentAurabars = {
order = 2,
type = "toggle",
name = L["Transparent"],
desc = L["Make textures transparent."],
get = function(info) return E.db.unitframe.colors[ info[getn(info)] ] end,
set = function(info, value) E.db.unitframe.colors[ info[getn(info)] ] = value UF:Update_AllFrames() end,
},
auraBarByType = {
order = 3,
type = "toggle",
name = L["By Type"],
desc = L["Color aurabar debuffs by type."]
},
auraBarTurtle = {
order = 4,
type = "toggle",
name = L["Color Turtle Buffs"],
desc = L["Color all buffs that reduce the unit's incoming damage."]
},
BUFFS = {
order = 5,
type = "color",
name = L["Buffs"],
get = function(info)
local t = E.db.unitframe.colors.auraBarBuff
local d = P.unitframe.colors.auraBarBuff
return t.r, t.g, t.b, t.a, d.r, d.g, d.b
end,
set = function(info, r, g, b)
if E:CheckClassColor(r, g, b) then
local classColor = E.myclass == "PRIEST" and E.PriestColors or (CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS[E.myclass] or RAID_CLASS_COLORS[E.myclass])
r = classColor.r
g = classColor.g
b = classColor.b
end
local t = E.db.unitframe.colors.auraBarBuff
t.r, t.g, t.b = r, g, b
UF:Update_AllFrames()
end
},
DEBUFFS = {
order = 6,
type = "color",
name = L["Debuffs"],
get = function(info)
local t = E.db.unitframe.colors.auraBarDebuff
local d = P.unitframe.colors.auraBarDebuff
return t.r, t.g, t.b, t.a, d.r, d.g, d.b
end,
set = function(info, r, g, b)
local t = E.db.unitframe.colors.auraBarDebuff
t.r, t.g, t.b = r, g, b
UF:Update_AllFrames()
end
},
auraBarTurtleColor = {
order = 7,
type = "color",
name = L["Turtle Color"],
get = function(info)
local t = E.db.unitframe.colors.auraBarTurtleColor
local d = P.unitframe.colors.auraBarTurtleColor
return t.r, t.g, t.b, t.a, d.r, d.g, d.b
end,
set = function(info, r, g, b)
local t = E.db.unitframe.colors.auraBarTurtleColor
t.r, t.g, t.b = r, g, b
UF:Update_AllFrames()
end
}
}
},
healPrediction = {
order = 7,
order = 6,
name = L["Heal Prediction"],
type = "group",
get = function(info)
@@ -2921,7 +2565,7 @@ E.Options.args.unitframe = {
}
},
debuffHighlight = {
order = 8,
order = 7,
type = "group",
name = L["Debuff Highlighting"],
get = function(info)
@@ -3223,7 +2867,6 @@ E.Options.args.unitframe.args.player = {
buffs = GetOptionsTable_Auras(true, "buffs", false, UF.CreateAndUpdateUF, "player"),
debuffs = GetOptionsTable_Auras(true, "debuffs", false, UF.CreateAndUpdateUF, "player"),
castbar = GetOptionsTable_Castbar(true, UF.CreateAndUpdateUF, "player"),
aurabar = GetOptionsTable_AuraBars(true, UF.CreateAndUpdateUF, "player"),
raidicon = GetOptionsTable_RaidIcon(UF.CreateAndUpdateUF, "player"),
classbar = {
order = 750,
@@ -3853,7 +3496,6 @@ E.Options.args.unitframe.args.target = {
buffs = GetOptionsTable_Auras(false, "buffs", false, UF.CreateAndUpdateUF, "target"),
debuffs = GetOptionsTable_Auras(false, "debuffs", false, UF.CreateAndUpdateUF, "target"),
castbar = GetOptionsTable_Castbar(false, UF.CreateAndUpdateUF, "target"),
aurabar = GetOptionsTable_AuraBars(false, UF.CreateAndUpdateUF, "target"),
raidicon = GetOptionsTable_RaidIcon(UF.CreateAndUpdateUF, "target"),
GPSArrow = GetOptionsTableForNonGroup_GPS("target"),
combobar = {
@@ -4489,7 +4131,6 @@ E.Options.args.unitframe.args.targettargettarget = {
buffs = GetOptionsTable_Auras(false, "buffs", false, UF.CreateAndUpdateUF, "focus"),
debuffs = GetOptionsTable_Auras(false, "debuffs", false, UF.CreateAndUpdateUF, "focus"),
castbar = GetOptionsTable_Castbar(false, UF.CreateAndUpdateUF, "focus"),
aurabar = GetOptionsTable_AuraBars(false, UF.CreateAndUpdateUF, "focus"),
raidicon = GetOptionsTable_RaidIcon(UF.CreateAndUpdateUF, "focus"),
GPSArrow = GetOptionsTableForNonGroup_GPS("focus"),
}
@@ -4799,7 +4440,6 @@ E.Options.args.unitframe.args.pet = {
buffs = GetOptionsTable_Auras(true, "buffs", false, UF.CreateAndUpdateUF, "pet"),
debuffs = GetOptionsTable_Auras(true, "debuffs", false, UF.CreateAndUpdateUF, "pet"),
castbar = GetOptionsTable_Castbar(false, UF.CreateAndUpdateUF, "pet"),
aurabar = GetOptionsTable_AuraBars(true, UF.CreateAndUpdateUF, "pet"),
happiness = {
order = 700,
type = "group",