UI bug fix
This commit is contained in:
+16
-16
@@ -17,14 +17,14 @@ local playerFrames = {} -- UI frames for each player
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local isUpdating = false
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-- Constants
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local FRAME_WIDTH = 520
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local FRAME_HEIGHT = 400
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local PLAYER_WIDTH = 120
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local FRAME_WIDTH = 670
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local FRAME_HEIGHT = 410
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local PLAYER_WIDTH = 105
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local PLAYER_HEIGHT = 16
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local CHECKBOX_SIZE = 12
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local GROUP_HEADER_HEIGHT = 18
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local COLUMNS = 2
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local GROUPS_PER_COLUMN = 4
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local COLUMNS = 4
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local GROUPS_PER_COLUMN = 2
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-- Colors
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local COLOR_RED = {r = 0.9, g = 0.2, b = 0.2}
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@@ -356,7 +356,7 @@ local function createPlayerFrame(parent, playerData, x, y)
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-- Player name
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frame.nameText = frame:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
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frame.nameText:SetPoint("LEFT", frame.blueCB, "RIGHT", 4, 0)
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frame.nameText:SetWidth(PLAYER_WIDTH - 35)
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frame.nameText:SetWidth(PLAYER_WIDTH - 30)
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frame.nameText:SetJustifyH("LEFT")
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frame.nameText:SetText("")
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@@ -457,19 +457,19 @@ local function createMatrixFrame()
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frame.pillSection.title:SetTextColor(0.8, 0.8, 0.8)
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-- Pill indicators
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frame.redPillRemaining = createPillIndicator(frame.pillSection, COLOR_RED, 100, -20, "MatrixRedPillRemaining")
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frame.redPillRemaining = createPillIndicator(frame.pillSection, COLOR_RED, 175, -20, "MatrixRedPillRemaining")
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frame.redPillRemaining.label = frame.redPillRemaining:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
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frame.redPillRemaining.label:SetPoint("LEFT", frame.redPillRemaining.count, "RIGHT", 4, 0)
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frame.redPillRemaining.label:SetText("Red (Left)")
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frame.redPillRemaining.label:SetTextColor(COLOR_RED.r, COLOR_RED.g, COLOR_RED.b)
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frame.bluePillRemaining = createPillIndicator(frame.pillSection, COLOR_BLUE, 220, -20, "MatrixBluePillRemaining")
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frame.bluePillRemaining = createPillIndicator(frame.pillSection, COLOR_BLUE, 295, -20, "MatrixBluePillRemaining")
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frame.bluePillRemaining.label = frame.bluePillRemaining:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
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frame.bluePillRemaining.label:SetPoint("LEFT", frame.bluePillRemaining.count, "RIGHT", 4, 0)
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frame.bluePillRemaining.label:SetText("Blue (Right)")
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frame.bluePillRemaining.label:SetTextColor(COLOR_BLUE.r, COLOR_BLUE.g, COLOR_BLUE.b)
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frame.awkwardRemaining = createPillIndicator(frame.pillSection, COLOR_AWKWARD, 350, -20, "MatrixAwkwardRemaining")
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frame.awkwardRemaining = createPillIndicator(frame.pillSection, COLOR_AWKWARD, 425, -20, "MatrixAwkwardRemaining")
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frame.awkwardRemaining.label = frame.awkwardRemaining:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
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frame.awkwardRemaining.label:SetPoint("LEFT", frame.awkwardRemaining.count, "RIGHT", 4, 0)
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frame.awkwardRemaining.label:SetText("Awkward")
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@@ -501,13 +501,13 @@ local function createMatrixFrame()
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frame.assignedSection.title:SetText("Pills Taken")
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frame.assignedSection.title:SetTextColor(0.8, 0.8, 0.8)
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frame.redPillAssigned = createPillIndicator(frame.assignedSection, COLOR_RED, 150, -18, "MatrixRedPillAssigned")
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frame.redPillAssigned = createPillIndicator(frame.assignedSection, COLOR_RED, 220, -18, "MatrixRedPillAssigned")
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frame.redPillAssigned.label = frame.redPillAssigned:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
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frame.redPillAssigned.label:SetPoint("LEFT", frame.redPillAssigned.count, "RIGHT", 4, 0)
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frame.redPillAssigned.label:SetText("Red")
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frame.redPillAssigned.label:SetTextColor(COLOR_RED.r, COLOR_RED.g, COLOR_RED.b)
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frame.bluePillAssigned = createPillIndicator(frame.assignedSection, COLOR_BLUE, 280, -18, "MatrixBluePillAssigned")
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frame.bluePillAssigned = createPillIndicator(frame.assignedSection, COLOR_BLUE, 360, -18, "MatrixBluePillAssigned")
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frame.bluePillAssigned.label = frame.bluePillAssigned:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
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frame.bluePillAssigned.label:SetPoint("LEFT", frame.bluePillAssigned.count, "RIGHT", 4, 0)
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frame.bluePillAssigned.label:SetText("Blue")
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@@ -584,19 +584,19 @@ local function refreshPlayerList()
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end
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end
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-- Layout: 2 columns, groups 1-4 in left, groups 5-8 in right
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local COLUMN_WIDTH = 255
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-- Layout: 4 columns, 2 groups per column
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local COLUMN_WIDTH = 175
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local START_Y = -8
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local GROUP_SPACING = 4
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local playerIndex = 0
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for col = 1, 2 do
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for col = 1, 4 do
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local x = (col - 1) * COLUMN_WIDTH + 8
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local y = START_Y
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local startGroup = (col - 1) * 4 + 1
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local endGroup = col * 4
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local startGroup = (col - 1) * 2 + 1
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local endGroup = col * 2
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for groupNum = startGroup, endGroup do
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local groupPlayers = groups[groupNum]
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+1
-1
@@ -7,7 +7,7 @@
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## X-Website: https://github.com/cinecom/shootyepgp/
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## X-Category: Guild
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## X-Credits: shooty, Qcat(zhCN)
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## Version: 10.17.0 <ERROR>
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## Version: 10.17.1 <ERROR>
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## X-Alpha:
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## OptionalDeps: Ace2
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## SavedVariables: sepgp_saychannel, sepgp_groupbyclass, sepgp_groupbyarmor, sepgp_groupbyrole, sepgp_raidonly, sepgp_dbver, sepgp_debug, sepgp_fubar, sepgp_sound
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