UI bug fix

This commit is contained in:
Horyoshi
2026-01-08 19:53:09 +01:00
parent d79088fcaa
commit 903033d30d
2 changed files with 17 additions and 17 deletions
+16 -16
View File
@@ -17,14 +17,14 @@ local playerFrames = {} -- UI frames for each player
local isUpdating = false
-- Constants
local FRAME_WIDTH = 520
local FRAME_HEIGHT = 400
local PLAYER_WIDTH = 120
local FRAME_WIDTH = 670
local FRAME_HEIGHT = 410
local PLAYER_WIDTH = 105
local PLAYER_HEIGHT = 16
local CHECKBOX_SIZE = 12
local GROUP_HEADER_HEIGHT = 18
local COLUMNS = 2
local GROUPS_PER_COLUMN = 4
local COLUMNS = 4
local GROUPS_PER_COLUMN = 2
-- Colors
local COLOR_RED = {r = 0.9, g = 0.2, b = 0.2}
@@ -356,7 +356,7 @@ local function createPlayerFrame(parent, playerData, x, y)
-- Player name
frame.nameText = frame:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
frame.nameText:SetPoint("LEFT", frame.blueCB, "RIGHT", 4, 0)
frame.nameText:SetWidth(PLAYER_WIDTH - 35)
frame.nameText:SetWidth(PLAYER_WIDTH - 30)
frame.nameText:SetJustifyH("LEFT")
frame.nameText:SetText("")
@@ -457,19 +457,19 @@ local function createMatrixFrame()
frame.pillSection.title:SetTextColor(0.8, 0.8, 0.8)
-- Pill indicators
frame.redPillRemaining = createPillIndicator(frame.pillSection, COLOR_RED, 100, -20, "MatrixRedPillRemaining")
frame.redPillRemaining = createPillIndicator(frame.pillSection, COLOR_RED, 175, -20, "MatrixRedPillRemaining")
frame.redPillRemaining.label = frame.redPillRemaining:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
frame.redPillRemaining.label:SetPoint("LEFT", frame.redPillRemaining.count, "RIGHT", 4, 0)
frame.redPillRemaining.label:SetText("Red (Left)")
frame.redPillRemaining.label:SetTextColor(COLOR_RED.r, COLOR_RED.g, COLOR_RED.b)
frame.bluePillRemaining = createPillIndicator(frame.pillSection, COLOR_BLUE, 220, -20, "MatrixBluePillRemaining")
frame.bluePillRemaining = createPillIndicator(frame.pillSection, COLOR_BLUE, 295, -20, "MatrixBluePillRemaining")
frame.bluePillRemaining.label = frame.bluePillRemaining:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
frame.bluePillRemaining.label:SetPoint("LEFT", frame.bluePillRemaining.count, "RIGHT", 4, 0)
frame.bluePillRemaining.label:SetText("Blue (Right)")
frame.bluePillRemaining.label:SetTextColor(COLOR_BLUE.r, COLOR_BLUE.g, COLOR_BLUE.b)
frame.awkwardRemaining = createPillIndicator(frame.pillSection, COLOR_AWKWARD, 350, -20, "MatrixAwkwardRemaining")
frame.awkwardRemaining = createPillIndicator(frame.pillSection, COLOR_AWKWARD, 425, -20, "MatrixAwkwardRemaining")
frame.awkwardRemaining.label = frame.awkwardRemaining:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
frame.awkwardRemaining.label:SetPoint("LEFT", frame.awkwardRemaining.count, "RIGHT", 4, 0)
frame.awkwardRemaining.label:SetText("Awkward")
@@ -501,13 +501,13 @@ local function createMatrixFrame()
frame.assignedSection.title:SetText("Pills Taken")
frame.assignedSection.title:SetTextColor(0.8, 0.8, 0.8)
frame.redPillAssigned = createPillIndicator(frame.assignedSection, COLOR_RED, 150, -18, "MatrixRedPillAssigned")
frame.redPillAssigned = createPillIndicator(frame.assignedSection, COLOR_RED, 220, -18, "MatrixRedPillAssigned")
frame.redPillAssigned.label = frame.redPillAssigned:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
frame.redPillAssigned.label:SetPoint("LEFT", frame.redPillAssigned.count, "RIGHT", 4, 0)
frame.redPillAssigned.label:SetText("Red")
frame.redPillAssigned.label:SetTextColor(COLOR_RED.r, COLOR_RED.g, COLOR_RED.b)
frame.bluePillAssigned = createPillIndicator(frame.assignedSection, COLOR_BLUE, 280, -18, "MatrixBluePillAssigned")
frame.bluePillAssigned = createPillIndicator(frame.assignedSection, COLOR_BLUE, 360, -18, "MatrixBluePillAssigned")
frame.bluePillAssigned.label = frame.bluePillAssigned:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
frame.bluePillAssigned.label:SetPoint("LEFT", frame.bluePillAssigned.count, "RIGHT", 4, 0)
frame.bluePillAssigned.label:SetText("Blue")
@@ -584,19 +584,19 @@ local function refreshPlayerList()
end
end
-- Layout: 2 columns, groups 1-4 in left, groups 5-8 in right
local COLUMN_WIDTH = 255
-- Layout: 4 columns, 2 groups per column
local COLUMN_WIDTH = 175
local START_Y = -8
local GROUP_SPACING = 4
local playerIndex = 0
for col = 1, 2 do
for col = 1, 4 do
local x = (col - 1) * COLUMN_WIDTH + 8
local y = START_Y
local startGroup = (col - 1) * 4 + 1
local endGroup = col * 4
local startGroup = (col - 1) * 2 + 1
local endGroup = col * 2
for groupNum = startGroup, endGroup do
local groupPlayers = groups[groupNum]
+1 -1
View File
@@ -7,7 +7,7 @@
## X-Website: https://github.com/cinecom/shootyepgp/
## X-Category: Guild
## X-Credits: shooty, Qcat(zhCN)
## Version: 10.17.0 <ERROR>
## Version: 10.17.1 <ERROR>
## X-Alpha:
## OptionalDeps: Ace2
## SavedVariables: sepgp_saychannel, sepgp_groupbyclass, sepgp_groupbyarmor, sepgp_groupbyrole, sepgp_raidonly, sepgp_dbver, sepgp_debug, sepgp_fubar, sepgp_sound