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Refactor totems to use CreateColor API
Replace manual color tables with CreateColor() function calls for better code consistency and API usage. Update tooltip color handling to use WHITE_FONT_COLOR:GetRGB() instead of hardcoded hex color codes. Rename 'slots' variable to 'slotColors' for clarity.
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+8
-9
@@ -1,9 +1,9 @@
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pfUI:RegisterModule("totems", function ()
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local slots = {
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[FIRE_TOTEM_SLOT] = { r = .5, g = .2, b = .1 },
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[EARTH_TOTEM_SLOT] = { r = .2, g = .4, b = .1 },
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[WATER_TOTEM_SLOT] = { r = .1, g = .4, b = .6 },
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[AIR_TOTEM_SLOT] = { r = .4, g = .1, b = .7 },
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local slotColors = {
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[FIRE_TOTEM_SLOT] = CreateColor(.5, .2, .1),
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[EARTH_TOTEM_SLOT] = CreateColor(.2, .4, .1),
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[WATER_TOTEM_SLOT] = CreateColor(.1, .4, .6),
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[AIR_TOTEM_SLOT] = CreateColor(.4, .1, .7),
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}
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local totems = CreateFrame("Frame", "pfTotems", UIParent)
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@@ -19,8 +19,8 @@ pfUI:RegisterModule("totems", function ()
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if not spellID or spellID == 0 then return end
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GameTooltip:SetOwner(this, "ANCHOR_LEFT")
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GameTooltip:SetSpellByID(spellID)
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GameTooltip:AddDoubleLine(T["Left Click"], "|cffffffff" .. T["Recast Totem"])
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GameTooltip:AddDoubleLine(T["Right Click"], "|cffffffff" .. T["Target Totem"])
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GameTooltip:AddDoubleLine(T["Left Click"], T["Recast Totem"], nil, nil, nil, WHITE_FONT_COLOR:GetRGB())
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GameTooltip:AddDoubleLine(T["Right Click"], T["Target Totem"], nil, nil, nil, WHITE_FONT_COLOR:GetRGB())
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GameTooltip:Show()
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end
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@@ -43,10 +43,9 @@ pfUI:RegisterModule("totems", function ()
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if start and start > 0 and icon and icon ~= "" then
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count = count + 1
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local color = slots[i]
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self.bar[count]:Show()
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self.bar[count]:SetBackdropBorderColor(color.r, color.g, color.b)
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self.bar[count]:SetBackdropBorderColor(slotColors[i]:GetRGB())
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self.bar[count].icon:SetTexture(icon)
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self.bar[count]:SetID(i)
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