Draw the ranged swing timer as a native center-fill StatusBar

The ranged bar faked its fills with three textures resized and re-texcoorded every frame. A StatusBar with ClassicAPI's SetFillStyle covers all of it: CENTER for hunters (reload drains to the middle, the deadzone grows back out in the warn color), STANDARD otherwise.
This commit is contained in:
Brues
2026-10-22 23:43:44 -05:00
parent 8f1322d71c
commit e70c8025c2
+15 -75
View File
@@ -190,36 +190,19 @@ pfUI:RegisterModule("swingtimer", function ()
CreateBackdropShadow(pfUI.swingtimer.offhand)
-- Ranged bar
pfUI.swingtimer.ranged = CreateFrame("Frame", "pfSwingTimerRanged", UIParent)
-- Hunters fill from the center: the bar drains toward the middle during
-- the reload, then the auto shot deadzone grows back out in the warn color.
pfUI.swingtimer.ranged = CreateFrame("StatusBar", "pfSwingTimerRanged", UIParent)
pfUI.swingtimer.ranged:SetPoint("BOTTOM", UIParent, "CENTER", -189, 83)
pfUI.swingtimer.ranged:SetWidth(sw_width)
pfUI.swingtimer.ranged:SetHeight(sw_height)
pfUI.swingtimer.ranged:SetMinMaxValues(0, 1)
pfUI.swingtimer.ranged:SetValue(0)
pfUI.swingtimer.ranged:SetStatusBarTexture(sw_texture)
pfUI.swingtimer.ranged:SetStatusBarColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged:SetFillStyle(isHunter and "CENTER" or "STANDARD")
pfUI.swingtimer.ranged:Hide()
pfUI.swingtimer.ranged.left = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.left:SetTexture(sw_texture)
pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.left:SetHeight(sw_height)
pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.right:SetTexture(sw_texture)
pfUI.swingtimer.ranged.right:SetPoint("LEFT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.right:SetHeight(sw_height)
pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn = pfUI.swingtimer.ranged:CreateTexture(nil, "ARTWORK")
pfUI.swingtimer.ranged.warn:SetTexture(sw_texture)
pfUI.swingtimer.ranged.warn:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.warn:SetHeight(sw_height)
pfUI.swingtimer.ranged.warn:SetWidth(1)
pfUI.swingtimer.ranged.warn:SetVertexColor(rwR, rwG, rwB, rwA)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged.text = pfUI.swingtimer.ranged:CreateFontString("Status", "DIALOG", "GameFontNormal")
pfUI.swingtimer.ranged.text:SetPoint("CENTER", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.text:SetFont(pfUI.font_default, sw_fontsize, "OUTLINE")
@@ -324,26 +307,8 @@ pfUI:RegisterModule("swingtimer", function ()
S.raTimer = remaining
S.raActive = true
if isHunter then
pfUI.swingtimer.ranged.left:ClearAllPoints()
pfUI.swingtimer.ranged.left:SetPoint("RIGHT", pfUI.swingtimer.ranged, "CENTER", 0, 0)
pfUI.swingtimer.ranged.left:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0.5, 0, 1)
pfUI.swingtimer.ranged.right:SetWidth(sw_width / 2)
pfUI.swingtimer.ranged.right:SetTexCoord(0.5, 1, 0, 1)
else
pfUI.swingtimer.ranged.left:ClearAllPoints()
pfUI.swingtimer.ranged.left:SetPoint("TOPLEFT", pfUI.swingtimer.ranged, "TOPLEFT", 0, 0)
pfUI.swingtimer.ranged.left:SetWidth(0.1)
pfUI.swingtimer.ranged.left:Hide()
pfUI.swingtimer.ranged.left:SetTexCoord(0, 0, 0, 1)
pfUI.swingtimer.ranged.right:SetWidth(0.1)
pfUI.swingtimer.ranged.right:Hide()
end
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn:SetWidth(1)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged:SetStatusBarColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged:SetValue(isHunter and 1 or 0)
pfUI.swingtimer.ranged:Show()
pfUI.swingtimer:Show()
end
@@ -614,30 +579,12 @@ pfUI:RegisterModule("swingtimer", function ()
local remaining = S.raTimer
if isHunter then
local DEADZONE = 0.5
local halfW = sw_width / 2
if remaining > DEADZONE then
local elapsed = S.raTimerMax - remaining
local phase1dur = S.raTimerMax - DEADZONE
local p = elapsed / phase1dur
local w = halfW * (1 - p)
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Show()
pfUI.swingtimer.ranged.left:SetWidth(w)
pfUI.swingtimer.ranged.left:SetTexCoord(0, (1 - p) * 0.5, 0, 1)
pfUI.swingtimer.ranged.left:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.right:Show()
pfUI.swingtimer.ranged.right:SetWidth(w)
pfUI.swingtimer.ranged.right:SetTexCoord(1 - (1 - p) * 0.5, 1, 0, 1)
pfUI.swingtimer.ranged.right:SetVertexColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged:SetStatusBarColor(raR, raG, raB, raA)
pfUI.swingtimer.ranged:SetValue((remaining - DEADZONE) / (S.raTimerMax - DEADZONE))
else
local p = 1 - (remaining / DEADZONE)
local w = sw_width * p
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Hide()
pfUI.swingtimer.ranged.right:Hide()
pfUI.swingtimer.ranged.warn:SetWidth(w)
pfUI.swingtimer.ranged.warn:Show()
pfUI.swingtimer.ranged:SetStatusBarColor(rwR, rwG, rwB, rwA)
pfUI.swingtimer.ranged:SetValue(1 - (remaining / DEADZONE))
end
if sw_showtext then
if remaining <= 0.5 then
@@ -647,14 +594,7 @@ pfUI:RegisterModule("swingtimer", function ()
end
end
else
local progress = 1 - (remaining / S.raTimerMax)
local w = sw_width * progress
if w < 1 then w = 1 end
pfUI.swingtimer.ranged.left:Show()
pfUI.swingtimer.ranged.left:SetWidth(w)
pfUI.swingtimer.ranged.left:SetTexCoord(0, progress, 0, 1)
pfUI.swingtimer.ranged.right:Hide()
pfUI.swingtimer.ranged.warn:Hide()
pfUI.swingtimer.ranged:SetValue(1 - (remaining / S.raTimerMax))
if sw_showtext then
pfUI.swingtimer.ranged.text:SetFormattedText("%.1f", math.floor(remaining * 10) / 10)
end