I combined combo points with the rest of the player elements because I've always viewed it as one. It also replaces the player element when you enter a vehicle. Anyway, I'll split it out again later today. I understand the annoyances people find with not being able to put it exactly where they want.
The intention with the element was to merge everything that's pretty much the same, but with slightly different input variables and colors. I'm all ears for improvements, things aren't really set in stone at all atm.
Originally Posted by zork
But actually it is not that bad as I thought. Since I had to override the elements for my textue display anyway I just made the old classIcon elements local modules of my layout.
|
Why do you need to override the element just to change texture? Anything sane I can do to make it easier for you?
Originally Posted by Rainrider
How do I proceed if I need to change the width of the class power "icons" in response to changes of max power? If I get it right, I can do this either on Pre or PostUpdate. PreUpdate is not a good go for this I believe as I would resize widgets before oUF updates their visibility. In PostUpdate I either do it every time or add another field to the ClassIcons array just as ClassIcons.__max and use it to find out if a resize is needed. Wouldn't it be better is oUF tells PostUpdate whether maxPower changed?
|
I'll add a flag to PostUpdate that max changed.
Originally Posted by Rainrider
What is the idea behind element[i]:SetDesaturated(desaturated)?
|
I can't add custom textures to oUF and most of the default textures look crap when you remove parts of the background/overlay/and such. So I decided that it was better to provide a way to replace the UpdateTexture function and just use SetDesaturated() to grayscale the shadowpriest image and color it with a class related color.
Originally Posted by Rainrider
I also find the name somewhat misleading. Why not call it ClassPower or something more descriptive that it is about class resources?
|
The plan was to create both ClassIcons and ClassBars. I wanted to lessen the burden that classes now provide in WoW. We've pretty much ended up with a bunch of equal elements handling the same issue, with a slight amount of difference.
We could still change the name to something else, or use ClassPower and ClassBars or something. I'm planning on having ClassBars handle Runes, Destruction and Affliction warlocks, druid/monk mana. One could probably throw EclipseBar into the mix as well, but it has fairly strict anchoring requirements. Do note that these elements are still very different, they would just be renamed.
Originally Posted by Rainrider
The soul shards part of the element does not unregister SPELLS_CHANGED if Soulburn in known (that's at lvl 19 currently - GetSpellLevelLearned(WARLOCK_SOULBURN)), so the element would update visibility for nothing every time the player changes glyphs or learns new spells.
|
This doesn't really happen _that_ often. I'm horribly far behind on a lot of stuff currently, but as of this weekend I actually have a life again, so just crushing through as much as possible. For now, optimizations can wait.
Originally Posted by Rainrider
The holy power part registers UNIT_POWER and not UNIT_POWER_FREQUENT as the other elements and the standard ui do.
|
I used the same events as blizzard. I'm sure people will complain if UNIT_POWER lags too much behind for them.
Originally Posted by Rainrider
Don't know if that is much of a difference in that case, but it helps to get the Ascension talent for monks without registering PLAYER_TALENT_UPDATE
|
What?
Originally Posted by Rainrider
Also HOLY_POWER_FULL always equals 3, even if Boundless Conviction is known (that's actually irrelevant )
|
I'm aware of this, but the element handles the switch. It just needs to have a base value to start from and that might as well be HOLY_POWER_FULL :P.