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05-26-11, 01:06 PM   #1
A Wyrmkin Dreamwalker
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Need help coloring "widget"

I've started playing around with a new layout and I've gotten most things working, however there is a small arrow that I am using to indicate power on the power bar. I've included an image since it is a little hard to explain

I'm currently using the follow to color it

  oUF.colors.power['MANA'] = {0.0, 0.56, 1.0}
  oUF.colors.power['RAGE'] = {1.0,0,0}
  oUF.colors.power['FOCUS'] = {1.0,0.75,0.25}
  oUF.colors.power['ENERGY'] = {1.0, 0.9, 0.35}
  oUF.colors.power['RUNIC_POWER'] = {0.44,0.44,0.44}
  local _, pType = UnitPowerType("player")
  local pcolor = oUF.colors.power[pType] or {.3,.45,.65}
It works most of the time but others I need to do a /rl to have it pick up the proper color. Also if I am on a druid and I shapeshift to a different form it doesn't update. I'm sure I'm just missing some thing but I'm not sure how to go about making it update. Any help would be appreciated.
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05-26-11, 01:55 PM   #2
A Scalebane Royal Guard
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How did you created the arror? (is it a texture, what is its parent frame and what events are registered to the frame?)

You have 2 options: creating an element as an oUF module and registering the proper events so it updates correctly, or just do it directly in the layout. This is what I currently use for threat, maybe it helps you a bit

create the element and expose it to the namespace
lua Code:
  1. local AddThreatHighlight = function(self, event, unit)
  2.     if (unit ~= self.unit) then return end
  4.     local status = UnitThreatSituation(unit)
  5.     if (status and status > 0) then
  6.         local r, g, b = GetThreatStatusColor(status)
  8.         self.FrameBackdrop:SetBackdropBorderColor(r, g, b)
  9.     else
  10.         self.FrameBackdrop:SetBackdropBorderColor(0, 0, 0)
  11.     end
  12. end
  13. ns.AddThreatHighlight = AddThreatHighlight

enable it for the frame:
lua Code:
  1. self:RegisterEvent("UNIT_THREAT_SITUATION_UPDATE", ns.AddThreatHighlight)

I'm unsure if an element as a module has any benefits.

And if you plan to release your layout, you should use metatables for the colors and not overwrite the oUF dafault table, in case a user wants to use a diffenrent layout for say raid frames or so.
lua Code:
  1. ns.colors = setmetatable({
  2.     power = setmetatable({
  3.         ['MANA'] = {0.0, 0.56, 1.0},
  4.         ['RAGE'] = {1.0,0,0},
  5.         ['FOCUS'] = {1.0,0.75,0.25},
  6.         ['ENERGY'] = {1.0, 0.9, 0.35},
  7.         ['RUNIC_POWER'] = {0.44,0.44,0.44},
  8.     }, {__index = oUF.colors.power}),
  9. }, {__index = oUF.colors})

Last edited by Rainrider : 05-26-11 at 02:01 PM.
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05-26-11, 02:43 PM   #3
A Wyrmkin Dreamwalker
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The arrow is a texture spawned on the power bar frame.

		s.arrow = s:CreateTexture(nil, "OVERLAY")
		s.arrow:SetPoint("BOTTOM", s:GetStatusBarTexture(), "RIGHT", 0, 7)
Thanks for the code i'll see if I can figure out how or if it will work.
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05-27-11, 03:07 AM   #4
A Scalebane Royal Guard
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You could probably just use PostUpdate for the power element to change the color of the arrow.
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05-27-11, 09:58 AM   #5
A Wyrmkin Dreamwalker
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I'm stumped. I'm sure I am doing something stupid but I can't figure it out. I found and example of a similar postupdate in Dawn's oUF_Nivea but I can't get it to work.

local PostUpdatePower = function(f, event, unit, Power)

	local _, ptype = UnitPowerType("player")
        if(oUF.colors.power[ptype]) then
		r, g, b = unpack(oUF.colors.power[ptype])

	f:SetVertexColor(r, g, b)

NM I figured it out. Thanks for the help.

Last edited by Sauerkraut : 05-27-11 at 10:29 AM.
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05-27-11, 10:30 AM   #6
A Pyroguard Emberseer
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There are events to track the druid shapeshift.

Your arrow frame needs to hook them and change it's color accordingly.

The unit powertype colors of oUF are initiated on login.

By the time it loads it may be possible that UnitPowerType("player") still returns nil. But not sure about that. I think it should work, at least UnitClass etc. does.

"Fired when the unit's mana stype is changed. Occurs when a druid shapeshifts as well as in certain other cases."
Basically...register the event to your arrow frame and then call UnitPowerType player and set the color of the arrow.

I recommend registering PLAYER_LOGIN aswell. By that time the function will be working and you should be able to set the color correctly.

Sth like this should work...

lua Code:
  1. --set color
  2.   lib.setArrowColor = function(self)
  3.     local _, pType = UnitPowerType("player")
  4.     local pcolor = oUF.colors.power[pType] or {.3,.45,.65}
  5.     self.arrow:SetVertexColor(unpack(pcolor))
  6.   end
  8.   --hook events  
  9.   self:RegisterEvent("PLAYER_LOGIN", lib.setArrowColor)
  10.   self:RegisterEvent("PLAYER_ENTERING_WORLD", lib.setArrowColor)
  11.   self:RegisterEvent("UNIT_DISPLAYPOWER", lib.setArrowColor)


Btw I found a neat trick for threat coloring (I guess I'm the last one to find out about forceUpdate O_O).
It is awesome because if color is set via self.Health.colorHealth = true then if you don't have aggro the color will stay and the color is updated as soon as any of the events if fired.

lua Code:
  1. --update health func
  2.   lib.updateHealth = function(bar, unit, min, max)
  3.     --color the hp bar in red if the unit has aggro
  4.     if unit and UnitThreatSituation(unit) == 3 then
  5.       bar:SetStatusBarColor(1,0,0)
  6.       if bar.bg then bar.bg:SetVertexColor(1*bar.bg.multiplier,0,0) end
  7.     end  
  8.   end
  10.   --check threat
  11.   lib.checkThreat = function(self,event,unit)
  12.     --force an update on the health frame
  13.     self.Health:ForceUpdate()
  14.   end
  16.   self.Health.PostUpdate = lib.updateHealth
  17.   self:RegisterEvent("PLAYER_TARGET_CHANGED", lib.checkThreat)
  18.   self:RegisterEvent("UNIT_THREAT_SITUATION_UPDATE", lib.checkThreat)
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Last edited by zork : 05-27-11 at 10:43 AM.
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WoWInterface » Featured Projects » oUF (Otravi Unit Frames) » Need help coloring "widget"

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