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06-12-11, 10:27 PM   #1
Oraknathal
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Desaturating icons (moved from UI Feedback thread)

Originally Posted by Unkn View Post
Zork I want your orbs!!!


Working on something new... I've got this plan of total black and white ui with color showing for cds/oom/range. I really like the idea and after running thru a couple ZA/ZGs its working well. I can easily see whats on cd with just a glance.


So far this is where I am - action bars icons are desaturated, target debuffs are desaturated except for mine. Now I am working on getting things on cd to show colored... In the screenshots, Swiftmend is on CD and I am faking the final look with Power Auras. Which is not what I want to ultimately do, because the gcd spiral and flash at end of gcd are missing. But for now it will do.





So far I've edited Stuf Unit Frames, TullaRange, and EventHorizon_Cont. I'm trying to combine it all into one, so far I am failing at that. Atm I am happy with how far I have gotten.
how did you make your action buttons /buffs grey??
I have been meaning to that for a while now but dont know how./
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06-13-11, 05:33 PM   #2
haylie
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Originally Posted by Unkn View Post
Working on something new... I've got this plan of total black and white ui with color showing for cds/oom/range. I really like the idea and after running thru a couple ZA/ZGs its working well. I can easily see whats on cd with just a glance.
I played with a desaturated UI myself for a while and while at first it may seem very neat and functional, I can tell you that after a while it just gets too depressing to look at.
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06-13-11, 09:17 PM   #3
Unkn
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Originally Posted by Oraknathal
how did you make your action buttons /buffs grey??
I have been meaning to that for a while now but dont know how./
For the most part, just added a few lines of code to TullaRange. I did it that way so I could still have the very obvious OOM and Range coloring.

Around line 267 or so you should see
Code:
function tullaRange.SetButtonColor(button, colorType)
	if button.tullaRangeColor ~= colorType then
		button.tullaRangeColor = colorType

		local r, g, b = tullaRange:GetColor(colorType)

		local icon =  _G[button:GetName() .. 'Icon']
		icon:SetVertexColor(r, g, b)
		icon:SetDesaturated(true)

		local nt = button:GetNormalTexture()
		nt:SetVertexColor(r, g, b)
		nt:SetDesaturated(true)
	end
end
Red text is what I added to make it happen. Heads up occasionally on log in 1 or 2 buttons are colored, soon as you cast a spell they desaturate. Don't know why that is yet.


Originally Posted by haylie View Post
I played with a desaturated UI myself for a while and while at first it may seem very neat and functional, I can tell you that after a while it just gets too depressing to look at.
I'n rather liking it, but then again I've always played with a grey UI for the most part with class colors for names.
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06-14-11, 04:42 PM   #4
Oraknathal
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Originally Posted by Unkn View Post
For the most part, just added a few lines of code to TullaRange. I did it that way so I could still have the very obvious OOM and Range coloring.

Around line 267 or so you should see
Code:
function tullaRange.SetButtonColor(button, colorType)
	if button.tullaRangeColor ~= colorType then
		button.tullaRangeColor = colorType

		local r, g, b = tullaRange:GetColor(colorType)

		local icon =  _G[button:GetName() .. 'Icon']
		icon:SetVertexColor(r, g, b)
		icon:SetDesaturated(true)

		local nt = button:GetNormalTexture()
		nt:SetVertexColor(r, g, b)
		nt:SetDesaturated(true)
	end
end
Red text is what I added to make it happen. Heads up occasionally on log in 1 or 2 buttons are colored, soon as you cast a spell they desaturate. Don't know why that is yet.




I'n rather liking it, but then again I've always played with a grey UI for the most part with class colors for names.
is this for the debuffs?
if yes with which addon?
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06-14-11, 08:51 PM   #5
Unkn
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Around line 524 of Stuf's Aura.lua

if b then
if allow then
b:SetBackdropColor(clr.r, clr.g, clr.b)
b.texture:SetTexture(icon)
if ismine then
b.texture:SetDesaturated(false)
else
b.texture:SetDesaturated(true)
end

b.ctext:SetText((count and count > 1 and count) or "")
b:Show()
StartIconTimer(b, duration, endtime, ismine)
else
b:Hide()
end
Red is what you add.
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06-15-11, 04:34 PM   #6
Oraknathal
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Originally Posted by Unkn View Post
Around line 524 of Stuf's Aura.lua



Red is what you add.
this actually didnt work for some reason here is what i have in lua
if b then
if allow then
b:SetBackdropColor(clr.r, clr.g, clr.b)
b.texture:SetTexture(icon)
if ismine then
b.texture:SetDesaturated(false)
else
b.texture:SetDesaturated(true)
end
b.ctext:SetText((count and count > 1 and count) or "")
b:Show()
StartIconTimer(b, duration, endtime, ismine)
else
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WoWInterface » AddOns, Compilations, Macros » AddOn Help/Support » Desaturating icons (moved from UI Feedback thread)


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