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Additional aura element overrides/callbacks #620
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:PreSetPosition no longer exists
A user may want to set up some stuff PreUpdate based on what kind of update is about to happen.
At this point we know what auras will be displayed. We can still manipulate the .active table and influence the displayed auras. We can also take actions depending on what currently is in .active using the convenience of instanceIDs.
I'm still not sure why you'd need |
I originally tried doing most of the stuff with It's a bit hard to explain, and I don't think my code will make it easier, but here it goes: https://github.com/myzb/oUF_Nine/blob/dragonflight/common/auras.lua#L355. The thing is that Ideally I'd filter it out so it doesn't appear with the normal debuffs. Then I'd display it in a self made button in my own center frame. If I do this however I lose the ability for oUF to keep this aura updated for me, since it's gone from
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I'll look into it tomorrow after work. It's already 3am in Thailand 😴 Just telling you so you don't wait for my reply right away, haha 😅 |
Thank you. Aim of my pull request is mostly to present a real world scenario where having a tiny extra amount of callback options could be of actual benefit. I was debating on just writing a feature request, but opted for being more participative. 😄 |
So basically I'm trying to use blizzards logic for raid frame buff/debuff filtering and add some extras to it. I was stealing the filtering logic from their code and realized a few things that seem to complicated me further 😢 They seem to not use a a logic to limit the amount of buffs they will process like oUF does eg, here. The thing with oUF is that if you say
Now try to proc or put some buffs on yourself. Since you have 3 passives on you, there is only room for 1 more buff. Check which buff is and click it off. The spot you just freed up wont get filled by another buff. *) it's 4 actually. apparently setting I think I'm better of by creating my own aura element version for now 👍 |
@myzb I'm sorry, I didn't have time to test it. A bit stressed out due to RL stuff and my own addons T_T
This is actually something I didn't even consider during my rewrite. I guess I'll need to track As for that |
Hey no worries, it's an hobby after all. I'm experimenting with this atm. Well more like copying blizzards ideas into oUF. So far the only thing I'm missing is how to not be forced to use Blizzards TableUtil.lua within oUF. But it looks promising. Joined ur Discord server btw. 😄 |
In SL I was using a combination of callbacks and overrides to display dispellable debuffs nice and big in the middle of my raid frames. I've also used this to display defensive buffs in the top right of my raid frames
The available callback/override points in the aura element for SL were enough to implement this. With the aura element changes for DF (which are great btw :)) the only option I see to reimplement this somewhat cleanly is by the proposed changes in 2a2598f and eb6e778.
commit eb6e778
Allows me to do some cleanup on my internal variables if the update is going to be a full update
commit 2a2598f
Allows me to temporarily modify the debuffs that will be displayed. I can remove the one debuff I'll be displaying in my own special frame via instanceID and add it back to
.active
inPostUpdate()
.This is how it looks:
Bottom left: Normal debuffs (space for 3 total)
Center: Special debuffs (currently only dispellable)
Top Right (Bonus): Using the logic to display blizzard dispell debuf icon
Any thoughts on this?