Healers have to die

42 - Add the option for use the old icons

Hi.

The new icons are fine. But I think they're too bulky.

It would be nice to add an option that would allow to use the old style icons.

I put a screenshot of an old video to refer to the old icon I mean. It was lighter, not as heavy to see.

Name Description Size MD5
healers_icons.psd PSD files of current icons 856.8 KiB 309ad31bf2c5...
healers_icons_new.psd new icons with the old red ... 938.5 KiB 259d7c9bf00d...
healers_icons_new.tga new icons with the old red ... 256.0 KiB a99909f758be...
  • old_icon.png
User When Change
millanzarreta Oct 29, 2016 at 10:44 UTC

Added attachment healers_icons_new.tga

millanzarreta Oct 29, 2016 at 10:43 UTC

Added attachment healers_icons_new.psd

Archarodim Oct 28, 2016 at 09:20 UTC

Added attachment healers_icons.psd

millanzarreta Oct 28, 2016 at 06:52 UTC Changed status from Waiting to Replied
Archarodim Oct 26, 2016 at 23:06 UTC Changed status from New to Waiting
millanzarreta Oct 24, 2016 at 07:50 UTC

Added attachment old_icon.png

millanzarreta Oct 24, 2016 at 07:50 UTC Create

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  • 6 comments
  • Avatar of millanzarreta millanzarreta Oct 29, 2016 at 11:14 UTC - 0 likes

    @Archarodim: Go

    I've attached the new PSD file with the new marker. I also attached the image in TGA format ready to use.

    I did this in code for test the new icon, but you can do it as you want:

    ...
        local ICONS_COORDS = {
            [true] = {
                [false]      = getIconCoords(0,0), --0,0
                ["DRUID"]    = getIconCoords(1,0), --1,0
                ["MONK"]     = getIconCoords(2,0), --2,0
                ["PALADIN"]  = getIconCoords(3,0), --3,0
                ["PRIEST"]   = getIconCoords(0,1), --0,1
                ["SHAMAN"]   = getIconCoords(1,1), --1,1
                ["REDCROSS"] = getIconCoords(0,3), --0,3
            },
            [false] = {
                [false]      = getIconCoords(2,1), --2,1
                ["DRUID"]    = getIconCoords(3,1), --3,1
                ["MONK"]     = getIconCoords(0,2), --0,2
                ["PALADIN"]  = getIconCoords(1,2), --1,2
                ["PRIEST"]   = getIconCoords(2,2), --2,2
                ["SHAMAN"]   = getIconCoords(3,2), --3,2
                ["REDCROSS"] = getIconCoords(0,3), --0,3
            }
        };
    
        local function AdjustTexCoord(t) -- MUL
    
            local textureID
    
            if redCrossEnabled then
                if not NPH.db.global.swapSymbols then
                    if IsFriend then
                        textureID = ICONS_COORDS[IsFriend][HealerClass];
                    else
                        textureID = ICONS_COORDS[IsFriend]["REDCROSS"];
                    end
                else
                    if IsFriend then
                        textureID = ICONS_COORDS[not IsFriend][HealerClass];
                    else
                        textureID = ICONS_COORDS[not IsFriend]["REDCROSS"];
                    end
                end
            else
                if not NPH.db.global.swapSymbols then
                    textureID = ICONS_COORDS[IsFriend][HealerClass];
                else
                    textureID = ICONS_COORDS[not IsFriend][HealerClass];
                end
            end
    
            if PlateAdditions.textureID ~= textureID then
                t:SetTexCoord(unpack(textureID));
                PlateAdditions.textureID = textureID;
            end
    
        end
    ...
    

    "redCrossEnabled" it's the boolean variable to enable the "red cross for all enemy class".

    I thought one more idea, if you like them:

    -Allow the user to show/hidde the number in the icons (or allow modify the alpha):
    I do this locally setting the alpha of the text:

        local function MakeFontString(symbol) -- ONCE
            local f = Plate:CreateFontString();
            f:SetFont(SmallFontName, 12.2, "THICKOUTLINE, MONOCHROME");
            
            f:SetTextColor(1, 1, 1, textAlphaOpt);
            
            f:SetPoint("CENTER", symbol, "CENTER", 1, 0);
    
            return f;
        end
    

    "textAlphaOpt" it's a value between 0 and 1 that sets the alpha of the text

    Last edited Oct 29, 2016 by millanzarreta: error in code
  • Avatar of Archarodim Archarodim Oct 28, 2016 at 09:22 UTC - 0 likes

    @millanzarreta: Go

    I've attched the file to the ticket, you should be able to download it.

  • Avatar of millanzarreta millanzarreta Oct 28, 2016 at 06:52 UTC - 0 likes

    Ok, provide me the .psd file. I'm not very good with PS but I can try.

  • Avatar of Archarodim Archarodim Oct 26, 2016 at 23:05 UTC - 0 likes

    @millanzarreta: Go

    I would prefer to design alternate marker textures rather than re-implementing old code. If you have time I can provide you the .psd file with the current markers.

    In the mean time I've added an option to change the alpha.

  • Avatar of millanzarreta millanzarreta Oct 24, 2016 at 21:01 UTC - 0 likes

    Mmmm, I think not.

    Maybe some like this?:

    in "NamePlateHooker.lua":

    change the functión "AddElements ()" for this:

        local function AddElements () -- ONCEx
            local texture = nil;
            if (oldCrossEnabled) then
              texture  = MakeOldTexture();
            else
              texture  = Plate:CreateTexture();
              texture:SetTexture("Interface\\AddOns\\Healers-Have-To-Die\\Artwork\\healers_icons.tga");
              AdjustTexCoord(texture);
              SetTextureParams(texture);
            end
            
            local rankFont = MakeFontString(texture);
    
            PlateAdditions.texture = texture;
            PlateAdditions.texture:Show();
            PlateAdditions.IsShown = true; -- set it as soon as we show something
    
            PlateAdditions.rankFont = rankFont;
            SetRank();
           
            PlateAdditions.rankFont:Show();
    
    
        end
    

    Add this old function:

        local function MakeOldTexture() -- ONCE
            local t = Plate:CreateTexture();
    
            SetTextureParams(t);
    
            if IsFriend then
                t:SetTexture("Interface\\LFGFrame\\UI-LFG-ICON-RoleS");
                t:SetTexCoord(GetTexCoordsForRole("HEALER"));
            else
                t:SetTexture("Interface\\RaidFrame\\ReadyCheck-NotReady.blp");
                -- rotate it by Pi/2
                HHTD:RotateTexture(t, 90);
            end
    
            return t;
    
        end
    

    Change this function "AdjustTexCoord(t)"

        local function AdjustTexCoord(t) -- MUL
            
            if (oldCrossEnabled) then
              return false
            end
            
            local textureID
    
            if not NPH.db.global.swapSymbols then
                textureID = ICONS_COORDS[IsFriend][HealerClass];
            else
                textureID = ICONS_COORDS[not IsFriend][HealerClass];
            end
    
            if PlateAdditions.textureID ~= textureID then
                t:SetTexCoord(unpack(textureID));
                PlateAdditions.textureID = textureID;
            end
    
        end
    

    And change this function "SetTextureParams(t)":

        local function SetTextureParams(t) -- MUL
            local profile = NPH.db.global;
    
            t:SetSize(64 * profile.marker_Scale, 64 * profile.marker_Scale);
            if (oldCrossEnabled) then
              t:SetPoint("BOTTOM", Plate, "TOP", 0 + profile.marker_Xoffset, -20 + profile.marker_Yoffset);
            else
              t:SetPoint("BOTTOM", Plate, "TOP", profile.marker_Xoffset, profile.marker_Yoffset);
            end
        end
    

    "oldCrossEnabled" it's the boolean variable to enable the "old mode".

    what do you think?

    Last edited Oct 24, 2016 by millanzarreta
  • Avatar of Archarodim Archarodim Oct 24, 2016 at 12:39 UTC - 0 likes

    Would adding an alpha control on the current symbols alleviate the bulkiness issue?

  • 6 comments

Facts

Last updated
Oct 29, 2016
Reported
Oct 24, 2016
Status
Replied - Someone has replied after waiting for more information.
Type
Other - Some other kind of issue
Priority
Medium - Normal priority.
Votes
0

Reported by

Possible assignees