[CastBars] new per-state colour pickers ("Color", "Channeling Color", and "Uninterruptible Color"); some bug fixes#434
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…w state dropdown Split the single cast bar fill-colour picker into three per-state pickers: Color (default), Channeling Color, and Uninterruptible Color. Each picker uses the same three-swatch layout (Gradient End, Custom Coloured, Class Coloured) and has its own gradient cog (Enable Gradient + direction). Uninterruptible takes priority over Channeling at runtime. Added a Color / Channeling / Uninterruptible dropdown to the preview widget header so each cast state can be previewed independently. Preview now correctly resolves the current selection (custom, class, gradient) on first render. Per-state DB keys (channelFillR/G/B/A, channelGradientR/G/B/A, channelClassColored, channelGradientEnabled, channelGradientDir, and uninterrupt* equivalents) default to nil and fall back to the base keys, so existing profiles are visually unchanged.
…in combat GetStatusBarTexture() returns nil when the StatusBar value is 0 and the frame has never been rendered (TWW behaviour). Cache the texture reference in _fillTex immediately after SetStatusBarTexture in BuildCastBar, and use it in ApplyCastFillColor as the primary source, falling back to GetStatusBarTexture() for safety.
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Summary Changes
"Uninterruptible Color"
(Enable Gradient + direction)
colour)
Note
UNIT_SPELLCAST_NOT_INTERRUPTIBLE/UNIT_SPELLCAST_INTERRUPTIBLEmid-cast events on the player's own bar, which is acceptable as player cast interruptibility changes are rare and the castbar resets on each new cast._empowering) fall through to the Default colour unless_notInterruptibleis also set.Bug Fixes
render; it only updated on change
Backwards Compatibility
No existing keys are renamed or removed. All new per-state keys default to nil and fall back to the base fillR/G/B/A,
gradientR/G/B/A, classColored, gradientEnabled,andgradientDirvalues. Existing profiles are visually unchanged until a per-state colour is explicitly set.Screenshots
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