- Added Resolve module contributed by darkuja_9 and tweaked a bit.

This commit is contained in:
Parnic
2014-12-18 11:02:35 -06:00
parent b066269ba0
commit 74255c2ac3
2 changed files with 117 additions and 0 deletions

116
modules/Resolve.lua Normal file
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local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local Resolve = IceCore_CreateClass(IceUnitBar)
local RESOLVE_SPELL_ID = 158298
local RESOLVE_MAX = 240
Resolve.prototype.current = nil
Resolve.prototype.max = RESOLVE_MAX
-- constructor
function Resolve.prototype:init()
Resolve.super.prototype.init(self, "Resolve", "player")
self.current = 0
self:SetDefaultColor("Resolve", 200, 45, 45)
self.bTreatEmptyAsFull = true
end
-- default settings
function Resolve.prototype:GetDefaultSettings()
local defaults = Resolve.super.prototype.GetDefaultSettings(self)
defaults.enabled = false
defaults.usesDogTagStrings = false
defaults.lockUpperTextAlpha = false
defaults.shouldAnimate = false
defaults.hideAnimationSettings = true
defaults.offset = 5
defaults.side = IceCore.Side.Left
return defaults
end
-- enable plugin
function Resolve.prototype:Enable(core)
Resolve.super.prototype.Enable(self, core)
-- Avoiding iteration where I can
self:RegisterEvent("UNIT_AURA", "UpdateCurrent")
self:Update()
end
-- disable plugin
function Resolve.prototype:Disable(core)
Resolve.super.prototype.Disable(self, core)
self:UnregisterAllEvents()
end
-- scan the tooltip and extract the Resolve value
do
-- making these local as they're not used anywhere else
local regions = {}
local spellName = GetSpellInfo(RESOLVE_SPELL_ID)
local tooltipBuffer = CreateFrame("GameTooltip","tooltipBuffer",nil,"GameTooltipTemplate")
tooltipBuffer:SetOwner(WorldFrame, "ANCHOR_NONE")
-- suggested by Antiarc as a way to repopulate the same table instead of repeatedly creating a new one
local function makeTable(t, ...)
wipe(t)
for i = 1, select("#", ...) do
t[i] = select(i, ...)
end
end
function Resolve.prototype:UpdateCurrent(event, unit)
if (unit and (unit ~= self.unit)) then
return
end
local name = UnitAura(self.unit, spellName)
if name then
-- Buff found, copy it into the buffer for scanning
tooltipBuffer:ClearLines()
tooltipBuffer:SetUnitBuff(self.unit, name)
-- Grab all regions, stuff em into our table
makeTable(regions, tooltipBuffer:GetRegions())
-- Convert FontStrings to strings, replace anything else with ""
for i=1, #regions do
local region = regions[i]
regions[i] = region:GetObjectType() == "FontString" and region:GetText() or ""
end
-- Find the number, save it
self.current = tonumber(string.match(table.concat(regions),"%d+")) or 0
else
self.current = 0
end
self:Update()
end
end
function Resolve.prototype:Update()
Resolve.super.prototype.Update(self)
if self.current == 0 then
self:Show(false)
return
else
self:Show(true)
end
self:UpdateBar(self.current / self.max, "Resolve")
self:SetBottomText1(floor((self.current / self.max) * 100) .. "%")
self:SetBottomText2(tostring(self.current) .."/"..tostring(self.max))
end
-- Load for tanks only
local _, unitClass = UnitClass("player")
if ((unitClass == "DEATHKNIGHT" or unitClass == "DRUID" or unitClass == "PALADIN" or unitClass == "WARRIOR" or unitClass == "MONK")
and IceHUD.WowVer >= 60000) then
IceHUD.Resolve = Resolve:new()
end