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101 Commits

Author SHA1 Message Date
19de27387e Added readme 2016-10-03 15:48:14 -05:00
6348da4ecc Made Roll the Bones change colors based on how many buffs you rolled (ticket #227, thanks Zahariel!) 2016-10-02 21:46:37 -05:00
491baa5936 Hopefully fixed combo points having an incorrect maximum
Sometimes combo points can get stuck in a state where only 5 will draw on the screen even if the player has 6 max available. It's been really tough to reproduce, but I think the problem is that the frames are getting created but never having a texture set to them. This should fix that.
2016-10-01 21:22:05 -05:00
f74233dcfa Tweaked and updated the FAQ a bit 2016-09-05 23:23:12 -05:00
0c729d77e9 Amended 29dc1b89 to be controlled by its own option
Instead of changing a behavior that's years old out from under people, let's make it opt-in.
2016-09-05 21:50:43 -05:00
7ec918ecb6 Added user-submitted Roll the Bones module (ticket #220, thanks Zahariel!) 2016-09-04 16:14:03 -05:00
29dc1b8955 Allow "scale mana color" to work with class-specific mana types 2016-09-04 08:05:00 -05:00
e36b87a407 Fixed TargetInfo debuffs not having the same frame as buffs 2016-08-31 23:07:54 -05:00
880e2e3278 Added support for the Pain mana type 2016-08-18 23:00:06 -05:00
a5de40f087 Added colors for Maelstrom mana
Fixed TargetMana to use Insanity, Fury, and Maelstrom colors correctly
2016-08-15 23:16:57 -05:00
6090814d4e Fixed error on startup in 7.0 for users with old MaelstromCount, SunderCount, or LacerateCount modules in their settings. 2016-08-15 23:10:58 -05:00
c78f618149 Fixed speed and reliability of absorb bars reacting to changes 2016-08-07 17:16:57 -05:00
6133a59ef3 Added Maelstrom to the list of powers to treat 0 as full for opacity purposes 2016-08-07 16:44:13 -05:00
a201aa5149 Fixed incorrect texture drawing behind power counters
Looks like at some point I modified how "darkened" inactive powers worked and ended up drawing two copies of the darkened power counter for each inactive power. "runebg" is superfluous since we're just setting the color of the actual counter to black and partially transparent instead. For some power counters, such as Paladins, the runebg texture was actually wrong and drawing the entire atlas rather than just the texture we wanted.
2016-07-26 21:37:45 -05:00
34d3060df3 Fixed castbar interruption on 7.0 clients
Looks like some things changed in spellcast events on 7.0 which necessitate using the spellcast GUID to identify when a specific cast starts or stops. Now we use those GUIDs which restores the castbar to its appropriate behavior. (ticket #215)
2016-07-25 13:02:14 -05:00
9e7b34d43c Disabled Resolved for 7.0 clients 2016-07-25 12:33:20 -05:00
2d4d32fa1f Fixed SnD error introduced in 46152e92 2016-07-24 19:01:54 -05:00
ca544384b8 Fixed bar rotation breaking low thresholds
I guess something in the 7.0 client must have changed how animations work for inherited frames because it would appear that the RotateFrame call for the child flashFrame is now causing issues somehow. Removing the call allows the flash/low threshold frame to travel alongside the parent frame when rotating.
2016-07-24 17:04:07 -05:00
46152e92f4 Fixed rotation not resetting on profile change
When the player had one profile with a bar rotated 90 degrees and another profile with the same bar not rotated, the non-rotated profile would fail to put the bar back in its original location. Thanks for the detailed report, spacegato!
2016-07-24 16:52:12 -05:00
f0cafee719 Added recent FAQs 2016-07-23 21:43:49 -05:00
f8c7875501 Fixed HarmonyPower Hide Blizzard option generating errors 2016-07-22 11:45:35 -05:00
715f9584fb Fixed "Hide Blizzard" option in Holy Power module in 7.0 2016-07-20 12:42:03 -05:00
6824721947 Fixed TargetMana to match PlayerMana colors/alpha
Forgot to update this module to match the new 7.0/Legion stuff like PlayerMana was already doing. I really should be sharing all this code, but alas.
2016-07-19 23:49:54 -05:00
0ac00068b3 Added new mana types to consider 0 as "full"
For the purposes of alpha settings, 0 is "full" for several mana types, such as the new/changed 7.0 ones (astral power, insanity, fury).
2016-07-19 23:45:51 -05:00
5ca6f20944 Fixed minor inefficient texture access
Also fixed an issue where we were looking for a variable that was not declared in the scope we were looking for it in.
2016-07-19 10:11:58 -05:00
d9218343d5 Updated Website address 2016-07-16 11:32:48 -05:00
e9020becc0 Updated to 7.0 TOC 2016-07-16 11:32:30 -05:00
c0771ea8f4 Enabled useful debug print
Converted to use IceHUD:Debug() so that we can turn it on and off.
2016-06-07 00:35:20 -05:00
5771f990c7 Suppressed noisy debug message
This message prints constantly against training dummies, so let's just turn it off.
2016-06-07 00:35:01 -05:00
702ebbd86a Fixed Death Runes never showing up on Live
UnitPowerMax for SPELL_POWER_RUNES is 0 on live, so numRunes was 0 which was causing UpdateRuneType to throw out the update.
2016-06-07 00:34:31 -05:00
f214c945af Added second argument to UnitPower
I keep seeing things online saying the one-argument version of UnitPower has been deprecated, so I figured I'd go ahead and update my few uses of it in case it actually gets removed at some point. I haven't had any trouble with it, though.
2016-06-01 00:11:33 -05:00
debaf7f1ff Fixed Destruction Warlocks freezing on login in pre-7.0 (ticket #207)
Destruction Warlocks have a PowerMax of 1000 and apparently trying to create that many graphical frames blows something up really quick. In 7.0, everyone's runes are discrete objects, so I was trying to ensure that the graphical representations of a given power were ready at all times, but didn't consider the pre-7.0 case where this calculation would lead to an absurd number of "runes".
This change also fixes an errant CreateFrame() in UpdateRunePower() that was supposed to be self:CreateFrame(). CreateFrame() was just creating a nameless, parentless frame for no reason at all. Good job, me. This isn't C++.
2016-05-29 14:21:50 -05:00
d05c1dac18 Updated my previous change to re-enable the "tapped" feature with the new Legion API 2016-05-29 14:18:51 -05:00
aec7852011 Hacked cast lag back in for 7.0 beta
UNIT_SPELLCAST_SENT is now firing at the same time as UNIT_SPELLCAST_START which is when the client receives confirmation that a spell s/he wanted to cast has begun casting (as opposed to pre-7.0 when _SENT would fire when the client pressed the button before receiving confirmation). As per http://www.wowinterface.com/forums/showpost.php?p=314818&postcount=31, I'm now hooking CURRENT_SPELL_CAST_CHANGED to give us a slight chance of acquiring lag info. Unfortunately that event fires for just about every casting-related thing that happens (with no context/useful args at all), so we get a proper lag indicator for the initial cast, but nothing once we start chaining casts together. I guess this is something to keep an eye on as 7.0 nears release.
2016-05-29 00:45:01 -05:00
8fef3a2b8c Updated ComboPointsBar for Legion
Also fixed a very minor leak in it where a table was being generated every call to Update when the player had > 0 combo points.
2016-05-29 00:17:08 -05:00
2646481d11 Updated to hide SnD unless we have the SnD ability (which implies Outlaw spec in 7.0)
Theoretically we could reuse this module for Roll the Bones as well, but the nature of its effects makes the duration bar portion difficult and not terribly informative to the user since each of the 6 possible buffs can be activated with different durations depending on when RtB was used.
2016-05-29 00:08:03 -05:00
c75ffcc6fc Fixed error generated when gaining a max combo point
When loading into the game as an Outlaw, the mod was creating 5 slots for combo points. Switching to Assassination increases the max to 6, but the module was failing to compensate for this and causing an error instead.
2016-05-28 23:58:23 -05:00
b487aaf351 Package alphas for LDT 2016-05-28 22:58:01 -05:00
2235364df9 Added checks for rune count changing mid-session
Right now most ClassPowerCounter child classes are doing this work themselves, but they don't need to be. Some cleanup could be done there if anyone ever felt like doing it. (I did a tiny bit with Shards and Chi, but there's more to be done)
2016-05-28 22:57:25 -05:00
a8b6f53a68 Fixed arcane charges not showing on first login 2016-05-28 22:40:06 -05:00
ba2f873b60 Updated Stagger for Legion
Also made use of the new DogTags for Stagger instead of trying to format the values ourself
2016-05-28 11:26:46 -05:00
7221e78290 Fixed error in Chi module
When signing in as a spec with Chi, an error was being thrown due to the graphical frames for chi not existing yet.
2016-05-28 11:06:51 -05:00
97d04c174a Updates to Shards for Legion 2016-05-28 02:50:10 -05:00
6f0ddb7f6d Only show AltMana for mistweaver monks in pre-7.0
I realized that my updates changed how the module worked for pre-7.0 users who were using MonkMana
2016-05-28 02:49:42 -05:00
0188a3fc0b Updating with UNIT_POWER_FREQUENT makes the bar look better 2016-05-28 02:23:26 -05:00
a3a6cbb7f4 UNIT_DISPLAYPOWER is a more foolproof way of checking if we need AltMana displayed or not 2016-05-28 02:20:43 -05:00
9ed739fb1b Fixed number of Chi not necessarily being correct on login 2016-05-28 02:18:06 -05:00
ab1ad06185 Only show Chi in Legion for Windwalker monks 2016-05-28 02:17:33 -05:00
7b3d910956 Rolled ClassMana bars into PlayerAltMana
There are too many classes that need to care about mana as a background resource in addition to whatever their primary resource is to keep creating class-specific bars, so let's just make one bar that does it all. I've done a one-time inherit of DruidMana's settings since it's the only bar that's been in a Release version that serves this purpose and should migrate its settings forward.
2016-05-28 02:16:26 -05:00
6906f3545d Fixed dev version to override project-date-integer appropriately 2016-05-28 01:56:38 -05:00
5d718a4d07 Eclipse is gone in Legion 2016-05-27 00:32:25 -05:00
e7ddb66531 Updated the LibDogTag repo paths to use the new git path 2016-05-27 00:32:01 -05:00
b328ad0739 Changed how cooldowns are started (ticket #205) 2016-05-26 23:49:22 -05:00
b9cfe48d03 Fixed Runes not showing up on login 2016-05-26 23:41:15 -05:00
f9b4d7acbb Added Mage Arcane Charges for Legion 2016-05-26 23:11:41 -05:00
e15dc1d226 Added support for atlases
Class power counters can now use atlases for their textures instead of just texture filenames and coordinates
2016-05-26 23:11:29 -05:00
c49e0ad84a Set color for DH Fury resource 2016-05-26 21:47:31 -05:00
e219dac245 Tiny cleanup 2016-05-26 21:46:59 -05:00
975fd3fbf4 Set Compatible-With to 7.0 2016-05-26 21:42:54 -05:00
1b3b9a1bb9 Added support for Insanity
Legion's Shadow Priests have a new default power type called Insanity, so now we need an additional bar to show the player's mana (which all priests still have) while in shadow spec as a priest.
2016-05-26 01:09:13 -05:00
6610de6814 Don't load Shadow Orbs in Legion
Apparently this module locks up the game client...somehow. Plus Shadow Orbs appear to be no more in Legion.
2016-05-26 00:00:12 -05:00
45a8f66249 Update Runes for Legion
Updated with the new DK rune changes so there are no longer different types of runes, just the one type. Also hooked up support for any potential changes to the max number of runes (as is present in Blizzard's RuneFrame source), but have no idea how to correctly trigger the 7th rune (or if that's even in the current build). Tested with hackery via /script commands and verified it works, so *shrug*.
2016-05-25 23:43:43 -05:00
e1e216d9dd Updated Holy Power for Legion
Hide the holy power module when not in Retribution spec in 7.0
2016-05-25 23:00:57 -05:00
316ec05e78 Package the alpha of LibDogTag-Unit (for Legion compatibility) 2016-05-25 10:30:07 -05:00
3c3088aa16 Fixed error for non-rogues 2016-05-24 13:32:46 -05:00
e54c645b99 WIP Legion combo points updates
Adds support for the new 6/8 (without/with Anticipation) combo points instead of hardcoding to 5. This same treatment will need to be done to the other combo point-centric modules (SnD, ComboPointsBar).
Moved the old Anticipation extra-combo-point support to pre-Legion only. Anticipation doesn't work the same way now.
2016-05-24 02:05:12 -05:00
5fbf85811e Replaced UNIT_COMBO_POINTS with UNIT_POWER for Legion 2016-05-24 00:52:56 -05:00
9b5df60efa Removed UnitIsTapped usage for Legion 2016-05-24 00:50:14 -05:00
efc25bdb9c Hide lag bar for invalid conditions
For some interactables, such as specific quest-related objects in WoD, we never receive a SpellCastSent event, only a SpellCastStart. If, prior to that event, we ever failed a spell cast, we would have an outdated "spell sent time" saved off for a previous cast. This value would then get used due to us receiving a Start with no Sent and would cause the lag bar to fill the entire cast bar incorrectly. For these cases, we now no longer show the lag bar at all because we don't receive enough information from the game to compute one.
2016-05-18 00:04:29 -05:00
a9e96ca151 Tweaked debug messages 2016-05-17 23:19:28 -05:00
2a98dc961d Fixed up debugging
Apparently isFirst is no longer passed to OnEnable, so we were never setting a debug frame.
Made the additional arguments that were being passed to Debug() actually do something (currently print out a stringified version of themselves in a space-delimited string)
2016-05-17 23:19:14 -05:00
3aef209816 Use the GCD spell for calculating GCD time (ticket #204) 2016-02-03 20:25:22 -06:00
c4adadb301 Added option to ignore custom lag tolerance for lag indicators
This allows the user to override the fact that they've set a custom lag tolerance in the game's options and instead have the mod display the computed latency. (ticket #201)
2015-12-22 01:14:42 -06:00
7421f916ad Fixed "Show during cast" for classes with < 1.5s GCD
Ticket #200 - thanks nandchan!
2015-12-22 01:01:20 -06:00
45686f5a36 Fixed GCD occasionally showing when it shouldn't
Ticket #199 - thanks nandchan!
2015-12-22 00:39:39 -06:00
30f3210d30 Added optional lag indicator to the GCD module
Ticket #196 - thanks nandchan!
2015-12-20 16:25:59 -06:00
fe656f463d Lowered frame strata for the GCD bar
There's no real reason to force this bar up into the TOOLTIP strata and have it draw on top of things. It can live in 'low' like every other part of the addon.
2015-12-20 16:12:52 -06:00
b9d1447698 Placed lag bar into an appropriate frame layer 2015-12-20 16:11:52 -06:00
2c93dbc365 Fixed lag indicator on cast bars set to 'reverse'
Apparently setting the castbar to 'reverse' mode has never set the lag indicator in the correct place. Now we instruct SetBarCoord to behave differently for lag indicators.
2015-12-20 16:11:23 -06:00
e7717731cb Respect channeled spells for "Show during cast" option
Ticket #197 - thanks nandchan!
2015-12-20 15:22:44 -06:00
fa64f46bc1 Fixes GCD sometimes not triggering
I'm not having any problems triggering the GCD with items or spells, but a ticket reports that this is an issue and this is the way to fix it. (ticket #198 - thanks nandchan!)
2015-12-20 15:15:51 -06:00
b6fe6b215d Removed no-longer-used code 2015-09-27 16:32:36 -05:00
976047a9bc Fix the Resolve module
Integrated a fix from user cgsg11 to use the mysterious 15th return value from UnitAura with Resolve instead of trying to scan the tooltip for the percentage.
2015-09-27 16:03:20 -05:00
ad72976b24 Cleaner way of getting defaults and options from stack counters
Now we pass in the options or defaults table directly to the helper class's getter methods since they're passed by reference and can be modified in place. This saves us creation of yet more tables and obviates the need to merge tables together.
2015-09-04 22:34:07 -05:00
4d20a073ae Added optional aura icon to the CustomCounterBar 2015-09-04 22:28:00 -05:00
776bbf7ab3 Added a custom counter bar module by popular demand. Behaves exactly like a stack counter module, but in bar form.
Also cleaned up a little bit of code in the core that was dealing with custom modules.
2015-08-22 16:55:14 -05:00
7249f4ebcd Moved some code that tied IceStackCounter more tightly to CustomCount than I had wanted into CustomCount itself. 2015-08-22 16:53:58 -05:00
8e13a8075d Pulled some common functionality out of CustomCount and into a helper file. I intend on using this same helper for a bar version of a buff counter. 2015-08-21 00:42:24 -05:00
fc49de127a Always use Anticipation's spell ID, not name (ticket #194) 2015-08-19 22:00:00 -05:00
c0ca456c9c Drycode fix take 2 2015-06-29 20:34:42 -05:00
2126dc4bce Drycode fix 2015-06-29 20:33:57 -05:00
2415f9a0e6 - More attempts to fix Runes errors being reported. 2015-06-29 20:21:03 -05:00
fc58eec85e - TOC bump for 6.2 2015-06-27 22:22:32 -05:00
ec38972f8c - Hide IceHUD when interacting with barber shops. (ticket #190) 2015-06-27 22:22:16 -05:00
1dfbd13d67 Fixed bad SetCooldown usage in the Runes frame (ticket #189). 2015-06-25 10:45:16 -05:00
d946fe36dd - Changed CC modules to compare by spell ID instead of name in order to match more correctly. (thanks rmihalko! ticket #186) 2015-04-08 10:44:24 -05:00
55fc88acdc Fixed a bug causing buff/debuff watchers to not display for (de)buffs that didn't stack. 2015-03-25 23:24:27 -05:00
1fc1d476cc Used an undocumented cooldown function to make the cooldown wipe on Death Knight runes match the shape of the rune (circular). 2015-03-22 21:55:05 -05:00
84577ae5e9 Fixed potential divide-by-zero in the custom counter module. 2015-03-22 21:44:39 -05:00
6daa9ea927 Added an option to only display a buff/debuff watcher when the tracked aura has more than X stacks (default 0) (ticket #185) 2015-03-03 22:39:28 -06:00
e5eb235aef Added support for tracking spell stacks and charges in the Custom Count module. 2015-02-26 00:51:39 -06:00
42 changed files with 3014 additions and 1657 deletions

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@ -43,11 +43,9 @@ externals:
url: svn://svn.wowace.com/wow/libsharedmedia-3-0/mainline/trunk url: svn://svn.wowace.com/wow/libsharedmedia-3-0/mainline/trunk
tag: latest tag: latest
libs/LibDogTag-3.0: libs/LibDogTag-3.0:
url: svn://svn.wowace.com/wow/libdogtag-3-0/mainline/trunk url: git://git.wowace.com/wow/libdogtag-3-0/mainline.git
tag: latest
libs/LibDogTag-Unit-3.0: libs/LibDogTag-Unit-3.0:
url: svn://svn.wowace.com/wow/libdogtag-unit-3-0/mainline/trunk url: git://git.wowace.com/wow/libdogtag-unit-3-0/mainline.git
tag: latest
libs/LibDBIcon-1.0: libs/LibDBIcon-1.0:
url: svn://svn.wowace.com/wow/libdbicon-1-0/mainline/trunk/LibDBIcon-1.0 url: svn://svn.wowace.com/wow/libdbicon-1-0/mainline/trunk/LibDBIcon-1.0
libs/LibDualSpec-1.0: libs/LibDualSpec-1.0:
@ -62,4 +60,4 @@ move-folders:
IceHUD/IceHUD_Options: IceHUD_Options IceHUD/IceHUD_Options: IceHUD_Options
tools-used: tools-used:
- libdatabroker-1-1 - libdatabroker-1-1

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@ -946,6 +946,8 @@ function IceBarElement.prototype:CreateFrame()
if self.moduleSettings.rotateBar then if self.moduleSettings.rotateBar then
self:RotateHorizontal() self:RotateHorizontal()
else
self:ResetRotation()
end end
end end
@ -1140,7 +1142,7 @@ function IceBarElement.prototype:Flip(side)
end end
-- Rokiyo: bar is the only required argument, scale & top are optional -- Rokiyo: bar is the only required argument, scale & top are optional
function IceBarElement.prototype:SetBarCoord(barFrame, scale, top) function IceBarElement.prototype:SetBarCoord(barFrame, scale, top, overrideReverse)
if not scale then scale = 0 end if not scale then scale = 0 end
scale = IceHUD:Clamp(scale, 0, 1) scale = IceHUD:Clamp(scale, 0, 1)
@ -1150,7 +1152,12 @@ function IceBarElement.prototype:SetBarCoord(barFrame, scale, top)
local min_y, max_y local min_y, max_y
local offset_y = 0 local offset_y = 0
if IceHUD:xor(self.moduleSettings.reverse, top) then local reverse = self.moduleSettings.reverse
if overrideReverse then
reverse = false
end
if IceHUD:xor(reverse, top) then
if self.moduleSettings.inverse == "INVERSE" then if self.moduleSettings.inverse == "INVERSE" then
min_y = 1 - scale min_y = 1 - scale
max_y = 1 max_y = 1

File diff suppressed because it is too large Load Diff

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@ -93,6 +93,7 @@ function IceCore.prototype:SetupDefaults()
TextDecoration = "Shadow", TextDecoration = "Shadow",
bHideDuringPetBattles = true, bHideDuringPetBattles = true,
bHideInBarberShop = true,
}, },
global = { global = {
lastRunVersion = 0, lastRunVersion = 0,
@ -141,7 +142,7 @@ function IceCore.prototype:CheckDisplayUpdateMessage()
thisVersion = @project-date-integer@ thisVersion = @project-date-integer@
--@end-non-debug@]===] --@end-non-debug@]===]
--@debug@ --@debug@
thisVersion = 9999 thisVersion = 99999999999999
--@end-debug@ --@end-debug@
if self.accountSettings.lastRunVersion < thisVersion then if self.accountSettings.lastRunVersion < thisVersion then
if self.accountSettings.lastRunVersion < 549 then if self.accountSettings.lastRunVersion < 549 then
@ -166,6 +167,12 @@ function IceCore.prototype:CheckDisplayUpdateMessage()
self.settings.modules["LacerateCount"] = {} self.settings.modules["LacerateCount"] = {}
end end
end end
if self.accountSettings.lastRunVersion <= 20160527053225 then
if self.settings.modules["DruidMana"] ~= nil then
self.settings.modules["PlayerAltMana"] = self.settings.modules["DruidMana"]
self.settings.modules["DruidMana"] = nil
end
end
self.accountSettings.lastRunVersion = thisVersion self.accountSettings.lastRunVersion = thisVersion
end end
end end
@ -202,31 +209,25 @@ function IceCore.prototype:Enable(userToggle)
end end
for k,v in pairs(self.settings.modules) do for k,v in pairs(self.settings.modules) do
local newModule
if self.settings.modules[k].customBarType == "Bar" and IceCustomBar ~= nil then if self.settings.modules[k].customBarType == "Bar" and IceCustomBar ~= nil then
local newBar newModule = IceCustomBar:new()
newBar = IceCustomBar:new()
newBar.elementName = k
self:AddNewDynamicModule(newBar, true)
elseif self.settings.modules[k].customBarType == "Counter" and IceCustomCount ~= nil then elseif self.settings.modules[k].customBarType == "Counter" and IceCustomCount ~= nil then
local newCounter newModule = IceCustomCount:new()
newCounter = IceCustomCount:new() elseif self.settings.modules[k].customBarType == "CounterBar" and IceCustomCounterBar ~= nil then
newCounter.elementName = k newModule = IceCustomCounterBar:new()
self:AddNewDynamicModule(newCounter, true)
elseif self.settings.modules[k].customBarType == "CD" and IceCustomCDBar ~= nil then elseif self.settings.modules[k].customBarType == "CD" and IceCustomCDBar ~= nil then
local newCD newModule = IceCustomCDBar:new()
newCD = IceCustomCDBar:new()
newCD.elementName = k
self:AddNewDynamicModule(newCD, true)
elseif self.settings.modules[k].customBarType == "Health" and IceCustomHealth ~= nil then elseif self.settings.modules[k].customBarType == "Health" and IceCustomHealth ~= nil then
local newHealth newModule = IceCustomHealth:new()
newHealth = IceCustomHealth:new()
newHealth.elementName = k
self:AddNewDynamicModule(newHealth, true)
elseif self.settings.modules[k].customBarType == "Mana" and IceCustomMana ~= nil then elseif self.settings.modules[k].customBarType == "Mana" and IceCustomMana ~= nil then
local newMana newModule = IceCustomMana:new()
newMana = IceCustomMana:new() end
newMana.elementName = k
self:AddNewDynamicModule(newMana, true) if newModule ~= nil then
newModule.elementName = k
self:AddNewDynamicModule(newModule, true)
end end
end end
@ -244,6 +245,8 @@ function IceCore.prototype:Enable(userToggle)
self.IceHUDFrame:RegisterEvent("PET_BATTLE_OPENING_START") self.IceHUDFrame:RegisterEvent("PET_BATTLE_OPENING_START")
self.IceHUDFrame:RegisterEvent("PET_BATTLE_OVER") self.IceHUDFrame:RegisterEvent("PET_BATTLE_OVER")
self.IceHUDFrame:RegisterEvent("BARBER_SHOP_OPEN")
self.IceHUDFrame:RegisterEvent("BARBER_SHOP_CLOSE")
self.IceHUDFrame:SetScript("OnEvent", function(self, event, ...) self.IceHUDFrame:SetScript("OnEvent", function(self, event, ...)
if (event == "PET_BATTLE_OPENING_START") then if (event == "PET_BATTLE_OPENING_START") then
if IceHUD.IceCore.settings.bHideDuringPetBattles then if IceHUD.IceCore.settings.bHideDuringPetBattles then
@ -253,6 +256,14 @@ function IceCore.prototype:Enable(userToggle)
if IceHUD.IceCore.settings.bHideDuringPetBattles then if IceHUD.IceCore.settings.bHideDuringPetBattles then
self:Show() self:Show()
end end
elseif (event == "BARBER_SHOP_OPEN") then
if IceHUD.IceCore.settings.bHideInBarberShop then
self:Hide()
end
elseif (event == "BARBER_SHOP_CLOSE") then
if IceHUD.IceCore.settings.bHideInBarberShop then
self:Show()
end
end end
end) end)
@ -261,7 +272,7 @@ end
function IceCore.prototype:RedirectRemovedModules() function IceCore.prototype:RedirectRemovedModules()
local _, class = UnitClass("player") local _, class = UnitClass("player")
if class == "WARRIOR" and self.settings.modules["SunderCount"] and IceHUD.WowVer < 60000 then if class == "WARRIOR" and self.settings.modules["SunderCount"] and GetSpellInfo(SUNDER_SPELL_ID) and IceHUD.WowVer < 60000 then
if self.settings.modules["SunderCount"].enabled or self.settings.modules["SunderCount"].enabled == nil then if self.settings.modules["SunderCount"].enabled or self.settings.modules["SunderCount"].enabled == nil then
local bFound = false local bFound = false
@ -298,7 +309,7 @@ function IceCore.prototype:RedirectRemovedModules()
self.settings.modules["SunderCount"] = nil self.settings.modules["SunderCount"] = nil
end end
if class == "DRUID" and self.settings.modules["LacerateCount"] then if class == "DRUID" and self.settings.modules["LacerateCount"] and GetSpellInfo(LACERATE_SPELL_ID) then
if self.settings.modules["LacerateCount"].enabled or self.settings.modules["LacerateCount"].enabled == nil then if self.settings.modules["LacerateCount"].enabled or self.settings.modules["LacerateCount"].enabled == nil then
local bFound = false local bFound = false
for k,v in pairs(self.elements) do for k,v in pairs(self.elements) do
@ -335,7 +346,7 @@ function IceCore.prototype:RedirectRemovedModules()
self.settings.modules["LacerateCount"] = nil self.settings.modules["LacerateCount"] = nil
end end
if class == "SHAMAN" and self.settings.modules["MaelstromCount"] then if class == "SHAMAN" and self.settings.modules["MaelstromCount"] and GetSpellInfo(MAELSTROM_SPELL_ID) then
if self.settings.modules["MaelstromCount"].enabled or self.settings.modules["MaelstromCount"].enabled == nil then if self.settings.modules["MaelstromCount"].enabled or self.settings.modules["MaelstromCount"].enabled == nil then
local bFound = false local bFound = false
for k,v in pairs(self.elements) do for k,v in pairs(self.elements) do
@ -489,6 +500,8 @@ function IceCore.prototype:Disable(userToggle)
self.IceHUDFrame:UnregisterEvent("PET_BATTLE_OPENING_START") self.IceHUDFrame:UnregisterEvent("PET_BATTLE_OPENING_START")
self.IceHUDFrame:UnregisterEvent("PET_BATTLE_OVER") self.IceHUDFrame:UnregisterEvent("PET_BATTLE_OVER")
self.IceHUDFrame:UnregisterEvent("BARBER_SHOP_OPEN")
self.IceHUDFrame:UnregisterEvent("BARBER_SHOP_CLOSE")
self.IceHUDFrame:SetScript("OnEvent", nil) self.IceHUDFrame:SetScript("OnEvent", nil)
self.enabled = false self.enabled = false

View File

@ -130,6 +130,8 @@ function IceElement.prototype:GetBarTypeDescription(barType)
retval = L["(De)Buff watcher"] retval = L["(De)Buff watcher"]
elseif barType == "Counter" then elseif barType == "Counter" then
retval = L["Counter"] retval = L["Counter"]
elseif barType == "CounterBar" then
retval = L["CounterBar"]
elseif barType == "Health" then elseif barType == "Health" then
retval = HEALTH retval = HEALTH
elseif barType == "Mana" then elseif barType == "Mana" then

View File

@ -20,7 +20,7 @@ IceHUD.WowVer = select(4, GetBuildInfo())
IceHUD.validBarList = { "Bar", "HiBar", "RoundBar", "ColorBar", "RivetBar", "RivetBar2", "CleanCurves", "GlowArc", IceHUD.validBarList = { "Bar", "HiBar", "RoundBar", "ColorBar", "RivetBar", "RivetBar2", "CleanCurves", "GlowArc",
"BloodGlaives", "ArcHUD", "FangRune", "DHUD", "CleanCurvesOut", "CleanTank", "PillTank", "GemTank" } "BloodGlaives", "ArcHUD", "FangRune", "DHUD", "CleanCurvesOut", "CleanTank", "PillTank", "GemTank" }
IceHUD.validCustomModules = {Bar="Buff/Debuff watcher", Counter="Buff/Debuff stack counter", CD="Cooldown bar", Health="Health bar", Mana="Mana bar"} IceHUD.validCustomModules = {Bar="Buff/Debuff watcher", Counter="Buff/Debuff stack counter", CD="Cooldown bar", Health="Health bar", Mana="Mana bar", CounterBar="Stack count bar"}
--@debug@ --@debug@
IceHUD.optionsLoaded = true IceHUD.optionsLoaded = true
@ -78,6 +78,21 @@ StaticPopupDialogs["ICEHUD_CUSTOM_COUNTER_CREATED"] =
end, end,
} }
StaticPopupDialogs["ICEHUD_CUSTOM_COUNTER_BAR_CREATED"] =
{
text = L["A custom counter bar has been created and can be configured through Module Settings => MyCustomCounterBar. It is highly recommended that you change the bar name of this module so that it's easier to identify."],
button1 = OKAY,
timeout = 0,
whileDead = 1,
hideOnEscape = 0,
OnShow = function(self)
self:SetFrameStrata("TOOLTIP")
end,
OnHide = function(self)
self:SetFrameStrata("DIALOG")
end,
}
StaticPopupDialogs["ICEHUD_CUSTOM_CD_CREATED"] = StaticPopupDialogs["ICEHUD_CUSTOM_CD_CREATED"] =
{ {
text = L["A custom cooldown bar has been created and can be configured through Module Settings => MyCustomCD. It is highly recommended that you change the bar name of this module so that it's easier to identify."], text = L["A custom cooldown bar has been created and can be configured through Module Settings => MyCustomCD. It is highly recommended that you change the bar name of this module so that it's easier to identify."],
@ -257,10 +272,10 @@ function IceHUD:OnEnable(isFirst)
IceHUD_Options:OnLoad() IceHUD_Options:OnLoad()
--@end-debug@ --@end-debug@
if isFirst then -- if isFirst then
self:SetDebugging(self.IceCore:GetDebug()) self:SetDebugging(self.IceCore:GetDebug())
self.debugFrame = ChatFrame2 self.debugFrame = ChatFrame1
end -- end
end end
-- add settings changes/updates here so that existing users don't lose their settings -- add settings changes/updates here so that existing users don't lose their settings
@ -343,8 +358,12 @@ function IceHUD:LoadOptions()
return true return true
end end
function IceHUD:Debug(msg) function IceHUD:Debug(...)
if self.debugging then if self.debugging then
local msg = ""
for n=1,select('#', ...) do
msg = msg .. tostring(select(n, ...)) .. " "
end
self.debugFrame:AddMessage(msg) self.debugFrame:AddMessage(msg)
end end
end end
@ -536,6 +555,9 @@ function IceHUD:CreateCustomModuleAndNotify(moduleKey, settings)
elseif moduleKey == "Counter" then -- custom counter elseif moduleKey == "Counter" then -- custom counter
newMod = IceCustomCount:new() newMod = IceCustomCount:new()
popupMsg = "ICEHUD_CUSTOM_COUNTER_CREATED" popupMsg = "ICEHUD_CUSTOM_COUNTER_CREATED"
elseif moduleKey == "CounterBar" then -- custom counter bar
newMod = IceCustomCounterBar:new()
popupMsg = "ICEHUD_CUSTOM_COUNTER_BAR_CREATED"
elseif moduleKey == "CD" then -- cooldown bar elseif moduleKey == "CD" then -- cooldown bar
newMod = IceCustomCDBar:new() newMod = IceCustomCDBar:new()
popupMsg = "ICEHUD_CUSTOM_CD_CREATED" popupMsg = "ICEHUD_CUSTOM_CD_CREATED"

View File

@ -1,4 +1,4 @@
## Interface: 60100 ## Interface: 70000
## Author: Parnic, originally created by Iceroth ## Author: Parnic, originally created by Iceroth
## Name: IceHUD ## Name: IceHUD
## Title: IceHUD |cff7fff7f-Ace3-|r ## Title: IceHUD |cff7fff7f-Ace3-|r
@ -6,9 +6,9 @@
## Version: @project-version@ ## Version: @project-version@
## SavedVariables: IceCoreDB ## SavedVariables: IceCoreDB
## OptionalDeps: Ace3, LibSharedMedia-3.0, LibDogTag-3.0, LibDogTag-Unit-3.0, LibRangeCheck-2.0, LibDualSpec-1.0, LibDBIcon-1.0, AceGUI-3.0-SharedMediaWidgets ## OptionalDeps: Ace3, LibSharedMedia-3.0, LibDogTag-3.0, LibDogTag-Unit-3.0, LibRangeCheck-2.0, LibDualSpec-1.0, LibDBIcon-1.0, AceGUI-3.0-SharedMediaWidgets
## X-Compatible-With: 50400 ## X-Compatible-With: 60200
## X-Category: HUDs ## X-Category: HUDs
## X-Website: http://www.wowace.com/projects/ice-hud/ ## X-Website: http://www.wowace.com/addons/ice-hud/
## X-WoWI-ID: 8149 ## X-WoWI-ID: 8149
#@no-lib-strip@ #@no-lib-strip@
@ -26,6 +26,7 @@ IceElement.lua
IceBarElement.lua IceBarElement.lua
IceUnitBar.lua IceUnitBar.lua
IceCastBar.lua IceCastBar.lua
IceStackCounter.lua
# IceHUD modules # IceHUD modules
# - Feel free to comment these out if you like # - Feel free to comment these out if you like
@ -35,7 +36,6 @@ modules\TargetHealth.lua
modules\TargetMana.lua modules\TargetMana.lua
modules\PetHealth.lua modules\PetHealth.lua
modules\PetMana.lua modules\PetMana.lua
modules\DruidMana.lua
modules\TargetInfo.lua modules\TargetInfo.lua
modules\TargetOfTarget.lua modules\TargetOfTarget.lua
modules\ComboPoints.lua modules\ComboPoints.lua
@ -59,6 +59,7 @@ modules\FocusThreat.lua
modules\RangeCheck.lua modules\RangeCheck.lua
modules\CustomBar.lua modules\CustomBar.lua
modules\CustomCount.lua modules\CustomCount.lua
modules\CustomCounterBar.lua
# - make sure PlayerInfo loads after TargetInfo since it inherits # - make sure PlayerInfo loads after TargetInfo since it inherits
modules\PlayerInfo.lua modules\PlayerInfo.lua
modules\PetInfo.lua modules\PetInfo.lua
@ -81,12 +82,14 @@ modules\Vengeance.lua
modules\Resolve.lua modules\Resolve.lua
modules\PlayerAlternatePower.lua modules\PlayerAlternatePower.lua
modules\HarmonyPower.lua modules\HarmonyPower.lua
modules\MonkManaBar.lua
modules\ShadowOrbs.lua modules\ShadowOrbs.lua
modules\TargetAbsorb.lua modules\TargetAbsorb.lua
modules\PlayerAbsorb.lua modules\PlayerAbsorb.lua
modules\FocusAbsorb.lua modules\FocusAbsorb.lua
modules\Stagger.lua modules\Stagger.lua
modules\PlayerAltMana.lua
modules\ArcaneCharges.lua
modules\RollTheBones.lua
#@do-not-package@ #@do-not-package@
IceHUD_Options\Options.lua IceHUD_Options\Options.lua

View File

@ -1,4 +1,4 @@
## Interface: 60100 ## Interface: 70000
## Title: IceHUD |cff7fff7f-Options-|r ## Title: IceHUD |cff7fff7f-Options-|r
## Author: Parnic ## Author: Parnic
## Version: @project-version@ ## Version: @project-version@

View File

@ -65,19 +65,25 @@ Expand "|cffffdc42Module Settings|r", expand PlayerHealth (or TargetHealth for t
Expand "|cffffdc42Module Settings|r", expand PlayerInfo (or TargetInfo for targets), select Buff Settings or Debuff Settings, and un-check "show buffs" (or "show debuffs"). Expand "|cffffdc42Module Settings|r", expand PlayerInfo (or TargetInfo for targets), select Buff Settings or Debuff Settings, and un-check "show buffs" (or "show debuffs").
|cff9999ff12. How do I turn off these big huge bars that pulse whenever one of my abilities procs?|r |cff9999ff12. How do I turn off these big huge bars that pulse whenever one of my abilities procs?|r
This isn't |cff9999ffIceHUD|r - it's Blizzard's new Spell Alerts they added in 4.0.1. Interface options => Combat => "Show Spell Alerts" to turn them off or search for a mod to tweak their positioning/size/etc. This isn't |cff9999ffIceHUD|r - it's Blizzard's Spell Alerts they added in 4.0.1. Interface options => Combat => "Spell Alert Opacity" to turn them off or search for a mod to tweak their positioning/size/etc.
|cff9999ff13. I don't like where some of the bars are placed. How do I put the health/mana on the left/right?|r |cff9999ff13. I don't like where some of the bars are placed. How do I put the health/mana on the left/right?|r
Expand "|cffffdc42Module Settings|r", expand whatever module you want to move (e.g. PlayerHealth, PlayerMana), and adjust the "Side" and "Offset" settings. "Side" controls whether it's on the left or the right and "Offset" controls how far from center it is. Expand "|cffffdc42Module Settings|r", expand whatever module you want to move (e.g. PlayerHealth, PlayerMana), and adjust the "Side" and "Offset" settings. "Side" controls whether it's on the left or the right and "Offset" controls how far from center it is.
|cff9999ff14. Which module displays Monk Chi power?|r |cff9999ff14. Which module displays Monk Chi power?|r
This module is called HarmonyPower. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. I feel like it's too late to change now that many people are familiar with the Harmony name. This module is called |cffdcff42HarmonyPower|r. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. I feel like it's too late to change now that many people are familiar with the Harmony name.
|cff9999ff15. How do I add commas/periods into big numbers like health?|r |cff9999ff15. How do I add commas/periods into big numbers like health?|r
If you have DogTags enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc. If you have |cff42ffffDogTags|r enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc.
|cff9999ff16. The countdown timers on buffs and debuffs completely obscure the icon. How do I disable the timer text?|r |cff9999ff16. The countdown timers on buffs and debuffs completely obscure the icon. How do I disable the timer text?|r
IceHUD is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like OmniCC or CooldownCount will generally give you the same feature but allow you to control when, where, and how the text shows up.]] |cff9999ffIceHUD|r is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like |cff42ffffOmniCC|r or |cff42ffffCooldownCount|r will generally give you the same feature but allow you to control when, where, and how the text shows up.
|cff9999ff17. When I rotate some modules 90 degrees, such as the castbar, the bar appears to wiggle up and down as it fills or empties. How do I fix this?|r
This is a side effect of the animation API that I'm co-opting to force a rotation without having to provide duplicates of every bar texture in the mod. Any bar moving sufficiently quickly and updating rapidly will cause this. |cff9999ffIceHUD|r is intended to be a vertically-oriented mod, so the rotation feature is there for people who are willing to accept the side effects that come with it. My suggestion is to use one of the many horizontally-oriented bar mods out there if you're wanting horizontal bars. |cff42ffffQuartz|r is a good castbar replacement that you can use and disable |cff9999ffIceHUD|r's built-in castbar, for example.
|cff9999ff18. How do I get rid of the bars that showed up beneath the player in the 7.0 patch?|r
Blizzard added a "Personal Resource Display" feature in the 7.0 game client. You can disable it in the Game options -> Interface -> Names -> Personal Resource Display.]]
} }
} }
}, },
@ -374,7 +380,24 @@ IceHUD is not responsible for this countdown text and cannot control it. The 6.0
end end
end, end,
order = 34, order = 34,
} },
bHideInBarberShop = {
type = 'toggle',
name = L["Hide in barbershops"],
desc = L["This will hide the entire mod when interacting with a barbershop."],
width = 'double',
get = function()
return IceHUD.IceCore.settings.bHideInBarberShop
end,
set = function(info, value)
IceHUD.IceCore.settings.bHideInBarberShop = value
if not value then
IceHUD.IceCore.IceHUDFrame:Show()
end
end,
order = 35,
},
} }
}, },

175
IceStackCounter.lua Normal file
View File

@ -0,0 +1,175 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local validUnits = {"player", "target", "focus", "pet", "vehicle", "targettarget", "main hand weapon", "off hand weapon"}
local buffOrDebuff = {"buff", "debuff", "charges", "spell count"}
-- OVERRIDE
function IceStackCounter_GetOptions(frame, opts)
opts["customHeader"] = {
type = 'header',
name = L["Aura settings"],
order = 30.1,
}
opts["auraTarget"] = {
type = 'select',
values = validUnits,
name = L["Unit to track"],
desc = L["Select which unit that this bar should be looking for buffs/debuffs on"],
get = function(info)
return IceHUD:GetSelectValue(info, frame.moduleSettings.auraTarget)
end,
set = function(info, v)
frame.moduleSettings.auraTarget = info.option.values[v]
frame.unit = info.option.values[v]
frame:Redraw()
IceHUD:NotifyOptionsChange()
end,
disabled = function()
return not frame.moduleSettings.enabled or frame.moduleSettings.auraType == "charges" or frame.moduleSettings.auraType == "spell count"
end,
order = 30.4,
}
opts["auraType"] = {
type = 'select',
values = buffOrDebuff,
name = L["Buff or debuff?"],
desc = L["Whether we are tracking a buff or debuff"],
get = function(info)
return IceHUD:GetSelectValue(info, frame.moduleSettings.auraType)
end,
set = function(info, v)
frame.moduleSettings.auraType = info.option.values[v]
frame:Redraw()
end,
disabled = function()
return not frame.moduleSettings.enabled or frame.unit == "main hand weapon" or frame.unit == "off hand weapon"
end,
order = 30.5,
}
opts["auraName"] = {
type = 'input',
name = L["Aura to track"],
desc = L["Which buff/debuff this counter will be tracking. \n\nRemember to press ENTER after filling out this box with the name you want or it will not save."],
get = function()
return frame.moduleSettings.auraName
end,
set = function(info, v)
frame.moduleSettings.auraName = v
frame:Redraw()
end,
disabled = function()
return not frame.moduleSettings.enabled or frame.unit == "main hand weapon" or frame.unit == "off hand weapon"
end,
usage = "<which aura to track>",
order = 30.6,
}
opts["trackOnlyMine"] = {
type = 'toggle',
name = L["Only track auras by me"],
desc = L["Checking this means that only buffs or debuffs that the player applied will trigger this bar"],
get = function()
return frame.moduleSettings.onlyMine
end,
set = function(info, v)
frame.moduleSettings.onlyMine = v
frame:Redraw()
end,
disabled = function()
return not frame.moduleSettings.enabled or frame.unit == "main hand weapon" or frame.unit == "off hand weapon"
or frame.moduleSettings.auraType == "charges" or frame.moduleSettings.auraType == "spell count"
end,
order = 30.7,
}
opts["maxCount"] = {
type = 'input',
name = L["Maximum applications"],
desc = L["How many total applications of this buff/debuff can be applied. For example, only 5 sunders can ever be on a target, so this would be set to 5 for tracking Sunder.\n\nRemember to press ENTER after filling out this box with the name you want or it will not save."],
get = function()
return tostring(frame.moduleSettings.maxCount)
end,
set = function(info, v)
if not v or not tonumber(v) or tonumber(v) <= 0 then
v = 5
end
frame.moduleSettings.maxCount = tonumber(v)
frame:Redraw()
end,
disabled = function()
return not frame.moduleSettings.enabled or frame.moduleSettings.auraType == "charges"
end,
usage = "<the maximum number of valid applications>",
order = 30.9,
}
end
function IceStackCounter_GetMaxCount(frame)
if frame.moduleSettings.auraType == "charges" then
local _, max = GetSpellCharges(frame.moduleSettings.auraName)
return max or 1
else
return frame.moduleSettings.maxCount
end
end
function IceStackCounter_GetDefaultSettings(defaults)
defaults["maxCount"] = 5
defaults["auraTarget"] = "player"
defaults["auraName"] = ""
defaults["onlyMine"] = true
defaults["auraType"] = "buff"
end
function IceStackCounter_Enable(frame)
frame:RegisterEvent("UNIT_AURA", "UpdateCustomCount")
frame:RegisterEvent("UNIT_PET", "UpdateCustomCount")
frame:RegisterEvent("PLAYER_PET_CHANGED", "UpdateCustomCount")
frame:RegisterEvent("PLAYER_FOCUS_CHANGED", "UpdateCustomCount")
frame:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateCustomCount")
frame:RegisterEvent("PLAYER_DEAD", "UpdateCustomCount")
frame:RegisterEvent("SPELL_UPDATE_CHARGES", "UpdateCustomCount")
frame.unit = frame.moduleSettings.auraTarget or "player"
if not tonumber(frame.moduleSettings.maxCount) or tonumber(frame.moduleSettings.maxCount) <= 0 then
frame.moduleSettings.maxCount = 5
frame:Redraw()
end
end
function IceStackCounter_GetCount(frame)
if not frame.moduleSettings.auraName then
return
end
local points
if IceHUD.IceCore:IsInConfigMode() then
points = tonumber(frame.moduleSettings.maxCount)
else
if frame.moduleSettings.auraType == "charges" then
points = GetSpellCharges(frame.moduleSettings.auraName) or 0
elseif frame.moduleSettings.auraType == "spell count" then
points = GetSpellCount(frame.moduleSettings.auraName) or 0
else
points = IceHUD:GetAuraCount(frame.moduleSettings.auraType == "buff" and "HELPFUL" or "HARMFUL",
frame.unit, frame.moduleSettings.auraName, frame.moduleSettings.onlyMine, true)
end
end
frame.lastPoints = points
if (points == 0) then
points = nil
end
return points
end
function IceStackCounter_UseTargetAlpha(frame)
return frame.lastPoints ~= nil and frame.lastPoints > 0
end

View File

@ -197,13 +197,15 @@ end
function IceUnitBar.prototype:RotateHorizontal() function IceUnitBar.prototype:RotateHorizontal()
IceUnitBar.super.prototype.RotateHorizontal(self) IceUnitBar.super.prototype.RotateHorizontal(self)
self:RotateFrame(self.flashFrame) if IceHUD.WowVer < 70000 then
self:RotateFrame(self.flashFrame)
end
end end
function IceUnitBar.prototype:ResetRotation() function IceUnitBar.prototype:ResetRotation()
IceUnitBar.super.prototype.ResetRotation(self) IceUnitBar.super.prototype.ResetRotation(self)
if self.flashFrame.anim then if IceHUD.WowVer < 70000 and self.flashFrame and self.flashFrame.anim then
self.flashFrame.anim:Stop() self.flashFrame.anim:Stop()
end end
end end
@ -213,14 +215,18 @@ end
function IceUnitBar.prototype:Update() function IceUnitBar.prototype:Update()
IceUnitBar.super.prototype.Update(self) IceUnitBar.super.prototype.Update(self)
self.tapped = UnitIsTapped(self.unit) and (not UnitIsTappedByPlayer(self.unit)) if IceHUD.WowVer < 70000 then
self.tapped = UnitIsTapped(self.unit) and (not UnitIsTappedByPlayer(self.unit))
else
self.tapped = UnitIsTapDenied(self.unit)
end
self.health = UnitHealth(self.unit) self.health = UnitHealth(self.unit)
self.maxHealth = UnitHealthMax(self.unit) self.maxHealth = UnitHealthMax(self.unit)
self.healthPercentage = self.maxHealth ~= 0 and (self.health/self.maxHealth) or 0 self.healthPercentage = self.maxHealth ~= 0 and (self.health/self.maxHealth) or 0
self.mana = UnitPower(self.unit) self.mana = UnitPower(self.unit, UnitPowerType(self.unit))
self.maxMana = UnitPowerMax(self.unit) self.maxMana = UnitPowerMax(self.unit, UnitPowerType(self.unit))
self.manaPercentage = self.maxMana ~= 0 and (self.mana/self.maxMana) or 0 self.manaPercentage = self.maxMana ~= 0 and (self.mana/self.maxMana) or 0
local locClass local locClass

61
modules/ArcaneCharges.lua Normal file
View File

@ -0,0 +1,61 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local ArcaneCharges = IceCore_CreateClass(IceClassPowerCounter)
function ArcaneCharges.prototype:init()
ArcaneCharges.super.prototype.init(self, "ArcaneCharges")
self:SetDefaultColor("ArcaneChargesNumeric", 150, 150, 255)
self.unit = "player"
self.numericColor = "ArcaneChargesNumeric"
self.unitPower = SPELL_POWER_ARCANE_CHARGES
self.minLevel = 0
self.bTreatEmptyAsFull = true
self.runeWidth = self.runeHeight
self.requiredSpec = SPEC_MAGE_ARCANE
end
function ArcaneCharges.prototype:Enable(core)
self.numRunes = UnitPowerMax(self.unit, SPELL_POWER_ARCANE_CHARGES)
self.runeCoords = { }
for i = 1, self.numRunes do
self.runeCoords[#self.runeCoords + 1] = {0, 1, 0, 1}
end
ArcaneCharges.super.prototype.Enable(self, core)
end
function ArcaneCharges.prototype:GetOptions()
local opts = ArcaneCharges.super.prototype.GetOptions(self)
opts.hideBlizz.desc = L["Hides Blizzard Arcane Charges frame and disables all events related to it.\n\nNOTE: Blizzard attaches the arcane charges UI to the player's unitframe, so if you have that hidden in PlayerHealth, then this won't do anything."]
return opts
end
function ArcaneCharges.prototype:GetRuneAtlas(rune)
return "Mage-ArcaneCharge"
end
function ArcaneCharges.prototype:GetShineAtlas(rune)
return "Mage-ArcaneCharge-SmallSpark"
end
function ArcaneCharges.prototype:ShowBlizz()
MageArcaneChargesFrame:Show()
MageArcaneChargesFrame:GetScript("OnLoad")(MageArcaneChargesFrame)
end
function ArcaneCharges.prototype:HideBlizz()
MageArcaneChargesFrame:Hide()
MageArcaneChargesFrame:UnregisterAllEvents()
end
-- Load us up
local _, unitClass = UnitClass("player")
if (unitClass == "MAGE" and IceHUD.WowVer >= 70000) then
IceHUD.ArcaneCharges = ArcaneCharges:new()
end

View File

@ -1,476 +1,506 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false) local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local CastBar = IceCore_CreateClass(IceCastBar) local CastBar = IceCore_CreateClass(IceCastBar)
local IceHUD = _G.IceHUD local IceHUD = _G.IceHUD
CastBar.prototype.lagBar = nil CastBar.prototype.spellCastSent = nil
CastBar.prototype.spellCastSent = nil CastBar.prototype.sentSpell = nil
-- Constructor --
-- Constructor -- function CastBar.prototype:init()
function CastBar.prototype:init() CastBar.super.prototype.init(self, "CastBar")
CastBar.super.prototype.init(self, "CastBar")
self:SetDefaultColor("CastLag", 255, 0, 0)
self:SetDefaultColor("CastLag", 255, 0, 0) self:SetDefaultColor("CastNotInRange", 200, 200, 200)
self:SetDefaultColor("CastNotInRange", 200, 200, 200)
self.unit = "player"
self.unit = "player" end
end
-- 'Public' methods -----------------------------------------------------------
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
-- OVERRIDE function CastBar.prototype:GetDefaultSettings()
function CastBar.prototype:GetDefaultSettings() local settings = CastBar.super.prototype.GetDefaultSettings(self)
local settings = CastBar.super.prototype.GetDefaultSettings(self)
settings["side"] = IceCore.Side.Left
settings["side"] = IceCore.Side.Left settings["offset"] = 0
settings["offset"] = 0 settings["flashInstants"] = "Caster"
settings["flashInstants"] = "Caster" settings["flashFailures"] = "Caster"
settings["flashFailures"] = "Caster" settings["lagAlpha"] = 0.7
settings["lagAlpha"] = 0.7 settings["showBlizzCast"] = false
settings["showBlizzCast"] = false settings["shouldAnimate"] = false
settings["shouldAnimate"] = false settings["hideAnimationSettings"] = true
settings["hideAnimationSettings"] = true settings["usesDogTagStrings"] = false
settings["usesDogTagStrings"] = false settings["rangeColor"] = true
settings["rangeColor"] = true settings["bAllowExpand"] = false
settings["bAllowExpand"] = false settings["respectLagTolerance"] = true
return settings return settings
end end
-- OVERRIDE -- OVERRIDE
function CastBar.prototype:GetOptions() function CastBar.prototype:GetOptions()
local opts = CastBar.super.prototype.GetOptions(self) local opts = CastBar.super.prototype.GetOptions(self)
opts["flashInstants"] = opts["flashInstants"] =
{ {
type = 'select', type = 'select',
name = L["Flash Instant Spells"], name = L["Flash Instant Spells"],
desc = L["Defines when cast bar should flash on instant spells"], desc = L["Defines when cast bar should flash on instant spells"],
get = function(info) get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.flashInstants) return IceHUD:GetSelectValue(info, self.moduleSettings.flashInstants)
end, end,
set = function(info, value) set = function(info, value)
self.moduleSettings.flashInstants = info.option.values[value] self.moduleSettings.flashInstants = info.option.values[value]
end, end,
values = { "Always", "Caster", "Never" }, values = { "Always", "Caster", "Never" },
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
order = 40 order = 40
} }
opts["flashFailures"] = opts["flashFailures"] =
{ {
type = 'select', type = 'select',
name = L["Flash on Spell Failures"], name = L["Flash on Spell Failures"],
desc = L["Defines when cast bar should flash on failed spells"], desc = L["Defines when cast bar should flash on failed spells"],
get = function(info) get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.flashFailures) return IceHUD:GetSelectValue(info, self.moduleSettings.flashFailures)
end, end,
set = function(info, value) set = function(info, value)
self.moduleSettings.flashFailures = info.option.values[value] self.moduleSettings.flashFailures = info.option.values[value]
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
values = { "Always", "Caster", "Never" }, values = { "Always", "Caster", "Never" },
order = 41 order = 41
} }
opts["lagAlpha"] = opts["lagAlpha"] =
{ {
type = 'range', type = 'range',
name = L["Lag Indicator alpha"], name = L["Lag Indicator alpha"],
desc = L["Lag indicator alpha (0 is disabled)"], desc = L["Lag indicator alpha (0 is disabled)"],
min = 0, min = 0,
max = 1, max = 1,
step = 0.1, step = 0.1,
get = function() get = function()
return self.moduleSettings.lagAlpha return self.moduleSettings.lagAlpha
end, end,
set = function(info, value) set = function(info, value)
self.moduleSettings.lagAlpha = value self.moduleSettings.lagAlpha = value
self:Redraw() self:Redraw()
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
order = 42 order = 42
} }
opts["showBlizzCast"] = opts["showBlizzCast"] =
{ {
type = 'toggle', type = 'toggle',
name = L["Show default cast bar"], name = L["Show default cast bar"],
desc = L["Whether or not to show the default cast bar."], desc = L["Whether or not to show the default cast bar."],
get = function() get = function()
return self.moduleSettings.showBlizzCast return self.moduleSettings.showBlizzCast
end, end,
set = function(info, value) set = function(info, value)
self.moduleSettings.showBlizzCast = value self.moduleSettings.showBlizzCast = value
self:ToggleBlizzCast(self.moduleSettings.showBlizzCast) self:ToggleBlizzCast(self.moduleSettings.showBlizzCast)
end, end,
disabled = function() disabled = function()
return not self.moduleSettings.enabled return not self.moduleSettings.enabled
end, end,
order = 43 order = 43
} }
opts["barVisible"] = { opts["respectLagTolerance"] =
type = 'toggle', {
name = L["Bar visible"], type = 'toggle',
desc = L["Toggle bar visibility"], name = L["Respect lag tolerance"],
get = function() desc = L["When checked, if a 'Custom Lag Tolerance' is set in the game's Combat options, the lag indicator will always use that tolerance value. Otherwise, it uses the computed latency."],
return self.moduleSettings.barVisible['bar'] get = function()
end, return self.moduleSettings.respectLagTolerance
set = function(info, v) end,
self.moduleSettings.barVisible['bar'] = v set = function(info, value)
if v then self.moduleSettings.respectLagTolerance = value
self.barFrame:Show() self:CVarUpdate()
else end,
self.barFrame:Hide() disabled = function()
end return not self.moduleSettings.enabled or GetCVar("reducedLagTolerance") == "0"
end, end,
disabled = function() order = 42.1,
return not self.moduleSettings.enabled }
end,
order = 28 opts["barVisible"] = {
} type = 'toggle',
name = L["Bar visible"],
opts["bgVisible"] = { desc = L["Toggle bar visibility"],
type = 'toggle', get = function()
name = L["Bar background visible"], return self.moduleSettings.barVisible['bar']
desc = L["Toggle bar background visibility"], end,
get = function() set = function(info, v)
return self.moduleSettings.barVisible['bg'] self.moduleSettings.barVisible['bar'] = v
end, if v then
set = function(info, v) self.barFrame:Show()
self.moduleSettings.barVisible['bg'] = v else
if v then self.barFrame:Hide()
self.frame.bg:Show() end
else end,
self.frame.bg:Hide() disabled = function()
end return not self.moduleSettings.enabled
end, end,
disabled = function() order = 28
return not self.moduleSettings.enabled }
end,
order = 29 opts["bgVisible"] = {
} type = 'toggle',
name = L["Bar background visible"],
opts["rangeColor"] = { desc = L["Toggle bar background visibility"],
type = 'toggle', get = function()
name = L["Change color when not in range"], return self.moduleSettings.barVisible['bg']
desc = L["Changes the bar color to the CastNotInRange color when the target goes out of range for the current spell."], end,
width = 'double', set = function(info, v)
get = function() self.moduleSettings.barVisible['bg'] = v
return self.moduleSettings.rangeColor if v then
end, self.frame.bg:Show()
set = function(info, v) else
self.moduleSettings.rangeColor = v self.frame.bg:Hide()
end, end
disabled = function() end,
return not self.moduleSettings.enabled disabled = function()
end, return not self.moduleSettings.enabled
order = 30 end,
} order = 29
}
opts["textSettings"] =
{ opts["rangeColor"] = {
type = 'group', type = 'toggle',
name = "|c"..self.configColor..L["Text Settings"].."|r", name = L["Change color when not in range"],
desc = L["Settings related to texts"], desc = L["Changes the bar color to the CastNotInRange color when the target goes out of range for the current spell."],
order = 32, width = 'double',
disabled = function() get = function()
return not self.moduleSettings.enabled return self.moduleSettings.rangeColor
end, end,
args = { set = function(info, v)
fontsize = { self.moduleSettings.rangeColor = v
type = 'range', end,
name = L["Bar Font Size"], disabled = function()
desc = L["Bar Font Size"], return not self.moduleSettings.enabled
get = function() end,
return self.moduleSettings.barFontSize order = 30
end, }
set = function(info, v)
self.moduleSettings.barFontSize = v opts["textSettings"] =
self:Redraw() {
end, type = 'group',
min = 8, name = "|c"..self.configColor..L["Text Settings"].."|r",
max = 20, desc = L["Settings related to texts"],
step = 1, order = 32,
order = 11 disabled = function()
}, return not self.moduleSettings.enabled
end,
lockFontAlpha = { args = {
type = "toggle", fontsize = {
name = L["Lock Bar Text Alpha"], type = 'range',
desc = L["Locks text alpha to 100%"], name = L["Bar Font Size"],
get = function() desc = L["Bar Font Size"],
return self.moduleSettings.lockUpperTextAlpha get = function()
end, return self.moduleSettings.barFontSize
set = function(info, v) end,
self.moduleSettings.lockUpperTextAlpha = v set = function(info, v)
self:Redraw() self.moduleSettings.barFontSize = v
end, self:Redraw()
order = 13 end,
}, min = 8,
max = 20,
upperTextVisible = { step = 1,
type = 'toggle', order = 11
name = L["Spell cast text visible"], },
desc = L["Toggle spell cast text visibility"],
get = function() lockFontAlpha = {
return self.moduleSettings.textVisible['upper'] type = "toggle",
end, name = L["Lock Bar Text Alpha"],
set = function(info, v) desc = L["Locks text alpha to 100%"],
self.moduleSettings.textVisible['upper'] = v get = function()
self:Redraw() return self.moduleSettings.lockUpperTextAlpha
end, end,
order = 14 set = function(info, v)
}, self.moduleSettings.lockUpperTextAlpha = v
self:Redraw()
textVerticalOffset = { end,
type = 'range', order = 13
name = L["Text Vertical Offset"], },
desc = L["Offset of the text from the bar vertically (negative is farther below)"],
min = -250, upperTextVisible = {
max = 350, type = 'toggle',
step = 1, name = L["Spell cast text visible"],
get = function() desc = L["Toggle spell cast text visibility"],
return self.moduleSettings.textVerticalOffset get = function()
end, return self.moduleSettings.textVisible['upper']
set = function(info, v) end,
self.moduleSettings.textVerticalOffset = v set = function(info, v)
self:Redraw() self.moduleSettings.textVisible['upper'] = v
end, self:Redraw()
disabled = function() end,
return not self.moduleSettings.enabled order = 14
end },
},
textVerticalOffset = {
textHorizontalOffset = { type = 'range',
type = 'range', name = L["Text Vertical Offset"],
name = L["Text Horizontal Offset"], desc = L["Offset of the text from the bar vertically (negative is farther below)"],
desc = L["Offset of the text from the bar horizontally"], min = -250,
min = -350, max = 350,
max = 350, step = 1,
step = 1, get = function()
get = function() return self.moduleSettings.textVerticalOffset
return self.moduleSettings.textHorizontalOffset end,
end, set = function(info, v)
set = function(info, v) self.moduleSettings.textVerticalOffset = v
self.moduleSettings.textHorizontalOffset = v self:Redraw()
self:Redraw() end,
end, disabled = function()
disabled = function() return not self.moduleSettings.enabled
return not self.moduleSettings.enabled end
end },
},
textHorizontalOffset = {
forceJustifyText = { type = 'range',
type = 'select', name = L["Text Horizontal Offset"],
name = L["Force Text Justification"], desc = L["Offset of the text from the bar horizontally"],
desc = L["This sets the alignment for the text on this bar"], min = -350,
get = function() max = 350,
return self.moduleSettings.forceJustifyText step = 1,
end, get = function()
set = function(info, value) return self.moduleSettings.textHorizontalOffset
self.moduleSettings.forceJustifyText = value end,
self:Redraw() set = function(info, v)
end, self.moduleSettings.textHorizontalOffset = v
values = { NONE = "None", LEFT = "Left", RIGHT = "Right" }, self:Redraw()
disabled = function() end,
return not self.moduleSettings.enabled disabled = function()
end, return not self.moduleSettings.enabled
} end
} },
}
forceJustifyText = {
return opts type = 'select',
end name = L["Force Text Justification"],
desc = L["This sets the alignment for the text on this bar"],
function CastBar.prototype:Enable(core) get = function()
CastBar.super.prototype.Enable(self, core) return self.moduleSettings.forceJustifyText
end,
self:RegisterEvent("UNIT_ENTERED_VEHICLE", "EnteringVehicle") set = function(info, value)
self:RegisterEvent("UNIT_EXITED_VEHICLE", "ExitingVehicle") self.moduleSettings.forceJustifyText = value
self:RegisterEvent("PLAYER_ENTERING_WORLD", "CheckVehicle") self:Redraw()
end,
self:RegisterEvent("CVAR_UPDATE", "CVarUpdate") values = { NONE = "None", LEFT = "Left", RIGHT = "Right" },
disabled = function()
self:CVarUpdate() return not self.moduleSettings.enabled
end,
if self.moduleSettings.enabled and not self.moduleSettings.showBlizzCast then }
self:ToggleBlizzCast(false) }
end }
if self.moduleSettings.shouldAnimate then return opts
self.moduleSettings.shouldAnimate = false end
end
end function CastBar.prototype:Enable(core)
CastBar.super.prototype.Enable(self, core)
function CastBar.prototype:EnteringVehicle(event, unit, arg2) self:RegisterEvent("UNIT_ENTERED_VEHICLE", "EnteringVehicle")
if (self.unit == "player" and IceHUD:ShouldSwapToVehicle(unit, arg2)) then self:RegisterEvent("UNIT_EXITED_VEHICLE", "ExitingVehicle")
self.unit = "vehicle" self:RegisterEvent("PLAYER_ENTERING_WORLD", "CheckVehicle")
self:Update(self.unit)
end self:RegisterEvent("CVAR_UPDATE", "CVarUpdate")
end
self:CVarUpdate()
function CastBar.prototype:ExitingVehicle(event, unit) if self.moduleSettings.enabled and not self.moduleSettings.showBlizzCast then
if (unit == "player" and self.unit == "vehicle") then self:ToggleBlizzCast(false)
self.unit = "player" end
self:Update(self.unit)
end if self.moduleSettings.shouldAnimate then
end self.moduleSettings.shouldAnimate = false
end
end
function CastBar.prototype:CheckVehicle()
if UnitHasVehicleUI("player") then
self:EnteringVehicle(nil, "player", true) function CastBar.prototype:EnteringVehicle(event, unit, arg2)
else if (self.unit == "player" and IceHUD:ShouldSwapToVehicle(unit, arg2)) then
self:ExitingVehicle(nil, "player") self.unit = "vehicle"
end self:Update(self.unit)
end end
end
function CastBar.prototype:CVarUpdate(...)
self.useFixedLatency = GetCVar("reducedLagTolerance") == "1"
self.fixedLatency = tonumber(GetCVar("maxSpellStartRecoveryoffset")) / 1000 function CastBar.prototype:ExitingVehicle(event, unit)
end if (unit == "player" and self.unit == "vehicle") then
self.unit = "player"
function CastBar.prototype:Disable(core) self:Update(self.unit)
CastBar.super.prototype.Disable(self, core) end
end
if self.moduleSettings.showBlizzCast then
self:ToggleBlizzCast(true)
end function CastBar.prototype:CheckVehicle()
end if UnitHasVehicleUI("player") then
self:EnteringVehicle(nil, "player", true)
function CastBar.prototype:ToggleBlizzCast(on) else
if on then self:ExitingVehicle(nil, "player")
-- restore blizz cast bar end
CastingBarFrame:GetScript("OnLoad")(CastingBarFrame) end
PetCastingBarFrame:GetScript("OnLoad")(PetCastingBarFrame)
else function CastBar.prototype:CVarUpdate(...)
-- remove blizz cast bar self.useFixedLatency = self.moduleSettings.respectLagTolerance and GetCVar("reducedLagTolerance") == "1"
CastingBarFrame:UnregisterAllEvents() self.fixedLatency = tonumber(GetCVar("maxSpellStartRecoveryoffset")) / 1000
PetCastingBarFrame:UnregisterAllEvents() end
end
end function CastBar.prototype:Disable(core)
CastBar.super.prototype.Disable(self, core)
-- OVERRIDE if self.moduleSettings.showBlizzCast then
function CastBar.prototype:CreateFrame() self:ToggleBlizzCast(true)
CastBar.super.prototype.CreateFrame(self) end
end
self:CreateLagBar()
end function CastBar.prototype:ToggleBlizzCast(on)
if on then
-- restore blizz cast bar
function CastBar.prototype:CreateLagBar() CastingBarFrame:GetScript("OnLoad")(CastingBarFrame)
self.lagBar = self:BarFactory(self.lagBar, "LOW","BACKGROUND") PetCastingBarFrame:GetScript("OnLoad")(PetCastingBarFrame)
self:SetBarCoord(self.lagBar, 0 , true) else
-- remove blizz cast bar
local r, g, b = self:GetColor("CastLag") CastingBarFrame:UnregisterAllEvents()
if (self.settings.backgroundToggle) then PetCastingBarFrame:UnregisterAllEvents()
r, g, b = self:GetColor("CastCasting") end
end end
self.lagBar.bar:SetVertexColor(r, g, b, self.moduleSettings.lagAlpha)
self.lagBar.bar:Hide() -- OVERRIDE
end function CastBar.prototype:CreateFrame()
CastBar.super.prototype.CreateFrame(self)
-- OVERRIDE self:CreateLagBar()
function CastBar.prototype:SpellCastSent(event, unit, spell, rank, target) end
CastBar.super.prototype.SpellCastSent(self, event, unit, spell, rank, target)
if (unit ~= self.unit) then return end
function CastBar.prototype:CreateLagBar()
self.spellCastSent = GetTime() self.lagBar = self:BarFactory(self.lagBar, "LOW", "OVERLAY")
end
local r, g, b = self:GetColor("CastLag")
-- OVERRIDE if (self.settings.backgroundToggle) then
function CastBar.prototype:SpellCastStart(event, unit, spell, rank) r, g, b = self:GetColor("CastCasting")
CastBar.super.prototype.SpellCastStart(self, event, unit, spell, rank) end
if (unit ~= self.unit) then return end
self.lagBar.bar:SetVertexColor(r, g, b, self.moduleSettings.lagAlpha)
if not self:IsVisible() or not self.actionDuration then self.lagBar.bar:Hide()
return end
end
local scale -- OVERRIDE
if self.unit == "vehicle" then function CastBar.prototype:SpellCastSent(event, unit, spell, rank, target, lineId)
scale = 0 CastBar.super.prototype.SpellCastSent(self, event, unit, spell, rank, target, lineId)
elseif self.useFixedLatency then if (unit ~= self.unit) then return end
scale = IceHUD:Clamp(self.fixedLatency / self.actionDuration, 0, 1)
else if IceHUD.WowVer < 70000 then
local now = GetTime() self.spellCastSent = GetTime()
local lag = now - (self.spellCastSent or now) end
scale = IceHUD:Clamp(lag / self.actionDuration, 0, 1) self.sentSpell = lineId
end end
self.lagBar:SetFrameStrata("BACKGROUND") -- OVERRIDE
self:SetBarCoord(self.lagBar, scale, true) function CastBar.prototype:SpellCastChanged(event, arg1)
CastBar.super.prototype.SpellCastChanged(self, event, arg1)
self.spellCastSent = nil if IceHUD.WowVer >= 70000 then
end self.spellCastSent = GetTime()
end
end
-- OVERRIDE
function CastBar.prototype:SpellCastChannelStart(event, unit) -- OVERRIDE
CastBar.super.prototype.SpellCastChannelStart(self, event, unit) function CastBar.prototype:SpellCastStart(event, unit, spell, rank, lineId, spellId)
if (unit ~= self.unit) then return end CastBar.super.prototype.SpellCastStart(self, event, unit, spell, rank, lineId, spellId)
if (unit ~= self.unit) then return end
if not self:IsVisible() or not self.actionDuration then
return if not self:IsVisible() or not self.actionDuration then
end return
end
local scale
if self.unit == "vehicle" then if self.sentSpell ~= lineId then
scale = 0 self.spellCastSent = nil
elseif self.useFixedLatency then end
scale = IceHUD:Clamp(self.fixedLatency / self.actionDuration, 0, 1)
else local scale
local now = GetTime() if self.unit == "vehicle" then
local lag = now - (self.spellCastSent or now) scale = 0
scale = IceHUD:Clamp(lag / self.actionDuration, 0, 1) elseif self.useFixedLatency then
end scale = IceHUD:Clamp(self.fixedLatency / self.actionDuration, 0, 1)
else
local top = not self.moduleSettings.reverseChannel local now = GetTime()
local lag = now - (self.spellCastSent or now)
self.lagBar:SetFrameStrata("MEDIUM") scale = IceHUD:Clamp(lag / self.actionDuration, 0, 1)
self:SetBarCoord(self.lagBar, scale, top) end
self.spellCastSent = nil self:SetBarCoord(self.lagBar, scale, true, true)
end
self.spellCastSent = nil
end
function CastBar.prototype:UpdateBar(scale, color, alpha)
local bCheckRange = true
local inRange -- OVERRIDE
function CastBar.prototype:SpellCastChannelStart(event, unit)
if not self.moduleSettings.rangeColor or not self.current or not self.action or not UnitExists("target") then CastBar.super.prototype.SpellCastChannelStart(self, event, unit)
bCheckRange = false if (unit ~= self.unit) then return end
else
inRange = IsSpellInRange(self.current, "target") if not self:IsVisible() or not self.actionDuration then
if inRange == nil then return
bCheckRange = false end
end
end local scale
if self.unit == "vehicle" then
if bCheckRange and inRange == 0 then scale = 0
color = "CastNotInRange" elseif self.useFixedLatency then
end scale = IceHUD:Clamp(self.fixedLatency / self.actionDuration, 0, 1)
else
CastBar.super.prototype.UpdateBar(self, scale, color, alpha) local now = GetTime()
end local lag = now - (self.spellCastSent or now)
scale = IceHUD:Clamp(lag / self.actionDuration, 0, 1)
------------------------------------------------------------------------------- end
-- Load us up local top = not self.moduleSettings.reverseChannel
IceHUD.PlayerCast = CastBar:new()
self:SetBarCoord(self.lagBar, scale, top, true)
self.spellCastSent = nil
end
function CastBar.prototype:UpdateBar(scale, color, alpha)
local bCheckRange = true
local inRange
if not self.moduleSettings.rangeColor or not self.current or not self.action or not UnitExists("target") then
bCheckRange = false
else
inRange = IsSpellInRange(self.current, "target")
if inRange == nil then
bCheckRange = false
end
end
if bCheckRange and inRange == 0 then
color = "CastNotInRange"
end
CastBar.super.prototype.UpdateBar(self, scale, color, alpha)
end
-------------------------------------------------------------------------------
-- Load us up
IceHUD.PlayerCast = CastBar:new()

View File

@ -17,6 +17,7 @@ IceClassPowerCounter.prototype.DesiredAnimPause = 0.5
IceClassPowerCounter.prototype.requiredSpec = nil IceClassPowerCounter.prototype.requiredSpec = nil
IceClassPowerCounter.prototype.shouldShowUnmodified = false IceClassPowerCounter.prototype.shouldShowUnmodified = false
IceClassPowerCounter.prototype.unmodifiedMaxPerRune = 10 IceClassPowerCounter.prototype.unmodifiedMaxPerRune = 10
IceClassPowerCounter.prototype.unit = "player"
IceClassPowerCounter.prototype.growModes = { width = 1, height = 2 } IceClassPowerCounter.prototype.growModes = { width = 1, height = 2 }
IceClassPowerCounter.prototype.currentGrowMode = nil IceClassPowerCounter.prototype.currentGrowMode = nil
@ -418,6 +419,11 @@ end
function IceClassPowerCounter.prototype:Enable(core) function IceClassPowerCounter.prototype:Enable(core)
IceClassPowerCounter.super.prototype.Enable(self, core) IceClassPowerCounter.super.prototype.Enable(self, core)
if IceHUD.WowVer >= 70000 then
self.numRunes = UnitPowerMax(self.unit, self.unitPower)
end
self:CreateFrame()
self:CheckValidLevel(nil, UnitLevel("player")) self:CheckValidLevel(nil, UnitLevel("player"))
end end
@ -483,6 +489,14 @@ function IceClassPowerCounter.prototype:UpdateRunePower(event, arg1, arg2)
return return
end end
if IceHUD.WowVer >= 70000 then
local numMax = UnitPowerMax(self.unit, self.unitPower)
if numMax ~= self.numRunes then
self.numRunes = numMax
self:CreateFrame()
end
end
local numReady = UnitPower("player", self.unitPower) local numReady = UnitPower("player", self.unitPower)
local percentReady = self.shouldShowUnmodified and (UnitPower("player", self.unitPower, true) / self.unmodifiedMaxPerRune) or numReady local percentReady = self.shouldShowUnmodified and (UnitPower("player", self.unitPower, true) / self.unmodifiedMaxPerRune) or numReady
@ -624,9 +638,20 @@ function IceClassPowerCounter.prototype:ShineFinished(rune)
end end
function IceClassPowerCounter.prototype:GetRuneTexture(rune) function IceClassPowerCounter.prototype:GetRuneTexture(rune)
assert(false, "Must override GetRuneTexture in child classes") return nil
end end
function IceClassPowerCounter.prototype:GetRuneAtlas(rune)
return nil
end
function IceClassPowerCounter.prototype:UseAtlasSize(rune)
return false
end
function IceClassPowerCounter.prototype:GetShineAtlas(rune)
return nil
end
function IceClassPowerCounter.prototype:CreateFrame() function IceClassPowerCounter.prototype:CreateFrame()
IceClassPowerCounter.super.prototype.CreateFrame(self) IceClassPowerCounter.super.prototype.CreateFrame(self)
@ -659,11 +684,6 @@ function IceClassPowerCounter.prototype:SetDisplayMode()
for i=1, self.numRunes do for i=1, self.numRunes do
self:SetupRuneTexture(i) self:SetupRuneTexture(i)
self.frame.graphical[i]:Show() self.frame.graphical[i]:Show()
if self.moduleSettings.inactiveDisplayMode == "Darkened" then
self.frame.graphical[i].runebg:Show()
else
self.frame.graphical[i].runebg:Hide()
end
end end
end end
end end
@ -698,14 +718,16 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "ARTWORK") self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "ARTWORK")
self.frame.graphical[i].rune:SetVertexColor(0, 0, 0) self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
self.frame.graphical[i].runebg = self.frame.graphical[i]:CreateTexture(nil, "BACKGROUND")
self.frame.graphical[i].runebg:SetVertexColor(0, 0, 0)
self:SetupRuneTexture(i) self:SetupRuneTexture(i)
self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY") self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint") if self:GetShineAtlas(i) then
self.frame.graphical[i].shine:SetBlendMode("ADD") self.frame.graphical[i].shine:SetAtlas(self:GetShineAtlas(i))
else
self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
self.frame.graphical[i].shine:SetTexCoord(0.5625, 1, 0, 1) self.frame.graphical[i].shine:SetTexCoord(0.5625, 1, 0, 1)
end
self.frame.graphical[i].shine:SetBlendMode("ADD")
self.frame.graphical[i].shine:ClearAllPoints() self.frame.graphical[i].shine:ClearAllPoints()
self.frame.graphical[i].shine:SetPoint("CENTER", self.frame.graphical[i], "CENTER") self.frame.graphical[i].shine:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
@ -720,14 +742,10 @@ function IceClassPowerCounter.prototype:CreateRune(i)
self.frame.graphical[i]:SetHeight(self.runeHeight) self.frame.graphical[i]:SetHeight(self.runeHeight)
self.frame.graphical[i].rune:SetWidth(self.runeWidth) self.frame.graphical[i].rune:SetWidth(self.runeWidth)
self.frame.graphical[i].rune:SetHeight(self.runeHeight) self.frame.graphical[i].rune:SetHeight(self.runeHeight)
self.frame.graphical[i].runebg:SetWidth(self.runeWidth)
self.frame.graphical[i].runebg:SetHeight(self.runeHeight)
if self.currentGrowMode == self.growModes["width"] then if self.currentGrowMode == self.growModes["width"] then
self.frame.graphical[i].rune:SetPoint("LEFT", self.frame.graphical[i], "LEFT") self.frame.graphical[i].rune:SetPoint("LEFT", self.frame.graphical[i], "LEFT")
self.frame.graphical[i].runebg:SetPoint("LEFT", self.frame.graphical[i], "LEFT")
else else
self.frame.graphical[i].rune:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM") self.frame.graphical[i].rune:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM")
self.frame.graphical[i].runebg:SetPoint("BOTTOM", self.frame.graphical[i], "BOTTOM")
end end
end end
@ -745,7 +763,6 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
-- make sure any texture aside from the special one is square and has the proper coordinates -- make sure any texture aside from the special one is square and has the proper coordinates
self.frame.graphical[rune].rune:SetTexCoord(a, b, c, d) self.frame.graphical[rune].rune:SetTexCoord(a, b, c, d)
self.frame.graphical[rune].runebg:SetTexCoord(a, b, c, d)
self.frame.graphical[rune]:SetWidth(width) self.frame.graphical[rune]:SetWidth(width)
self.frame:SetWidth(width*self.numRunes) self.frame:SetWidth(width*self.numRunes)
local runeAdjust = rune - (self.numRunes / 2) - 0.5 local runeAdjust = rune - (self.numRunes / 2) - 0.5
@ -756,7 +773,12 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
end end
if self:GetRuneMode() == "Graphical" then if self:GetRuneMode() == "Graphical" then
self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(rune)) local tex = self:GetRuneTexture(rune)
if tex then
self.frame.graphical[rune].rune:SetTexture(tex)
else
self.frame.graphical[rune].rune:SetAtlas(self:GetRuneAtlas(rune), self:UseAtlasSize(rune))
end
elseif self:GetRuneMode() == "Graphical Bar" then elseif self:GetRuneMode() == "Graphical Bar" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "Combo") self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "Combo")
elseif self:GetRuneMode() == "Graphical Circle" then elseif self:GetRuneMode() == "Graphical Circle" then
@ -766,7 +788,6 @@ function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
elseif self:GetRuneMode() == "Graphical Clean Circle" then elseif self:GetRuneMode() == "Graphical Clean Circle" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves") self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
end end
self.frame.graphical[rune].runebg:SetTexture(self.frame.graphical[rune].rune:GetTexture())
end end
function IceClassPowerCounter.prototype:GetAlphaAdd() function IceClassPowerCounter.prototype:GetAlphaAdd()

View File

@ -3,7 +3,6 @@ local ComboPoints = IceCore_CreateClass(IceElement)
local IceHUD = _G.IceHUD local IceHUD = _G.IceHUD
local AnticipationAuraName = "Anticipation"
local AnticipationSpellId = 114015 local AnticipationSpellId = 114015
ComboPoints.prototype.comboSize = 20 ComboPoints.prototype.comboSize = 20
@ -18,6 +17,15 @@ function ComboPoints.prototype:init()
end end
function ComboPoints.prototype:GetMaxComboPoints()
local retval = UnitPowerMax("player", SPELL_POWER_COMBO_POINTS)
if retval == 0 then -- accommodate non-rogues who still need combo point displays for some specific encounters/quests
retval = 5
end
return retval
end
-- 'Public' methods ----------------------------------------------------------- -- 'Public' methods -----------------------------------------------------------
@ -150,28 +158,30 @@ function ComboPoints.prototype:GetOptions()
order = 33.2 order = 33.2
} }
opts["anticipation"] = { if IceHUD.WowVer < 70000 then
type = "toggle", opts["anticipation"] = {
name = L["Show Anticipation"], type = "toggle",
desc = L["Show points stored by the Anticipation talent"], name = L["Show Anticipation"],
get = function() desc = L["Show points stored by the Anticipation talent"],
return self.moduleSettings.showAnticipation get = function()
end, return self.moduleSettings.showAnticipation
set = function(info, v) end,
self.moduleSettings.showAnticipation = v set = function(info, v)
self:AddAnticipation() -- This will activate or deactivate as needed self.moduleSettings.showAnticipation = v
self:Redraw() self:AddAnticipation() -- This will activate or deactivate as needed
end, self:Redraw()
disabled = function() end,
return not self.moduleSettings.enabled disabled = function()
end, return not self.moduleSettings.enabled
order = 33.3 end,
} order = 33.3
}
end
opts["gradient"] = { opts["gradient"] = {
type = "toggle", type = "toggle",
name = L["Change color"], name = L["Change color"],
desc = L["1 combo point: yellow, 5 combo points: red"], desc = L["1 combo point: yellow, max combo points: red"],
get = function() get = function()
return self.moduleSettings.gradient return self.moduleSettings.gradient
end, end,
@ -239,11 +249,18 @@ function ComboPoints.prototype:Enable(core)
self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateComboPoints") self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateComboPoints")
if IceHUD.WowVer >= 30000 then if IceHUD.WowVer >= 30000 then
self:RegisterEvent("UNIT_COMBO_POINTS", "UpdateComboPoints") if IceHUD.WowVer < 70000 then
self:RegisterEvent("UNIT_COMBO_POINTS", "UpdateComboPoints")
else
self:RegisterEvent("UNIT_POWER", "UpdateComboPoints")
self:RegisterEvent("UNIT_MAXPOWER", "UpdateMaxComboPoints")
end
self:RegisterEvent("UNIT_ENTERED_VEHICLE", "UpdateComboPoints") self:RegisterEvent("UNIT_ENTERED_VEHICLE", "UpdateComboPoints")
self:RegisterEvent("UNIT_EXITED_VEHICLE", "UpdateComboPoints") self:RegisterEvent("UNIT_EXITED_VEHICLE", "UpdateComboPoints")
self:RegisterEvent("PLAYER_TALENT_UPDATE", "AddAnticipation") if IceHUD.WowVer < 70000 then
self:AddAnticipation() self:RegisterEvent("PLAYER_TALENT_UPDATE", "AddAnticipation")
self:AddAnticipation()
end
else else
self:RegisterEvent("PLAYER_COMBO_POINTS", "UpdateComboPoints") self:RegisterEvent("PLAYER_COMBO_POINTS", "UpdateComboPoints")
end end
@ -255,7 +272,15 @@ function ComboPoints.prototype:Enable(core)
self:CreateComboFrame(true) self:CreateComboFrame(true)
end end
function ComboPoints.prototype:UpdateMaxComboPoints(event, unit, powerType)
if unit == "player" and powerType == "COMBO_POINTS" then
for i = 1, #self.frame.graphical do
self.frame.graphicalBG[i]:Hide()
self.frame.graphical[i]:Hide()
end
self:Redraw()
end
end
-- 'Protected' methods -------------------------------------------------------- -- 'Protected' methods --------------------------------------------------------
@ -265,11 +290,11 @@ function ComboPoints.prototype:CreateFrame()
self.frame:SetFrameStrata("BACKGROUND") self.frame:SetFrameStrata("BACKGROUND")
if self.moduleSettings.graphicalLayout == "Horizontal" then if self.moduleSettings.graphicalLayout == "Horizontal" then
self.frame:SetWidth(self.comboSize*5) self.frame:SetWidth((self.comboSize - 5)*self:GetMaxComboPoints())
self.frame:SetHeight(1) self.frame:SetHeight(1)
else else
self.frame:SetWidth(1) self.frame:SetWidth(1)
self.frame:SetHeight(self.comboSize*5) self.frame:SetHeight(self.comboSize*self:GetMaxComboPoints())
end end
self.frame:ClearAllPoints() self.frame:ClearAllPoints()
self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos) self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
@ -298,14 +323,16 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
end end
local i local i
local maxComboPoints = self:GetMaxComboPoints()
-- create backgrounds -- create backgrounds
for i = 1, 5 do for i = 1, maxComboPoints do
if (not self.frame.graphicalBG[i]) then if (not self.frame.graphicalBG[i]) then
local frame = CreateFrame("Frame", nil, self.frame) local frame = CreateFrame("Frame", nil, self.frame)
self.frame.graphicalBG[i] = frame self.frame.graphicalBG[i] = frame
frame.texture = frame:CreateTexture() frame.texture = frame:CreateTexture()
frame.texture:SetAllPoints(frame) frame.texture:SetAllPoints(frame)
forceTextureUpdate = true
end end
if forceTextureUpdate then if forceTextureUpdate then
@ -324,9 +351,9 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
self.frame.graphicalBG[i]:SetWidth(self.comboSize) self.frame.graphicalBG[i]:SetWidth(self.comboSize)
self.frame.graphicalBG[i]:SetHeight(self.comboSize) self.frame.graphicalBG[i]:SetHeight(self.comboSize)
if self.moduleSettings.graphicalLayout == "Horizontal" then if self.moduleSettings.graphicalLayout == "Horizontal" then
self.frame.graphicalBG[i]:SetPoint("TOPLEFT", ((i-1) * (self.comboSize-5)) + (i-1) + ((i-1) * self.moduleSettings.comboGap), 0) self.frame.graphicalBG[i]:SetPoint("TOPLEFT", ((i-1) * (self.comboSize-5)) - 2.5 + ((i-1) * self.moduleSettings.comboGap), 0)
else else
self.frame.graphicalBG[i]:SetPoint("TOPLEFT", 0, -1 * (((i-1) * (self.comboSize-5)) + (i-1) + ((i-1) * self.moduleSettings.comboGap))) self.frame.graphicalBG[i]:SetPoint("TOPLEFT", 0, -1 * (((i-1) * (self.comboSize-5)) - 2.5 + ((i-1) * self.moduleSettings.comboGap)))
end end
self.frame.graphicalBG[i]:SetAlpha(0.15) self.frame.graphicalBG[i]:SetAlpha(0.15)
self.frame.graphicalBG[i].texture:SetVertexColor(self:GetColor("ComboPoints")) self.frame.graphicalBG[i].texture:SetVertexColor(self:GetColor("ComboPoints"))
@ -335,12 +362,13 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
end end
-- create combo points -- create combo points
for i = 1, 5 do for i = 1, maxComboPoints do
if (not self.frame.graphical[i]) then if (not self.frame.graphical[i]) then
local frame = CreateFrame("Frame", nil, self.frame) local frame = CreateFrame("Frame", nil, self.frame)
self.frame.graphical[i] = frame self.frame.graphical[i] = frame
frame.texture = frame:CreateTexture() frame.texture = frame:CreateTexture()
frame.texture:SetAllPoints(frame) frame.texture:SetAllPoints(frame)
forceTextureUpdate = true
end end
if forceTextureUpdate then if forceTextureUpdate then
@ -360,7 +388,7 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
local r, g, b = self:GetColor("ComboPoints") local r, g, b = self:GetColor("ComboPoints")
if (self.moduleSettings.gradient) then if (self.moduleSettings.gradient) then
g = g - (0.15*i) g = g - ((1 / maxComboPoints)*i)
end end
self.frame.graphical[i].texture:SetVertexColor(r, g, b) self.frame.graphical[i].texture:SetVertexColor(r, g, b)
@ -368,58 +396,68 @@ function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate)
end end
-- create Anticipation points -- create Anticipation points
for i = 1, 5 do if IceHUD.WowVer < 70000 then
if (not self.frame.graphicalAnt[i]) then for i = 1, 5 do
local frame = CreateFrame("Frame", nil, self.frame) if (not self.frame.graphicalAnt[i]) then
self.frame.graphicalAnt[i] = frame local frame = CreateFrame("Frame", nil, self.frame)
frame.texture = frame:CreateTexture() self.frame.graphicalAnt[i] = frame
frame.texture:SetAllPoints(frame) frame.texture = frame:CreateTexture()
end frame.texture:SetAllPoints(frame)
if forceTextureUpdate then
if self.moduleSettings.comboMode == "Graphical Bar" then
self.frame.graphicalAnt[i].texture:SetTexture(IceElement.TexturePath .. "Combo")
elseif self.moduleSettings.comboMode == "Graphical Circle" then
self.frame.graphicalAnt[i].texture:SetTexture(IceElement.TexturePath .. "ComboRound")
elseif self.moduleSettings.comboMode == "Graphical Glow" then
self.frame.graphicalAnt[i].texture:SetTexture(IceElement.TexturePath .. "ComboGlow")
elseif self.moduleSettings.comboMode == "Graphical Clean Circle" then
self.frame.graphicalAnt[i].texture:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
end end
if forceTextureUpdate then
if self.moduleSettings.comboMode == "Graphical Bar" then
self.frame.graphicalAnt[i].texture:SetTexture(IceElement.TexturePath .. "Combo")
elseif self.moduleSettings.comboMode == "Graphical Circle" then
self.frame.graphicalAnt[i].texture:SetTexture(IceElement.TexturePath .. "ComboRound")
elseif self.moduleSettings.comboMode == "Graphical Glow" then
self.frame.graphicalAnt[i].texture:SetTexture(IceElement.TexturePath .. "ComboGlow")
elseif self.moduleSettings.comboMode == "Graphical Clean Circle" then
self.frame.graphicalAnt[i].texture:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
end
end
self.frame.graphicalAnt[i]:SetFrameStrata("LOW")
self.frame.graphicalAnt[i]:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel() + 1)
self.frame.graphicalAnt[i]:SetWidth(math.floor(self.comboSize / 2))
self.frame.graphicalAnt[i]:SetHeight(math.floor(self.comboSize / 2))
self.frame.graphicalAnt[i]:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
local r, g, b = self:GetColor("AnticipationPoints")
if (self.moduleSettings.gradient) then
r = r - 0.25 * (i - 1) -- Go to straight blue, which is most visible against the redorange
end
self.frame.graphicalAnt[i].texture:SetVertexColor(r, g, b)
self.frame.graphicalAnt[i]:Hide()
end end
self.frame.graphicalAnt[i]:SetFrameStrata("LOW")
self.frame.graphicalAnt[i]:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel() + 1)
self.frame.graphicalAnt[i]:SetWidth(math.floor(self.comboSize / 2))
self.frame.graphicalAnt[i]:SetHeight(math.floor(self.comboSize / 2))
self.frame.graphicalAnt[i]:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
local r, g, b = self:GetColor("AnticipationPoints")
if (self.moduleSettings.gradient) then
r = r - 0.25 * (i - 1) -- Go to straight blue, which is most visible against the redorange
end
self.frame.graphicalAnt[i].texture:SetVertexColor(r, g, b)
self.frame.graphicalAnt[i]:Hide()
end end
end end
function ComboPoints.prototype:UpdateComboPoints() function ComboPoints.prototype:UpdateComboPoints(...)
if select('#', ...) >= 3 and select(1, ...) == "UNIT_POWER" and select(3, ...) ~= "COMBO_POINTS" then
return
end
local points, anticipate, _ local points, anticipate, _
if IceHUD.IceCore:IsInConfigMode() then if IceHUD.IceCore:IsInConfigMode() then
points = 5 points = self:GetMaxComboPoints()
elseif IceHUD.WowVer >= 30000 then elseif IceHUD.WowVer >= 30000 then
-- Parnic: apparently some fights have combo points while the player is in a vehicle? -- Parnic: apparently some fights have combo points while the player is in a vehicle?
local isInVehicle = UnitHasVehicleUI("player") local isInVehicle = UnitHasVehicleUI("player")
local checkUnit = isInVehicle and "vehicle" or "player" local checkUnit = isInVehicle and "vehicle" or "player"
if IceHUD.WowVer >= 60000 then if IceHUD.WowVer >= 60000 then
points = UnitPower(checkUnit, 4) points = UnitPower(checkUnit, SPELL_POWER_COMBO_POINTS)
else else
points = GetComboPoints(checkUnit, "target") points = GetComboPoints(checkUnit, "target")
end end
_, _, _, anticipate = UnitAura("player", AnticipationAuraName)
if IceHUD.WowVer < 70000 then
_, _, _, anticipate = UnitAura("player", GetSpellInfo(AnticipationSpellId))
else
anticipate = 0
end
else else
points = GetComboPoints("target") points = GetComboPoints("target")
end end
@ -427,10 +465,14 @@ function ComboPoints.prototype:UpdateComboPoints()
points = points or 0 points = points or 0
anticipate = self.moduleSettings.showAnticipation and anticipate or 0 anticipate = self.moduleSettings.showAnticipation and anticipate or 0
if self:GetMaxComboPoints() > #self.frame.graphical then
self:CreateComboFrame(true)
end
if (self.moduleSettings.comboMode == "Numeric") then if (self.moduleSettings.comboMode == "Numeric") then
local r, g, b = self:GetColor("ComboPoints") local r, g, b = self:GetColor("ComboPoints")
if (self.moduleSettings.gradient and points) then if (self.moduleSettings.gradient and points) then
g = g - (0.15*points) g = g - ((1 / self:GetMaxComboPoints())*points)
end end
self.frame.numeric:SetTextColor(r, g, b, 0.7) self.frame.numeric:SetTextColor(r, g, b, 0.7)
@ -447,7 +489,7 @@ function ComboPoints.prototype:UpdateComboPoints()
else else
self.frame.numeric:SetText() self.frame.numeric:SetText()
for i = 1, table.getn(self.frame.graphical) do for i = 1, self:GetMaxComboPoints() do
local hideIfNoTarget = not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget local hideIfNoTarget = not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget
if ((points > 0) or (anticipate > 0)) and not hideIfNoTarget then if ((points > 0) or (anticipate > 0)) and not hideIfNoTarget then
@ -462,10 +504,12 @@ function ComboPoints.prototype:UpdateComboPoints()
self.frame.graphical[i]:Hide() self.frame.graphical[i]:Hide()
end end
if (i <= anticipate) and not hideIfNoTarget then if i <= #self.frame.graphicalAnt then
self.frame.graphicalAnt[i]:Show() if (i <= anticipate) and not hideIfNoTarget then
else self.frame.graphicalAnt[i]:Show()
self.frame.graphicalAnt[i]:Hide() else
self.frame.graphicalAnt[i]:Hide()
end
end end
end end
end end
@ -476,7 +520,7 @@ do
function ComboPoints.prototype:CheckAnticipation(e, unit) -- UNIT_AURA handler function ComboPoints.prototype:CheckAnticipation(e, unit) -- UNIT_AURA handler
if UnitIsUnit(unit, "player") then if UnitIsUnit(unit, "player") then
local _, _, _, newAntStacks = UnitAura("player", AnticipationAuraName) local _, _, _, newAntStacks = UnitAura("player", GetSpellInfo(AnticipationSpellId))
if newAntStacks ~= antStacks then if newAntStacks ~= antStacks then
antStacks = newAntStacks antStacks = newAntStacks
self:UpdateComboPoints() self:UpdateComboPoints()

View File

@ -66,7 +66,11 @@ function ComboPointsBar.prototype:Enable(core)
self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateComboPoints") self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateComboPoints")
if IceHUD.WowVer >= 30000 then if IceHUD.WowVer >= 30000 then
self:RegisterEvent("UNIT_COMBO_POINTS", "UpdateComboPoints") if IceHUD.WowVer < 70000 then
self:RegisterEvent("UNIT_COMBO_POINTS", "UpdateComboPoints")
else
self:RegisterEvent("UNIT_POWER", "UpdateComboPoints")
end
self:RegisterEvent("UNIT_ENTERED_VEHICLE", "UpdateComboPoints") self:RegisterEvent("UNIT_ENTERED_VEHICLE", "UpdateComboPoints")
self:RegisterEvent("UNIT_EXITED_VEHICLE", "UpdateComboPoints") self:RegisterEvent("UNIT_EXITED_VEHICLE", "UpdateComboPoints")
else else
@ -80,16 +84,22 @@ function ComboPointsBar.prototype:CreateFrame()
self:UpdateComboPoints() self:UpdateComboPoints()
end end
function ComboPointsBar.prototype:UpdateComboPoints() local color = {}
function ComboPointsBar.prototype:UpdateComboPoints(...)
if select('#', ...) >= 3 and select(1, ...) == "UNIT_POWER" and select(3, ...) ~= "COMBO_POINTS" then
return
end
local points local points
if IceHUD.IceCore:IsInConfigMode() then if IceHUD.IceCore:IsInConfigMode() then
points = 5 points = UnitPowerMax("player", SPELL_POWER_COMBO_POINTS)
elseif IceHUD.WowVer >= 30000 then elseif IceHUD.WowVer >= 30000 then
-- Parnic: apparently some fights have combo points while the player is in a vehicle? -- Parnic: apparently some fights have combo points while the player is in a vehicle?
local isInVehicle = UnitHasVehicleUI("player") local isInVehicle = UnitHasVehicleUI("player")
local checkUnit = isInVehicle and "vehicle" or "player" local checkUnit = isInVehicle and "vehicle" or "player"
if IceHUD.WowVer >= 60000 then if IceHUD.WowVer >= 60000 then
points = UnitPower(checkUnit, 4) points = UnitPower(checkUnit, SPELL_POWER_COMBO_POINTS)
else else
points = GetComboPoints(checkUnit, "target") points = GetComboPoints(checkUnit, "target")
end end
@ -106,9 +116,8 @@ function ComboPointsBar.prototype:UpdateComboPoints()
self:UpdateBar(0, "undef") self:UpdateBar(0, "undef")
else else
self:Show(true) self:Show(true)
local color = {}
self:SetScaledColor(color, (points - 1) / 4.0, self.settings.colors["ComboPointsBarMax"], self.settings.colors["ComboPointsBarMin"]) self:SetScaledColor(color, (points - 1) / 4.0, self.settings.colors["ComboPointsBarMax"], self.settings.colors["ComboPointsBarMin"])
self:UpdateBar(points / 5.0, "undef") self:UpdateBar(points / UnitPowerMax("player", SPELL_POWER_COMBO_POINTS), "undef")
self.barFrame.bar:SetVertexColor(color.r, color.g, color.b, self.alpha) self.barFrame.bar:SetVertexColor(color.r, color.g, color.b, self.alpha)
end end

View File

@ -157,6 +157,7 @@ function IceCustomBar.prototype:GetDefaultSettings()
settings["lowerTextColor"] = {r=1, g=1, b=1} settings["lowerTextColor"] = {r=1, g=1, b=1}
settings["upperTextColor"] = {r=1, g=1, b=1} settings["upperTextColor"] = {r=1, g=1, b=1}
settings["customUnit"] = "player" settings["customUnit"] = "player"
settings["minCount"] = 0
return settings return settings
end end
@ -386,6 +387,24 @@ function IceCustomBar.prototype:GetOptions()
order = 30.7, order = 30.7,
} }
opts["minCount"] = {
type = 'input',
name = L["Minimum stacks to show"],
desc = L["Only show the bar when the number of applications of this buff or debuff exceeds this number"],
get = function()
return self.moduleSettings.minCount and tostring(self.moduleSettings.minCount) or "0"
end,
set = function(info, v)
self.moduleSettings.minCount = tonumber(v)
self:Redraw()
self:UpdateCustomBar(self.unit)
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 30.71,
}
opts["barColor"] = { opts["barColor"] = {
type = 'color', type = 'color',
name = L["Bar color"], name = L["Bar color"],
@ -716,16 +735,15 @@ function IceCustomBar.prototype:UpdateCustomBar(unit, fromUpdate)
local now = GetTime() local now = GetTime()
local remaining = nil local remaining = nil
local count = 0
local auraIcon = nil local auraIcon = nil
local endTime = 0 local endTime = 0
if not fromUpdate then if not fromUpdate then
if tonumber(self.moduleSettings.buffToTrack) == nil then if tonumber(self.moduleSettings.buffToTrack) == nil then
self.auraDuration, remaining, count, auraIcon, endTime = self.auraDuration, remaining, self.auraBuffCount, auraIcon, endTime =
self:GetAuraDuration(self.unit, self.moduleSettings.buffToTrack) self:GetAuraDuration(self.unit, self.moduleSettings.buffToTrack)
else else
self.auraDuration, remaining, count, auraIcon, endTime = self.auraDuration, remaining, self.auraBuffCount, auraIcon, endTime =
self:GetAuraDuration(self.unit, GetSpellInfo(self.moduleSettings.buffToTrack)) self:GetAuraDuration(self.unit, GetSpellInfo(self.moduleSettings.buffToTrack))
end end
@ -753,7 +771,9 @@ function IceCustomBar.prototype:UpdateCustomBar(unit, fromUpdate)
end end
end end
if self.auraEndTime ~= nil and (self.auraEndTime == 0 or self.auraEndTime >= now) then self.auraBuffCount = self.auraBuffCount or 0
if self.auraEndTime ~= nil and (self.auraEndTime == 0 or self.auraEndTime >= now) and (not self.moduleSettings.minCount or self.auraBuffCount >= self.moduleSettings.minCount) then
if not self:ShouldAlwaysSubscribe() and not fromUpdate and not IceHUD.IceCore:IsUpdateSubscribed(self) then if not self:ShouldAlwaysSubscribe() and not fromUpdate and not IceHUD.IceCore:IsUpdateSubscribed(self) then
if not self.UpdateCustomBarFunc then if not self.UpdateCustomBarFunc then
self.UpdateCustomBarFunc = function() self:UpdateCustomBar(self.unit, true) end self.UpdateCustomBarFunc = function() self:UpdateCustomBar(self.unit, true) end
@ -803,8 +823,6 @@ function IceCustomBar.prototype:UpdateCustomBar(unit, fromUpdate)
end end
end end
fullString = self.moduleSettings.upperText .. (not self.bIsAura and (" " .. buffString) or "") fullString = self.moduleSettings.upperText .. (not self.bIsAura and (" " .. buffString) or "")
else
self.auraBuffCount = 0
end end
if DogTag ~= nil then if DogTag ~= nil then

View File

@ -6,9 +6,6 @@ local IceHUD = _G.IceHUD
IceCustomCount.prototype.countSize = 20 IceCustomCount.prototype.countSize = 20
IceCustomCount.prototype.lastPoints = 0 IceCustomCount.prototype.lastPoints = 0
local validUnits = {"player", "target", "focus", "pet", "vehicle", "targettarget", "main hand weapon", "off hand weapon"}
local buffOrDebuff = {"buff", "debuff"}
-- Constructor -- -- Constructor --
function IceCustomCount.prototype:init() function IceCustomCount.prototype:init()
IceCustomCount.super.prototype.init(self, "CustomCount") IceCustomCount.super.prototype.init(self, "CustomCount")
@ -20,12 +17,7 @@ end
-- OVERRIDE -- OVERRIDE
function IceCustomCount.prototype:GetOptions() function IceCustomCount.prototype:GetOptions()
local opts = IceCustomCount.super.prototype.GetOptions(self) local opts = IceCustomCount.super.prototype.GetOptions(self)
IceStackCounter_GetOptions(self, opts)
opts["customHeader"] = {
type = 'header',
name = L["Aura settings"],
order = 30.1,
}
opts["deleteme"] = { opts["deleteme"] = {
type = 'execute', type = 'execute',
@ -75,79 +67,6 @@ function IceCustomCount.prototype:GetOptions()
order = 30.3, order = 30.3,
} }
opts["auraTarget"] = {
type = 'select',
values = validUnits,
name = L["Unit to track"],
desc = L["Select which unit that this bar should be looking for buffs/debuffs on"],
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.auraTarget)
end,
set = function(info, v)
self.moduleSettings.auraTarget = info.option.values[v]
self.unit = info.option.values[v]
self:Redraw()
IceHUD:NotifyOptionsChange()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 30.4,
}
opts["auraType"] = {
type = 'select',
values = buffOrDebuff,
name = L["Buff or debuff?"],
desc = L["Whether we are tracking a buff or debuff"],
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.auraType)
end,
set = function(info, v)
self.moduleSettings.auraType = info.option.values[v]
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or self.unit == "main hand weapon" or self.unit == "off hand weapon"
end,
order = 30.5,
}
opts["auraName"] = {
type = 'input',
name = L["Aura to track"],
desc = L["Which buff/debuff this counter will be tracking. \n\nRemember to press ENTER after filling out this box with the name you want or it will not save."],
get = function()
return self.moduleSettings.auraName
end,
set = function(info, v)
self.moduleSettings.auraName = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or self.unit == "main hand weapon" or self.unit == "off hand weapon"
end,
usage = "<which aura to track>",
order = 30.6,
}
opts["trackOnlyMine"] = {
type = 'toggle',
name = L["Only track auras by me"],
desc = L["Checking this means that only buffs or debuffs that the player applied will trigger this bar"],
get = function()
return self.moduleSettings.onlyMine
end,
set = function(info, v)
self.moduleSettings.onlyMine = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or self.unit == "main hand weapon" or self.unit == "off hand weapon"
end,
order = 30.7,
}
opts["countColor"] = { opts["countColor"] = {
type = 'color', type = 'color',
name = L["Count color"], name = L["Count color"],
@ -186,28 +105,6 @@ function IceCustomCount.prototype:GetOptions()
order = 30.81, order = 30.81,
} }
opts["maxCount"] = {
type = 'input',
name = L["Maximum applications"],
desc = L["How many total applications of this buff/debuff can be applied. For example, only 5 sunders can ever be on a target, so this would be set to 5 for tracking Sunder.\n\nRemember to press ENTER after filling out this box with the name you want or it will not save."],
get = function()
return tostring(self.moduleSettings.maxCount)
end,
set = function(info, v)
if not v or not tonumber(v) or tonumber(v) <= 0 then
v = 5
end
self.moduleSettings.maxCount = tonumber(v)
self:CreateCustomFrame(true)
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
usage = "<the maximum number of valid applications>",
order = 30.9,
}
opts["normalHeader"] = { opts["normalHeader"] = {
type = 'header', type = 'header',
name = L["Counter look and feel"], name = L["Counter look and feel"],
@ -283,7 +180,6 @@ function IceCustomCount.prototype:GetOptions()
end, end,
set = function(info, v) set = function(info, v)
self.moduleSettings.countMode = info.option.values[v] self.moduleSettings.countMode = info.option.values[v]
self:CreateCustomFrame(true)
self:Redraw() self:Redraw()
IceHUD:NotifyOptionsChange() IceHUD:NotifyOptionsChange()
end, end,
@ -360,10 +256,10 @@ function IceCustomCount.prototype:GetCustomMinColor()
return self.moduleSettings.countMinColor.r, self.moduleSettings.countMinColor.g, self.moduleSettings.countMinColor.b, self.alpha return self.moduleSettings.countMinColor.r, self.moduleSettings.countMinColor.g, self.moduleSettings.countMinColor.b, self.alpha
end end
-- OVERRIDE
function IceCustomCount.prototype:GetDefaultSettings() function IceCustomCount.prototype:GetDefaultSettings()
local defaults = IceCustomCount.super.prototype.GetDefaultSettings(self) local defaults = IceCustomCount.super.prototype.GetDefaultSettings(self)
IceStackCounter_GetDefaultSettings(defaults)
defaults["vpos"] = 0 defaults["vpos"] = 0
defaults["hpos"] = 0 defaults["hpos"] = 0
defaults["countFontSize"] = 20 defaults["countFontSize"] = 20
@ -373,14 +269,10 @@ function IceCustomCount.prototype:GetDefaultSettings()
defaults["alwaysFullAlpha"] = true defaults["alwaysFullAlpha"] = true
defaults["graphicalLayout"] = "Horizontal" defaults["graphicalLayout"] = "Horizontal"
defaults["countGap"] = 0 defaults["countGap"] = 0
defaults["maxCount"] = 5
defaults["auraTarget"] = "player"
defaults["auraName"] = ""
defaults["onlyMine"] = true
defaults["customBarType"] = "Counter" defaults["customBarType"] = "Counter"
defaults["countMinColor"] = {r=1, g=1, b=0, a=1} defaults["countMinColor"] = {r=1, g=1, b=0, a=1}
defaults["countColor"] = {r=1, g=0, b=0, a=1} defaults["countColor"] = {r=1, g=0, b=0, a=1}
defaults["auraType"] = "buff"
return defaults return defaults
end end
@ -390,6 +282,7 @@ function IceCustomCount.prototype:Redraw()
IceCustomCount.super.prototype.Redraw(self) IceCustomCount.super.prototype.Redraw(self)
self:CreateFrame() self:CreateFrame()
self:CreateCustomFrame(true)
self:UpdateCustomCount() self:UpdateCustomCount()
end end
@ -398,22 +291,8 @@ end
function IceCustomCount.prototype:Enable(core) function IceCustomCount.prototype:Enable(core)
IceCustomCount.super.prototype.Enable(self, core) IceCustomCount.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "UpdateCustomCount") self:CreateCustomFrame(true)
self:RegisterEvent("UNIT_PET", "UpdateCustomCount") IceStackCounter_Enable(self)
self:RegisterEvent("PLAYER_PET_CHANGED", "UpdateCustomCount")
self:RegisterEvent("PLAYER_FOCUS_CHANGED", "UpdateCustomCount")
self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateCustomCount")
self:RegisterEvent("PLAYER_DEAD", "UpdateCustomCount")
self.unit = self.moduleSettings.auraTarget or "player"
if not tonumber(self.moduleSettings.maxCount) or tonumber(self.moduleSettings.maxCount) <= 0 then
self.moduleSettings.maxCount = 5
self:CreateCustomFrame(true)
self:Redraw()
else
self:CreateCustomFrame(true)
end
self:UpdateCustomCount() self:UpdateCustomCount()
end end
@ -427,11 +306,11 @@ function IceCustomCount.prototype:CreateFrame()
self.frame:SetFrameStrata("BACKGROUND") self.frame:SetFrameStrata("BACKGROUND")
if self.moduleSettings.graphicalLayout == "Horizontal" then if self.moduleSettings.graphicalLayout == "Horizontal" then
self.frame:SetWidth((self.countSize + self.moduleSettings.countGap)*self.moduleSettings.maxCount) self.frame:SetWidth((self.countSize + self.moduleSettings.countGap)*IceStackCounter_GetMaxCount(self))
self.frame:SetHeight(1) self.frame:SetHeight(1)
else else
self.frame:SetWidth(1) self.frame:SetWidth(1)
self.frame:SetHeight((self.countSize + self.moduleSettings.countGap)*self.moduleSettings.maxCount) self.frame:SetHeight((self.countSize + self.moduleSettings.countGap)*IceStackCounter_GetMaxCount(self))
end end
self.frame:ClearAllPoints() self.frame:ClearAllPoints()
self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos) self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
@ -458,8 +337,10 @@ function IceCustomCount.prototype:CreateCustomFrame(doTextureUpdate)
self.frame.graphical = {} self.frame.graphical = {}
end end
local max = IceStackCounter_GetMaxCount(self)
-- create backgrounds -- create backgrounds
for i = 1, self.moduleSettings.maxCount do for i = 1, max do
if (not self.frame.graphicalBG[i]) then if (not self.frame.graphicalBG[i]) then
local frame = CreateFrame("Frame", nil, self.frame) local frame = CreateFrame("Frame", nil, self.frame)
self.frame.graphicalBG[i] = frame self.frame.graphicalBG[i] = frame
@ -493,7 +374,7 @@ function IceCustomCount.prototype:CreateCustomFrame(doTextureUpdate)
end end
-- create counts -- create counts
for i = 1, self.moduleSettings.maxCount do for i = 1, max do
if (not self.frame.graphical[i]) then if (not self.frame.graphical[i]) then
local frame = CreateFrame("Frame", nil, self.frame) local frame = CreateFrame("Frame", nil, self.frame)
self.frame.graphical[i] = frame self.frame.graphical[i] = frame
@ -524,7 +405,7 @@ end
function IceCustomCount.prototype:SetCustomColor() function IceCustomCount.prototype:SetCustomColor()
for i=1, self.moduleSettings.maxCount do for i=1, IceStackCounter_GetMaxCount(self) do
self.frame.graphicalBG[i].texture:SetVertexColor(self:GetCustomColor()) self.frame.graphicalBG[i].texture:SetVertexColor(self:GetCustomColor())
local r, g, b = self:GetCustomColor() local r, g, b = self:GetCustomColor()
@ -536,9 +417,10 @@ function IceCustomCount.prototype:SetCustomColor()
end end
function IceCustomCount.prototype:GetGradientColor(curr) function IceCustomCount.prototype:GetGradientColor(curr)
local max = IceStackCounter_GetMaxCount(self)
local r, g, b = self:GetCustomColor() local r, g, b = self:GetCustomColor()
local mr, mg, mb = self:GetCustomMinColor() local mr, mg, mb = self:GetCustomMinColor()
local scale = (curr-1)/(self.moduleSettings.maxCount-1) local scale = max > 1 and ((curr-1)/(max-1)) or 1
r = r * scale + mr * (1-scale) r = r * scale + mr * (1-scale)
g = g * scale + mg * (1-scale) g = g * scale + mg * (1-scale)
@ -553,19 +435,7 @@ function IceCustomCount.prototype:UpdateCustomCount()
return return
end end
local points local points = IceStackCounter_GetCount(self)
if IceHUD.IceCore:IsInConfigMode() then
points = tonumber(self.moduleSettings.maxCount)
else
points = IceHUD:GetAuraCount(self.moduleSettings.auraType == "buff" and "HELPFUL" or "HARMFUL",
self.unit, self.moduleSettings.auraName, self.moduleSettings.onlyMine, true)
end
self.lastPoints = points
if (points == 0) then
points = nil
end
if (self.moduleSettings.countMode == "Numeric") then if (self.moduleSettings.countMode == "Numeric") then
local r, g, b = self:GetCustomColor() local r, g, b = self:GetCustomColor()
@ -597,5 +467,5 @@ function IceCustomCount.prototype:UpdateCustomCount()
end end
function IceCustomCount.prototype:UseTargetAlpha(scale) function IceCustomCount.prototype:UseTargetAlpha(scale)
return self.lastPoints ~= nil and self.lastPoints > 0 return IceStackCounter_UseTargetAlpha(self)
end end

View File

@ -0,0 +1,345 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
IceCustomCounterBar = IceCore_CreateClass(IceBarElement)
IceCustomCounterBar.prototype.currColor = {}
local AuraIconWidth = 20
local AuraIconHeight = 20
local DefaultAuraIcon = "Interface\\Icons\\Spell_Frost_Frost"
function IceCustomCounterBar.prototype:init()
IceCustomCounterBar.super.prototype.init(self, "CustomCounterBar")
self.bTreatEmptyAsFull = true
end
function IceCustomCounterBar.prototype:GetOptions()
local opts = IceCustomCounterBar.super.prototype.GetOptions(self)
IceStackCounter_GetOptions(self, opts)
opts["deleteme"] = {
type = 'execute',
name = L["Delete me"],
desc = L["Deletes this custom module and all associated settings. Cannot be undone!"],
func = function()
local dialog = StaticPopup_Show("ICEHUD_DELETE_CUSTOM_MODULE")
if dialog then
dialog.data = self
end
end,
order = 20.1,
}
opts["duplicateme"] = {
type = 'execute',
name = L["Duplicate me"],
desc = L["Creates a new module of this same type and with all the same settings."],
func = function()
IceHUD:CreateCustomModuleAndNotify(self.moduleSettings.customBarType, self.moduleSettings)
end,
order = 20.2,
}
opts["type"] = {
type = "description",
name = string.format("%s %s", L["Module type:"], tostring(self:GetBarTypeDescription(self.moduleSettings.customBarType))),
order = 21,
}
opts["name"] = {
type = 'input',
name = L["Counter name"],
desc = L["The name of this counter (must be unique!). \n\nRemember to press ENTER after filling out this box with the name you want or it will not save."],
get = function()
return self.elementName
end,
set = function(info, v)
if v ~= "" then
IceHUD.IceCore:RenameDynamicModule(self, v)
end
end,
disabled = function()
return not self.moduleSettings.enabled
end,
usage = "<a name for this bar>",
order = 29.91,
}
opts["countColor"] = {
type = 'color',
name = L["Count color"],
desc = L["The color for this counter"],
get = function()
return self.moduleSettings.countColor.r, self.moduleSettings.countColor.g, self.moduleSettings.countColor.b, 1
end,
set = function(info, r,g,b)
self.moduleSettings.countColor.r = r
self.moduleSettings.countColor.g = g
self.moduleSettings.countColor.b = b
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 29.95,
}
opts["countMinColor"] = {
type = 'color',
name = L["Count minimum color"],
desc = L["The minimum color for this counter (only used if Change Color is enabled)"],
get = function()
return self.moduleSettings.countMinColor.r, self.moduleSettings.countMinColor.g,self.moduleSettings.countMinColor.b, 1
end,
set = function(info, r,g,b)
self.moduleSettings.countMinColor.r = r
self.moduleSettings.countMinColor.g = g
self.moduleSettings.countMinColor.b = b
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.gradient
end,
order = 29.96,
}
opts["gradient"] = {
type = "toggle",
name = L["Change color"],
desc = L["This will fade the graphical representation from the min color specified to the regular color\n\n(e.g. if the min color is yellow, the color is red, and there are 3 total applications, then the first would be yellow, second orange, and third red)"],
get = function()
return self.moduleSettings.gradient
end,
set = function(info, v)
self.moduleSettings.gradient = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 29.97
}
opts["iconSettings"] = {
type = 'group',
name = "|c"..self.configColor..L["Icon Settings"].."|r",
args = {
displayAuraIcon = {
type = 'toggle',
name = L["Display aura icon"],
desc = L["Whether or not to display an icon for the aura that this bar is tracking"],
get = function()
return self.moduleSettings.displayAuraIcon
end,
set = function(info, v)
self.moduleSettings.displayAuraIcon = v
if self.barFrame.icon then
if v then
self.barFrame.icon:Show()
else
self.barFrame.icon:Hide()
end
end
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 40.1,
},
auraIconXOffset = {
type = 'range',
min = -250,
max = 250,
step = 1,
name = L["Aura icon horizontal offset"],
desc = L["Adjust the horizontal position of the aura icon"],
get = function()
return self.moduleSettings.auraIconXOffset
end,
set = function(info, v)
self.moduleSettings.auraIconXOffset = v
self:PositionIcons()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.displayAuraIcon
end,
order = 40.2,
},
auraIconYOffset = {
type = 'range',
min = -250,
max = 250,
step = 1,
name = L["Aura icon vertical offset"],
desc = L["Adjust the vertical position of the aura icon"],
get = function()
return self.moduleSettings.auraIconYOffset
end,
set = function(info, v)
self.moduleSettings.auraIconYOffset = v
self:PositionIcons()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.displayAuraIcon
end,
order = 40.3,
},
auraIconScale = {
type = 'range',
min = 0.1,
max = 3.0,
step = 0.05,
name = L["Aura icon scale"],
desc = L["Adjusts the size of the aura icon for this bar"],
get = function()
return self.moduleSettings.auraIconScale
end,
set = function(info, v)
self.moduleSettings.auraIconScale = v
self:PositionIcons()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.displayAuraIcon
end,
order = 40.4,
},
},
}
return opts
end
function IceCustomCounterBar.prototype:GetDefaultSettings()
local defaults = IceCustomCounterBar.super.prototype.GetDefaultSettings(self)
IceStackCounter_GetDefaultSettings(defaults)
defaults.textVisible['lower'] = false
defaults.offset = 9
defaults.desiredLerpTime = 0.1
defaults.customBarType = "CounterBar"
defaults.countMinColor = {r=1, g=1, b=0, a=1}
defaults.countColor = {r=1, g=0, b=0, a=1}
defaults.gradient = false
defaults.usesDogTagStrings = false
defaults.displayAuraIcon = false
defaults.auraIconXOffset = 40
defaults.auraIconYOffset = 0
defaults.auraIconScale = 1
return defaults
end
function IceCustomCounterBar.prototype:Enable(core)
IceCustomCounterBar.super.prototype.Enable(self, core)
if self.moduleSettings.auraIconScale == nil then
self.moduleSettings.auraIconScale = 1
end
if self.moduleSettings.auraIconXOffset == nil then
self.moduleSettings.auraIconXOffset = 40
end
if self.moduleSettings.auraIconYOffset == nil then
self.moduleSettings.auraIconYOffset = 0
end
self:UpdateAuraIcon()
IceStackCounter_Enable(self)
end
function IceCustomCounterBar.prototype:Redraw()
IceCustomCounterBar.super.prototype.Redraw(self)
self:UpdateAuraIcon()
self:UpdateCustomCount()
end
function IceCustomCounterBar.prototype:PositionIcons()
if not self.barFrame or not self.barFrame.icon then
return
end
self.barFrame.icon:ClearAllPoints()
self.barFrame.icon:SetPoint("TOPLEFT", self.frame, "TOPLEFT", self.moduleSettings.auraIconXOffset, self.moduleSettings.auraIconYOffset)
self.barFrame.icon:SetWidth(AuraIconWidth * (self.moduleSettings.auraIconScale or 1))
self.barFrame.icon:SetHeight(AuraIconHeight * (self.moduleSettings.auraIconScale or 1))
end
function IceCustomCounterBar.prototype:CreateFrame()
IceCustomCounterBar.super.prototype.CreateFrame(self)
if not self.barFrame.icon then
self.barFrame.icon = self.masterFrame:CreateTexture(nil, "LOW")
self.barFrame.icon:SetTexture(DefaultAuraIcon)
self.barFrame.icon:SetTexCoord(0.1, 0.9, 0.1, 0.9)
self.barFrame.icon:SetDrawLayer("OVERLAY")
self.barFrame.icon:Hide()
end
self:PositionIcons()
self:UpdateCustomCount()
end
function IceCustomCounterBar.prototype:Show(bShouldShow)
IceCustomCounterBar.super.prototype.Show(self, bShouldShow)
if self.moduleSettings.displayAuraIcon then
self.barFrame.icon:Show()
else
self.barFrame.icon:Hide()
end
end
function IceCustomCounterBar.prototype:UpdateAuraIcon()
if not self.barFrame or not self.barFrame.icon then
return
end
local auraIcon, _
_, _, auraIcon = GetSpellInfo(self.moduleSettings.auraName)
if auraIcon == nil then
auraIcon = "Interface\\Icons\\Spell_Frost_Frost"
end
self.barFrame.icon:SetTexture(auraIcon)
end
function IceCustomCounterBar.prototype:UpdateCustomCount()
local points = IceStackCounter_GetCount(self) or 0
local max = IceStackCounter_GetMaxCount(self) or 1
local percent = IceHUD:Clamp(1.0 * points / (max > 0 and max or 1), 0, 1)
if IceHUD.IceCore:IsInConfigMode() then
points = IceStackCounter_GetMaxCount(self)
percent = 1
self.barFrame.icon:Show()
end
if points == nil or points == 0 then
self:Show(false)
self:UpdateBar(0, "undef")
else
self:Show(true)
self.currColor.r = self.moduleSettings.countColor.r
self.currColor.g = self.moduleSettings.countColor.g
self.currColor.b = self.moduleSettings.countColor.b
if self.moduleSettings.gradient then
self:SetScaledColor(self.currColor, percent, self.moduleSettings.countColor, self.moduleSettings.countMinColor)
end
self:UpdateBar(percent, "undef")
self.barFrame.bar:SetVertexColor(self.currColor.r, self.currColor.g, self.currColor.b, self.alpha)
end
self:SetBottomText1(points or "0")
end
function IceCustomCounterBar.prototype:Update()
self:UpdateCustomCount()
end

View File

@ -1,76 +0,0 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local DruidMana = IceCore_CreateClass(IceUnitBar)
DruidMana.prototype.druidMana = nil
DruidMana.prototype.druidManaMax = nil
local MANA_POWER_INDEX = SPELL_POWER_MANA
-- Constructor --
function DruidMana.prototype:init()
DruidMana.super.prototype.init(self, "DruidMana", "player")
self.side = IceCore.Side.Right
self.offset = 0
self:SetDefaultColor("DruidMana", 87, 82, 141)
end
function DruidMana.prototype:GetDefaultSettings()
local settings = DruidMana.super.prototype.GetDefaultSettings(self)
settings["side"] = IceCore.Side.Right
settings["offset"] = 0
settings["textVisible"] = {upper = true, lower = false}
settings["upperText"] = "[PercentDruidMP:Round]"
settings["lowerText"] = "[FractionalDruidMP:Color('3071bf'):Bracket]"
return settings
end
function DruidMana.prototype:Enable(core)
DruidMana.super.prototype.Enable(self, core)
self:RegisterEvent("UPDATE_SHAPESHIFT_FORM", "Update")
if IceHUD.WowVer >= 40000 then
self:RegisterEvent("UNIT_POWER", "Update")
self:RegisterEvent("UNIT_MAXPOWER", "Update")
else
self:RegisterEvent("UNIT_MAXMANA", "Update")
self:RegisterEvent("UNIT_MANA", "Update")
end
end
function DruidMana.prototype:Disable(core)
DruidMana.super.prototype.Disable(self, core)
end
function DruidMana.prototype:Update()
DruidMana.super.prototype.Update(self)
local forms = (UnitPowerType(self.unit) ~= 0)
self.druidMana = UnitPower(self.unit, MANA_POWER_INDEX)
self.druidManaMax = UnitPowerMax(self.unit, MANA_POWER_INDEX)
if (not self.alive or not forms or not self.druidMana or not self.druidManaMax or self.druidManaMax == 0) then
self:Show(false)
return
else
self:Show(true)
end
self:UpdateBar(self.druidManaMax ~= 0 and self.druidMana / self.druidManaMax or 0, "DruidMana")
end
-- Load us up (if we are a druid)
local _, unitClass = UnitClass("player")
if (unitClass == "DRUID") then
IceHUD.DruidMana = DruidMana:new()
end

View File

@ -190,6 +190,6 @@ function EclipseBar.prototype:MyOnUpdate()
end end
local _, unitClass = UnitClass("player") local _, unitClass = UnitClass("player")
if (unitClass == "DRUID" and IceHUD.WowVer >= 40000) then if (unitClass == "DRUID" and IceHUD.WowVer >= 40000 and IceHUD.WowVer < 70000) then
IceHUD.EclipseBar = EclipseBar:new() IceHUD.EclipseBar = EclipseBar:new()
end end

View File

@ -1,8 +1,6 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false) local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local GlobalCoolDown = IceCore_CreateClass(IceBarElement) local GlobalCoolDown = IceCore_CreateClass(IceBarElement)
local maxSpellCastSkipTimeMs = 1500
-- Constructor -- -- Constructor --
function GlobalCoolDown.prototype:init() function GlobalCoolDown.prototype:init()
GlobalCoolDown.super.prototype.init(self, "GlobalCoolDown") GlobalCoolDown.super.prototype.init(self, "GlobalCoolDown")
@ -18,27 +16,36 @@ end
function GlobalCoolDown.prototype:Enable(core) function GlobalCoolDown.prototype:Enable(core)
GlobalCoolDown.super.prototype.Enable(self, core) GlobalCoolDown.super.prototype.Enable(self, core)
if self.moduleSettings.inverse == "EXPAND" then
self.moduleSettings.inverse = "NORMAL"
end
self:RegisterEvent("UNIT_SPELLCAST_SENT","SpellCastSent")
--self:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN", "CooldownStateChanged") --self:RegisterEvent("ACTIONBAR_UPDATE_COOLDOWN", "CooldownStateChanged")
self:RegisterEvent("UNIT_SPELLCAST_START","CooldownStateChanged") self:RegisterEvent("UNIT_SPELLCAST_START","CooldownStateChanged")
self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START","CooldownStateChanged")
self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED","CooldownStateChanged") self:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED","CooldownStateChanged")
self:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED","CooldownAborted") self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP","SpellCastStop")
self:RegisterEvent("UNIT_SPELLCAST_FAILED","CooldownAborted") self:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED","SpellCastStop")
self:RegisterEvent("UNIT_SPELLCAST_FAILED","SpellCastStop")
self:RegisterEvent("UNIT_SPELLCAST_STOP","SpellCastStop")
self:RegisterEvent("CVAR_UPDATE", "CVarUpdate")
self:CVarUpdate()
self:Show(false) self:Show(false)
self.frame:SetFrameStrata("TOOLTIP") self.frame:SetFrameStrata("LOW")
self.CDSpellId = self:GetSpellId() self.CDSpellId = self:GetSpellId()
end end
function GlobalCoolDown.prototype:CooldownAborted(event, unit, spell) function GlobalCoolDown.prototype:CVarUpdate()
if unit ~= "player" or not spell or not self.CurrSpell or self.CurrSpell ~= spell then self.useFixedLatency = self.moduleSettings.respectLagTolerance and GetCVar("reducedLagTolerance") == "1"
return self.fixedLatency = tonumber(GetCVar("maxSpellStartRecoveryoffset")) / 1000.0
end
self.CurrLerpTime = self.moduleSettings.desiredLerpTime
self.CurrSpell = nil
end end
-- OVERRIDE -- OVERRIDE
@ -57,6 +64,9 @@ function GlobalCoolDown.prototype:GetDefaultSettings()
settings["bHideMarkerSettings"] = true settings["bHideMarkerSettings"] = true
settings["showDuringCast"] = true settings["showDuringCast"] = true
settings["barVisible"]["bg"] = false settings["barVisible"]["bg"] = false
settings["bAllowExpand"] = false
settings["lagAlpha"] = 0.7
settings["respectLagTolerance"] = true
return settings return settings
end end
@ -84,6 +94,45 @@ function GlobalCoolDown.prototype:GetOptions()
order = 21, order = 21,
} }
opts["lagAlpha"] =
{
type = 'range',
name = L["Lag Indicator alpha"],
desc = L["Lag indicator alpha (0 is disabled)"],
min = 0,
max = 1,
step = 0.1,
get = function()
return self.moduleSettings.lagAlpha
end,
set = function(info, value)
self.moduleSettings.lagAlpha = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 42
}
opts["respectLagTolerance"] =
{
type = 'toggle',
name = L["Respect lag tolerance"],
desc = L["When checked, if a 'Custom Lag Tolerance' is set in the game's Combat options, the lag indicator will always use that tolerance value. Otherwise, it uses the computed latency."],
get = function()
return self.moduleSettings.respectLagTolerance
end,
set = function(info, value)
self.moduleSettings.respectLagTolerance = value
self:CVarUpdate()
end,
disabled = function()
return not self.moduleSettings.enabled or GetCVar("reducedLagTolerance") == "0"
end,
order = 42.1,
}
return opts return opts
end end
@ -91,6 +140,26 @@ function GlobalCoolDown.prototype:IsFull(scale)
return false return false
end end
function GlobalCoolDown.prototype:SpellCastSent(event, unit, spell)
if unit ~= "player" or not spell then
return
end
self.spellCastSent = GetTime()
end
function GlobalCoolDown.prototype:SpellCastStop(event, unit, spell, _, _, spellId)
if unit ~= "player" or not spellId or not self.CurrSpellId or self.CurrSpellId ~= spellId then
return
end
self.CurrSpellId = nil
if event == "UNIT_SPELLCAST_INTERRUPTED" or event == "UNIT_SPELLCAST_FAILED" then
self.CurrLerpTime = self.moduleSettings.desiredLerpTime
end
end
function GlobalCoolDown.prototype:GetSpellCastTime(spell) function GlobalCoolDown.prototype:GetSpellCastTime(spell)
if not spell then if not spell then
return nil, nil return nil, nil
@ -110,20 +179,31 @@ function GlobalCoolDown.prototype:GetSpellCastTime(spell)
end end
end end
function GlobalCoolDown.prototype:CooldownStateChanged(event, unit, spell) function GlobalCoolDown.prototype:CooldownStateChanged(event, unit, spell, _, _, spellId)
if unit ~= "player" or not spell then if unit ~= "player" or not spellId then
return return
end end
if not self.moduleSettings.showDuringCast then -- Ignore all events unrelated to the spell currently being cast
local castTime = self:GetSpellCastTime(spell) if self.CurrSpellId and self.CurrSpellId ~= spellId then
if castTime and castTime > maxSpellCastSkipTimeMs then return
return end
end
-- Update the current spell ID for all events indicating a spellcast is starting
if event ~= "UNIT_SPELLCAST_SUCCEEDED" then
self.CurrSpellId = spellId
end end
local start, dur = GetSpellCooldown(self.CDSpellId) local start, dur = GetSpellCooldown(self.CDSpellId)
if not self.moduleSettings.showDuringCast then
local castTime = self:GetSpellCastTime(spellId)
local channeledSpellName = UnitChannelInfo(unit)
if (castTime and castTime >= dur*1000) or channeledSpellName then
return
end
end
if start and dur ~= nil and dur > 0 and dur <= 1.5 then if start and dur ~= nil and dur > 0 and dur <= 1.5 then
local bRestart = not self.startTime or start > self.startTime + 0.5 local bRestart = not self.startTime or start > self.startTime + 0.5
if bRestart then if bRestart then
@ -136,15 +216,23 @@ function GlobalCoolDown.prototype:CooldownStateChanged(event, unit, spell)
self.CurrLerpTime = 0 self.CurrLerpTime = 0
self.lastLerpTime = GetTime() self.lastLerpTime = GetTime()
self.moduleSettings.desiredLerpTime = dur or 1 self.moduleSettings.desiredLerpTime = dur or 1
self.CurrSpell = spell
self:UpdateBar(0, "GlobalCoolDown") self:UpdateBar(0, "GlobalCoolDown")
self:Show(true) self:Show(true)
end
end
if event == "UNIT_SPELLCAST_SUCCEEDED" then -- Update latency indicator
self.CurrSpell = nil local scale = 0
if self.useFixedLatency then
scale = IceHUD:Clamp(self.fixedLatency / self.duration, 0, 1)
else
local now = GetTime()
local lag = now - (self.spellCastSent or now)
scale = IceHUD:Clamp(lag / self.duration, 0, 1)
end
self:SetBarCoord(self.lagBar, scale, false, true)
self.spellCastSent = nil
end
end end
end end
@ -163,9 +251,25 @@ function GlobalCoolDown.prototype:CreateFrame()
self.barFrame.bar:SetVertexColor(self:GetColor("GlobalCoolDown", 0.8)) self.barFrame.bar:SetVertexColor(self:GetColor("GlobalCoolDown", 0.8))
local r, g, b = self.settings.backgroundColor.r, self.settings.backgroundColor.g, self.settings.backgroundColor.b local r, g, b = self.settings.backgroundColor.r, self.settings.backgroundColor.g, self.settings.backgroundColor.b
self.frame.bg:SetVertexColor(r, g, b, 0.6) self.frame.bg:SetVertexColor(r, g, b, 0.6)
self:CreateLagBar()
end
function GlobalCoolDown.prototype:CreateLagBar()
self.lagBar = self:BarFactory(self.lagBar, "LOW", "OVERLAY")
local r, g, b = self:GetColor("CastLag")
if (self.settings.backgroundToggle) then
r, g, b = self:GetColor("CastCasting")
end
self.lagBar.bar:SetVertexColor(r, g, b, self.moduleSettings.lagAlpha)
self.lagBar.bar:Hide()
end end
function GlobalCoolDown.prototype:GetSpellId() function GlobalCoolDown.prototype:GetSpellId()
return 61304
--[[
local defaultSpells local defaultSpells
defaultSpells = { defaultSpells = {
@ -184,6 +288,7 @@ function GlobalCoolDown.prototype:GetSpellId()
local _, unitClass = UnitClass("player") local _, unitClass = UnitClass("player")
return defaultSpells[unitClass] return defaultSpells[unitClass]
]]
end end
-- Load us up -- Load us up

View File

@ -23,6 +23,9 @@ function HarmonyPower.prototype:init()
else else
self.unitPower = SPELL_POWER_LIGHT_FORCE self.unitPower = SPELL_POWER_LIGHT_FORCE
end end
if IceHUD.WowVer >= 70000 then
self.requiredSpec = SPEC_MONK_WINDWALKER
end
self.minLevel = 0 self.minLevel = 0
self.bTreatEmptyAsFull = true self.bTreatEmptyAsFull = true
self.unit = "player" self.unit = "player"
@ -33,8 +36,6 @@ function HarmonyPower.prototype:Enable(core)
HarmonyPower.super.prototype.Enable(self, core) HarmonyPower.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_POWER_FREQUENT", "UpdateRunePower") self:RegisterEvent("UNIT_POWER_FREQUENT", "UpdateRunePower")
self:Redraw()
end end
function HarmonyPower.prototype:UpdateRunePower(event, arg1, arg2) function HarmonyPower.prototype:UpdateRunePower(event, arg1, arg2)
@ -48,10 +49,6 @@ function HarmonyPower.prototype:UpdateRunePower(event, arg1, arg2)
return return
end end
if self.fakeNumRunes ~= nil and self.fakeNumRunes > 0 then
numRunes = self.fakeNumRunes
end
if numRunes ~= self.numRunes then if numRunes ~= self.numRunes then
if numRunes < self.numRunes and #self.frame.graphical >= numRunes then if numRunes < self.numRunes and #self.frame.graphical >= numRunes then
for i=numRunes + 1, #self.frame.graphical do for i=numRunes + 1, #self.frame.graphical do
@ -94,15 +91,23 @@ function HarmonyPower.prototype:GetRuneTexture(rune)
end end
function HarmonyPower.prototype:ShowBlizz() function HarmonyPower.prototype:ShowBlizz()
MonkHarmonyBar:Show() local frame = MonkHarmonyBarFrame
if frame == nil then
frame = MonkHarmonyBar
end
MonkHarmonyBar:GetScript("OnLoad")(MonkHarmonyBar) frame:Show()
frame:GetScript("OnLoad")(frame)
end end
function HarmonyPower.prototype:HideBlizz() function HarmonyPower.prototype:HideBlizz()
MonkHarmonyBar:Hide() local frame = MonkHarmonyBarFrame
if frame == nil then
frame = MonkHarmonyBar
end
MonkHarmonyBar:UnregisterAllEvents() frame:Hide()
frame:UnregisterAllEvents()
end end
-- Load us up -- Load us up

View File

@ -27,6 +27,9 @@ function HolyPower.prototype:init()
self.numericColor = "HolyPowerNumeric" self.numericColor = "HolyPowerNumeric"
self.unitPower = SPELL_POWER_HOLY_POWER self.unitPower = SPELL_POWER_HOLY_POWER
self.minLevel = PALADINPOWERBAR_SHOW_LEVEL self.minLevel = PALADINPOWERBAR_SHOW_LEVEL
if IceHUD.WowVer >= 70000 then
self.requiredSpec = SPEC_PALADIN_RETRIBUTION
end
self.bTreatEmptyAsFull = true self.bTreatEmptyAsFull = true
self.unit = "player" self.unit = "player"
self.numRunes = 5 self.numRunes = 5
@ -75,15 +78,23 @@ function HolyPower.prototype:GetRuneTexture(rune)
end end
function HolyPower.prototype:ShowBlizz() function HolyPower.prototype:ShowBlizz()
PaladinPowerBar:Show() local frame = PaladinPowerBarFrame
if frame == nil then
frame = PaladinPowerBar
end
PaladinPowerBar:GetScript("OnLoad")(PaladinPowerBar) frame:Show()
frame:GetScript("OnLoad")(frame)
end end
function HolyPower.prototype:HideBlizz() function HolyPower.prototype:HideBlizz()
PaladinPowerBar:Hide() local frame = PaladinPowerBarFrame
if frame == nil then
frame = PaladinPowerBar
end
PaladinPowerBar:UnregisterAllEvents() frame:Hide()
frame:UnregisterAllEvents()
end end
function HolyPower.prototype:UpdateRunePower(event) function HolyPower.prototype:UpdateRunePower(event)

View File

@ -1,53 +0,0 @@
local MonkManaBar = IceCore_CreateClass(IceHUDPlayerAlternatePower)
function MonkManaBar.prototype:init(moduleName, unit)
MonkManaBar.super.prototype.init(self, "MonkMana", unit)
self.bTreatEmptyAsFull = false
end
function MonkManaBar.prototype:GetDefaultSettings()
local settings = MonkManaBar.super.prototype.GetDefaultSettings(self)
settings["upperText"] = "[PercentMonkMP:Round]"
settings["lowerText"] = "[Concatenate(MonkMP:Short, \"/\", MaxMonkMP:Short):Bracket]"
return settings
end
function MonkManaBar.prototype:GetOptions()
local opts = MonkManaBar.super.prototype.GetOptions(self)
opts.showBlizz = nil
opts.hideBlizz = nil
return opts
end
function MonkManaBar.prototype:Enable(core)
self.specRestriction = SPEC_MONK_MISTWEAVER
self.powerIndex = SPELL_POWER_MANA
self:RegisterEvent("PLAYER_SPECIALIZATION_CHANGED", "CheckShouldShowOnSpecChange")
self:RegisterEvent("UNIT_DISPLAYPOWER", "CheckShouldShowOnSpecChange")
MonkManaBar.super.prototype.Enable(self, core)
self:CheckShouldShowOnSpecChange(nil, self.unit)
end
function MonkManaBar.prototype:CheckShouldShowOnSpecChange(event, unit)
if unit ~= self.unit and event ~= "PLAYER_SPECIALIZATION_CHANGED" then
return
end
if GetSpecialization() == self.specRestriction then
self:PowerBarShow(event, self.unit)
else
self:PowerBarHide(event, self.unit)
end
end
-- Load us up
if select(2, UnitClass("player")) == "MONK" then
IceHUD.MonkManaBar = MonkManaBar:new()
end

View File

@ -17,11 +17,5 @@ function PlayerAbsorb.prototype:GetDefaultSettings()
return settings return settings
end end
function PlayerAbsorb.prototype:MyRegisterCustomEvents()
end
function PlayerAbsorb.prototype:MyUnregisterCustomEvents()
end
-- Load us up -- Load us up
IceHUD.PlayerAbsorb = PlayerAbsorb:new() IceHUD.PlayerAbsorb = PlayerAbsorb:new()

95
modules/PlayerAltMana.lua Normal file
View File

@ -0,0 +1,95 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local PlayerAltMana = IceCore_CreateClass(IceUnitBar)
PlayerAltMana.prototype.PlayerAltMana = nil
PlayerAltMana.prototype.PlayerAltManaMax = nil
local _, unitClass = UnitClass("player")
-- Constructor --
function PlayerAltMana.prototype:init()
PlayerAltMana.super.prototype.init(self, "PlayerAltMana", "player")
self.side = IceCore.Side.Right
self.offset = 0
self:SetDefaultColor("PlayerAltMana", 87, 82, 141)
end
function PlayerAltMana.prototype:GetDefaultSettings()
local settings = PlayerAltMana.super.prototype.GetDefaultSettings(self)
settings["side"] = IceCore.Side.Right
settings["offset"] = 0
settings["textVisible"] = {upper = true, lower = false}
settings["upperText"] = "[PercentMana:Round]"
settings["lowerText"] = "[FractionalMana:Color('3071bf'):Bracket]"
return settings
end
function GetEventsToRegister()
return {"UNIT_DISPLAYPOWER"}
--[[ if unitClass == "PRIEST" then
return {"PLAYER_SPECIALIZATION_CHANGED"}
elseif unitClass == "SHAMAN" then
return {"PLAYER_SPECIALIZATION_CHANGED"}
elseif unitClass == "DRUID" then
return {"UPDATE_SHAPESHIFT_FORM"}
end
]]-- probably not necessary, but could use as a fallback
end
function PlayerAltMana.prototype:Enable(core)
PlayerAltMana.super.prototype.Enable(self, core)
local eventsToRegister = GetEventsToRegister()
for i = 1, #eventsToRegister do
self:RegisterEvent(eventsToRegister[i], "Update")
end
self:RegisterEvent("UNIT_POWER_FREQUENT", "Update")
self:RegisterEvent("UNIT_MAXPOWER", "Update")
end
function PlayerAltMana.prototype:Disable(core)
PlayerAltMana.super.prototype.Disable(self, core)
end
function ShouldShow(unit)
if unitClass == "MONK" then
return GetSpecialization() == SPEC_MONK_MISTWEAVER
end
return UnitPowerType(unit) ~= SPELL_POWER_MANA
--[[ if unitClass == "PRIEST" then
return UnitPowerType(unit) == SPELL_POWER_INSANITY
elseif unitClass == "SHAMAN" then
return GetSpecialization() ~= SPEC_SHAMAN_RESTORATION
elseif unitClass == "DRUID" then
return UnitPowerType(unit) ~= SPELL_POWER_MANA
end
]]-- probably not necessary, but could use as a fallback
end
function PlayerAltMana.prototype:Update()
PlayerAltMana.super.prototype.Update(self)
self.PlayerAltMana = UnitPower(self.unit, SPELL_POWER_MANA)
self.PlayerAltManaMax = UnitPowerMax(self.unit, SPELL_POWER_MANA)
if (not self.alive or not ShouldShow(self.unit) or not self.PlayerAltMana or not self.PlayerAltManaMax or self.PlayerAltManaMax == 0) then
self:Show(false)
return
else
self:Show(true)
end
self:UpdateBar(self.PlayerAltManaMax ~= 0 and self.PlayerAltMana / self.PlayerAltManaMax or 0, "PlayerAltMana")
end
if (unitClass == "PRIEST" and IceHUD.WowVer >= 70000)
or (unitClass == "DRUID")
or (unitClass == "SHAMAN" and IceHUD.WowVer >= 70000)
or (unitClass == "MONK" and IceHUD.WowVer < 70000) then
IceHUD.PlayerAltMana = PlayerAltMana:new()
end

View File

@ -16,6 +16,12 @@ function PlayerMana.prototype:init()
self:SetDefaultColor("PlayerEnergy", 218, 231, 31) self:SetDefaultColor("PlayerEnergy", 218, 231, 31)
self:SetDefaultColor("PlayerFocus", 242, 149, 98) self:SetDefaultColor("PlayerFocus", 242, 149, 98)
self:SetDefaultColor("PlayerRunicPower", 62, 54, 152) self:SetDefaultColor("PlayerRunicPower", 62, 54, 152)
if IceHUD.WowVer >= 70000 then
self:SetDefaultColor("PlayerInsanity", 150, 50, 255)
self:SetDefaultColor("PlayerFury", 255, 50, 255)
self:SetDefaultColor("PlayerMaelstrom", 62, 54, 152)
self:SetDefaultColor("PlayerPain", 255, 50, 255)
end
end end
@ -94,6 +100,27 @@ end
order = 53 order = 53
} }
opts["scaleManaColorForAll"] = {
type = "toggle",
name = L["Scale for non-mana users"],
desc = L["Uses the 'color bar by mana %' setting/colors even for classes that don't use Mana"],
width = 'double',
get = function()
return self.moduleSettings.scaleManaColorForAll
end,
set = function(info, value)
self.moduleSettings.scaleManaColorForAll = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return not self.moduleSettings.scaleManaColor
end,
order = 53.1
}
return opts return opts
end end
@ -233,15 +260,16 @@ function PlayerMana.prototype:ManaType(event, unit)
end end
end end
if self.manaType == SPELL_POWER_RAGE or self.manaType == SPELL_POWER_RUNIC_POWER then self.bTreatEmptyAsFull = self:TreatEmptyAsFull()
self.bTreatEmptyAsFull = true
else
self.bTreatEmptyAsFull = false
end
self:Update(self.unit) self:Update(self.unit)
end end
function PlayerMana.prototype:TreatEmptyAsFull()
return self.manaType == SPELL_POWER_RAGE or self.manaType == SPELL_POWER_RUNIC_POWER
or (IceHUD.WowVer >= 70000 and (self.manaType == SPELL_POWER_LUNAR_POWER or self.manaType == SPELL_POWER_INSANITY
or self.manaType == SPELL_POWER_FURY or self.manaType == SPELL_POWER_PAIN or self.manaType == SPELL_POWER_MAELSTROM))
end
function PlayerMana.prototype:UpdateEvent(event, unit, powertype) function PlayerMana.prototype:UpdateEvent(event, unit, powertype)
self:Update(unit, powertype) self:Update(unit, powertype)
@ -275,11 +303,10 @@ function PlayerMana.prototype:Update(unit, powertype)
end end
local color = "PlayerMana" local color = "PlayerMana"
if (self.moduleSettings.scaleManaColor) then
color = "ScaledManaColor"
end
if not (self.alive) then if not (self.alive) then
color = "Dead" color = "Dead"
elseif (self.moduleSettings.scaleManaColor and (UnitPowerType(self.unit) == SPELL_POWER_MANA or self.moduleSettings.scaleManaColorForAll)) then
color = "ScaledManaColor"
else else
if (self.manaType == SPELL_POWER_RAGE) then if (self.manaType == SPELL_POWER_RAGE) then
color = "PlayerRage" color = "PlayerRage"
@ -289,6 +316,14 @@ function PlayerMana.prototype:Update(unit, powertype)
color = "PlayerRunicPower" color = "PlayerRunicPower"
elseif (self.manaType == SPELL_POWER_FOCUS) then elseif (self.manaType == SPELL_POWER_FOCUS) then
color = "PlayerFocus" color = "PlayerFocus"
elseif (IceHUD.WowVer >= 70000 and self.manaType == SPELL_POWER_INSANITY) then
color = "PlayerInsanity"
elseif (IceHUD.WowVer >= 70000 and self.manaType == SPELL_POWER_FURY) then
color = "PlayerFury"
elseif (IceHUD.WowVer >= 70000 and self.manaType == SPELL_POWER_MAELSTROM) then
color = "PlayerMaelstrom"
elseif (IceHUD.WowVer >= 70000 and self.manaType == SPELL_POWER_PAIN) then
color = "PlayerPain"
end end
end end
@ -296,8 +331,8 @@ function PlayerMana.prototype:Update(unit, powertype)
self:ConditionalUpdateFlash() self:ConditionalUpdateFlash()
if (self.manaPercentage == 1 and self.manaType ~= SPELL_POWER_RAGE and self.manaType ~= SPELL_POWER_RUNIC_POWER) if (self.manaPercentage == 1 and not self:TreatEmptyAsFull())
or (self.manaPercentage == 0 and (self.manaType == SPELL_POWER_RAGE or self.manaType == SPELL_POWER_RUNIC_POWER)) then or (self.manaPercentage == 0 and self:TreatEmptyAsFull()) then
self:SetupOnUpdate(false) self:SetupOnUpdate(false)
else else
self:SetupOnUpdate(true) self:SetupOnUpdate(true)
@ -347,13 +382,13 @@ function PlayerMana.prototype:UpdateEnergy(event, unit)
return return
end end
self.previousEnergy = UnitPower(self.unit) self.previousEnergy = UnitPower(self.unit, UnitPowerType(self.unit))
if IceHUD.WowVer < 40000 then if IceHUD.WowVer < 40000 then
self:Update(unit) self:Update(unit)
end end
if self:ShouldUseTicker() and if self:ShouldUseTicker() and
((not (self.previousEnergy) or (self.previousEnergy <= UnitPower(self.unit))) and ((not (self.previousEnergy) or (self.previousEnergy <= UnitPower(self.unit, UnitPowerType(self.unit)))) and
(self.moduleSettings.tickerEnabled) and self.manaType == SPELL_POWER_ENERGY) then (self.moduleSettings.tickerEnabled) and self.manaType == SPELL_POWER_ENERGY) then
self.tickStart = GetTime() self.tickStart = GetTime()
self.tickerFrame:Show() self.tickerFrame:Show()

View File

@ -1,7 +1,7 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false) local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local Resolve = IceCore_CreateClass(IceUnitBar) local Resolve = IceCore_CreateClass(IceUnitBar)
local RESOLVE_SPELL_ID = 158298 local RESOLVE_SPELL_ID = 158300
local RESOLVE_MAX = 240 local RESOLVE_MAX = 240
Resolve.prototype.current = nil Resolve.prototype.current = nil
@ -49,45 +49,14 @@ end
-- scan the tooltip and extract the Resolve value -- scan the tooltip and extract the Resolve value
do do
-- making these local as they're not used anywhere else
local regions = {}
local spellName = GetSpellInfo(RESOLVE_SPELL_ID) 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) function Resolve.prototype:UpdateCurrent(event, unit)
if (unit and (unit ~= self.unit)) then if (unit and (unit ~= self.unit)) then
return return
end end
local name = UnitAura(self.unit, spellName) self.current = select(15, UnitAura(self.unit, spellName)) or 0
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() self:Update()
end end
@ -111,6 +80,6 @@ end
-- Load for tanks only -- Load for tanks only
local _, unitClass = UnitClass("player") local _, unitClass = UnitClass("player")
if ((unitClass == "DEATHKNIGHT" or unitClass == "DRUID" or unitClass == "PALADIN" or unitClass == "WARRIOR" or unitClass == "MONK") if ((unitClass == "DEATHKNIGHT" or unitClass == "DRUID" or unitClass == "PALADIN" or unitClass == "WARRIOR" or unitClass == "MONK")
and IceHUD.WowVer >= 60000) then and IceHUD.WowVer >= 60000 and IceHUD.WowVer < 70000) then
IceHUD.Resolve = Resolve:new() IceHUD.Resolve = Resolve:new()
end end

436
modules/RollTheBones.lua Normal file
View File

@ -0,0 +1,436 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local RollTheBones = IceCore_CreateClass(IceUnitBar)
local IceHUD = _G.IceHUD
local baseTime = 12
local gapPerComboPoint = 6
local maxComboPoints = 5
local rtbEndTime = 0
local rtbDuration = 0
local rtbCount = 0
local CurrMaxRtBDuration = 0
local PotentialRtBDuration = 0
local RtBBuffs = {199603, 193358, 193357, 193359, 199600, 193356}
local RtBSet = {}
for _, v in ipairs(RtBBuffs) do
RtBSet[v] = true
end
-- Constructor --
function RollTheBones.prototype:init()
RollTheBones.super.prototype.init(self, "RollTheBones", "player")
self.moduleSettings = {}
self.moduleSettings.desiredLerpTime = 0
self.moduleSettings.shouldAnimate = false
self:SetDefaultColor("RollTheBones", 1, 0.6, 0.2)
self:SetDefaultColor("RollTheBones2", 0.75, 1, 0.2)
self:SetDefaultColor("RollTheBones3", 0.4, 1, 0.2)
self:SetDefaultColor("RollTheBones6", 0.1, 1, 0.7)
self:SetDefaultColor("RollTheBonesPotential", 1, 1, 1)
self.bTreatEmptyAsFull = true
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function RollTheBones.prototype:Enable(core)
RollTheBones.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "UpdateRollTheBones")
self:RegisterEvent("UNIT_POWER", "ComboPointsChanged")
if not self.moduleSettings.alwaysFullAlpha then
self:Show(false)
else
self:UpdateRollTheBones()
end
self:SetBottomText1("")
end
function RollTheBones.prototype:Disable(core)
RollTheBones.super.prototype.Disable(self, core)
end
function RollTheBones.prototype:ComboPointsChanged(...)
if select('#', ...) >= 3 and select(1, ...) == "UNIT_POWER" and select(3, ...) ~= "COMBO_POINTS" then
return
end
self:TargetChanged()
self:UpdateDurationBar()
end
-- OVERRIDE
function RollTheBones.prototype:GetDefaultSettings()
local settings = RollTheBones.super.prototype.GetDefaultSettings(self)
settings["enabled"] = false
settings["shouldAnimate"] = false
settings["desiredLerpTime"] = nil
settings["lowThreshold"] = 0
settings["side"] = IceCore.Side.Right
settings["offset"] = 6
settings["upperText"]="RtB:"
settings["showAsPercentOfMax"] = true
settings["durationAlpha"] = 0.6
settings["usesDogTagStrings"] = false
settings["lockLowerFontAlpha"] = false
settings["lowerTextString"] = ""
settings["lowerTextVisible"] = false
settings["hideAnimationSettings"] = true
settings["bAllowExpand"] = true
settings["bShowWithNoTarget"] = true
settings["bUseMultipleBuffColors"] = true
return settings
end
-- OVERRIDE
function RollTheBones.prototype:GetOptions()
local opts = RollTheBones.super.prototype.GetOptions(self)
opts["textSettings"].args["upperTextString"]["desc"] = "The text to display under this bar. # will be replaced with the number of Roll the Bones seconds remaining."
opts["textSettings"].args["upperTextString"].hidden = false
opts["showAsPercentOfMax"] =
{
type = 'toggle',
name = L["Show bar as % of maximum"],
desc = L["If this is checked, then the RtB buff time shows as a percent of the maximum attainable (taking set bonuses and talents into account). Otherwise, the bar always goes from full to empty when applying RtB no matter the duration."],
get = function()
return self.moduleSettings.showAsPercentOfMax
end,
set = function(info, v)
self.moduleSettings.showAsPercentOfMax = v
end,
disabled = function()
return not self.moduleSettings.enabled
end
}
opts["durationAlpha"] =
{
type = "range",
name = L["Potential RtB time bar alpha"],
desc = L["What alpha value to use for the bar that displays how long your RtB will last if you activate it. (This gets multiplied by the bar's current alpha to stay in line with the bar on top of it)"],
min = 0,
max = 100,
step = 5,
get = function()
return self.moduleSettings.durationAlpha * 100
end,
set = function(info, v)
self.moduleSettings.durationAlpha = v / 100.0
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end
}
opts["bShowWithNoTarget"] =
{
type = 'toggle',
name = L["Show with no target"],
desc = L["Whether or not to display when you have no target selected but have combo points available"],
get = function()
return self.moduleSettings.bShowWithNoTarget
end,
set = function(info, v)
self.moduleSettings.bShowWithNoTarget = v
self:ComboPointsChanged()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
}
opts["bUseMultipleBuffColors"] =
{
type = 'toggle',
name = L["Use multiple buff colors"],
desc = L["If this is checked, then the bar uses different colors depending on how many RtB buffs you have"],
get = function()
return self.moduleSettings.bUseMultipleBuffColors
end,
set = function(info, v)
self.moduleSettings.bUseMultipleBuffColors = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
}
return opts
end
function RollTheBones.prototype:CreateFrame()
RollTheBones.super.prototype.CreateFrame(self)
self:CreateDurationBar()
end
function RollTheBones.prototype:CreateDurationBar()
self.durationFrame = self:BarFactory(self.durationFrame, "BACKGROUND","ARTWORK")
-- Rokiyo: Do we need to call this here?
self.CurrScale = 0
self.durationFrame.bar:SetVertexColor(self:GetColor("RollTheBonesPotential", self.moduleSettings.durationAlpha))
self.durationFrame.bar:SetHeight(0)
self:UpdateBar(1, "undef")
-- force update the bar...if we're in here, then either the UI was just loaded or the player is jacking with the options.
-- either way, make sure the duration bar matches accordingly
self:UpdateDurationBar()
end
function RollTheBones.prototype:RotateHorizontal()
RollTheBones.super.prototype.RotateHorizontal(self)
self:RotateFrame(self.durationFrame)
end
function RollTheBones.prototype:ResetRotation()
RollTheBones.super.prototype.ResetRotation(self)
if self.durationFrame and self.durationFrame.anim then
self.durationFrame.anim:Stop()
end
end
-- 'Protected' methods --------------------------------------------------------
function RollTheBones.prototype:GetBuffDuration(unitName, ids)
local i = 1
local buff, rank, texture, type, duration, endTime, remaining, spellId
buff, _, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
local realDuration, remaining, count
local now = GetTime()
count = 0
while buff do
if (spellId and ids[spellId]) then
if endTime then
realDuration = duration
remaining = endTime - now
count = count + 1
end
end
i = i + 1;
buff, _, _, _, type, duration, endTime, _, _, _, spellId = UnitBuff(unitName, i)
end
if count > 0 then
return realDuration, remaining, count
else
return nil, nil, 0
end
end
function RollTheBones.prototype:MyOnUpdate()
RollTheBones.super.prototype.MyOnUpdate(self)
if self.bUpdateRtb then
self:UpdateRollTheBones(nil, self.unit, true)
end
if self.target or self.moduleSettings.bShowWithNoTarget then
self:UpdateDurationBar()
end
end
local function RTBGetComboPoints(unit)
return UnitPower(unit, SPELL_POWER_COMBO_POINTS)
end
-- use this to figure out if Roll the Bones is available or not. neither IsSpellKnown nor IsPlayerSpell are correct for it
-- when SnD is known, but this is.
local function HasSpell(id)
local spell = GetSpellInfo(id)
return spell == GetSpellInfo(spell)
end
local function ShouldHide()
return not HasSpell(193316)
end
function RollTheBones.prototype:UpdateRollTheBones(event, unit, fromUpdate)
if unit and unit ~= self.unit then
return
end
local now = GetTime()
local remaining = nil
if not fromUpdate then
rtbDuration, remaining, rtbCount = self:GetBuffDuration(self.unit, RtBSet)
if not remaining then
rtbEndTime = 0
else
rtbEndTime = remaining + now
end
end
if rtbEndTime and rtbEndTime >= now then
if not fromUpdate then
self.bUpdateRtb = true
end
self:Show(true)
if not remaining then
remaining = rtbEndTime - now
end
local denominator = (self.moduleSettings.showAsPercentOfMax and CurrMaxRtBDuration or rtbDuration)
self:UpdateBar(denominator ~= 0 and remaining / denominator or 0, self:GetColorName(rtbCount))
else
self:UpdateBar(0, "RollTheBones")
if RTBGetComboPoints(self.unit) == 0 or (not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget) or ShouldHide() then
if self.bIsVisible then
self.bUpdateRtb = nil
end
if not self.moduleSettings.alwaysFullAlpha or ShouldHide() then
self:Show(false)
end
end
end
-- somewhat redundant, but we also need to check potential remaining time
if (remaining ~= nil) or PotentialRtBDuration > 0 then
local potText = " (" .. PotentialRtBDuration .. ")"
self:SetBottomText1(self.moduleSettings.upperText .. tostring(floor(remaining or 0)) .. (self.moduleSettings.durationAlpha ~= 0 and potText or ""))
end
end
function RollTheBones.prototype:GetColorName(count)
if self.moduleSettings.bUseMultipleBuffColors and count >= 2 then
return "RollTheBones"..count
else
return "RollTheBones"
end
end
function RollTheBones.prototype:TargetChanged()
if self.moduleSettings.bShowWithNoTarget and RTBGetComboPoints(self.unit) > 0 then
self.target = true
else
self.target = UnitExists("target")
end
self:Update(self.unit)
self:UpdateDurationBar()
self:UpdateRollTheBones()
end
function RollTheBones.prototype:UpdateDurationBar(event, unit)
if unit and unit ~= self.unit then
return
end
local points = RTBGetComboPoints(self.unit)
-- check for Deeper Stratagem
local _, _, _, DeeperStratagem = GetTalentInfo(3, 1, 1)
if DeeperStratagem then
-- first, set the cached upper limit of RtB duration
CurrMaxRtBDuration = self:GetMaxBuffTime(maxComboPoints + 1)
else
CurrMaxRtBDuration = self:GetMaxBuffTime(maxComboPoints)
end
if event then
self:UpdateRollTheBones()
end
-- player doesn't want to show the percent of max or the alpha is zeroed out, so don't bother with the duration bar
if not self.moduleSettings.showAsPercentOfMax or self.moduleSettings.durationAlpha == 0 or (points == 0 and not self:IsVisible())
or ShouldHide() then
self.durationFrame:Hide()
return
end
self.durationFrame:Show()
-- if we have combo points and a target selected, go ahead and show the bar so the duration bar can be seen
if points > 0 and (UnitExists("target") or self.moduleSettings.bShowWithNoTarget) then
self:Show(true)
end
if self.moduleSettings.durationAlpha > 0 then
PotentialRtBDuration = self:GetMaxBuffTime(points)
-- compute the scale from the current number of combo points
local scale = IceHUD:Clamp(PotentialRtBDuration / CurrMaxRtBDuration, 0, 1)
-- sadly, animation uses bar-local variables so we can't use the animation for 2 bar textures on the same bar element
if (self.moduleSettings.reverse) then
scale = 1 - scale
end
self.durationFrame.bar:SetVertexColor(self:GetColor("RollTheBonesPotential", self.moduleSettings.durationAlpha))
self:SetBarCoord(self.durationFrame, scale)
end
if rtbEndTime < GetTime() then
local potText = " (" .. PotentialRtBDuration .. ")"
self:SetBottomText1(self.moduleSettings.upperText .. "0" .. (self.moduleSettings.durationAlpha > 0 and potText or ""))
end
end
function RollTheBones.prototype:GetMaxBuffTime(numComboPoints)
local maxduration
if numComboPoints == 0 then
return 0
end
maxduration = baseTime + ((numComboPoints - 1) * gapPerComboPoint)
return maxduration
end
function RollTheBones.prototype:GetItemIdFromItemLink(linkStr)
local itemId
local _
if linkStr then
_, itemId, _, _, _, _, _, _, _ = strsplit(":", linkStr)
end
return itemId or 0
end
function RollTheBones.prototype:IsItemIdInList(itemId, list)
for i=1,#list do
if string.match(itemId, list[i]) then
return true
end
end
return false
end
function RollTheBones.prototype:OutCombat()
RollTheBones.super.prototype.OutCombat(self)
self:UpdateRollTheBones()
end
local _, unitClass = UnitClass("player")
-- Load us up
if unitClass == "ROGUE" and IceHUD.WowVer >= 70000 then
IceHUD.RollTheBones = RollTheBones:new()
end

View File

@ -3,12 +3,23 @@ local Runes = IceCore_CreateClass(IceElement)
local IceHUD = _G.IceHUD local IceHUD = _G.IceHUD
local CooldownFrame_SetTimer = CooldownFrame_SetTimer
if IceHUD.WowVer >= 70000 then
CooldownFrame_SetTimer = CooldownFrame_Set
end
-- blizzard cracks me up. the below block is copied verbatim from RuneFrame.lua ;) -- blizzard cracks me up. the below block is copied verbatim from RuneFrame.lua ;)
--Readability == win --Readability == win
local RUNETYPE_BLOOD = 1; local RUNETYPE_BLOOD = 1;
local RUNETYPE_DEATH = 2; local RUNETYPE_DEATH = 2;
local RUNETYPE_FROST = 3; local RUNETYPE_FROST = 3;
local RUNETYPE_CHROMATIC = 4; local RUNETYPE_CHROMATIC = 4;
local RUNETYPE_LEGION = 5; -- not real, but makes for an easy update
local GetRuneType = GetRuneType
if IceHUD.WowVer >= 70000 then
GetRuneType = function() return RUNETYPE_LEGION end
end
-- setup the names to be more easily readable -- setup the names to be more easily readable
Runes.prototype.runeNames = { Runes.prototype.runeNames = {
@ -16,6 +27,7 @@ Runes.prototype.runeNames = {
[RUNETYPE_DEATH] = "Unholy", [RUNETYPE_DEATH] = "Unholy",
[RUNETYPE_FROST] = "Frost", [RUNETYPE_FROST] = "Frost",
[RUNETYPE_CHROMATIC] = "Death", [RUNETYPE_CHROMATIC] = "Death",
[RUNETYPE_LEGION] = "SingleRune",
} }
Runes.prototype.runeSize = 25 Runes.prototype.runeSize = 25
@ -26,10 +38,14 @@ Runes.prototype.numRunes = 6
function Runes.prototype:init() function Runes.prototype:init()
Runes.super.prototype.init(self, "Runes") Runes.super.prototype.init(self, "Runes")
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_BLOOD], 255, 0, 0) if IceHUD.WowVer < 70000 then
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_DEATH], 0, 207, 0) self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_BLOOD], 255, 0, 0)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_FROST], 0, 255, 255) self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_DEATH], 0, 207, 0)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_CHROMATIC], 204, 26, 255) self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_FROST], 0, 255, 255)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_CHROMATIC], 204, 26, 255)
else
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_LEGION], 204, 204, 255)
end
self.scalingEnabled = true self.scalingEnabled = true
end end
@ -192,11 +208,16 @@ end
-- OVERRIDE -- OVERRIDE
function Runes.prototype:Enable(core) function Runes.prototype:Enable(core)
if IceHUD.WowVer >= 70000 then
self.numRunes = UnitPowerMax("player", SPELL_POWER_RUNES)
end
Runes.super.prototype.Enable(self, core) Runes.super.prototype.Enable(self, core)
self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower") self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower")
self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType") self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType")
self:RegisterEvent("PLAYER_ENTERING_WORLD", "ResetRuneAvailability") self:RegisterEvent("PLAYER_ENTERING_WORLD", "ResetRuneAvailability")
self:RegisterEvent("UNIT_MAXPOWER", "CheckMaxNumRunes")
if (self.moduleSettings.hideBlizz) then if (self.moduleSettings.hideBlizz) then
self:HideBlizz() self:HideBlizz()
@ -211,6 +232,20 @@ function Runes.prototype:Disable(core)
end end
end end
function Runes.prototype:CheckMaxNumRunes(event, unit, powerType)
if unit ~= "player" then
return
end
if UnitPowerMax("player", SPELL_POWER_RUNES) ~= self.numRunes then
self.numRunes = UnitPowerMax("player", SPELL_POWER_RUNES)
for i = 1, #self.frame.graphical do
self.frame.graphical[i]:Hide()
end
self:Redraw()
end
end
function Runes.prototype:ResetRuneAvailability() function Runes.prototype:ResetRuneAvailability()
for i=1, self.numRunes do for i=1, self.numRunes do
self:UpdateRunePower(nil, i, true) self:UpdateRunePower(nil, i, true)
@ -224,10 +259,10 @@ function Runes.prototype:UpdateRunePower(event, rune, dontFlash)
return return
end end
-- DEFAULT_CHAT_FRAME:AddMessage("Runes.prototype:UpdateRunePower: rune="..rune.." usable="..(usable and "yes" or "no").." GetRuneType(rune)="..GetRuneType(rune));
local start, duration, usable = GetRuneCooldown(rune) local start, duration, usable = GetRuneCooldown(rune)
-- print("Runes.prototype:UpdateRunePower: rune="..rune.." usable="..(usable and "yes" or "no").." GetRuneType(rune)="..GetRuneType(rune));
if usable then if usable then
if self.moduleSettings.cooldownMode == "Cooldown" then if self.moduleSettings.cooldownMode == "Cooldown" then
self.frame.graphical[rune].cd:Hide() self.frame.graphical[rune].cd:Hide()
@ -247,14 +282,14 @@ function Runes.prototype:UpdateRunePower(event, rune, dontFlash)
} }
UIFrameFade(self.frame.graphical[rune].shine, fadeInfo); UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
end end
else elseif start ~= nil and duration ~= nil then
if self.moduleSettings.cooldownMode == "Cooldown" then if self.moduleSettings.cooldownMode == "Cooldown" then
self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune)) CooldownFrame_SetTimer(self.frame.graphical[rune].cd, start, duration, true)
self.frame.graphical[rune].cd:Show() self.frame.graphical[rune].cd:Show()
elseif self.moduleSettings.cooldownMode == "Alpha" then elseif self.moduleSettings.cooldownMode == "Alpha" then
self.frame.graphical[rune]:SetAlpha(0.2) self.frame.graphical[rune]:SetAlpha(0.2)
elseif self.moduleSettings.cooldownMode == "Both" then elseif self.moduleSettings.cooldownMode == "Both" then
self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune)) CooldownFrame_SetTimer(self.frame.graphical[rune].cd, start, duration, true)
self.frame.graphical[rune].cd:Show() self.frame.graphical[rune].cd:Show()
self.frame.graphical[rune]:SetAlpha(0.2) self.frame.graphical[rune]:SetAlpha(0.2)
end end
@ -266,7 +301,7 @@ function Runes.prototype:ShineFinished(rune)
end end
function Runes.prototype:UpdateRuneType(event, rune) function Runes.prototype:UpdateRuneType(event, rune)
-- DEFAULT_CHAT_FRAME:AddMessage("Runes.prototype:UpdateRuneType: rune="..rune.." GetRuneType(rune)="..GetRuneType(rune)); IceHUD:Debug("Runes.prototype:UpdateRuneType: rune="..rune.." GetRuneType(rune)="..GetRuneType(rune));
if not rune or tonumber(rune) ~= rune or rune < 1 or rune > self.numRunes then if not rune or tonumber(rune) ~= rune or rune < 1 or rune > self.numRunes then
return return
@ -355,13 +390,15 @@ function Runes.prototype:CreateRune(i, type, name)
self.frame.graphical[i]:SetHeight(self.runeSize) self.frame.graphical[i]:SetHeight(self.runeSize)
-- hax for blizzard's swapping the unholy and frost rune placement on the default ui... -- hax for blizzard's swapping the unholy and frost rune placement on the default ui...
local runeSwapI local runeSwapI = i
if i == 3 or i == 4 then if IceHUD.WowVer < 70000 then
runeSwapI = i + 2 if i == 3 or i == 4 then
elseif i == 5 or i == 6 then runeSwapI = i + 2
runeSwapI = i - 2 elseif i == 5 or i == 6 then
else runeSwapI = i - 2
runeSwapI = i else
runeSwapI = i
end
end end
if self.moduleSettings.displayMode == "Horizontal" then if self.moduleSettings.displayMode == "Horizontal" then
self.frame.graphical[i]:SetPoint("TOPLEFT", (runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap), 0) self.frame.graphical[i]:SetPoint("TOPLEFT", (runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap), 0)
@ -369,7 +406,8 @@ function Runes.prototype:CreateRune(i, type, name)
self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap))) self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap)))
end end
self.frame.graphical[i].rune:SetTexture(self:GetRuneTexture(name)) local runeTex = self:GetRuneTexture(name)
self.frame.graphical[i].rune:SetTexture(runeTex)
self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name)) self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
self.frame.graphical[i]:Show() self.frame.graphical[i]:Show()
@ -377,6 +415,8 @@ function Runes.prototype:CreateRune(i, type, name)
self.frame.graphical[i].cd:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel()+1) self.frame.graphical[i].cd:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel()+1)
self.frame.graphical[i].cd:ClearAllPoints() self.frame.graphical[i].cd:ClearAllPoints()
self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i]) self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i])
self.frame.graphical[i].cd:SetSwipeTexture(runeTex)
self.frame.graphical[i].cd:SetDrawEdge(false)
self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint") self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
self.frame.graphical[i].shine:SetBlendMode("ADD") self.frame.graphical[i].shine:SetBlendMode("ADD")

View File

@ -103,7 +103,7 @@ end
-- Load us up -- Load us up
local _, unitClass = UnitClass("player") local _, unitClass = UnitClass("player")
if (unitClass == "PRIEST" and IceHUD.WowVer >= 50000) then if (unitClass == "PRIEST" and IceHUD.WowVer >= 50000 and IceHUD.WowVer < 70000) then
IceHUD.ShadowOrbs = ShadowOrbs:new() IceHUD.ShadowOrbs = ShadowOrbs:new()
end end

View File

@ -9,6 +9,7 @@ local AfflictionCoords =
{0.01562500, 0.28125000, 0.00781250, 0.13281250}, {0.01562500, 0.28125000, 0.00781250, 0.13281250},
{0.01562500, 0.28125000, 0.00781250, 0.13281250}, {0.01562500, 0.28125000, 0.00781250, 0.13281250},
{0.01562500, 0.28125000, 0.00781250, 0.13281250}, {0.01562500, 0.28125000, 0.00781250, 0.13281250},
{0.01562500, 0.28125000, 0.00781250, 0.13281250},
} }
local DestructionCoords = local DestructionCoords =
@ -31,12 +32,24 @@ function ShardCounter.prototype:init()
self.numericColor = "ShardCounterNumeric" self.numericColor = "ShardCounterNumeric"
self.minLevel = SHARDBAR_SHOW_LEVEL self.minLevel = SHARDBAR_SHOW_LEVEL
if IceHUD.WowVer >= 70000 then
self.runeHeight = 23
self.runeWidth = 26
self.runeCoords = AfflictionCoords
self.unitPower = SPELL_POWER_SOUL_SHARDS
self.unit = "player"
end
end end
function ShardCounter.prototype:Enable(core) function ShardCounter.prototype:Enable(core)
if IceHUD.WowVer >= 70000 then
self.numRunes = UnitPowerMax(self.unit, self.unitPower)
end
ShardCounter.super.prototype.Enable(self, core) ShardCounter.super.prototype.Enable(self, core)
if IceHUD.WowVer >= 50000 then if IceHUD.WowVer >= 50000 and IceHUD.WowVer < 70000 then
self:RegisterEvent("PLAYER_TALENT_UPDATE", "UpdatePowerType") self:RegisterEvent("PLAYER_TALENT_UPDATE", "UpdatePowerType")
self:RegisterEvent("UNIT_DISPLAYPOWER", "UpdatePowerType") self:RegisterEvent("UNIT_DISPLAYPOWER", "UpdatePowerType")
self:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED", "UpdatePowerType") self:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED", "UpdatePowerType")
@ -44,12 +57,14 @@ function ShardCounter.prototype:Enable(core)
self:RegisterEvent("PLAYER_SPECIALIZATION_CHANGED", "UpdatePowerType") self:RegisterEvent("PLAYER_SPECIALIZATION_CHANGED", "UpdatePowerType")
self:RegisterEvent("UNIT_MAXPOWER", "UpdatePowerType") self:RegisterEvent("UNIT_MAXPOWER", "UpdatePowerType")
end end
self:UpdatePowerType() if IceHUD.WowVer < 70000 then
self:UpdatePowerType()
end
end end
function ShardCounter.prototype:UpdateRunePower(event, arg1, arg2) function ShardCounter.prototype:UpdateRunePower(event, arg1, arg2)
if IceHUD.WowVer >= 50000 then if IceHUD.WowVer >= 50000 and IceHUD.WowVer < 70000 then
if event == "UNIT_POWER_FREQUENT" and arg1 == "player" then if event == "UNIT_POWER_FREQUENT" and arg1 == self.unit then
if CurrentSpec == SPEC_WARLOCK_DESTRUCTION and arg2 ~= "BURNING_EMBERS" then if CurrentSpec == SPEC_WARLOCK_DESTRUCTION and arg2 ~= "BURNING_EMBERS" then
return return
elseif CurrentSpec == SPEC_WARLOCK_DEMONOLOGY and arg2 ~= "DEMONIC_FURY" then elseif CurrentSpec == SPEC_WARLOCK_DEMONOLOGY and arg2 ~= "DEMONIC_FURY" then
@ -60,7 +75,7 @@ function ShardCounter.prototype:UpdateRunePower(event, arg1, arg2)
end end
end end
if event == "PLAYER_ENTERING_WORLD" then if event == "PLAYER_ENTERING_WORLD" and IceHUD.WowVer < 70000 then
self:UpdatePowerType(event) self:UpdatePowerType(event)
end end
@ -90,7 +105,7 @@ function ShardCounter.prototype:UpdatePowerType(event)
self.runeCoords = AfflictionCoords self.runeCoords = AfflictionCoords
self.unitPower = SPELL_POWER_SOUL_SHARDS self.unitPower = SPELL_POWER_SOUL_SHARDS
local powerMax = UnitPowerMax("player", self.unitPower) local powerMax = UnitPowerMax(self.unit, self.unitPower)
if powerMax == 0 then -- abort abort! this is bad. if powerMax == 0 then -- abort abort! this is bad.
return return
end end
@ -102,7 +117,7 @@ function ShardCounter.prototype:UpdatePowerType(event)
if IceHUD.WowVer >= 50000 then if IceHUD.WowVer >= 50000 then
if not IsPlayerSpell(WARLOCK_SOULBURN) then if not IsPlayerSpell(WARLOCK_SOULBURN) then
self.requiredSpec = -1 self.requiredSpec = nil
self:RegisterEvent("SPELLS_CHANGED", "UpdatePowerType") self:RegisterEvent("SPELLS_CHANGED", "UpdatePowerType")
else else
self:UnregisterEvent("SPELLS_CHANGED", "UpdatePowerType") self:UnregisterEvent("SPELLS_CHANGED", "UpdatePowerType")
@ -112,7 +127,7 @@ function ShardCounter.prototype:UpdatePowerType(event)
self.runeCoords = DestructionCoords self.runeCoords = DestructionCoords
self.unitPower = SPELL_POWER_BURNING_EMBERS self.unitPower = SPELL_POWER_BURNING_EMBERS
local powerMax = UnitPowerMax("player", self.unitPower) local powerMax = UnitPowerMax(self.unit, self.unitPower)
if powerMax == 0 then -- abort abort! this is bad. if powerMax == 0 then -- abort abort! this is bad.
return return
end end
@ -126,7 +141,7 @@ function ShardCounter.prototype:UpdatePowerType(event)
self.currentGrowMode = self.growModes["height"] self.currentGrowMode = self.growModes["height"]
if not IsPlayerSpell(WARLOCK_BURNING_EMBERS) then if not IsPlayerSpell(WARLOCK_BURNING_EMBERS) then
self.requiredSpec = -1 self.requiredSpec = nil
self:RegisterEvent("SPELLS_CHANGED", "UpdatePowerType") self:RegisterEvent("SPELLS_CHANGED", "UpdatePowerType")
elseif not IsSpellKnown(WARLOCK_GREEN_FIRE) then elseif not IsSpellKnown(WARLOCK_GREEN_FIRE) then
self:RegisterEvent("SPELLS_CHANGED", "CheckGreenFire") self:RegisterEvent("SPELLS_CHANGED", "CheckGreenFire")
@ -142,7 +157,7 @@ function ShardCounter.prototype:UpdatePowerType(event)
self.numConsideredFull = 99 self.numConsideredFull = 99
self.currentGrowMode = self.growModes["width"] self.currentGrowMode = self.growModes["width"]
else else
self.requiredSpec = -1 self.requiredSpec = nil
self:RegisterEvent("SPELLS_CHANGED", "UpdatePowerType") self:RegisterEvent("SPELLS_CHANGED", "UpdatePowerType")
end end

View File

@ -50,7 +50,11 @@ function SliceAndDice.prototype:Enable(core)
SliceAndDice.super.prototype.Enable(self, core) SliceAndDice.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_AURA", "UpdateSliceAndDice") self:RegisterEvent("UNIT_AURA", "UpdateSliceAndDice")
self:RegisterEvent("UNIT_COMBO_POINTS", "ComboPointsChanged") if IceHUD.WowVer < 70000 then
self:RegisterEvent("UNIT_COMBO_POINTS", "ComboPointsChanged")
else
self:RegisterEvent("UNIT_POWER", "ComboPointsChanged")
end
if not self.moduleSettings.alwaysFullAlpha then if not self.moduleSettings.alwaysFullAlpha then
self:Show(false) self:Show(false)
@ -65,7 +69,11 @@ function SliceAndDice.prototype:Disable(core)
SliceAndDice.super.prototype.Disable(self, core) SliceAndDice.super.prototype.Disable(self, core)
end end
function SliceAndDice.prototype:ComboPointsChanged() function SliceAndDice.prototype:ComboPointsChanged(...)
if select('#', ...) >= 3 and select(1, ...) == "UNIT_POWER" and select(3, ...) ~= "COMBO_POINTS" then
return
end
self:TargetChanged() self:TargetChanged()
self:UpdateDurationBar() self:UpdateDurationBar()
end end
@ -188,7 +196,7 @@ end
function SliceAndDice.prototype:ResetRotation() function SliceAndDice.prototype:ResetRotation()
SliceAndDice.super.prototype.ResetRotation(self) SliceAndDice.super.prototype.ResetRotation(self)
if self.durationFrame.anim then if self.durationFrame and self.durationFrame.anim then
self.durationFrame.anim:Stop() self.durationFrame.anim:Stop()
end end
end end
@ -236,7 +244,7 @@ end
local function SNDGetComboPoints(unit) local function SNDGetComboPoints(unit)
if IceHUD.WowVer >= 60000 then if IceHUD.WowVer >= 60000 then
return UnitPower(unit, 4) return UnitPower(unit, SPELL_POWER_COMBO_POINTS)
elseif IceHUD.WowVer >= 30000 then elseif IceHUD.WowVer >= 30000 then
return GetComboPoints(unit, "target") return GetComboPoints(unit, "target")
else else
@ -244,6 +252,20 @@ local function SNDGetComboPoints(unit)
end end
end end
-- use this to figure out if Roll the Bones is available or not. neither IsSpellKnown nor IsPlayerSpell are correct for it
-- when SnD is known, but this is.
local function HasSpell(id)
local spell = GetSpellInfo(id)
return spell == GetSpellInfo(spell)
end
local function ShouldHide()
return --[[(IceHUD.WowVer < 70000 or not IsSpellKnown(193316)) and]] not IsPlayerSpell(5171) -- IsSpellKnown returns incorrect info for SnD in 7.0
-- commented code is here in case we decide we'd like to use this module for Roll the Bones.
-- if we do, though, the "active" check gets way more complicated since it can activate any number of 6 different abilities
-- with different durations
end
function SliceAndDice.prototype:UpdateSliceAndDice(event, unit, fromUpdate) function SliceAndDice.prototype:UpdateSliceAndDice(event, unit, fromUpdate)
if unit and unit ~= self.unit then if unit and unit ~= self.unit then
return return
@ -276,12 +298,12 @@ function SliceAndDice.prototype:UpdateSliceAndDice(event, unit, fromUpdate)
else else
self:UpdateBar(0, "SliceAndDice") self:UpdateBar(0, "SliceAndDice")
if SNDGetComboPoints(self.unit) == 0 or (not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget) then if SNDGetComboPoints(self.unit) == 0 or (not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget) or ShouldHide() then
if self.bIsVisible then if self.bIsVisible then
self.bUpdateSnd = nil self.bUpdateSnd = nil
end end
if not self.moduleSettings.alwaysFullAlpha then if not self.moduleSettings.alwaysFullAlpha or ShouldHide() then
self:Show(false) self:Show(false)
end end
end end
@ -321,7 +343,8 @@ function SliceAndDice.prototype:UpdateDurationBar(event, unit)
end end
-- player doesn't want to show the percent of max or the alpha is zeroed out, so don't bother with the duration bar -- player doesn't want to show the percent of max or the alpha is zeroed out, so don't bother with the duration bar
if not self.moduleSettings.showAsPercentOfMax or self.moduleSettings.durationAlpha == 0 or (points == 0 and not self:IsVisible()) then if not self.moduleSettings.showAsPercentOfMax or self.moduleSettings.durationAlpha == 0 or (points == 0 and not self:IsVisible())
or ShouldHide() then
self.durationFrame:Hide() self.durationFrame:Hide()
return return
end end

View File

@ -19,23 +19,6 @@ local MinLevel = 10
StaggerBar.prototype.StaggerDuration = 0 StaggerBar.prototype.StaggerDuration = 0
StaggerBar.prototype.StaggerEndTime = 0 StaggerBar.prototype.StaggerEndTime = 0
local function ReadableNumber(num, places)
local ret
local placeValue = ("%%.%df"):format(places or 0)
if not num then
ret = 0
elseif num >= 1000000 then
ret = placeValue:format(num / 1000000) .. "M" -- million
elseif num >= 1000 then
ret = placeValue:format(num / 1000) .. "k" -- thousand
else
ret = num -- hundreds
end
return ret
end
function StaggerBar.prototype:init() function StaggerBar.prototype:init()
StaggerBar.super.prototype.init(self, "Stagger", "player") StaggerBar.super.prototype.init(self, "Stagger", "player")
@ -65,13 +48,14 @@ function StaggerBar.prototype:GetDefaultSettings()
settings["showAsPercentOfMax"] = true settings["showAsPercentOfMax"] = true
settings["maxPercent"] = 20 settings["maxPercent"] = 20
settings["timerAlpha"] = 0.3 settings["timerAlpha"] = 0.3
settings["usesDogTagStrings"] = false
settings["lockLowerFontAlpha"] = false settings["lockLowerFontAlpha"] = false
settings["lowerTextString"] = "" settings["lowerTextString"] = ""
settings["lowerTextVisible"] = false settings["lowerTextVisible"] = false
settings["hideAnimationSettings"] = true settings["hideAnimationSettings"] = true
settings["bAllowExpand"] = true settings["bAllowExpand"] = true
settings["bShowWithNoTarget"] = true settings["bShowWithNoTarget"] = true
settings["upperText"] = "[PercentStagger]"
settings["lowerText"] = "[FractionalStagger:Short]"
return settings return settings
end end
@ -180,6 +164,20 @@ function StaggerBar.prototype:ACTIVE_TALENT_GROUP_CHANGED()
end end
function StaggerBar.prototype:GetDebuffInfo() function StaggerBar.prototype:GetDebuffInfo()
if IceHUD.WowVer >= 70000 then
self.amount = UnitStagger(self.unit)
self.staggerLevel = 1
local healthMax = UnitHealthMax(self.unit)
local percent = self.amount / healthMax
if percent >= STAGGER_YELLOW_TRANSITION then
self.staggerLevel = 2
elseif percent >= STAGGER_RED_TRANSITION then
self.staggerLevel = 3
end
return
end
local amount = 0 local amount = 0
local duration = 0 local duration = 0
local staggerLevel = 1 local staggerLevel = 1
@ -216,19 +214,15 @@ function StaggerBar.prototype:UpdateStaggerBar()
-- local health = UnitHealth(self.unit) -- local health = UnitHealth(self.unit)
local maxHealth = UnitHealthMax(self.unit) local maxHealth = UnitHealthMax(self.unit)
local percent = (self.amount / maxHealth) * 100
local percentText = percent >= 10 and floor(percent) or strform("%.1f", percent)
local scale = IceHUD:Clamp((self.amount / maxHealth) * (100 / self.moduleSettings.maxPercent), 0, 1) local scale = IceHUD:Clamp((self.amount / maxHealth) * (100 / self.moduleSettings.maxPercent), 0, 1)
if self.amount > 0 and self.duration <= 10 then if self.amount > 0 and (IceHUD.WowVer >= 7000 or self.duration <= 10) then
-- self.timerFrame.bar:SetVertexColor(self:GetColor("StaggerTime", self.moduleSettings.timerAlpha)) -- self.timerFrame.bar:SetVertexColor(self:GetColor("StaggerTime", self.moduleSettings.timerAlpha))
self:UpdateBar(scale or 0, "Stagger"..self.staggerLevel) self:UpdateBar(scale or 0, "Stagger"..self.staggerLevel)
self:SetBottomText1(self.moduleSettings.upperText .. " " .. ReadableNumber(self.amount, 1) .. " (" .. percentText .. "%)")
self:UpdateShown() self:UpdateShown()
self:UpdateTimerFrame() self:UpdateTimerFrame()
else else
self:UpdateBar(0, "Stagger1") self:UpdateBar(0, "Stagger1")
self:SetBottomText1("")
self:Show(false) self:Show(false)
end end
end end

View File

@ -4,13 +4,8 @@ IceTargetAbsorb.prototype.highestAbsorbSinceLastZero = 0
IceTargetAbsorb.prototype.ColorName = "TargetAbsorb" IceTargetAbsorb.prototype.ColorName = "TargetAbsorb"
local UnitGetTotalAbsorbs = UnitGetTotalAbsorbs local UnitGetTotalAbsorbs = UnitGetTotalAbsorbs
if IceHUD.WowVer < 50200 then
UnitGetTotalAbsorbs = nil
end
-- Constructor --
function IceTargetAbsorb.prototype:init(moduleName, unit, colorName) function IceTargetAbsorb.prototype:init(moduleName, unit, colorName)
-- not sure if this is necessary...i think it is...this way, we can instantiate this bar on its own or as a parent class
if moduleName == nil or unit == nil then if moduleName == nil or unit == nil then
IceTargetAbsorb.super.prototype.init(self, "TargetAbsorb", "target") IceTargetAbsorb.super.prototype.init(self, "TargetAbsorb", "target")
else else
@ -29,45 +24,46 @@ function IceTargetAbsorb.prototype:GetDefaultSettings()
settings["side"] = IceCore.Side.Right settings["side"] = IceCore.Side.Right
settings["offset"] = 3 settings["offset"] = 3
settings["upperText"] = "[TotalAbsorb]" settings["upperText"] = "[TotalAbsorb:VeryShort]"
return settings return settings
end end
-- OVERRIDE
function IceTargetAbsorb.prototype:Enable(core) function IceTargetAbsorb.prototype:Enable(core)
IceTargetAbsorb.super.prototype.Enable(self, core) IceTargetAbsorb.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_ABSORB_AMOUNT_CHANGED", "UpdateAbsorbAmount") self:RegisterEvent("UNIT_ABSORB_AMOUNT_CHANGED", "UpdateAbsorbAmount")
self:MyRegisterCustomEvents() self:MyRegisterCustomEvents()
self:UpdateAbsorbAmount("UNIT_ABSORB_AMOUNT_CHANGED", self.unit) self:UpdateAbsorbAmount()
self:Show(false) self:Show(false)
end end
function IceTargetAbsorb.prototype:MyRegisterCustomEvents() function IceTargetAbsorb.prototype:MyRegisterCustomEvents()
self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateAbsorbAmount")
end end
function IceTargetAbsorb.prototype:MyUnregisterCustomEvents() function IceTargetAbsorb.prototype:MyUnregisterCustomEvents()
self:UnregisterEvent("PLAYER_TARGET_CHANGED") end
function IceTargetAbsorb.prototype:Update()
self:UpdateAbsorbAmount()
end end
function IceTargetAbsorb.prototype:UpdateAbsorbAmount(event, unit) function IceTargetAbsorb.prototype:UpdateAbsorbAmount(event, unit)
if UnitGetTotalAbsorbs == nil or (event == "UNIT_ABSORB_AMOUNT_CHANGED" and unit ~= self.unit) then if event == "UNIT_ABSORB_AMOUNT_CHANGED" and unit ~= self.unit then
return return
end end
local absorbAmount = UnitGetTotalAbsorbs(self.unit) local absorbAmount = UnitGetTotalAbsorbs(self.unit) or 0
if absorbAmount == nil or absorbAmount <= 0 then if absorbAmount <= 0 then
self.highestAbsorbSinceLastZero = 0 self.highestAbsorbSinceLastZero = 0
elseif absorbAmount > self.highestAbsorbSinceLastZero then elseif absorbAmount > self.highestAbsorbSinceLastZero then
self.highestAbsorbSinceLastZero = absorbAmount self.highestAbsorbSinceLastZero = absorbAmount
end end
if absorbAmount == nil or absorbAmount <= 0 or self.highestAbsorbSinceLastZero <= 0 then if absorbAmount <= 0 or self.highestAbsorbSinceLastZero <= 0 then
self:Show(false) self:Show(false)
else else
self:Show(true) self:Show(true)
@ -82,4 +78,6 @@ function IceTargetAbsorb.prototype:Disable(core)
self:MyUnregisterCustomEvents() self:MyUnregisterCustomEvents()
end end
IceHUD.TargetAbsorb = IceTargetAbsorb:new() if UnitGetTotalAbsorbs ~= nil then
IceHUD.TargetAbsorb = IceTargetAbsorb:new()
end

View File

@ -45,11 +45,14 @@ local StunCCList = {
-- shockwave -- shockwave
46968, 46968,
-- Gnaw -- Gnaw
47481, 91800,
91797,
-- Fists of Fury -- Fists of Fury
113656, 113656,
-- Fist of Justice -- Fist of Justice
105593, 105593,
-- Remorseless Winter
115001,
} }
local IncapacitateCCList = { local IncapacitateCCList = {
@ -179,7 +182,7 @@ local RootCCList = {
-- Venom Web Spray -- Venom Web Spray
54706, 54706,
-- Chains of Ice -- Chains of Ice
45524, 96294,
-- Disable -- Disable
116095, 116095,
} }
@ -228,6 +231,7 @@ function TargetCC.prototype:PopulateSpellList(debuffListVar, ccList, ccName)
if spellName and spellName ~= "" then if spellName and spellName ~= "" then
debuffListVar[spellName] = ccName debuffListVar[spellName] = ccName
debuffListVar[ccList[i]] = ccName
end end
end end
end end
@ -311,7 +315,7 @@ end
function TargetCC.prototype:GetMaxDebuffDuration(unitName, debuffNames) function TargetCC.prototype:GetMaxDebuffDuration(unitName, debuffNames)
local i = 1 local i = 1
local debuff, rank, texture, count, debuffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HARMFUL") local debuff, rank, texture, count, debuffType, duration, endTime, unitCaster, _, _, spellId = UnitAura(unitName, i, "HARMFUL")
local isMine = unitCaster == "player" local isMine = unitCaster == "player"
local result = {nil, nil, nil} local result = {nil, nil, nil}
local remaining local remaining
@ -319,7 +323,7 @@ function TargetCC.prototype:GetMaxDebuffDuration(unitName, debuffNames)
while debuff do while debuff do
remaining = endTime - GetTime() remaining = endTime - GetTime()
if debuffNames[debuff] and (not self.moduleSettings.onlyShowForMyDebuffs or isMine) then if debuffNames[spellId] and (not self.moduleSettings.onlyShowForMyDebuffs or isMine) then
if result[0] then if result[0] then
if result[2] < remaining then if result[2] < remaining then
result = {debuff, duration, remaining} result = {debuff, duration, remaining}
@ -331,7 +335,7 @@ function TargetCC.prototype:GetMaxDebuffDuration(unitName, debuffNames)
i = i + 1; i = i + 1;
debuff, rank, texture, count, debuffType, duration, endTime, unitCaster = UnitAura(unitName, i, "HARMFUL") debuff, rank, texture, count, debuffType, duration, endTime, unitCaster, _, _, spellId = UnitAura(unitName, i, "HARMFUL")
isMine = unitCaster == "player" isMine = unitCaster == "player"
end end

View File

@ -1,6 +1,11 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false) local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
IceTargetInfo = IceCore_CreateClass(IceElement) IceTargetInfo = IceCore_CreateClass(IceElement)
local CooldownFrame_SetTimer = CooldownFrame_SetTimer
if IceHUD.WowVer >= 70000 then
CooldownFrame_SetTimer = CooldownFrame_Set
end
local DogTag = nil local DogTag = nil
local internal = "internal" local internal = "internal"
@ -1320,6 +1325,7 @@ do
icon:SetHeight(size-2) icon:SetHeight(size-2)
end end
else else
frame.texture:SetTexture(0, 0, 0, 0.5)
icon:SetWidth(size-2) icon:SetWidth(size-2)
icon:SetHeight(size-2) icon:SetHeight(size-2)
end end
@ -1445,7 +1451,7 @@ function IceTargetInfo.prototype:SetupAura(aura, i, icon, duration, expirationTi
if (duration and duration > 0 and expirationTime and expirationTime > 0) then if (duration and duration > 0 and expirationTime and expirationTime > 0) then
local start = expirationTime - duration local start = expirationTime - duration
frame.cd:SetCooldown(start, duration) CooldownFrame_SetTimer(frame.cd, start, duration, true)
frame.cd:Show() frame.cd:Show()
else else
frame.cd:Hide() frame.cd:Hide()
@ -1624,7 +1630,11 @@ end
function IceTargetInfo.prototype:TargetFlags(event, unit) function IceTargetInfo.prototype:TargetFlags(event, unit)
if (unit == self.unit or unit == internal) then if (unit == self.unit or unit == internal) then
self.tapped = UnitIsTapped(self.unit) and (not UnitIsTappedByPlayer(self.unit)) if IceHUD.WowVer < 70000 then
self.tapped = UnitIsTapped(self.unit) and (not UnitIsTappedByPlayer(self.unit))
else
self.tapped = UnitIsTapDenied(self.unit)
end
self.targetCombat = UnitAffectingCombat(self.unit) and " |cffee4030Combat|r" or "" self.targetCombat = UnitAffectingCombat(self.unit) and " |cffee4030Combat|r" or ""
self:UpdateBuffs() self:UpdateBuffs()
self:Update(unit) self:Update(unit)

View File

@ -18,6 +18,12 @@ function IceTargetMana.prototype:init(moduleName, unit)
self:SetDefaultColor("TargetEnergy", 228, 242, 31) self:SetDefaultColor("TargetEnergy", 228, 242, 31)
self:SetDefaultColor("TargetFocus", 242, 149, 98) self:SetDefaultColor("TargetFocus", 242, 149, 98)
self:SetDefaultColor("TargetRunicPower", 52, 64, 221) self:SetDefaultColor("TargetRunicPower", 52, 64, 221)
if IceHUD.WowVer >= 70000 then
self:SetDefaultColor("TargetInsanity", 150, 50, 255)
self:SetDefaultColor("TargetFury", 255, 50, 255)
self:SetDefaultColor("TargetMaelstrom", 52, 64, 221)
self:SetDefaultColor("TargetPain", 255, 50, 255)
end
end end
@ -105,6 +111,14 @@ function IceTargetMana.prototype:Update(unit)
self.color = "TargetEnergy" self.color = "TargetEnergy"
elseif (manaType == SPELL_POWER_RUNIC_POWER) then elseif (manaType == SPELL_POWER_RUNIC_POWER) then
self.color = "TargetRunicPower" self.color = "TargetRunicPower"
elseif (IceHUD.WowVer >= 70000 and manaType == SPELL_POWER_INSANITY) then
self.color = "TargetInsanity"
elseif (IceHUD.WowVer >= 70000 and manaType == SPELL_POWER_FURY) then
self.color = "TargetFury"
elseif (IceHUD.WowVer >= 70000 and manaType == SPELL_POWER_MAELSTROM) then
self.color = "TargetMaelstrom"
elseif (IceHUD.WowVer >= 70000 and manaType == SPELL_POWER_PAIN) then
self.color = "TargetPain"
end end
if (self.tapped) then if (self.tapped) then
@ -112,11 +126,7 @@ function IceTargetMana.prototype:Update(unit)
end end
end end
if manaType == SPELL_POWER_RAGE or manaType == SPELL_POWER_RUNIC_POWER then self.bTreatEmptyAsFull = self:TreatEmptyAsFull(manaType)
self.bTreatEmptyAsFull = true
else
self.bTreatEmptyAsFull = false
end
self:UpdateBar(self.manaPercentage, self.color) self:UpdateBar(self.manaPercentage, self.color)
@ -126,6 +136,11 @@ function IceTargetMana.prototype:Update(unit)
end end
end end
function IceTargetMana.prototype:TreatEmptyAsFull(manaType)
return manaType == SPELL_POWER_RAGE or manaType == SPELL_POWER_RUNIC_POWER
or (IceHUD.WowVer >= 70000 and (manaType == SPELL_POWER_LUNAR_POWER or manaType == SPELL_POWER_INSANITY
or manaType == SPELL_POWER_FURY or manaType == SPELL_POWER_PAIN or manaType == SPELL_POWER_MAELSTROM))
end
-- OVERRIDE -- OVERRIDE
function IceTargetMana.prototype:GetOptions() function IceTargetMana.prototype:GetOptions()

View File

@ -332,7 +332,7 @@ threatValue = 100
scaledPercentZeroToOne = 0 scaledPercentZeroToOne = 0
scaledPercent = 0 scaledPercent = 0
IceHUD:Debug( "Threat: nil threat on valid target" ) --IceHUD:Debug( "Threat: nil threat on valid target" )
else else
if self.moduleSettings.showScaledThreat then if self.moduleSettings.showScaledThreat then
scaledPercentZeroToOne = scaledPercent / 100 scaledPercentZeroToOne = scaledPercent / 100

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@ -1,6 +1,11 @@
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false) local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local Totems = IceCore_CreateClass(IceElement) local Totems = IceCore_CreateClass(IceElement)
local CooldownFrame_SetTimer = CooldownFrame_SetTimer
if IceHUD.WowVer >= 70000 then
CooldownFrame_SetTimer = CooldownFrame_Set
end
-- the below block is copied from TotemFrame.lua -- the below block is copied from TotemFrame.lua
local FIRE_TOTEM_SLOT = 1; local FIRE_TOTEM_SLOT = 1;
local EARTH_TOTEM_SLOT = 2; local EARTH_TOTEM_SLOT = 2;
@ -239,7 +244,7 @@ function Totems.prototype:UpdateTotem(event, totem, ...)
local haveTotem, name, startTime, duration, icon = GetTotemInfo(totem); local haveTotem, name, startTime, duration, icon = GetTotemInfo(totem);
if duration > 0 then if duration > 0 then
self.frame.graphical[totem].totem:SetTexture(icon) self.frame.graphical[totem].totem:SetTexture(icon)
self.frame.graphical[totem].cd:SetCooldown(startTime, duration) CooldownFrame_SetTimer(self.frame.graphical[totem].cd, startTime, duration, true)
self.frame.graphical[totem].cd:Show() self.frame.graphical[totem].cd:Show()
self.frame.graphical[totem]:Show() self.frame.graphical[totem]:Show()
else else
@ -367,7 +372,7 @@ function Totems.prototype:CreateTotem(i, name)
self.frame.graphical[i].cd:ClearAllPoints() self.frame.graphical[i].cd:ClearAllPoints()
self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i]) self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i])
if duration > 0 then if duration > 0 then
self.frame.graphical[i].cd:SetCooldown(startTime, duration) CooldownFrame_SetTimer(self.frame.graphical[i].cd, startTime, duration, true)
self.frame.graphical[i].cd:Show() self.frame.graphical[i].cd:Show()
self.frame.graphical[i]:Show() self.frame.graphical[i]:Show()
end end

81
readme.md Normal file
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@ -0,0 +1,81 @@
IceHUD is a highly configurable and customizable HUD addon in the spirit of DHUD, MetaHUD, and others designed to keep your focus in the center of the screen where your character is.
### **What it is**
* Player and target health and mana bars, casting and mirror bars, pet health and mana bars, druid mana bar in forms, extensive target info, ToT display, and much more
### **Short feature list**
* Lots of different bar shapes and patterns to make the HUD look like you want
* Class-specific modules such as combo point counters, Slice'n'dice timers, druid mana trackers, Eclipse bar, Holy Power monitoring, Warlock shard tracking, and more
* Target-of-target bars, Crowd Control timers, Range Finders, Threat meters, and plenty of other helpful modules
* Lots of DogTag-supported strings for extreme customizability (with the option to completely disable DogTag support for those that dislike the CPU toll that it takes)
* Cast lag indicator (optional)
* Alpha settings for in combat, target selected, etc.
* Fully customizable bars and counters capable of tracking buff/debuff applications on any unit, spell/ability cooldowns, and the health/mana of any unit you specify. The custom health/mana bars will even work with crazy unit specifications like "focustargettargetfocustarget" if you want!
* Highly configurable (can totally re-arrange all bars, change text display, etc.)
### **Slash commands**
* /icehud - opens the configuration UI to tweak any setting
* /icehudCL - command-line access to tweak IceHUD settings (for use with macros, etc.)
# **Frequently Asked Questions**
1. **How do I hide the default Blizzard player, target unit frames and party unit frames?**
Type /icehud, expand the "Module Settings" section, click "Player Health" or "Target Health," and check "Hide Blizzard Frame" and/or "Hide Blizzard Party Frame". (NOTE: before version 1.3.7, the player/target unitframes were hidden by default. Follow the same steps to enable them if desired)
1. **How do I turn off click-targeting and menus on the player bar?**
Type /icehud, expand the "Module Settings" section, click "Player Health," un-check "Allow click-targeting." Note that as of v1.3, there is now an option to allow click-targeting out of combat, but turn it off while in combat.
1. **How do I hide the HUD or change its transparency based on combat, targeting, etc.?**
Type /icehud, check the "Transparency Settings" section. Nearly any combination of states should be available for tweaking.
1. **Even if the rest of the HUD is transparent, the health percentages seem to show up. Why?**
Type /icehud, expand the "Module Settings" section, expand "Player Health," click "Text Settings," look for options about keeping the lower/upper text blocks alpha locked. If the text is alpha locked, it will not drop below 100%, otherwise it respects its bar's transparency setting. Player Health/Mana, Target Health/Mana, and pet bars should all have these options.
1. **Is there any way to see combo points for Rogues and Druids or sunder applications for Warriors?**
Yes, check the "Combo Points" and "Sunders" modules in the /icehud configuration panel. (Note that these modules may not show up if you're not of the appropriate class to see them. They should be present for their respective classes, however.)
1. **What's this thing at the top of the player's cast bar and threat bar? It's darker than the rest of the bar.** (and may be colored red)
That's the Cast Lag Indicator (or the aggro-pull warning for the Threat bar) that shows you when you can start casting a new spell and still be able to finish the current one (based on your lag to the server). You can disable this in the Player Cast Bar settings under the /icehud configuration screen.
1. **Is there a bar that shows breath underwater and if so, how can I adjust it?**
Yes, this is called the MirrorBarHandler in the module settings portion of the /icehud configuration. It's called that because it mirrors casting bar behavior, displays more than just breathing (fatigue is one example), and that's what Blizzard calls it. It can be moved/adjusted/resized/etc. as with any other module.
1. **There's a long green bar that sometimes shows up below everything else. What is it?**
That would be the TargetOfTarget module. That module is available for people who don't want the full ToT health/mana bars, but do want some sort of ToT representation on the screen. It's configurable through the /icehud module settings.
1. **IceHUD needs a bar or counter for buff/debuff X!**
Good news: as of v1.5, you can create as many bars and counters for any buffs or debuffs you want! Type /icehud, select one of the custom module types in the drop-down at the top of the settings page, and press the Create button. This will create a custom module and automatically select it in the list. It is highly recommend that you rename the bar as soon as possible to avoid any confusion later.
1. **How do I turn off the resting/combat/PvP/etc. icons on the player or target?**
Type /icehud, expand Module Settings, expand PlayerHealth (or TargetHealth for targets), click Icon Settings. You can control every aspect of the icons there including location, visibility, draw order, etc.
1. **How do I turn off buffs/debuffs on the player's or target's bar?**
Type /icehud, expand Module Settings, expand PlayerInfo (or TargetInfo for targets), select Buff Settings or Debuff Settings, and un-check "show buffs" (or "show debuffs").
1. **How do I turn off these big huge bars that pulse whenever one of my abilities procs?**
This isn't IceHUD - it's Blizzard's Spell Alerts they added in 4.0.1. Interface options => Combat => "Spell Alert Opacity" to turn them off or search for a mod to tweak their positioning/size/etc.
1. **I don't like where some of the bars are placed. How do I put the health/mana on the left/right?**
Type /icehud, expand Module Settings, expand whatever module you want to move (e.g. PlayerHealth, PlayerMana), and adjust the "Side" and "Offset" settings. "Side" controls whether it's on the left or the right and "Offset" controls how far from center it is.
1. **Which module displays Monk Chi power?**
This module is called HarmonyPower. Harmony was the original name for Chi back when 5.0 was in beta, so I used Blizzard's name for it while I was developing for Cataclysm. I feel like it's too late to change now that many people are familiar with the Harmony name.
1. **How do I add commas/periods into big numbers like health?**
If you have DogTags enabled, you can open the Text Settings for the module in question and add SeparateDigits() around the tag you're trying to split up. To display Health/MaxHealth with commas, use: [(SeparateDigits(HP):HPColor "/" SeparateDigits(MaxHP):HPColor):Bracket]. To use periods instead of commas, use: [(SeparateDigits(HP, "."):HPColor "/" SeparateDigits(MaxHP, "."):HPColor):Bracket]. Use the /dog help menu to build your own similar tags for Mana, etc.
1. **The countdown timers on buffs and debuffs completely obscure the icon. How do I disable or adjust the text?**
IceHUD is not responsible for this countdown text and cannot control it. The 6.0 patch added an option in the game client to display counts on top of cooldowns. Look at the Action Bars menu under the game's Interface options. You can turn the text on or off there. Mods like OmniCC or CooldownCount will generally give you the same feature but allow you to control when, where, and how the text shows up.
1. **When I rotate some modules 90 degrees, such as the castbar, the bar appears to wiggle up and down as it fills or empties. How do I fix this?**
This is a side effect of the animation API that I'm co-opting to force a rotation without having to provide duplicates of every bar texture in the mod. Any bar moving sufficiently quickly and updating rapidly will cause this. IceHUD is intended to be a vertically-oriented mod, so the rotation feature is there for people who are willing to accept the side effects that come with it. My suggestion is to use one of the many horizontally-oriented bar mods out there if you're wanting horizontal bars. Quartz is a good castbar replacement that you can use and disable IceHUD's built-in castbar, for example.
1. **How do I get rid of the bars that showed up beneath the player in the 7.0 patch?**
Blizzard added a "Personal Resource Display" feature in the 7.0 game client. You can disable it in the Game options -> Interface -> Names -> Personal Resource Display.
See [here](http://www.wowace.com/addons/ice-hud/tickets/113-basic-guide-to-texture-creation/) for a user-created guide to creating new IceHUD textures.