local AceOO = AceLibrary("AceOO-2.0") local MobHealth = nil local FocusHealth = AceOO.Class(IceUnitBar) FocusHealth.prototype.color = nil -- Constructor -- function FocusHealth.prototype:init() FocusHealth.super.prototype.init(self, "FocusHealth", "focus") self:SetDefaultColor("FocusHealthHostile", 231, 31, 36) self:SetDefaultColor("FocusHealthFriendly", 46, 223, 37) self:SetDefaultColor("FocusHealthNeutral", 210, 219, 87) MobHealth = AceLibrary:HasInstance("LibMobHealth-4.0") and AceLibrary("LibMobHealth-4.0") or nil end function FocusHealth.prototype:GetDefaultSettings() local settings = FocusHealth.super.prototype.GetDefaultSettings(self) settings["enabled"] = false settings["side"] = IceCore.Side.Right settings["offset"] = -1 settings["scale"] = 0.7 settings["mobhealth"] = (MobHealth3 ~= nil) settings["classColor"] = false settings["hideBlizz"] = false settings["upperText"] = "[PercentHP:Round]" settings["lowerText"] = "" settings["raidIconOnTop"] = true settings["showRaidIcon"] = true settings["raidIconXOffset"] = 12 settings["raidIconYOffset"] = 0 settings["lockIconAlpha"] = false settings["abbreviateHealth"] = true settings["barVerticalOffset"] = 35 settings["allowMouseInteraction"] = false return settings end -- OVERRIDE function FocusHealth.prototype:GetOptions() local opts = FocusHealth.super.prototype.GetOptions(self) opts["mobhealth"] = { type = "toggle", name = "MobHealth3 support", desc = "Enable/disable MobHealth3 Focus HP data. If this option is gray, you do not have MobHealth3.", get = function() return self.moduleSettings.mobhealth end, set = function(value) self.moduleSettings.mobhealth = value self:Update(self.unit) end, disabled = function() return (not self.moduleSettings.enabled) and (MobHealth3 == nil) end, order = 40 } opts["classColor"] = { type = "toggle", name = "Class color bar", desc = "Use class color as the bar color instead of reaction color", get = function() return self.moduleSettings.classColor end, set = function(value) self.moduleSettings.classColor = value self:Update(self.unit) end, disabled = function() return not self.moduleSettings.enabled end, order = 41 } opts["hideBlizz"] = { type = "toggle", name = "Hide Blizzard Frame", desc = "Hides Blizzard Focus frame and disables all events related to it", get = function() return self.moduleSettings.hideBlizz end, set = function(value) self.moduleSettings.hideBlizz = value if (value) then self:HideBlizz() else self:ShowBlizz() end end, disabled = function() return not self.moduleSettings.enabled end, order = 42 } opts["scaleHealthColor"] = { type = "toggle", name = "Color bar by health %", desc = "Colors the health bar from MaxHealthColor to MinHealthColor based on current health %", get = function() return self.moduleSettings.scaleHealthColor end, set = function(value) self.moduleSettings.scaleHealthColor = value self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 43 } opts["showRaidIcon"] = { type = "toggle", name = "Show Raid Icon", desc = "Whether or not to show the raid icon above this bar", get = function() return self.moduleSettings.showRaidIcon end, set = function(value) self.moduleSettings.showRaidIcon = value self:UpdateRaidFocusIcon() end, disabled = function() return not self.moduleSettings.enabled end, order = 50 } opts["lockIconAlpha"] = { type = "toggle", name = "Lock raid icon to 100% alpha", desc = "With this enabled, the raid icon is always 100% alpha, regardless of the bar's alpha. Otherwise, it assumes the bar's alpha level.", get = function() return self.moduleSettings.lockIconAlpha end, set = function(value) self.moduleSettings.lockIconAlpha = value self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 51 } opts["raidIconOnTop"] = { type = "toggle", name = "Draw Raid Icon On Top", desc = "Whether to draw the raid icon in front of or behind this bar", get = function() return self.moduleSettings.raidIconOnTop end, set = function(value) self.moduleSettings.raidIconOnTop = value self:UpdateRaidFocusIcon() end, disabled = function() return not self.moduleSettings.enabled or not self.moduleSettings.showRaidIcon end, order = 52 } opts["raidIconXOffset"] = { type = "range", name = "Raid Icon X Offset", desc = "How far to push the raid icon right or left", min = -300, max = 300, step = 1, get = function() return self.moduleSettings.raidIconXOffset end, set = function(value) self.moduleSettings.raidIconXOffset = value self:SetRaidIconPlacement() self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 53 } opts["raidIconYOffset"] = { type = "range", name = "Raid Icon Y Offset", desc = "How far to push the raid icon up or down", min = -300, max = 300, step = 1, get = function() return self.moduleSettings.raidIconYOffset end, set = function(value) self.moduleSettings.raidIconYOffset = value self:SetRaidIconPlacement() self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 54 } opts["shortenHealth"] = { type = 'toggle', name = 'Abbreviate estimated health', desc = 'If this is checked, then a health value of 1100 will display as 1.1k, otherwise it shows the number\n\nNote: this only applies if you are NOT using DogTag', get = function() return self.moduleSettings.abbreviateHealth end, set = function(v) self.moduleSettings.abbreviateHealth = v end, disabled = function() return not self.moduleSettings.enabled end, order = 40.1 } opts["allowClickTarget"] = { type = 'toggle', name = 'Allow click-targeting', desc = 'Whether or not to allow click targeting/casting for this bar (Note: does not work properly with HiBar, have to click near the base of the bar)', get = function() return self.moduleSettings.allowMouseInteraction end, set = function(v) self.moduleSettings.allowMouseInteraction = v self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, usage = '', order = 43, } return opts end function FocusHealth.prototype:Enable(core) FocusHealth.super.prototype.Enable(self, core) self:RegisterEvent("UNIT_HEALTH", "Update") self:RegisterEvent("UNIT_MAXHEALTH", "Update") self:RegisterEvent("UNIT_FLAGS", "Update") self:RegisterEvent("UNIT_FACTION", "Update") self:RegisterEvent("RAID_TARGET_UPDATE", "UpdateRaidFocusIcon") self:RegisterEvent("PLAYER_FOCUS_CHANGED", "UpdateFocus") if (self.moduleSettings.hideBlizz) then self:HideBlizz() end self:CreateRaidIconFrame() self:Update(self.unit) end function FocusHealth.prototype:CreateBackground() FocusHealth.super.prototype.CreateBackground(self) if not self.frame.button then self.frame.button = CreateFrame("Button", "IceHUD_FocusClickFrame", self.frame, "SecureUnitButtonTemplate") end self.frame.button:ClearAllPoints() -- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this... -- would be nice to define this somewhere in data, but for now...here we are if self.settings.barTexture == "HiBar" then self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0) self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0) else if self.moduleSettings.side == IceCore.Side.Left then self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -6, 0) self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 3, 0) else self.frame.button:SetPoint("TOPLEFT", self.frame, "TOPLEFT", 6, 0) self.frame.button:SetPoint("BOTTOMRIGHT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 1.5, 0) end end self:EnableClickTargeting(self.moduleSettings.allowMouseInteraction) end function FocusHealth.prototype:EnableClickTargeting(bEnable) if bEnable then self.frame.button:EnableMouse(true) self.frame.button:RegisterForClicks("LeftButtonUp") self.frame.button:SetAttribute("type1", "target") self.frame.button:SetAttribute("unit", self.unit) -- set up click casting ClickCastFrames = ClickCastFrames or {} ClickCastFrames[self.frame.button] = true -- Parnic - debug code for showing the clickable region on this bar -- self.frame.button:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", -- edgeFile = "Interface/Tooltips/UI-Tooltip-Border", -- tile = false, -- insets = { left = 0, right = 0, top = 0, bottom = 0 }}); -- self.frame.button:SetBackdropColor(0,0,0,1); else self.frame.button:EnableMouse(false) self.frame.button:RegisterForClicks() end end function FocusHealth.prototype:UpdateFocus() self:Update(self.unit) end function FocusHealth.prototype:Disable(core) FocusHealth.super.prototype.Disable(self, core) end function FocusHealth.prototype:Update(unit) FocusHealth.super.prototype.Update(self) if (unit and (unit ~= self.unit)) then return end if not (UnitExists(unit)) then self:Show(false) return else self:Show(true) end self:UpdateRaidFocusIcon() self.color = "FocusHealthFriendly" -- friendly > 4 local reaction = UnitReaction(self.unit, "player") if (reaction and (reaction == 4)) then self.color = "FocusHealthNeutral" elseif (reaction and (reaction < 4)) then self.color = "FocusHealthHostile" end if (self.moduleSettings.classColor) then self.color = self.unitClass end if (self.moduleSettings.scaleHealthColor) then self.color = "ScaledHealthColor" end if (self.tapped) then self.color = "Tapped" end self:UpdateBar(self.health/self.maxHealth, self.color) if not IceHUD.IceCore:ShouldUseDogTags() then self:SetBottomText1(math.floor(self.healthPercentage * 100)) -- first see if we have LibMobHealth that we can piggyback on if MobHealth then self.health = MobHealth:GetUnitCurrentHP(self.unit) self.maxHealth = MobHealth:GetUnitMaxHP(self.unit) elseif (self.maxHealth == 100 and self.moduleSettings.mobhealth and MobHealth3) then -- assumption that if a unit's max health is 100, it's not actual amount -- but rather a percentage - this obviously has one caveat though self.health, self.maxHealth, _ = MobHealth3:GetUnitHealth(self.unit, self.health, self.maxHealth) end if self.moduleSettings.abbreviateHealth then self.health = self:Round(self.health) self.maxHealth = self:Round(self.maxHealth) end if (self.maxHealth ~= 100) then self:SetBottomText2(self:GetFormattedText(self.health, self.maxHealth), self.color) else self:SetBottomText2() end end if self.frame.raidIcon then self.frame.raidIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha) end end function FocusHealth.prototype:CreateRaidIconFrame() if (not self.frame.raidIcon) then self.frame.raidIcon = CreateFrame("Frame", nil, self.frame) end if (not self.frame.raidIcon.icon) then self.frame.raidIcon.icon = self.frame.raidIcon:CreateTexture(nil, "BACKGROUND") self.frame.raidIcon.icon:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons") end self:SetRaidIconPlacement() self.frame.raidIcon:SetWidth(16) self.frame.raidIcon:SetHeight(16) self.frame.raidIcon.icon:SetAllPoints(self.frame.raidIcon) SetRaidTargetIconTexture(self.frame.raidIcon.icon, 0) self.frame.raidIcon:Hide() end function FocusHealth.prototype:SetRaidIconPlacement() self.frame.raidIcon:ClearAllPoints() self.frame.raidIcon:SetPoint("BOTTOM", self.frame, "TOPLEFT", self.moduleSettings.raidIconXOffset, self.moduleSettings.raidIconYOffset) end function FocusHealth.prototype:UpdateRaidFocusIcon() if self.moduleSettings.raidIconOnTop then self.frame.raidIcon:SetFrameStrata("MEDIUM") else self.frame.raidIcon:SetFrameStrata("LOW") end if not (UnitExists(self.unit)) or not self.moduleSettings.showRaidIcon then self.frame.raidIcon:Hide() return end local index = GetRaidTargetIndex(self.unit); if (index and (index > 0)) then SetRaidTargetIconTexture(self.frame.raidIcon.icon, index) self.frame.raidIcon:Show() else self.frame.raidIcon:Hide() end end function FocusHealth.prototype:Round(health) if (health > 1000000) then return self:MathRound(health/1000000, 1) .. "M" end if (health > 1000) then return self:MathRound(health/1000, 1) .. "k" end return health end function FocusHealth.prototype:MathRound(num, idp) local mult = 10^(idp or 0) return math.floor(num * mult + 0.5) / mult end function FocusHealth.prototype:ShowBlizz() FocusFrame:Show() FocusFrame:RegisterEvent("PLAYER_ENTERING_WORLD"); FocusFrame:RegisterEvent("PLAYER_FOCUS_CHANGED"); FocusFrame:RegisterEvent("UNIT_HEALTH"); FocusFrame:RegisterEvent("UNIT_LEVEL"); FocusFrame:RegisterEvent("UNIT_FACTION"); FocusFrame:RegisterEvent("UNIT_CLASSIFICATION_CHANGED"); FocusFrame:RegisterEvent("UNIT_AURA"); FocusFrame:RegisterEvent("PLAYER_FLAGS_CHANGED"); FocusFrame:RegisterEvent("PARTY_MEMBERS_CHANGED"); FocusFrame:RegisterEvent("RAID_TARGET_UPDATE"); end function FocusHealth.prototype:HideBlizz() FocusFrame:Hide() FocusFrame:UnregisterAllEvents() end -- Load us up IceHUD.FocusHealth = FocusHealth:new()