local AceOO = AceLibrary("AceOO-2.0") local SunderCount = AceOO.Class(IceElement) local MAX_DEBUFF_COUNT = 40 SunderCount.prototype.sunderSize = 20 -- Constructor -- function SunderCount.prototype:init() SunderCount.super.prototype.init(self, "SunderCount") self:SetDefaultColor("SunderCount", 1, 1, 0) self.scalingEnabled = true end -- 'Public' methods ----------------------------------------------------------- -- OVERRIDE function SunderCount.prototype:GetOptions() local opts = SunderCount.super.prototype.GetOptions(self) opts["vpos"] = { type = "range", name = "Vertical Position", desc = "Vertical Position", get = function() return self.moduleSettings.vpos end, set = function(v) self.moduleSettings.vpos = v self:Redraw() end, min = -300, max = 200, step = 10, disabled = function() return not self.moduleSettings.enabled end, order = 31 } opts["sunderFontSize"] = { type = "range", name = "Sunder Count Font Size", desc = "Sunder Count Font Size", get = function() return self.moduleSettings.sunderFontSize end, set = function(v) self.moduleSettings.sunderFontSize = v self:Redraw() end, min = 10, max = 40, step = 1, disabled = function() return not self.moduleSettings.enabled end, order = 32 } opts["sunderMode"] = { type = "text", name = "Display Mode", desc = "Show graphical or numeric sunders", get = function() return self.moduleSettings.sunderMode end, set = function(v) self.moduleSettings.sunderMode = v self:CreateSunderFrame(true) self:Redraw() end, validate = { "Numeric", "Graphical Bar", "Graphical Circle" }, disabled = function() return not self.moduleSettings.enabled end, order = 33 } opts["gradient"] = { type = "toggle", name = "Change color", desc = "1 compo point: yellow, 5 sunders: red", get = function() return self.moduleSettings.gradient end, set = function(v) self.moduleSettings.gradient = v self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 34 } return opts end -- OVERRIDE function SunderCount.prototype:GetDefaultSettings() local defaults = SunderCount.super.prototype.GetDefaultSettings(self) defaults["vpos"] = 0 defaults["sunderFontSize"] = 20 defaults["sunderMode"] = "Numeric" defaults["gradient"] = false defaults["usesDogTagStrings"] = false return defaults end -- OVERRIDE function SunderCount.prototype:Redraw() SunderCount.super.prototype.Redraw(self) self:CreateFrame() self:UpdateSunderCount() end -- OVERRIDE function SunderCount.prototype:Enable(core) SunderCount.super.prototype.Enable(self, core) self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateSunderCount") self:RegisterEvent("UNIT_AURA", "UpdateSunderCount") if self.moduleSettings.sunderMode == "Graphical" then self.moduleSettings.sunderMode = "Graphical Bar" end self:CreateSunderFrame(true) end -- 'Protected' methods -------------------------------------------------------- -- OVERRIDE function SunderCount.prototype:CreateFrame() SunderCount.super.prototype.CreateFrame(self) self.frame:SetFrameStrata("BACKGROUND") self.frame:SetWidth(self.sunderSize*5) self.frame:SetHeight(1) self.frame:ClearAllPoints() self.frame:SetPoint("TOP", self.parent, "BOTTOM", 0, self.moduleSettings.vpos) self:Show(true) self:CreateSunderFrame() end function SunderCount.prototype:CreateSunderFrame(doTextureUpdate) -- create numeric sunders self.frame.numeric = self:FontFactory(self.moduleSettings.sunderFontSize, nil, self.frame.numeric) self.frame.numeric:SetWidth(50) self.frame.numeric:SetJustifyH("CENTER") self.frame.numeric:SetPoint("TOP", self.frame, "TOP", 0, 0) self.frame.numeric:Show() if (not self.frame.graphicalBG) then self.frame.graphicalBG = {} self.frame.graphical = {} end -- create backgrounds for i = 1, 5 do if (not self.frame.graphicalBG[i]) then self.frame.graphicalBG[i] = CreateFrame("StatusBar", nil, self.frame) end if doTextureUpdate then if self.moduleSettings.sunderMode == "Graphical Bar" then self.frame.graphicalBG[i]:SetStatusBarTexture(IceElement.TexturePath .. "ComboBG") elseif self.moduleSettings.sunderMode == "Graphical Circle" then self.frame.graphicalBG[i]:SetStatusBarTexture(IceElement.TexturePath .. "ComboRoundBG") end end self.frame.graphicalBG[i]:SetFrameStrata("BACKGROUND") self.frame.graphicalBG[i]:SetWidth(self.sunderSize) self.frame.graphicalBG[i]:SetHeight(self.sunderSize) self.frame.graphicalBG[i]:SetPoint("TOPLEFT", (i-1) * (self.sunderSize-5) + (i-1), 0) self.frame.graphicalBG[i]:SetAlpha(0.15) self.frame.graphicalBG[i]:SetStatusBarColor(self:GetColor("SunderCount")) self.frame.graphicalBG[i]:Hide() end -- create sunders for i = 1, 5 do if (not self.frame.graphical[i]) then self.frame.graphical[i] = CreateFrame("StatusBar", nil, self.frame) end if doTextureUpdate then if self.moduleSettings.sunderMode == "Graphical Bar" then self.frame.graphical[i]:SetStatusBarTexture(IceElement.TexturePath .. "Combo") elseif self.moduleSettings.sunderMode == "Graphical Circle" then self.frame.graphical[i]:SetStatusBarTexture(IceElement.TexturePath .. "ComboRound") end end self.frame.graphical[i]:SetFrameStrata("BACKGROUND") self.frame.graphical[i]:SetAllPoints(self.frame.graphicalBG[i]) local r, g, b = self:GetColor("SunderCount") if (self.moduleSettings.gradient) then g = g - (0.15*i) end self.frame.graphical[i]:SetStatusBarColor(r, g, b) self.frame.graphical[i]:Hide() end end function SunderCount.prototype:GetDebuffCount(unit, ability, onlyMine) for i = 1, MAX_DEBUFF_COUNT do local name, texture, applications, duration if IceHUD.WowVer >= 30000 then name, _, texture, applications, _, _, duration = UnitDebuff(unit, i) else name, _, texture, applications, _, duration = UnitDebuff(unit, i) end if not texture then break end if string.match(texture, ability) and (not onlyMine or duration) then return applications end end return 0 end function SunderCount.prototype:UpdateSunderCount() local points = self:GetDebuffCount("target", "Ability_Warrior_Sunder") if (points == 0) then points = nil end if (self.moduleSettings.sunderMode == "Numeric") then local r, g, b = self:GetColor("SunderCount") if (self.moduleSettings.gradient and points) then g = g - (0.15*points) end self.frame.numeric:SetTextColor(r, g, b, 0.7) self.frame.numeric:SetText(points) else self.frame.numeric:SetText() for i = 1, table.getn(self.frame.graphical) do if (points ~= nil) then self.frame.graphicalBG[i]:Show() else self.frame.graphicalBG[i]:Hide() end if (points ~= nil and i <= points) then self.frame.graphical[i]:Show() else self.frame.graphical[i]:Hide() end end end end -- Load us up local _, unitClass = UnitClass("player") if (unitClass == "WARRIOR") then IceHUD.SunderCount = SunderCount:new() end