local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false) local ComboPoints = IceCore_CreateClass(IceElement) local IceHUD = _G.IceHUD local AnticipationSpellId = 114015 ComboPoints.prototype.comboSize = 20 -- Constructor -- function ComboPoints.prototype:init() ComboPoints.super.prototype.init(self, "ComboPoints") self:SetDefaultColor("ComboPoints", 1, 1, 0) self:SetDefaultColor("AnticipationPoints", 1, 0, 1) self.scalingEnabled = true end function ComboPoints.prototype:GetMaxComboPoints() return UnitPowerMax("player", SPELL_POWER_COMBO_POINTS) end -- 'Public' methods ----------------------------------------------------------- -- OVERRIDE function ComboPoints.prototype:GetOptions() local opts = ComboPoints.super.prototype.GetOptions(self) opts["headerLookAndFeel"] = { type = 'header', name = L["Look and Feel"], order = 29.9 } opts["vpos"] = { type = "range", name = L["Vertical Position"], desc = L["Vertical Position"], get = function() return self.moduleSettings.vpos end, set = function(info, v) self.moduleSettings.vpos = v self:Redraw() end, min = -300, max = 200, step = 1, disabled = function() return not self.moduleSettings.enabled end, order = 31 } opts["hpos"] = { type = "range", name = L["Horizontal Position"], desc = L["Horizontal Position"], get = function() return self.moduleSettings.hpos end, set = function(info, v) self.moduleSettings.hpos = v self:Redraw() end, min = -700, max = 700, step = 1, disabled = function() return not self.moduleSettings.enabled end, order = 31 } opts["comboFontSize"] = { type = "range", name = L["Combo Points Font Size"], desc = L["Combo Points Font Size"], get = function() return self.moduleSettings.comboFontSize end, set = function(info, v) self.moduleSettings.comboFontSize = v self:Redraw() end, min = 10, max = 40, step = 1, disabled = function() return not self.moduleSettings.enabled end, order = 32 } opts["comboMode"] = { type = 'select', name = L["Display Mode"], desc = L["Show graphical or numeric combo points"], get = function(info) return IceHUD:GetSelectValue(info, self.moduleSettings.comboMode) end, set = function(info, v) self.moduleSettings.comboMode = info.option.values[v] self:CreateComboFrame(true) self:Redraw() IceHUD:NotifyOptionsChange() end, values = { "Numeric", "Graphical Bar", "Graphical Circle", "Graphical Glow", "Graphical Clean Circle" }, disabled = function() return not self.moduleSettings.enabled end, order = 33 } opts["graphicalLayout"] = { type = 'select', name = L["Layout"], desc = L["How the graphical combo points should be displayed"], get = function(info) return IceHUD:GetSelectValue(info, self.moduleSettings.graphicalLayout) end, set = function(info, v) self.moduleSettings.graphicalLayout = info.option.values[v] self:Redraw() end, disabled = function() return not self.moduleSettings.enabled or self.moduleSettings.comboMode == "Numeric" end, values = {"Horizontal", "Vertical"}, order = 33.1 } opts["comboGap"] = { type = 'range', name = L["Combo gap"], desc = L["Spacing between each combo point (only works for graphical mode)"], min = 0, max = 100, step = 1, get = function() return self.moduleSettings.comboGap end, set = function(info, v) self.moduleSettings.comboGap = v self:Redraw() end, disabled = function() return not self.moduleSettings.enabled or self.moduleSettings.comboMode == "Numeric" end, order = 33.2 } if IceHUD.WowVer < 70000 then opts["anticipation"] = { type = "toggle", name = L["Show Anticipation"], desc = L["Show points stored by the Anticipation talent"], get = function() return self.moduleSettings.showAnticipation end, set = function(info, v) self.moduleSettings.showAnticipation = v self:AddAnticipation() -- This will activate or deactivate as needed self:Redraw() end, disabled = function() return not self.moduleSettings.enabled end, order = 33.3 } end opts["gradient"] = { type = "toggle", name = L["Change color"], desc = L["1 combo point: yellow, max combo points: 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 = 34 } 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:UpdateComboPoints() end, disabled = function() return not self.moduleSettings.enabled end, } return opts end -- OVERRIDE function ComboPoints.prototype:GetDefaultSettings() local defaults = ComboPoints.super.prototype.GetDefaultSettings(self) defaults["vpos"] = 0 defaults["hpos"] = 0 defaults["comboFontSize"] = 20 defaults["comboMode"] = "Numeric" defaults["gradient"] = false defaults["usesDogTagStrings"] = false defaults["alwaysFullAlpha"] = true defaults["graphicalLayout"] = "Horizontal" defaults["comboGap"] = 0 defaults["showAnticipation"] = true defaults["bShowWithNoTarget"] = true return defaults end -- OVERRIDE function ComboPoints.prototype:Redraw() ComboPoints.super.prototype.Redraw(self) self:CreateFrame() self:UpdateComboPoints() end -- OVERRIDE function ComboPoints.prototype:Enable(core) ComboPoints.super.prototype.Enable(self, core) self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateComboPoints") if IceHUD.WowVer >= 30000 then 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_EXITED_VEHICLE", "UpdateComboPoints") if IceHUD.WowVer < 70000 then self:RegisterEvent("PLAYER_TALENT_UPDATE", "AddAnticipation") self:AddAnticipation() end else self:RegisterEvent("PLAYER_COMBO_POINTS", "UpdateComboPoints") end if self.moduleSettings.comboMode == "Graphical" then self.moduleSettings.comboMode = "Graphical Bar" end self:CreateComboFrame(true) 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 -------------------------------------------------------- -- OVERRIDE function ComboPoints.prototype:CreateFrame() ComboPoints.super.prototype.CreateFrame(self) self.frame:SetFrameStrata("BACKGROUND") if self.moduleSettings.graphicalLayout == "Horizontal" then self.frame:SetWidth((self.comboSize - 5)*self.GetMaxComboPoints()) self.frame:SetHeight(1) else self.frame:SetWidth(1) self.frame:SetHeight(self.comboSize*self.GetMaxComboPoints()) end self.frame:ClearAllPoints() self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos) self:Show(true) self:CreateComboFrame() end function ComboPoints.prototype:CreateComboFrame(forceTextureUpdate) -- create numeric combo points self.frame.numeric = self:FontFactory(self.moduleSettings.comboFontSize, 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 = {} self.frame.graphicalAnt = {} end local i local maxComboPoints = self.GetMaxComboPoints() -- create backgrounds for i = 1, maxComboPoints do if (not self.frame.graphicalBG[i]) then local frame = CreateFrame("Frame", nil, self.frame) self.frame.graphicalBG[i] = frame frame.texture = frame:CreateTexture() frame.texture:SetAllPoints(frame) end if forceTextureUpdate then if self.moduleSettings.comboMode == "Graphical Bar" then self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboBG") elseif self.moduleSettings.comboMode == "Graphical Circle" then self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboRoundBG") elseif self.moduleSettings.comboMode == "Graphical Glow" then self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboGlowBG") elseif self.moduleSettings.comboMode == "Graphical Clean Circle" then self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboCleanCurvesBG") end end self.frame.graphicalBG[i]:SetFrameStrata("BACKGROUND") self.frame.graphicalBG[i]:SetWidth(self.comboSize) self.frame.graphicalBG[i]:SetHeight(self.comboSize) if self.moduleSettings.graphicalLayout == "Horizontal" then self.frame.graphicalBG[i]:SetPoint("TOPLEFT", ((i-1) * (self.comboSize-5)) - 2.5 + ((i-1) * self.moduleSettings.comboGap), 0) else self.frame.graphicalBG[i]:SetPoint("TOPLEFT", 0, -1 * (((i-1) * (self.comboSize-5)) - 2.5 + ((i-1) * self.moduleSettings.comboGap))) end self.frame.graphicalBG[i]:SetAlpha(0.15) self.frame.graphicalBG[i].texture:SetVertexColor(self:GetColor("ComboPoints")) self.frame.graphicalBG[i]:Hide() end -- create combo points for i = 1, maxComboPoints do if (not self.frame.graphical[i]) then local frame = CreateFrame("Frame", nil, self.frame) self.frame.graphical[i] = frame frame.texture = frame:CreateTexture() frame.texture:SetAllPoints(frame) end if forceTextureUpdate then if self.moduleSettings.comboMode == "Graphical Bar" then self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "Combo") elseif self.moduleSettings.comboMode == "Graphical Circle" then self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "ComboRound") elseif self.moduleSettings.comboMode == "Graphical Glow" then self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "ComboGlow") elseif self.moduleSettings.comboMode == "Graphical Clean Circle" then self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "ComboCleanCurves") end end self.frame.graphical[i]:SetFrameStrata("LOW") self.frame.graphical[i]:SetAllPoints(self.frame.graphicalBG[i]) local r, g, b = self:GetColor("ComboPoints") if (self.moduleSettings.gradient) then g = g - ((1 / maxComboPoints)*i) end self.frame.graphical[i].texture:SetVertexColor(r, g, b) self.frame.graphical[i]:Hide() end -- create Anticipation points if IceHUD.WowVer < 70000 then for i = 1, 5 do if (not self.frame.graphicalAnt[i]) then local frame = CreateFrame("Frame", nil, self.frame) self.frame.graphicalAnt[i] = frame frame.texture = frame:CreateTexture() frame.texture:SetAllPoints(frame) 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 end function ComboPoints.prototype:UpdateComboPoints(...) if select('#', ...) >= 3 and select(1, ...) == "UNIT_POWER" and select(3, ...) ~= "COMBO_POINTS" then return end local points, anticipate, _ if IceHUD.IceCore:IsInConfigMode() then points = self:GetMaxComboPoints() elseif IceHUD.WowVer >= 30000 then -- Parnic: apparently some fights have combo points while the player is in a vehicle? local isInVehicle = UnitHasVehicleUI("player") local checkUnit = isInVehicle and "vehicle" or "player" if IceHUD.WowVer >= 60000 then points = UnitPower(checkUnit, SPELL_POWER_COMBO_POINTS) else points = GetComboPoints(checkUnit, "target") end if IceHUD.WowVer < 70000 then _, _, _, anticipate = UnitAura("player", GetSpellInfo(AnticipationSpellId)) else anticipate = 0 end else points = GetComboPoints("target") end points = points or 0 anticipate = self.moduleSettings.showAnticipation and anticipate or 0 if (self.moduleSettings.comboMode == "Numeric") then local r, g, b = self:GetColor("ComboPoints") if (self.moduleSettings.gradient and points) then g = g - ((1 / self:GetMaxComboPoints())*points) end self.frame.numeric:SetTextColor(r, g, b, 0.7) local pointsText = tostring(points) if anticipate > 0 then pointsText = pointsText.."+"..tostring(anticipate) end if (points == 0 and anticipate == 0) or (not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget) then self.frame.numeric:SetText(nil) else self.frame.numeric:SetText(pointsText) end else self.frame.numeric:SetText() for i = 1, self:GetMaxComboPoints() do local hideIfNoTarget = not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget if ((points > 0) or (anticipate > 0)) and not hideIfNoTarget then self.frame.graphicalBG[i]:Show() else self.frame.graphicalBG[i]:Hide() end if (i <= points) and not hideIfNoTarget then self.frame.graphical[i]:Show() else self.frame.graphical[i]:Hide() end if i <= #self.frame.graphicalAnt then if (i <= anticipate) and not hideIfNoTarget then self.frame.graphicalAnt[i]:Show() else self.frame.graphicalAnt[i]:Hide() end end end end end do local antStacks function ComboPoints.prototype:CheckAnticipation(e, unit) -- UNIT_AURA handler if UnitIsUnit(unit, "player") then local _, _, _, newAntStacks = UnitAura("player", GetSpellInfo(AnticipationSpellId)) if newAntStacks ~= antStacks then antStacks = newAntStacks self:UpdateComboPoints() end end end function ComboPoints.prototype:AddAnticipation() -- Handles both PLAYER_TALENT_CHANGED event and activation from options or initialization. if self.moduleSettings.showAnticipation and IsSpellKnown(AnticipationSpellId) then self:RegisterEvent("UNIT_AURA", "CheckAnticipation") -- CallbackHandler will just reassign if it's there, so no harm else self:UnregisterEvent("UNIT_AURA") -- Doesn't error if it wasn't there end end end -- Load us up IceHUD.ComboPoints = ComboPoints:new()