Files
ice-hud/modules/ComboPointsBar.lua
Parnic e003fab854 - removed most of the rest of the garbage that was being generated during combat or when changing targets
- reduced cpu usage by 33%-50% across the board (and more in some cases) by changing how updates are registered and how often they run. now the 'update period' slider actually matters. it defaults to 0.033 meaning that frames update about 30 times a second instead of every frame
- fixed the "always" display mode for cooldown bars to respect alpha settings (ooc/with target/in combat/etc.)
2010-10-25 02:05:58 +00:00

96 lines
2.7 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local ComboPointsBar = IceCore_CreateClass(IceBarElement)
function ComboPointsBar.prototype:init()
ComboPointsBar.super.prototype.init(self, "ComboPointsBar")
self:SetDefaultColor("ComboPointsBarMin", 1, 1, 0)
self:SetDefaultColor("ComboPointsBarMax", 0, 1, 0)
self.bTreatEmptyAsFull = true
end
function ComboPointsBar.prototype:GetOptions()
local opts = ComboPointsBar.super.prototype.GetOptions(self)
opts["alwaysDisplay"] = {
type = "toggle",
name = L["Always display bar"],
desc = L["Whether this bar should hide when the player has 0 combo points or stay visible"],
get = function()
return self.moduleSettings.alwaysDisplay
end,
set = function(info, v)
self.moduleSettings.alwaysDisplay = v
self:UpdateComboPoints()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 31
}
return opts
end
function ComboPointsBar.prototype:GetDefaultSettings()
local defaults = ComboPointsBar.super.prototype.GetDefaultSettings(self)
defaults.textVisible['lower'] = false
defaults.offset = 8
defaults.enabled = false
defaults.alwaysDisplay = false
defaults.desiredLerpTime = 0.05
return defaults
end
function ComboPointsBar.prototype:Enable(core)
ComboPointsBar.super.prototype.Enable(self, core)
self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateComboPoints")
if IceHUD.WowVer >= 30000 then
self:RegisterEvent("UNIT_COMBO_POINTS", "UpdateComboPoints")
self:RegisterEvent("UNIT_ENTERED_VEHICLE", "UpdateComboPoints")
self:RegisterEvent("UNIT_EXITED_VEHICLE", "UpdateComboPoints")
else
self:RegisterEvent("PLAYER_COMBO_POINTS", "UpdateComboPoints")
end
end
function ComboPointsBar.prototype:CreateFrame()
ComboPointsBar.super.prototype.CreateFrame(self)
self:UpdateComboPoints()
end
function ComboPointsBar.prototype:UpdateComboPoints()
local points
if IceHUD.IceCore:IsInConfigMode() then
points = 5
elseif IceHUD.WowVer >= 30000 then
-- Parnic: apparently some fights have combo points while the player is in a vehicle?
local isInVehicle = UnitHasVehicleUI("player")
points = GetComboPoints(isInVehicle and "vehicle" or "player", "target")
else
points = GetComboPoints("target")
end
if (points == 0) then
points = nil
end
if points == nil or points == 0 then
self:Show(self.moduleSettings.alwaysDisplay)
self:UpdateBar(0, "undef")
else
self:Show(true)
local color = {}
self:SetScaledColor(color, (points - 1) / 4.0, self.settings.colors["ComboPointsBarMax"], self.settings.colors["ComboPointsBarMin"])
self:UpdateBar(points / 5.0, "undef")
self.barFrame.bar:SetVertexColor(color.r, color.g, color.b, 1)
end
self:SetBottomText1(points or "0")
end
IceHUD.ComboPointsBar = ComboPointsBar:new()