Files
ice-hud/IceElement.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

458 lines
10 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local SML = LibStub("LibSharedMedia-3.0")
local IceHUD = _G.IceHUD
IceElement = IceCore_CreateClass()
IceElement.TexturePath = IceHUD.Location .. "\\textures\\"
-- Protected variables --
IceElement.prototype.elementName = nil
IceElement.prototype.parent = nil
IceElement.prototype.frame = nil
IceElement.prototype.masterFrame = nil
IceElement.prototype.defaultColors = {} -- Shared table for all child classes to save some memory
IceElement.prototype.alpha = nil
IceElement.prototype.backroundAlpha = nil
IceElement.prototype.combat = nil
IceElement.prototype.target = nil
IceElement.settings = nil
IceElement.moduleSettings = nil
IceElement.prototype.configColor = "ff8888ff"
IceElement.prototype.scalingEnabled = nil
IceElement.prototype.bIsVisible = true
-- Constructor --
-- IceElements are to be instantiated before IceCore is loaded.
-- Therefore we can wait for IceCore to load and then register our
-- module to the core with another event.
function IceElement.prototype:init(name, skipRegister)
assert(name, "IceElement must have a name")
self.elementName = name
self.alpha = 1
self.scalingEnabled = false
-- Some common colors
self:SetDefaultColor("Text", 1, 1, 1)
self:SetDefaultColor("undef", 0.7, 0.7, 0.7)
LibStub("AceEvent-3.0"):Embed(self)
LibStub("AceTimer-3.0"):Embed(self)
if skipRegister ~= true then
IceHUD:Register(self)
end
end
-- 'Public' methods -----------------------------------------------------------
function IceElement.prototype:ToString()
return "IceElement('" .. self.elementName .. "')"
end
function IceElement.prototype:GetElementName()
return self.elementName
end
function IceElement.prototype:Create(parent)
assert(parent, "IceElement 'parent' can't be nil")
self.parent = parent
if not self.masterFrame then
self.masterFrame = CreateFrame("Frame", nil, self.parent)
end
self:CreateFrame()
self:Show(false)
end
function IceElement.prototype:SetDatabase(db)
self.settings = db
self.moduleSettings = db.modules[self.elementName]
end
function IceElement.prototype:IsEnabled()
return self.moduleSettings.enabled
end
function IceElement.prototype:Enable(core)
if (not core) then
self.moduleSettings.enabled = true
end
self:RegisterEvent("PLAYER_REGEN_DISABLED", "InCombat")
self:RegisterEvent("PLAYER_REGEN_ENABLED", "OutCombat")
self:RegisterEvent("PLAYER_ENTERING_WORLD", "CheckCombat")
self:RegisterEvent("PLAYER_TARGET_CHANGED", "TargetChanged")
self:Show(true)
end
function IceElement.prototype:Disable(core)
if (not core) then
self.moduleSettings.enabled = false
end
self:Show(false, true)
self:UnregisterAllEvents()
end
-- inherting classes should override this and provide
-- make sure they refresh any changes made to them
function IceElement.prototype:Redraw()
end
function IceElement.prototype:GetBarTypeDescription(barType)
local pre = "|cff00ff00"
local post = "|r"
local retval = ""
if barType == "CD" then
retval = L["Cooldown"]
elseif barType == "Bar" then
retval = L["(De)Buff watcher"]
elseif barType == "Counter" then
retval = L["Counter"]
elseif barType == "Health" then
retval = HEALTH
elseif barType == "Mana" then
retval = MANA
end
return string.format("%s%s%s", pre, retval, post)
end
-- inheriting classes should override this and provide
-- AceOptions table for configuration
function IceElement.prototype:GetOptions()
local opts = {}
opts["enabled"] = {
type = "toggle",
name = L["Enabled"],
desc = L["Enable/disable module"],
get = function()
return self.moduleSettings.enabled
end,
set = function(info, value)
self.moduleSettings.enabled = value
if (value) then
self:Enable(true)
else
self:Disable()
end
end,
order = 20
}
opts["headerVisibility"] = {
type = 'header',
name = L["Visibility Settings"],
order = 27
}
opts["scale"] =
{
type = 'range',
name = L["Scale"],
desc = L["Scale of the element"],
min = 0.2,
max = 2,
step = 0.1,
isPercent = true,
hidden = not self.scalingEnabled,
get = function()
return self.moduleSettings.scale
end,
set = function(info, value)
self.moduleSettings.scale = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 27.1
}
opts["alwaysFullAlpha"] =
{
type = 'toggle',
name = L["Always show at 100% alpha"],
desc = L["Whether to always show this module at 100% alpha or not"],
width = 'double',
get = function()
return self.moduleSettings.alwaysFullAlpha
end,
set = function(info, value)
self.moduleSettings.alwaysFullAlpha = value
self:Update(self.unit)
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 27.5
}
return opts
end
-- inheriting classes should override this and provide
-- default settings to populate db
function IceElement.prototype:GetDefaultSettings()
local defaults = {}
defaults["enabled"] = true
defaults["scale"] = 1
defaults["alwaysFullAlpha"] = false
return defaults
end
-- 'Protected' methods --------------------------------------------------------
-- This should be overwritten by inheriting classes
function IceElement.prototype:CreateFrame()
if not (self.frame) then
self.frame = CreateFrame("Frame", "IceHUD_"..self.elementName, self.masterFrame)
end
self.masterFrame:SetAllPoints(self.frame)
self.masterFrame:SetScale(self.moduleSettings.scale)
self:UpdateAlpha()
end
function IceElement.prototype:UpdateAlpha()
if self.moduleSettings.alwaysFullAlpha then
self.alpha = 1
self.frame:SetAlpha(1)
return
end
self.alpha = self.settings.alphaooc
if (self.combat) then
self.alpha = self.settings.alphaic
self.backgroundAlpha = self.settings.alphaicbg
elseif (self.target and not self:AlphaPassThroughTarget()) then
self.alpha = self.settings.alphaTarget
self.backgroundAlpha = self.settings.alphaTargetbg
elseif (self:UseTargetAlpha(scale)) then
self.alpha = self.settings.alphaNotFull
self.backgroundAlpha = self.settings.alphaNotFullbg
else
self.alpha = self.settings.alphaooc
self.backgroundAlpha = self.settings.alphaoocbg
end
if self.alpha ~= 0 then
self.alpha = math.min(1, self.alpha + self:GetAlphaAdd())
end
self.frame:SetAlpha(self.alpha)
end
function IceElement.prototype:AlphaPassThroughTarget()
return false
end
-- use this to add some value to alpha every time. if you always want an element to be slightly brighter than the actual alpha for visibility
function IceElement.prototype:GetAlphaAdd()
return 0
end
function IceElement.prototype:GetColors()
return self.settings.colors
end
function IceElement.prototype:GetColor(color, alpha)
if not (color) then
return 1, 1, 1, 1
end
if not (alpha) then
alpha = self.alpha
end
if not (self.settings.colors[color]) then
local r, g, b = self:GetClassColor(color)
return r, g, b, alpha
end
return self.settings.colors[color].r, self.settings.colors[color].g, self.settings.colors[color].b, alpha
end
function IceElement.prototype:GetHexColor(color, alpha)
local r, g, b, a = self:GetColor(color)
return string.format("%02x%02x%02x%02x", a * 255, r * 255, g * 255, b * 255)
end
function IceElement.prototype:SetColor(color, red, green, blue)
if (red > 1) then
red = red / 255
end
if (green > 1) then
green = green / 255
end
if (blue > 1) then
blue = blue / 255
end
self.settings.colors[color] = {r = red, g = green, b = blue}
end
function IceElement.prototype:SetDefaultColor(color, red, green, blue)
if (red > 1) then
red = red / 255
end
if (green > 1) then
green = green / 255
end
if (blue > 1) then
blue = blue / 255
end
self.defaultColors[color] = {r = red, g = green, b = blue}
end
function IceElement.prototype:GetClassColor(class)
if type(class) == "table" then
local r,g,b = class
if r and g and b then
return r, g, b
else
return CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS["WARRIOR"] or RAID_CLASS_COLORS["WARRIOR"]
end
elseif type(class) == "function" then
return
end
class = class:upper()
if CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS[class] then
return CUSTOM_CLASS_COLORS[class].r, CUSTOM_CLASS_COLORS[class].g, CUSTOM_CLASS_COLORS[class].b
elseif RAID_CLASS_COLORS and RAID_CLASS_COLORS[class] then
return RAID_CLASS_COLORS[class].r, RAID_CLASS_COLORS[class].g, RAID_CLASS_COLORS[class].b
else
-- crazy talk...who the crap wouldn't have a blizzard-defined global defined?
return 1,1,1
end
end
function IceElement.prototype:ConvertToHex(color)
return string.format("ff%02x%02x%02x", color.r*255, color.g*255, color.b*255)
end
function IceElement.prototype:FontFactory(size, frame, font, flags)
if not (frame) then
frame = self.masterFrame
end
local fontString = nil
if not (font) then
fontString = frame:CreateFontString()
else
fontString = font
end
fontString:SetFont(SML:Fetch('font', self.settings.fontFamily), size, flags)
if not (flags) then
fontString:SetShadowColor(0, 0, 0, 1)
fontString:SetShadowOffset(1, -1)
end
return fontString
end
function IceElement.prototype:UseTargetAlpha(scale)
return false
end
function IceElement.prototype:Update()
self:UpdateAlpha()
end
function IceElement.prototype:IsVisible()
return self.bIsVisible
end
function IceElement.prototype:Show(bShouldShow)
if self.bIsVisible == bShouldShow then
return nil
end
self.bIsVisible = bShouldShow
if not bShouldShow then
self.masterFrame:Hide()
self.frame:Hide()
else
self.masterFrame:Show()
self.frame:Show()
end
return true
end
-- Combat event handlers ------------------------------------------------------
function IceElement.prototype:InCombat()
self.combat = true
self:Update(self.unit)
end
function IceElement.prototype:OutCombat()
self.combat = false
self:Update(self.unit)
end
function IceElement.prototype:CheckCombat()
self.combat = UnitAffectingCombat("player")
self.target = UnitExists("target")
self:Update(self.unit)
end
function IceElement.prototype:TargetChanged()
self.target = UnitExists("target")
self:Update(self.unit)
end
-- Inherited classes should just instantiate themselves and let
-- superclass to handle registration to the core
-- IceInheritedClass:new()