mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
372 lines
8.6 KiB
Lua
372 lines
8.6 KiB
Lua
local AceOO = AceLibrary("AceOO-2.0")
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IceBarElement = AceOO.Class(IceElement)
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IceBarElement.virtual = true
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IceBarElement.BackgroundAlpha = 0.25
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IceBarElement.TexturePath = IceHUD.Location .. "\\textures\\"
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IceBarElement.BackgroundTexture = IceHUD.Location .. "\\textures\\HiBarBG"
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IceBarElement.BarProportion = 0.35
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IceBarElement.BarTextureWidth = 128
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IceBarElement.prototype.barFrame = nil
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IceBarElement.prototype.width = nil
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IceBarElement.prototype.height = nil
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IceBarElement.prototype.backgroundAlpha = nil
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IceBarElement.prototype.combat = nil
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-- Constructor --
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function IceBarElement.prototype:init(name)
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IceBarElement.super.prototype.init(self, name)
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self.width = 77
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self.height = 154
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self.backgroundAlpha = IceBarElement.BackgroundAlpha
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end
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function IceBarElement.prototype:Enable()
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IceBarElement.super.prototype.Enable(self)
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self:RegisterEvent("PLAYER_REGEN_DISABLED", "InCombat")
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self:RegisterEvent("PLAYER_REGEN_ENABLED", "OutCombat")
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "CheckCombat")
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end
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-- OVERRIDE
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function IceBarElement.prototype:GetOptions()
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local opts = IceBarElement.super.prototype.GetOptions(self)
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opts["side"] =
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{
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type = 'text',
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name = 'Side',
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desc = 'Side of the HUD where the bar appears',
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get = function()
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if (self.moduleSettings.side == IceCore.Side.Right) then
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return "Right"
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else
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return "Left"
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end
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end,
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set = function(value)
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if (value == "Right") then
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self.moduleSettings.side = IceCore.Side.Right
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else
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self.moduleSettings.side = IceCore.Side.Left
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end
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self:Redraw()
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end,
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validate = { "Left", "Right" },
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order = 30
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}
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opts["offset"] =
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{
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type = 'range',
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name = 'Offset',
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desc = 'Offset of the bar',
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min = -1,
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max = 10,
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step = 1,
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get = function()
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return self.moduleSettings.offset
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end,
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set = function(value)
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self.moduleSettings.offset = value
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self:Redraw()
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end,
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order = 31
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}
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return opts
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end
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-- OVERRIDE
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function IceBarElement.prototype:Redraw()
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IceBarElement.super.prototype.Redraw(self)
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self.alpha = self.settings.alphaooc
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self:CreateFrame()
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self.frame:SetAlpha(self.alpha)
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end
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function IceBarElement.prototype:SetPosition(side, offset)
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IceBarElement.prototype.side = side
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IceBarElement.prototype.offset = offset
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end
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-- 'Protected' methods --------------------------------------------------------
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-- OVERRIDE
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function IceBarElement.prototype:CreateFrame()
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-- don't call overridden method
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self.alpha = self.settings.alphaooc
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self:CreateBackground()
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self:CreateBar()
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self:CreateTexts()
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end
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-- Creates background for the bar
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function IceBarElement.prototype:CreateBackground()
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if not (self.frame) then
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self.frame = CreateFrame("StatusBar", nil, self.parent)
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end
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self.frame:SetFrameStrata("BACKGROUND")
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self.frame:SetWidth(self.width)
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self.frame:SetHeight(self.height)
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if not (self.frame.bg) then
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self.frame.bg = self.frame:CreateTexture(nil, "BACKGROUND")
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end
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self.frame.bg:SetTexture(IceBarElement.BackgroundTexture)
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self.frame.bg:ClearAllPoints()
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self.frame.bg:SetAllPoints(self.frame)
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if (self.moduleSettings.side == IceCore.Side.Left) then
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self.frame.bg:SetTexCoord(1, 0, 0, 1)
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else
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self.frame.bg:SetTexCoord(1, 0, 1, 0)
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end
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self.frame:SetStatusBarTexture(self.frame.bg)
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self.frame:SetStatusBarColor(self:GetColor("undef", self.backgroundAlpha))
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local ownPoint = "LEFT"
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if (self.moduleSettings.side == ownPoint) then
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ownPoint = "RIGHT"
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end
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-- ofxx = (bar width) + (extra space in between the bars)
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local offx = (IceBarElement.BarProportion * self.width * self.moduleSettings.offset)
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+ (self.moduleSettings.offset * 5)
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if (self.moduleSettings.side == IceCore.Side.Left) then
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offx = offx * -1
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end
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self.frame:ClearAllPoints()
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self.frame:SetPoint("BOTTOM"..ownPoint, self.parent, "BOTTOM"..self.moduleSettings.side, offx, 0)
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end
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-- Creates the actual bar
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function IceBarElement.prototype:CreateBar()
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if not (self.barFrame) then
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self.barFrame = CreateFrame("StatusBar", nil, self.frame)
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end
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self.barFrame:SetFrameStrata("BACKGROUND")
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self.barFrame:SetWidth(self.width)
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self.barFrame:SetHeight(self.height)
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if not (self.barFrame.bar) then
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self.barFrame.bar = self.frame:CreateTexture(nil, "BACKGROUND")
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end
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self.barFrame.bar:SetTexture(IceBarElement.TexturePath .. self.settings.barTexture)
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self.barFrame.bar:SetAllPoints(self.frame)
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self.barFrame:SetStatusBarTexture(self.barFrame.bar)
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self:UpdateBar(1, "undef")
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local point = "LEFT"
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if (self.moduleSettings.side == point) then
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point = "RIGHT"
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end
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self.barFrame:ClearAllPoints()
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self.barFrame:SetPoint("BOTTOM"..point, self.frame, "BOTTOM"..self.moduleSettings.side, 0, 0)
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end
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function IceBarElement.prototype:CreateTexts()
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self.frame.bottomUpperText = self:FontFactory(nil, self.settings.barFontSize, nil, self.frame.bottomUpperText)
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self.frame.bottomLowerText = self:FontFactory(nil, self.settings.barFontSize, nil, self.frame.bottomLowerText)
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self.frame.bottomUpperText:SetWidth(80)
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self.frame.bottomLowerText:SetWidth(120)
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self.frame.bottomUpperText:SetHeight(14)
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self.frame.bottomLowerText:SetHeight(14)
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local justify = "RIGHT"
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if ((self.moduleSettings.side == "LEFT" and self.moduleSettings.offset <= 1) or
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(self.moduleSettings.side == "RIGHT" and self.moduleSettings.offset > 1))
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then
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justify = "LEFT"
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end
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self.frame.bottomUpperText:SetJustifyH(justify)
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self.frame.bottomLowerText:SetJustifyH(justify)
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local ownPoint = self.moduleSettings.side
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if (self.moduleSettings.offset > 1) then
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ownPoint = self:Flip(ownPoint)
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end
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local parentPoint = self:Flip(self.moduleSettings.side)
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local offx = 2
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-- adjust offset for bars where text is aligned to the outer side
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if (self.moduleSettings.offset <= 1) then
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offx = IceBarElement.BarProportion * self.width - offx
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end
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if (self.moduleSettings.side == IceCore.Side.Left) then
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offx = offx * -1
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end
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self.frame.bottomUpperText:ClearAllPoints()
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self.frame.bottomLowerText:ClearAllPoints()
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self.frame.bottomUpperText:SetPoint("TOP"..ownPoint , self.frame, "BOTTOM"..parentPoint, offx, -1)
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self.frame.bottomLowerText:SetPoint("TOP"..ownPoint , self.frame, "BOTTOM"..parentPoint, offx, -15)
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end
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function IceBarElement.prototype:Flip(side)
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if (side == IceCore.Side.Left) then
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return IceCore.Side.Right
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else
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return IceCore.Side.Left
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end
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end
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function IceBarElement.prototype:SetScale(texture, scale)
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if (self.moduleSettings.side == IceCore.Side.Left) then
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texture:SetTexCoord(1, 0, 1-scale, 1)
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else
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texture:SetTexCoord(0, 1, 1-scale, 1)
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end
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end
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function IceBarElement.prototype:UpdateBar(scale, color, alpha)
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alpha = alpha or 1
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self.frame:SetAlpha(alpha)
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self.frame:SetStatusBarColor(self:GetColor(color, self.alpha))
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self.barFrame:SetStatusBarColor(self:GetColor(color))
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self:SetScale(self.barFrame.bar, scale)
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end
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-- Bottom line 1
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function IceBarElement.prototype:SetBottomText1(text, color)
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if not (color) then
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color = "text"
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end
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local alpha = 1
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if not (self.settings.lockTextAlpha) then
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-- boost text alpha a bit to make it easier to see
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if (self.alpha > 0) then
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alpha = self.alpha + 0.1
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if (alpha > 1) then
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alpha = 1
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end
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else
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alpha = 0
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end
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end
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self.frame.bottomUpperText:SetTextColor(self:GetColor(color, alpha))
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self.frame.bottomUpperText:SetText(text)
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end
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-- Bottom line 2
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function IceBarElement.prototype:SetBottomText2(text, color, alpha)
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if not (color) then
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color = "text"
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end
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if not (alpha) then
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-- boost text alpha a bit to make it easier to see
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if (self.alpha > 0) then
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alpha = self.alpha + 0.1
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if (alpha > 1) then
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alpha = 1
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end
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end
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end
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self.frame.bottomLowerText:SetTextColor(self:GetColor(color, alpha))
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self.frame.bottomLowerText:SetText(text)
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end
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function IceBarElement.prototype:GetFormattedText(value1, value2)
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local color = "ffcccccc"
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if not (value2) then
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return string.format("|c%s[|r%s|c%s]|r", color, value1, color)
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end
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return string.format("|c%s[|r%s|c%s/|r%s|c%s]|r", color, value1, color, value2, color)
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end
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-- To be overridden
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function IceBarElement.prototype:Update()
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if (self.combat) then
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self.alpha = self.settings.alphaic
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self.backgroundAlpha = IceBarElement.BackgroundAlpha
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else
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self.alpha = self.settings.alphaooc
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self.backgroundAlpha = IceBarElement.BackgroundAlpha
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end
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end
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-- Combat event handlers ------------------------------------------------------
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function IceBarElement.prototype:InCombat()
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self.combat = true
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self:Update(self.unit)
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end
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function IceBarElement.prototype:OutCombat()
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self.combat = false
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self:Update(self.unit)
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end
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function IceBarElement.prototype:CheckCombat()
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self.combat = UnitAffectingCombat("player")
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self:Update(self.unit)
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end
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