mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
404 lines
8.7 KiB
Lua
404 lines
8.7 KiB
Lua
local AceOO = AceLibrary("AceOO-2.0")
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local SML = AceLibrary("LibSharedMedia-3.0")
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IceElement = AceOO.Class("AceEvent-2.0")
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IceElement.virtual = true
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IceElement.TexturePath = IceHUD.Location .. "\\textures\\"
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-- Protected variables --
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IceElement.prototype.elementName = nil
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IceElement.prototype.parent = nil
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IceElement.prototype.frame = nil
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IceElement.prototype.defaultColors = {} -- Shared table for all child classes to save some memory
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IceElement.prototype.alpha = nil
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IceElement.prototype.backroundAlpha = nil
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IceElement.prototype.combat = nil
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IceElement.prototype.target = nil
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IceElement.settings = nil
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IceElement.moduleSettings = nil
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IceElement.prototype.configColor = "ff8888ff"
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IceElement.prototype.scalingEnabled = nil
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IceElement.prototype.bIsVisible = true
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-- Constructor --
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-- IceElements are to be instantiated before IceCore is loaded.
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-- Therefore we can wait for IceCore to load and then register our
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-- module to the core with another event.
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function IceElement.prototype:init(name)
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IceElement.super.prototype.init(self)
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assert(name, "IceElement must have a name")
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self.elementName = name
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self.alpha = 1
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self.scalingEnabled = false
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-- Some common colors
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self:SetDefaultColor("Text", 1, 1, 1)
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self:SetDefaultColor("undef", 0.7, 0.7, 0.7)
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self:RegisterEvent(IceCore.Loaded, "OnCoreLoad")
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end
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-- 'Public' methods -----------------------------------------------------------
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function IceElement.prototype:ToString()
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return "IceElement('" .. self.elementName .. "')"
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end
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function IceElement.prototype:GetElementName()
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return self.elementName
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end
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function IceElement.prototype:Create(parent)
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assert(parent, "IceElement 'parent' can't be nil")
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self.parent = parent
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self:CreateFrame()
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self:Show(false)
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end
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function IceElement.prototype:SetDatabase(db)
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self.settings = db
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self.moduleSettings = db.modules[self.elementName]
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end
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function IceElement.prototype:IsEnabled()
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return self.moduleSettings.enabled
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end
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function IceElement.prototype:Enable(core)
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if (not core) then
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self.moduleSettings.enabled = true
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end
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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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self:RegisterEvent("PLAYER_TARGET_CHANGED", "TargetChanged")
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self:Show(true)
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end
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function IceElement.prototype:Disable(core)
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if (not core) then
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self.moduleSettings.enabled = false
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end
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self:Show(false)
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self:UnregisterAllEvents()
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end
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-- inherting classes should override this and provide
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-- make sure they refresh any changes made to them
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function IceElement.prototype:Redraw()
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end
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-- inheriting classes should override this and provide
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-- AceOptions table for configuration
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function IceElement.prototype:GetOptions()
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local opts = {}
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opts["enabled"] = {
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type = "toggle",
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name = "|c" .. self.configColor .. "Enabled|r",
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desc = "Enable/disable module",
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get = function()
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return self.moduleSettings.enabled
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end,
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set = function(value)
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self.moduleSettings.enabled = value
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if (value) then
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self:Enable(true)
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else
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self:Disable()
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end
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end,
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order = 20
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}
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opts["scale"] =
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{
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type = 'range',
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name = "|c" .. self.configColor .. "Scale|r",
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desc = 'Scale of the element',
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min = 0.2,
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max = 2,
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step = 0.1,
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isPercent = true,
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hidden = not self.scalingEnabled,
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get = function()
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return self.moduleSettings.scale
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end,
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set = function(value)
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self.moduleSettings.scale = value
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self:Redraw()
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 21
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}
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opts["alwaysFullAlpha"] =
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{
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type = 'toggle',
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name = 'Always show at 100% alpha',
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desc = 'Whether to always show this module at 100% alpha or not',
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get = function()
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return self.moduleSettings.alwaysFullAlpha
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end,
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set = function(value)
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self.moduleSettings.alwaysFullAlpha = value
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self:Update(self.unit)
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self:Redraw()
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end,
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disabled = function()
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return not self.moduleSettings.enabled
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end,
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order = 27.5
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}
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return opts
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end
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-- inheriting classes should override this and provide
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-- default settings to populate db
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function IceElement.prototype:GetDefaultSettings()
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local defaults = {}
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defaults["enabled"] = true
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defaults["scale"] = 1
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defaults["alwaysFullAlpha"] = false
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return defaults
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end
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-- 'Protected' methods --------------------------------------------------------
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-- This should be overwritten by inheriting classes
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function IceElement.prototype:CreateFrame()
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if not (self.frame) then
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self.frame = CreateFrame("Frame", "IceHUD_"..self.elementName, self.parent)
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end
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self.frame:SetScale(self.moduleSettings.scale)
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self:UpdateAlpha()
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end
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function IceElement.prototype:UpdateAlpha()
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if self.moduleSettings.alwaysFullAlpha then
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self.frame:SetAlpha(1)
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return
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end
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self.alpha = self.settings.alphaooc
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if (self.combat) then
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self.alpha = self.settings.alphaic
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self.backgroundAlpha = self.settings.alphaicbg
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elseif (self.target or self:UseTargetAlpha(scale)) then
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self.alpha = self.settings.alphaTarget
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self.backgroundAlpha = self.settings.alphaTargetbg
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else
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self.alpha = self.settings.alphaooc
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self.backgroundAlpha = self.settings.alphaoocbg
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end
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if self.alpha ~= 0 then
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self.alpha = math.min(1, self.alpha + self:GetAlphaAdd())
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end
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self.frame:SetAlpha(self.alpha)
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end
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-- 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
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function IceElement.prototype:GetAlphaAdd()
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return 0
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end
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function IceElement.prototype:GetColors()
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return self.settings.colors
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end
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function IceElement.prototype:GetColor(color, alpha)
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if not (color) then
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return 1, 1, 1, 1
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end
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if not (alpha) then
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alpha = self.alpha
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end
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if not (self.settings.colors[color]) then
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local r, g, b = self:GetClassColor(color)
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return r, g, b, alpha
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end
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return self.settings.colors[color].r, self.settings.colors[color].g, self.settings.colors[color].b, alpha
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end
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function IceElement.prototype:GetHexColor(color, alpha)
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local r, g, b, a = self:GetColor(color)
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return string.format("%02x%02x%02x%02x", a * 255, r * 255, g * 255, b * 255)
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end
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function IceElement.prototype:SetColor(color, red, green, blue)
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if (red > 1) then
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red = red / 255
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end
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if (green > 1) then
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green = green / 255
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end
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if (blue > 1) then
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blue = blue / 255
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end
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self.settings.colors[color] = {r = red, g = green, b = blue}
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end
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function IceElement.prototype:SetDefaultColor(color, red, green, blue)
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if (red > 1) then
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red = red / 255
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end
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if (green > 1) then
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green = green / 255
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end
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if (blue > 1) then
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blue = blue / 255
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end
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self.defaultColors[color] = {r = red, g = green, b = blue}
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end
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function IceElement.prototype:GetClassColor(class)
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class = string.upper(class)
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if RAID_CLASS_COLORS and RAID_CLASS_COLORS[class] then
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return RAID_CLASS_COLORS[class].r, RAID_CLASS_COLORS[class].g, RAID_CLASS_COLORS[class].b
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else
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-- crazy talk...who the crap wouldn't have a blizzard-defined global defined?
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return 1,1,1
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end
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end
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function IceElement.prototype:ConvertToHex(color)
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return string.format("ff%02x%02x%02x", color.r*255, color.g*255, color.b*255)
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end
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function IceElement.prototype:FontFactory(size, frame, font, flags)
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if not (frame) then
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frame = self.frame
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end
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local fontString = nil
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if not (font) then
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fontString = frame:CreateFontString()
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else
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fontString = font
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end
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fontString:SetFont(SML:Fetch('font', self.settings.fontFamily), size, flags)
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if not (flags) then
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fontString:SetShadowColor(0, 0, 0, 1)
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fontString:SetShadowOffset(1, -1)
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end
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return fontString
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end
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function IceElement.prototype:UseTargetAlpha(scale)
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return false
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end
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function IceElement.prototype:Update()
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self:UpdateAlpha()
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end
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function IceElement.prototype:IsVisible()
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return self.bIsVisible
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end
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function IceElement.prototype:Show(bShouldShow)
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if self.bIsVisible == bShouldShow then
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return
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end
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self.bIsVisible = bShouldShow
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if not bShouldShow then
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self.frame:Hide()
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else
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self.frame:Show()
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end
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end
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-- Event Handlers -------------------------------------------------------------
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-- Register ourself to the core
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function IceElement.prototype:OnCoreLoad()
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self:TriggerEvent(IceCore.RegisterModule, self)
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end
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-- Combat event handlers ------------------------------------------------------
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function IceElement.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 IceElement.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 IceElement.prototype:CheckCombat()
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self.combat = UnitAffectingCombat("player")
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self.target = UnitExists("target")
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self:Update(self.unit)
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end
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function IceElement.prototype:TargetChanged()
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self.target = UnitExists("target")
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self:Update(self.unit)
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end
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-- Inherited classes should just instantiate themselves and let
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-- superclass to handle registration to the core
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-- IceInheritedClass:new()
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