Files
ice-hud/modules/Totems.lua
Parnic 59344a134a - converted most of the mod to ace3. the only ace2 remaining is AceEvent-2 (probably easy to get away from) and AceOO-2 (not so easy)
- the ace3 conversion also broke the dependence on Waterfall and gave a much better configuration screen through AceConfigDialog; plus Waterfall is very broken in Cataclysm and it's unclear whether anyone will bother to fix it or not
- fixed a bug with the custom CD bar when changing profiles where it would generate endless errors until a reloadui
- removed DewDrop library as it was no longer in use
- temporarily removed FuBar plugin as it doesn't work as a mixin with AceAddon-3. i will eventually be bringing this back in some form (before the next full release version)
- removed an unused 'about' button on the config page and some empty headers...not sure why they were ever there
2010-09-05 20:11:33 +00:00

371 lines
10 KiB
Lua

local AceOO = AceLibrary("AceOO-2.0")
local Totems = AceOO.Class(IceElement)
-- the below block is copied from TotemFrame.lua
local FIRE_TOTEM_SLOT = 1;
local EARTH_TOTEM_SLOT = 2;
local WATER_TOTEM_SLOT = 3;
local AIR_TOTEM_SLOT = 4;
local MAX_TOTEMS = 4;
local TOTEM_PRIORITIES =
{
AIR_TOTEM_SLOT,
WATER_TOTEM_SLOT,
EARTH_TOTEM_SLOT,
FIRE_TOTEM_SLOT
};
-- setup the names to be more easily readable
Totems.prototype.totemNames = {
[FIRE_TOTEM_SLOT] = "Fire",
[EARTH_TOTEM_SLOT] = "Earth",
[WATER_TOTEM_SLOT] = "Water",
[AIR_TOTEM_SLOT] = "Air",
}
Totems.prototype.totemSize = 25
Totems.prototype.numTotems = MAX_TOTEMS
-- Constructor --
function Totems.prototype:init()
Totems.super.prototype.init(self, "Totems")
--[[
self:SetDefaultColor("Totems"..self.totemNames[FIRE_TOTEM_SLOT], 0, 0, 0)
self:SetDefaultColor("Totems"..self.totemNames[EARTH_TOTEM_SLOT], 0, 0, 0)
self:SetDefaultColor("Totems"..self.totemNames[WATER_TOTEM_SLOT], 0, 255, 255)
self:SetDefaultColor("Totems"..self.totemNames[AIR_TOTEM_SLOT], 204, 26, 255)--]]
self.scalingEnabled = true
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function Totems.prototype:GetOptions()
local opts = Totems.super.prototype.GetOptions(self)
opts["vpos"] = {
type = "range",
name = "Vertical Position",
desc = "Vertical Position",
get = function()
return self.moduleSettings.vpos
end,
set = function(info, v)
self.moduleSettings.vpos = v
self:Redraw()
end,
min = -300,
max = 300,
step = 10,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 31
}
opts["hpos"] = {
type = "range",
name = "Horizontal Position",
desc = "Horizontal Position",
get = function()
return self.moduleSettings.hpos
end,
set = function(info, v)
self.moduleSettings.hpos = v
self:Redraw()
end,
min = -500,
max = 500,
step = 10,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 31
}
--[[
opts["hideBlizz"] = {
type = "toggle",
name = "Hide Blizzard Frame",
desc = "Hides Blizzard Rune frame and disables all events related to it",
get = function()
return self.moduleSettings.hideBlizz
end,
set = function(info, value)
self.moduleSettings.hideBlizz = value
if (value) then
self:HideBlizz()
else
self:ShowBlizz()
end
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 32
}
--]]
opts["displayMode"] = {
type = 'select',
name = 'Totem orientation',
desc = 'Whether the totems should draw side-by-side or on top of one another',
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.displayMode)
end,
set = function(info, v)
self.moduleSettings.displayMode = info.option.values[v]
self:Redraw()
end,
values = { "Horizontal", "Vertical" },
disabled = function()
return not self.moduleSettings.enabled
end,
order = 35
}
opts["cooldownMode"] = {
type = 'select',
name = 'Totem cooldown mode',
desc = 'Choose whether the totems use a cooldown-style wipe or simply an alpha fade to show availability.',
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.cooldownMode)
end,
set = function(info, v)
self.moduleSettings.cooldownMode = info.option.values[v]
self:Redraw()
end,
values = { "Cooldown" }, -- "Alpha" not supported?
disabled = function()
return not self.moduleSettings.enabled
end,
order = 36
}
opts["totemGap"] = {
type = 'range',
name = 'Totem gap',
desc = 'Spacing between each totem (only works for graphical mode)',
min = 0,
max = 100,
step = 1,
get = function()
return self.moduleSettings.totemGap
end,
set = function(info, v)
self.moduleSettings.totemGap = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 34.1
}
return opts
end
-- OVERRIDE
function Totems.prototype:GetDefaultSettings()
local defaults = Totems.super.prototype.GetDefaultSettings(self)
defaults["vpos"] = 0
defaults["hpos"] = 10
defaults["totemFontSize"] = 20
defaults["totemMode"] = "Graphical"
defaults["usesDogTagStrings"] = false
defaults["hideBlizz"] = true
defaults["alwaysFullAlpha"] = false
defaults["displayMode"] = "Horizontal"
defaults["cooldownMode"] = "Cooldown"
defaults["totemGap"] = 0
return defaults
end
-- OVERRIDE
function Totems.prototype:Redraw()
Totems.super.prototype.Redraw(self)
self:CreateFrame()
end
-- OVERRIDE
function Totems.prototype:Enable(core)
Totems.super.prototype.Enable(self, core)
self:RegisterEvent("PLAYER_TOTEM_UPDATE", "UpdateTotem");
self:RegisterEvent("PLAYER_ENTERING_WORLD", "ResetTotemAvailability");
if (self.moduleSettings.hideBlizz) then
self:HideBlizz()
end
end
function Totems.prototype:ResetTotemAvailability()
for i=1, self.numTotems do
self:UpdateTotem(totem)
end
end
function Totems.prototype:UpdateTotem(totem, ...)
if not totem or tonumber(totem) ~= totem or totem < 1 or totem > self.numTotems then
return
end
local thisTotemName = self.totemNames[TOTEM_PRIORITIES[totem]]
local haveTotem, name, startTime, duration, icon = GetTotemInfo(totem);
if duration > 0 then
self.frame.graphical[totem].totem:SetTexture(icon)
self.frame.graphical[totem].cd:SetCooldown(startTime, duration)
self.frame.graphical[totem].cd:Show()
self.frame.graphical[totem]:Show()
else
self.frame.graphical[totem].cd:Hide()
self.frame.graphical[totem]:Hide()
end
end
-- 'Protected' methods --------------------------------------------------------
-- OVERRIDE
function Totems.prototype:CreateFrame()
Totems.super.prototype.CreateFrame(self)
self.frame:SetFrameStrata("BACKGROUND")
self.frame:SetWidth(self.totemSize*self.numTotems)
self.frame:SetHeight(1)
self.frame:ClearAllPoints()
self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
self:CreateTotemFrame()
end
function Totems.prototype:CreateTotemFrame()
self.frame.numeric = self:FontFactory(self.moduleSettings.totemFontSize, 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:Hide()
if (not self.frame.graphical) then
self.frame.graphical = {}
end
local totemType
for i=1, self.numTotems do
slot = TOTEM_PRIORITIES[i]
self:CreateTotem(slot, self.totemNames[slot])
end
end
function Totems.prototype:GetAlphaAdd()
return 0.15
end
function Totems.prototype:ShowBlizz()
TotemFrame:Show()
TotemFrame:RegisterEvent("PLAYER_TOTEM_UPDATE");
TotemFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
end
function Totems.prototype:HideBlizz()
TotemFrame:Hide()
TotemFrame:UnregisterAllEvents()
end
function Totems.prototype:TargetChanged()
Totems.super.prototype.TargetChanged(self)
-- sort of a hack fix...if "ooc" alpha is set to 0, then the runes frame is all jacked up when the user spawns in
-- need to re-run CreateFrame in order to setup the frame properly. not sure why :(
self:Redraw()
end
function Totems.prototype:InCombat()
Totems.super.prototype.InCombat(self)
self:Redraw()
end
function Totems.prototype:OutCombat()
Totems.super.prototype.OutCombat(self)
self:Redraw()
end
function Totems.prototype:CheckCombat()
Totems.super.prototype.CheckCombat(self)
self:Redraw()
end
function Totems.prototype:CreateTotem(i, name)
-- whiskey tango foxtrot?! apparently arenas can cause this? I can't test out the real cause myself, so putting in a stopgap for now
if not name then
return
end
local haveTotem, name, startTime, duration, icon = GetTotemInfo(i)
local bWasNewFrame = false
if (not self.frame.graphical[i]) then
self.frame.graphical[i] = CreateFrame("Frame", nil, self.frame)
self.frame.graphical[i].totem = self.frame.graphical[i]:CreateTexture(nil, "LOW")
self.frame.graphical[i].cd = CreateFrame("Cooldown", nil, self.frame.graphical[i], "CooldownFrameTemplate")
self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
self.frame.graphical[i].totem:SetTexture(icon)
self.frame.graphical[i].totem:SetAllPoints(self.frame.graphical[i])
bWasNewFrame = true
end
self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
self.frame.graphical[i]:SetWidth(self.totemSize)
self.frame.graphical[i]:SetHeight(self.totemSize)
if self.moduleSettings.displayMode == "Horizontal" then
self.frame.graphical[i]:SetPoint("TOPLEFT", (i-1) * (self.totemSize-(MAX_TOTEMS - 1)) + (i-1) + ((i-1) * self.moduleSettings.totemGap), 0)
else
self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((i-1) * (self.totemSize-(MAX_TOTEMS - 1)) + (i-1) + ((i-1) * self.moduleSettings.totemGap)))
end
self.frame.graphical[i].cd:SetFrameStrata("BACKGROUND")
self.frame.graphical[i].cd:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel()+1)
self.frame.graphical[i].cd:ClearAllPoints()
self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i])
if duration > 0 then
self.frame.graphical[i].cd:SetCooldown(startTime, duration)
self.frame.graphical[i].cd:Show()
self.frame.graphical[i]:Show()
end
self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
self.frame.graphical[i].shine:SetBlendMode("ADD")
self.frame.graphical[i].shine:SetTexCoord(0.5625, 1, 0, 1)
self.frame.graphical[i].shine:ClearAllPoints()
self.frame.graphical[i].shine:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
self.frame.graphical[i].shine:SetWidth(self.totemSize + 25)
self.frame.graphical[i].shine:SetHeight(self.totemSize + 10)
self.frame.graphical[i].shine:Hide()
self.frame.graphical[i]:EnableMouse(true)
self.frame.graphical[i].slot = i;
self.frame.graphical[i]:SetScript("OnEnter", function(button) GameTooltip:SetOwner(button); GameTooltip:SetTotem(button.slot) end)
self.frame.graphical[i]:SetScript("OnLeave", function() GameTooltip:Hide() end)
-- it looks like HookScript will continue to add handlers every time instead of replacing them like SetScript
if (bWasNewFrame) then
self.frame.graphical[i]:HookScript("OnMouseUp", function (self, mouseButton)
if ( mouseButton == "RightButton" ) then
DestroyTotem(self.slot);
end
end)
end
end
-- Load us up
local _, unitClass = UnitClass("player")
if (unitClass == "SHAMAN") then
IceHUD.Totems = Totems:new()
end