Files
ice-hud/modules/Runes.lua

439 lines
12 KiB
Lua

local AceOO = AceLibrary("AceOO-2.0")
local Runes = AceOO.Class(IceElement)
-- blizzard cracks me up. the below block is copied verbatim from RuneFrame.lua ;)
--Readability == win
local RUNETYPE_BLOOD = 1;
local RUNETYPE_DEATH = 2;
local RUNETYPE_FROST = 3;
local RUNETYPE_CHROMATIC = 4;
-- setup the names to be more easily readable
Runes.prototype.runeNames = {
[RUNETYPE_BLOOD] = "Blood",
[RUNETYPE_DEATH] = "Unholy",
[RUNETYPE_FROST] = "Frost",
[RUNETYPE_CHROMATIC] = "Death",
}
Runes.prototype.runeSize = 25
-- blizzard has hardcoded 6 runes right now, so i'll do the same...see RuneFrame.xml
Runes.prototype.numRunes = 6
-- Constructor --
function Runes.prototype:init()
Runes.super.prototype.init(self, "Runes")
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_BLOOD], 255, 0, 0)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_DEATH], 0, 207, 0)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_FROST], 0, 255, 255)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_CHROMATIC], 204, 26, 255)
self.scalingEnabled = true
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function Runes.prototype:GetOptions()
local opts = Runes.super.prototype.GetOptions(self)
opts["vpos"] = {
type = "range",
name = "Vertical Position",
desc = "Vertical Position",
get = function()
return self.moduleSettings.vpos
end,
set = function(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(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(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 = 'text',
name = 'Rune orientation',
desc = 'Whether the runes should draw side-by-side or on top of one another',
get = function()
return self.moduleSettings.displayMode
end,
set = function(v)
self.moduleSettings.displayMode = v
self:Redraw()
end,
validate = { "Horizontal", "Vertical" },
disabled = function()
return not self.moduleSettings.enabled
end,
order = 35
}
opts["cooldownMode"] = {
type = 'text',
name = 'Rune cooldown mode',
desc = 'Choose whether the runes use a cooldown-style wipe or simply an alpha fade to show availability.',
get = function()
return self.moduleSettings.cooldownMode
end,
set = function(v)
self.moduleSettings.cooldownMode = v
self:Redraw()
end,
validate = { "Cooldown", "Alpha" },
disabled = function()
return not self.moduleSettings.enabled
end,
order = 36
}
-- todo: numeric mode isn't supported just yet...so these options are removed for now
--[[
opts["runeFontSize"] = {
type = "range",
name = "Runes Font Size",
desc = "Runes Font Size",
get = function()
return self.moduleSettings.runeFontSize
end,
set = function(v)
self.moduleSettings.runeFontSize = v
self:Redraw()
end,
min = 10,
max = 40,
step = 1,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 33
}
opts["runeMode"] = {
type = "text",
name = "Display Mode",
desc = "Show graphical or numeric runes",
get = function()
return self.moduleSettings.runeMode
end,
set = function(v)
self.moduleSettings.runeMode = v
self:Redraw()
end,
validate = { "Numeric", "Graphical" },
disabled = function()
return not self.moduleSettings.enabled
end,
order = 34
}
]]--
opts["runeGap"] = {
type = 'range',
name = 'Rune gap',
desc = 'Spacing between each rune (only works for graphical mode)',
min = 0,
max = 100,
step = 1,
get = function()
return self.moduleSettings.runeGap
end,
set = function(v)
self.moduleSettings.runeGap = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 34.1
}
return opts
end
-- OVERRIDE
function Runes.prototype:GetDefaultSettings()
local defaults = Runes.super.prototype.GetDefaultSettings(self)
defaults["vpos"] = 0
defaults["hpos"] = 10
defaults["runeFontSize"] = 20
defaults["runeMode"] = "Graphical"
defaults["usesDogTagStrings"] = false
defaults["hideBlizz"] = true
defaults["alwaysFullAlpha"] = false
defaults["displayMode"] = "Horizontal"
defaults["cooldownMode"] = "Cooldown"
defaults["runeGap"] = 0
return defaults
end
-- OVERRIDE
function Runes.prototype:Redraw()
Runes.super.prototype.Redraw(self)
self:CreateFrame()
end
-- OVERRIDE
function Runes.prototype:Enable(core)
Runes.super.prototype.Enable(self, core)
self:RegisterEvent("RUNE_POWER_UPDATE", "UpdateRunePower");
self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType");
if (self.moduleSettings.hideBlizz) then
self:HideBlizz()
end
end
-- simply shows/hides the foreground rune when it becomes usable/unusable. this allows the background transparent rune to show only
function Runes.prototype:UpdateRunePower(rune, usable)
if not rune or not self.frame.graphical or #self.frame.graphical < rune then
return
end
-- DEFAULT_CHAT_FRAME:AddMessage("Runes.prototype:UpdateRunePower: rune="..rune.." usable="..(usable and "yes" or "no").." GetRuneType(rune)="..GetRuneType(rune));
if usable then
if self.moduleSettings.cooldownMode == "Cooldown" then
self.frame.graphical[rune].cd:Hide()
elseif self.moduleSettings.cooldownMode == "Alpha" then
self.frame.graphical[rune]:SetAlpha(1)
end
local fadeInfo={
mode = "IN",
timeToFade = 0.5,
finishedFunc = function(rune) self:ShineFinished(rune) end,
finishedArg1 = rune
}
UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
else
if self.moduleSettings.cooldownMode == "Cooldown" then
self.frame.graphical[rune].cd:SetCooldown(GetRuneCooldown(rune))
self.frame.graphical[rune].cd:Show()
elseif self.moduleSettings.cooldownMode == "Alpha" then
self.frame.graphical[rune]:SetAlpha(0.2)
end
end
end
function Runes.prototype:ShineFinished(rune)
UIFrameFadeOut(self.frame.graphical[rune].shine, 0.5);
end
function Runes.prototype:UpdateRuneType(rune)
-- DEFAULT_CHAT_FRAME:AddMessage("Runes.prototype:UpdateRuneType: rune="..rune.." GetRuneType(rune)="..GetRuneType(rune));
if not rune or tonumber(rune) ~= rune or rune < 1 or rune > self.numRunes then
return
end
local thisRuneName = self.runeNames[GetRuneType(rune)]
self.frame.graphical[rune]:SetStatusBarTexture(self:GetRuneTexture(thisRuneName))
self.frame.graphical[rune]:SetStatusBarColor(self:GetColor("Runes"..thisRuneName))
end
function Runes.prototype:GetRuneTexture(runeName)
return "Interface\\PlayerFrame\\UI-PlayerFrame-DeathKnight-"..runeName
end
-- 'Protected' methods --------------------------------------------------------
-- OVERRIDE
function Runes.prototype:CreateFrame()
Runes.super.prototype.CreateFrame(self)
self.frame:SetFrameStrata("BACKGROUND")
self.frame:SetWidth(self.runeSize*self.numRunes)
self.frame:SetHeight(1)
self.frame:ClearAllPoints()
self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
self:CreateRuneFrame()
end
function Runes.prototype:CreateRuneFrame()
-- create numeric runes
self.frame.numeric = self:FontFactory(self.moduleSettings.runeFontSize, 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 runeType
for i=1, self.numRunes do
runeType = GetRuneType(i)
-- Parnic debug stuff for arena rune problem
--DEFAULT_CHAT_FRAME:AddMessage("i="..i.." GetRuneType(i)=="..(runeType and runeType or "nil").." self.runeNames[type]=="..(self.runeNames[runeType] and self.runeNames[runeType] or "nil"))
-- runeType really shouldn't be nil here, but blizzard's code checks GetRuneType's return value, so I guess I should too...
if runeType then
self:CreateRune(i, runeType, self.runeNames[runeType])
end
end
end
function Runes.prototype:CreateRune(i, type, 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
-- create runes
if (not self.frame.graphical[i]) then
self.frame.graphical[i] = CreateFrame("StatusBar", nil, self.frame)
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]:SetStatusBarTexture(self:GetRuneTexture(name))
end
self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
self.frame.graphical[i]:SetWidth(self.runeSize)
self.frame.graphical[i]:SetHeight(self.runeSize)
-- hax for blizzard's swapping the unholy and frost rune placement on the default ui...
local runeSwapI
if i == 3 or i == 4 then
runeSwapI = i + 2
elseif i == 5 or i == 6 then
runeSwapI = i - 2
else
runeSwapI = i
end
if self.moduleSettings.displayMode == "Horizontal" then
self.frame.graphical[i]:SetPoint("TOPLEFT", (runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap), 0)
else
self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap)))
end
self.frame.graphical[i]:SetStatusBarColor(self:GetColor("Runes"..name))
self.frame.graphical[i]:Show()
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])
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.runeSize + 25)
self.frame.graphical[i].shine:SetHeight(self.runeSize + 10)
self.frame.graphical[i].shine:Hide()
end
function Runes.prototype:GetAlphaAdd()
return 0.15
end
function Runes.prototype:ShowBlizz()
RuneFrame:Show()
RuneFrame:RegisterEvent("RUNE_POWER_UPDATE");
RuneFrame:RegisterEvent("RUNE_TYPE_UPDATE");
RuneFrame:RegisterEvent("RUNE_REGEN_UPDATE");
RuneFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
end
function Runes.prototype:HideBlizz()
RuneFrame:Hide()
RuneFrame:UnregisterAllEvents()
end
function Runes.prototype:TargetChanged()
Runes.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 Runes.prototype:InCombat()
Runes.super.prototype.InCombat(self)
self:Redraw()
end
function Runes.prototype:OutCombat()
Runes.super.prototype.OutCombat(self)
self:Redraw()
end
function Runes.prototype:CheckCombat()
Runes.super.prototype.CheckCombat(self)
self:Redraw()
end
-- Load us up
local _, unitClass = UnitClass("player")
if (unitClass == "DEATHKNIGHT") then
IceHUD.Runes = Runes:new()
end