mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 14:50:13 -05:00
247 lines
6.6 KiB
Lua
247 lines
6.6 KiB
Lua
local AceOO = AceLibrary("AceOO-2.0")
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local PlayerHealth = AceOO.Class(IceUnitBar)
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PlayerHealth.prototype.resting = nil
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-- Constructor --
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function PlayerHealth.prototype:init()
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PlayerHealth.super.prototype.init(self, "PlayerHealth", "player")
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self:SetDefaultColor("PlayerHealth", 37, 164, 30)
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end
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function PlayerHealth.prototype:GetDefaultSettings()
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local settings = PlayerHealth.super.prototype.GetDefaultSettings(self)
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settings["side"] = IceCore.Side.Left
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settings["offset"] = 1
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settings["hideBlizz"] = true
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settings["upperText"] = "[PercentHP:Round]"
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settings["lowerText"] = "[FractionalHP:HPColor:Bracket]"
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settings["allowMouseInteraction"] = true
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return settings
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end
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function PlayerHealth.prototype:Enable(core)
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PlayerHealth.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_HEALTH", "Update")
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self:RegisterEvent("UNIT_MAXHEALTH", "Update")
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self:RegisterEvent("PLAYER_UPDATE_RESTING", "Resting")
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "Resting")
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if (self.moduleSettings.hideBlizz) then
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self:HideBlizz()
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end
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self:Resting()
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--self:Update(self.unit)
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end
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-- OVERRIDE
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function PlayerHealth.prototype:GetOptions()
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local opts = PlayerHealth.super.prototype.GetOptions(self)
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opts["classColor"] = {
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type = "toggle",
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name = "Class color bar",
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desc = "Use class color as the bar color instead of default color",
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get = function()
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return self.moduleSettings.classColor
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end,
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set = function(value)
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self.moduleSettings.classColor = value
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self:Update(self.unit)
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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 = 40
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}
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opts["hideBlizz"] = {
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type = "toggle",
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name = "Hide Blizzard Frame",
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desc = "Hides Blizzard Player frame and disables all events related to it",
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get = function()
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return self.moduleSettings.hideBlizz
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end,
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set = function(value)
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self.moduleSettings.hideBlizz = value
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if (value) then
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self:HideBlizz()
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else
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self:ShowBlizz()
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end
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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 = 41
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}
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opts["scaleHealthColor"] = {
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type = "toggle",
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name = "Color bar by health %",
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desc = "Colors the health bar from MaxHealthColor to MinHealthColor based on current health %",
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get = function()
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return self.moduleSettings.scaleHealthColor
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end,
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set = function(value)
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self.moduleSettings.scaleHealthColor = 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 = 42
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}
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opts["allowClickTarget"] = {
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type = 'toggle',
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name = 'Allow click-targeting',
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desc = 'Whether or not to allow click targeting/casting and the player drop-down menu for this bar (Note: does not work properly with HiBar, have to click near the base of the bar)',
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get = function()
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return self.moduleSettings.allowMouseInteraction
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end,
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set = function(v)
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self.moduleSettings.allowMouseInteraction = v
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self:CreateBackground(true)
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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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usage = '',
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order = 43
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}
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return opts
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end
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function PlayerHealth.prototype:CreateBackground(redraw)
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PlayerHealth.super.prototype.CreateBackground(self)
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if not self.frame.button then
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self.frame.button = CreateFrame("Button", nil, self.frame, "SecureUnitButtonTemplate")
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end
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self.frame.button:ClearAllPoints()
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-- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this...
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-- would be nice to define this somewhere in data, but for now...here we are
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if self.settings.barTexture == "HiBar" then
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self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
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self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
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else
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self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -6, 0)
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self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 3, 0)
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end
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self.frame.button.menu = function()
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ToggleDropDownMenu(1, nil, PlayerFrameDropDown, "cursor");
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end
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if self.moduleSettings.allowMouseInteraction then
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self.frame.button:EnableMouse(true)
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self.frame.button:RegisterForClicks("AnyUp")
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self.frame.button:SetAttribute("type1", "target")
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self.frame.button:SetAttribute("type2", "menu")
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self.frame.button:SetAttribute("unit", self.unit)
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-- set up click casting
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ClickCastFrames = ClickCastFrames or {}
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ClickCastFrames[self.frame.button] = true
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-- Parnic - debug code for showing the clickable region on this bar
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-- self.frame.button:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
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-- edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
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-- tile = false,
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-- insets = { left = 0, right = 0, top = 0, bottom = 0 }});
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-- self.frame.button:SetBackdropColor(0,0,0,1);
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else
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self.frame.button:EnableMouse(false)
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self.frame.button:RegisterForClicks()
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end
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end
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function PlayerHealth.prototype:Resting()
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self.resting = IsResting()
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self:Update(self.unit)
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end
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function PlayerHealth.prototype:Update(unit)
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PlayerHealth.super.prototype.Update(self)
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if (unit and (unit ~= self.unit)) then
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return
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end
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local color = "PlayerHealth"
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if (self.moduleSettings.classColor) then
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color = self.unitClass
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end
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if (self.moduleSettings.scaleHealthColor) then
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color = "ScaledHealthColor"
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end
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if not (self.alive) then
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color = "Dead"
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end
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local textColor = color
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if (self.resting) then
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textColor = "Text"
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end
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self:UpdateBar(self.health/self.maxHealth, color)
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if not AceLibrary:HasInstance("LibDogTag-2.0") then
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self:SetBottomText1(math.floor(self.healthPercentage * 100))
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self:SetBottomText2(self:GetFormattedText(self.health, self.maxHealth), textColor)
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end
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end
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function PlayerHealth.prototype:ShowBlizz()
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PlayerFrame:Show()
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PlayerFrame:RegisterEvent("UNIT_LEVEL");
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PlayerFrame:RegisterEvent("UNIT_COMBAT");
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PlayerFrame:RegisterEvent("UNIT_FACTION");
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PlayerFrame:RegisterEvent("UNIT_MAXMANA");
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PlayerFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
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PlayerFrame:RegisterEvent("PLAYER_ENTER_COMBAT");
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PlayerFrame:RegisterEvent("PLAYER_LEAVE_COMBAT");
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PlayerFrame:RegisterEvent("PLAYER_REGEN_DISABLED");
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PlayerFrame:RegisterEvent("PLAYER_REGEN_ENABLED");
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PlayerFrame:RegisterEvent("PLAYER_UPDATE_RESTING");
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PlayerFrame:RegisterEvent("PARTY_MEMBERS_CHANGED");
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PlayerFrame:RegisterEvent("PARTY_LEADER_CHANGED");
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PlayerFrame:RegisterEvent("PARTY_LOOT_METHOD_CHANGED");
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PlayerFrame:RegisterEvent("RAID_ROSTER_UPDATE");
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PlayerFrame:RegisterEvent("PLAYTIME_CHANGED");
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end
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function PlayerHealth.prototype:HideBlizz()
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PlayerFrame:Hide()
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PlayerFrame:UnregisterAllEvents()
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end
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-- Load us up
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IceHUD.PlayerHealth = PlayerHealth:new()
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