mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
- 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
94 lines
2.6 KiB
Lua
94 lines
2.6 KiB
Lua
local AceOO = AceLibrary("AceOO-2.0")
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local ComboPointsBar = AceOO.Class(IceBarElement)
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function ComboPointsBar.prototype:init()
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ComboPointsBar.super.prototype.init(self, "ComboPointsBar")
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self:SetDefaultColor("ComboPointsBarMin", 1, 1, 0)
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self:SetDefaultColor("ComboPointsBarMax", 0, 1, 0)
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end
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function ComboPointsBar.prototype:GetOptions()
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local opts = ComboPointsBar.super.prototype.GetOptions(self)
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opts["alwaysDisplay"] = {
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type = "toggle",
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name = "Always display bar",
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desc = "Whether this bar should hide when the player has 0 combo points or stay visible",
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get = function()
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return self.moduleSettings.alwaysDisplay
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end,
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set = function(info, v)
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self.moduleSettings.alwaysDisplay = v
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self:UpdateComboPoints()
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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 = 31
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}
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return opts
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end
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function ComboPointsBar.prototype:GetDefaultSettings()
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local defaults = ComboPointsBar.super.prototype.GetDefaultSettings(self)
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defaults.textVisible['lower'] = false
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defaults.offset = 8
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defaults.enabled = false
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defaults.alwaysDisplay = false
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return defaults
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end
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function ComboPointsBar.prototype:Enable(core)
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ComboPointsBar.super.prototype.Enable(self, core)
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self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateComboPoints")
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if IceHUD.WowVer >= 30000 then
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self:RegisterEvent("UNIT_COMBO_POINTS", "UpdateComboPoints")
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self:RegisterEvent("UNIT_ENTERED_VEHICLE", "UpdateComboPoints")
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self:RegisterEvent("UNIT_EXITED_VEHICLE", "UpdateComboPoints")
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else
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self:RegisterEvent("PLAYER_COMBO_POINTS", "UpdateComboPoints")
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end
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end
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function ComboPointsBar.prototype:CreateFrame()
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ComboPointsBar.super.prototype.CreateFrame(self)
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self:UpdateComboPoints()
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end
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function ComboPointsBar.prototype:UpdateComboPoints()
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local points
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if IceHUD.IceCore:IsInConfigMode() then
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points = 5
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elseif IceHUD.WowVer >= 30000 then
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-- Parnic: apparently some fights have combo points while the player is in a vehicle?
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local isInVehicle = UnitHasVehicleUI("player")
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points = GetComboPoints(isInVehicle and "vehicle" or "player", "target")
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else
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points = GetComboPoints("target")
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end
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if (points == 0) then
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points = nil
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end
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if points == nil or points == 0 then
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self:Show(self.moduleSettings.alwaysDisplay)
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self:UpdateBar(0, "undef")
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else
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self:Show(true)
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local color = {}
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self:SetScaledColor(color, (points - 1) / 4.0, self.settings.colors["ComboPointsBarMax"], self.settings.colors["ComboPointsBarMin"])
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self:UpdateBar(points / 5.0, "undef")
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self.barFrame.bar:SetVertexColor(color.r, color.g, color.b, 1)
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end
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self:SetBottomText1(points or "0")
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end
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IceHUD.ComboPointsBar = ComboPointsBar:new()
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