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
580 lines
16 KiB
Lua
580 lines
16 KiB
Lua
local AceOO = AceLibrary("AceOO-2.0")
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IceCustomCount = AceOO.Class(IceElement)
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IceCustomCount.prototype.countSize = 20
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local validUnits = {"player", "target", "focus", "pet", "vehicle", "targettarget", "main hand weapon", "off hand weapon"}
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local buffOrDebuff = {"buff", "debuff"}
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-- Constructor --
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function IceCustomCount.prototype:init()
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IceCustomCount.super.prototype.init(self, "CustomCount")
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self.scalingEnabled = true
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end
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-- OVERRIDE
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function IceCustomCount.prototype:GetOptions()
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local opts = IceCustomCount.super.prototype.GetOptions(self)
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opts["customHeader"] = {
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type = 'header',
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name = "Aura settings",
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order = 20.1,
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}
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opts["deleteme"] = {
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type = 'execute',
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name = 'Delete me',
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desc = 'Deletes this custom module and all associated settings. Cannot be undone!',
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func = function()
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local dialog = StaticPopup_Show("ICEHUD_DELETE_CUSTOM_MODULE")
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if dialog then
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dialog.data = self
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end
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end,
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order = 20.2,
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}
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opts["name"] = {
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type = 'input',
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name = 'Counter name',
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desc = 'The name of this counter (must be unique!). \n\nRemember to press ENTER after filling out this box with the name you want or it will not save.',
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get = function()
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return self.elementName
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end,
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set = function(info, v)
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if v ~= "" then
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IceHUD.IceCore:RenameDynamicModule(self, v)
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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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usage = "<a name for this bar>",
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order = 20.3,
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}
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opts["auraTarget"] = {
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type = 'select',
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values = validUnits,
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name = 'Unit to track',
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desc = 'Select which unit that this bar should be looking for buffs/debuffs on',
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.auraTarget)
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end,
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set = function(info, v)
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self.moduleSettings.auraTarget = info.option.values[v]
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self.unit = info.option.values[v]
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self:Redraw()
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IceHUD:NotifyOptionsChange()
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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 = 20.4,
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}
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opts["auraType"] = {
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type = 'select',
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values = buffOrDebuff,
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name = 'Buff or debuff?',
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desc = 'Whether we are tracking a buff or debuff',
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.auraType)
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end,
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set = function(info, v)
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self.moduleSettings.auraType = info.option.values[v]
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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 or self.unit == "main hand weapon" or self.unit == "off hand weapon"
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end,
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order = 20.5,
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}
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opts["auraName"] = {
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type = 'input',
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name = "Aura to track",
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desc = "Which buff/debuff this counter will be tracking. \n\nRemember to press ENTER after filling out this box with the name you want or it will not save.",
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get = function()
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return self.moduleSettings.auraName
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end,
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set = function(info, v)
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self.moduleSettings.auraName = v
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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 or self.unit == "main hand weapon" or self.unit == "off hand weapon"
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end,
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usage = "<which aura to track>",
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order = 20.6,
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}
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opts["trackOnlyMine"] = {
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type = 'toggle',
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name = 'Only track auras by me',
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desc = 'Checking this means that only buffs or debuffs that the player applied will trigger this bar',
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get = function()
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return self.moduleSettings.onlyMine
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end,
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set = function(info, v)
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self.moduleSettings.onlyMine = v
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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 or self.unit == "main hand weapon" or self.unit == "off hand weapon"
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end,
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order = 20.7,
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}
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opts["countColor"] = {
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type = 'color',
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name = 'Count color',
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desc = 'The color for this counter',
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get = function()
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return self:GetCustomColor()
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end,
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set = function(info, r,g,b)
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self.moduleSettings.countColor.r = r
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self.moduleSettings.countColor.g = g
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self.moduleSettings.countColor.b = b
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self:SetCustomColor()
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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 = 20.8,
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}
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opts["countMinColor"] = {
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type = 'color',
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name = 'Count minimum color',
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desc = 'The minimum color for this counter (only used if Change Color is enabled)',
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get = function()
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return self:GetCustomMinColor()
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end,
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set = function(info, r,g,b)
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self.moduleSettings.countMinColor.r = r
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self.moduleSettings.countMinColor.g = g
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self.moduleSettings.countMinColor.b = b
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self:SetCustomColor()
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end,
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disabled = function()
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return not self.moduleSettings.enabled or not self.moduleSettings.gradient
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end,
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order = 20.81,
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}
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opts["maxCount"] = {
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type = 'input',
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name = "Maximum applications",
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desc = "How many total applications of this buff/debuff can be applied. For example, only 5 sunders can ever be on a target, so this would be set to 5 for tracking Sunder.\n\nRemember to press ENTER after filling out this box with the name you want or it will not save.",
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get = function()
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return self.moduleSettings.maxCount
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end,
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set = function(info, v)
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if not v or not tonumber(v) then
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v = 0
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end
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self.moduleSettings.maxCount = v
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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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usage = "<the maximum number of valid applications>",
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order = 20.9,
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}
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opts["normalHeader"] = {
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type = 'header',
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name = "Counter look and feel",
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order = 30,
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}
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opts["vpos"] = {
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type = "range",
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name = "Vertical Position",
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desc = "Vertical Position",
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get = function()
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return self.moduleSettings.vpos
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end,
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set = function(info, v)
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self.moduleSettings.vpos = v
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self:Redraw()
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end,
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min = -300,
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max = 200,
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step = 10,
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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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opts["hpos"] = {
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type = "range",
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name = "Horizontal Position",
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desc = "Horizontal Position",
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get = function()
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return self.moduleSettings.hpos
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end,
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set = function(info, v)
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self.moduleSettings.hpos = v
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self:Redraw()
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end,
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min = -700,
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max = 700,
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step = 10,
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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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opts["CustomFontSize"] = {
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type = "range",
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name = "Font Size",
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desc = "Font Size",
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get = function()
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return self.moduleSettings.countFontSize
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end,
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set = function(info, v)
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self.moduleSettings.countFontSize = v
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self:Redraw()
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end,
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min = 10,
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max = 40,
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step = 1,
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disabled = function()
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return not self.moduleSettings.enabled or self.moduleSettings.countMode ~= "Numeric"
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end,
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order = 32
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}
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opts["CustomMode"] = {
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type = 'select',
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name = "Display Mode",
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desc = "Show graphical or numeric counts",
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.countMode)
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end,
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set = function(info, v)
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self.moduleSettings.countMode = info.option.values[v]
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self:CreateCustomFrame(true)
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self:Redraw()
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IceHUD:NotifyOptionsChange()
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end,
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values = { "Numeric", "Graphical Bar", "Graphical Circle", "Graphical Glow", "Graphical Clean Circle" },
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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 = 33
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}
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opts["graphicalLayout"] = {
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type = 'select',
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name = 'Layout',
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desc = 'How the graphical counter should be displayed',
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get = function(info)
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return IceHUD:GetSelectValue(info, self.moduleSettings.graphicalLayout)
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end,
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set = function(info, v)
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self.moduleSettings.graphicalLayout = info.option.values[v]
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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 or self.moduleSettings.countMode == "Numeric"
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end,
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values = {"Horizontal", "Vertical"},
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order = 33.1
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}
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opts["countGap"] = {
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type = 'range',
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name = 'Icon gap',
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desc = 'Spacing between each icon (only works for graphical mode)',
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min = 0,
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max = 100,
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step = 1,
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get = function()
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return self.moduleSettings.countGap
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end,
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set = function(info, v)
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self.moduleSettings.countGap = v
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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 or self.moduleSettings.countMode == "Numeric"
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end,
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order = 33.2
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}
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opts["gradient"] = {
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type = "toggle",
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name = "Change color",
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desc = "This will fade the bars or numeric representation from the min color specified to the regular color\n\n(e.g. if the min color is yellow, the color is red, and there are 3 total applications, then the first would be yellow, second orange, and third red)",
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get = function()
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return self.moduleSettings.gradient
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end,
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set = function(info, v)
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self.moduleSettings.gradient = v
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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 = 34
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}
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return opts
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end
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function IceCustomCount.prototype:GetCustomColor()
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return self.moduleSettings.countColor.r, self.moduleSettings.countColor.g, self.moduleSettings.countColor.b, self.alpha
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end
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function IceCustomCount.prototype:GetCustomMinColor()
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return self.moduleSettings.countMinColor.r, self.moduleSettings.countMinColor.g, self.moduleSettings.countMinColor.b, self.alpha
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end
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-- OVERRIDE
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function IceCustomCount.prototype:GetDefaultSettings()
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local defaults = IceCustomCount.super.prototype.GetDefaultSettings(self)
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defaults["vpos"] = 0
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defaults["hpos"] = 0
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defaults["countFontSize"] = 20
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defaults["countMode"] = "Numeric"
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defaults["gradient"] = false
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defaults["usesDogTagStrings"] = false
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defaults["alwaysFullAlpha"] = true
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defaults["graphicalLayout"] = "Horizontal"
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defaults["countGap"] = 0
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defaults["maxCount"] = 5
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defaults["auraTarget"] = "player"
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defaults["auraName"] = ""
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defaults["onlyMine"] = true
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defaults["customBarType"] = "Counter"
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defaults["countMinColor"] = {r=1, g=1, b=0, a=1}
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defaults["countColor"] = {r=1, g=0, b=0, a=1}
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defaults["auraType"] = "buff"
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return defaults
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end
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-- OVERRIDE
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function IceCustomCount.prototype:Redraw()
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IceCustomCount.super.prototype.Redraw(self)
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self:CreateFrame()
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self:UpdateCustomCount()
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end
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-- OVERRIDE
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function IceCustomCount.prototype:Enable(core)
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IceCustomCount.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_AURA", "UpdateCustomCount")
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self:RegisterEvent("UNIT_PET", "UpdateCustomCount")
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self:RegisterEvent("PLAYER_PET_CHANGED", "UpdateCustomCount")
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self:RegisterEvent("PLAYER_FOCUS_CHANGED", "UpdateCustomCount")
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self.unit = self.moduleSettings.auraTarget
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self:CreateCustomFrame(true)
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end
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-- 'Protected' methods --------------------------------------------------------
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-- OVERRIDE
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function IceCustomCount.prototype:CreateFrame()
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IceCustomCount.super.prototype.CreateFrame(self)
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self.frame:SetFrameStrata("BACKGROUND")
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if self.moduleSettings.graphicalLayout == "Horizontal" then
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self.frame:SetWidth((self.countSize + self.moduleSettings.countGap)*self.moduleSettings.maxCount)
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self.frame:SetHeight(1)
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else
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self.frame:SetWidth(1)
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self.frame:SetHeight((self.countSize + self.moduleSettings.countGap)*self.moduleSettings.maxCount)
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end
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self.frame:ClearAllPoints()
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self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
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self:Show(true)
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self:CreateCustomFrame()
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end
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function IceCustomCount.prototype:CreateCustomFrame(doTextureUpdate)
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-- create numeric counts
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self.frame.numeric = self:FontFactory(self.moduleSettings.countFontSize, nil, self.frame.numeric)
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self.frame.numeric:SetWidth(50)
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self.frame.numeric:SetJustifyH("CENTER")
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self.frame.numeric:SetPoint("TOP", self.frame, "TOP", 0, 0)
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self.frame.numeric:Show()
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if (not self.frame.graphicalBG) then
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self.frame.graphicalBG = {}
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self.frame.graphical = {}
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end
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-- create backgrounds
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for i = 1, self.moduleSettings.maxCount do
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if (not self.frame.graphicalBG[i]) then
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local frame = CreateFrame("Frame", nil, self.frame)
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self.frame.graphicalBG[i] = frame
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frame.texture = frame:CreateTexture()
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frame.texture:SetAllPoints(frame)
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end
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if doTextureUpdate then
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if self.moduleSettings.countMode == "Graphical Bar" then
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self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboBG")
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elseif self.moduleSettings.countMode == "Graphical Circle" then
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self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboRoundBG")
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elseif self.moduleSettings.countMode == "Graphical Glow" then
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self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboGlowBG")
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elseif self.moduleSettings.countMode == "Graphical Clean Circle" then
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self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboCleanCurvesBG")
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end
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end
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self.frame.graphicalBG[i]:SetFrameStrata("BACKGROUND")
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self.frame.graphicalBG[i]:SetWidth(self.countSize)
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self.frame.graphicalBG[i]:SetHeight(self.countSize)
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if self.moduleSettings.graphicalLayout == "Horizontal" then
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self.frame.graphicalBG[i]:SetPoint("TOPLEFT", ((i-1) * (self.countSize-5)) + (i-1) + ((i-1) * self.moduleSettings.countGap), 0)
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else
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self.frame.graphicalBG[i]:SetPoint("TOPLEFT", 0, -1 * (((i-1) * (self.countSize-5)) + (i-1) + ((i-1) * self.moduleSettings.countGap)))
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end
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self.frame.graphicalBG[i]:SetAlpha(0.15)
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self.frame.graphicalBG[i]:Hide()
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end
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-- create counts
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for i = 1, self.moduleSettings.maxCount do
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if (not self.frame.graphical[i]) then
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local frame = CreateFrame("Frame", nil, self.frame)
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self.frame.graphical[i] = frame
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frame.texture = frame:CreateTexture()
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frame.texture:SetAllPoints(frame)
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end
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if doTextureUpdate then
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if self.moduleSettings.countMode == "Graphical Bar" then
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self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "Combo")
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elseif self.moduleSettings.countMode == "Graphical Circle" then
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self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "ComboRound")
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elseif self.moduleSettings.countMode == "Graphical Glow" then
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self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "ComboGlow")
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elseif self.moduleSettings.countMode == "Graphical Clean Circle" then
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self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
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end
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end
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self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
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self.frame.graphical[i]:SetAllPoints(self.frame.graphicalBG[i])
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self.frame.graphical[i]:Hide()
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end
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self:SetCustomColor()
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end
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function IceCustomCount.prototype:SetCustomColor()
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for i=1, self.moduleSettings.maxCount do
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self.frame.graphicalBG[i].texture:SetVertexColor(self:GetCustomColor())
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local r, g, b = self:GetCustomColor()
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if (self.moduleSettings.gradient) then
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r,g,b = self:GetGradientColor(i)
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end
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self.frame.graphical[i].texture:SetVertexColor(r, g, b)
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end
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end
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function IceCustomCount.prototype:GetGradientColor(curr)
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local r, g, b = self:GetCustomColor()
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local mr, mg, mb = self:GetCustomMinColor()
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local scale = (curr-1)/(self.moduleSettings.maxCount-1)
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if r < mr then
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r = ((r-mr)*scale) + mr
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else
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r = ((mr-r)*scale) + r
|
|
end
|
|
|
|
if g < mg then
|
|
g = ((g-mg)*scale) + mg
|
|
else
|
|
g = ((mg-g)*scale) + g
|
|
end
|
|
|
|
if b < mb then
|
|
b = ((b-mb)*scale) + mb
|
|
else
|
|
b = ((mb-b)*scale) + b
|
|
end
|
|
|
|
return r, g, b
|
|
end
|
|
|
|
|
|
function IceCustomCount.prototype:UpdateCustomCount(unit)
|
|
if unit and unit ~= self.unit and self.unit ~= "main hand weapon" and self.unit ~= "off hand weapon" then
|
|
return
|
|
end
|
|
|
|
local points
|
|
if IceHUD.IceCore:IsInConfigMode() then
|
|
points = tonumber(self.moduleSettings.maxCount)
|
|
else
|
|
points = IceHUD:GetAuraCount(self.moduleSettings.auraType == "buff" and "HELPFUL" or "HARMFUL",
|
|
self.unit, self.moduleSettings.auraName, self.moduleSettings.onlyMine, true)
|
|
end
|
|
|
|
if (points == 0) then
|
|
points = nil
|
|
end
|
|
|
|
if (self.moduleSettings.countMode == "Numeric") then
|
|
local r, g, b = self:GetCustomColor()
|
|
if (self.moduleSettings.gradient and points) then
|
|
r, g, b = self:GetGradientColor(points)
|
|
end
|
|
self.frame.numeric:SetTextColor(r, g, b, 0.7)
|
|
|
|
self.frame.numeric:SetText(points)
|
|
else
|
|
self.frame.numeric:SetText()
|
|
|
|
for i = 1, table.getn(self.frame.graphical) do
|
|
if (points ~= nil) then
|
|
self.frame.graphicalBG[i]:Show()
|
|
else
|
|
self.frame.graphicalBG[i]:Hide()
|
|
end
|
|
|
|
if (points ~= nil and i <= points) then
|
|
self.frame.graphical[i]:Show()
|
|
else
|
|
self.frame.graphical[i]:Hide()
|
|
end
|
|
end
|
|
end
|
|
end
|