Files
ice-hud/IceUnitBar.lua
Parnic 8605f8de89 bug http://www.wowace.com/projects/ice-hud/tickets/13-low-health-colour/ - Low Health Colour
- added user-submitted ability to color a bar based on the low threshold. if it's above the threshold, the bar is max health/mana color, below the threshold is min health/mana color
- added a toggle to allow specifying whether or not to flash a bar when it falls below the low threshold
2009-03-01 17:42:27 +00:00

314 lines
8.9 KiB
Lua

local AceOO = AceLibrary("AceOO-2.0")
IceUnitBar = AceOO.Class(IceBarElement)
IceUnitBar.virtual = true
IceUnitBar.prototype.unit = nil
IceUnitBar.prototype.alive = nil
IceUnitBar.prototype.tapped = nil
IceUnitBar.prototype.health = nil
IceUnitBar.prototype.maxHealth = nil
IceUnitBar.prototype.healthPercentage = nil
IceUnitBar.prototype.mana = nil
IceUnitBar.prototype.maxMana = nil
IceUnitBar.prototype.manaPercentage = nil
IceUnitBar.prototype.scaleHPColorInst = nil
IceUnitBar.prototype.scaleMPColorInst = nil
IceUnitBar.prototype.unitClass = nil
IceUnitBar.prototype.hasPet = nil
IceUnitBar.prototype.noFlash = nil
-- Constructor --
function IceUnitBar.prototype:init(name, unit)
IceUnitBar.super.prototype.init(self, name)
assert(unit, "IceUnitBar 'unit' is nil")
self.unit = unit
_, self.unitClass = UnitClass(self.unit)
self.noFlash = false
self:SetDefaultColor("Dead", 0.5, 0.5, 0.5)
self:SetDefaultColor("Tapped", 0.8, 0.8, 0.8)
self:SetDefaultColor("ScaledHealthColor", 0, 1, 0)
self:SetDefaultColor("MaxHealthColor", 0, 255, 0)
self:SetDefaultColor("MidHealthColor", 255, 255, 0)
self:SetDefaultColor("MinHealthColor", 255, 0, 0)
self:SetDefaultColor("ScaledManaColor", 0, 0, 1)
self:SetDefaultColor("MaxManaColor", 0, 0, 255)
self:SetDefaultColor("MidManaColor", 125, 0, 255)
self:SetDefaultColor("MinManaColor", 255, 0, 255)
self.scaleHPColorInst = { r = 0, g = 255, b = 0 }
self.scaleMPColorInst = { r = 0, g = 0, b = 255 }
end
-- OVERRIDE
function IceUnitBar.prototype:GetDefaultSettings()
local settings = IceUnitBar.super.prototype.GetDefaultSettings(self)
settings["lowThreshold"] = 0
settings["lowThresholdFlash" ] = true
settings["lowThresholdColor"] = false
settings["scaleHealthColor"] = true
settings["scaleManaColor"] = true
return settings
end
-- OVERRIDE
function IceUnitBar.prototype:GetOptions()
local opts = IceUnitBar.super.prototype.GetOptions(self)
opts["lowThreshold"] =
{
type = 'range',
name = '|cff22bb22Low Threshold|r',
desc = 'Threshold of pulsing the bar (0 means never) (for player applies only to mana, not rage/energy/runic power)',
get = function()
return self.moduleSettings.lowThreshold
end,
set = function(value)
self.moduleSettings.lowThreshold = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
min = 0,
max = 1,
step = 0.05,
isPercent = true,
order = 37
}
opts["lowThresholdFlash"] = {
type = 'toggle',
name = 'Flash bar below Low Threshold',
desc = 'Flashes the bar when it is below the Low Threshold specified above',
get = function()
return self.moduleSettings.lowThresholdFlash
end,
set = function(v)
self.moduleSettings.lowThresholdFlash = v
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 38
}
opts["lowThresholdColor"] = {
type = "toggle",
name = "Low Threshold color",
desc = "Colors the bar minColor when % is < lowThreshold (requires scaleColor to be enabled)",
get = function()
return self.moduleSettings.lowThresholdColor
end,
set = function(value)
self.moduleSettings.lowThresholdColor = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not (self.moduleSettings.scaleHealthColor and self.moduleSettings.scaleManaColor)
end,
order = 39
}
return opts
end
-- 'Public' methods -----------------------------------------------------------
function IceUnitBar.prototype:Enable()
IceUnitBar.super.prototype.Enable(self)
self:RegisterEvent("PLAYER_UNGHOST", "Alive")
self:RegisterEvent("PLAYER_ALIVE", "Alive")
self:RegisterEvent("PLAYER_DEAD", "Dead")
self.alive = not UnitIsDeadOrGhost(self.unit)
self.combat = UnitAffectingCombat(self.unit)
end
-- OVERRIDE
function IceUnitBar.prototype:Redraw()
IceUnitBar.super.prototype.Redraw(self)
if (self.moduleSettings.enabled) then
self:Update(self.unit)
end
end
-- 'Protected' methods --------------------------------------------------------
-- OVERRIDE
function IceUnitBar.prototype:CreateFrame()
IceUnitBar.super.prototype.CreateFrame(self)
self:CreateFlashFrame()
end
-- Creates the low amount warning frame
function IceUnitBar.prototype:CreateFlashFrame()
if not (self.flashFrame) then
self.flashFrame = CreateFrame("StatusBar", nil, self.frame)
end
self.flashFrame:SetFrameStrata("BACKGROUND")
self.flashFrame:SetWidth(self.settings.barWidth + (self.moduleSettings.widthModifier or 0))
self.flashFrame:SetHeight(self.settings.barHeight)
if not (self.flashFrame.flash) then
self.flashFrame.flash = self.flashFrame:CreateTexture(nil, "BACKGROUND")
end
self.flashFrame.flash:SetTexture(IceElement.TexturePath .. self.settings.barTexture)
self.flashFrame.flash:SetBlendMode("ADD")
self.flashFrame.flash:SetAllPoints(self.flashFrame)
self.flashFrame:SetStatusBarTexture(self.flashFrame.flash)
self:SetScale(self.flashFrame.flash, 1)
self.flashFrame:SetAlpha(0)
self.flashFrame:ClearAllPoints()
self.flashFrame:SetPoint("BOTTOM", self.frame, "BOTTOM", 0, 0)
if (self.moduleSettings.side == IceCore.Side.Left) then
self.flashFrame.flash:SetTexCoord(1, 0, 0, 1)
else
self.flashFrame.flash:SetTexCoord(0, 1, 0, 1)
end
end
-- OVERRIDE
function IceUnitBar.prototype:Update()
IceUnitBar.super.prototype.Update(self)
self.tapped = UnitIsTapped(self.unit) and (not UnitIsTappedByPlayer(self.unit))
self.health = UnitHealth(self.unit)
self.maxHealth = UnitHealthMax(self.unit)
self.healthPercentage = self.health/self.maxHealth
self.mana = UnitMana(self.unit)
self.maxMana = UnitManaMax(self.unit)
self.manaPercentage = self.mana/self.maxMana
_, self.unitClass = UnitClass(self.unit)
if( self.moduleSettings.scaleHealthColor ) then
if self.healthPercentage > 0.5 then
self:SetScaledColor(self.scaleHPColorInst, self.healthPercentage * 2 - 1, self.settings.colors["MaxHealthColor"], self.settings.colors["MidHealthColor"])
else
self:SetScaledColor(self.scaleHPColorInst, self.healthPercentage * 2, self.settings.colors["MidHealthColor"], self.settings.colors["MinHealthColor"])
end
self.settings.colors["ScaledHealthColor"] = self.scaleHPColorInst
end
if( self.moduleSettings.scaleManaColor ) then
if self.manaPercentage > 0.5 then
self:SetScaledColor(self.scaleMPColorInst, self.manaPercentage * 2 - 1, self.settings.colors["MaxManaColor"], self.settings.colors["MidManaColor"])
else
self:SetScaledColor(self.scaleMPColorInst, self.manaPercentage * 2, self.settings.colors["MidManaColor"], self.settings.colors["MinManaColor"])
end
self.settings.colors["ScaledManaColor"] = self.scaleMPColorInst
end
-- This looks slightly quirky. Basically the easiest way for me to achieve this is to have lowThresholdColor override
-- the scaled color. You'll need to switch them both on to get things to work.
if( self.moduleSettings.lowThresholdColor ) then
if( self.healthPercentage < self.moduleSettings.lowThreshold ) then
self.settings.colors[ "ScaledHealthColor" ] = self.settings.colors[ "MinHealthColor" ]
else
self.settings.colors[ "ScaledHealthColor" ] = self.settings.colors[ "MaxHealthColor" ]
end
if( self.manaPercentage < self.moduleSettings.lowThreshold ) then
self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MinManaColor" ]
else
self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MaxManaColor" ]
end
end
end
function IceUnitBar.prototype:SetScaledColor(colorVar, percent, maxColor, minColor)
colorVar.r = ((maxColor.r - minColor.r) * percent) + minColor.r
colorVar.g = ((maxColor.g - minColor.g) * percent) + minColor.g
colorVar.b = ((maxColor.b - minColor.b) * percent) + minColor.b
end
function IceUnitBar.prototype:Alive()
-- instead of maintaining a state for 3 different things
-- (dead, dead/ghost, alive) just afford the extra function call here
self.alive = not UnitIsDeadOrGhost(self.unit)
self:Update(self.unit)
end
function IceUnitBar.prototype:Dead()
self.alive = false
self:Update(self.unit)
end
-- OVERRIDE
function IceUnitBar.prototype:UpdateBar(scale, color, alpha)
IceUnitBar.super.prototype.UpdateBar(self, scale, color, alpha)
if (not self.flashFrame) then
-- skip if flashFrame hasn't been created yet
return
end
self.flashFrame:SetStatusBarColor(self:GetColor(color))
if (self.moduleSettings.lowThreshold > 0 and
self.moduleSettings.lowThresholdFlash and
self.moduleSettings.lowThreshold >= scale and self.alive and
not self.noFlash) then
self.flashFrame:SetScript("OnUpdate", function() self:OnFlashUpdate() end)
else
self.flashFrame:SetScript("OnUpdate", nil)
self.flashFrame:SetAlpha(0)
end
end
function IceUnitBar.prototype:OnFlashUpdate()
local time = GetTime()
local decimals = time - math.floor(time)
if (decimals > 0.5) then
decimals = 1 - decimals
end
decimals = decimals*1.1 -- add more dynamic to the color change
self.flashFrame:SetAlpha(decimals)
end
function IceUnitBar.prototype:SetScaleColorEnabled(enabled)
self.moduleSettings.scaleColor = enabled
end