Files
ice-hud/modules/HarmonyPower.lua
Parnic a4390cf0cd - Removed level restriction on harmony power since apparently that's not a thing any more.
- Fixed the fifth chi not always drawing immediately when changing specs to one that grants an additional chi.
- Registered harmony power for the UNIT_POWER_FREQUENT event since that's what Blizzard's version does.
2012-09-02 04:29:41 +00:00

102 lines
3.0 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local HarmonyPower = IceCore_CreateClass(IceClassPowerCounter)
function HarmonyPower.prototype:init()
HarmonyPower.super.prototype.init(self, "HarmonyPower")
self:SetDefaultColor("HarmonyPowerNumeric", 218, 231, 31)
-- pulled from MonkHarmonyBar.xml in Blizzard's UI source
self.runeCoords =
{
{0.00390625, 0.08593750, 0.71093750, 0.87500000},
{0.00390625, 0.08593750, 0.71093750, 0.87500000},
{0.00390625, 0.08593750, 0.71093750, 0.87500000},
{0.00390625, 0.08593750, 0.71093750, 0.87500000},
{0.00390625, 0.08593750, 0.71093750, 0.87500000},
}
self.numRunes = 4
self.numericColor = "HarmonyPowerNumeric"
self.unitPower = SPELL_POWER_LIGHT_FORCE
self.minLevel = 0
self.bTreatEmptyAsFull = true
self.unit = "player"
self.runeWidth = self.runeHeight
end
function HarmonyPower.prototype:Enable(core)
HarmonyPower.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_POWER_FREQUENT", "UpdateRunePower")
end
function HarmonyPower.prototype:UpdateRunePower(event, arg1, arg2)
if event == "UNIT_POWER_FREQUENT" and (arg1 ~= self.unit or (arg2 ~= "LIGHT_FORCE" and arg2 ~= "DARK_FORCE")) then
return
end
local numRunes = UnitPowerMax(self.unit, self.unitPower)
if self.fakeNumRunes ~= nil and self.fakeNumRunes > 0 then
numRunes = self.fakeNumRunes
end
if numRunes ~= self.numRunes then
if numRunes < self.numRunes and #self.frame.graphical >= numRunes then
for i=numRunes + 1, #self.frame.graphical do
self.frame.graphical[i]:Hide()
end
end
local oldNumRunes = self.numRunes
self.numRunes = numRunes
self:CreateRuneFrame()
if oldNumRunes < self.numRunes and #self.frame.graphical >= self.numRunes then
for i=oldNumRunes, self.numRunes do
self.frame.graphical[i]:Show()
end
end
local width = self.runeHeight
if self.moduleSettings.runeMode == "Graphical" then
width = self.runeWidth
end
self.frame:SetWidth(width*self.numRunes)
end
HarmonyPower.super.prototype.UpdateRunePower(self)
end
function HarmonyPower.prototype:GetOptions()
local opts = HarmonyPower.super.prototype.GetOptions(self)
opts.hideBlizz.desc = L["Hides Blizzard Harmony Power frame and disables all events related to it.\n\nNOTE: Blizzard attaches the harmony power UI to the player's unitframe, so if you have that hidden in PlayerHealth, then this won't do anything."]
return opts
end
function HarmonyPower.prototype:GetRuneTexture(rune)
if not rune or rune ~= tonumber(rune) then
return
end
return "Interface\\PlayerFrame\\MonkUI"
end
function HarmonyPower.prototype:ShowBlizz()
MonkHarmonyBar:Show()
MonkHarmonyBar:GetScript("OnLoad")(MonkHarmonyBar)
end
function HarmonyPower.prototype:HideBlizz()
MonkHarmonyBar:Hide()
MonkHarmonyBar:UnregisterAllEvents()
end
-- Load us up
local _, unitClass = UnitClass("player")
if (unitClass == "MONK" and IceHUD.WowVer >= 50000) then
IceHUD.HarmonyPower = HarmonyPower:new()
end