mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
408 lines
11 KiB
Lua
408 lines
11 KiB
Lua
local AceOO = AceLibrary("AceOO-2.0")
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local Totems = AceOO.Class(IceElement)
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-- the below block is copied from TotemFrame.lua
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local FIRE_TOTEM_SLOT = 1;
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local EARTH_TOTEM_SLOT = 2;
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local WATER_TOTEM_SLOT = 3;
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local AIR_TOTEM_SLOT = 4;
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local MAX_TOTEMS = 4;
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local TOTEM_PRIORITIES =
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{
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AIR_TOTEM_SLOT,
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WATER_TOTEM_SLOT,
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EARTH_TOTEM_SLOT,
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FIRE_TOTEM_SLOT
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};
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-- setup the names to be more easily readable
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Totems.prototype.totemNames = {
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[FIRE_TOTEM_SLOT] = "Fire",
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[EARTH_TOTEM_SLOT] = "Earth",
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[WATER_TOTEM_SLOT] = "Water",
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[AIR_TOTEM_SLOT] = "Air",
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}
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Totems.prototype.totemSize = 25
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Totems.prototype.numTotems = MAX_TOTEMS
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-- Constructor --
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function Totems.prototype:init()
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Totems.super.prototype.init(self, "Totems")
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--[[
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self:SetDefaultColor("Totems"..self.totemNames[FIRE_TOTEM_SLOT], 0, 0, 0)
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self:SetDefaultColor("Totems"..self.totemNames[EARTH_TOTEM_SLOT], 0, 0, 0)
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self:SetDefaultColor("Totems"..self.totemNames[WATER_TOTEM_SLOT], 0, 255, 255)
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self:SetDefaultColor("Totems"..self.totemNames[AIR_TOTEM_SLOT], 204, 26, 255)--]]
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self.scalingEnabled = true
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end
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function Totems.prototype:GetOptions()
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local opts = Totems.super.prototype.GetOptions(self)
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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(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 = 300,
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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(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 = -500,
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max = 500,
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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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--[[
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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 Rune 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 = 32
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}
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--]]
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opts["displayMode"] = {
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type = 'text',
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name = 'Totem orientation',
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desc = 'Whether the totems should draw side-by-side or on top of one another',
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get = function()
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return self.moduleSettings.displayMode
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end,
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set = function(v)
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self.moduleSettings.displayMode = v
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self:Redraw()
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end,
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validate = { "Horizontal", "Vertical" },
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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 = 35
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}
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opts["cooldownMode"] = {
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type = 'text',
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name = 'Totem cooldown mode',
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desc = 'Choose whether the totems use a cooldown-style wipe or simply an alpha fade to show availability.',
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get = function()
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return self.moduleSettings.cooldownMode
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end,
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set = function(v)
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self.moduleSettings.cooldownMode = v
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self:Redraw()
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end,
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validate = { "Cooldown" }, -- "Alpha" not supported?
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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 = 36
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}
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-- todo: numeric mode isn't supported just yet...so these options are removed for now
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--[[
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opts["runeFontSize"] = {
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type = "range",
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name = "Runes Font Size",
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desc = "Runes Font Size",
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get = function()
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return self.moduleSettings.runeFontSize
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end,
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set = function(v)
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self.moduleSettings.runeFontSize = 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
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end,
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order = 33
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}
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opts["runeMode"] = {
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type = "text",
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name = "Display Mode",
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desc = "Show graphical or numeric runes",
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get = function()
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return self.moduleSettings.runeMode
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end,
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set = function(v)
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self.moduleSettings.runeMode = v
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self:Redraw()
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end,
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validate = { "Numeric", "Graphical" },
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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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]]--
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opts["totemGap"] = {
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type = 'range',
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name = 'Totem gap',
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desc = 'Spacing between each totem (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.totemGap
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end,
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set = function(v)
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self.moduleSettings.totemGap = 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 = 34.1
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}
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return opts
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end
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-- OVERRIDE
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function Totems.prototype:GetDefaultSettings()
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local defaults = Totems.super.prototype.GetDefaultSettings(self)
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defaults["vpos"] = 0
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defaults["hpos"] = 10
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defaults["totemFontSize"] = 20
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defaults["totemMode"] = "Graphical"
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defaults["usesDogTagStrings"] = false
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defaults["hideBlizz"] = true
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defaults["alwaysFullAlpha"] = false
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defaults["displayMode"] = "Horizontal"
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defaults["cooldownMode"] = "Cooldown"
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defaults["totemGap"] = 0
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return defaults
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end
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-- OVERRIDE
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function Totems.prototype:Redraw()
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Totems.super.prototype.Redraw(self)
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self:CreateFrame()
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end
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-- OVERRIDE
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function Totems.prototype:Enable(core)
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Totems.super.prototype.Enable(self, core)
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self:RegisterEvent("PLAYER_TOTEM_UPDATE", "UpdateTotem");
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self:RegisterEvent("PLAYER_ENTERING_WORLD", "ResetTotemAvailability");
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if (self.moduleSettings.hideBlizz) then
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self:HideBlizz()
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end
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end
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function Totems.prototype:ResetTotemAvailability()
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for i=1, self.numTotems do
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self:UpdateTotem(totem)
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end
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end
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function Totems.prototype:UpdateTotem(totem, ...)
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if not totem or tonumber(totem) ~= totem or totem < 1 or totem > self.numTotems then
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return
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end
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local thisTotemName = self.totemNames[TOTEM_PRIORITIES[totem]]
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local haveTotem, name, startTime, duration, icon = GetTotemInfo(totem);
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if duration > 0 then
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self.frame.graphical[totem]:SetStatusBarTexture(icon)
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self.frame.graphical[totem].cd:SetCooldown(startTime, duration)
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self.frame.graphical[totem].cd:Show()
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self.frame.graphical[totem]:Show()
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else
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self.frame.graphical[totem].cd:Hide()
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self.frame.graphical[totem]:Hide()
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end
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end
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-- 'Protected' methods --------------------------------------------------------
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-- OVERRIDE
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function Totems.prototype:CreateFrame()
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Totems.super.prototype.CreateFrame(self)
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self.frame:SetFrameStrata("BACKGROUND")
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self.frame:SetWidth(self.totemSize*self.numTotems)
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self.frame:SetHeight(1)
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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:CreateTotemFrame()
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end
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function Totems.prototype:CreateTotemFrame()
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self.frame.numeric = self:FontFactory(self.moduleSettings.totemFontSize, 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:Hide()
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if (not self.frame.graphical) then
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self.frame.graphical = {}
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end
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local totemType
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for i=1, self.numTotems do
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slot = TOTEM_PRIORITIES[i]
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self:CreateTotem(slot, self.totemNames[slot])
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end
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end
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function Totems.prototype:GetAlphaAdd()
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return 0.15
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end
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function Totems.prototype:ShowBlizz()
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TotemFrame:Show()
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TotemFrame:RegisterEvent("PLAYER_TOTEM_UPDATE");
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TotemFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
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end
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function Totems.prototype:HideBlizz()
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TotemFrame:Hide()
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TotemFrame:UnregisterAllEvents()
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end
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function Totems.prototype:TargetChanged()
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Totems.super.prototype.TargetChanged(self)
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-- sort of a hack fix...if "ooc" alpha is set to 0, then the runes frame is all jacked up when the user spawns in
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-- need to re-run CreateFrame in order to setup the frame properly. not sure why :(
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self:Redraw()
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end
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function Totems.prototype:InCombat()
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Totems.super.prototype.InCombat(self)
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self:Redraw()
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end
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function Totems.prototype:OutCombat()
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Totems.super.prototype.OutCombat(self)
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self:Redraw()
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end
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function Totems.prototype:CheckCombat()
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Totems.super.prototype.CheckCombat(self)
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self:Redraw()
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end
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function Totems.prototype:CreateTotem(i, name)
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-- whiskey tango foxtrot?! apparently arenas can cause this? I can't test out the real cause myself, so putting in a stopgap for now
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if not name then
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return
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end
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local haveTotem, name, startTime, duration, icon = GetTotemInfo(i)
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local bWasNewFrame = false
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if (not self.frame.graphical[i]) then
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self.frame.graphical[i] = CreateFrame("StatusBar", nil, self.frame)
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self.frame.graphical[i].cd = CreateFrame("Cooldown", nil, self.frame.graphical[i], "CooldownFrameTemplate")
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self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
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self.frame.graphical[i]:SetStatusBarTexture(icon)
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bWasNewFrame = true
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end
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self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
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self.frame.graphical[i]:SetWidth(self.totemSize)
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self.frame.graphical[i]:SetHeight(self.totemSize)
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if self.moduleSettings.displayMode == "Horizontal" then
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self.frame.graphical[i]:SetPoint("TOPLEFT", (i-1) * (self.totemSize-(MAX_TOTEMS - 1)) + (i-1) + ((i-1) * self.moduleSettings.totemGap), 0)
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else
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self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((i-1) * (self.totemSize-(MAX_TOTEMS - 1)) + (i-1) + ((i-1) * self.moduleSettings.totemGap)))
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end
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self.frame.graphical[i].cd:SetFrameStrata("BACKGROUND")
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self.frame.graphical[i].cd:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel()+1)
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self.frame.graphical[i].cd:ClearAllPoints()
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self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i])
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if duration > 0 then
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self.frame.graphical[i].cd:SetCooldown(startTime, duration)
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self.frame.graphical[i].cd:Show()
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self.frame.graphical[i]:Show()
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end
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self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
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self.frame.graphical[i].shine:SetBlendMode("ADD")
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self.frame.graphical[i].shine:SetTexCoord(0.5625, 1, 0, 1)
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self.frame.graphical[i].shine:ClearAllPoints()
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self.frame.graphical[i].shine:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
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self.frame.graphical[i].shine:SetWidth(self.totemSize + 25)
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self.frame.graphical[i].shine:SetHeight(self.totemSize + 10)
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self.frame.graphical[i].shine:Hide()
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self.frame.graphical[i]:EnableMouse(true)
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self.frame.graphical[i].slot = i;
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self.frame.graphical[i]:SetScript("OnEnter", function(button) GameTooltip:SetOwner(button); GameTooltip:SetTotem(button.slot) end)
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self.frame.graphical[i]:SetScript("OnLeave", function() GameTooltip:Hide() end)
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-- it looks like HookScript will continue to add handlers every time instead of replacing them like SetScript
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if (bWasNewFrame) then
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self.frame.graphical[i]:HookScript("OnMouseUp", function (self, mouseButton)
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if ( mouseButton == "RightButton" ) then
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DestroyTotem(self.slot);
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end
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end)
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end
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end
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-- Load us up
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local _, unitClass = UnitClass("player")
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if (unitClass == "SHAMAN") then
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IceHUD.Totems = Totems:new()
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end
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