Files
ice-hud/IceUnitBar.lua
Parnic a80daface7 Unify low flash and low color thresholds
Low Flash was using >= while Low Color was using >, so they would activate at ever-so-slightly different values (0.4 vs 0.39999, for example).
2022-11-25 15:31:26 -06:00

359 lines
11 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
IceUnitBar = IceCore_CreateClass(IceBarElement)
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
local SPELL_POWER_INSANITY, SPELL_POWER_RAGE = SPELL_POWER_INSANITY, SPELL_POWER_RAGE
if Enum and Enum.PowerType then
SPELL_POWER_INSANITY = Enum.PowerType.Insanity
SPELL_POWER_RAGE = Enum.PowerType.Rage
end
-- Constructor --
function IceUnitBar.prototype:init(name, unit)
IceUnitBar.super.prototype.init(self, name)
assert(unit, "IceUnitBar 'unit' is nil")
self:SetUnit(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
function IceUnitBar.prototype:SetUnit(unit)
self.unit = unit
local _
_, self.unitClass = UnitClass(self.unit)
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 = L["Low Threshold"],
desc = L["When the bar drops below this amount, it will start flashing (0 means never). For the 'mana' bar this only applies to mana and not rage/energy/focus/runic power."],
get = function()
return self.moduleSettings.lowThreshold
end,
set = function(info, value)
self.moduleSettings.lowThreshold = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.lowThresholdFlash
end,
min = 0,
max = 1,
step = 0.01,
isPercent = true,
order = 30.091
}
opts["lowThresholdFlash"] = {
type = 'toggle',
name = L["Flash bar below Low Threshold"],
desc = L["Flashes the bar when it is below the Low Threshold specified above"],
width = 'double',
get = function()
return self.moduleSettings.lowThresholdFlash
end,
set = function(info, v)
self.moduleSettings.lowThresholdFlash = v
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 30.092
}
opts["lowThresholdColor"] = {
type = "toggle",
name = L["Low Threshold color"],
desc = L["Changes the color of this bar to be the minimum health or mana color when it's below the low threshold. See the 'MinHealthColor' and 'MinManaColor' colors in the 'Colors' option page.\n\nThis option only applies to health and mana bars."],
get = function()
return self.moduleSettings.lowThresholdColor
end,
set = function(info, 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 = 30.093
}
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("Frame", "IceHUD_"..self.elementName.."_Flash", 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:GetMyBarTexture())
self.flashFrame.flash:SetBlendMode("ADD")
self.flashFrame.flash:SetAllPoints(self.flashFrame)
--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
function IceUnitBar.prototype:RotateHorizontal()
IceUnitBar.super.prototype.RotateHorizontal(self)
if IceHUD.WowVer < 70000 then
self:RotateFrame(self.flashFrame)
end
end
function IceUnitBar.prototype:ResetRotation()
IceUnitBar.super.prototype.ResetRotation(self)
if IceHUD.WowVer < 70000 and self.flashFrame and self.flashFrame.anim then
self.flashFrame.anim:Stop()
end
end
-- OVERRIDE
function IceUnitBar.prototype:Update()
IceUnitBar.super.prototype.Update(self)
if UnitIsTapped then
self.tapped = UnitIsTapped(self.unit) and (not UnitIsTappedByPlayer(self.unit))
else
self.tapped = UnitIsTapDenied(self.unit)
end
self.health = UnitHealth(self.unit)
self.maxHealth = UnitHealthMax(self.unit)
self.healthPercentage = self.maxHealth ~= 0 and (self.health/self.maxHealth) or 0
-- note that UnitPowerType returns 2 arguments and UnitPower[Max] accepts a third argument to get the values on a different scale
-- so this technically doesn't get us the answer we want most of the time. too risky to change at this point, though.
self.mana = UnitPower(self.unit, UnitPowerType(self.unit))
self.maxMana = UnitPowerMax(self.unit, UnitPowerType(self.unit))
if UnitPowerType(self.unit) == SPELL_POWER_RAGE and self.maxMana == 1000 then
self.mana = IceHUD:MathRound(self.mana / 10)
self.maxMana = IceHUD:MathRound(self.maxMana / 10)
end
if IceHUD.WowVer >= 70300 and UnitPowerType(self.unit) == SPELL_POWER_INSANITY then
self.mana = IceHUD:MathRound(self.mana / 100)
self.maxMana = IceHUD:MathRound(self.maxMana / 100)
end
-- account for cases where maxMana is 0, perhaps briefly (during certain spells, for example)
-- and properly handle it as full. this allows for proper alpha handling during these times.
if self.maxMana == self.mana then
self.manaPercentage = 1
else
self.manaPercentage = self.maxMana ~= 0 and (self.mana/self.maxMana) or 0
end
local locClass
locClass, 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" ]
elseif not self.moduleSettings.scaleHealthColor then
self.settings.colors[ "ScaledHealthColor" ] = self.settings.colors[ "MaxHealthColor" ]
end
if( self.manaPercentage <= self.moduleSettings.lowThreshold ) then
self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MinManaColor" ]
elseif not self.moduleSettings.scaleManaColor then
self.settings.colors[ "ScaledManaColor" ] = self.settings.colors[ "MaxManaColor" ]
end
end
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
if (self.moduleSettings.lowThreshold > 0 and
self.moduleSettings.lowThresholdFlash and
self.moduleSettings.lowThreshold >= scale and self.alive and
not self.noFlash) then
self.bUpdateFlash = true
self.flashFrame.flash:SetVertexColor(self:GetColor(color))
else
self.bUpdateFlash = nil
self.flashFrame:SetAlpha(0)
end
end
function IceUnitBar.prototype:MyOnUpdate()
IceUnitBar.super.prototype.MyOnUpdate(self)
self:ConditionalUpdateFlash()
end
function IceUnitBar.prototype:ConditionalUpdateFlash()
if self.bUpdateFlash then
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
end
function IceUnitBar.prototype:SetScaleColorEnabled(enabled)
self.moduleSettings.scaleColor = enabled
end