Files
ice-hud/modules/ClassPowerCounter.lua

629 lines
18 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
IceClassPowerCounter = IceCore_CreateClass(IceElement)
local IceHUD = _G.IceHUD
IceClassPowerCounter.prototype.runeHeight = 22
IceClassPowerCounter.prototype.runeWidth = 36
IceClassPowerCounter.prototype.numRunes = 3
IceClassPowerCounter.prototype.lastNumReady = 0
IceClassPowerCounter.prototype.runeCoords = {}
IceClassPowerCounter.prototype.runeShineFadeSpeed = 0.4
-- Constructor --
function IceClassPowerCounter.prototype:init(name)
assert(name ~= nil, "ClassPowerCounter cannot be instantiated directly - supply a name from the child class and pass it up.")
IceClassPowerCounter.super.prototype.init(self, name)
self.scalingEnabled = true
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function IceClassPowerCounter.prototype:GetOptions()
local opts = IceClassPowerCounter.super.prototype.GetOptions(self)
opts["vpos"] = {
type = "range",
name = L["Vertical Position"],
desc = L["Vertical Position"],
get = function()
return self.moduleSettings.vpos
end,
set = function(info, v)
self.moduleSettings.vpos = v
self:Redraw()
end,
min = -300,
max = 700,
step = 1,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 31
}
opts["hpos"] = {
type = "range",
name = L["Horizontal Position"],
desc = L["Horizontal Position"],
get = function()
return self.moduleSettings.hpos
end,
set = function(info, v)
self.moduleSettings.hpos = v
self:Redraw()
end,
min = -500,
max = 500,
step = 1,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 31
}
opts["hideBlizz"] = {
type = "toggle",
name = L["Hide Blizzard Frame"],
desc = L["Hides Blizzard frame and disables all events related to it.\n\nNOTE: Blizzard attaches this UI to the player's unitframe, so if you have that hidden in PlayerHealth, then this won't do anything."],
get = function()
return self.moduleSettings.hideBlizz
end,
set = function(info, value)
self.moduleSettings.hideBlizz = value
if (value) then
self:HideBlizz()
else
self:ShowBlizz()
end
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 32
}
opts["displayMode"] = {
type = 'select',
name = L["Display mode"],
desc = L["Choose whether you'd like a graphical or numeric representation of the runes.\n\nNOTE: The color of 'Numeric' mode can be controlled by the HolyPowerNumeric color."],
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.runeMode)
end,
set = function(info, v)
self.moduleSettings.runeMode = info.option.values[v]
self:SetDisplayMode()
self:UpdateRunePower()
end,
values = { "Graphical", "Numeric", "Graphical Bar", "Graphical Circle", "Graphical Clean Circle", "Graphical Glow" },
disabled = function()
return not self.moduleSettings.enabled
end,
order = 34
}
opts["runeGap"] = {
type = 'range',
name = L["Rune gap"],
desc = L["Spacing between each rune (only works for graphical mode)"],
min = 0,
max = 100,
step = 1,
get = function()
return self.moduleSettings.runeGap
end,
set = function(info, v)
self.moduleSettings.runeGap = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric"
end,
order = 34.1
}
opts["runeOrientation"] = {
type = 'select',
name = L["Rune orientation"],
desc = L["Whether the runes should draw side-by-side or on top of one another"],
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.displayMode)
end,
set = function(info, v)
self.moduleSettings.displayMode = info.option.values[v]
self:Redraw()
end,
values = { "Horizontal", "Vertical" },
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric"
end,
order = 35
}
opts["inactiveDisplayMode"] = {
type = 'select',
name = L["Inactive mode"],
desc = L["This controls what happens to runes that are inactive. Darkened means they are visible but colored black, Hidden means they are not displayed."],
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.inactiveDisplayMode)
end,
set = function(info, v)
self.moduleSettings.inactiveDisplayMode = info.option.values[v]
self:SetDisplayMode()
self:UpdateRunePower()
end,
values = { "Darkened", "Hidden" },
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric"
end,
order = 36
}
opts["flashWhenReady"] = {
type = "toggle",
name = L["Flash when ready"],
desc = L["Shows a flash behind each holy rune when it becomes available."],
get = function()
return self.moduleSettings.flashWhenBecomingReady
end,
set = function(info, value)
self.moduleSettings.flashWhenBecomingReady = value
end,
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric"
end,
order = 37
}
opts["customColor"] = {
type = 'color',
name = L["Custom color"],
desc = L["The color for this counter"],
get = function()
return self:GetCustomColor()
end,
set = function(info, r,g,b)
self.moduleSettings.customColor.r = r
self.moduleSettings.customColor.g = g
self.moduleSettings.customColor.b = b
self:UpdateRunePower()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.runeMode == "Graphical"
end,
order = 38,
}
opts["customMinColor"] = {
type = 'color',
name = L["Custom minimum color"],
desc = L["The minimum color for this counter (only used if Change Color is enabled)"],
get = function()
return self:GetCustomMinColor()
end,
set = function(info, r,g,b)
self.moduleSettings.customMinColor.r = r
self.moduleSettings.customMinColor.g = g
self.moduleSettings.customMinColor.b = b
self:UpdateRunePower()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.gradient
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.runeMode == "Graphical"
end,
order = 39,
}
opts["gradient"] = {
type = "toggle",
name = L["Change color"],
desc = L["This will fade the graphical 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)"],
get = function()
return self.moduleSettings.gradient
end,
set = function(info, v)
self.moduleSettings.gradient = v
self:UpdateRunePower()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode == "Numeric" or self.moduleSettings.runeMode == "Graphical"
end,
order = 40,
}
opts["pulseWhenFull"] = {
type = "toggle",
name = L["Pulse when full"],
desc = L["If this is checked, then whenever the counter is maxed out it will gently pulsate to let you know it's ready to be used."],
get = function()
return self.moduleSettings.pulseWhenFull
end,
set = function(info, v)
self.moduleSettings.pulseWhenFull = v
if v and self.lastNumReady == self.numRunes then
self:StartRunesFullAnimation()
else
self:StopRunesFullAnimation()
end
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 41,
}
opts["hideFriendly"] = {
type = "toggle",
name = L["Friendly OOC alpha"],
desc = L["If this is checked, then the counter will use your 'out of target' alpha when targeting someone who is friendly."],
get = function()
return self.moduleSettings.hideFriendly
end,
set = function(info, v)
self.moduleSettings.hideFriendly = v
self:Update(self.unit)
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 42,
}
return opts
end
-- OVERRIDE
function IceClassPowerCounter.prototype:GetDefaultSettings()
local defaults = IceClassPowerCounter.super.prototype.GetDefaultSettings(self)
defaults["vpos"] = 0
defaults["hpos"] = 10
defaults["runeFontSize"] = 20
defaults["runeMode"] = "Graphical"
defaults["usesDogTagStrings"] = false
defaults["hideBlizz"] = false
defaults["alwaysFullAlpha"] = false
defaults["displayMode"] = "Horizontal"
defaults["runeGap"] = 0
defaults["flashWhenBecomingReady"] = true
defaults["inactiveDisplayMode"] = "Darkened"
defaults["gradient"] = true
defaults["customMinColor"] = {r=1, g=1, b=0, a=1}
defaults["customColor"] = {r=1, g=0, b=0, a=1}
defaults["hideFriendly"] = false
defaults["pulseWhenFull"] = true
return defaults
end
-- OVERRIDE
function IceClassPowerCounter.prototype:Redraw()
IceClassPowerCounter.super.prototype.Redraw(self)
self:CreateFrame()
self:UpdateRunePower()
end
function IceClassPowerCounter.prototype:GetCustomColor()
return self.moduleSettings.customColor.r, self.moduleSettings.customColor.g, self.moduleSettings.customColor.b, self.alpha
end
function IceClassPowerCounter.prototype:GetCustomMinColor()
return self.moduleSettings.customMinColor.r, self.moduleSettings.customMinColor.g, self.moduleSettings.customMinColor.b, self.alpha
end
-- OVERRIDE
function IceClassPowerCounter.prototype:Enable(core)
IceClassPowerCounter.super.prototype.Enable(self, core)
self:RegisterEvent("UNIT_POWER", "UpdateRunePower")
self:RegisterEvent("UNIT_DISPLAYPOWER", "UpdateRunePower")
self:RegisterEvent("PLAYER_ENTERING_WORLD", "UpdateRunePower")
if (self.moduleSettings.hideBlizz) then
self:HideBlizz()
end
end
function IceClassPowerCounter.prototype:Disable(core)
IceClassPowerCounter.super.prototype.Disable(self, core)
if self.moduleSettings.hideBlizz then
self:ShowBlizz()
end
end
function IceClassPowerCounter.prototype:UpdateRunePower()
local numReady = UnitPower("player", self.unitPower)
if self.moduleSettings.runeMode == "Numeric" then
self.frame.numeric:SetText(tostring(numReady))
self.frame.numeric:SetTextColor(self:GetColor(self.numericColor))
else
for i=1, self.numRunes do
if i <= numReady then
if self.moduleSettings.runeMode == "Graphical" then
self.frame.graphical[i].rune:SetVertexColor(1, 1, 1)
else
self:SetCustomColor(i)
end
if self.moduleSettings.inactiveDisplayMode == "Hidden" then
self.frame.graphical[i]:Show()
end
if i > self.lastNumReady and self.moduleSettings.flashWhenBecomingReady then
local fadeInfo={
mode = "IN",
timeToFade = self.runeShineFadeSpeed,
finishedFunc = function() self:ShineFinished(i) end,
finishedArg1 = i
}
UIFrameFade(self.frame.graphical[i].shine, fadeInfo);
end
else
if self.moduleSettings.inactiveDisplayMode == "Darkened" then
self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
elseif self.moduleSettings.inactiveDisplayMode == "Hidden" then
self.frame.graphical[i]:Hide()
end
end
end
end
if self.moduleSettings.pulseWhenFull then
if numReady > self.lastNumReady and numReady == self.numRunes then
self:StartRunesFullAnimation()
elseif numReady < self.numRunes then
self:StopRunesFullAnimation()
end
end
self.lastNumReady = numReady
if (self.moduleSettings.hideBlizz) then
self:HideBlizz()
end
end
function IceClassPowerCounter.prototype:StartRunesFullAnimation()
if not self.frame.anim then
local grp = self.frame:CreateAnimationGroup()
grp:SetLooping("BOUNCE")
-- lots of magic numbers here. i wonder if it's worth making them configurable or not...probably not.
local scale = grp:CreateAnimation("Scale")
scale:SetStartDelay(0.5)
scale:SetEndDelay(0)
scale:SetDuration(0.75)
scale:SetOrigin("CENTER", 0, 0)
scale:SetScale(1.5, 1.5)
self.frame.anim = grp
end
self.frame.anim:Play()
end
function IceClassPowerCounter.prototype:StopRunesFullAnimation()
if self.frame.anim and self.frame.anim:IsPlaying() then
self.frame.anim:Stop()
end
end
function IceClassPowerCounter.prototype:ShineFinished(rune)
UIFrameFadeOut(self.frame.graphical[rune].shine, self.runeShineFadeSpeed);
end
function IceClassPowerCounter.prototype:GetRuneTexture(rune)
assert(true, "Must override GetRuneTexture in child classes")
end
function IceClassPowerCounter.prototype:CreateFrame()
IceClassPowerCounter.super.prototype.CreateFrame(self)
self.frame:SetFrameStrata("BACKGROUND")
self.frame:SetHeight(self.runeHeight)
self.frame:ClearAllPoints()
self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
self:CreateRuneFrame()
self:SetDisplayMode()
end
function IceClassPowerCounter.prototype:SetDisplayMode()
if self.moduleSettings.runeMode == "Numeric" then
self.frame.numeric:Show()
for i=1, self.numRunes do
self.frame.graphical[i]:Hide()
end
else
self.frame.numeric:Hide()
for i=1, self.numRunes do
self:SetupRuneTexture(i)
self.frame.graphical[i]:Show()
end
end
end
function IceClassPowerCounter.prototype:CreateRuneFrame()
-- create numeric runes
if not self.frame.numeric then
self.frame.numeric = self:FontFactory(self.moduleSettings.runeFontSize, self.frame, self.frame.numeric)
end
self.frame.numeric:SetWidth(50)
self.frame.numeric:SetJustifyH("CENTER")
self.frame.numeric:SetAllPoints(self.frame)
self.frame.numeric:Hide()
if (not self.frame.graphical) then
self.frame.graphical = {}
end
for i=1, self.numRunes do
self:CreateRune(i)
end
end
function IceClassPowerCounter.prototype:CreateRune(i)
-- create runes
if (not self.frame.graphical[i]) then
self.frame.graphical[i] = CreateFrame("Frame", nil, self.frame)
self.frame.graphical[i].rune = self.frame.graphical[i]:CreateTexture(nil, "LOW")
self.frame.graphical[i].rune:SetAllPoints(self.frame.graphical[i])
self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
self.frame.graphical[i]:SetWidth(self.runeWidth)
self.frame.graphical[i]:SetHeight(self.runeHeight)
self:SetupRuneTexture(i)
self.frame.graphical[i].rune:SetVertexColor(0, 0, 0)
end
self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
self.frame.graphical[i]:Hide()
self.frame.graphical[i].shine:SetTexture("Interface\\ComboFrame\\ComboPoint")
self.frame.graphical[i].shine:SetBlendMode("ADD")
self.frame.graphical[i].shine:SetTexCoord(0.5625, 1, 0, 1)
self.frame.graphical[i].shine:ClearAllPoints()
self.frame.graphical[i].shine:SetPoint("CENTER", self.frame.graphical[i], "CENTER")
self.frame.graphical[i].shine:SetWidth(self.runeWidth + 25)
self.frame.graphical[i].shine:SetHeight(self.runeHeight + 10)
self.frame.graphical[i].shine:Hide()
end
function IceClassPowerCounter.prototype:SetupRuneTexture(rune)
if not rune or rune < 1 or rune > #self.runeCoords then
return
end
local width = self.runeHeight
local a,b,c,d = 0, 1, 0, 1
if self.moduleSettings.runeMode == "Graphical" then
width = self.runeWidth
a,b,c,d = unpack(self.runeCoords[rune])
end
-- make sure any texture aside from the special one is square and has the proper coordinates
self.frame.graphical[rune].rune:SetTexCoord(a, b, c, d)
self.frame.graphical[rune]:SetWidth(width)
self.frame:SetWidth(width*self.numRunes)
if self.moduleSettings.displayMode == "Horizontal" then
self.frame.graphical[rune]:SetPoint("TOPLEFT", (rune-1) * (width-5) + (rune-1) + ((rune-1) * self.moduleSettings.runeGap), 0)
else
self.frame.graphical[rune]:SetPoint("TOPLEFT", 0, -1 * ((rune-1) * (self.runeHeight-5) + (rune-1) + ((rune-1) * self.moduleSettings.runeGap)))
end
if self.moduleSettings.runeMode == "Graphical" then
self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(rune))
elseif self.moduleSettings.runeMode == "Graphical Bar" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "Combo")
elseif self.moduleSettings.runeMode == "Graphical Circle" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboRound")
elseif self.moduleSettings.runeMode == "Graphical Glow" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboGlow")
elseif self.moduleSettings.runeMode == "Graphical Clean Circle" then
self.frame.graphical[rune].rune:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
end
end
function IceClassPowerCounter.prototype:GetAlphaAdd()
return 0.15
end
function IceClassPowerCounter.prototype:SetCustomColor(i)
local r, g, b = self:GetCustomColor()
if (self.moduleSettings.gradient) then
r,g,b = self:GetGradientColor(i)
end
self.frame.graphical[i].rune:SetVertexColor(r, g, b)
end
function IceClassPowerCounter.prototype:GetGradientColor(curr)
local r, g, b = self:GetCustomColor()
local mr, mg, mb = self:GetCustomMinColor()
local scale = (curr-1)/(self.numRunes-1)
if r < mr then
r = ((r-mr)*scale) + mr
else
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 IceClassPowerCounter.prototype:TargetChanged()
IceClassPowerCounter.super.prototype.TargetChanged(self)
-- 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
-- need to re-run CreateFrame in order to setup the frame properly. not sure why :(
self:Redraw()
end
function IceClassPowerCounter.prototype:InCombat()
IceClassPowerCounter.super.prototype.InCombat(self)
self:Redraw()
end
function IceClassPowerCounter.prototype:OutCombat()
IceClassPowerCounter.super.prototype.OutCombat(self)
self:Redraw()
end
function IceClassPowerCounter.prototype:CheckCombat()
IceClassPowerCounter.super.prototype.CheckCombat(self)
self:Redraw()
end
function IceClassPowerCounter.prototype:AlphaPassThroughTarget()
return self.moduleSettings.hideFriendly and UnitIsFriend("player", "target")
end
function IceClassPowerCounter.prototype:HideBlizz()
assert(true, "Must override HideBlizz in child classes.")
end