mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
373 lines
10 KiB
Lua
373 lines
10 KiB
Lua
local AceOO = AceLibrary("AceOO-2.0")
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IceCustomBar = AceOO.Class(IceUnitBar)
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local validUnits = {"player", "target", "focus", "pet", "vehicle", "targettarget", "main hand weapon", "off hand weapon"}
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local buffOrDebuff = {"buff", "debuff"}
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local validBuffTimers = {"none", "seconds", "minutes:seconds", "minutes"}
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IceCustomBar.prototype.auraDuration = 0
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IceCustomBar.prototype.auraEndTime = 0
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-- Constructor --
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function IceCustomBar.prototype:init()
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IceCustomBar.super.prototype.init(self, "MyCustomBar", "player")
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end
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-- 'Public' methods -----------------------------------------------------------
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-- OVERRIDE
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function IceCustomBar.prototype:Enable(core)
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IceCustomBar.super.prototype.Enable(self, core)
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self:RegisterEvent("UNIT_AURA", "UpdateCustomBar")
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self:RegisterEvent("UNIT_PET", "UpdateCustomBar")
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self:RegisterEvent("PLAYER_PET_CHANGED", "UpdateCustomBar")
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self:RegisterEvent("PLAYER_FOCUS_CHANGED", "UpdateCustomBar")
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self:Show(true)
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self.unit = self.moduleSettings.myUnit
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self:UpdateCustomBar(self.unit)
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end
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function IceCustomBar.prototype:TargetChanged()
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self:UpdateCustomBar(self.unit)
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end
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function IceCustomBar.prototype:Disable(core)
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IceCustomBar.super.prototype.Disable(self, core)
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self:CancelScheduledEvent(self.elementName)
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end
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-- OVERRIDE
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function IceCustomBar.prototype:GetDefaultSettings()
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local settings = IceCustomBar.super.prototype.GetDefaultSettings(self)
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settings["enabled"] = true
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settings["shouldAnimate"] = false
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settings["desiredLerpTime"] = 0
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settings["lowThreshold"] = 0
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settings["side"] = IceCore.Side.Right
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settings["offset"] = 8
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settings["upperText"]=""
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settings["usesDogTagStrings"] = false
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settings["lockLowerFontAlpha"] = false
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settings["lowerText"] = ""
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settings["lowerTextVisible"] = false
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settings["customBarType"] = "Bar"
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settings["buffToTrack"] = ""
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settings["myUnit"] = "player"
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settings["buffOrDebuff"] = "buff"
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settings["barColor"] = {r=1, g=0, b=0, a=1}
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settings["trackOnlyMine"] = true
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settings["displayWhenEmpty"] = false
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settings["hideAnimationSettings"] = true
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settings["buffTimerDisplay"] = "minutes"
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return settings
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end
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-- OVERRIDE
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function IceCustomBar.prototype:GetOptions()
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local opts = IceCustomBar.super.prototype.GetOptions(self)
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opts.textSettings.args.upperTextString.hidden = false
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opts.textSettings.args.lowerTextString.hidden = false
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opts["customHeader"] = {
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type = 'header',
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name = "Custom bar settings",
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order = 20.1,
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}
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opts["deleteme"] = {
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type = 'execute',
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name = 'Delete me',
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desc = 'Deletes this custom module and all associated settings. Cannot be undone!',
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func = function()
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local dialog = StaticPopup_Show("ICEHUD_DELETE_CUSTOM_MODULE")
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if dialog then
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dialog.data = self
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end
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end,
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order = 20.2,
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}
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opts["name"] = {
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type = 'text',
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name = 'Bar name',
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desc = 'The name of this bar (must be unique!).\n\nRemember to press ENTER after filling out this box with the name you want or it will not save.',
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get = function()
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return self.elementName
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end,
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set = function(v)
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IceHUD.IceCore:RenameDynamicModule(self, v)
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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 = 20.3,
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}
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opts["unitToTrack"] = {
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type = 'text',
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validate = validUnits,
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name = 'Unit to track',
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desc = 'Select which unit that this bar should be looking for buffs/debuffs on',
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get = function()
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return self.moduleSettings.myUnit
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end,
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set = function(v)
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self.moduleSettings.myUnit = v
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self.unit = v
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self:Redraw()
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self:UpdateCustomBar(self.unit)
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AceLibrary("Waterfall-1.0"):Refresh("IceHUD")
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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 = 20.4,
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}
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opts["buffOrDebuff"] = {
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type = 'text',
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validate = buffOrDebuff,
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name = 'Buff or debuff?',
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desc = 'Whether we are tracking a buff or debuff',
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get = function()
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return self.moduleSettings.buffOrDebuff
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end,
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set = function(v)
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self.moduleSettings.buffOrDebuff = v
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self:Redraw()
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self:UpdateCustomBar(self.unit)
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end,
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disabled = function()
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return not self.moduleSettings.enabled or self.unit == "main hand weapon" or self.unit == "off hand weapon"
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end,
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order = 20.5,
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}
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opts["buffToTrack"] = {
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type = 'text',
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name = "Aura to track",
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desc = "Which buff/debuff this bar will be tracking.\n\nRemember to press ENTER after filling out this box with the name you want or it will not save.",
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get = function()
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return self.moduleSettings.buffToTrack
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end,
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set = function(v)
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if self.moduleSettings.buffToTrack == self.moduleSettings.upperText then
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self.moduleSettings.upperText = v
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end
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self.moduleSettings.buffToTrack = v
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self:Redraw()
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self:UpdateCustomBar(self.unit)
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end,
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disabled = function()
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return not self.moduleSettings.enabled or self.unit == "main hand weapon" or self.unit == "off hand weapon"
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end,
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order = 20.6,
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}
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opts["trackOnlyMine"] = {
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type = 'toggle',
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name = 'Only track auras by me',
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desc = 'Checking this means that only buffs or debuffs that the player applied will trigger this bar',
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get = function()
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return self.moduleSettings.trackOnlyMine
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end,
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set = function(v)
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self.moduleSettings.trackOnlyMine = v
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self:Redraw()
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self:UpdateCustomBar(self.unit)
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end,
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disabled = function()
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return not self.moduleSettings.enabled or self.unit == "main hand weapon" or self.unit == "off hand weapon"
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end,
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order = 20.7,
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}
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opts["barColor"] = {
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type = 'color',
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name = 'Bar color',
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desc = 'The color for this bar',
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get = function()
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return self:GetBarColor()
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end,
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set = function(r,g,b)
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self.moduleSettings.barColor.r = r
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self.moduleSettings.barColor.g = g
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self.moduleSettings.barColor.b = b
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self.barFrame:SetStatusBarColor(self:GetBarColor())
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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 = 20.8,
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}
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opts["displayWhenEmpty"] = {
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type = 'toggle',
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name = 'Display when empty',
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desc = 'Whether or not to display this bar even if the buff/debuff specified is not present.',
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get = function()
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return self.moduleSettings.displayWhenEmpty
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end,
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set = function(v)
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self.moduleSettings.displayWhenEmpty = v
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self:UpdateCustomBar()
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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 = 20.9
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}
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opts["buffTimerDisplay"] = {
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type = 'text',
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name = 'Buff timer display',
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desc = 'How to display the buff timer next to the name of the buff on the bar',
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get = function()
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return self.moduleSettings.buffTimerDisplay
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end,
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set = function(v)
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self.moduleSettings.buffTimerDisplay = v
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self:UpdateCustomBar()
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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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validate = validBuffTimers,
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order = 21
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}
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return opts
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end
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function IceCustomBar.prototype:GetBarColor()
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return self.moduleSettings.barColor.r, self.moduleSettings.barColor.g, self.moduleSettings.barColor.b, self.alpha
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end
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-- 'Protected' methods --------------------------------------------------------
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function IceCustomBar.prototype:GetAuraDuration(unitName, buffName)
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if unitName == "main hand weapon" or unitName == "off hand weapon" then
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local hasMainHandEnchant, mainHandExpiration, mainHandCharges, hasOffHandEnchant, offHandExpiration, offHandCharges
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= GetWeaponEnchantInfo()
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if unitName == "main hand weapon" and hasMainHandEnchant then
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return mainHandExpiration/1000, mainHandExpiration/1000, mainHandCharges
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elseif unitName == "off hand weapon" and hasOffHandEnchant then
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return offHandExpiration/1000, offHandExpiration/1000, offHandCharges
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end
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return nil, nil, nil
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end
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local i = 1
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local remaining
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local isBuff = self.moduleSettings.buffOrDebuff == "buff" and true or false
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local buffFilter = (isBuff and "HELPFUL" or "HARMFUL") .. (self.moduleSettings.trackOnlyMine and "|PLAYER" or "")
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local buff, rank, texture, count, type, duration, endTime, unitCaster = UnitAura(unitName, i, buffFilter)
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local isMine = unitCaster == "player"
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while buff do
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if (buff:upper() == buffName:upper() and (not self.moduleSettings.trackOnlyMine or isMine)) then
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if endTime and not remaining then
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remaining = endTime - GetTime()
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end
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return duration, remaining, count
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end
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i = i + 1;
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buff, rank, texture, count, type, duration, endTime, unitCaster = UnitAura(unitName, i, buffFilter)
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isMine = unitCaster == "player"
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end
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return nil, nil, nil
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end
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function IceCustomBar.prototype:UpdateCustomBar(unit, fromUpdate)
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if unit and unit ~= self.unit and not (self.unit == "main hand weapon" or self.unit == "off hand weapon") then
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return
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end
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local now = GetTime()
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local remaining = nil
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if not fromUpdate then
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self.auraDuration, remaining =
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self:GetAuraDuration(self.unit, self.moduleSettings.buffToTrack)
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if not remaining then
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self.auraEndTime = 0
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else
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self.auraEndTime = remaining + now
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end
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end
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if self.auraEndTime and self.auraEndTime >= now then
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if not fromUpdate then
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self.frame:SetScript("OnUpdate", function() self:UpdateCustomBar(self.unit, true) end)
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end
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self:Show(true)
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if not remaining then
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remaining = self.auraEndTime - now
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end
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self:UpdateBar(self.auraDuration ~= 0 and remaining / self.auraDuration or 0, "undef")
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else
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self:UpdateBar(0, "undef")
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self:Show(false)
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end
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if (remaining ~= nil) then
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local buffString = ""
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if self.moduleSettings.buffTimerDisplay == "seconds" then
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buffString = tostring(ceil(remaining or 0)) .. "s"
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else
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local seconds = ceil(remaining)%60
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local minutes = ceil(remaining)/60
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if self.moduleSettings.buffTimerDisplay == "minutes:seconds" then
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buffString = floor(minutes) .. ":" .. string.format("%02d", seconds)
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elseif self.moduleSettings.buffTimerDisplay == "minutes" then
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if minutes > 1 then
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buffString = ceil(minutes) .. "m"
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else
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buffString = ceil(remaining) .. "s"
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end
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end
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end
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self:SetBottomText1(self.moduleSettings.upperText .. " " .. buffString)
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else
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self.auraBuffCount = 0
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self:SetBottomText1(self.moduleSettings.upperText)
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end
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self.barFrame:SetStatusBarColor(self:GetBarColor())
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end
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function IceCustomBar.prototype:OutCombat()
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IceCustomBar.super.prototype.OutCombat(self)
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self:UpdateCustomBar(self.unit)
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end
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function IceCustomBar.prototype:Show(bShouldShow)
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if self.moduleSettings.displayWhenEmpty then
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if not self.bIsVisible then
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IceCustomBar.super.prototype.Show(self, true)
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end
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else
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IceCustomBar.super.prototype.Show(self, bShouldShow)
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end
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end
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