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This has been tested on Classic with a Rogue up to level 5 using various modules and casually checked against a few level 1 classes. I'm sure there's a lot more to do here. I also made sure to test on Live. Where possible I tried to check for API availability rather than specific client versions or program IDs. There are many cases where that's impractical, however, so version/program ID checks were used. This was tested with: * Ace3 @r1225 * AceGUI-3.0-SharedMediaWidgets @r61 * LibDBIcon-1.0 @v8.2.0 * LibDogTag-3.0 @v80200.1 * LibDogTag-Unit-3.0 @v80200.1-2-g93a898d-alpha * LibRangeCheck-2.0 @v4.2.3 (with a couple of local changes) * LibSharedMedia-3.0 @r113-alpha
139 lines
4.1 KiB
Lua
139 lines
4.1 KiB
Lua
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
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local ComboPointsBar = IceCore_CreateClass(IceBarElement)
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local SPELL_POWER_COMBO_POINTS = SPELL_POWER_COMBO_POINTS
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if IceHUD.WowVer >= 80000 or IceHUD.WowClassic then
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SPELL_POWER_COMBO_POINTS = Enum.PowerType.ComboPoints
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end
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function ComboPointsBar.prototype:init()
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ComboPointsBar.super.prototype.init(self, "ComboPointsBar")
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self:SetDefaultColor("ComboPointsBarMin", 1, 1, 0)
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self:SetDefaultColor("ComboPointsBarMax", 0, 1, 0)
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self.bTreatEmptyAsFull = true
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end
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function ComboPointsBar.prototype:GetOptions()
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local opts = ComboPointsBar.super.prototype.GetOptions(self)
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opts["alwaysDisplay"] = {
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type = "toggle",
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name = L["Always display bar"],
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desc = L["Whether this bar should hide when the player has 0 combo points or stay visible"],
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get = function()
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return self.moduleSettings.alwaysDisplay
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end,
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set = function(info, v)
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self.moduleSettings.alwaysDisplay = v
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self:UpdateComboPoints()
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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 = 31
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}
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opts["bShowWithNoTarget"] =
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{
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type = 'toggle',
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name = L["Show with no target"],
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desc = L["Whether or not to display when you have no target selected but have combo points available"],
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get = function()
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return self.moduleSettings.bShowWithNoTarget
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end,
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set = function(info, v)
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self.moduleSettings.bShowWithNoTarget = v
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self:UpdateComboPoints()
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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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}
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return opts
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end
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function ComboPointsBar.prototype:GetDefaultSettings()
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local defaults = ComboPointsBar.super.prototype.GetDefaultSettings(self)
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defaults.textVisible['lower'] = false
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defaults.offset = 8
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defaults.enabled = false
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defaults.alwaysDisplay = false
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defaults.desiredLerpTime = 0.05
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defaults.bShowWithNoTarget = true
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return defaults
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end
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function ComboPointsBar.prototype:Enable(core)
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ComboPointsBar.super.prototype.Enable(self, core)
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self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateComboPoints")
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if IceHUD.WowVer >= 30000 or IceHUD.WowClassic then
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if IceHUD.WowVer < 70000 and not IceHUD.WowClassic then
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self:RegisterEvent("UNIT_COMBO_POINTS", "UpdateComboPoints")
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else
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self:RegisterEvent(IceHUD.UnitPowerEvent, "UpdateComboPoints")
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end
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if UnitHasVehicleUI then
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self:RegisterEvent("UNIT_ENTERED_VEHICLE", "UpdateComboPoints")
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self:RegisterEvent("UNIT_EXITED_VEHICLE", "UpdateComboPoints")
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end
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else
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self:RegisterEvent("PLAYER_COMBO_POINTS", "UpdateComboPoints")
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end
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end
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function ComboPointsBar.prototype:CreateFrame()
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ComboPointsBar.super.prototype.CreateFrame(self)
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self:UpdateComboPoints()
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end
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local color = {}
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function ComboPointsBar.prototype:UpdateComboPoints(...)
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if select('#', ...) >= 3 and select(1, ...) == IceHUD.UnitPowerEvent and select(3, ...) ~= "COMBO_POINTS" then
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return
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end
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local points
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if IceHUD.IceCore:IsInConfigMode() then
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points = UnitPowerMax("player", SPELL_POWER_COMBO_POINTS)
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elseif IceHUD.WowVer >= 30000 or IceHUD.WowClassic then
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-- Parnic: apparently some fights have combo points while the player is in a vehicle?
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local isInVehicle = UnitHasVehicleUI and UnitHasVehicleUI("player")
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local checkUnit = isInVehicle and "vehicle" or "player"
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if IceHUD.WowVer >= 60000 or IceHUD.WowClassic then
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points = UnitPower(checkUnit, SPELL_POWER_COMBO_POINTS)
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else
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points = GetComboPoints(checkUnit, "target")
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end
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else
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points = GetComboPoints("target")
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end
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if (points == 0) then
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points = nil
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end
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if points == nil or points == 0 or (not UnitExists("target") and not self.moduleSettings.bShowWithNoTarget) then
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self:Show(self.moduleSettings.alwaysDisplay)
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self:UpdateBar(0, "undef")
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else
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self:Show(true)
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self:SetScaledColor(color, (points - 1) / 4.0, self.settings.colors["ComboPointsBarMax"], self.settings.colors["ComboPointsBarMin"])
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self:UpdateBar(points / UnitPowerMax("player", SPELL_POWER_COMBO_POINTS), "undef")
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self.barFrame.bar:SetVertexColor(color.r, color.g, color.b, self.alpha)
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end
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self:SetBottomText1(points or "0")
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end
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function ComboPointsBar.prototype:Update()
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self:UpdateComboPoints()
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end
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IceHUD.ComboPointsBar = ComboPointsBar:new()
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