Files
ice-hud/modules/Runes.lua
Parnic ba8748ecca First batch of WoW Classic compatibility updates
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
2019-08-11 23:21:06 -05:00

618 lines
18 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local Runes = IceCore_CreateClass(IceElement)
local IceHUD = _G.IceHUD
local CooldownFrame_SetTimer = CooldownFrame_SetTimer
if CooldownFrame_Set then
CooldownFrame_SetTimer = CooldownFrame_Set
end
local RUNETYPE_BLOOD = 1;
local RUNETYPE_DEATH = IceHUD.WowVer < 70300 and 2 or 3;
local RUNETYPE_FROST = IceHUD.WowVer < 70300 and 3 or 2;
local RUNETYPE_CHROMATIC = 4;
local RUNETYPE_LEGION = 5; -- not real, but makes for an easy update
local GetRuneType = GetRuneType
if IceHUD.WowVer >= 70000 and IceHUD.WowVer < 70300 then
GetRuneType = function() return RUNETYPE_LEGION end
elseif IceHUD.WowVer >= 70300 then
GetRuneType = function() return GetSpecialization() end
end
local RUNEMODE_DEFAULT = "Blizzard"
local RUNEMODE_NUMERIC = "Numeric"
local RUNEMODE_BAR = "Graphical Bar"
local RUNEMODE_CIRCLE = "Graphical Circle"
local RUNEMODE_GLOW = "Graphical Glow"
local RUNEMODE_CLEANCIRCLE = "Graphical Clean Circle"
-- setup the names to be more easily readable
Runes.prototype.runeNames = {
[RUNETYPE_BLOOD] = "Blood",
[RUNETYPE_DEATH] = "Unholy",
[RUNETYPE_FROST] = "Frost",
[RUNETYPE_CHROMATIC] = "Death",
[RUNETYPE_LEGION] = "SingleRune",
}
Runes.prototype.runeSize = 25
-- blizzard has hardcoded 6 runes right now, so i'll do the same...see RuneFrame.xml
Runes.prototype.numRunes = 6
Runes.prototype.lastRuneState = {}
local SPELL_POWER_RUNES = SPELL_POWER_RUNES
if IceHUD.WowVer >= 80000 or IceHUD.WowClassic then
SPELL_POWER_RUNES = Enum.PowerType.Runes
end
-- Constructor --
function Runes.prototype:init()
Runes.super.prototype.init(self, "Runes")
if IceHUD.WowVer < 70000 or IceHUD.WowVer >= 70300 then
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_BLOOD], 255, 0, 0)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_DEATH], 0, 207, 0)
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_FROST], 0, 255, 255)
if IceHUD.WowVer < 70300 then
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_CHROMATIC], 204, 26, 255)
end
else
self:SetDefaultColor("Runes"..self.runeNames[RUNETYPE_LEGION], 204, 204, 255)
end
self.scalingEnabled = true
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function Runes.prototype:GetOptions()
local opts = Runes.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 = 300,
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 Rune frame and disables all events related to it"],
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["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,
order = 35
}
opts["cooldownMode"] = {
type = 'select',
name = L["Rune cooldown mode"],
desc = L["Choose whether the runes use a cooldown-style wipe, simply an alpha fade to show availability or both."],
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.cooldownMode)
end,
set = function(info, v)
self.moduleSettings.cooldownMode = info.option.values[v]
self:Redraw()
end,
values = { "Cooldown", "Alpha", "Both" },
disabled = function()
return not self.moduleSettings.enabled
end,
hidden = function()
return self.moduleSettings.runeMode ~= RUNEMODE_DEFAULT
end,
order = 36
}
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,
order = 34.1
}
opts["runeMode"] = {
type = 'select',
name = L["Rune display mode"],
desc = L["What graphical representation each rune should have. When setting to anything other than 'graphical', the module will behave more like combo points and simply show how many are active."],
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.runeMode)
end,
set = function(info, v)
self.moduleSettings.runeMode = info.option.values[v]
self:ResetRuneAvailability()
self:Redraw()
end,
values = { RUNEMODE_DEFAULT, RUNEMODE_NUMERIC, RUNEMODE_BAR, RUNEMODE_CIRCLE, RUNEMODE_GLOW, RUNEMODE_CLEANCIRCLE },
disabled = function()
return not self.moduleSettings.enabled
end,
order = 35.5,
}
opts["showWhenNotFull"] = {
type = 'toggle',
name = L["Show when not full"],
desc = L["Whether to show the Runes module any time the player has fewer than max runes available (regardless of combat/target status)."],
get = function()
return self.moduleSettings.showWhenNotFull
end,
set = function(info, v)
self.moduleSettings.showWhenNotFull = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 38,
}
return opts
end
-- OVERRIDE
function Runes.prototype:GetDefaultSettings()
local defaults = Runes.super.prototype.GetDefaultSettings(self)
defaults["vpos"] = 0
defaults["hpos"] = 10
defaults["runeFontSize"] = 20
defaults["runeMode"] = "Graphical"
defaults["usesDogTagStrings"] = false
defaults["hideBlizz"] = true
defaults["alwaysFullAlpha"] = false
defaults["displayMode"] = "Horizontal"
defaults["cooldownMode"] = "Cooldown"
defaults["runeMode"] = RUNEMODE_DEFAULT
defaults["runeGap"] = 0
defaults["showWhenNotFull"] = false
return defaults
end
-- OVERRIDE
function Runes.prototype:Redraw()
Runes.super.prototype.Redraw(self)
self:CreateFrame()
end
-- OVERRIDE
function Runes.prototype:Enable(core)
if IceHUD.WowVer >= 70000 then
self.numRunes = UnitPowerMax("player", SPELL_POWER_RUNES)
end
for i=1,self.numRunes do
self.lastRuneState[i] = select(3, GetRuneCooldown(i))
end
Runes.super.prototype.Enable(self, core)
self:RegisterEvent("RUNE_POWER_UPDATE", "ResetRuneAvailability")
if IceHUD.WowVer < 80000 then
self:RegisterEvent("RUNE_TYPE_UPDATE", "UpdateRuneType")
end
if IceHUD.WowVer >= 70300 then
self:RegisterEvent("PLAYER_SPECIALIZATION_CHANGED", "UpdateRuneColors")
end
self:RegisterEvent("PLAYER_ENTERING_WORLD", "ResetRuneAvailability")
self:RegisterEvent("UNIT_MAXPOWER", "CheckMaxNumRunes")
if (self.moduleSettings.hideBlizz) then
self:HideBlizz()
end
end
function Runes.prototype:Disable(core)
Runes.super.prototype.Disable(self, core)
if self.moduleSettings.hideBlizz then
self:ShowBlizz()
end
end
function Runes.prototype:CheckMaxNumRunes(event, unit, powerType)
if unit ~= "player" then
return
end
if UnitPowerMax("player", SPELL_POWER_RUNES) ~= self.numRunes then
self.numRunes = UnitPowerMax("player", SPELL_POWER_RUNES)
for i = 1, #self.frame.graphical do
self.frame.graphical[i]:Hide()
end
self:Redraw()
end
end
function Runes.prototype:ResetRuneAvailability(event)
for i=1, self.numRunes do
self:UpdateRunePower(event, i, not event)
end
self:Redraw()
end
-- simply shows/hides the foreground rune when it becomes usable/unusable. this allows the background transparent rune to show only
function Runes.prototype:UpdateRunePower(event, rune, dontFlash)
if rune and (not self.frame.graphical or #self.frame.graphical < rune) then
return
end
if self.moduleSettings.runeMode == RUNEMODE_NUMERIC then
self.frame.numeric:SetText(tostring(self:GetNumRunesAvailable()))
return
end
local start, duration, usable = GetRuneCooldown(rune)
local lastState = self.lastRuneState[rune]
self.lastRuneState[rune] = usable
-- if lastState == usable then
-- return
-- end
-- print("Runes.prototype:UpdateRunePower: rune="..rune.." usable="..(usable and "yes" or "no").." GetRuneType(rune)="..GetRuneType(rune));
if usable then
if self.moduleSettings.cooldownMode == "Alpha" or self.moduleSettings.runeMode ~= RUNEMODE_DEFAULT then
self.frame.graphical[rune]:SetAlpha(1)
elseif self.moduleSettings.cooldownMode == "Cooldown" then
self.frame.graphical[rune].cd:Hide()
elseif self.moduleSettings.cooldownMode == "Both" then
self.frame.graphical[rune].cd:Hide()
self.frame.graphical[rune]:SetAlpha(1)
end
if not dontFlash and lastState ~= usable then
local fadeInfo={
mode = "IN",
timeToFade = 0.25,
finishedFunc = Runes.prototype.ShineFinished,
finishedArg1 = self,
finishedArg2 = rune
}
UIFrameFade(self.frame.graphical[rune].shine, fadeInfo);
end
elseif start ~= nil and duration ~= nil then
if self.moduleSettings.runeMode ~= RUNEMODE_DEFAULT then
self.frame.graphical[rune]:SetAlpha(0)
elseif self.moduleSettings.cooldownMode == "Cooldown" then
CooldownFrame_SetTimer(self.frame.graphical[rune].cd, start, duration, true)
self.frame.graphical[rune].cd:Show()
elseif self.moduleSettings.cooldownMode == "Alpha" then
self.frame.graphical[rune]:SetAlpha(0.2)
elseif self.moduleSettings.cooldownMode == "Both" then
CooldownFrame_SetTimer(self.frame.graphical[rune].cd, start, duration, true)
self.frame.graphical[rune].cd:Show()
self.frame.graphical[rune]:SetAlpha(0.2)
end
end
end
function Runes.prototype:GetNumRunesAvailable()
local available = 0
for i=1,self.numRunes do
if select(3, GetRuneCooldown(i)) then
available = available + 1
end
end
return available
end
function Runes.prototype:ShineFinished(rune)
UIFrameFadeOut(self.frame.graphical[rune].shine, 0.5);
end
function Runes.prototype:UpdateRuneType(event, rune)
IceHUD:Debug("Runes.prototype:UpdateRuneType: rune="..rune.." GetRuneType(rune)="..GetRuneType(rune));
if not rune or tonumber(rune) ~= rune or rune < 1 or rune > self.numRunes then
return
end
local thisRuneName = self.runeNames[GetRuneType(rune)]
-- i have no idea how this could happen but it's been reported, so...
if not thisRuneName then
return
end
self.frame.graphical[rune].rune:SetTexture(self:GetRuneTexture(thisRuneName))
self.frame.graphical[rune].rune:SetVertexColor(self:GetColor("Runes"..thisRuneName))
end
function Runes.prototype:UpdateRuneColors()
for i=1,self.numRunes do
self:UpdateRuneType(nil, i)
end
end
function Runes.prototype:GetRuneTexture(runeName)
if IceHUD.WowVer >= 70300 then
runeName = self.runeNames[RUNETYPE_LEGION]
end
if self.moduleSettings.runeMode == RUNEMODE_DEFAULT and runeName then
return "Interface\\PlayerFrame\\UI-PlayerFrame-DeathKnight-"..runeName
elseif self.moduleSettings.runeMode == RUNEMODE_BAR then
return IceElement.TexturePath .. "Combo"
elseif self.moduleSettings.runeMode == RUNEMODE_CIRCLE then
return IceElement.TexturePath .. "ComboRound"
elseif self.moduleSettings.runeMode == RUNEMODE_GLOW then
return IceElement.TexturePath .. "ComboGlow"
elseif self.moduleSettings.runeMode == RUNEMODE_CLEANCIRCLE then
return IceElement.TexturePath .. "ComboCleanCurves"
end
return ""
end
-- 'Protected' methods --------------------------------------------------------
-- OVERRIDE
function Runes.prototype:CreateFrame()
Runes.super.prototype.CreateFrame(self)
self.frame:SetFrameStrata("BACKGROUND")
self.frame:SetWidth(self.runeSize*self.numRunes)
self.frame:SetHeight(1)
self.frame:ClearAllPoints()
self.frame:SetPoint("TOP", self.parent, "BOTTOM", self.moduleSettings.hpos, self.moduleSettings.vpos)
self:CreateRuneFrame()
end
function Runes.prototype:CreateRuneFrame()
-- create numeric runes
if not self.frame.numeric then
self.frame.numeric = self:FontFactory(self.moduleSettings.runeFontSize, self.frame)
end
self.frame.numeric:SetWidth(50)
self.frame.numeric:SetJustifyH("CENTER")
self.frame.numeric:SetPoint("TOP", self.frame, "TOP", 0, 0)
if self.moduleSettings.runeMode == RUNEMODE_NUMERIC then
self.frame.numeric:Show()
else
self.frame.numeric:Hide()
end
if (not self.frame.graphical) then
self.frame.graphical = {}
end
local runeType
for i=1, self.numRunes do
runeType = GetRuneType(i)
-- Parnic debug stuff for arena rune problem
--DEFAULT_CHAT_FRAME:AddMessage("i="..i.." GetRuneType(i)=="..(runeType and runeType or "nil").." self.runeNames[type]=="..(self.runeNames[runeType] and self.runeNames[runeType] or "nil"))
-- runeType really shouldn't be nil here, but blizzard's code checks GetRuneType's return value, so I guess I should too...
if runeType then
self:CreateRune(i, runeType, self.runeNames[runeType])
end
end
end
function Runes.prototype:CreateRune(i, type, name)
-- whiskey tango foxtrot?! apparently arenas can cause this? I can't test out the real cause myself, so putting in a stopgap for now
if not name then
return
end
-- 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].cd = CreateFrame("Cooldown", nil, self.frame.graphical[i], "CooldownFrameTemplate")
self.frame.graphical[i].shine = self.frame.graphical[i]:CreateTexture(nil, "OVERLAY")
end
self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
self.frame.graphical[i]:SetWidth(self.runeSize)
self.frame.graphical[i]:SetHeight(self.runeSize)
-- hax for blizzard's swapping the unholy and frost rune placement on the default ui...
local runeSwapI = i
if IceHUD.WowVer < 70000 then
if i == 3 or i == 4 then
runeSwapI = i + 2
elseif i == 5 or i == 6 then
runeSwapI = i - 2
else
runeSwapI = i
end
end
if self.moduleSettings.displayMode == "Horizontal" then
self.frame.graphical[i]:SetPoint("TOPLEFT", (runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap), 0)
else
self.frame.graphical[i]:SetPoint("TOPLEFT", 0, -1 * ((runeSwapI-1) * (self.runeSize-5) + (runeSwapI-1) + ((runeSwapI-1) * self.moduleSettings.runeGap)))
end
local runeTex = self:GetRuneTexture(name)
self.frame.graphical[i].rune:SetTexture(runeTex)
self.frame.graphical[i].rune:SetVertexColor(self:GetColor("Runes"..name))
if self.moduleSettings.runeMode ~= RUNEMODE_NUMERIC then
self.frame.graphical[i]:Show()
else
self.frame.graphical[i]:Hide()
end
self.frame.graphical[i].cd:SetFrameStrata("BACKGROUND")
self.frame.graphical[i].cd:SetFrameLevel(self.frame.graphical[i]:GetFrameLevel()+1)
self.frame.graphical[i].cd:ClearAllPoints()
self.frame.graphical[i].cd:SetAllPoints(self.frame.graphical[i])
self.frame.graphical[i].cd:SetSwipeTexture(runeTex)
self.frame.graphical[i].cd:SetDrawEdge(false)
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.runeSize + 25)
self.frame.graphical[i].shine:SetHeight(self.runeSize + 10)
self.frame.graphical[i].shine:Hide()
end
function Runes.prototype:GetAlphaAdd()
return 0.15
end
function Runes.prototype:ShowBlizz()
RuneFrame:Show()
RuneFrame:GetScript("OnLoad")(RuneFrame)
RuneFrame:GetScript("OnEvent")(RuneFrame, "PLAYER_ENTERING_WORLD")
end
local function hook_playerframe()
hooksecurefunc("PlayerFrame_HideVehicleTexture",function()
if IceHUD.Runes.moduleSettings.hideBlizz then
IceHUD.Runes:HideBlizz()
end
end)
hook_playerframe = nil
end
function Runes.prototype:HideBlizz()
RuneFrame:Hide()
RuneFrame:UnregisterAllEvents()
if hook_playerframe then
hook_playerframe()
end
end
function Runes.prototype:TargetChanged()
Runes.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 Runes.prototype:InCombat()
Runes.super.prototype.InCombat(self)
self:Redraw()
end
function Runes.prototype:OutCombat()
Runes.super.prototype.OutCombat(self)
self:Redraw()
end
function Runes.prototype:CheckCombat()
Runes.super.prototype.CheckCombat(self)
self:Redraw()
end
function Runes.prototype:UseTargetAlpha(scale)
if not self.moduleSettings.showWhenNotFull then
return Runes.super.prototype.UseTargetAlpha(scale)
else
return self:GetNumRunesAvailable() ~= self.numRunes
end
end
-- Load us up
local _, unitClass = UnitClass("player")
if (unitClass == "DEATHKNIGHT") then
IceHUD.Runes = Runes:new()
end