Files
ice-hud/modules/SunderCount.lua
Parnic cb77e8358b - fixed 'inverse' mode to work with potential SnD bar
- expanded range of class power counters (shards, holy power) by request
- fixed lacerate and sunder count modules to work with 3 max charges instead of 5 as per the new patch (these *really* need to go away and be auto-replaced by custom counters...)
- yet another fix for text sometimes displaying the unit name for PetHealth
- fixed how the 'second highest threat' bar is drawn so that it actually works with all textures
2010-10-17 20:20:00 +00:00

311 lines
8.3 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local SunderCount = IceCore_CreateClass(IceElement)
SunderCount.prototype.sunderSize = 20
SunderCount.prototype.numSunders = 3
-- Constructor --
function SunderCount.prototype:init()
SunderCount.super.prototype.init(self, "SunderCount")
self:SetDefaultColor("SunderCount", 1, 1, 0)
self.scalingEnabled = true
end
-- 'Public' methods -----------------------------------------------------------
-- OVERRIDE
function SunderCount.prototype:GetOptions()
local opts = SunderCount.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 = 200,
step = 1,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 31
}
opts["sunderFontSize"] = {
type = "range",
name = L["Sunder Count Font Size"],
desc = L["Sunder Count Font Size"],
get = function()
return self.moduleSettings.sunderFontSize
end,
set = function(info, v)
self.moduleSettings.sunderFontSize = v
self:Redraw()
end,
min = 10,
max = 40,
step = 1,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 32
}
opts["sunderMode"] = {
type = 'select',
name = L["Display Mode"],
desc = L["Show graphical or numeric sunders"],
get = function(info)
return IceHUD:GetSelectValue(info, self.moduleSettings.sunderMode)
end,
set = function(info, v)
self.moduleSettings.sunderMode = info.option.values[v]
self:CreateSunderFrame(true)
self:Redraw()
IceHUD:NotifyOptionsChange()
end,
values = { "Numeric", "Graphical Bar", "Graphical Circle", "Graphical Glow", "Graphical Clean Circle" },
disabled = function()
return not self.moduleSettings.enabled
end,
order = 33
}
opts["sunderGap"] = {
type = 'range',
name = L["Sunder gap"],
desc = L["Spacing between each sunder count (only works for graphical mode)"],
min = 0,
max = 100,
step = 1,
get = function()
return self.moduleSettings.sunderGap
end,
set = function(info, v)
self.moduleSettings.sunderGap = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or self.moduleSettings.sunderMode == "Numeric"
end,
order = 33.2
}
opts["gradient"] = {
type = "toggle",
name = L["Change color"],
desc = L["1 sunder: yellow, 5 sunders: red"],
get = function()
return self.moduleSettings.gradient
end,
set = function(info, v)
self.moduleSettings.gradient = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 34
}
opts.gradient.desc = string.gsub(opts.gradient.desc, "5", tostring(self.numSunders))
return opts
end
-- OVERRIDE
function SunderCount.prototype:GetDefaultSettings()
local defaults = SunderCount.super.prototype.GetDefaultSettings(self)
defaults["vpos"] = 0
defaults["sunderFontSize"] = 20
defaults["sunderMode"] = "Numeric"
defaults["gradient"] = false
defaults["usesDogTagStrings"] = false
defaults["alwaysFullAlpha"] = true
defaults["sunderGap"] = 0
return defaults
end
-- OVERRIDE
function SunderCount.prototype:Redraw()
SunderCount.super.prototype.Redraw(self)
self:CreateFrame()
self:UpdateSunderCount()
end
-- OVERRIDE
function SunderCount.prototype:Enable(core)
SunderCount.super.prototype.Enable(self, core)
self:RegisterEvent("PLAYER_TARGET_CHANGED", "UpdateSunderCount")
self:RegisterEvent("UNIT_AURA", "UpdateSunderCount")
if self.moduleSettings.sunderMode == "Graphical" then
self.moduleSettings.sunderMode = "Graphical Bar"
end
self:CreateSunderFrame(true)
end
-- 'Protected' methods --------------------------------------------------------
-- OVERRIDE
function SunderCount.prototype:CreateFrame()
SunderCount.super.prototype.CreateFrame(self)
self.frame:SetFrameStrata("BACKGROUND")
self.frame:SetWidth(self.sunderSize*self.numSunders)
self.frame:SetHeight(1)
self.frame:ClearAllPoints()
self.frame:SetPoint("TOP", self.parent, "BOTTOM", 0, self.moduleSettings.vpos)
self:Show(true)
self:CreateSunderFrame()
end
function SunderCount.prototype:CreateSunderFrame(doTextureUpdate)
-- create numeric sunders
self.frame.numeric = self:FontFactory(self.moduleSettings.sunderFontSize, nil, self.frame.numeric)
self.frame.numeric:SetWidth(50)
self.frame.numeric:SetJustifyH("CENTER")
self.frame.numeric:SetPoint("TOP", self.frame, "TOP", 0, 0)
self.frame.numeric:Show()
if (not self.frame.graphicalBG) then
self.frame.graphicalBG = {}
self.frame.graphical = {}
end
-- create backgrounds
for i = 1, self.numSunders do
if (not self.frame.graphicalBG[i]) then
local frame = CreateFrame("Frame", nil, self.frame)
self.frame.graphicalBG[i] = frame
frame.texture = frame:CreateTexture()
frame.texture:SetAllPoints(frame)
end
if doTextureUpdate then
if self.moduleSettings.sunderMode == "Graphical Bar" then
self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboBG")
elseif self.moduleSettings.sunderMode == "Graphical Circle" then
self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboRoundBG")
elseif self.moduleSettings.sunderMode == "Graphical Glow" then
self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboGlowBG")
elseif self.moduleSettings.sunderMode == "Graphical Clean Circle" then
self.frame.graphicalBG[i].texture:SetTexture(IceElement.TexturePath .. "ComboCleanCurvesBG")
end
end
self.frame.graphicalBG[i]:SetFrameStrata("BACKGROUND")
self.frame.graphicalBG[i]:SetWidth(self.sunderSize)
self.frame.graphicalBG[i]:SetHeight(self.sunderSize)
self.frame.graphicalBG[i]:SetPoint("TOPLEFT", (i-1) * (self.sunderSize-5) + (i-1) + ((i-1) * self.moduleSettings.sunderGap), 0)
self.frame.graphicalBG[i]:SetAlpha(0.15)
self.frame.graphicalBG[i].texture:SetVertexColor(self:GetColor("SunderCount"))
self.frame.graphicalBG[i]:Hide()
end
-- create sunders
for i = 1, self.numSunders do
if (not self.frame.graphical[i]) then
local frame = CreateFrame("Frame", nil, self.frame)
self.frame.graphical[i] = frame
frame.texture = frame:CreateTexture()
frame.texture:SetAllPoints(frame)
end
if doTextureUpdate then
if self.moduleSettings.sunderMode == "Graphical Bar" then
self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "Combo")
elseif self.moduleSettings.sunderMode == "Graphical Circle" then
self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "ComboRound")
elseif self.moduleSettings.sunderMode == "Graphical Glow" then
self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "ComboGlow")
elseif self.moduleSettings.sunderMode == "Graphical Clean Circle" then
self.frame.graphical[i].texture:SetTexture(IceElement.TexturePath .. "ComboCleanCurves")
end
end
self.frame.graphical[i]:SetFrameStrata("BACKGROUND")
self.frame.graphical[i]:SetAllPoints(self.frame.graphicalBG[i])
local r, g, b = self:GetColor("SunderCount")
if (self.moduleSettings.gradient) then
g = g - ((0.75 / self.numSunders) * i)
end
self.frame.graphical[i].texture:SetVertexColor(r, g, b)
self.frame.graphical[i]:Hide()
end
end
function SunderCount.prototype:UpdateSunderCount()
local points
if IceHUD.IceCore:IsInConfigMode() then
points = self.numSunders
else
points = IceHUD:GetDebuffCount("target", "Ability_Warrior_Sunder")
end
if (points == 0) then
points = nil
end
if (self.moduleSettings.sunderMode == "Numeric") then
local r, g, b = self:GetColor("SunderCount")
if (self.moduleSettings.gradient and points) then
g = g - ((0.75 / self.numSunders) * points)
end
self.frame.numeric:SetTextColor(r, g, b, 0.7)
self.frame.numeric:SetText(points)
else
self.frame.numeric:SetText()
for i = 1, table.getn(self.frame.graphical) do
if (points ~= nil) then
self.frame.graphicalBG[i]:Show()
else
self.frame.graphicalBG[i]:Hide()
end
if (points ~= nil and i <= points) then
self.frame.graphical[i]:Show()
else
self.frame.graphical[i]:Hide()
end
end
end
end
-- Load us up
local _, unitClass = UnitClass("player")
if (unitClass == "WARRIOR") then
IceHUD.SunderCount = SunderCount:new()
end