Files
ice-hud/IceElement.lua
Parnic 776bbf7ab3 Added a custom counter bar module by popular demand. Behaves exactly like a stack counter module, but in bar form.
Also cleaned up a little bit of code in the core that was dealing with custom modules.
2015-08-22 16:55:14 -05:00

474 lines
11 KiB
Lua

local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
local SML = LibStub("LibSharedMedia-3.0")
local IceHUD = _G.IceHUD
IceElement = IceCore_CreateClass()
IceElement.TexturePath = IceHUD.Location .. "\\textures\\"
-- Protected variables --
IceElement.prototype.elementName = nil
IceElement.prototype.parent = nil
IceElement.prototype.frame = nil
IceElement.prototype.masterFrame = nil
IceElement.prototype.defaultColors = {} -- Shared table for all child classes to save some memory
IceElement.prototype.alpha = nil
IceElement.prototype.backroundAlpha = nil
IceElement.prototype.combat = nil
IceElement.prototype.target = nil
IceElement.settings = nil
IceElement.moduleSettings = nil
IceElement.prototype.configColor = "ff8888ff"
IceElement.prototype.scalingEnabled = nil
IceElement.prototype.bIsVisible = true
-- Constructor --
-- IceElements are to be instantiated before IceCore is loaded.
-- Therefore we can wait for IceCore to load and then register our
-- module to the core with another event.
function IceElement.prototype:init(name, skipRegister)
assert(name, "IceElement must have a name")
self.elementName = name
self.alpha = 1
self.scalingEnabled = false
-- Some common colors
self:SetDefaultColor("Text", 1, 1, 1)
self:SetDefaultColor("undef", 0.7, 0.7, 0.7)
LibStub("AceEvent-3.0"):Embed(self)
LibStub("AceTimer-3.0"):Embed(self)
if skipRegister ~= true then
IceHUD:Register(self)
end
end
-- 'Public' methods -----------------------------------------------------------
function IceElement.prototype:ToString()
return "IceElement('" .. self.elementName .. "')"
end
function IceElement.prototype:GetElementName()
return self.elementName
end
function IceElement.prototype:Create(parent)
assert(parent, "IceElement 'parent' can't be nil")
self.parent = parent
if not self.masterFrame then
self.masterFrame = CreateFrame("Frame", nil, self.parent)
self.masterFrame:SetFrameStrata("MEDIUM")
end
self:CreateFrame()
self:Show(false)
end
function IceElement.prototype:SetDatabase(db)
self.settings = db
self.moduleSettings = db.modules[self.elementName]
end
function IceElement.prototype:IsEnabled()
return self.moduleSettings.enabled
end
function IceElement.prototype:Enable(core)
if (not core) then
self.moduleSettings.enabled = true
end
self:RegisterEvent("PLAYER_REGEN_DISABLED", "InCombat")
self:RegisterEvent("PLAYER_REGEN_ENABLED", "OutCombat")
self:RegisterEvent("PLAYER_ENTERING_WORLD", "CheckCombat")
self:RegisterEvent("PLAYER_TARGET_CHANGED", "TargetChanged")
self:Show(true)
end
function IceElement.prototype:Disable(core)
if (not core) then
self.moduleSettings.enabled = false
end
self:Show(false, true)
self:UnregisterAllEvents()
end
-- inherting classes should override this and provide
-- make sure they refresh any changes made to them
function IceElement.prototype:Redraw()
end
function IceElement.prototype:GetBarTypeDescription(barType)
local pre = "|cff00ff00"
local post = "|r"
local retval = ""
if barType == "CD" then
retval = L["Cooldown"]
elseif barType == "Bar" then
retval = L["(De)Buff watcher"]
elseif barType == "Counter" then
retval = L["Counter"]
elseif barType == "CounterBar" then
retval = L["CounterBar"]
elseif barType == "Health" then
retval = HEALTH
elseif barType == "Mana" then
retval = MANA
end
return string.format("%s%s%s", pre, retval, post)
end
-- inheriting classes should override this and provide
-- AceOptions table for configuration
function IceElement.prototype:GetOptions()
local opts = {}
opts["enabled"] = {
type = "toggle",
name = L["Enabled"],
desc = L["Enable/disable module"],
get = function()
return self.moduleSettings.enabled
end,
set = function(info, value)
self.moduleSettings.enabled = value
if (value) then
self:Enable(true)
else
self:Disable()
end
end,
order = 20
}
opts["headerVisibility"] = {
type = 'header',
name = L["Visibility Settings"],
order = 27
}
opts["scale"] =
{
type = 'range',
name = L["Scale"],
desc = L["Scale of the element"],
min = 0.2,
max = 2,
step = 0.1,
isPercent = true,
hidden = not self.scalingEnabled,
get = function()
return self.moduleSettings.scale
end,
set = function(info, value)
self.moduleSettings.scale = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 27.1
}
opts["alwaysFullAlpha"] =
{
type = 'toggle',
name = L["Always show at 100% alpha"],
desc = L["Whether to always show this module at 100% alpha or not"],
width = 'double',
get = function()
return self.moduleSettings.alwaysFullAlpha
end,
set = function(info, value)
self.moduleSettings.alwaysFullAlpha = value
self:Update(self.unit)
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 27.5
}
return opts
end
-- inheriting classes should override this and provide
-- default settings to populate db
function IceElement.prototype:GetDefaultSettings()
local defaults = {}
defaults["enabled"] = true
defaults["scale"] = 1
defaults["alwaysFullAlpha"] = false
return defaults
end
-- 'Protected' methods --------------------------------------------------------
-- This should be overwritten by inheriting classes
function IceElement.prototype:CreateFrame()
if not (self.frame) then
self.frame = CreateFrame("Frame", "IceHUD_"..self.elementName, self.masterFrame)
end
self.masterFrame:SetAllPoints(self.frame)
self.masterFrame:SetScale(self.moduleSettings.scale)
self:UpdateAlpha()
end
function IceElement.prototype:UpdateAlpha()
if self.moduleSettings.alwaysFullAlpha then
self.alpha = 1
self.frame:SetAlpha(1)
return
end
self.alpha = self.settings.alphaooc
if (self.combat) then
self.alpha = self.settings.alphaic
self.backgroundAlpha = self.settings.alphaicbg
elseif (self.target and not self:AlphaPassThroughTarget()) then
self.alpha = self.settings.alphaTarget
self.backgroundAlpha = self.settings.alphaTargetbg
elseif (self:UseTargetAlpha(scale)) then
self.alpha = self.settings.alphaNotFull
self.backgroundAlpha = self.settings.alphaNotFullbg
else
self.alpha = self.settings.alphaooc
self.backgroundAlpha = self.settings.alphaoocbg
end
if self.alpha ~= 0 then
self.alpha = math.min(1, self.alpha + self:GetAlphaAdd())
end
self.frame:SetAlpha(self.alpha)
end
function IceElement.prototype:AlphaPassThroughTarget()
return not self.settings.bTreatFriendlyAsTarget and UnitIsFriend("target", "player")
end
-- use this to add some value to alpha every time. if you always want an element to be slightly brighter than the actual alpha for visibility
function IceElement.prototype:GetAlphaAdd()
return 0
end
function IceElement.prototype:GetColors()
return self.settings.colors
end
function IceElement.prototype:GetColor(color, alpha)
if not (color) then
return 1, 1, 1, 1
end
if not (alpha) then
alpha = self.alpha
end
if not (self.settings.colors[color]) then
local r, g, b = self:GetClassColor(color)
return r, g, b, alpha
end
return self.settings.colors[color].r, self.settings.colors[color].g, self.settings.colors[color].b, alpha
end
function IceElement.prototype:GetHexColor(color, alpha)
local r, g, b, a = self:GetColor(color)
return string.format("%02x%02x%02x%02x", a * 255, r * 255, g * 255, b * 255)
end
function IceElement.prototype:SetColor(color, red, green, blue)
if (red > 1) then
red = red / 255
end
if (green > 1) then
green = green / 255
end
if (blue > 1) then
blue = blue / 255
end
self.settings.colors[color] = {r = red, g = green, b = blue}
end
function IceElement.prototype:SetDefaultColor(color, red, green, blue)
if (red > 1) then
red = red / 255
end
if (green > 1) then
green = green / 255
end
if (blue > 1) then
blue = blue / 255
end
self.defaultColors[color] = {r = red, g = green, b = blue}
end
function IceElement.prototype:GetClassColor(class)
if type(class) == "table" then
local r,g,b = class
if r and g and b then
return r, g, b
else
return CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS["WARRIOR"] or RAID_CLASS_COLORS["WARRIOR"]
end
elseif type(class) == "function" then
return
end
class = class:upper()
if CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS[class] then
return CUSTOM_CLASS_COLORS[class].r, CUSTOM_CLASS_COLORS[class].g, CUSTOM_CLASS_COLORS[class].b
elseif RAID_CLASS_COLORS and RAID_CLASS_COLORS[class] then
return RAID_CLASS_COLORS[class].r, RAID_CLASS_COLORS[class].g, RAID_CLASS_COLORS[class].b
else
-- crazy talk...who the crap wouldn't have a blizzard-defined global defined?
return 1,1,1
end
end
function IceElement.prototype:ConvertToHex(color)
return string.format("ff%02x%02x%02x", color.r*255, color.g*255, color.b*255)
end
function IceElement.prototype:FontFactory(size, frame, font, flags)
if not (frame) then
frame = self.masterFrame
end
local fontString = nil
if not (font) then
fontString = frame:CreateFontString()
else
fontString = font
end
if not flags then
if self.settings.TextDecoration == "Outline" then
flags = "OUTLINE"
elseif self.settings.TextDecoration == "ThickOutline" then
flags = "THICKOUTLINE"
end
end
if not fontString:SetFont(SML:Fetch('font', self.settings.fontFamily), size, flags) then
fontString:SetFont("Fonts\\FRIZQT__.TTF", size, flags)
end
if not (flags) then
if self.settings.TextDecoration == "Shadow" then
fontString:SetShadowColor(0, 0, 0, 1)
fontString:SetShadowOffset(1, -1)
end
end
return fontString
end
function IceElement.prototype:UseTargetAlpha(scale)
return false
end
function IceElement.prototype:Update()
self:UpdateAlpha()
end
function IceElement.prototype:IsVisible()
return self.bIsVisible
end
function IceElement.prototype:Show(bShouldShow)
if self.bIsVisible == bShouldShow or not self.masterFrame or not self.frame then
return nil
end
self.bIsVisible = bShouldShow
if not bShouldShow then
self.masterFrame:Hide()
self.frame:Hide()
else
self.masterFrame:Show()
self.frame:Show()
end
return true
end
-- Combat event handlers ------------------------------------------------------
function IceElement.prototype:InCombat()
self.combat = true
self:Update(self.unit)
end
function IceElement.prototype:OutCombat()
self.combat = false
self:Update(self.unit)
end
function IceElement.prototype:CheckCombat()
self.combat = UnitAffectingCombat("player")
self.target = UnitExists("target")
self:Update(self.unit)
end
function IceElement.prototype:TargetChanged()
self.target = UnitExists("target")
self:Update(self.unit)
end
-- Inherited classes should just instantiate themselves and let
-- superclass to handle registration to the core
-- IceInheritedClass:new()