mirror of
https://github.com/parnic/ice-hud.git
synced 2025-06-16 06:40:13 -05:00
117 lines
3.2 KiB
Lua
117 lines
3.2 KiB
Lua
local L = LibStub("AceLocale-3.0"):GetLocale("IceHUD", false)
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local Resolve = IceCore_CreateClass(IceUnitBar)
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local RESOLVE_SPELL_ID = 158298
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local RESOLVE_MAX = 240
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Resolve.prototype.current = nil
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Resolve.prototype.max = RESOLVE_MAX
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-- constructor
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function Resolve.prototype:init()
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Resolve.super.prototype.init(self, "Resolve", "player")
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self.current = 0
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self:SetDefaultColor("Resolve", 200, 45, 45)
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self.bTreatEmptyAsFull = true
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end
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-- default settings
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function Resolve.prototype:GetDefaultSettings()
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local defaults = Resolve.super.prototype.GetDefaultSettings(self)
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defaults.enabled = false
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defaults.usesDogTagStrings = false
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defaults.lockUpperTextAlpha = false
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defaults.shouldAnimate = false
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defaults.hideAnimationSettings = true
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defaults.offset = 5
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defaults.side = IceCore.Side.Left
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return defaults
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end
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-- enable plugin
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function Resolve.prototype:Enable(core)
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Resolve.super.prototype.Enable(self, core)
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-- Avoiding iteration where I can
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self:RegisterEvent("UNIT_AURA", "UpdateCurrent")
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self:Update()
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end
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-- disable plugin
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function Resolve.prototype:Disable(core)
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Resolve.super.prototype.Disable(self, core)
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self:UnregisterAllEvents()
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end
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-- scan the tooltip and extract the Resolve value
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do
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-- making these local as they're not used anywhere else
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local regions = {}
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local spellName = GetSpellInfo(RESOLVE_SPELL_ID)
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local tooltipBuffer = CreateFrame("GameTooltip","tooltipBuffer",nil,"GameTooltipTemplate")
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tooltipBuffer:SetOwner(WorldFrame, "ANCHOR_NONE")
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-- suggested by Antiarc as a way to repopulate the same table instead of repeatedly creating a new one
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local function makeTable(t, ...)
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wipe(t)
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for i = 1, select("#", ...) do
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t[i] = select(i, ...)
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end
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end
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function Resolve.prototype:UpdateCurrent(event, unit)
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if (unit and (unit ~= self.unit)) then
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return
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end
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local name = UnitAura(self.unit, spellName)
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if name then
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-- Buff found, copy it into the buffer for scanning
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tooltipBuffer:ClearLines()
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tooltipBuffer:SetUnitBuff(self.unit, name)
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-- Grab all regions, stuff em into our table
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makeTable(regions, tooltipBuffer:GetRegions())
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-- Convert FontStrings to strings, replace anything else with ""
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for i=1, #regions do
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local region = regions[i]
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regions[i] = region:GetObjectType() == "FontString" and region:GetText() or ""
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end
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-- Find the number, save it
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self.current = tonumber(string.match(table.concat(regions),"%d+")) or 0
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else
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self.current = 0
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end
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self:Update()
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end
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end
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function Resolve.prototype:Update()
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Resolve.super.prototype.Update(self)
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if self.current == 0 then
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self:Show(false)
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return
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else
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self:Show(true)
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end
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self:UpdateBar(self.current / self.max, "Resolve")
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self:SetBottomText1(floor((self.current / self.max) * 100) .. "%")
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self:SetBottomText2(tostring(self.current) .."/"..tostring(self.max))
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end
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-- Load for tanks only
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local _, unitClass = UnitClass("player")
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if ((unitClass == "DEATHKNIGHT" or unitClass == "DRUID" or unitClass == "PALADIN" or unitClass == "WARRIOR" or unitClass == "MONK")
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and IceHUD.WowVer >= 60000) then
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IceHUD.Resolve = Resolve:new()
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end
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