annotate KBF.lua @ 50:12cd14fb43d0

toc bump
author Chris Mellon <arkanes@gmail.com>
date Sun, 05 Jun 2011 13:31:43 -0500
parents 95dfc062e583
children 7d961c698b71
rev   line source
arkanes@0 1 local _, kbf = ...
arkanes@0 2
arkanes@0 3 KBF = kbf -- make global for debugging
arkanes@0 4
arkanes@0 5 local kbf = LibStub("AceAddon-3.0"):NewAddon(kbf, "KBF", "AceEvent-3.0", "AceConsole-3.0")
arkanes@0 6
arkanes@0 7
arkanes@0 8 function kbf:OnInitialize()
arkanes@45 9 -- create frames here so that they will be correctly stored in location cache by
arkanes@45 10 -- the UI.
arkanes@45 11 self.anchor, self.secureHeader, self.consolidateHeader, self.consolidateProxy = self:CreateCoreFrames()
arkanes@10 12 self.debuffFrames = {}
arkanes@40 13 local defaultSettings = {
arkanes@40 14 -- global bar settings
arkanes@40 15 -- overrides for buffs
arkanes@40 16 -- overrides for debuffs
arkanes@40 17 }
arkanes@0 18 self:RegisterEvent("UNIT_AURA")
arkanes@27 19 self:RegisterEvent("UNIT_ENTERING_VEHICLE", "PollForVehicleChange")
arkanes@27 20 self:RegisterEvent("UNIT_EXITING_VEHICLE", "PollForVehicleChange")
arkanes@38 21 self:RegisterChatCommand("kbf", "ToggleAnchor")
arkanes@45 22
arkanes@45 23 self.oocQueue = {}
arkanes@38 24 end
arkanes@38 25
arkanes@38 26 function kbf:OnEnable()
arkanes@38 27 -- set up the countdown timer
arkanes@4 28 -- TODO: Fancy enable/disable based on whether you have any timed buffs.
arkanes@4 29 -- Not a big deal, how often do you care about that
arkanes@8 30 -- also TODO: Maybe should bucket OnUpdates somehow
arkanes@18 31 -- AceTimer repeating events can only happen at 0.1 seconds, which is probably
arkanes@18 32 -- fast enough for updating, but makes the animation look jerky
arkanes@27 33 -- need to experiment with using animation groups
arkanes@18 34 self.update = CreateFrame("FRAME")
arkanes@18 35 self.update:SetScript("OnUpdate", function() self:OnUpdate() end)
arkanes@7 36 self.dirty = true -- force an immediate scan on login
arkanes@14 37 self:HideBlizzardBuffFrames()
arkanes@0 38 end
arkanes@1 39 -- naming convention
arkanes@17 40 -- a "frame" is the top-level button (secure button from the header, or one I make myself)
arkanes@17 41 -- that will contain the UI information about the buff
arkanes@17 42 -- a "bar" is a frame that has the icon, status bar, ect associated with it
arkanes@0 43
arkanes@20 44 -- Secure aura header doesn't self-bind to vehicle,
arkanes@27 45 -- so this only works out of combat. But thats better than nothing...
arkanes@27 46 function kbf:PollForVehicleChange(event, unit)
arkanes@20 47 if unit ~= "player" then return end
arkanes@20 48 self.dirty = true
arkanes@20 49 -- hax until SAH supports vehicles - do the swap after we come out of combat
arkanes@27 50 -- always poll instead of insta-swapping OOC in order to simplify the UnitHasVehicleUI logic
arkanes@27 51 self.pollForUnitChange = true
arkanes@20 52 end
arkanes@20 53
arkanes@8 54 function kbf:HideBlizzardBuffFrames()
arkanes@8 55 local function HideBlizFrame(frame)
arkanes@8 56 if not frame then return end
arkanes@8 57 frame:UnregisterAllEvents()
arkanes@8 58 frame:SetScript("OnUpdate", nil)
arkanes@8 59 frame:Hide()
arkanes@8 60 frame.Show = function() end
arkanes@8 61 end
arkanes@8 62 HideBlizFrame(BuffFrame)
arkanes@8 63 HideBlizFrame(ConsolidatedBuffs)
arkanes@18 64 HideBlizFrame(TemporaryEnchantFrame)
arkanes@8 65
arkanes@8 66 end
arkanes@8 67
arkanes@45 68 -- enqueues a callable that will be run once in-combat lockdown is past
arkanes@45 69 -- all callables will be executed in a single run, in the order they were enqueued
arkanes@45 70 -- if called when OOC, the function will be called immediately, unless the alwaysQueue parameter is true,
arkanes@45 71 -- in which case it will be appended normally
arkanes@45 72 function kbf:QueueForOOC(func, alwaysQueue)
arkanes@46 73 if InCombatLockdown() or alwaysQueue then
arkanes@45 74 tinsert(self.oocQueue, func)
arkanes@45 75 else
arkanes@45 76 func()
arkanes@45 77 end
arkanes@45 78 end
arkanes@45 79
arkanes@4 80 function kbf:OnUpdate()
arkanes@20 81 if self.pollForUnitChange and not InCombatLockdown() then
arkanes@20 82 if UnitHasVehicleUI("player") then
arkanes@27 83 -- only swap if we're in a "real" vehicle with its own actions
arkanes@27 84 -- There is possibly a timing issue here where
arkanes@27 85 -- we have set the poll flag but the unit is not
arkanes@27 86 -- actually "in" the vehicle yet. I'm hoping thats
arkanes@27 87 -- handled by using exited/entered events instead of exiting/entering
arkanes@38 88 self.secureHeader:SetAttribute("unit", "vehicle")
arkanes@20 89 else
arkanes@38 90 self.secureHeader:SetAttribute("unit", "player")
arkanes@20 91 end
arkanes@20 92 self.pollForUnitChange = nil
arkanes@20 93 end
arkanes@45 94
arkanes@49 95 -- TODO: only start this polling when we leave combat?
arkanes@49 96 while #self.oocQueue > 0 and not InCombatLockdown() do
arkanes@45 97 func = table.remove(self.oocQueue)
arkanes@45 98 func()
arkanes@45 99 end
arkanes@45 100
arkanes@38 101 local unit = self.secureHeader:GetAttribute("unit")
arkanes@10 102 local buffCount = 0
arkanes@4 103 for idx=1,99 do
arkanes@38 104 local frame = self.secureHeader:GetAttribute("child"..idx)
arkanes@10 105 if not (frame and frame:IsShown()) then break end
arkanes@10 106 buffCount = buffCount + 1
arkanes@6 107 if self.dirty then
arkanes@10 108 if self:BindBarToBuff(frame, unit) then break end
arkanes@9 109 end
arkanes@10 110 self:UpdateBarExpirationTime(frame)
arkanes@12 111 -- Don't forget to refresh shown tooltips
arkanes@45 112 if (GameTooltip:IsOwned(frame)) then
arkanes@15 113 self:OnEnter(frame)
arkanes@12 114 end
arkanes@10 115 end
arkanes@37 116
arkanes@37 117 -- consolidated buffs
arkanes@37 118 if self.consolidateProxy:IsShown() then
arkanes@37 119 for idx=1,99 do
arkanes@37 120 local frame = self.consolidateHeader:GetAttribute("child"..idx)
arkanes@37 121 if not (frame and frame:IsShown()) then break end
arkanes@37 122 if self.dirty then
arkanes@37 123 if self:BindBarToBuff(frame, unit) then break end
arkanes@37 124 end
arkanes@37 125 self:UpdateBarExpirationTime(frame)
arkanes@37 126 -- Don't forget to refresh shown tooltips
arkanes@37 127 if ( GameTooltip:IsOwned(frame) ) then
arkanes@37 128 self:OnEnter(frame)
arkanes@37 129 end
arkanes@37 130 end
arkanes@41 131 buffCount = buffCount+1
arkanes@37 132 end
arkanes@37 133
arkanes@10 134 -- temporary enchants
arkanes@42 135 -- TODO: So much copy/paste here. I really need to clean this up.
arkanes@38 136 local tempEnchant = self.secureHeader:GetAttribute("tempEnchant1")
arkanes@17 137 if tempEnchant and tempEnchant:IsShown() then
arkanes@41 138 self:BindBarToWeaponEnchant(tempEnchant, 16)
arkanes@17 139 self:UpdateBarExpirationTime(tempEnchant)
arkanes@19 140 buffCount = buffCount + 1
arkanes@17 141 end
arkanes@42 142 if ( tempEnchant and GameTooltip:IsOwned(tempEnchant) ) then
arkanes@42 143 self:OnEnter(tempEnchant)
arkanes@42 144 end
arkanes@38 145 tempEnchant = self.secureHeader:GetAttribute("tempEnchant2")
arkanes@17 146 if tempEnchant and tempEnchant:IsShown() then
arkanes@41 147 self:BindBarToWeaponEnchant(tempEnchant, 17)
arkanes@17 148 self:UpdateBarExpirationTime(tempEnchant)
arkanes@19 149 buffCount = buffCount + 1
arkanes@28 150 -- SAH binds the offhand enchant to the main hand for removal purposes.
arkanes@28 151 -- fix it up if we're out of combat
arkanes@28 152 -- TODO: maybe this should only happen if we're dirty
arkanes@47 153 self:QueueForOOC(function() self.secureHeader:GetAttribute("tempEnchant2"):SetAttribute('target-slot', 17) end)
arkanes@17 154 end
arkanes@42 155 if ( tempEnchant and GameTooltip:IsOwned(tempEnchant) ) then
arkanes@42 156 self:OnEnter(tempEnchant)
arkanes@42 157 end
arkanes@41 158 -- make a fake third buff bar. It can't be used to cancel the buff, but
arkanes@41 159 -- at least you can see it.
arkanes@41 160 local thirdWeaponInfo = select(7, GetWeaponEnchantInfo())
arkanes@41 161 if thirdWeaponInfo then
arkanes@41 162 if not self.tempEnchant3 then
arkanes@41 163 -- largely copy/pasted code from SAH to bind to third weapon
arkanes@41 164 self.tempEnchant3 = CreateFrame("Button", nil, self.secureHeader);
arkanes@41 165 self.tempEnchant3:SetWidth(200+16)
arkanes@41 166 self.tempEnchant3:SetHeight(16)
arkanes@41 167 self.tempEnchant3:Show()
arkanes@44 168 self.tempEnchant3:SetScript("OnEnter", function() kbf:OnEnter(self.tempEnchant3) end)
arkanes@44 169 self.tempEnchant3:SetScript("OnLeave", function() GameTooltip:Hide() end)
arkanes@44 170 self.tempEnchant3:EnableMouse(true)
arkanes@44 171 --TODO: queue up for setting when leaving combat
arkanes@46 172 self:QueueForOOC(function() self.tempEnchant3:SetAttribute('target-slot', 18) end)
arkanes@44 173 -- set up the tooltip
arkanes@41 174 end
arkanes@44 175 -- TODO: If we're out of combat and theres an OH enchant,
arkanes@44 176 -- create a secure action button & position it relative
arkanes@44 177 -- to that. What happens when the OH weapon enchant frame
arkanes@44 178 -- is hidden by SAH?
arkanes@44 179 -- most likely: it stays visible but stops moving.
arkanes@44 180 -- in this case, maybe parent it to the OH enchant also
arkanes@44 181 -- so it vanishes and gets out of the way.
arkanes@44 182
arkanes@41 183 self.tempEnchant3:Show()
arkanes@41 184 end
arkanes@41 185 if self.tempEnchant3 and not thirdWeaponInfo then
arkanes@41 186 self.tempEnchant3:Hide()
arkanes@41 187 end
arkanes@41 188 tempEnchant = self.tempEnchant3
arkanes@41 189 if tempEnchant and tempEnchant:IsShown() then
arkanes@41 190 self.tempEnchant3:ClearAllPoints()
arkanes@41 191 self.tempEnchant3:SetPoint("TOP", self.secureHeader, "TOP", 0, (buffCount * -16))
arkanes@41 192 self:BindBarToWeaponEnchant(tempEnchant, 18)
arkanes@41 193 self:UpdateBarExpirationTime(tempEnchant)
arkanes@41 194 buffCount = buffCount + 1
arkanes@41 195 end
arkanes@42 196 if ( tempEnchant and GameTooltip:IsOwned(tempEnchant) ) then
arkanes@42 197 self:OnEnter(tempEnchant)
arkanes@42 198 end
arkanes@10 199 -- debuffs
arkanes@11 200 -- Since debuffs aren't cancellable, don't need to use the secure header
arkanes@11 201 -- for them. This could be rewritten to support useful features like
arkanes@11 202 -- sorting & scaling and stuff. Honestly, should at least be alphabetical.
arkanes@10 203 for idx=1,99 do
arkanes@10 204 local frame = self.debuffFrames[idx]
arkanes@10 205 if self.dirty then
arkanes@10 206 local name, rank, icon, stacks, debuffType, duration, expirationTime = UnitAura(unit, idx, "HARMFUL")
arkanes@10 207 if not name then
arkanes@10 208 -- out of debuffs, hide all the rest of them
arkanes@10 209 for jdx = idx, 99 do
arkanes@10 210 local bar = self.debuffFrames[jdx]
arkanes@10 211 if bar then bar:Hide() else break end
arkanes@10 212 end
arkanes@10 213 break
arkanes@10 214 end
arkanes@10 215 if not frame then
arkanes@10 216 frame = self:ConstructBar(nil, 1, 0, 0)
arkanes@10 217 self.debuffFrames[idx] = frame
arkanes@10 218 end
arkanes@10 219 self:SetBarAppearance(frame, name, icon, stacks, duration, expirationTime)
arkanes@10 220 frame:ClearAllPoints()
arkanes@10 221 -- position it under all the buffs, with a half-bar spacing
arkanes@41 222 frame:SetPoint("TOP", self.secureHeader, "TOP", 0, (buffCount * -16) - 8)
arkanes@10 223 frame:Show()
arkanes@13 224 frame.filter = "HARMFUL"
arkanes@13 225 frame.unit = unit
arkanes@16 226 frame.index = idx
arkanes@13 227 frame:SetScript("OnEnter", function() kbf:OnEnter(frame) end)
arkanes@13 228 frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
arkanes@23 229 frame:EnableMouse(true)
arkanes@10 230 buffCount = buffCount + 1
arkanes@10 231 else
arkanes@10 232 -- not dirty, so no frame means we're done
arkanes@10 233 if not frame then break end
arkanes@6 234 end
arkanes@10 235 self:UpdateBarExpirationTime(frame)
arkanes@13 236 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 237 self:OnEnter(frame)
arkanes@13 238 end
arkanes@4 239 end
arkanes@6 240 self.dirty = nil
arkanes@4 241 end
arkanes@4 242
arkanes@0 243 function kbf:UNIT_AURA(event, unit)
arkanes@38 244 if unit ~= self.secureHeader:GetAttribute("unit") then return end
arkanes@6 245 self.dirty = true
arkanes@0 246 end
arkanes@0 247
arkanes@10 248 function kbf:UpdateBarExpirationTime(frame)
arkanes@10 249 if frame.expirationTime then
arkanes@10 250 local remaining = frame.expirationTime - GetTime()
arkanes@10 251 remaining = math.max(0, remaining)
arkanes@10 252 local perc = remaining / frame.duration
arkanes@10 253 frame.timertext:SetText(self:FormatTimeText(remaining))
arkanes@10 254 frame.statusbar:SetValue(remaining)
arkanes@10 255 end
arkanes@10 256 end
arkanes@10 257
arkanes@42 258 local gratt = LibStub:GetLibrary("LibGratuity-3.0")
arkanes@42 259
arkanes@17 260 function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride)
arkanes@17 261 -- allow passing of explicit slot in order to work around aura header bug
arkanes@17 262 local slot = slotOverride or parentFrame:GetAttribute("target-slot")
arkanes@17 263 local itemIndex = slot - 15 -- 1MH, 2OF
arkanes@17 264 local RETURNS_PER_ITEM = 3
arkanes@17 265 local hasEnchant, remaining, enchantCharges = select(RETURNS_PER_ITEM * (itemIndex - 1) + 1, GetWeaponEnchantInfo())
arkanes@17 266 -- remaining time is in milliseconds
arkanes@26 267 if not hasEnchant then return end -- this should never happen
arkanes@17 268 local remaining = remaining / 1000
arkanes@42 269
arkanes@17 270 local icon = GetInventoryItemTexture("player", slot)
arkanes@42 271 local maxDuration
arkanes@42 272 if select(2, UnitClass("player")) == "ROGUE" then
arkanes@42 273 -- Rogues are probably using poisons, which are an hour
arkanes@42 274 maxDuration = 60 * 60
arkanes@42 275 else
arkanes@42 276 -- everyone else is probably using something thats a half hour
arkanes@42 277 maxDuration = 30 * 60
arkanes@42 278 end
arkanes@42 279 local duration = max(maxDuration, remaining)
arkanes@17 280 local expirationTime = GetTime() + remaining
arkanes@17 281 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@42 282 -- try to figure out what the weapon enchant is
arkanes@42 283 -- tooltip string -> {spellid, duration}
arkanes@42 284 local knownEnchants = {
arkanes@42 285 ["Flametongue"] = {8024, 30*60},
arkanes@42 286 ["Frostbrand"] = {8033, 30*60},
arkanes@44 287 ["Instant Poison"] = {8680, 60*60},
arkanes@44 288 ["Wound Poison"] = {13218, 60*60},
arkanes@44 289 ["Deadly Poison"] = {2823, 60*60},
arkanes@42 290
arkanes@42 291 }
arkanes@42 292 local spellId = nil
arkanes@42 293 if gratt then
arkanes@42 294 gratt:SetInventoryItem("player", slot)
arkanes@42 295 for tag, info in pairs(knownEnchants) do
arkanes@42 296 if gratt:Find(tag) then
arkanes@42 297 spellId, duration = unpack(info)
arkanes@42 298 name, _, _ = GetSpellInfo(spellId)
arkanes@47 299 local slots = {[16] = "Main Hand", [17] = "Off Hand", [18] = "Thrown"}
arkanes@47 300 name = name .. " (" .. slots[slot] .. ")"
arkanes@42 301 break
arkanes@42 302 end
arkanes@42 303 end
arkanes@42 304 end
arkanes@42 305 parentFrame.spellId = spellId
arkanes@17 306 if not parentFrame.icon then
arkanes@17 307 self:ConstructBar(parentFrame, 1, 0, 1)
arkanes@17 308 end
arkanes@17 309 self:SetBarAppearance(parentFrame, name, icon, enchantCharges, duration, expirationTime)
arkanes@17 310 end
arkanes@17 311
arkanes@3 312 function kbf:BindBarToBuff(parentFrame, unit)
arkanes@3 313 local index = parentFrame:GetAttribute("index")
arkanes@3 314 local filter = parentFrame:GetAttribute("filter")
arkanes@10 315 local name, rank, icon, stacks, debuffType, duration, expirationTime,
arkanes@3 316 unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter)
arkanes@10 317 if not name then return end
arkanes@2 318 if not parentFrame.icon then
arkanes@2 319 self:ConstructBar(parentFrame)
arkanes@0 320 end
arkanes@10 321 self:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@10 322 end
arkanes@10 323
arkanes@10 324 function kbf:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@2 325 parentFrame.icon:SetNormalTexture(icon)
arkanes@0 326 if stacks and stacks > 0 then
arkanes@2 327 parentFrame.text:SetText(string.format("%s(%d)", name, stacks))
arkanes@0 328 else
arkanes@2 329 parentFrame.text:SetText(name)
arkanes@0 330 end
arkanes@4 331 parentFrame.timertext:SetText(self:FormatTimeText(duration))
arkanes@4 332 -- store duration information
arkanes@6 333 if duration and duration > 0 then
arkanes@4 334 parentFrame.expirationTime = expirationTime
arkanes@4 335 parentFrame.duration = duration
arkanes@4 336 parentFrame.statusbar:SetMinMaxValues(0, duration)
arkanes@4 337 else
arkanes@4 338 parentFrame.expirationTime = nil
arkanes@4 339 parentFrame.duration = 0
arkanes@4 340 parentFrame.statusbar:SetMinMaxValues(0,1)
arkanes@4 341 parentFrame.statusbar:SetValue(1)
arkanes@4 342 end
arkanes@4 343 end
arkanes@4 344
arkanes@17 345 -- expects time seconds
arkanes@4 346 function kbf:FormatTimeText(time)
arkanes@4 347 if not time or time == 0 then return "" end
arkanes@4 348 local timetext
arkanes@4 349 local h = floor(time/3600)
arkanes@4 350 local m = time - (h*3600)
arkanes@4 351 m = floor(m/60)
arkanes@4 352 local s = time - ((h*3600) + (m*60))
arkanes@4 353 if h > 0 then
arkanes@4 354 timetext = ("%d:%02d"):format(h, m)
arkanes@4 355 elseif m > 0 then
arkanes@4 356 timetext = string.format("%d:%02d", m, floor(s))
arkanes@4 357 elseif s < 10 then
arkanes@4 358 timetext = string.format("%1.1f", s)
arkanes@4 359 else
arkanes@4 360 timetext = string.format("%.0f", floor(s))
arkanes@4 361 end
arkanes@4 362 return timetext
arkanes@0 363 end
arkanes@0 364
arkanes@12 365 function KBF:OnEnter(button, motion)
arkanes@12 366 -- this is for the secure buttons, so use the attributes
arkanes@26 367 local unit = SecureButton_GetModifiedUnit(button) or button.unit -- will perform vehicle toggle
arkanes@21 368 local filter = button:GetAttribute("filter") or button.filter
arkanes@15 369 local index = button:GetAttribute("index") or button.index
arkanes@17 370 if unit and filter and index then
arkanes@21 371 -- I'd like a better place to position this but it's funky for right now, handle it later
arkanes@17 372 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@17 373 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@17 374 GameTooltip:SetUnitAura(unit, index, filter);
arkanes@17 375 return
arkanes@17 376 end
arkanes@17 377 local slot = button:GetAttribute("target-slot") -- temp enchant
arkanes@42 378 if slot then
arkanes@42 379 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@42 380 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@42 381 if button.spellId then
arkanes@42 382 -- TODO: This might be too big of a tooltip to care about that much.
arkanes@42 383 -- Maybe I should just have a single line with the weapon name
arkanes@42 384 --GameTooltip:SetInventoryItem(unit, slot)
arkanes@42 385 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@42 386 local r, g, b = GetItemQualityColor(GetInventoryItemQuality("player", slot))
arkanes@42 387 GameTooltip:SetText(name, r, g, b)
arkanes@42 388 GameTooltip:AddLine(" ")
arkanes@42 389 GameTooltip:AddSpellByID(button.spellId)
arkanes@42 390 else
arkanes@42 391 GameTooltip:SetInventoryItem(unit, slot)
arkanes@42 392 end
arkanes@42 393 end
arkanes@12 394 end
arkanes@12 395
arkanes@1 396 -- creates a icon + statusbar bar
arkanes@10 397 function kbf:ConstructBar(frame, r, g, b)
arkanes@0 398 local texture = "Interface\\TargetingFrame\\UI-StatusBar"
arkanes@1 399 -- Because of secureframe suckiness, these height & width numbers
arkanes@1 400 -- have to be consistent with the stuff in KBF.xml
arkanes@0 401 local height = 16
arkanes@1 402 local width = 200 -- this is the width *without* the icon
arkanes@22 403 local font, _, style = GameFontHighlight:GetFont()
arkanes@10 404 local r = r or 0
arkanes@10 405 local g = g or 1
arkanes@10 406 local b = b or 0
arkanes@10 407 local bgcolor = {r, g, b, 0.5}
arkanes@10 408 local color = {r, g, b, 1}
arkanes@0 409 local fontsize = 11
arkanes@0 410 local timertextwidth = fontsize * 3.6
arkanes@0 411 local textcolor = {1, 1, 1, 1}
arkanes@0 412 local timertextcolor = {1, 1, 1, 1}
arkanes@10 413 if not frame then
arkanes@10 414 frame = CreateFrame("Button", nil, UIParent) -- the "top level" frame that represents the bar as a whole
arkanes@10 415 frame:SetHeight(16)
arkanes@23 416 frame:SetWidth(200 + 16)
arkanes@10 417 end
arkanes@1 418 local bar = frame
arkanes@0 419 bar.icon = CreateFrame("Button", nil, bar) -- the icon
arkanes@0 420 bar.statusbarbg = CreateFrame("StatusBar", nil, bar) -- the bars background
arkanes@0 421 bar.statusbar = CreateFrame("StatusBar", nil, bar) -- and the bars foreground
arkanes@0 422 bar.text = bar.statusbar:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 423 bar.timertext = bar.statusbar:CreateFontString(nil, "OVERLAY") -- and the timer text
arkanes@0 424
arkanes@0 425 -- the icon
arkanes@0 426 bar.icon:ClearAllPoints()
arkanes@0 427 bar.icon:SetPoint("LEFT", bar, "LEFT", 0, 0)
arkanes@0 428 -- icons are square
arkanes@0 429 bar.icon:SetWidth(height)
arkanes@0 430 bar.icon:SetHeight(height)
arkanes@2 431 --bar.icon:EnableMouse(false)
arkanes@0 432 -- the status bar background & foreground
arkanes@0 433 local function setupStatusBar(sb, color)
arkanes@0 434 sb:ClearAllPoints()
arkanes@0 435 sb:SetHeight(height)
arkanes@0 436 sb:SetWidth(width)
arkanes@0 437 -- offset the height of the frame on the x-axis for the icon.
arkanes@0 438 sb:SetPoint("TOPLEFT", bar, "TOPLEFT", height, 0)
arkanes@0 439 sb:SetStatusBarTexture(texture)
arkanes@0 440 sb:GetStatusBarTexture():SetVertTile(false)
arkanes@0 441 sb:GetStatusBarTexture():SetHorizTile(false)
arkanes@0 442 sb:SetStatusBarColor(unpack(color))
arkanes@0 443 sb:SetMinMaxValues(0,1)
arkanes@0 444 sb:SetValue(1)
arkanes@0 445 end
arkanes@0 446 setupStatusBar(bar.statusbarbg, bgcolor)
arkanes@0 447 setupStatusBar(bar.statusbar, color)
arkanes@0 448 bar.statusbarbg:SetFrameLevel(bar.statusbarbg:GetFrameLevel()-1) -- make sure the bg frame stays in the back
arkanes@0 449 -- timer text
arkanes@0 450 bar.timertext:SetFontObject(GameFontHighlight)
arkanes@0 451 bar.timertext:SetFont(GameFontHighlight:GetFont())
arkanes@0 452 bar.timertext:SetHeight(height)
arkanes@0 453 bar.timertext:SetWidth(timertextwidth)
arkanes@24 454 bar.timertext:SetPoint("LEFT", bar.statusbar, "LEFT", 2, 0)
arkanes@24 455 bar.timertext:SetJustifyH("LEFT")
arkanes@0 456 bar.timertext:SetText("time")
arkanes@0 457 bar.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4])
arkanes@0 458
arkanes@0 459 -- and the label text
arkanes@0 460 bar.text:SetFontObject(GameFontHighlight)
arkanes@0 461 bar.text:SetFont(GameFontHighlight:GetFont())
arkanes@0 462 bar.text:SetHeight(height)
arkanes@24 463 bar.text:SetPoint("LEFT", bar.timertext, "RIGHT", 0, 0)
arkanes@0 464 bar.text:SetPoint("RIGHT", bar.statusbar, "RIGHT", 0, 0)
arkanes@0 465 bar.text:SetJustifyH("LEFT")
arkanes@0 466 bar.text:SetText("text")
arkanes@0 467 bar.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4])
arkanes@0 468 return bar
arkanes@0 469 end
arkanes@0 470
arkanes@38 471 function kbf:CreateCoreFrames()
arkanes@38 472 -- this is the visible anchor frame that the user interacts with
arkanes@38 473 -- to move the buffs around
arkanes@0 474 local anchor = CreateFrame("FRAME", "KBFAnchorFrame", UIParent)
arkanes@0 475 anchor:SetClampedToScreen(true)
arkanes@0 476 anchor:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
arkanes@0 477 edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
arkanes@18 478 tile = true, tileSize = 16, edgeSize = 12,
arkanes@0 479 insets = { left = 4, right = 4, top = 4, bottom = 4 },
arkanes@0 480 })
arkanes@0 481 local text = anchor:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 482 text:SetFontObject(GameFontHighlight)
arkanes@0 483 text:SetFont(GameFontHighlight:GetFont())
arkanes@0 484 text:SetPoint("TOPLEFT", anchor, "TOPLEFT", 0, 0)
arkanes@0 485 text:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 0, 0)
arkanes@0 486 text:SetText("KBF ANCHOR")
arkanes@18 487 anchor:SetWidth(200 +16)
arkanes@18 488 anchor:SetHeight(16)
arkanes@0 489 -- movability
arkanes@0 490 anchor:EnableMouse(true)
arkanes@0 491 anchor:SetMovable(true)
arkanes@0 492 anchor:RegisterForDrag("LeftButton")
arkanes@0 493 anchor:SetScript("OnDragStart", anchor.StartMoving)
arkanes@0 494 anchor:SetScript("OnDragStop", anchor.StopMovingOrSizing)
arkanes@0 495 anchor:ClearAllPoints()
arkanes@22 496 anchor:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
arkanes@0 497 anchor:Hide()
arkanes@38 498 -- this is the parent & host for the secure aura buttons.
arkanes@0 499
arkanes@38 500 local secureHeader = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate")
arkanes@38 501 self:SetCommonSecureHeaderAttributes(secureHeader)
arkanes@40 502 secureHeader:SetAttribute("consolidateTo", 99)
arkanes@38 503 secureHeader:SetPoint("TOP", anchor, "TOP", 0, 0)
arkanes@38 504
arkanes@38 505 -- this is the "button" in the aura flow that represents the consolidated buffs.
arkanes@38 506 -- pre-creating it here in order to perform customization
arkanes@40 507 local consolidateProxy = CreateFrame("BUTTON", nil, UIParent, "SecureHandlerClickTemplate")
arkanes@39 508 consolidateProxy:SetNormalTexture("Interface\\TargetingFrame\\UI-StatusBar")
arkanes@39 509 consolidateProxy:SetWidth(200 +16)
arkanes@39 510 consolidateProxy:SetHeight(16)
arkanes@38 511 secureHeader:SetAttribute("consolidateProxy", consolidateProxy)
arkanes@40 512 --secureHeader:SetFrameRef("proxy", consolidateProxy)
arkanes@40 513
arkanes@40 514
arkanes@38 515 -- this is the equivilent of the secureHeader for the consolidated buffs
arkanes@38 516 -- pre-creating again, so we can customize/size/position it
arkanes@38 517 local consolidateHeader = CreateFrame("FRAME", "KBFConsolidatedAnchorFrame", consolidateProxy)
arkanes@38 518 self:SetCommonSecureHeaderAttributes(consolidateHeader)
arkanes@38 519 secureHeader:SetAttribute("consolidateHeader", consolidateHeader)
arkanes@39 520 consolidateProxy:SetAttribute("header", consolidateHeader);
arkanes@40 521 consolidateProxy:SetFrameRef("header", consolidateHeader)
arkanes@40 522
arkanes@40 523 consolidateProxy:SetAttribute("_onclick", [[
arkanes@40 524 local frame = self:GetFrameRef("header")
arkanes@40 525 if frame:IsShown() then frame:Hide() else frame:Show() end
arkanes@40 526 ]])
arkanes@40 527 consolidateProxy:EnableMouse(true)
arkanes@40 528 consolidateProxy:RegisterForClicks("AnyUp")
arkanes@39 529
arkanes@39 530 -- position it relative to the proxy, so it can appear where we want it
arkanes@40 531 consolidateHeader:SetPoint("TOPRIGHT", anchor, "TOPLEFT", 0, 0)
arkanes@38 532 consolidateHeader:SetWidth(200 +16)
arkanes@38 533 consolidateHeader:SetHeight(16)
arkanes@38 534 consolidateHeader:Show()
arkanes@39 535
arkanes@38 536 return anchor, secureHeader, consolidateHeader, consolidateProxy
arkanes@37 537 end
arkanes@37 538
arkanes@38 539 --- sets the attributes needed by all the headers
arkanes@38 540 function kbf:SetCommonSecureHeaderAttributes(frame)
arkanes@0 541 frame:SetAttribute("filter", "HELPFUL")
arkanes@20 542 frame:SetAttribute("toggleForVehicle", true) -- this doesn't actually work right now, but maybe it eventually will
arkanes@0 543 frame:SetAttribute("template", "KBFSecureUnitAuraTemplate")
arkanes@3 544 frame:SetAttribute("point", "TOP")
arkanes@0 545 frame:SetAttribute("wrapAfter", 100) -- required due to bugs in secure header
arkanes@2 546 frame:SetAttribute("xOffset", 0)
arkanes@3 547 frame:SetAttribute("yOffset", -16)
arkanes@3 548 frame:SetAttribute("minWidth", 216)
arkanes@3 549 frame:SetAttribute("minHeight", 16)
arkanes@25 550 frame:SetAttribute("unit", "player")
arkanes@3 551 frame:SetAttribute("sortMethod", "NAME")
arkanes@3 552 frame:SetAttribute("sortOrder", "-")
arkanes@41 553 -- TODO: SecureAuraHeader doesn't correctly implement the temp enchants
arkanes@17 554 frame:SetAttribute("weaponTemplate", "KBFSecureUnitAuraTemplate")
arkanes@41 555 frame:SetAttribute("includeWeapons", 100)
arkanes@5 556 frame:Show() -- has to be shown, otherwise the child frames don't show
arkanes@37 557 return frame
arkanes@0 558 end
arkanes@18 559
arkanes@18 560 function kbf:ShowAnchor()
arkanes@38 561 self.secureHeader:ClearAllPoints()
arkanes@38 562 self.secureHeader:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0)
arkanes@18 563 self.anchor:Show()
arkanes@18 564 end
arkanes@18 565
arkanes@18 566 function kbf:HideAnchor()
arkanes@38 567 self.secureHeader:ClearAllPoints()
arkanes@38 568 self.secureHeader:SetPoint("TOP", self.anchor, "TOP", 0, 0)
arkanes@18 569 self.anchor:Hide()
arkanes@18 570 end
arkanes@18 571
arkanes@18 572 function kbf:ToggleAnchor()
arkanes@18 573 if self.anchor:IsShown() then
arkanes@18 574 self:HideAnchor()
arkanes@18 575 else
arkanes@18 576 self:ShowAnchor()
arkanes@18 577 end
arkanes@18 578 end