annotate KBF.lua @ 67:673fd9893f1e

set consolidation so that infinite (duration = 0) buffs will be consoliated
author Chris Mellon <arkanes@gmail.com>
date Sat, 30 Jun 2012 15:44:10 -0500
parents 6f1457157688
children f5bd73181349
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@67 9 self.oocQueue = {}
arkanes@67 10 -- config settings - account wide shared profile by default
arkanes@67 11 self.db = LibStub("AceDB-3.0"):New("KBFSavedVars", self.defaultConfig, true)
arkanes@67 12 -- create frames here so that they will be correctly stored in location cache by
arkanes@67 13 -- the UI.
arkanes@67 14 self.anchor, self.secureHeader, self.consolidateHeader, self.consolidateProxy = self:CreateCoreFrames()
arkanes@10 15 self.debuffFrames = {}
arkanes@0 16 self:RegisterEvent("UNIT_AURA")
arkanes@27 17 self:RegisterEvent("UNIT_ENTERING_VEHICLE", "PollForVehicleChange")
arkanes@27 18 self:RegisterEvent("UNIT_EXITING_VEHICLE", "PollForVehicleChange")
arkanes@57 19 LibStub("AceConfig-3.0"):RegisterOptionsTable("KBF", self.options);
arkanes@57 20 self.profilesFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("KBF", "KBF");
arkanes@38 21 self:RegisterChatCommand("kbf", "ToggleAnchor")
arkanes@45 22
arkanes@66 23
arkanes@38 24 end
arkanes@38 25
arkanes@38 26 function kbf:OnEnable()
arkanes@67 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@51 49 local function performSwap()
arkanes@67 50 if UnitHasVehicleUI("player") then
arkanes@67 51 -- only swap if we're in a "real" vehicle with its own actions
arkanes@67 52 -- There is possibly a timing issue here where
arkanes@67 53 -- we have set the poll flag but the unit is not
arkanes@67 54 -- actually "in" the vehicle yet. I'm hoping thats
arkanes@67 55 -- handled by using exited/entered events instead of exiting/entering
arkanes@51 56 self.secureHeader:SetAttribute("unit", "vehicle")
arkanes@51 57 else
arkanes@51 58 self.secureHeader:SetAttribute("unit", "player")
arkanes@51 59 end
arkanes@51 60 end
arkanes@51 61 self:QueueForOOC(performSwap)
arkanes@20 62 end
arkanes@20 63
arkanes@8 64 function kbf:HideBlizzardBuffFrames()
arkanes@8 65 local function HideBlizFrame(frame)
arkanes@8 66 if not frame then return end
arkanes@8 67 frame:UnregisterAllEvents()
arkanes@8 68 frame:SetScript("OnUpdate", nil)
arkanes@8 69 frame:Hide()
arkanes@8 70 frame.Show = function() end
arkanes@8 71 end
arkanes@8 72 HideBlizFrame(BuffFrame)
arkanes@8 73 HideBlizFrame(ConsolidatedBuffs)
arkanes@18 74 HideBlizFrame(TemporaryEnchantFrame)
arkanes@8 75
arkanes@8 76 end
arkanes@8 77
arkanes@45 78 -- enqueues a callable that will be run once in-combat lockdown is past
arkanes@45 79 -- all callables will be executed in a single run, in the order they were enqueued
arkanes@45 80 -- if called when OOC, the function will be called immediately, unless the alwaysQueue parameter is true,
arkanes@45 81 -- in which case it will be appended normally
arkanes@45 82 function kbf:QueueForOOC(func, alwaysQueue)
arkanes@67 83 if InCombatLockdown() or alwaysQueue then
arkanes@67 84 tinsert(self.oocQueue, func)
arkanes@67 85 else
arkanes@67 86 func()
arkanes@67 87 end
arkanes@45 88 end
arkanes@45 89
arkanes@51 90 function kbf:OnUpdate()
arkanes@49 91 -- TODO: only start this polling when we leave combat?
arkanes@49 92 while #self.oocQueue > 0 and not InCombatLockdown() do
arkanes@67 93 local func = table.remove(self.oocQueue)
arkanes@67 94 func()
arkanes@45 95 end
arkanes@45 96
arkanes@38 97 local unit = self.secureHeader:GetAttribute("unit")
arkanes@10 98 local buffCount = 0
arkanes@4 99 for idx=1,99 do
arkanes@38 100 local frame = self.secureHeader:GetAttribute("child"..idx)
arkanes@10 101 if not (frame and frame:IsShown()) then break end
arkanes@65 102 local boundIndex = frame:GetAttribute("index")
arkanes@65 103 if not boundIndex then
arkanes@67 104 break
arkanes@65 105 end
arkanes@66 106 if self.dirty then
arkanes@67 107 local hasbuff = UnitAura(unit, boundIndex)
arkanes@67 108 --self:Print(hasbuff, idx, boundIndex)
arkanes@67 109 if not hasbuff then
arkanes@67 110 if frame.icon then frame.icon:Hide() end
arkanes@67 111 if frame.statusbar then frame.statusbar:Hide() end
arkanes@67 112 if frame.statusbarbg then frame.statusbarbg:Hide() end
arkanes@67 113 if frame.text then frame.text:Hide() end
arkanes@67 114 if frame.timertext then frame.timertext:Hide() end
arkanes@67 115 break
arkanes@67 116 end
arkanes@67 117 buffCount = buffCount + 1
arkanes@67 118
arkanes@67 119 if self.dirty then
arkanes@67 120 if self:BindBarToBuff(frame, unit) then break end
arkanes@67 121 end
arkanes@67 122 frame.icon:Show()
arkanes@67 123 frame.statusbar:Show()
arkanes@67 124 frame.statusbarbg:Show()
arkanes@67 125 frame.text:Show()
arkanes@67 126 frame.timertext:Show()
arkanes@67 127 end
arkanes@10 128 self:UpdateBarExpirationTime(frame)
arkanes@12 129 -- Don't forget to refresh shown tooltips
arkanes@45 130 if (GameTooltip:IsOwned(frame)) then
arkanes@15 131 self:OnEnter(frame)
arkanes@12 132 end
arkanes@10 133 end
arkanes@37 134 -- consolidated buffs
arkanes@37 135 if self.consolidateProxy:IsShown() then
arkanes@67 136 for idx=1,99 do
arkanes@67 137 local frame = self.consolidateHeader:GetAttribute("child"..idx)
arkanes@67 138 if not (frame and frame:IsShown()) then break end
arkanes@67 139 if self.dirty then
arkanes@67 140 if self:BindBarToBuff(frame, unit) then break end
arkanes@67 141 end
arkanes@67 142 self:UpdateBarExpirationTime(frame)
arkanes@67 143 -- Don't forget to refresh shown tooltips
arkanes@67 144 if ( GameTooltip:IsOwned(frame) ) then
arkanes@67 145 self:OnEnter(frame)
arkanes@67 146 end
arkanes@67 147 end
arkanes@67 148 buffCount = buffCount+1
arkanes@67 149 end
arkanes@67 150 -- SAH correctly binds the weapon enchant templates now, but when temp enchants
arkanes@67 151 -- are present and used, it seems that it doesn't correctly hide un-bound
arkanes@67 152 -- buff frames, which breaks all the layout and so forth.
arkanes@67 153 for weapon=3,1,-1 do
arkanes@67 154 local tempEnchant = self.secureHeader:GetAttribute("tempEnchant"..weapon)
arkanes@67 155 if tempEnchant and tempEnchant:IsShown() then
arkanes@67 156 self:BindBarToWeaponEnchant(tempEnchant)
arkanes@67 157 self:UpdateBarExpirationTime(tempEnchant)
arkanes@67 158 buffCount = buffCount + 1
arkanes@67 159 end
arkanes@67 160 end
arkanes@67 161
arkanes@67 162 -- debuffs
arkanes@67 163 -- Since debuffs aren't cancellable, don't need to use the secure header
arkanes@67 164 -- for them. This could be rewritten to support useful features like
arkanes@67 165 -- sorting & scaling and stuff. Honestly, should at least be alphabetical.
arkanes@10 166 for idx=1,99 do
arkanes@10 167 local frame = self.debuffFrames[idx]
arkanes@10 168 if self.dirty then
arkanes@10 169 local name, rank, icon, stacks, debuffType, duration, expirationTime = UnitAura(unit, idx, "HARMFUL")
arkanes@10 170 if not name then
arkanes@10 171 -- out of debuffs, hide all the rest of them
arkanes@10 172 for jdx = idx, 99 do
arkanes@10 173 local bar = self.debuffFrames[jdx]
arkanes@10 174 if bar then bar:Hide() else break end
arkanes@10 175 end
arkanes@10 176 break
arkanes@10 177 end
arkanes@10 178 if not frame then
arkanes@10 179 frame = self:ConstructBar(nil, 1, 0, 0)
arkanes@10 180 self.debuffFrames[idx] = frame
arkanes@10 181 end
arkanes@10 182 self:SetBarAppearance(frame, name, icon, stacks, duration, expirationTime)
arkanes@10 183 frame:ClearAllPoints()
arkanes@10 184 -- position it under all the buffs, with a half-bar spacing
arkanes@41 185 frame:SetPoint("TOP", self.secureHeader, "TOP", 0, (buffCount * -16) - 8)
arkanes@10 186 frame:Show()
arkanes@13 187 frame.filter = "HARMFUL"
arkanes@13 188 frame.unit = unit
arkanes@16 189 frame.index = idx
arkanes@13 190 frame:SetScript("OnEnter", function() kbf:OnEnter(frame) end)
arkanes@13 191 frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
arkanes@23 192 frame:EnableMouse(true)
arkanes@10 193 buffCount = buffCount + 1
arkanes@10 194 else
arkanes@10 195 -- not dirty, so no frame means we're done
arkanes@10 196 if not frame then break end
arkanes@6 197 end
arkanes@10 198 self:UpdateBarExpirationTime(frame)
arkanes@13 199 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 200 self:OnEnter(frame)
arkanes@13 201 end
arkanes@4 202 end
arkanes@6 203 self.dirty = nil
arkanes@4 204 end
arkanes@4 205
arkanes@0 206 function kbf:UNIT_AURA(event, unit)
arkanes@38 207 if unit ~= self.secureHeader:GetAttribute("unit") then return end
arkanes@6 208 self.dirty = true
arkanes@0 209 end
arkanes@0 210
arkanes@10 211 function kbf:UpdateBarExpirationTime(frame)
arkanes@10 212 if frame.expirationTime then
arkanes@10 213 local remaining = frame.expirationTime - GetTime()
arkanes@10 214 remaining = math.max(0, remaining)
arkanes@10 215 local perc = remaining / frame.duration
arkanes@10 216 frame.timertext:SetText(self:FormatTimeText(remaining))
arkanes@10 217 frame.statusbar:SetValue(remaining)
arkanes@10 218 end
arkanes@10 219 end
arkanes@10 220
arkanes@42 221 local gratt = LibStub:GetLibrary("LibGratuity-3.0")
arkanes@42 222
arkanes@17 223 function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride)
arkanes@17 224 -- allow passing of explicit slot in order to work around aura header bug
arkanes@17 225 local slot = slotOverride or parentFrame:GetAttribute("target-slot")
arkanes@17 226 local itemIndex = slot - 15 -- 1MH, 2OF
arkanes@17 227 local RETURNS_PER_ITEM = 3
arkanes@17 228 local hasEnchant, remaining, enchantCharges = select(RETURNS_PER_ITEM * (itemIndex - 1) + 1, GetWeaponEnchantInfo())
arkanes@17 229 -- remaining time is in milliseconds
arkanes@26 230 if not hasEnchant then return end -- this should never happen
arkanes@17 231 local remaining = remaining / 1000
arkanes@42 232
arkanes@17 233 local icon = GetInventoryItemTexture("player", slot)
arkanes@42 234 local maxDuration
arkanes@42 235 if select(2, UnitClass("player")) == "ROGUE" then
arkanes@67 236 -- Rogues are probably using poisons, which are an hour
arkanes@67 237 maxDuration = 60 * 60
arkanes@42 238 else
arkanes@67 239 -- everyone else is probably using something thats a half hour
arkanes@67 240 maxDuration = 30 * 60
arkanes@42 241 end
arkanes@42 242 local duration = max(maxDuration, remaining)
arkanes@17 243 local expirationTime = GetTime() + remaining
arkanes@17 244 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@42 245 -- try to figure out what the weapon enchant is
arkanes@42 246 -- tooltip string -> {spellid, duration}
arkanes@42 247 local knownEnchants = {
arkanes@67 248 ["Flametongue"] = {8024, 30*60},
arkanes@67 249 ["Frostbrand"] = {8033, 30*60},
arkanes@67 250 ["Earthliving"] = {51730, 30*60},
arkanes@67 251 ["Windfury"] = {8232, 30*60},
arkanes@67 252 ["Instant Poison"] = {8680, 60*60},
arkanes@67 253 ["Wound Poison"] = {13218, 60*60},
arkanes@67 254 ["Deadly Poison"] = {2823, 60*60},
arkanes@67 255 ["Crippling Poison"] = {3408, 60*60}
arkanes@42 256
arkanes@42 257 }
arkanes@42 258 local spellId = nil
arkanes@67 259 if gratt then
arkanes@67 260 gratt:SetInventoryItem("player", slot)
arkanes@67 261 for tag, info in pairs(knownEnchants) do
arkanes@67 262 if gratt:Find(tag) then
arkanes@67 263 spellId, duration = unpack(info)
arkanes@67 264 name, _, _ = GetSpellInfo(spellId)
arkanes@67 265 local slots = {[16] = "Main Hand", [17] = "Off Hand", [18] = "Thrown"}
arkanes@67 266 name = tag .. " (" .. slots[slot] .. ")"
arkanes@67 267 break
arkanes@67 268 end
arkanes@67 269 end
arkanes@67 270 end
arkanes@42 271 parentFrame.spellId = spellId
arkanes@17 272 if not parentFrame.icon then
arkanes@17 273 self:ConstructBar(parentFrame, 1, 0, 1)
arkanes@17 274 end
arkanes@17 275 self:SetBarAppearance(parentFrame, name, icon, enchantCharges, duration, expirationTime)
arkanes@17 276 end
arkanes@17 277
arkanes@3 278 function kbf:BindBarToBuff(parentFrame, unit)
arkanes@3 279 local index = parentFrame:GetAttribute("index")
arkanes@3 280 local filter = parentFrame:GetAttribute("filter")
arkanes@10 281 local name, rank, icon, stacks, debuffType, duration, expirationTime,
arkanes@3 282 unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter)
arkanes@10 283 if not name then return end
arkanes@2 284 if not parentFrame.icon then
arkanes@2 285 self:ConstructBar(parentFrame)
arkanes@0 286 end
arkanes@10 287 self:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@10 288 end
arkanes@10 289
arkanes@10 290 function kbf:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@2 291 parentFrame.icon:SetNormalTexture(icon)
arkanes@0 292 if stacks and stacks > 0 then
arkanes@2 293 parentFrame.text:SetText(string.format("%s(%d)", name, stacks))
arkanes@0 294 else
arkanes@2 295 parentFrame.text:SetText(name)
arkanes@0 296 end
arkanes@4 297 parentFrame.timertext:SetText(self:FormatTimeText(duration))
arkanes@4 298 -- store duration information
arkanes@6 299 if duration and duration > 0 then
arkanes@4 300 parentFrame.expirationTime = expirationTime
arkanes@4 301 parentFrame.duration = duration
arkanes@4 302 parentFrame.statusbar:SetMinMaxValues(0, duration)
arkanes@4 303 else
arkanes@4 304 parentFrame.expirationTime = nil
arkanes@4 305 parentFrame.duration = 0
arkanes@4 306 parentFrame.statusbar:SetMinMaxValues(0,1)
arkanes@4 307 parentFrame.statusbar:SetValue(1)
arkanes@4 308 end
arkanes@4 309 end
arkanes@4 310
arkanes@17 311 -- expects time seconds
arkanes@4 312 function kbf:FormatTimeText(time)
arkanes@4 313 if not time or time == 0 then return "" end
arkanes@4 314 local timetext
arkanes@4 315 local h = floor(time/3600)
arkanes@4 316 local m = time - (h*3600)
arkanes@4 317 m = floor(m/60)
arkanes@4 318 local s = time - ((h*3600) + (m*60))
arkanes@4 319 if h > 0 then
arkanes@4 320 timetext = ("%d:%02d"):format(h, m)
arkanes@4 321 elseif m > 0 then
arkanes@4 322 timetext = string.format("%d:%02d", m, floor(s))
arkanes@4 323 elseif s < 10 then
arkanes@4 324 timetext = string.format("%1.1f", s)
arkanes@4 325 else
arkanes@4 326 timetext = string.format("%.0f", floor(s))
arkanes@4 327 end
arkanes@4 328 return timetext
arkanes@0 329 end
arkanes@0 330
arkanes@12 331 function KBF:OnEnter(button, motion)
arkanes@12 332 -- this is for the secure buttons, so use the attributes
arkanes@26 333 local unit = SecureButton_GetModifiedUnit(button) or button.unit -- will perform vehicle toggle
arkanes@21 334 local filter = button:GetAttribute("filter") or button.filter
arkanes@15 335 local index = button:GetAttribute("index") or button.index
arkanes@17 336 if unit and filter and index then
arkanes@21 337 -- I'd like a better place to position this but it's funky for right now, handle it later
arkanes@17 338 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@17 339 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@17 340 GameTooltip:SetUnitAura(unit, index, filter);
arkanes@17 341 return
arkanes@17 342 end
arkanes@17 343 local slot = button:GetAttribute("target-slot") -- temp enchant
arkanes@42 344 if slot then
arkanes@67 345 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@67 346 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@67 347 if button.spellId then
arkanes@67 348 -- TODO: This might be too big of a tooltip to care about that much.
arkanes@67 349 -- Maybe I should just have a single line with the weapon name
arkanes@67 350 --GameTooltip:SetInventoryItem(unit, slot)
arkanes@67 351 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@67 352 local r, g, b = GetItemQualityColor(GetInventoryItemQuality("player", slot))
arkanes@67 353 GameTooltip:SetText(name, r, g, b)
arkanes@67 354 local slots = {[16] = "Main Hand", [17] = "Off Hand", [18] = "Thrown"}
arkanes@67 355 GameTooltip:AddLine(slots[slot])
arkanes@67 356 GameTooltip:AddLine(" ")
arkanes@67 357 GameTooltip:AddSpellByID(button.spellId)
arkanes@67 358 else
arkanes@67 359 GameTooltip:SetInventoryItem(unit, slot)
arkanes@67 360 end
arkanes@67 361 end
arkanes@12 362 end
arkanes@12 363
arkanes@1 364 -- creates a icon + statusbar bar
arkanes@10 365 function kbf:ConstructBar(frame, r, g, b)
arkanes@0 366 local texture = "Interface\\TargetingFrame\\UI-StatusBar"
arkanes@1 367 -- Because of secureframe suckiness, these height & width numbers
arkanes@1 368 -- have to be consistent with the stuff in KBF.xml
arkanes@54 369 local height = self.staticConfig.BAR_HEIGHT
arkanes@54 370 local width = self.staticConfig.BAR_WIDTH -- this is the width *without* the icon
arkanes@22 371 local font, _, style = GameFontHighlight:GetFont()
arkanes@10 372 local r = r or 0
arkanes@10 373 local g = g or 1
arkanes@10 374 local b = b or 0
arkanes@10 375 local bgcolor = {r, g, b, 0.5}
arkanes@10 376 local color = {r, g, b, 1}
arkanes@0 377 local fontsize = 11
arkanes@0 378 local timertextwidth = fontsize * 3.6
arkanes@0 379 local textcolor = {1, 1, 1, 1}
arkanes@0 380 local timertextcolor = {1, 1, 1, 1}
arkanes@10 381 if not frame then
arkanes@66 382 frame = CreateFrame("Button", "ABC", UIParent) -- the "top level" frame that represents the bar as a whole
arkanes@54 383 frame:SetHeight(height)
arkanes@54 384 frame:SetWidth(width + height)
arkanes@10 385 end
arkanes@1 386 local bar = frame
arkanes@66 387 bar.icon = CreateFrame("Button", "ABC-Icon", bar) -- the icon
arkanes@66 388 bar.statusbarbg = CreateFrame("StatusBar", "ABC-BG", bar) -- the bars background
arkanes@66 389 bar.statusbar = CreateFrame("StatusBar", "ABC-status", bar) -- and the bars foreground
arkanes@0 390 bar.text = bar.statusbar:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 391 bar.timertext = bar.statusbar:CreateFontString(nil, "OVERLAY") -- and the timer text
arkanes@67 392
arkanes@0 393
arkanes@0 394 -- the icon
arkanes@0 395 bar.icon:ClearAllPoints()
arkanes@0 396 bar.icon:SetPoint("LEFT", bar, "LEFT", 0, 0)
arkanes@0 397 -- icons are square
arkanes@0 398 bar.icon:SetWidth(height)
arkanes@0 399 bar.icon:SetHeight(height)
arkanes@2 400 --bar.icon:EnableMouse(false)
arkanes@0 401 -- the status bar background & foreground
arkanes@0 402 local function setupStatusBar(sb, color)
arkanes@0 403 sb:ClearAllPoints()
arkanes@0 404 sb:SetHeight(height)
arkanes@0 405 sb:SetWidth(width)
arkanes@0 406 -- offset the height of the frame on the x-axis for the icon.
arkanes@0 407 sb:SetPoint("TOPLEFT", bar, "TOPLEFT", height, 0)
arkanes@0 408 sb:SetStatusBarTexture(texture)
arkanes@0 409 sb:GetStatusBarTexture():SetVertTile(false)
arkanes@0 410 sb:GetStatusBarTexture():SetHorizTile(false)
arkanes@0 411 sb:SetStatusBarColor(unpack(color))
arkanes@0 412 sb:SetMinMaxValues(0,1)
arkanes@0 413 sb:SetValue(1)
arkanes@0 414 end
arkanes@0 415 setupStatusBar(bar.statusbarbg, bgcolor)
arkanes@0 416 setupStatusBar(bar.statusbar, color)
arkanes@66 417 bar.statusbarbg:SetFrameLevel(bar.statusbar:GetFrameLevel()-1) -- make sure the bg frame stays in the back
arkanes@0 418 -- timer text
arkanes@0 419 bar.timertext:SetFontObject(GameFontHighlight)
arkanes@0 420 bar.timertext:SetFont(GameFontHighlight:GetFont())
arkanes@0 421 bar.timertext:SetHeight(height)
arkanes@0 422 bar.timertext:SetWidth(timertextwidth)
arkanes@24 423 bar.timertext:SetPoint("LEFT", bar.statusbar, "LEFT", 2, 0)
arkanes@24 424 bar.timertext:SetJustifyH("LEFT")
arkanes@0 425 bar.timertext:SetText("time")
arkanes@0 426 bar.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4])
arkanes@0 427
arkanes@0 428 -- and the label text
arkanes@0 429 bar.text:SetFontObject(GameFontHighlight)
arkanes@0 430 bar.text:SetFont(GameFontHighlight:GetFont())
arkanes@0 431 bar.text:SetHeight(height)
arkanes@24 432 bar.text:SetPoint("LEFT", bar.timertext, "RIGHT", 0, 0)
arkanes@0 433 bar.text:SetPoint("RIGHT", bar.statusbar, "RIGHT", 0, 0)
arkanes@0 434 bar.text:SetJustifyH("LEFT")
arkanes@0 435 bar.text:SetText("text")
arkanes@0 436 bar.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4])
arkanes@0 437 return bar
arkanes@0 438 end
arkanes@0 439
arkanes@38 440 function kbf:CreateCoreFrames()
arkanes@67 441 -- this is the visible anchor frame that the user interacts with
arkanes@67 442 -- to move the buffs around
arkanes@67 443 local height = self.staticConfig.BAR_HEIGHT
arkanes@54 444 local width = self.staticConfig.BAR_WIDTH -- this is the width *without* the icon
arkanes@0 445 local anchor = CreateFrame("FRAME", "KBFAnchorFrame", UIParent)
arkanes@0 446 anchor:SetClampedToScreen(true)
arkanes@0 447 anchor:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
arkanes@0 448 edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
arkanes@54 449 tile = true, tileSize = height, edgeSize = 12,
arkanes@0 450 insets = { left = 4, right = 4, top = 4, bottom = 4 },
arkanes@0 451 })
arkanes@0 452 local text = anchor:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 453 text:SetFontObject(GameFontHighlight)
arkanes@0 454 text:SetFont(GameFontHighlight:GetFont())
arkanes@0 455 text:SetPoint("TOPLEFT", anchor, "TOPLEFT", 0, 0)
arkanes@0 456 text:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 0, 0)
arkanes@0 457 text:SetText("KBF ANCHOR")
arkanes@54 458 anchor:SetWidth(height + width)
arkanes@54 459 anchor:SetHeight(height)
arkanes@0 460 -- movability
arkanes@0 461 anchor:EnableMouse(true)
arkanes@0 462 anchor:SetMovable(true)
arkanes@0 463 anchor:RegisterForDrag("LeftButton")
arkanes@0 464 anchor:SetScript("OnDragStart", anchor.StartMoving)
arkanes@0 465 anchor:SetScript("OnDragStop", anchor.StopMovingOrSizing)
arkanes@0 466 anchor:ClearAllPoints()
arkanes@22 467 anchor:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
arkanes@0 468 anchor:Hide()
arkanes@38 469 -- this is the parent & host for the secure aura buttons.
arkanes@0 470
arkanes@67 471 local secureHeader = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate")
arkanes@67 472 self:SetCommonSecureHeaderAttributes(secureHeader)
arkanes@67 473 if self.db.profile.consolidateBuffs then
arkanes@67 474 secureHeader:SetAttribute("consolidateTo", 99)
arkanes@67 475 secureHeader:SetAttribute("consolidateDuration", -1) -- put 0 duration buffs into consolidation
arkanes@67 476 end
arkanes@38 477 secureHeader:SetPoint("TOP", anchor, "TOP", 0, 0)
arkanes@38 478
arkanes@38 479 -- this is the "button" in the aura flow that represents the consolidated buffs.
arkanes@38 480 -- pre-creating it here in order to perform customization
arkanes@66 481 local consolidateProxy = CreateFrame("BUTTON", "KBFConsolidateProxy", UIParent, "SecureHandlerClickTemplate")
arkanes@66 482 consolidateProxy:SetFrameStrata("HIGH")
arkanes@39 483 consolidateProxy:SetNormalTexture("Interface\\TargetingFrame\\UI-StatusBar")
arkanes@39 484 consolidateProxy:SetWidth(200 +16)
arkanes@67 485 consolidateProxy:SetHeight(16)
arkanes@38 486 secureHeader:SetAttribute("consolidateProxy", consolidateProxy)
arkanes@40 487 --secureHeader:SetFrameRef("proxy", consolidateProxy)
arkanes@40 488
arkanes@40 489
arkanes@38 490 -- this is the equivilent of the secureHeader for the consolidated buffs
arkanes@38 491 -- pre-creating again, so we can customize/size/position it
arkanes@38 492 local consolidateHeader = CreateFrame("FRAME", "KBFConsolidatedAnchorFrame", consolidateProxy)
arkanes@38 493 self:SetCommonSecureHeaderAttributes(consolidateHeader)
arkanes@38 494 secureHeader:SetAttribute("consolidateHeader", consolidateHeader)
arkanes@67 495 consolidateProxy:SetAttribute("header", consolidateHeader);
arkanes@67 496 consolidateProxy:SetFrameRef("header", consolidateHeader)
arkanes@67 497
arkanes@67 498 consolidateProxy:SetAttribute("_onclick", [[
arkanes@67 499 local frame = self:GetFrameRef("header")
arkanes@67 500 if frame:IsShown() then frame:Hide() else frame:Show() end
arkanes@40 501 ]])
arkanes@40 502 consolidateProxy:EnableMouse(true)
arkanes@40 503 consolidateProxy:RegisterForClicks("AnyUp")
arkanes@67 504
arkanes@67 505 -- position it relative to the proxy, so it can appear where we want it
arkanes@40 506 consolidateHeader:SetPoint("TOPRIGHT", anchor, "TOPLEFT", 0, 0)
arkanes@67 507 consolidateHeader:SetWidth(height + width)
arkanes@67 508 consolidateHeader:SetHeight(height)
arkanes@67 509 consolidateHeader:Show()
arkanes@67 510
arkanes@38 511 return anchor, secureHeader, consolidateHeader, consolidateProxy
arkanes@37 512 end
arkanes@37 513
arkanes@38 514 --- sets the attributes needed by all the headers
arkanes@38 515 function kbf:SetCommonSecureHeaderAttributes(frame)
arkanes@0 516 frame:SetAttribute("filter", "HELPFUL")
arkanes@20 517 frame:SetAttribute("toggleForVehicle", true) -- this doesn't actually work right now, but maybe it eventually will
arkanes@0 518 frame:SetAttribute("template", "KBFSecureUnitAuraTemplate")
arkanes@3 519 frame:SetAttribute("point", "TOP")
arkanes@2 520 frame:SetAttribute("xOffset", 0)
arkanes@3 521 frame:SetAttribute("yOffset", -16)
arkanes@3 522 frame:SetAttribute("minWidth", 216)
arkanes@3 523 frame:SetAttribute("minHeight", 16)
arkanes@25 524 frame:SetAttribute("unit", "player")
arkanes@3 525 frame:SetAttribute("sortMethod", "NAME")
arkanes@3 526 frame:SetAttribute("sortOrder", "-")
arkanes@65 527 frame:SetAttribute("weaponTemplate", "KBFSecureWeaponEnchantTemplate")
arkanes@67 528 -- TODO: 4.3 SAH has a bug that messes up buff binding when a consolidate proxy
arkanes@67 529 -- and/or weapon enchants are present, don't use them. Set up a standalone enchant window to be managed
arkanes@67 530 -- independently
arkanes@66 531 frame:SetAttribute("includeWeapons", 100)
arkanes@5 532 frame:Show() -- has to be shown, otherwise the child frames don't show
arkanes@37 533 return frame
arkanes@0 534 end
arkanes@18 535
arkanes@18 536 function kbf:ShowAnchor()
arkanes@38 537 self.secureHeader:ClearAllPoints()
arkanes@38 538 self.secureHeader:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0)
arkanes@18 539 self.anchor:Show()
arkanes@18 540 end
arkanes@18 541
arkanes@18 542 function kbf:HideAnchor()
arkanes@38 543 self.secureHeader:ClearAllPoints()
arkanes@38 544 self.secureHeader:SetPoint("TOP", self.anchor, "TOP", 0, 0)
arkanes@18 545 self.anchor:Hide()
arkanes@18 546 end
arkanes@18 547
arkanes@18 548 function kbf:ToggleAnchor()
arkanes@18 549 if self.anchor:IsShown() then
arkanes@18 550 self:HideAnchor()
arkanes@18 551 else
arkanes@18 552 self:ShowAnchor()
arkanes@18 553 end
arkanes@18 554 end