annotate KBF.lua @ 44:81cade22f2f9

add instant/wound/deadly poison support
author Chris Mellon <arkanes@gmail.com>
date Sun, 13 Feb 2011 08:55:58 -0600
parents d792f986400f
children ca720b4b5435
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@10 9 self.debuffFrames = {}
arkanes@40 10 local defaultSettings = {
arkanes@40 11 -- global bar settings
arkanes@40 12 -- overrides for buffs
arkanes@40 13 -- overrides for debuffs
arkanes@40 14 }
arkanes@0 15 self:RegisterEvent("UNIT_AURA")
arkanes@27 16 self:RegisterEvent("UNIT_ENTERING_VEHICLE", "PollForVehicleChange")
arkanes@27 17 self:RegisterEvent("UNIT_EXITING_VEHICLE", "PollForVehicleChange")
arkanes@38 18 self:RegisterChatCommand("kbf", "ToggleAnchor")
arkanes@38 19 end
arkanes@38 20
arkanes@38 21 function kbf:OnEnable()
arkanes@38 22 self.anchor, self.secureHeader, self.consolidateHeader, self.consolidateProxy = self:CreateCoreFrames()
arkanes@38 23 -- set up the countdown timer
arkanes@4 24 -- TODO: Fancy enable/disable based on whether you have any timed buffs.
arkanes@4 25 -- Not a big deal, how often do you care about that
arkanes@8 26 -- also TODO: Maybe should bucket OnUpdates somehow
arkanes@18 27 -- AceTimer repeating events can only happen at 0.1 seconds, which is probably
arkanes@18 28 -- fast enough for updating, but makes the animation look jerky
arkanes@27 29 -- need to experiment with using animation groups
arkanes@18 30 self.update = CreateFrame("FRAME")
arkanes@18 31 self.update:SetScript("OnUpdate", function() self:OnUpdate() end)
arkanes@7 32 self.dirty = true -- force an immediate scan on login
arkanes@14 33 self:HideBlizzardBuffFrames()
arkanes@0 34 end
arkanes@1 35 -- naming convention
arkanes@17 36 -- a "frame" is the top-level button (secure button from the header, or one I make myself)
arkanes@17 37 -- that will contain the UI information about the buff
arkanes@17 38 -- a "bar" is a frame that has the icon, status bar, ect associated with it
arkanes@0 39
arkanes@20 40 -- Secure aura header doesn't self-bind to vehicle,
arkanes@27 41 -- so this only works out of combat. But thats better than nothing...
arkanes@27 42 function kbf:PollForVehicleChange(event, unit)
arkanes@20 43 if unit ~= "player" then return end
arkanes@20 44 self.dirty = true
arkanes@20 45 -- hax until SAH supports vehicles - do the swap after we come out of combat
arkanes@27 46 -- always poll instead of insta-swapping OOC in order to simplify the UnitHasVehicleUI logic
arkanes@27 47 self.pollForUnitChange = true
arkanes@20 48 end
arkanes@20 49
arkanes@8 50 function kbf:HideBlizzardBuffFrames()
arkanes@8 51 local function HideBlizFrame(frame)
arkanes@8 52 if not frame then return end
arkanes@8 53 frame:UnregisterAllEvents()
arkanes@8 54 frame:SetScript("OnUpdate", nil)
arkanes@8 55 frame:Hide()
arkanes@8 56 frame.Show = function() end
arkanes@8 57 end
arkanes@8 58 HideBlizFrame(BuffFrame)
arkanes@8 59 HideBlizFrame(ConsolidatedBuffs)
arkanes@18 60 HideBlizFrame(TemporaryEnchantFrame)
arkanes@8 61
arkanes@8 62 end
arkanes@8 63
arkanes@4 64 function kbf:OnUpdate()
arkanes@20 65 if self.pollForUnitChange and not InCombatLockdown() then
arkanes@20 66 if UnitHasVehicleUI("player") then
arkanes@27 67 -- only swap if we're in a "real" vehicle with its own actions
arkanes@27 68 -- There is possibly a timing issue here where
arkanes@27 69 -- we have set the poll flag but the unit is not
arkanes@27 70 -- actually "in" the vehicle yet. I'm hoping thats
arkanes@27 71 -- handled by using exited/entered events instead of exiting/entering
arkanes@38 72 self.secureHeader:SetAttribute("unit", "vehicle")
arkanes@20 73 else
arkanes@38 74 self.secureHeader:SetAttribute("unit", "player")
arkanes@20 75 end
arkanes@20 76 self.pollForUnitChange = nil
arkanes@20 77 end
arkanes@38 78 local unit = self.secureHeader:GetAttribute("unit")
arkanes@10 79 local buffCount = 0
arkanes@4 80 for idx=1,99 do
arkanes@38 81 local frame = self.secureHeader:GetAttribute("child"..idx)
arkanes@10 82 if not (frame and frame:IsShown()) then break end
arkanes@10 83 buffCount = buffCount + 1
arkanes@6 84 if self.dirty then
arkanes@10 85 if self:BindBarToBuff(frame, unit) then break end
arkanes@9 86 end
arkanes@10 87 self:UpdateBarExpirationTime(frame)
arkanes@12 88 -- Don't forget to refresh shown tooltips
arkanes@12 89 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 90 self:OnEnter(frame)
arkanes@12 91 end
arkanes@10 92 end
arkanes@37 93
arkanes@37 94 -- consolidated buffs
arkanes@37 95 if self.consolidateProxy:IsShown() then
arkanes@37 96 for idx=1,99 do
arkanes@37 97 local frame = self.consolidateHeader:GetAttribute("child"..idx)
arkanes@37 98 if not (frame and frame:IsShown()) then break end
arkanes@37 99 if self.dirty then
arkanes@37 100 if self:BindBarToBuff(frame, unit) then break end
arkanes@37 101 end
arkanes@37 102 self:UpdateBarExpirationTime(frame)
arkanes@37 103 -- Don't forget to refresh shown tooltips
arkanes@37 104 if ( GameTooltip:IsOwned(frame) ) then
arkanes@37 105 self:OnEnter(frame)
arkanes@37 106 end
arkanes@37 107 end
arkanes@41 108 buffCount = buffCount+1
arkanes@37 109 end
arkanes@37 110
arkanes@10 111 -- temporary enchants
arkanes@42 112 -- TODO: So much copy/paste here. I really need to clean this up.
arkanes@38 113 local tempEnchant = self.secureHeader:GetAttribute("tempEnchant1")
arkanes@17 114 if tempEnchant and tempEnchant:IsShown() then
arkanes@41 115 self:BindBarToWeaponEnchant(tempEnchant, 16)
arkanes@17 116 self:UpdateBarExpirationTime(tempEnchant)
arkanes@19 117 buffCount = buffCount + 1
arkanes@17 118 end
arkanes@42 119 if ( tempEnchant and GameTooltip:IsOwned(tempEnchant) ) then
arkanes@42 120 self:OnEnter(tempEnchant)
arkanes@42 121 end
arkanes@38 122 tempEnchant = self.secureHeader:GetAttribute("tempEnchant2")
arkanes@17 123 if tempEnchant and tempEnchant:IsShown() then
arkanes@41 124 self:BindBarToWeaponEnchant(tempEnchant, 17)
arkanes@17 125 self:UpdateBarExpirationTime(tempEnchant)
arkanes@19 126 buffCount = buffCount + 1
arkanes@28 127 -- SAH binds the offhand enchant to the main hand for removal purposes.
arkanes@28 128 -- fix it up if we're out of combat
arkanes@28 129 -- TODO: maybe this should only happen if we're dirty
arkanes@28 130 if not InCombatLockdown() then
arkanes@28 131 tempEnchant:SetAttribute('target-slot', 17)
arkanes@28 132 end
arkanes@17 133 end
arkanes@42 134 if ( tempEnchant and GameTooltip:IsOwned(tempEnchant) ) then
arkanes@42 135 self:OnEnter(tempEnchant)
arkanes@42 136 end
arkanes@41 137 -- make a fake third buff bar. It can't be used to cancel the buff, but
arkanes@41 138 -- at least you can see it.
arkanes@41 139 local thirdWeaponInfo = select(7, GetWeaponEnchantInfo())
arkanes@41 140 if thirdWeaponInfo then
arkanes@41 141 if not self.tempEnchant3 then
arkanes@41 142 -- largely copy/pasted code from SAH to bind to third weapon
arkanes@41 143 self.tempEnchant3 = CreateFrame("Button", nil, self.secureHeader);
arkanes@41 144 self.tempEnchant3:SetWidth(200+16)
arkanes@41 145 self.tempEnchant3:SetHeight(16)
arkanes@41 146 self.tempEnchant3:Show()
arkanes@44 147 self.tempEnchant3:SetScript("OnEnter", function() kbf:OnEnter(self.tempEnchant3) end)
arkanes@44 148 self.tempEnchant3:SetScript("OnLeave", function() GameTooltip:Hide() end)
arkanes@44 149 self.tempEnchant3:EnableMouse(true)
arkanes@44 150 --TODO: queue up for setting when leaving combat
arkanes@44 151 self.tempEnchant3:SetAttribute('target-slot', 18)
arkanes@44 152 -- set up the tooltip
arkanes@41 153 end
arkanes@44 154 -- TODO: If we're out of combat and theres an OH enchant,
arkanes@44 155 -- create a secure action button & position it relative
arkanes@44 156 -- to that. What happens when the OH weapon enchant frame
arkanes@44 157 -- is hidden by SAH?
arkanes@44 158 -- most likely: it stays visible but stops moving.
arkanes@44 159 -- in this case, maybe parent it to the OH enchant also
arkanes@44 160 -- so it vanishes and gets out of the way.
arkanes@44 161
arkanes@41 162 self.tempEnchant3:Show()
arkanes@41 163 end
arkanes@41 164 if self.tempEnchant3 and not thirdWeaponInfo then
arkanes@41 165 self.tempEnchant3:Hide()
arkanes@41 166 end
arkanes@41 167 tempEnchant = self.tempEnchant3
arkanes@41 168 if tempEnchant and tempEnchant:IsShown() then
arkanes@41 169 self.tempEnchant3:ClearAllPoints()
arkanes@41 170 self.tempEnchant3:SetPoint("TOP", self.secureHeader, "TOP", 0, (buffCount * -16))
arkanes@41 171 self:BindBarToWeaponEnchant(tempEnchant, 18)
arkanes@41 172 self:UpdateBarExpirationTime(tempEnchant)
arkanes@41 173 buffCount = buffCount + 1
arkanes@41 174 end
arkanes@42 175 if ( tempEnchant and GameTooltip:IsOwned(tempEnchant) ) then
arkanes@42 176 self:OnEnter(tempEnchant)
arkanes@42 177 end
arkanes@10 178 -- debuffs
arkanes@11 179 -- Since debuffs aren't cancellable, don't need to use the secure header
arkanes@11 180 -- for them. This could be rewritten to support useful features like
arkanes@11 181 -- sorting & scaling and stuff. Honestly, should at least be alphabetical.
arkanes@10 182 for idx=1,99 do
arkanes@10 183 local frame = self.debuffFrames[idx]
arkanes@10 184 if self.dirty then
arkanes@10 185 local name, rank, icon, stacks, debuffType, duration, expirationTime = UnitAura(unit, idx, "HARMFUL")
arkanes@10 186 if not name then
arkanes@10 187 -- out of debuffs, hide all the rest of them
arkanes@10 188 for jdx = idx, 99 do
arkanes@10 189 local bar = self.debuffFrames[jdx]
arkanes@10 190 if bar then bar:Hide() else break end
arkanes@10 191 end
arkanes@10 192 break
arkanes@10 193 end
arkanes@10 194 if not frame then
arkanes@10 195 frame = self:ConstructBar(nil, 1, 0, 0)
arkanes@10 196 self.debuffFrames[idx] = frame
arkanes@10 197 end
arkanes@10 198 self:SetBarAppearance(frame, name, icon, stacks, duration, expirationTime)
arkanes@10 199 frame:ClearAllPoints()
arkanes@10 200 -- position it under all the buffs, with a half-bar spacing
arkanes@41 201 frame:SetPoint("TOP", self.secureHeader, "TOP", 0, (buffCount * -16) - 8)
arkanes@10 202 frame:Show()
arkanes@13 203 frame.filter = "HARMFUL"
arkanes@13 204 frame.unit = unit
arkanes@16 205 frame.index = idx
arkanes@13 206 frame:SetScript("OnEnter", function() kbf:OnEnter(frame) end)
arkanes@13 207 frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
arkanes@23 208 frame:EnableMouse(true)
arkanes@10 209 buffCount = buffCount + 1
arkanes@10 210 else
arkanes@10 211 -- not dirty, so no frame means we're done
arkanes@10 212 if not frame then break end
arkanes@6 213 end
arkanes@10 214 self:UpdateBarExpirationTime(frame)
arkanes@13 215 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 216 self:OnEnter(frame)
arkanes@13 217 end
arkanes@4 218 end
arkanes@6 219 self.dirty = nil
arkanes@4 220 end
arkanes@4 221
arkanes@0 222 function kbf:UNIT_AURA(event, unit)
arkanes@38 223 if unit ~= self.secureHeader:GetAttribute("unit") then return end
arkanes@6 224 self.dirty = true
arkanes@0 225 end
arkanes@0 226
arkanes@10 227 function kbf:UpdateBarExpirationTime(frame)
arkanes@10 228 if frame.expirationTime then
arkanes@10 229 local remaining = frame.expirationTime - GetTime()
arkanes@10 230 remaining = math.max(0, remaining)
arkanes@10 231 local perc = remaining / frame.duration
arkanes@10 232 frame.timertext:SetText(self:FormatTimeText(remaining))
arkanes@10 233 frame.statusbar:SetValue(remaining)
arkanes@10 234 end
arkanes@10 235 end
arkanes@10 236
arkanes@42 237 local gratt = LibStub:GetLibrary("LibGratuity-3.0")
arkanes@42 238
arkanes@17 239 function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride)
arkanes@17 240 -- allow passing of explicit slot in order to work around aura header bug
arkanes@17 241 local slot = slotOverride or parentFrame:GetAttribute("target-slot")
arkanes@17 242 local itemIndex = slot - 15 -- 1MH, 2OF
arkanes@17 243 local RETURNS_PER_ITEM = 3
arkanes@17 244 local hasEnchant, remaining, enchantCharges = select(RETURNS_PER_ITEM * (itemIndex - 1) + 1, GetWeaponEnchantInfo())
arkanes@17 245 -- remaining time is in milliseconds
arkanes@26 246 if not hasEnchant then return end -- this should never happen
arkanes@17 247 local remaining = remaining / 1000
arkanes@42 248
arkanes@17 249 local icon = GetInventoryItemTexture("player", slot)
arkanes@42 250 local maxDuration
arkanes@42 251 if select(2, UnitClass("player")) == "ROGUE" then
arkanes@42 252 -- Rogues are probably using poisons, which are an hour
arkanes@42 253 maxDuration = 60 * 60
arkanes@42 254 else
arkanes@42 255 -- everyone else is probably using something thats a half hour
arkanes@42 256 maxDuration = 30 * 60
arkanes@42 257 end
arkanes@42 258 local duration = max(maxDuration, remaining)
arkanes@17 259 local expirationTime = GetTime() + remaining
arkanes@17 260 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@42 261 -- try to figure out what the weapon enchant is
arkanes@42 262 -- tooltip string -> {spellid, duration}
arkanes@42 263 local knownEnchants = {
arkanes@42 264 ["Flametongue"] = {8024, 30*60},
arkanes@42 265 ["Frostbrand"] = {8033, 30*60},
arkanes@44 266 ["Instant Poison"] = {8680, 60*60},
arkanes@44 267 ["Wound Poison"] = {13218, 60*60},
arkanes@44 268 ["Deadly Poison"] = {2823, 60*60},
arkanes@42 269
arkanes@42 270 }
arkanes@42 271 local spellId = nil
arkanes@42 272 if gratt then
arkanes@42 273 gratt:SetInventoryItem("player", slot)
arkanes@42 274 for tag, info in pairs(knownEnchants) do
arkanes@42 275 if gratt:Find(tag) then
arkanes@42 276 spellId, duration = unpack(info)
arkanes@42 277 -- TODO: Maybe want to leave it as the weapon icon?
arkanes@42 278 -- I don't think theres enough room to add both the name of the weapon & the buff in there
arkanes@42 279 -- maybe use the tag?
arkanes@42 280 -- Or maybe use the slot name, ie Flametongue / Main Hand
arkanes@42 281 name, _, _ = GetSpellInfo(spellId)
arkanes@42 282 break
arkanes@42 283 end
arkanes@42 284 end
arkanes@42 285 end
arkanes@42 286 parentFrame.spellId = spellId
arkanes@17 287 if not parentFrame.icon then
arkanes@17 288 self:ConstructBar(parentFrame, 1, 0, 1)
arkanes@17 289 end
arkanes@17 290 self:SetBarAppearance(parentFrame, name, icon, enchantCharges, duration, expirationTime)
arkanes@17 291 end
arkanes@17 292
arkanes@3 293 function kbf:BindBarToBuff(parentFrame, unit)
arkanes@3 294 local index = parentFrame:GetAttribute("index")
arkanes@3 295 local filter = parentFrame:GetAttribute("filter")
arkanes@10 296 local name, rank, icon, stacks, debuffType, duration, expirationTime,
arkanes@3 297 unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter)
arkanes@10 298 if not name then return end
arkanes@2 299 if not parentFrame.icon then
arkanes@2 300 self:ConstructBar(parentFrame)
arkanes@0 301 end
arkanes@10 302 self:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@10 303 end
arkanes@10 304
arkanes@10 305 function kbf:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@2 306 parentFrame.icon:SetNormalTexture(icon)
arkanes@0 307 if stacks and stacks > 0 then
arkanes@2 308 parentFrame.text:SetText(string.format("%s(%d)", name, stacks))
arkanes@0 309 else
arkanes@2 310 parentFrame.text:SetText(name)
arkanes@0 311 end
arkanes@4 312 parentFrame.timertext:SetText(self:FormatTimeText(duration))
arkanes@4 313 -- store duration information
arkanes@6 314 if duration and duration > 0 then
arkanes@4 315 parentFrame.expirationTime = expirationTime
arkanes@4 316 parentFrame.duration = duration
arkanes@4 317 parentFrame.statusbar:SetMinMaxValues(0, duration)
arkanes@4 318 else
arkanes@4 319 parentFrame.expirationTime = nil
arkanes@4 320 parentFrame.duration = 0
arkanes@4 321 parentFrame.statusbar:SetMinMaxValues(0,1)
arkanes@4 322 parentFrame.statusbar:SetValue(1)
arkanes@4 323 end
arkanes@4 324 end
arkanes@4 325
arkanes@17 326 -- expects time seconds
arkanes@4 327 function kbf:FormatTimeText(time)
arkanes@4 328 if not time or time == 0 then return "" end
arkanes@4 329 local timetext
arkanes@4 330 local h = floor(time/3600)
arkanes@4 331 local m = time - (h*3600)
arkanes@4 332 m = floor(m/60)
arkanes@4 333 local s = time - ((h*3600) + (m*60))
arkanes@4 334 if h > 0 then
arkanes@4 335 timetext = ("%d:%02d"):format(h, m)
arkanes@4 336 elseif m > 0 then
arkanes@4 337 timetext = string.format("%d:%02d", m, floor(s))
arkanes@4 338 elseif s < 10 then
arkanes@4 339 timetext = string.format("%1.1f", s)
arkanes@4 340 else
arkanes@4 341 timetext = string.format("%.0f", floor(s))
arkanes@4 342 end
arkanes@4 343 return timetext
arkanes@0 344 end
arkanes@0 345
arkanes@12 346 function KBF:OnEnter(button, motion)
arkanes@12 347 -- this is for the secure buttons, so use the attributes
arkanes@26 348 local unit = SecureButton_GetModifiedUnit(button) or button.unit -- will perform vehicle toggle
arkanes@21 349 local filter = button:GetAttribute("filter") or button.filter
arkanes@15 350 local index = button:GetAttribute("index") or button.index
arkanes@17 351 if unit and filter and index then
arkanes@21 352 -- I'd like a better place to position this but it's funky for right now, handle it later
arkanes@17 353 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@17 354 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@17 355 GameTooltip:SetUnitAura(unit, index, filter);
arkanes@17 356 return
arkanes@17 357 end
arkanes@17 358 local slot = button:GetAttribute("target-slot") -- temp enchant
arkanes@42 359 if slot then
arkanes@42 360 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@42 361 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@42 362 if button.spellId then
arkanes@42 363 -- TODO: This might be too big of a tooltip to care about that much.
arkanes@42 364 -- Maybe I should just have a single line with the weapon name
arkanes@42 365 --GameTooltip:SetInventoryItem(unit, slot)
arkanes@42 366 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@42 367 local r, g, b = GetItemQualityColor(GetInventoryItemQuality("player", slot))
arkanes@42 368 GameTooltip:SetText(name, r, g, b)
arkanes@42 369 GameTooltip:AddLine(" ")
arkanes@42 370 GameTooltip:AddSpellByID(button.spellId)
arkanes@42 371 else
arkanes@42 372 GameTooltip:SetInventoryItem(unit, slot)
arkanes@42 373 end
arkanes@42 374 end
arkanes@12 375 end
arkanes@12 376
arkanes@1 377 -- creates a icon + statusbar bar
arkanes@10 378 function kbf:ConstructBar(frame, r, g, b)
arkanes@0 379 local texture = "Interface\\TargetingFrame\\UI-StatusBar"
arkanes@1 380 -- Because of secureframe suckiness, these height & width numbers
arkanes@1 381 -- have to be consistent with the stuff in KBF.xml
arkanes@0 382 local height = 16
arkanes@1 383 local width = 200 -- this is the width *without* the icon
arkanes@22 384 local font, _, style = GameFontHighlight:GetFont()
arkanes@10 385 local r = r or 0
arkanes@10 386 local g = g or 1
arkanes@10 387 local b = b or 0
arkanes@10 388 local bgcolor = {r, g, b, 0.5}
arkanes@10 389 local color = {r, g, b, 1}
arkanes@0 390 local fontsize = 11
arkanes@0 391 local timertextwidth = fontsize * 3.6
arkanes@0 392 local textcolor = {1, 1, 1, 1}
arkanes@0 393 local timertextcolor = {1, 1, 1, 1}
arkanes@10 394 if not frame then
arkanes@10 395 frame = CreateFrame("Button", nil, UIParent) -- the "top level" frame that represents the bar as a whole
arkanes@10 396 frame:SetHeight(16)
arkanes@23 397 frame:SetWidth(200 + 16)
arkanes@10 398 end
arkanes@1 399 local bar = frame
arkanes@0 400 bar.icon = CreateFrame("Button", nil, bar) -- the icon
arkanes@0 401 bar.statusbarbg = CreateFrame("StatusBar", nil, bar) -- the bars background
arkanes@0 402 bar.statusbar = CreateFrame("StatusBar", nil, bar) -- and the bars foreground
arkanes@0 403 bar.text = bar.statusbar:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 404 bar.timertext = bar.statusbar:CreateFontString(nil, "OVERLAY") -- and the timer text
arkanes@0 405
arkanes@0 406 -- the icon
arkanes@0 407 bar.icon:ClearAllPoints()
arkanes@0 408 bar.icon:SetPoint("LEFT", bar, "LEFT", 0, 0)
arkanes@0 409 -- icons are square
arkanes@0 410 bar.icon:SetWidth(height)
arkanes@0 411 bar.icon:SetHeight(height)
arkanes@2 412 --bar.icon:EnableMouse(false)
arkanes@0 413 -- the status bar background & foreground
arkanes@0 414 local function setupStatusBar(sb, color)
arkanes@0 415 sb:ClearAllPoints()
arkanes@0 416 sb:SetHeight(height)
arkanes@0 417 sb:SetWidth(width)
arkanes@0 418 -- offset the height of the frame on the x-axis for the icon.
arkanes@0 419 sb:SetPoint("TOPLEFT", bar, "TOPLEFT", height, 0)
arkanes@0 420 sb:SetStatusBarTexture(texture)
arkanes@0 421 sb:GetStatusBarTexture():SetVertTile(false)
arkanes@0 422 sb:GetStatusBarTexture():SetHorizTile(false)
arkanes@0 423 sb:SetStatusBarColor(unpack(color))
arkanes@0 424 sb:SetMinMaxValues(0,1)
arkanes@0 425 sb:SetValue(1)
arkanes@0 426 end
arkanes@0 427 setupStatusBar(bar.statusbarbg, bgcolor)
arkanes@0 428 setupStatusBar(bar.statusbar, color)
arkanes@0 429 bar.statusbarbg:SetFrameLevel(bar.statusbarbg:GetFrameLevel()-1) -- make sure the bg frame stays in the back
arkanes@0 430 -- timer text
arkanes@0 431 bar.timertext:SetFontObject(GameFontHighlight)
arkanes@0 432 bar.timertext:SetFont(GameFontHighlight:GetFont())
arkanes@0 433 bar.timertext:SetHeight(height)
arkanes@0 434 bar.timertext:SetWidth(timertextwidth)
arkanes@24 435 bar.timertext:SetPoint("LEFT", bar.statusbar, "LEFT", 2, 0)
arkanes@24 436 bar.timertext:SetJustifyH("LEFT")
arkanes@0 437 bar.timertext:SetText("time")
arkanes@0 438 bar.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4])
arkanes@0 439
arkanes@0 440 -- and the label text
arkanes@0 441 bar.text:SetFontObject(GameFontHighlight)
arkanes@0 442 bar.text:SetFont(GameFontHighlight:GetFont())
arkanes@0 443 bar.text:SetHeight(height)
arkanes@24 444 bar.text:SetPoint("LEFT", bar.timertext, "RIGHT", 0, 0)
arkanes@0 445 bar.text:SetPoint("RIGHT", bar.statusbar, "RIGHT", 0, 0)
arkanes@0 446 bar.text:SetJustifyH("LEFT")
arkanes@0 447 bar.text:SetText("text")
arkanes@0 448 bar.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4])
arkanes@0 449 return bar
arkanes@0 450 end
arkanes@0 451
arkanes@38 452 function kbf:CreateCoreFrames()
arkanes@38 453 -- this is the visible anchor frame that the user interacts with
arkanes@38 454 -- to move the buffs around
arkanes@0 455 local anchor = CreateFrame("FRAME", "KBFAnchorFrame", UIParent)
arkanes@0 456 anchor:SetClampedToScreen(true)
arkanes@0 457 anchor:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
arkanes@0 458 edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
arkanes@18 459 tile = true, tileSize = 16, edgeSize = 12,
arkanes@0 460 insets = { left = 4, right = 4, top = 4, bottom = 4 },
arkanes@0 461 })
arkanes@0 462 local text = anchor:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 463 text:SetFontObject(GameFontHighlight)
arkanes@0 464 text:SetFont(GameFontHighlight:GetFont())
arkanes@0 465 text:SetPoint("TOPLEFT", anchor, "TOPLEFT", 0, 0)
arkanes@0 466 text:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 0, 0)
arkanes@0 467 text:SetText("KBF ANCHOR")
arkanes@18 468 anchor:SetWidth(200 +16)
arkanes@18 469 anchor:SetHeight(16)
arkanes@0 470 -- movability
arkanes@0 471 anchor:EnableMouse(true)
arkanes@0 472 anchor:SetMovable(true)
arkanes@0 473 anchor:RegisterForDrag("LeftButton")
arkanes@0 474 anchor:SetScript("OnDragStart", anchor.StartMoving)
arkanes@0 475 anchor:SetScript("OnDragStop", anchor.StopMovingOrSizing)
arkanes@0 476 anchor:ClearAllPoints()
arkanes@22 477 anchor:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
arkanes@0 478 anchor:Hide()
arkanes@38 479 -- this is the parent & host for the secure aura buttons.
arkanes@0 480
arkanes@38 481 local secureHeader = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate")
arkanes@38 482 self:SetCommonSecureHeaderAttributes(secureHeader)
arkanes@40 483 secureHeader:SetAttribute("consolidateTo", 99)
arkanes@38 484 secureHeader:SetPoint("TOP", anchor, "TOP", 0, 0)
arkanes@38 485
arkanes@38 486 -- this is the "button" in the aura flow that represents the consolidated buffs.
arkanes@38 487 -- pre-creating it here in order to perform customization
arkanes@40 488 local consolidateProxy = CreateFrame("BUTTON", nil, UIParent, "SecureHandlerClickTemplate")
arkanes@39 489 consolidateProxy:SetNormalTexture("Interface\\TargetingFrame\\UI-StatusBar")
arkanes@39 490 consolidateProxy:SetWidth(200 +16)
arkanes@39 491 consolidateProxy:SetHeight(16)
arkanes@38 492 secureHeader:SetAttribute("consolidateProxy", consolidateProxy)
arkanes@40 493 --secureHeader:SetFrameRef("proxy", consolidateProxy)
arkanes@40 494
arkanes@40 495
arkanes@38 496 -- this is the equivilent of the secureHeader for the consolidated buffs
arkanes@38 497 -- pre-creating again, so we can customize/size/position it
arkanes@38 498 local consolidateHeader = CreateFrame("FRAME", "KBFConsolidatedAnchorFrame", consolidateProxy)
arkanes@38 499 self:SetCommonSecureHeaderAttributes(consolidateHeader)
arkanes@38 500 secureHeader:SetAttribute("consolidateHeader", consolidateHeader)
arkanes@39 501 consolidateProxy:SetAttribute("header", consolidateHeader);
arkanes@40 502 consolidateProxy:SetFrameRef("header", consolidateHeader)
arkanes@40 503
arkanes@40 504 consolidateProxy:SetAttribute("_onclick", [[
arkanes@40 505 local frame = self:GetFrameRef("header")
arkanes@40 506 if frame:IsShown() then frame:Hide() else frame:Show() end
arkanes@40 507 ]])
arkanes@40 508 consolidateProxy:EnableMouse(true)
arkanes@40 509 consolidateProxy:RegisterForClicks("AnyUp")
arkanes@39 510
arkanes@39 511 -- position it relative to the proxy, so it can appear where we want it
arkanes@40 512 consolidateHeader:SetPoint("TOPRIGHT", anchor, "TOPLEFT", 0, 0)
arkanes@38 513 consolidateHeader:SetWidth(200 +16)
arkanes@38 514 consolidateHeader:SetHeight(16)
arkanes@38 515 consolidateHeader:Show()
arkanes@39 516
arkanes@38 517 return anchor, secureHeader, consolidateHeader, consolidateProxy
arkanes@37 518 end
arkanes@37 519
arkanes@38 520 --- sets the attributes needed by all the headers
arkanes@38 521 function kbf:SetCommonSecureHeaderAttributes(frame)
arkanes@0 522 frame:SetAttribute("filter", "HELPFUL")
arkanes@20 523 frame:SetAttribute("toggleForVehicle", true) -- this doesn't actually work right now, but maybe it eventually will
arkanes@0 524 frame:SetAttribute("template", "KBFSecureUnitAuraTemplate")
arkanes@3 525 frame:SetAttribute("point", "TOP")
arkanes@0 526 frame:SetAttribute("wrapAfter", 100) -- required due to bugs in secure header
arkanes@2 527 frame:SetAttribute("xOffset", 0)
arkanes@3 528 frame:SetAttribute("yOffset", -16)
arkanes@3 529 frame:SetAttribute("minWidth", 216)
arkanes@3 530 frame:SetAttribute("minHeight", 16)
arkanes@25 531 frame:SetAttribute("unit", "player")
arkanes@3 532 frame:SetAttribute("sortMethod", "NAME")
arkanes@3 533 frame:SetAttribute("sortOrder", "-")
arkanes@41 534 -- TODO: SecureAuraHeader doesn't correctly implement the temp enchants
arkanes@17 535 frame:SetAttribute("weaponTemplate", "KBFSecureUnitAuraTemplate")
arkanes@41 536 frame:SetAttribute("includeWeapons", 100)
arkanes@5 537 frame:Show() -- has to be shown, otherwise the child frames don't show
arkanes@37 538 return frame
arkanes@0 539 end
arkanes@18 540
arkanes@18 541 function kbf:ShowAnchor()
arkanes@38 542 self.secureHeader:ClearAllPoints()
arkanes@38 543 self.secureHeader:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0)
arkanes@18 544 self.anchor:Show()
arkanes@18 545 end
arkanes@18 546
arkanes@18 547 function kbf:HideAnchor()
arkanes@38 548 self.secureHeader:ClearAllPoints()
arkanes@38 549 self.secureHeader:SetPoint("TOP", self.anchor, "TOP", 0, 0)
arkanes@18 550 self.anchor:Hide()
arkanes@18 551 end
arkanes@18 552
arkanes@18 553 function kbf:ToggleAnchor()
arkanes@18 554 if self.anchor:IsShown() then
arkanes@18 555 self:HideAnchor()
arkanes@18 556 else
arkanes@18 557 self:ShowAnchor()
arkanes@18 558 end
arkanes@18 559 end