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