annotate KBF.lua @ 73:dbf17a303006

Make sure it only happens for 'real' vehicles, with a UI bar
author Chris Mellon <arkanes@gmail.com>
date Sat, 30 Jun 2012 18:49:36 -0500
parents b467bba0224d
children 2acabfca1305
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@68 14 self.anchor, self.secureHeader, self.consolidateHeader, self.consolidateProxy, self.vehicleHeader = self:CreateCoreFrames()
arkanes@10 15 self.debuffFrames = {}
arkanes@0 16 self:RegisterEvent("UNIT_AURA")
arkanes@57 17 LibStub("AceConfig-3.0"):RegisterOptionsTable("KBF", self.options);
arkanes@57 18 self.profilesFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("KBF", "KBF");
arkanes@38 19 self:RegisterChatCommand("kbf", "ToggleAnchor")
arkanes@45 20
arkanes@66 21
arkanes@38 22 end
arkanes@38 23
arkanes@38 24 function kbf:OnEnable()
arkanes@67 25 -- set up the countdown timer
arkanes@4 26 -- TODO: Fancy enable/disable based on whether you have any timed buffs.
arkanes@4 27 -- Not a big deal, how often do you care about that
arkanes@8 28 -- also TODO: Maybe should bucket OnUpdates somehow
arkanes@18 29 -- AceTimer repeating events can only happen at 0.1 seconds, which is probably
arkanes@18 30 -- fast enough for updating, but makes the animation look jerky
arkanes@27 31 -- need to experiment with using animation groups
arkanes@18 32 self.update = CreateFrame("FRAME")
arkanes@18 33 self.update:SetScript("OnUpdate", function() self:OnUpdate() end)
arkanes@7 34 self.dirty = true -- force an immediate scan on login
arkanes@14 35 self:HideBlizzardBuffFrames()
arkanes@0 36 end
arkanes@1 37 -- naming convention
arkanes@17 38 -- a "frame" is the top-level button (secure button from the header, or one I make myself)
arkanes@17 39 -- that will contain the UI information about the buff
arkanes@17 40 -- a "bar" is a frame that has the icon, status bar, ect associated with it
arkanes@0 41
arkanes@20 42
arkanes@8 43 function kbf:HideBlizzardBuffFrames()
arkanes@8 44 local function HideBlizFrame(frame)
arkanes@8 45 if not frame then return end
arkanes@8 46 frame:UnregisterAllEvents()
arkanes@8 47 frame:SetScript("OnUpdate", nil)
arkanes@8 48 frame:Hide()
arkanes@8 49 frame.Show = function() end
arkanes@8 50 end
arkanes@8 51 HideBlizFrame(BuffFrame)
arkanes@8 52 HideBlizFrame(ConsolidatedBuffs)
arkanes@18 53 HideBlizFrame(TemporaryEnchantFrame)
arkanes@8 54
arkanes@8 55 end
arkanes@8 56
arkanes@45 57 -- enqueues a callable that will be run once in-combat lockdown is past
arkanes@45 58 -- all callables will be executed in a single run, in the order they were enqueued
arkanes@45 59 -- if called when OOC, the function will be called immediately, unless the alwaysQueue parameter is true,
arkanes@45 60 -- in which case it will be appended normally
arkanes@45 61 function kbf:QueueForOOC(func, alwaysQueue)
arkanes@67 62 if InCombatLockdown() or alwaysQueue then
arkanes@67 63 tinsert(self.oocQueue, func)
arkanes@67 64 else
arkanes@67 65 func()
arkanes@67 66 end
arkanes@45 67 end
arkanes@45 68
arkanes@51 69 function kbf:OnUpdate()
arkanes@49 70 -- TODO: only start this polling when we leave combat?
arkanes@49 71 while #self.oocQueue > 0 and not InCombatLockdown() do
arkanes@67 72 local func = table.remove(self.oocQueue)
arkanes@67 73 func()
arkanes@45 74 end
arkanes@45 75
arkanes@38 76 local unit = self.secureHeader:GetAttribute("unit")
arkanes@10 77 local buffCount = 0
arkanes@4 78 for idx=1,99 do
arkanes@38 79 local frame = self.secureHeader:GetAttribute("child"..idx)
arkanes@10 80 if not (frame and frame:IsShown()) then break end
arkanes@65 81 local boundIndex = frame:GetAttribute("index")
arkanes@65 82 if not boundIndex then
arkanes@67 83 break
arkanes@65 84 end
arkanes@66 85 if self.dirty then
arkanes@67 86 local hasbuff = UnitAura(unit, boundIndex)
arkanes@67 87 --self:Print(hasbuff, idx, boundIndex)
arkanes@67 88 if not hasbuff then
arkanes@67 89 if frame.icon then frame.icon:Hide() end
arkanes@67 90 if frame.statusbar then frame.statusbar:Hide() end
arkanes@67 91 if frame.statusbarbg then frame.statusbarbg:Hide() end
arkanes@67 92 if frame.text then frame.text:Hide() end
arkanes@67 93 if frame.timertext then frame.timertext:Hide() end
arkanes@67 94 break
arkanes@67 95 end
arkanes@67 96 buffCount = buffCount + 1
arkanes@67 97
arkanes@67 98 if self.dirty then
arkanes@67 99 if self:BindBarToBuff(frame, unit) then break end
arkanes@67 100 end
arkanes@67 101 frame.icon:Show()
arkanes@67 102 frame.statusbar:Show()
arkanes@67 103 frame.statusbarbg:Show()
arkanes@67 104 frame.text:Show()
arkanes@67 105 frame.timertext:Show()
arkanes@67 106 end
arkanes@10 107 self:UpdateBarExpirationTime(frame)
arkanes@12 108 -- Don't forget to refresh shown tooltips
arkanes@45 109 if (GameTooltip:IsOwned(frame)) then
arkanes@15 110 self:OnEnter(frame)
arkanes@12 111 end
arkanes@10 112 end
arkanes@37 113 -- consolidated buffs
arkanes@37 114 if self.consolidateProxy:IsShown() then
arkanes@67 115 for idx=1,99 do
arkanes@67 116 local frame = self.consolidateHeader:GetAttribute("child"..idx)
arkanes@67 117 if not (frame and frame:IsShown()) then break end
arkanes@67 118 if self.dirty then
arkanes@67 119 if self:BindBarToBuff(frame, unit) then break end
arkanes@67 120 end
arkanes@67 121 self:UpdateBarExpirationTime(frame)
arkanes@67 122 -- Don't forget to refresh shown tooltips
arkanes@67 123 if ( GameTooltip:IsOwned(frame) ) then
arkanes@67 124 self:OnEnter(frame)
arkanes@67 125 end
arkanes@67 126 end
arkanes@67 127 buffCount = buffCount+1
arkanes@67 128 end
arkanes@68 129
arkanes@67 130 -- SAH correctly binds the weapon enchant templates now, but when temp enchants
arkanes@67 131 -- are present and used, it seems that it doesn't correctly hide un-bound
arkanes@67 132 -- buff frames, which breaks all the layout and so forth.
arkanes@67 133 for weapon=3,1,-1 do
arkanes@67 134 local tempEnchant = self.secureHeader:GetAttribute("tempEnchant"..weapon)
arkanes@67 135 if tempEnchant and tempEnchant:IsShown() then
arkanes@67 136 self:BindBarToWeaponEnchant(tempEnchant)
arkanes@67 137 self:UpdateBarExpirationTime(tempEnchant)
arkanes@67 138 buffCount = buffCount + 1
arkanes@67 139 end
arkanes@67 140 end
arkanes@67 141
arkanes@67 142 -- debuffs
arkanes@67 143 -- Since debuffs aren't cancellable, don't need to use the secure header
arkanes@67 144 -- for them. This could be rewritten to support useful features like
arkanes@67 145 -- sorting & scaling and stuff. Honestly, should at least be alphabetical.
arkanes@10 146 for idx=1,99 do
arkanes@10 147 local frame = self.debuffFrames[idx]
arkanes@10 148 if self.dirty then
arkanes@10 149 local name, rank, icon, stacks, debuffType, duration, expirationTime = UnitAura(unit, idx, "HARMFUL")
arkanes@10 150 if not name then
arkanes@10 151 -- out of debuffs, hide all the rest of them
arkanes@10 152 for jdx = idx, 99 do
arkanes@10 153 local bar = self.debuffFrames[jdx]
arkanes@10 154 if bar then bar:Hide() else break end
arkanes@10 155 end
arkanes@10 156 break
arkanes@10 157 end
arkanes@10 158 if not frame then
arkanes@68 159 frame = self:ConstructBar(nil, 1, 0, 0, self.secureHeader)
arkanes@10 160 self.debuffFrames[idx] = frame
arkanes@10 161 end
arkanes@10 162 self:SetBarAppearance(frame, name, icon, stacks, duration, expirationTime)
arkanes@10 163 frame:ClearAllPoints()
arkanes@10 164 -- position it under all the buffs, with a half-bar spacing
arkanes@41 165 frame:SetPoint("TOP", self.secureHeader, "TOP", 0, (buffCount * -16) - 8)
arkanes@10 166 frame:Show()
arkanes@13 167 frame.filter = "HARMFUL"
arkanes@13 168 frame.unit = unit
arkanes@16 169 frame.index = idx
arkanes@13 170 frame:SetScript("OnEnter", function() kbf:OnEnter(frame) end)
arkanes@13 171 frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
arkanes@23 172 frame:EnableMouse(true)
arkanes@10 173 buffCount = buffCount + 1
arkanes@10 174 else
arkanes@10 175 -- not dirty, so no frame means we're done
arkanes@10 176 if not frame then break end
arkanes@6 177 end
arkanes@10 178 self:UpdateBarExpirationTime(frame)
arkanes@13 179 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 180 self:OnEnter(frame)
arkanes@13 181 end
arkanes@4 182 end
arkanes@6 183 self.dirty = nil
arkanes@4 184 end
arkanes@4 185
arkanes@0 186 function kbf:UNIT_AURA(event, unit)
arkanes@38 187 if unit ~= self.secureHeader:GetAttribute("unit") then return end
arkanes@6 188 self.dirty = true
arkanes@0 189 end
arkanes@0 190
arkanes@10 191 function kbf:UpdateBarExpirationTime(frame)
arkanes@10 192 if frame.expirationTime then
arkanes@10 193 local remaining = frame.expirationTime - GetTime()
arkanes@10 194 remaining = math.max(0, remaining)
arkanes@10 195 local perc = remaining / frame.duration
arkanes@10 196 frame.timertext:SetText(self:FormatTimeText(remaining))
arkanes@10 197 frame.statusbar:SetValue(remaining)
arkanes@10 198 end
arkanes@10 199 end
arkanes@10 200
arkanes@42 201 local gratt = LibStub:GetLibrary("LibGratuity-3.0")
arkanes@42 202
arkanes@17 203 function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride)
arkanes@17 204 -- allow passing of explicit slot in order to work around aura header bug
arkanes@17 205 local slot = slotOverride or parentFrame:GetAttribute("target-slot")
arkanes@17 206 local itemIndex = slot - 15 -- 1MH, 2OF
arkanes@17 207 local RETURNS_PER_ITEM = 3
arkanes@17 208 local hasEnchant, remaining, enchantCharges = select(RETURNS_PER_ITEM * (itemIndex - 1) + 1, GetWeaponEnchantInfo())
arkanes@17 209 -- remaining time is in milliseconds
arkanes@26 210 if not hasEnchant then return end -- this should never happen
arkanes@17 211 local remaining = remaining / 1000
arkanes@42 212
arkanes@17 213 local icon = GetInventoryItemTexture("player", slot)
arkanes@42 214 local maxDuration
arkanes@42 215 if select(2, UnitClass("player")) == "ROGUE" then
arkanes@67 216 -- Rogues are probably using poisons, which are an hour
arkanes@67 217 maxDuration = 60 * 60
arkanes@42 218 else
arkanes@67 219 -- everyone else is probably using something thats a half hour
arkanes@67 220 maxDuration = 30 * 60
arkanes@42 221 end
arkanes@42 222 local duration = max(maxDuration, remaining)
arkanes@17 223 local expirationTime = GetTime() + remaining
arkanes@17 224 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@42 225 -- try to figure out what the weapon enchant is
arkanes@42 226 -- tooltip string -> {spellid, duration}
arkanes@42 227 local knownEnchants = {
arkanes@67 228 ["Flametongue"] = {8024, 30*60},
arkanes@67 229 ["Frostbrand"] = {8033, 30*60},
arkanes@67 230 ["Earthliving"] = {51730, 30*60},
arkanes@67 231 ["Windfury"] = {8232, 30*60},
arkanes@67 232 ["Instant Poison"] = {8680, 60*60},
arkanes@67 233 ["Wound Poison"] = {13218, 60*60},
arkanes@67 234 ["Deadly Poison"] = {2823, 60*60},
arkanes@67 235 ["Crippling Poison"] = {3408, 60*60}
arkanes@42 236
arkanes@42 237 }
arkanes@42 238 local spellId = nil
arkanes@67 239 if gratt then
arkanes@67 240 gratt:SetInventoryItem("player", slot)
arkanes@67 241 for tag, info in pairs(knownEnchants) do
arkanes@67 242 if gratt:Find(tag) then
arkanes@67 243 spellId, duration = unpack(info)
arkanes@67 244 name, _, _ = GetSpellInfo(spellId)
arkanes@67 245 local slots = {[16] = "Main Hand", [17] = "Off Hand", [18] = "Thrown"}
arkanes@67 246 name = tag .. " (" .. slots[slot] .. ")"
arkanes@67 247 break
arkanes@67 248 end
arkanes@67 249 end
arkanes@67 250 end
arkanes@42 251 parentFrame.spellId = spellId
arkanes@17 252 if not parentFrame.icon then
arkanes@17 253 self:ConstructBar(parentFrame, 1, 0, 1)
arkanes@17 254 end
arkanes@17 255 self:SetBarAppearance(parentFrame, name, icon, enchantCharges, duration, expirationTime)
arkanes@17 256 end
arkanes@17 257
arkanes@3 258 function kbf:BindBarToBuff(parentFrame, unit)
arkanes@3 259 local index = parentFrame:GetAttribute("index")
arkanes@3 260 local filter = parentFrame:GetAttribute("filter")
arkanes@10 261 local name, rank, icon, stacks, debuffType, duration, expirationTime,
arkanes@3 262 unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter)
arkanes@10 263 if not name then return end
arkanes@2 264 if not parentFrame.icon then
arkanes@2 265 self:ConstructBar(parentFrame)
arkanes@0 266 end
arkanes@10 267 self:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@10 268 end
arkanes@10 269
arkanes@10 270 function kbf:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@2 271 parentFrame.icon:SetNormalTexture(icon)
arkanes@0 272 if stacks and stacks > 0 then
arkanes@2 273 parentFrame.text:SetText(string.format("%s(%d)", name, stacks))
arkanes@0 274 else
arkanes@2 275 parentFrame.text:SetText(name)
arkanes@0 276 end
arkanes@4 277 parentFrame.timertext:SetText(self:FormatTimeText(duration))
arkanes@4 278 -- store duration information
arkanes@6 279 if duration and duration > 0 then
arkanes@4 280 parentFrame.expirationTime = expirationTime
arkanes@4 281 parentFrame.duration = duration
arkanes@4 282 parentFrame.statusbar:SetMinMaxValues(0, duration)
arkanes@4 283 else
arkanes@4 284 parentFrame.expirationTime = nil
arkanes@4 285 parentFrame.duration = 0
arkanes@4 286 parentFrame.statusbar:SetMinMaxValues(0,1)
arkanes@4 287 parentFrame.statusbar:SetValue(1)
arkanes@4 288 end
arkanes@4 289 end
arkanes@4 290
arkanes@17 291 -- expects time seconds
arkanes@4 292 function kbf:FormatTimeText(time)
arkanes@4 293 if not time or time == 0 then return "" end
arkanes@4 294 local timetext
arkanes@4 295 local h = floor(time/3600)
arkanes@4 296 local m = time - (h*3600)
arkanes@4 297 m = floor(m/60)
arkanes@4 298 local s = time - ((h*3600) + (m*60))
arkanes@4 299 if h > 0 then
arkanes@4 300 timetext = ("%d:%02d"):format(h, m)
arkanes@4 301 elseif m > 0 then
arkanes@4 302 timetext = string.format("%d:%02d", m, floor(s))
arkanes@4 303 elseif s < 10 then
arkanes@4 304 timetext = string.format("%1.1f", s)
arkanes@4 305 else
arkanes@4 306 timetext = string.format("%.0f", floor(s))
arkanes@4 307 end
arkanes@4 308 return timetext
arkanes@0 309 end
arkanes@0 310
arkanes@12 311 function KBF:OnEnter(button, motion)
arkanes@12 312 -- this is for the secure buttons, so use the attributes
arkanes@26 313 local unit = SecureButton_GetModifiedUnit(button) or button.unit -- will perform vehicle toggle
arkanes@21 314 local filter = button:GetAttribute("filter") or button.filter
arkanes@15 315 local index = button:GetAttribute("index") or button.index
arkanes@17 316 if unit and filter and index then
arkanes@21 317 -- I'd like a better place to position this but it's funky for right now, handle it later
arkanes@17 318 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@17 319 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@17 320 GameTooltip:SetUnitAura(unit, index, filter);
arkanes@17 321 return
arkanes@17 322 end
arkanes@17 323 local slot = button:GetAttribute("target-slot") -- temp enchant
arkanes@42 324 if slot then
arkanes@67 325 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@67 326 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@67 327 if button.spellId then
arkanes@67 328 -- TODO: This might be too big of a tooltip to care about that much.
arkanes@67 329 -- Maybe I should just have a single line with the weapon name
arkanes@67 330 --GameTooltip:SetInventoryItem(unit, slot)
arkanes@67 331 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@67 332 local r, g, b = GetItemQualityColor(GetInventoryItemQuality("player", slot))
arkanes@67 333 GameTooltip:SetText(name, r, g, b)
arkanes@67 334 local slots = {[16] = "Main Hand", [17] = "Off Hand", [18] = "Thrown"}
arkanes@67 335 GameTooltip:AddLine(slots[slot])
arkanes@67 336 GameTooltip:AddLine(" ")
arkanes@67 337 GameTooltip:AddSpellByID(button.spellId)
arkanes@67 338 else
arkanes@67 339 GameTooltip:SetInventoryItem(unit, slot)
arkanes@67 340 end
arkanes@67 341 end
arkanes@12 342 end
arkanes@12 343
arkanes@1 344 -- creates a icon + statusbar bar
arkanes@68 345 function kbf:ConstructBar(frame, r, g, b, parent)
arkanes@0 346 local texture = "Interface\\TargetingFrame\\UI-StatusBar"
arkanes@1 347 -- Because of secureframe suckiness, these height & width numbers
arkanes@1 348 -- have to be consistent with the stuff in KBF.xml
arkanes@54 349 local height = self.staticConfig.BAR_HEIGHT
arkanes@54 350 local width = self.staticConfig.BAR_WIDTH -- this is the width *without* the icon
arkanes@22 351 local font, _, style = GameFontHighlight:GetFont()
arkanes@10 352 local r = r or 0
arkanes@10 353 local g = g or 1
arkanes@10 354 local b = b or 0
arkanes@10 355 local bgcolor = {r, g, b, 0.5}
arkanes@10 356 local color = {r, g, b, 1}
arkanes@0 357 local fontsize = 11
arkanes@0 358 local timertextwidth = fontsize * 3.6
arkanes@0 359 local textcolor = {1, 1, 1, 1}
arkanes@0 360 local timertextcolor = {1, 1, 1, 1}
arkanes@10 361 if not frame then
arkanes@68 362 parent = parent or UIParent
arkanes@68 363 frame = CreateFrame("Button", "ABC", parent) -- the "top level" frame that represents the bar as a whole
arkanes@54 364 frame:SetHeight(height)
arkanes@54 365 frame:SetWidth(width + height)
arkanes@10 366 end
arkanes@1 367 local bar = frame
arkanes@66 368 bar.icon = CreateFrame("Button", "ABC-Icon", bar) -- the icon
arkanes@66 369 bar.statusbarbg = CreateFrame("StatusBar", "ABC-BG", bar) -- the bars background
arkanes@66 370 bar.statusbar = CreateFrame("StatusBar", "ABC-status", bar) -- and the bars foreground
arkanes@0 371 bar.text = bar.statusbar:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 372 bar.timertext = bar.statusbar:CreateFontString(nil, "OVERLAY") -- and the timer text
arkanes@67 373
arkanes@0 374
arkanes@0 375 -- the icon
arkanes@0 376 bar.icon:ClearAllPoints()
arkanes@0 377 bar.icon:SetPoint("LEFT", bar, "LEFT", 0, 0)
arkanes@0 378 -- icons are square
arkanes@0 379 bar.icon:SetWidth(height)
arkanes@0 380 bar.icon:SetHeight(height)
arkanes@2 381 --bar.icon:EnableMouse(false)
arkanes@0 382 -- the status bar background & foreground
arkanes@0 383 local function setupStatusBar(sb, color)
arkanes@0 384 sb:ClearAllPoints()
arkanes@0 385 sb:SetHeight(height)
arkanes@0 386 sb:SetWidth(width)
arkanes@0 387 -- offset the height of the frame on the x-axis for the icon.
arkanes@0 388 sb:SetPoint("TOPLEFT", bar, "TOPLEFT", height, 0)
arkanes@0 389 sb:SetStatusBarTexture(texture)
arkanes@0 390 sb:GetStatusBarTexture():SetVertTile(false)
arkanes@0 391 sb:GetStatusBarTexture():SetHorizTile(false)
arkanes@0 392 sb:SetStatusBarColor(unpack(color))
arkanes@0 393 sb:SetMinMaxValues(0,1)
arkanes@0 394 sb:SetValue(1)
arkanes@0 395 end
arkanes@0 396 setupStatusBar(bar.statusbarbg, bgcolor)
arkanes@0 397 setupStatusBar(bar.statusbar, color)
arkanes@66 398 bar.statusbarbg:SetFrameLevel(bar.statusbar:GetFrameLevel()-1) -- make sure the bg frame stays in the back
arkanes@0 399 -- timer text
arkanes@0 400 bar.timertext:SetFontObject(GameFontHighlight)
arkanes@0 401 bar.timertext:SetFont(GameFontHighlight:GetFont())
arkanes@0 402 bar.timertext:SetHeight(height)
arkanes@0 403 bar.timertext:SetWidth(timertextwidth)
arkanes@24 404 bar.timertext:SetPoint("LEFT", bar.statusbar, "LEFT", 2, 0)
arkanes@24 405 bar.timertext:SetJustifyH("LEFT")
arkanes@0 406 bar.timertext:SetText("time")
arkanes@0 407 bar.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4])
arkanes@0 408
arkanes@0 409 -- and the label text
arkanes@0 410 bar.text:SetFontObject(GameFontHighlight)
arkanes@0 411 bar.text:SetFont(GameFontHighlight:GetFont())
arkanes@0 412 bar.text:SetHeight(height)
arkanes@24 413 bar.text:SetPoint("LEFT", bar.timertext, "RIGHT", 0, 0)
arkanes@0 414 bar.text:SetPoint("RIGHT", bar.statusbar, "RIGHT", 0, 0)
arkanes@0 415 bar.text:SetJustifyH("LEFT")
arkanes@0 416 bar.text:SetText("text")
arkanes@0 417 bar.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4])
arkanes@0 418 return bar
arkanes@0 419 end
arkanes@0 420
arkanes@38 421 function kbf:CreateCoreFrames()
arkanes@67 422 -- this is the visible anchor frame that the user interacts with
arkanes@67 423 -- to move the buffs around
arkanes@67 424 local height = self.staticConfig.BAR_HEIGHT
arkanes@54 425 local width = self.staticConfig.BAR_WIDTH -- this is the width *without* the icon
arkanes@0 426 local anchor = CreateFrame("FRAME", "KBFAnchorFrame", UIParent)
arkanes@0 427 anchor:SetClampedToScreen(true)
arkanes@0 428 anchor:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
arkanes@0 429 edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
arkanes@54 430 tile = true, tileSize = height, edgeSize = 12,
arkanes@0 431 insets = { left = 4, right = 4, top = 4, bottom = 4 },
arkanes@0 432 })
arkanes@0 433 local text = anchor:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 434 text:SetFontObject(GameFontHighlight)
arkanes@0 435 text:SetFont(GameFontHighlight:GetFont())
arkanes@0 436 text:SetPoint("TOPLEFT", anchor, "TOPLEFT", 0, 0)
arkanes@0 437 text:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 0, 0)
arkanes@0 438 text:SetText("KBF ANCHOR")
arkanes@54 439 anchor:SetWidth(height + width)
arkanes@54 440 anchor:SetHeight(height)
arkanes@0 441 -- movability
arkanes@0 442 anchor:EnableMouse(true)
arkanes@0 443 anchor:SetMovable(true)
arkanes@0 444 anchor:RegisterForDrag("LeftButton")
arkanes@0 445 anchor:SetScript("OnDragStart", anchor.StartMoving)
arkanes@0 446 anchor:SetScript("OnDragStop", anchor.StopMovingOrSizing)
arkanes@0 447 anchor:ClearAllPoints()
arkanes@22 448 anchor:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
arkanes@0 449 anchor:Hide()
arkanes@38 450 -- this is the parent & host for the secure aura buttons.
arkanes@0 451
arkanes@67 452 local secureHeader = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate")
arkanes@67 453 self:SetCommonSecureHeaderAttributes(secureHeader)
arkanes@67 454 if self.db.profile.consolidateBuffs then
arkanes@67 455 secureHeader:SetAttribute("consolidateTo", 99)
arkanes@67 456 secureHeader:SetAttribute("consolidateDuration", -1) -- put 0 duration buffs into consolidation
arkanes@67 457 end
arkanes@38 458 secureHeader:SetPoint("TOP", anchor, "TOP", 0, 0)
arkanes@38 459
arkanes@38 460 -- this is the "button" in the aura flow that represents the consolidated buffs.
arkanes@38 461 -- pre-creating it here in order to perform customization
arkanes@66 462 local consolidateProxy = CreateFrame("BUTTON", "KBFConsolidateProxy", UIParent, "SecureHandlerClickTemplate")
arkanes@66 463 consolidateProxy:SetFrameStrata("HIGH")
arkanes@39 464 consolidateProxy:SetNormalTexture("Interface\\TargetingFrame\\UI-StatusBar")
arkanes@39 465 consolidateProxy:SetWidth(200 +16)
arkanes@67 466 consolidateProxy:SetHeight(16)
arkanes@38 467 secureHeader:SetAttribute("consolidateProxy", consolidateProxy)
arkanes@40 468 --secureHeader:SetFrameRef("proxy", consolidateProxy)
arkanes@40 469
arkanes@40 470
arkanes@38 471 -- this is the equivilent of the secureHeader for the consolidated buffs
arkanes@38 472 -- pre-creating again, so we can customize/size/position it
arkanes@38 473 local consolidateHeader = CreateFrame("FRAME", "KBFConsolidatedAnchorFrame", consolidateProxy)
arkanes@38 474 self:SetCommonSecureHeaderAttributes(consolidateHeader)
arkanes@38 475 secureHeader:SetAttribute("consolidateHeader", consolidateHeader)
arkanes@67 476 consolidateProxy:SetAttribute("header", consolidateHeader);
arkanes@67 477 consolidateProxy:SetFrameRef("header", consolidateHeader)
arkanes@67 478
arkanes@67 479 consolidateProxy:SetAttribute("_onclick", [[
arkanes@67 480 local frame = self:GetFrameRef("header")
arkanes@67 481 if frame:IsShown() then frame:Hide() else frame:Show() end
arkanes@40 482 ]])
arkanes@40 483 consolidateProxy:EnableMouse(true)
arkanes@40 484 consolidateProxy:RegisterForClicks("AnyUp")
arkanes@67 485
arkanes@67 486 -- position it relative to the proxy, so it can appear where we want it
arkanes@40 487 consolidateHeader:SetPoint("TOPRIGHT", anchor, "TOPLEFT", 0, 0)
arkanes@67 488 consolidateHeader:SetWidth(height + width)
arkanes@67 489 consolidateHeader:SetHeight(height)
arkanes@67 490 consolidateHeader:Show()
arkanes@69 491
arkanes@68 492
arkanes@69 493 local vehicleSwapper = CreateFrame("FRAME", "KBFVehicleSwapper", UIParent, "SecureHandlerStateTemplate")
arkanes@69 494 vehicleSwapper:SetAttribute("unit", "vehicle")
arkanes@69 495 vehicleSwapper:SetFrameRef("secureHeader", secureHeader)
arkanes@69 496 vehicleSwapper:SetAttribute("_onstate-unitexists", [[
arkanes@69 497 local frame = self:GetFrameRef("secureHeader")
arkanes@73 498 if newstate and UnitHasVehicleUI("player") then
arkanes@69 499 frame:SetAttribute("unit", "vehicle")
arkanes@69 500 else
arkanes@69 501 frame:SetAttribute("unit", "player")
arkanes@68 502 end
arkanes@68 503 ]])
arkanes@69 504 RegisterUnitWatch(vehicleSwapper, true)
arkanes@68 505
arkanes@68 506
arkanes@69 507 return anchor, secureHeader, consolidateHeader, consolidateProxy
arkanes@37 508 end
arkanes@37 509
arkanes@38 510 --- sets the attributes needed by all the headers
arkanes@38 511 function kbf:SetCommonSecureHeaderAttributes(frame)
arkanes@0 512 frame:SetAttribute("filter", "HELPFUL")
arkanes@20 513 frame:SetAttribute("toggleForVehicle", true) -- this doesn't actually work right now, but maybe it eventually will
arkanes@0 514 frame:SetAttribute("template", "KBFSecureUnitAuraTemplate")
arkanes@3 515 frame:SetAttribute("point", "TOP")
arkanes@2 516 frame:SetAttribute("xOffset", 0)
arkanes@3 517 frame:SetAttribute("yOffset", -16)
arkanes@3 518 frame:SetAttribute("minWidth", 216)
arkanes@3 519 frame:SetAttribute("minHeight", 16)
arkanes@25 520 frame:SetAttribute("unit", "player")
arkanes@3 521 frame:SetAttribute("sortMethod", "NAME")
arkanes@3 522 frame:SetAttribute("sortOrder", "-")
arkanes@65 523 frame:SetAttribute("weaponTemplate", "KBFSecureWeaponEnchantTemplate")
arkanes@67 524 -- TODO: 4.3 SAH has a bug that messes up buff binding when a consolidate proxy
arkanes@67 525 -- and/or weapon enchants are present, don't use them. Set up a standalone enchant window to be managed
arkanes@67 526 -- independently
arkanes@66 527 frame:SetAttribute("includeWeapons", 100)
arkanes@5 528 frame:Show() -- has to be shown, otherwise the child frames don't show
arkanes@37 529 return frame
arkanes@0 530 end
arkanes@18 531
arkanes@18 532 function kbf:ShowAnchor()
arkanes@38 533 self.secureHeader:ClearAllPoints()
arkanes@38 534 self.secureHeader:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0)
arkanes@18 535 self.anchor:Show()
arkanes@18 536 end
arkanes@18 537
arkanes@18 538 function kbf:HideAnchor()
arkanes@38 539 self.secureHeader:ClearAllPoints()
arkanes@38 540 self.secureHeader:SetPoint("TOP", self.anchor, "TOP", 0, 0)
arkanes@18 541 self.anchor:Hide()
arkanes@18 542 end
arkanes@18 543
arkanes@18 544 function kbf:ToggleAnchor()
arkanes@18 545 if self.anchor:IsShown() then
arkanes@18 546 self:HideAnchor()
arkanes@18 547 else
arkanes@18 548 self:ShowAnchor()
arkanes@18 549 end
arkanes@18 550 end