annotate KBF.lua @ 65:e19d0380b9f3

finished investigation into the 4.3 issues, clean up to address some of the bugs that were fixed
author Chris Mellon <arkanes@gmail.com>
date Sat, 03 Dec 2011 07:30:24 -0600
parents e5c07fdfb70b
children 6f1457157688
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@54 9 -- config settings - account wide shared profile by default
arkanes@54 10 self.db = LibStub("AceDB-3.0"):New("KBFSavedVars", self.defaultConfig, true)
arkanes@45 11 -- create frames here so that they will be correctly stored in location cache by
arkanes@45 12 -- the UI.
arkanes@45 13 self.anchor, self.secureHeader, self.consolidateHeader, self.consolidateProxy = self:CreateCoreFrames()
arkanes@10 14 self.debuffFrames = {}
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@57 18 LibStub("AceConfig-3.0"):RegisterOptionsTable("KBF", self.options);
arkanes@57 19 self.profilesFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("KBF", "KBF");
arkanes@38 20 self:RegisterChatCommand("kbf", "ToggleAnchor")
arkanes@45 21
arkanes@45 22 self.oocQueue = {}
arkanes@38 23 end
arkanes@38 24
arkanes@38 25 function kbf:OnEnable()
arkanes@38 26 -- set up the countdown timer
arkanes@4 27 -- TODO: Fancy enable/disable based on whether you have any timed buffs.
arkanes@4 28 -- Not a big deal, how often do you care about that
arkanes@8 29 -- also TODO: Maybe should bucket OnUpdates somehow
arkanes@18 30 -- AceTimer repeating events can only happen at 0.1 seconds, which is probably
arkanes@18 31 -- fast enough for updating, but makes the animation look jerky
arkanes@27 32 -- need to experiment with using animation groups
arkanes@18 33 self.update = CreateFrame("FRAME")
arkanes@18 34 self.update:SetScript("OnUpdate", function() self:OnUpdate() end)
arkanes@7 35 self.dirty = true -- force an immediate scan on login
arkanes@14 36 self:HideBlizzardBuffFrames()
arkanes@0 37 end
arkanes@1 38 -- naming convention
arkanes@17 39 -- a "frame" is the top-level button (secure button from the header, or one I make myself)
arkanes@17 40 -- that will contain the UI information about the buff
arkanes@17 41 -- a "bar" is a frame that has the icon, status bar, ect associated with it
arkanes@0 42
arkanes@20 43 -- Secure aura header doesn't self-bind to vehicle,
arkanes@27 44 -- so this only works out of combat. But thats better than nothing...
arkanes@27 45 function kbf:PollForVehicleChange(event, unit)
arkanes@20 46 if unit ~= "player" then return end
arkanes@20 47 self.dirty = true
arkanes@51 48 local function performSwap()
arkanes@51 49 if UnitHasVehicleUI("player") then
arkanes@51 50 -- only swap if we're in a "real" vehicle with its own actions
arkanes@51 51 -- There is possibly a timing issue here where
arkanes@51 52 -- we have set the poll flag but the unit is not
arkanes@51 53 -- actually "in" the vehicle yet. I'm hoping thats
arkanes@51 54 -- handled by using exited/entered events instead of exiting/entering
arkanes@51 55 self.secureHeader:SetAttribute("unit", "vehicle")
arkanes@51 56 else
arkanes@51 57 self.secureHeader:SetAttribute("unit", "player")
arkanes@51 58 end
arkanes@51 59 end
arkanes@51 60 self:QueueForOOC(performSwap)
arkanes@20 61 end
arkanes@20 62
arkanes@8 63 function kbf:HideBlizzardBuffFrames()
arkanes@8 64 local function HideBlizFrame(frame)
arkanes@8 65 if not frame then return end
arkanes@8 66 frame:UnregisterAllEvents()
arkanes@8 67 frame:SetScript("OnUpdate", nil)
arkanes@8 68 frame:Hide()
arkanes@8 69 frame.Show = function() end
arkanes@8 70 end
arkanes@8 71 HideBlizFrame(BuffFrame)
arkanes@8 72 HideBlizFrame(ConsolidatedBuffs)
arkanes@18 73 HideBlizFrame(TemporaryEnchantFrame)
arkanes@8 74
arkanes@8 75 end
arkanes@8 76
arkanes@45 77 -- enqueues a callable that will be run once in-combat lockdown is past
arkanes@45 78 -- all callables will be executed in a single run, in the order they were enqueued
arkanes@45 79 -- if called when OOC, the function will be called immediately, unless the alwaysQueue parameter is true,
arkanes@45 80 -- in which case it will be appended normally
arkanes@45 81 function kbf:QueueForOOC(func, alwaysQueue)
arkanes@46 82 if InCombatLockdown() or alwaysQueue then
arkanes@45 83 tinsert(self.oocQueue, func)
arkanes@45 84 else
arkanes@45 85 func()
arkanes@45 86 end
arkanes@45 87 end
arkanes@45 88
arkanes@51 89 function kbf:OnUpdate()
arkanes@49 90 -- TODO: only start this polling when we leave combat?
arkanes@49 91 while #self.oocQueue > 0 and not InCombatLockdown() do
arkanes@51 92 local func = table.remove(self.oocQueue)
arkanes@45 93 func()
arkanes@45 94 end
arkanes@45 95
arkanes@38 96 local unit = self.secureHeader:GetAttribute("unit")
arkanes@10 97 local buffCount = 0
arkanes@4 98 for idx=1,99 do
arkanes@38 99 local frame = self.secureHeader:GetAttribute("child"..idx)
arkanes@10 100 if not (frame and frame:IsShown()) then break end
arkanes@65 101 local boundIndex = frame:GetAttribute("index")
arkanes@65 102 if not boundIndex then
arkanes@65 103 break
arkanes@65 104 end
arkanes@65 105 local hasbuff = UnitAura(unit, boundIndex)
arkanes@65 106 --self:Print(hasbuff, idx, boundIndex)
arkanes@65 107 if not hasbuff then
arkanes@65 108 if frame.icon then frame.icon:Hide() end
arkanes@65 109 if frame.statusbar then frame.statusbar:Hide() end
arkanes@65 110 if frame.statusbarbg then frame.statusbarbg:Hide() end
arkanes@65 111 if frame.text then frame.text:Hide() end
arkanes@65 112 if frame.timertext then frame.timertext:Hide() end
arkanes@65 113 break
arkanes@65 114 end
arkanes@10 115 buffCount = buffCount + 1
arkanes@65 116
arkanes@6 117 if self.dirty then
arkanes@10 118 if self:BindBarToBuff(frame, unit) then break end
arkanes@9 119 end
arkanes@65 120 frame.icon:Show()
arkanes@65 121 frame.statusbar:Show()
arkanes@65 122 frame.statusbarbg:Show()
arkanes@65 123 frame.text:Show()
arkanes@65 124 frame.timertext:Show()
arkanes@10 125 self:UpdateBarExpirationTime(frame)
arkanes@12 126 -- Don't forget to refresh shown tooltips
arkanes@45 127 if (GameTooltip:IsOwned(frame)) then
arkanes@15 128 self:OnEnter(frame)
arkanes@12 129 end
arkanes@10 130 end
arkanes@37 131 -- consolidated buffs
arkanes@37 132 if self.consolidateProxy:IsShown() then
arkanes@37 133 for idx=1,99 do
arkanes@37 134 local frame = self.consolidateHeader:GetAttribute("child"..idx)
arkanes@37 135 if not (frame and frame:IsShown()) then break end
arkanes@37 136 if self.dirty then
arkanes@37 137 if self:BindBarToBuff(frame, unit) then break end
arkanes@37 138 end
arkanes@37 139 self:UpdateBarExpirationTime(frame)
arkanes@37 140 -- Don't forget to refresh shown tooltips
arkanes@37 141 if ( GameTooltip:IsOwned(frame) ) then
arkanes@37 142 self:OnEnter(frame)
arkanes@37 143 end
arkanes@37 144 end
arkanes@41 145 buffCount = buffCount+1
arkanes@37 146 end
arkanes@64 147 -- SAH correctly binds the weapon enchant templates now, but when temp enchants
arkanes@64 148 -- are present and used, it seems that it doesn't correctly hide un-bound
arkanes@64 149 -- buff frames, which breaks all the layout and so forth.
arkanes@64 150 for weapon=3,1,-1 do
arkanes@64 151 local tempEnchant = self.secureHeader:GetAttribute("tempEnchant"..weapon)
arkanes@64 152 if tempEnchant and tempEnchant:IsShown() then
arkanes@64 153 self:BindBarToWeaponEnchant(tempEnchant)
arkanes@64 154 self:UpdateBarExpirationTime(tempEnchant)
arkanes@64 155 buffCount = buffCount + 1
arkanes@64 156 end
arkanes@64 157 end
arkanes@37 158
arkanes@64 159 -- debuffs
arkanes@64 160 -- Since debuffs aren't cancellable, don't need to use the secure header
arkanes@64 161 -- for them. This could be rewritten to support useful features like
arkanes@64 162 -- sorting & scaling and stuff. Honestly, should at least be alphabetical.
arkanes@10 163 for idx=1,99 do
arkanes@10 164 local frame = self.debuffFrames[idx]
arkanes@10 165 if self.dirty then
arkanes@10 166 local name, rank, icon, stacks, debuffType, duration, expirationTime = UnitAura(unit, idx, "HARMFUL")
arkanes@10 167 if not name then
arkanes@10 168 -- out of debuffs, hide all the rest of them
arkanes@10 169 for jdx = idx, 99 do
arkanes@10 170 local bar = self.debuffFrames[jdx]
arkanes@10 171 if bar then bar:Hide() else break end
arkanes@10 172 end
arkanes@10 173 break
arkanes@10 174 end
arkanes@10 175 if not frame then
arkanes@10 176 frame = self:ConstructBar(nil, 1, 0, 0)
arkanes@10 177 self.debuffFrames[idx] = frame
arkanes@10 178 end
arkanes@10 179 self:SetBarAppearance(frame, name, icon, stacks, duration, expirationTime)
arkanes@10 180 frame:ClearAllPoints()
arkanes@10 181 -- position it under all the buffs, with a half-bar spacing
arkanes@41 182 frame:SetPoint("TOP", self.secureHeader, "TOP", 0, (buffCount * -16) - 8)
arkanes@10 183 frame:Show()
arkanes@13 184 frame.filter = "HARMFUL"
arkanes@13 185 frame.unit = unit
arkanes@16 186 frame.index = idx
arkanes@13 187 frame:SetScript("OnEnter", function() kbf:OnEnter(frame) end)
arkanes@13 188 frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
arkanes@23 189 frame:EnableMouse(true)
arkanes@10 190 buffCount = buffCount + 1
arkanes@10 191 else
arkanes@10 192 -- not dirty, so no frame means we're done
arkanes@10 193 if not frame then break end
arkanes@6 194 end
arkanes@10 195 self:UpdateBarExpirationTime(frame)
arkanes@13 196 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 197 self:OnEnter(frame)
arkanes@13 198 end
arkanes@4 199 end
arkanes@6 200 self.dirty = nil
arkanes@4 201 end
arkanes@4 202
arkanes@0 203 function kbf:UNIT_AURA(event, unit)
arkanes@38 204 if unit ~= self.secureHeader:GetAttribute("unit") then return end
arkanes@6 205 self.dirty = true
arkanes@0 206 end
arkanes@0 207
arkanes@10 208 function kbf:UpdateBarExpirationTime(frame)
arkanes@10 209 if frame.expirationTime then
arkanes@10 210 local remaining = frame.expirationTime - GetTime()
arkanes@10 211 remaining = math.max(0, remaining)
arkanes@10 212 local perc = remaining / frame.duration
arkanes@10 213 frame.timertext:SetText(self:FormatTimeText(remaining))
arkanes@10 214 frame.statusbar:SetValue(remaining)
arkanes@10 215 end
arkanes@10 216 end
arkanes@10 217
arkanes@42 218 local gratt = LibStub:GetLibrary("LibGratuity-3.0")
arkanes@42 219
arkanes@17 220 function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride)
arkanes@17 221 -- allow passing of explicit slot in order to work around aura header bug
arkanes@17 222 local slot = slotOverride or parentFrame:GetAttribute("target-slot")
arkanes@17 223 local itemIndex = slot - 15 -- 1MH, 2OF
arkanes@17 224 local RETURNS_PER_ITEM = 3
arkanes@17 225 local hasEnchant, remaining, enchantCharges = select(RETURNS_PER_ITEM * (itemIndex - 1) + 1, GetWeaponEnchantInfo())
arkanes@17 226 -- remaining time is in milliseconds
arkanes@26 227 if not hasEnchant then return end -- this should never happen
arkanes@17 228 local remaining = remaining / 1000
arkanes@42 229
arkanes@17 230 local icon = GetInventoryItemTexture("player", slot)
arkanes@42 231 local maxDuration
arkanes@42 232 if select(2, UnitClass("player")) == "ROGUE" then
arkanes@42 233 -- Rogues are probably using poisons, which are an hour
arkanes@42 234 maxDuration = 60 * 60
arkanes@42 235 else
arkanes@42 236 -- everyone else is probably using something thats a half hour
arkanes@42 237 maxDuration = 30 * 60
arkanes@42 238 end
arkanes@42 239 local duration = max(maxDuration, remaining)
arkanes@17 240 local expirationTime = GetTime() + remaining
arkanes@17 241 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@42 242 -- try to figure out what the weapon enchant is
arkanes@42 243 -- tooltip string -> {spellid, duration}
arkanes@42 244 local knownEnchants = {
arkanes@42 245 ["Flametongue"] = {8024, 30*60},
arkanes@42 246 ["Frostbrand"] = {8033, 30*60},
arkanes@51 247 ["Earthliving"] = {51730, 30*60},
arkanes@61 248 ["Windfury"] = {8232, 30*60},
arkanes@44 249 ["Instant Poison"] = {8680, 60*60},
arkanes@44 250 ["Wound Poison"] = {13218, 60*60},
arkanes@44 251 ["Deadly Poison"] = {2823, 60*60},
arkanes@42 252
arkanes@42 253 }
arkanes@42 254 local spellId = nil
arkanes@42 255 if gratt then
arkanes@42 256 gratt:SetInventoryItem("player", slot)
arkanes@42 257 for tag, info in pairs(knownEnchants) do
arkanes@42 258 if gratt:Find(tag) then
arkanes@42 259 spellId, duration = unpack(info)
arkanes@42 260 name, _, _ = GetSpellInfo(spellId)
arkanes@47 261 local slots = {[16] = "Main Hand", [17] = "Off Hand", [18] = "Thrown"}
arkanes@62 262 name = tag .. " (" .. slots[slot] .. ")"
arkanes@42 263 break
arkanes@42 264 end
arkanes@42 265 end
arkanes@42 266 end
arkanes@42 267 parentFrame.spellId = spellId
arkanes@17 268 if not parentFrame.icon then
arkanes@17 269 self:ConstructBar(parentFrame, 1, 0, 1)
arkanes@17 270 end
arkanes@17 271 self:SetBarAppearance(parentFrame, name, icon, enchantCharges, duration, expirationTime)
arkanes@17 272 end
arkanes@17 273
arkanes@3 274 function kbf:BindBarToBuff(parentFrame, unit)
arkanes@3 275 local index = parentFrame:GetAttribute("index")
arkanes@3 276 local filter = parentFrame:GetAttribute("filter")
arkanes@10 277 local name, rank, icon, stacks, debuffType, duration, expirationTime,
arkanes@3 278 unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter)
arkanes@10 279 if not name then return end
arkanes@2 280 if not parentFrame.icon then
arkanes@2 281 self:ConstructBar(parentFrame)
arkanes@0 282 end
arkanes@10 283 self:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@10 284 end
arkanes@10 285
arkanes@10 286 function kbf:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@2 287 parentFrame.icon:SetNormalTexture(icon)
arkanes@0 288 if stacks and stacks > 0 then
arkanes@2 289 parentFrame.text:SetText(string.format("%s(%d)", name, stacks))
arkanes@0 290 else
arkanes@2 291 parentFrame.text:SetText(name)
arkanes@0 292 end
arkanes@4 293 parentFrame.timertext:SetText(self:FormatTimeText(duration))
arkanes@4 294 -- store duration information
arkanes@6 295 if duration and duration > 0 then
arkanes@4 296 parentFrame.expirationTime = expirationTime
arkanes@4 297 parentFrame.duration = duration
arkanes@4 298 parentFrame.statusbar:SetMinMaxValues(0, duration)
arkanes@4 299 else
arkanes@4 300 parentFrame.expirationTime = nil
arkanes@4 301 parentFrame.duration = 0
arkanes@4 302 parentFrame.statusbar:SetMinMaxValues(0,1)
arkanes@4 303 parentFrame.statusbar:SetValue(1)
arkanes@4 304 end
arkanes@4 305 end
arkanes@4 306
arkanes@17 307 -- expects time seconds
arkanes@4 308 function kbf:FormatTimeText(time)
arkanes@4 309 if not time or time == 0 then return "" end
arkanes@4 310 local timetext
arkanes@4 311 local h = floor(time/3600)
arkanes@4 312 local m = time - (h*3600)
arkanes@4 313 m = floor(m/60)
arkanes@4 314 local s = time - ((h*3600) + (m*60))
arkanes@4 315 if h > 0 then
arkanes@4 316 timetext = ("%d:%02d"):format(h, m)
arkanes@4 317 elseif m > 0 then
arkanes@4 318 timetext = string.format("%d:%02d", m, floor(s))
arkanes@4 319 elseif s < 10 then
arkanes@4 320 timetext = string.format("%1.1f", s)
arkanes@4 321 else
arkanes@4 322 timetext = string.format("%.0f", floor(s))
arkanes@4 323 end
arkanes@4 324 return timetext
arkanes@0 325 end
arkanes@0 326
arkanes@12 327 function KBF:OnEnter(button, motion)
arkanes@12 328 -- this is for the secure buttons, so use the attributes
arkanes@26 329 local unit = SecureButton_GetModifiedUnit(button) or button.unit -- will perform vehicle toggle
arkanes@21 330 local filter = button:GetAttribute("filter") or button.filter
arkanes@15 331 local index = button:GetAttribute("index") or button.index
arkanes@17 332 if unit and filter and index then
arkanes@21 333 -- I'd like a better place to position this but it's funky for right now, handle it later
arkanes@17 334 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@17 335 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@17 336 GameTooltip:SetUnitAura(unit, index, filter);
arkanes@17 337 return
arkanes@17 338 end
arkanes@17 339 local slot = button:GetAttribute("target-slot") -- temp enchant
arkanes@42 340 if slot then
arkanes@42 341 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@42 342 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@42 343 if button.spellId then
arkanes@42 344 -- TODO: This might be too big of a tooltip to care about that much.
arkanes@42 345 -- Maybe I should just have a single line with the weapon name
arkanes@42 346 --GameTooltip:SetInventoryItem(unit, slot)
arkanes@42 347 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@42 348 local r, g, b = GetItemQualityColor(GetInventoryItemQuality("player", slot))
arkanes@42 349 GameTooltip:SetText(name, r, g, b)
arkanes@62 350 local slots = {[16] = "Main Hand", [17] = "Off Hand", [18] = "Thrown"}
arkanes@62 351 GameTooltip:AddLine(slots[slot])
arkanes@42 352 GameTooltip:AddLine(" ")
arkanes@42 353 GameTooltip:AddSpellByID(button.spellId)
arkanes@42 354 else
arkanes@42 355 GameTooltip:SetInventoryItem(unit, slot)
arkanes@42 356 end
arkanes@42 357 end
arkanes@12 358 end
arkanes@12 359
arkanes@1 360 -- creates a icon + statusbar bar
arkanes@10 361 function kbf:ConstructBar(frame, r, g, b)
arkanes@0 362 local texture = "Interface\\TargetingFrame\\UI-StatusBar"
arkanes@1 363 -- Because of secureframe suckiness, these height & width numbers
arkanes@1 364 -- have to be consistent with the stuff in KBF.xml
arkanes@54 365 local height = self.staticConfig.BAR_HEIGHT
arkanes@54 366 local width = self.staticConfig.BAR_WIDTH -- this is the width *without* the icon
arkanes@22 367 local font, _, style = GameFontHighlight:GetFont()
arkanes@10 368 local r = r or 0
arkanes@10 369 local g = g or 1
arkanes@10 370 local b = b or 0
arkanes@10 371 local bgcolor = {r, g, b, 0.5}
arkanes@10 372 local color = {r, g, b, 1}
arkanes@0 373 local fontsize = 11
arkanes@0 374 local timertextwidth = fontsize * 3.6
arkanes@0 375 local textcolor = {1, 1, 1, 1}
arkanes@0 376 local timertextcolor = {1, 1, 1, 1}
arkanes@10 377 if not frame then
arkanes@10 378 frame = CreateFrame("Button", nil, UIParent) -- the "top level" frame that represents the bar as a whole
arkanes@54 379 frame:SetHeight(height)
arkanes@54 380 frame:SetWidth(width + height)
arkanes@10 381 end
arkanes@1 382 local bar = frame
arkanes@0 383 bar.icon = CreateFrame("Button", nil, bar) -- the icon
arkanes@0 384 bar.statusbarbg = CreateFrame("StatusBar", nil, bar) -- the bars background
arkanes@0 385 bar.statusbar = CreateFrame("StatusBar", nil, bar) -- and the bars foreground
arkanes@0 386 bar.text = bar.statusbar:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 387 bar.timertext = bar.statusbar:CreateFontString(nil, "OVERLAY") -- and the timer text
arkanes@0 388
arkanes@0 389 -- the icon
arkanes@0 390 bar.icon:ClearAllPoints()
arkanes@0 391 bar.icon:SetPoint("LEFT", bar, "LEFT", 0, 0)
arkanes@0 392 -- icons are square
arkanes@0 393 bar.icon:SetWidth(height)
arkanes@0 394 bar.icon:SetHeight(height)
arkanes@2 395 --bar.icon:EnableMouse(false)
arkanes@0 396 -- the status bar background & foreground
arkanes@0 397 local function setupStatusBar(sb, color)
arkanes@0 398 sb:ClearAllPoints()
arkanes@0 399 sb:SetHeight(height)
arkanes@0 400 sb:SetWidth(width)
arkanes@0 401 -- offset the height of the frame on the x-axis for the icon.
arkanes@0 402 sb:SetPoint("TOPLEFT", bar, "TOPLEFT", height, 0)
arkanes@0 403 sb:SetStatusBarTexture(texture)
arkanes@0 404 sb:GetStatusBarTexture():SetVertTile(false)
arkanes@0 405 sb:GetStatusBarTexture():SetHorizTile(false)
arkanes@0 406 sb:SetStatusBarColor(unpack(color))
arkanes@0 407 sb:SetMinMaxValues(0,1)
arkanes@0 408 sb:SetValue(1)
arkanes@0 409 end
arkanes@0 410 setupStatusBar(bar.statusbarbg, bgcolor)
arkanes@0 411 setupStatusBar(bar.statusbar, color)
arkanes@0 412 bar.statusbarbg:SetFrameLevel(bar.statusbarbg:GetFrameLevel()-1) -- make sure the bg frame stays in the back
arkanes@0 413 -- timer text
arkanes@0 414 bar.timertext:SetFontObject(GameFontHighlight)
arkanes@0 415 bar.timertext:SetFont(GameFontHighlight:GetFont())
arkanes@0 416 bar.timertext:SetHeight(height)
arkanes@0 417 bar.timertext:SetWidth(timertextwidth)
arkanes@24 418 bar.timertext:SetPoint("LEFT", bar.statusbar, "LEFT", 2, 0)
arkanes@24 419 bar.timertext:SetJustifyH("LEFT")
arkanes@0 420 bar.timertext:SetText("time")
arkanes@0 421 bar.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4])
arkanes@0 422
arkanes@0 423 -- and the label text
arkanes@0 424 bar.text:SetFontObject(GameFontHighlight)
arkanes@0 425 bar.text:SetFont(GameFontHighlight:GetFont())
arkanes@0 426 bar.text:SetHeight(height)
arkanes@24 427 bar.text:SetPoint("LEFT", bar.timertext, "RIGHT", 0, 0)
arkanes@0 428 bar.text:SetPoint("RIGHT", bar.statusbar, "RIGHT", 0, 0)
arkanes@0 429 bar.text:SetJustifyH("LEFT")
arkanes@0 430 bar.text:SetText("text")
arkanes@0 431 bar.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4])
arkanes@0 432 return bar
arkanes@0 433 end
arkanes@0 434
arkanes@38 435 function kbf:CreateCoreFrames()
arkanes@38 436 -- this is the visible anchor frame that the user interacts with
arkanes@38 437 -- to move the buffs around
arkanes@54 438 local height = self.staticConfig.BAR_HEIGHT
arkanes@54 439 local width = self.staticConfig.BAR_WIDTH -- this is the width *without* the icon
arkanes@0 440 local anchor = CreateFrame("FRAME", "KBFAnchorFrame", UIParent)
arkanes@0 441 anchor:SetClampedToScreen(true)
arkanes@0 442 anchor:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
arkanes@0 443 edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
arkanes@54 444 tile = true, tileSize = height, edgeSize = 12,
arkanes@0 445 insets = { left = 4, right = 4, top = 4, bottom = 4 },
arkanes@0 446 })
arkanes@0 447 local text = anchor:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 448 text:SetFontObject(GameFontHighlight)
arkanes@0 449 text:SetFont(GameFontHighlight:GetFont())
arkanes@0 450 text:SetPoint("TOPLEFT", anchor, "TOPLEFT", 0, 0)
arkanes@0 451 text:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 0, 0)
arkanes@0 452 text:SetText("KBF ANCHOR")
arkanes@54 453 anchor:SetWidth(height + width)
arkanes@54 454 anchor:SetHeight(height)
arkanes@0 455 -- movability
arkanes@0 456 anchor:EnableMouse(true)
arkanes@0 457 anchor:SetMovable(true)
arkanes@0 458 anchor:RegisterForDrag("LeftButton")
arkanes@0 459 anchor:SetScript("OnDragStart", anchor.StartMoving)
arkanes@0 460 anchor:SetScript("OnDragStop", anchor.StopMovingOrSizing)
arkanes@0 461 anchor:ClearAllPoints()
arkanes@22 462 anchor:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
arkanes@0 463 anchor:Hide()
arkanes@38 464 -- this is the parent & host for the secure aura buttons.
arkanes@0 465
arkanes@38 466 local secureHeader = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate")
arkanes@38 467 self:SetCommonSecureHeaderAttributes(secureHeader)
arkanes@54 468 if self.db.profile.consolidateBuffs then
arkanes@54 469 secureHeader:SetAttribute("consolidateTo", 99)
arkanes@54 470 end
arkanes@38 471 secureHeader:SetPoint("TOP", anchor, "TOP", 0, 0)
arkanes@38 472
arkanes@38 473 -- this is the "button" in the aura flow that represents the consolidated buffs.
arkanes@38 474 -- pre-creating it here in order to perform customization
arkanes@40 475 local consolidateProxy = CreateFrame("BUTTON", nil, UIParent, "SecureHandlerClickTemplate")
arkanes@39 476 consolidateProxy:SetNormalTexture("Interface\\TargetingFrame\\UI-StatusBar")
arkanes@39 477 consolidateProxy:SetWidth(200 +16)
arkanes@39 478 consolidateProxy:SetHeight(16)
arkanes@38 479 secureHeader:SetAttribute("consolidateProxy", consolidateProxy)
arkanes@40 480 --secureHeader:SetFrameRef("proxy", consolidateProxy)
arkanes@40 481
arkanes@40 482
arkanes@38 483 -- this is the equivilent of the secureHeader for the consolidated buffs
arkanes@38 484 -- pre-creating again, so we can customize/size/position it
arkanes@38 485 local consolidateHeader = CreateFrame("FRAME", "KBFConsolidatedAnchorFrame", consolidateProxy)
arkanes@38 486 self:SetCommonSecureHeaderAttributes(consolidateHeader)
arkanes@38 487 secureHeader:SetAttribute("consolidateHeader", consolidateHeader)
arkanes@39 488 consolidateProxy:SetAttribute("header", consolidateHeader);
arkanes@40 489 consolidateProxy:SetFrameRef("header", consolidateHeader)
arkanes@40 490
arkanes@40 491 consolidateProxy:SetAttribute("_onclick", [[
arkanes@40 492 local frame = self:GetFrameRef("header")
arkanes@40 493 if frame:IsShown() then frame:Hide() else frame:Show() end
arkanes@40 494 ]])
arkanes@40 495 consolidateProxy:EnableMouse(true)
arkanes@40 496 consolidateProxy:RegisterForClicks("AnyUp")
arkanes@39 497
arkanes@39 498 -- position it relative to the proxy, so it can appear where we want it
arkanes@40 499 consolidateHeader:SetPoint("TOPRIGHT", anchor, "TOPLEFT", 0, 0)
arkanes@54 500 consolidateHeader:SetWidth(height + width)
arkanes@54 501 consolidateHeader:SetHeight(height)
arkanes@38 502 consolidateHeader:Show()
arkanes@39 503
arkanes@38 504 return anchor, secureHeader, consolidateHeader, consolidateProxy
arkanes@37 505 end
arkanes@37 506
arkanes@38 507 --- sets the attributes needed by all the headers
arkanes@38 508 function kbf:SetCommonSecureHeaderAttributes(frame)
arkanes@0 509 frame:SetAttribute("filter", "HELPFUL")
arkanes@20 510 frame:SetAttribute("toggleForVehicle", true) -- this doesn't actually work right now, but maybe it eventually will
arkanes@0 511 frame:SetAttribute("template", "KBFSecureUnitAuraTemplate")
arkanes@3 512 frame:SetAttribute("point", "TOP")
arkanes@2 513 frame:SetAttribute("xOffset", 0)
arkanes@3 514 frame:SetAttribute("yOffset", -16)
arkanes@3 515 frame:SetAttribute("minWidth", 216)
arkanes@3 516 frame:SetAttribute("minHeight", 16)
arkanes@25 517 frame:SetAttribute("unit", "player")
arkanes@3 518 frame:SetAttribute("sortMethod", "NAME")
arkanes@3 519 frame:SetAttribute("sortOrder", "-")
arkanes@65 520 frame:SetAttribute("weaponTemplate", "KBFSecureWeaponEnchantTemplate")
arkanes@65 521 -- TODO: 4.3 SAH has a bug that messes up buff binding when a consolidate proxy
arkanes@65 522 -- and/or weapon enchants are present, don't use them. Set up a standalone enchant window to be managed
arkanes@65 523 -- independently
arkanes@64 524 frame:SetAttribute("includeWeapons", nil)
arkanes@5 525 frame:Show() -- has to be shown, otherwise the child frames don't show
arkanes@37 526 return frame
arkanes@0 527 end
arkanes@18 528
arkanes@18 529 function kbf:ShowAnchor()
arkanes@38 530 self.secureHeader:ClearAllPoints()
arkanes@38 531 self.secureHeader:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0)
arkanes@18 532 self.anchor:Show()
arkanes@18 533 end
arkanes@18 534
arkanes@18 535 function kbf:HideAnchor()
arkanes@38 536 self.secureHeader:ClearAllPoints()
arkanes@38 537 self.secureHeader:SetPoint("TOP", self.anchor, "TOP", 0, 0)
arkanes@18 538 self.anchor:Hide()
arkanes@18 539 end
arkanes@18 540
arkanes@18 541 function kbf:ToggleAnchor()
arkanes@18 542 if self.anchor:IsShown() then
arkanes@18 543 self:HideAnchor()
arkanes@18 544 else
arkanes@18 545 self:ShowAnchor()
arkanes@18 546 end
arkanes@18 547 end
arkanes@65 548