Mercurial > wow > kbf
view KBF.lua @ 19:a6f5a0f2d429
correctly position debuffs when temp enchants are present
author | Chris Mellon <arkanes@gmai.com> |
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date | Sat, 16 Oct 2010 00:56:40 -0500 |
parents | 27aa0d9ffe43 |
children | 54e30adde56b |
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local _, kbf = ... KBF = kbf -- make global for debugging local kbf = LibStub("AceAddon-3.0"):NewAddon(kbf, "KBF", "AceEvent-3.0", "AceConsole-3.0") function kbf:OnInitialize() self.debuffFrames = {} self.anchor = self:CreateAnchorFrame() self:RegisterEvent("UNIT_AURA") -- set up the countdown timer -- TODO: Fancy enable/disable based on whether you have any timed buffs. -- Not a big deal, how often do you care about that -- also TODO: Maybe should bucket OnUpdates somehow -- AceTimer repeating events can only happen at 0.1 seconds, which is probably -- fast enough for updating, but makes the animation look jerky self.update = CreateFrame("FRAME") self.update:SetScript("OnUpdate", function() self:OnUpdate() end) self.dirty = true -- force an immediate scan on login self:HideBlizzardBuffFrames() self:RegisterChatCommand("kbf", "ToggleAnchor") end -- naming convention -- a "frame" is the top-level button (secure button from the header, or one I make myself) -- that will contain the UI information about the buff -- a "bar" is a frame that has the icon, status bar, ect associated with it function kbf:HideBlizzardBuffFrames() local function HideBlizFrame(frame) if not frame then return end frame:UnregisterAllEvents() frame:SetScript("OnUpdate", nil) frame:Hide() frame.Show = function() end end HideBlizFrame(BuffFrame) HideBlizFrame(ConsolidatedBuffs) HideBlizFrame(TemporaryEnchantFrame) end function kbf:OnUpdate() local unit = self.secureFrame:GetAttribute("unit") local buffCount = 0 for idx=1,99 do local frame = self.secureFrame:GetAttribute("child"..idx) if not (frame and frame:IsShown()) then break end buffCount = buffCount + 1 if self.dirty then if self:BindBarToBuff(frame, unit) then break end end self:UpdateBarExpirationTime(frame) -- Don't forget to refresh shown tooltips if ( GameTooltip:IsOwned(frame) ) then self:OnEnter(frame) end end -- temporary enchants -- TODO: The blizz secure aura header binds both temp enchants -- to the main hand. No support for cancelling weapon enchants -- until this gets fixed up local tempEnchant = self.secureFrame:GetAttribute("tempEnchant1") if tempEnchant and tempEnchant:IsShown() then if self.dirty or true then self:BindBarToWeaponEnchant(tempEnchant, 16) end self:UpdateBarExpirationTime(tempEnchant) buffCount = buffCount + 1 end tempEnchant = self.secureFrame:GetAttribute("tempEnchant2") if tempEnchant and tempEnchant:IsShown() then if self.dirty or true then self:BindBarToWeaponEnchant(tempEnchant, 17) end self:UpdateBarExpirationTime(tempEnchant) buffCount = buffCount + 1 end -- debuffs -- Since debuffs aren't cancellable, don't need to use the secure header -- for them. This could be rewritten to support useful features like -- sorting & scaling and stuff. Honestly, should at least be alphabetical. for idx=1,99 do local frame = self.debuffFrames[idx] if self.dirty then local name, rank, icon, stacks, debuffType, duration, expirationTime = UnitAura(unit, idx, "HARMFUL") if not name then -- out of debuffs, hide all the rest of them for jdx = idx, 99 do local bar = self.debuffFrames[jdx] if bar then bar:Hide() else break end end break end if not frame then frame = self:ConstructBar(nil, 1, 0, 0) self.debuffFrames[idx] = frame end self:SetBarAppearance(frame, name, icon, stacks, duration, expirationTime) frame:ClearAllPoints() -- position it under all the buffs, with a half-bar spacing frame:SetPoint("TOP", self.anchor, "BOTTOM", 0, (buffCount * -16)) frame:Show() frame.filter = "HARMFUL" frame.unit = unit frame.index = idx frame:SetScript("OnEnter", function() kbf:OnEnter(frame) end) frame:SetScript("OnLeave", function() GameTooltip:Hide() end) buffCount = buffCount + 1 else -- not dirty, so no frame means we're done if not frame then break end end self:UpdateBarExpirationTime(frame) if ( GameTooltip:IsOwned(frame) ) then self:OnEnter(frame) end end self.dirty = nil end function kbf:UNIT_AURA(event, unit) if unit ~= self.secureFrame:GetAttribute("unit") then return end self.dirty = true end function kbf:UpdateBarExpirationTime(frame) if frame.expirationTime then local remaining = frame.expirationTime - GetTime() remaining = math.max(0, remaining) local perc = remaining / frame.duration frame.timertext:SetText(self:FormatTimeText(remaining)) frame.statusbar:SetValue(remaining) end end function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride) local index = parentFrame:GetAttribute("index") -- allow passing of explicit slot in order to work around aura header bug local slot = slotOverride or parentFrame:GetAttribute("target-slot") local itemIndex = slot - 15 -- 1MH, 2OF local RETURNS_PER_ITEM = 3 local hasEnchant, remaining, enchantCharges = select(RETURNS_PER_ITEM * (itemIndex - 1) + 1, GetWeaponEnchantInfo()) -- remaining time is in milliseconds if not hasEnchant then return end local remaining = remaining / 1000 if not hasEnchant then return end -- this should never happen local icon = GetInventoryItemTexture("player", slot) -- this is terrible, but I hate myself and everyone else. -- We're going to assume that the duration of the temp enchant -- is either 60 minutes, or however long is left, because poisons are 1 hour local duration = max((60 * 60), remaining) local expirationTime = GetTime() + remaining -- TODO local name = GetItemInfo(GetInventoryItemID("player", slot)) if not parentFrame.icon then self:ConstructBar(parentFrame, 1, 0, 1) end self:SetBarAppearance(parentFrame, name, icon, enchantCharges, duration, expirationTime) end function kbf:BindBarToBuff(parentFrame, unit) local index = parentFrame:GetAttribute("index") local filter = parentFrame:GetAttribute("filter") local name, rank, icon, stacks, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter) if not name then return end if not parentFrame.icon then self:ConstructBar(parentFrame) end self:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime) end function kbf:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime) parentFrame.icon:SetNormalTexture(icon) if stacks and stacks > 0 then parentFrame.text:SetText(string.format("%s(%d)", name, stacks)) else parentFrame.text:SetText(name) end parentFrame.timertext:SetText(self:FormatTimeText(duration)) -- store duration information if duration and duration > 0 then parentFrame.expirationTime = expirationTime parentFrame.duration = duration parentFrame.statusbar:SetMinMaxValues(0, duration) else parentFrame.expirationTime = nil parentFrame.duration = 0 parentFrame.statusbar:SetMinMaxValues(0,1) parentFrame.statusbar:SetValue(1) end end -- expects time seconds function kbf:FormatTimeText(time) if not time or time == 0 then return "" end local timetext local h = floor(time/3600) local m = time - (h*3600) m = floor(m/60) local s = time - ((h*3600) + (m*60)) if h > 0 then timetext = ("%d:%02d"):format(h, m) elseif m > 0 then timetext = string.format("%d:%02d", m, floor(s)) elseif s < 10 then timetext = string.format("%1.1f", s) else timetext = string.format("%.0f", floor(s)) end return timetext end function KBF:OnEnter(button, motion) -- this is for the secure buttons, so use the attributes -- I'd like a better place to position this but it's funky for right now, handle it later local unit = button.unit or button:GetAttribute("unit") local filter = button.filter or button:GetAttribute("filter") local index = button:GetAttribute("index") or button.index if unit and filter and index then GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT"); GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2); GameTooltip:SetUnitAura(unit, index, filter); return end local slot = button:GetAttribute("target-slot") -- temp enchant GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT"); GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2); GameTooltip:SetInventoryItem("player", slot) end -- creates a icon + statusbar bar function kbf:ConstructBar(frame, r, g, b) local texture = "Interface\\TargetingFrame\\UI-StatusBar" -- Because of secureframe suckiness, these height & width numbers -- have to be consistent with the stuff in KBF.xml local height = 16 local width = 200 -- this is the width *without* the icon local font, _ style = GameFontHighlight:GetFont() local r = r or 0 local g = g or 1 local b = b or 0 local bgcolor = {r, g, b, 0.5} local color = {r, g, b, 1} local fontsize = 11 local timertextwidth = fontsize * 3.6 local textcolor = {1, 1, 1, 1} local timertextcolor = {1, 1, 1, 1} if not frame then frame = CreateFrame("Button", nil, UIParent) -- the "top level" frame that represents the bar as a whole frame:SetHeight(16) frame:SetWidth(200 + 16) end local bar = frame bar.icon = CreateFrame("Button", nil, bar) -- the icon bar.statusbarbg = CreateFrame("StatusBar", nil, bar) -- the bars background bar.statusbar = CreateFrame("StatusBar", nil, bar) -- and the bars foreground bar.text = bar.statusbar:CreateFontString(nil, "OVERLAY") -- the label text bar.timertext = bar.statusbar:CreateFontString(nil, "OVERLAY") -- and the timer text -- the icon bar.icon:ClearAllPoints() bar.icon:SetPoint("LEFT", bar, "LEFT", 0, 0) -- icons are square bar.icon:SetWidth(height) bar.icon:SetHeight(height) --bar.icon:EnableMouse(false) -- the status bar background & foreground local function setupStatusBar(sb, color) sb:ClearAllPoints() sb:SetHeight(height) sb:SetWidth(width) -- offset the height of the frame on the x-axis for the icon. sb:SetPoint("TOPLEFT", bar, "TOPLEFT", height, 0) sb:SetStatusBarTexture(texture) sb:GetStatusBarTexture():SetVertTile(false) sb:GetStatusBarTexture():SetHorizTile(false) sb:SetStatusBarColor(unpack(color)) sb:SetMinMaxValues(0,1) sb:SetValue(1) end setupStatusBar(bar.statusbarbg, bgcolor) setupStatusBar(bar.statusbar, color) bar.statusbarbg:SetFrameLevel(bar.statusbarbg:GetFrameLevel()-1) -- make sure the bg frame stays in the back -- timer text bar.timertext:SetFontObject(GameFontHighlight) bar.timertext:SetFont(GameFontHighlight:GetFont()) bar.timertext:SetHeight(height) bar.timertext:SetWidth(timertextwidth) bar.timertext:SetPoint("LEFT", bar.statusbar, "LEFT", 0, 0) bar.timertext:SetJustifyH("RIGHT") bar.timertext:SetText("time") bar.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4]) -- and the label text bar.text:SetFontObject(GameFontHighlight) bar.text:SetFont(GameFontHighlight:GetFont()) bar.text:SetHeight(height) bar.text:SetWidth((width - timertextwidth) *.9) bar.text:SetPoint("RIGHT", bar.statusbar, "RIGHT", 0, 0) bar.text:SetJustifyH("LEFT") bar.text:SetText("text") bar.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4]) bar:EnableMouse(true) return bar end function kbf:CreateAnchorFrame() -- give it a name so it'll remember its position local anchor = CreateFrame("FRAME", "KBFAnchorFrame", UIParent) anchor:SetClampedToScreen(true) anchor:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 12, insets = { left = 4, right = 4, top = 4, bottom = 4 }, }) local text = anchor:CreateFontString(nil, "OVERLAY") -- the label text text:SetFontObject(GameFontHighlight) text:SetFont(GameFontHighlight:GetFont()) text:SetPoint("TOPLEFT", anchor, "TOPLEFT", 0, 0) text:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 0, 0) text:SetText("KBF ANCHOR") anchor:SetWidth(200 +16) anchor:SetHeight(16) -- movability anchor:EnableMouse(true) anchor:SetMovable(true) anchor:RegisterForDrag("LeftButton") anchor:SetScript("OnDragStart", anchor.StartMoving) anchor:SetScript("OnDragStop", anchor.StopMovingOrSizing) anchor:ClearAllPoints() anchor:SetPoint("CENTER", UIParent, "CENTER", 0, 0) anchor:Hide() local frame = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate") --local frame = anchor frame:SetAttribute("filter", "HELPFUL") frame:SetAttribute("template", "KBFSecureUnitAuraTemplate") frame:SetAttribute("point", "TOP") frame:SetAttribute("wrapAfter", 100) -- required due to bugs in secure header frame:SetAttribute("consolidateTo", nil) frame:SetAttribute("xOffset", 0) frame:SetAttribute("yOffset", -16) frame:SetAttribute("minWidth", 216) frame:SetAttribute("minHeight", 16) frame:SetAttribute("unit", "player") -- TODO: figure out the vehicle swapping stuff frame:SetAttribute("sortMethod", "NAME") frame:SetAttribute("sortOrder", "-") -- TODO: SecureAuraHeader doesn't correcltly implement the temp enchants frame:SetAttribute("weaponTemplate", "KBFSecureUnitAuraTemplate") frame:SetAttribute("includeWeapons", 1) frame:SetPoint("TOP", anchor, "TOP", 0, 0) frame:Show() -- has to be shown, otherwise the child frames don't show self.secureFrame = frame return anchor end function kbf:ShowAnchor() self.secureFrame:ClearAllPoints() self.secureFrame:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0) self.anchor:Show() end function kbf:HideAnchor() self.secureFrame:ClearAllPoints() self.secureFrame:SetPoint("TOP", self.anchor, "TOP", 0, 0) self.anchor:Hide() end function kbf:ToggleAnchor() if self.anchor:IsShown() then self:HideAnchor() else self:ShowAnchor() end end