Mercurial > wow > kbf
view KBF.lua @ 8:d0b83b70c7f8
add code to hide the blizz frames. Currently commented
author | Chris Mellon <arkanes@gmai.com> |
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date | Tue, 12 Oct 2010 18:58:24 -0500 |
parents | 31048236391d |
children | ede17cc71b66 |
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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.options = { barWidth = 200 + 16 + 8, barHeight = 16 + 8 } self.anchor = self:CreateAnchorFrame() self.buffBars = {} self.anchor:Show() 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 self.anchor:SetScript("OnUpdate", function() self:OnUpdate() end) self.dirty = true -- force an immediate scan on login --self:HideBlizzardBuffFrames() end -- naming convention -- "frame" is the secure aura button created by the group handler -- "bar" is the set of icon + status bars that we create to show the buff time 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() for idx=1,99 do local frame = self.secureFrame:GetAttribute("child"..idx) if not frame then break end if self.dirty then local unit = self.secureFrame:GetAttribute("unit") self:BindBarToBuff(frame, unit) elseif 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 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:BindBarToBuff(parentFrame, unit) local index = parentFrame:GetAttribute("index") local filter = parentFrame:GetAttribute("filter") local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter) if not parentFrame.icon then self:ConstructBar(parentFrame) end 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) parentFrame.statusbar:SetValue(duration) else parentFrame.expirationTime = nil parentFrame.duration = 0 parentFrame.statusbar:SetMinMaxValues(0,1) parentFrame.statusbar:SetValue(1) end end 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 -- creates a icon + statusbar bar function kbf:ConstructBar(frame) 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 bgcolor = {1, 0, 0, 0.5} local color = {0, 1, 0, 1} local fontsize = 11 local timertextwidth = fontsize * 3.6 local textcolor = {1, 1, 1, 1} local timertextcolor = {1, 1, 1, 1} --local bar = CreateFrame("Button", nil, UIParent) -- the "top level" frame that represents the bar as a whole 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 = 16, 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(self.options.barWidth) anchor:SetHeight(self.options.barHeight) -- 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", anchor, "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("wrapXOffset", 0) --frame:SetAttribute("wrapYOffset", -34) 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", "-") frame:SetAttribute("includeWeapons", 1) frame:SetPoint("TOP", anchor, "BOTTOM", 0, 0) -- frame:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background", -- edgeFile = "Interface/Tooltips/UI-Tooltip-Border", -- tile = true, tileSize = 16, edgeSize = 16, -- insets = { left = 4, right = 4, top = 4, bottom = 4 }, -- }) frame:Show() -- has to be shown, otherwise the child frames don't show self.secureFrame = frame return anchor end