view KBF.lua @ 79:8c8416ec4aca tip

merge in mop branch with nomial raid buff support
author Chris Mellon <arkanes@gmail.com>
date Sat, 01 Dec 2012 15:46:30 -0600
parents 2acabfca1305
children
line wrap: on
line source
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.oocQueue = {}
    -- config settings - account wide shared profile by default
    self.db = LibStub("AceDB-3.0"):New("KBFSavedVars", self.defaultConfig, true)
    -- create frames here so that they will be correctly stored in location cache by 
    -- the UI.
    self.anchor, self.secureHeader, self.consolidateHeader, self.consolidateProxy, self.vehicleHeader = self:CreateCoreFrames()
    self.debuffFrames = {}
    self:RegisterEvent("UNIT_AURA")
    LibStub("AceConfig-3.0"):RegisterOptionsTable("KBF", self.options);
    self.profilesFrame = LibStub("AceConfigDialog-3.0"):AddToBlizOptions("KBF", "KBF");
    self:RegisterChatCommand("kbf", "ToggleAnchor")
    
    
end

function kbf:OnEnable()
    -- 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
    -- need to experiment with using animation groups
    self.update = CreateFrame("FRAME")
    self.update:SetScript("OnUpdate", function() self:OnUpdate() end)
    self.dirty = true -- force an immediate scan on login
    self:HideBlizzardBuffFrames()
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

-- enqueues a callable that will be run once in-combat lockdown is past
-- all callables will be executed in a single run, in the order they were enqueued
-- if called when OOC, the function will be called immediately, unless the alwaysQueue parameter is true, 
-- in which case it will be appended normally
function kbf:QueueForOOC(func, alwaysQueue)
    if InCombatLockdown() or alwaysQueue then
        tinsert(self.oocQueue, func)
    else
        func()
    end
end

function kbf:OnUpdate()   
    -- TODO: only start this polling when we leave combat?
    while #self.oocQueue > 0  and not InCombatLockdown() do
        local func = table.remove(self.oocQueue)
        func()
    end
    
    local unit = self.secureHeader:GetAttribute("unit")
    local buffCount = 0
    for idx=1,99 do
        local frame = self.secureHeader:GetAttribute("child"..idx)
        if not (frame and frame:IsShown()) then break end
        local boundIndex = frame:GetAttribute("index")
        if not boundIndex then
            break
        end
        if self.dirty then
            local hasbuff = UnitAura(unit, boundIndex)
            --self:Print(hasbuff, idx, boundIndex)
            if not hasbuff then
                if frame.icon then frame.icon:Hide() end
                if frame.statusbar then frame.statusbar:Hide() end
                if frame.statusbarbg then frame.statusbarbg:Hide() end
                if frame.text then frame.text:Hide() end
                if frame.timertext then frame.timertext:Hide() end
                break 
            end
            buffCount = buffCount + 1
            
            if self.dirty then 
                if self:BindBarToBuff(frame, unit) then break end
            end
            frame.icon:Show()
            frame.statusbar:Show()
            frame.statusbarbg:Show()
            frame.text:Show()
            frame.timertext:Show()
        end
        self:UpdateBarExpirationTime(frame)
        -- Don't forget to refresh shown tooltips
        if (GameTooltip:IsOwned(frame)) then
            self:OnEnter(frame)
        end
    end
    -- consolidated buffs
    if self.consolidateProxy:IsShown() then
        for idx=1,99 do
            local frame = self.consolidateHeader:GetAttribute("child"..idx)
            if not (frame and frame:IsShown()) then break end
            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
        buffCount = buffCount+1
        if self.dirty then
            -- update raid buff text
            local numBufs = 0
            local buffmask, buffcount = GetRaidBuffInfo();
            if not (buffmask == nil) then
                mask = 1;
                for i=1,NUM_LE_RAID_BUFF_TYPES do
                    local name, rank, texture, duration, expiration, spellId, slot = GetRaidBuffTrayAuraInfo(i);
                    if name then
                        numBufs = numBufs + 1;
                    end
                    mask = bit.lshift(mask, 1);
                end
                self.consolidateProxy.text:SetText("Raid Buffs "..numBufs.."/"..max(numBufs,buffcount));
            end
        end
    end

    -- SAH correctly binds the weapon enchant templates now, but when temp enchants
    -- are present and used, it seems that it doesn't correctly hide un-bound 
    -- buff frames, which breaks all the layout and so forth.
    for weapon=3,1,-1 do
        local tempEnchant = self.secureHeader:GetAttribute("tempEnchant"..weapon)
        if tempEnchant and tempEnchant:IsShown() then
            self:BindBarToWeaponEnchant(tempEnchant)
            self:UpdateBarExpirationTime(tempEnchant)
            buffCount = buffCount + 1
        end
    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.secureHeader)
                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.secureHeader, "TOP", 0, (buffCount * -16) - 8)
            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)
            frame:EnableMouse(true)
            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.secureHeader: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

local gratt = LibStub:GetLibrary("LibGratuity-3.0")

function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride)
    -- 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 -- this should never happen
    local remaining = remaining / 1000
    
    local icon = GetInventoryItemTexture("player", slot)
    local maxDuration
    if select(2, UnitClass("player")) == "ROGUE" then
        -- Rogues are probably using poisons, which are an hour
        maxDuration = 60 * 60
    else
        -- everyone else is probably using something thats a half hour
        maxDuration = 30 * 60
    end
    local duration = max(maxDuration, remaining)
    local expirationTime = GetTime() + remaining
    local name = GetItemInfo(GetInventoryItemID("player", slot))
    -- try to figure out what the weapon enchant is
    -- tooltip string -> {spellid, duration}
    local knownEnchants = {
        ["Flametongue"] = {8024, 30*60},
        ["Frostbrand"] = {8033, 30*60},
        ["Earthliving"] = {51730, 30*60},
        ["Windfury"] = {8232, 30*60},
        ["Instant Poison"] = {8680, 60*60},
        ["Wound Poison"] = {13218, 60*60},
        ["Deadly Poison"] = {2823, 60*60},
        ["Crippling Poison"] = {3408, 60*60}
    
    }
    local spellId = nil
    if gratt then
        gratt:SetInventoryItem("player", slot)
        for tag, info in pairs(knownEnchants) do
            if gratt:Find(tag) then 
                spellId, duration = unpack(info)
                name, _, _ = GetSpellInfo(spellId)
                local slots = {[16] = "Main Hand", [17] = "Off Hand", [18] = "Thrown"}
                name = tag .. " (" .. slots[slot] .. ")"
                break
            end
        end
    end
    parentFrame.spellId = spellId
    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
    local unit = SecureButton_GetModifiedUnit(button) or button.unit -- will perform vehicle toggle
    local filter = button:GetAttribute("filter") or button.filter 
    local index = button:GetAttribute("index") or button.index
    if unit and filter and index then
        -- I'd like a better place to position this but it's funky for right now, handle it later
        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
    if slot then
        GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
        GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
        if button.spellId then
            -- TODO: This might be too big of a tooltip to care about that much.
            -- Maybe I should just have a single line with the weapon name
            --GameTooltip:SetInventoryItem(unit, slot)
            local name = GetItemInfo(GetInventoryItemID("player", slot))
            local r, g, b = GetItemQualityColor(GetInventoryItemQuality("player", slot))
            GameTooltip:SetText(name, r, g, b)
            local slots = {[16] = "Main Hand", [17] = "Off Hand", [18] = "Thrown"}
            GameTooltip:AddLine(slots[slot])
            GameTooltip:AddLine(" ")
            GameTooltip:AddSpellByID(button.spellId)
        else
            GameTooltip:SetInventoryItem(unit, slot)
        end
    end
end

-- creates a icon + statusbar bar
function kbf:ConstructBar(frame, r, g, b, parent)
    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 = self.staticConfig.BAR_HEIGHT
    local width = self.staticConfig.BAR_WIDTH -- 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
        parent = parent or UIParent
        frame = CreateFrame("Button", "ABC", parent) -- the "top level" frame that represents the bar as a whole
        frame:SetHeight(height)
        frame:SetWidth(width + height)
    end
    local bar = frame
    bar.icon = CreateFrame("Button", "ABC-Icon", bar) -- the icon
    bar.statusbarbg = CreateFrame("StatusBar", "ABC-BG", bar) -- the bars background
    bar.statusbar = CreateFrame("StatusBar", "ABC-status", 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.statusbar: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", 2, 0)
    bar.timertext:SetJustifyH("LEFT")
    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:SetPoint("LEFT", bar.timertext, "RIGHT", 0, 0)
    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])
    return bar
end

function kbf:CreateCoreFrames()
    -- this is the visible anchor frame that the user interacts with 
    -- to move the buffs around
    local height = self.staticConfig.BAR_HEIGHT
    local width = self.staticConfig.BAR_WIDTH -- this is the width *without* the icon
    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 = height, 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(height + width)
    anchor:SetHeight(height)
    -- movability
    anchor:EnableMouse(true)
    anchor:SetMovable(true)
    anchor:RegisterForDrag("LeftButton")
    anchor:SetScript("OnDragStart", anchor.StartMoving)
    anchor:SetScript("OnDragStop",  anchor.StopMovingOrSizing)
    anchor:ClearAllPoints()
    anchor:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
    anchor:Hide()
    -- this is the parent & host for the secure aura buttons. 
    
    local secureHeader = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate")
    self:SetCommonSecureHeaderAttributes(secureHeader)
    if self.db.profile.consolidateBuffs then
        secureHeader:SetAttribute("consolidateTo", 99)
        secureHeader:SetAttribute("consolidateDuration", -1) -- put 0 duration buffs into consolidation
    end
    secureHeader:SetPoint("TOP", anchor, "TOP", 0, 0)
    
    -- this is the "button" in the aura flow that represents the consolidated buffs.
    -- pre-creating it here in order to perform customization
    local consolidateProxy = CreateFrame("BUTTON", "KBFConsolidateProxy", UIParent, "SecureHandlerClickTemplate")
    consolidateProxy:SetFrameStrata("HIGH")
    consolidateProxy:SetNormalTexture("Interface\\TargetingFrame\\UI-StatusBar")
    consolidateProxy:SetWidth(200 +16)
    consolidateProxy:SetHeight(16)
    secureHeader:SetAttribute("consolidateProxy", consolidateProxy)
    -- text for showing raid buffs
    consolidateProxy.text = consolidateProxy:CreateFontString(nil, "OVERLAY")
    consolidateProxy.text:SetFontObject(GameFontHighlight)
    consolidateProxy.text:SetFont(GameFontHighlight:GetFont())
    consolidateProxy.text:SetPoint("LEFT", consolidateProxy, "LEFT", 2, 0)
    consolidateProxy.text:SetJustifyH("LEFT")
    consolidateProxy.text:SetText("raidbuffs")
    consolidateProxy.text:SetTextColor(1,1,1,1)

    --secureHeader:SetFrameRef("proxy", consolidateProxy)

    
    -- this is the equivilent of the secureHeader for the consolidated buffs
    -- pre-creating again, so we can customize/size/position it
    local consolidateHeader = CreateFrame("FRAME", "KBFConsolidatedAnchorFrame", consolidateProxy)
    self:SetCommonSecureHeaderAttributes(consolidateHeader)
    secureHeader:SetAttribute("consolidateHeader", consolidateHeader)
    consolidateProxy:SetAttribute("header", consolidateHeader);
    consolidateProxy:SetFrameRef("header", consolidateHeader)
    
    consolidateProxy:SetAttribute("_onclick", [[
        local frame = self:GetFrameRef("header")
        if frame:IsShown() then frame:Hide() else frame:Show() end
    ]])
    consolidateProxy:EnableMouse(true)
    consolidateProxy:RegisterForClicks("AnyUp")
    
    -- position it relative to the proxy, so it can appear where we want it
    consolidateHeader:SetPoint("TOPRIGHT", anchor, "TOPLEFT", 0, 0)
    consolidateHeader:SetWidth(height + width)
    consolidateHeader:SetHeight(height)
    consolidateHeader:Show()
       

    local vehicleSwapper = CreateFrame("FRAME", "KBFVehicleSwapper", UIParent, "SecureHandlerStateTemplate")
    vehicleSwapper:SetAttribute("unit", "vehicle")
    vehicleSwapper:SetFrameRef("secureHeader", secureHeader)
    vehicleSwapper:SetAttribute("_onstate-unitexists", [[
        local frame = self:GetFrameRef("secureHeader")
        if newstate and UnitHasVehicleUI("player") then
            frame:SetAttribute("unit", "vehicle")
        else
            frame:SetAttribute("unit", "player")
        end
    ]])
    RegisterUnitWatch(vehicleSwapper, true)


    return anchor, secureHeader, consolidateHeader, consolidateProxy
end

--- sets the attributes needed by all the headers
function kbf:SetCommonSecureHeaderAttributes(frame)
    frame:SetAttribute("filter", "HELPFUL")
    frame:SetAttribute("toggleForVehicle", true) -- this doesn't actually work right now, but maybe it eventually will
    frame:SetAttribute("template", "KBFSecureUnitAuraTemplate")
    frame:SetAttribute("point", "TOP")
    frame:SetAttribute("xOffset", 0)
    frame:SetAttribute("yOffset", -16)
    frame:SetAttribute("minWidth",  216)
    frame:SetAttribute("minHeight", 16)
    frame:SetAttribute("unit", "player")
    frame:SetAttribute("sortMethod", "NAME")
    frame:SetAttribute("sortOrder", "-")
    frame:SetAttribute("weaponTemplate", "KBFSecureWeaponEnchantTemplate")
    -- TODO: 4.3 SAH has a bug that messes up buff binding when a consolidate proxy
    -- and/or weapon enchants are present, don't use them. Set up a standalone enchant window to be managed 
    -- independently
    frame:SetAttribute("includeWeapons", 100)
    frame:Show() -- has to be shown, otherwise the child frames don't show
    return frame
end

function kbf:ShowAnchor()
    self.secureHeader:ClearAllPoints()
    self.secureHeader:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0)
    self.anchor:Show()
end

function kbf:HideAnchor()
    self.secureHeader:ClearAllPoints()
    self.secureHeader: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