Mercurial > wow > kbf
view KBF.lua @ 79:8c8416ec4aca tip
merge in mop branch with nomial raid buff support
author | Chris Mellon <arkanes@gmail.com> |
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date | Sat, 01 Dec 2012 15:46:30 -0600 |
parents | 2acabfca1305 |
children |
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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.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