# HG changeset patch # User Chris Mellon # Date 1293618841 21600 # Node ID c5aea18cbcffa0cd0d323e8c78719bc43133b66f # Parent eed69d939c43ba42ee9e6664afa58914dfd56bca# Parent f22bd01dc74b858516f87a4b0fe8f9588e73ea88 sycn with wowace diff -r f22bd01dc74b -r c5aea18cbcff .pkgmeta --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/.pkgmeta Wed Dec 29 04:34:01 2010 -0600 @@ -0,0 +1,18 @@ +externals: + libs/LibStub: + url: svn://svn.wowace.com/wow/libstub/mainline/trunk + tag: latest + libs/CallbackHandler-1.0: + url: svn://svn.wowace.com/wow/callbackhandler/mainline/trunk/CallbackHandler-1.0 + libs/AceEvent-3.0: + url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceEvent-3.0 + libs/AceConsole-3.0: + url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceConsole-3.0 + libs/AceAddon-3.0: + url: svn://svn.wowace.com/wow/ace3/mainline/trunk/AceAddon-3.0 + +ignore: + - .pkgmeta + - .docmeta + +package-as: KBF \ No newline at end of file diff -r f22bd01dc74b -r c5aea18cbcff KBF.lua --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/KBF.lua Wed Dec 29 04:34:01 2010 -0600 @@ -0,0 +1,419 @@ +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") + self:RegisterEvent("UNIT_ENTERING_VEHICLE", "PollForVehicleChange") + self:RegisterEvent("UNIT_EXITING_VEHICLE", "PollForVehicleChange") + -- 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() + 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 + +-- Secure aura header doesn't self-bind to vehicle, +-- so this only works out of combat. But thats better than nothing... +function kbf:PollForVehicleChange(event, unit) + if unit ~= "player" then return end + self.dirty = true + -- hax until SAH supports vehicles - do the swap after we come out of combat + -- always poll instead of insta-swapping OOC in order to simplify the UnitHasVehicleUI logic + self.pollForUnitChange = true +end + +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() + -- little custom hax to reposition the alternate power bar + -- try really hard to remember not to commit this + if PlayerPowerBarAlt:IsShown() then + PlayerPowerBarAlt:ClearAllPoints() + PlayerPowerBarAlt:SetPoint("BOTTOM", UIParent, "BOTTOM", 0, 233) + end + + if self.pollForUnitChange and not InCombatLockdown() then + if UnitHasVehicleUI("player") then + -- only swap if we're in a "real" vehicle with its own actions + -- There is possibly a timing issue here where + -- we have set the poll flag but the unit is not + -- actually "in" the vehicle yet. I'm hoping thats + -- handled by using exited/entered events instead of exiting/entering + self.secureFrame:SetAttribute("unit", "vehicle") + else + self.secureFrame:SetAttribute("unit", "player") + end + self.pollForUnitChange = nil + end + 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 + 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 + -- SAH binds the offhand enchant to the main hand for removal purposes. + -- fix it up if we're out of combat + -- TODO: maybe this should only happen if we're dirty + if not InCombatLockdown() then + tempEnchant:SetAttribute('target-slot', 17) + end + end + -- there's also a third temp enchant for thrown weapons, which the + -- current SAH doesn't support at all. + -- Since I can't insert bars into the flow, can't support this + -- until I either go to multiple secure headers & figure out how to position them + -- or blizz fixes SAH + + -- 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) + 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.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 -- this should never happen + local remaining = remaining / 1000 + 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 + 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 + GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT"); + GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2); + GameTooltip:SetInventoryItem(unit, 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", 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: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("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0) + anchor:Hide() + + local frame = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate") + --local frame = anchor + 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("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") + 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 diff -r f22bd01dc74b -r c5aea18cbcff KBF.toc --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/KBF.toc Wed Dec 29 04:34:01 2010 -0600 @@ -0,0 +1,11 @@ +## Interface: 40000 +## Title: Kaylen's Buff Frames +## Notes: Cata-compatible buff frames +## Author: Kaylen +## OptionalDeps: Ace3, LibGratuity-3.0, LibStub, AceEvent-3.0, AceConsole-3.0 + +embeds.xml +KBF.xml +KBF.lua + + diff -r f22bd01dc74b -r c5aea18cbcff KBF.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/KBF.xml Wed Dec 29 04:34:01 2010 -0600 @@ -0,0 +1,22 @@ + + + + diff -r f22bd01dc74b -r c5aea18cbcff README --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/README Wed Dec 29 04:34:01 2010 -0600 @@ -0,0 +1,33 @@ +Buff bars in the tradition of EBB, with support for click-to-remove. + + + +Features: + Use /kbf to toggle the positioning anchor + Left click on a buff to remove it. + Weapon enchant support. + Vehicle swap support (Out of combat only) + + +Issues/flaws: + Vehicle support: KBF will swap to show the buffs of your vehicle, rather than your own buffs if: + a) You are in a "real" vehicle, with its own action bar + b) You are out of combat when you enter (or leave, for switching back) the vehicle. + + Condition (b) is a consequence of the blizzard secure aura system not supporting vehicles. + Weapon enchants: + Weapon enchants will always be shown at the top of the buff list. + Any enchant on your thrown weapon will not be shown. This is a bug in the blizzard secure aura system. + If you apply an enchant to your off-hand in-combat and then try to remove it before you have left combat, it will remove your main hand enchant instead. + This is due to a bug in the blizzrd secure aura system which I can only work around out of combat. + + Debuffs: + Debuffs will always be shown at the bottom of the list. + + Sorting: + Currently all buffs/debuffs will be sorted by name. In the future you will be able to choose + between the small set of options permited by the blizzard buff system. + + Sizeing: + The size and shape of the bars cannot be changed, due to limitations in the blizzard code. + In the future, you may be able to change the scaling of the bars. \ No newline at end of file diff -r f22bd01dc74b -r c5aea18cbcff embeds.xml --- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/embeds.xml Wed Dec 29 04:34:01 2010 -0600 @@ -0,0 +1,11 @@ + + +