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author Nenue
date Tue, 15 Dec 2015 08:07:21 -0500
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-- User: Krakyn
-- Created: 12/4/2015 11:13 PM
--[[
--  Core tools, mostly frame handling business. It's an interface script after all.
--  Types:
--  StatusFrame
--    Primary container for status data, carries primary value information by default
--  FIELDS
--    value              = exact primary value represented by frame
--    min                = exact minimum for primary value
--    max                = exact maximum for primary value
--    percent            = value / max
--    alpha              = base frame alpha level, set when a fade animation has completed
--    fadeTo             = when set, the frame will begin fading to this level
--    fadeDuration       = set with fadeTo when the transition needs to be time-adjusted for unpredictable alpha states
--    fadeTime           = set with fadeTo when the transition has an explicit desired timing
--    throttle_rate      = animation frame delay
--
--  METHODS
--    Update()           = Runs the frame's Update script, and calls UpdateText()
--    UpdateText()       = Iterates over frame children and calls Update() if it is a StatusText frame
--
--  StatusText
--    Sub-container for individual text elements, carries string output values, controlled by from Update(). By default
--    these are derived from the parent's primary value data, but is mostly overridden in module code.
--  FIELDS
--    text               = WoW FontString object housing text data
--    format             = a format string for expressing complex data (timer bars, etc.)
--  METHODS
--    SetText()          = shortcut for text:SetText(...)
--    SetJustifyH()      = shortcut for text:SetJustifyH(...)
-- Implements:
-- frame = CreateBar(name, config root)
--   Creates and displays a generic bar frame with progress textures and default updater, based on the variables from
--   the smart config table. Seeded with methods Update() and UpdateText().
--   Update() will refresh the entire frame and tail call UpdateText()
--   UpdateText() will iterate over the contents of frame:GetChildren() and call Update()
--   NEVER CREATE A CHILD FRAME WITHOUT Update() DEFINED
--   NEVER INVOKE METHODS FROM A GetParent() RETURN
--
-- Bar_SetUpdateHandler(frame, function)
--   Takes the desired OnUpdate script and wraps it inside frame throttling logic, then does SetScript
--
-- frame = AddLabel(frame, config root, name)
--   Constructs a text display and adds it to the frame's list of internal text objects. Contains method Update(), which
--   refreshed text.
--
-- HANDLERS
-- Bar_Update([value, min/duration, max/end])
--   Default handler for any non-timed bar (where isTimer = false in config vars. Invoked by frame:Update()
]]
local T = LibStub("AceAddon-3.0"):GetAddon("Turok")
local LSM = LibStub("LibSharedMedia-3.0")
local TL = 'Fog'
local print = function(...)
  _G.print(TL, ...)
end
--setprinthandler(function (...) T:debug('Fog', nil, ...) end)
local time = _G.ct
local FADE_OUT_TIME = 1   -- duration per 1-0 alpha transition
local FADE_IN_TIME = 0.4  -- duration per 0-1 alpha transition

local inset_factor = {
  ['TOPLEFT']     = {-1, 1},
  ['TOP']         = {0,  1},
  ['TOPRIGHT']    = {1,  1},
  ['RIGHT']       = {1,  0},
  ['BOTTOMRIGHT'] = {1, -1},
  ['BOTTOM']      = {0, -1},
  ['BOTTOMLEFT']  = {-1,-1},
  ['LEFT']        = {-1, 0}
}

T.anchor_inverse = { ['LEFT'] = 'RIGHT', ['RIGHT'] = 'LEFT', ['UP'] = 'DOWN', ['DOWN'] = 'UP' }  -- directional inverse
T.direction_coord = { ['LEFT'] = {1, 0}, ['RIGHT'] = {-1,0}, ['UP'] = {0, -1}, ['DOWN'] = {0, 1 } } -- directional derivatives
T.anchor_direction = { ['LEFT'] = 'RIGHT', ['RIGHT'] = 'LEFT', ['UP'] = 'BOTTOM', ['DOWN'] = 'TOP'}  -- directional anchors

function T:CreateBar(name, config)
  local parent = type(config.parent) == 'string' and _G[config.parent] or parent
  if not parent then
    parent = CreateFrame('Frame', config.parent, UIParent)
    print('creating dry frame |cFFDDDDDD' .. config.parent .. '|r for |cFFFFFF00' .. name .. '|r')
  end

  local f
  if _G[name] and _G[name].GetFrameType and _G[name].GetFrameType() == 'Frame' then
    f = _G[name]
    print('found existing table |cFFFFFF00' .. name .. '|r')
  else
    print('creating statusbar '.. name, config.anchor, parent:GetName(), config.anchorTo, config.posX, config.posY)
  end


  f = CreateFrame('Frame', name, UIParent)
  f.db = config

  -- state vars
  f.combat = InCombatLockdown()
  f.min = 0
  f.max = 1
  f.value = 0
  f.percent = 0
  f.alpha = f.combat and config.alpha or config.alpha_ooc
  f:SetAlpha(f.combat and config.alpha or config.alpha_ooc)
  f:SetPoint(config.anchor, config.parent, config.anchorTo, config.posX, config.posY)
  f:SetSize(config.width, config.height)
  f:SetFrameStrata(config.strata)
  self:CreateStatusTextures(f, config)

  f.throttle_rate = 0.0166666666 -- ~60fps
  f.throttle_point = time

  -- default handler
  f.Update = T.Bar_Update
  f.UpdateText = T.Bar_UpdateText
  T:Bar_SetUpdateHandler(f, T.Bar_Update)

  return f
end

function T:CreateStatusTextures(region, c)
  c = c and c or region.db
  print('STATUSTEX_make', region:GetName(), c.background_texture, c.background_color, c.foreground_texture, c.foreground_color)
  region.background = region:CreateTexture('background', 'BACKGROUND')
  region.background:SetAllPoints(region)
  if c.background_texture then
    region.background:SetTexture(LSM:Fetch('statusbar', c.background_texture))
    region.background:SetVertexColor(unpack(c.background_color))
  else
    region.background:SetTexture(unpack(c.background_color))
  end
  region.background:SetBlendMode(c.background_blend)

  region.foreground = region:CreateTexture('foreground', 'ARTWORK')
  region.foreground:SetPoint('TOPLEFT', region, 'TOPLEFT', 0-c.foreground_inset, c.foreground_inset)
  region.foreground:SetPoint('BOTTOMRIGHT', region, 'BOTTOMRIGHT', c.foreground_inset, 0-c.foreground_inset)
  if c.foreground_texture then
    region.foreground:SetTexture(LSM:Fetch('statusbar', c.foreground_texture))
    region.foreground:SetVertexColor(unpack(c.foreground_color))
  else
    region.foreground:SetTexture(unpack(c.foreground_color))
  end
  region.foreground:SetBlendMode(c.foreground_blend)
end

function T:CreateStatusIcon(region, c)
  local file = type(c) == 'string' and c or region.icon
  if type(c) ~= 'table' then
    c = region.db
  end
  print('STATUSICON', region:GetName(), file, c.icon_show)

end

-- Sets the OnUpdate handler within a timing scheme
function T:Bar_SetUpdateHandler(bar, func)
  bar:SetScript('OnUpdate', function(bar)
    if GetTime() < bar.throttle_point then
      return
    end

    bar.throttle_point = bar.throttle_point +  bar.throttle_rate
    if type(func) == 'string' then
      if type(bar[func]) ~= 'function' then
        error('TurokBar:SetUpdateScript(); string "' ..func.. '" is not a valid method name')
        return
      end
    elseif type(func) ~= 'function' then
      error('TurokBar:SetUpdateScript(function or string); got '.. type(func) .. 'instead')
      return
    end

    func(bar)
  end)
end

-- Default update loop
function T:Bar_Update (value, min, max)

  if value ~= nil then -- could be 0
    self.value = value
  end
  if (min ~= nil and max ~= nil) then
    if self.isTimer then
      self.duration = min
      self.endTime = max
    else
      self.min = min
      self.max = max
      self.duration = max
    end
  end

  if self.combat ~= InCombatLockdown() then
    self.combat = InCombatLockdown()
    if self.combat then
      self.fadeTo = self.db.alpha
      self.fadeDuration = FADE_IN_TIME
    else
      self.fadeTo = self.db.alpha_ooc
      self.fadeDuration = FADE_OUT_TIME
      end
  end

  -- we need the time for something
  if self.isTimer or self.fadeTo ~= nil then
    local time = GetTime()

    -- start doing fade animation things
    if self.fadeTo ~= nil then

      if not self.fadeFrom then
        self.fadeFrom = self:GetAlpha()
      end

      -- fadeDuration missing, fill it in
      if not self.fadeDuration then
        self.fadeDuration = self.fadeFrom > self.fadeTo and FADE_OUT_TIME or FADE_IN_TIME
      end

      -- fadeTime missing,
      if not self.fadeTime then
        local fadeRatio = 1
        if self.fadeFrom ~= self.alpha then
          fadeRatio = (self.fadeTo - self.fadeFrom) / (self.fadeTo - self.alpha) -- target delta
        end
        --print(fadeRatio, self.fadeDuration)
        self.fadeTime = time + fadeRatio * self.fadeDuration -- fixed rate of change
      end

      -- are we done?
      if time >= self.fadeTime then
        self:SetAlpha(self.fadeTo)
        self.alpha = self.fadeTo
        self.fadeTo = nil
        self.fadeFrom = nil
        self.fadeDuration = nil
        self.fadeTime = nil
      else --nope
        local remaining = (self.fadeTime - time) / self.fadeDuration
        local fadeTotal = (self.fadeTo - self.fadeFrom)
        --print(self.fadeTo - (fadeTotal * remaining), fadeTotal * remaining)
        self:SetAlpha(self.fadeTo - (fadeTotal * remaining))
      end
    end

    -- termination check
    if self.isTimer then
      if time >= self.endTime and self.fadeTo == nil then
        self:Hide()
        return
      else
        self.percent = (self.endTime - time) / self.duration
      end
    end

  else
    self.percent = (self.value - self.min) / (self.max - self.min)
  end

  self:UpdateText()
  self.foreground:SetPoint('BOTTOMRIGHT', self, 'BOTTOMLEFT', self.db.width * self.percent + self.db.foreground_inset, 0-self.db.foreground_inset)
end

function T:Bar_UpdateText()
  local c = {self:GetChildren()}
  for _, rl in ipairs(c) do
    if rl.text then
      rl.format = self.db.label_string
      rl:Update()
    end
  end
end

-- addon:AddLabel
-- Constructs a text display and adds it to that region
--
function T:AddLabel (region, config, labelname)
  assert(region:IsObjectType('Frame'), "T:CreateLabel(table, table [, string])")
  labelname = (labelname or string.format('%x', GetTime() % 1000000))
  print('assigning frame for text object |cFFFF9922'..labelname..'|r to '..region:GetName())

  local lf = CreateFrame('Frame', region:GetName()..'_'..labelname, region)
  local ft = lf:CreateFontString(labelname, 'OVERLAY')
  local lx, ly, lp = 0,0, config.label_point
  if config.label_inset ~= 0 and lp ~= 'CENTER' then
    lx = config.label_inset * inset_factor[lp][1]
    ly = config.label_inset * inset_factor[lp][2]
  end

  lf:SetPoint(lp, region, lp, lx, ly)
  lf:SetSize(region:GetWidth(), region:GetHeight())
  lf:SetFrameStrata(config.label_strata)

  ft:SetFont(LSM:Fetch('font', config.label_font), config.label_size, config.label_outline)
  ft:SetAllPoints(lf)
  ft:SetJustifyH(config.label_justifyH or (config.label_point:find('LEFT') and 'LEFT' or (config.label_point:find('RIGHT') and 'RIGHT' or 'CENTER')))
  ft:SetJustifyV(config.label_justifyV or (config.label_point:find('TOP') and 'TOP' or (config.label_point:find('BOTTOM') and 'BOTTOM' or 'MIDDLE')))
  ft:SetTextColor(1, 1, 1)
  ft:SetText('SET ME!')

  lf.Update = region.isTimer and T.Label_UpdateFormat or T.Label_Update
  lf.SetJustifyH = function(self, justify) ft:SetJustifyH(justify) end
  lf.SetText = function(self, text) ft:SetText(text) end

  lf.text = ft
  region[labelname] = lf
  return lf
end

-- one of two possible assignments for label:Update()
function T:Label_UpdateFormat()
  local region = self:GetParent()
  if self.format then
    self.value = string.gsub(self.format, '%%p', string.format('%.1f', region.value))
    self.value = string.gsub(self.value, '%%d', region.duration)
    if region.name then
      self.value = string.gsub(self.value, '%%n', region.name)
    end
  end
  self.text:SetText(self.value)
end
function T:Label_Update()
  self.text:SetText(self:GetParent().value)
end