Files
coa-elvui/ElvUI/Modules/UnitFrames/Elements/ComboPoints.lua
T
Andrew6810 60ef8a38af init
2022-10-21 07:09:01 -07:00

293 lines
11 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local UF = E:GetModule("UnitFrames")
--Lua functions
--WoW API / Variables
local CreateFrame = CreateFrame
local GetComboPoints = GetComboPoints
local GetShapeshiftForm = GetShapeshiftForm
local UnitHasVehicleUI = UnitHasVehicleUI
local MAX_COMBO_POINTS = MAX_COMBO_POINTS
local CombobarDetached
function UF:CombobarDetachedUpdate()
if ElvUF_Target.CLASSBAR_DETACHED and UF.db.units.target.combobar.parent == "UIPARENT" then
if not CombobarDetached then
CombobarDetached = CreateFrame("Frame", nil, UIParent)
CombobarDetached:RegisterEvent("PLAYER_ENTERING_WORLD")
CombobarDetached:RegisterEvent("UNIT_ENTERED_VEHICLE")
CombobarDetached:RegisterEvent("UNIT_EXITING_VEHICLE")
CombobarDetached:RegisterEvent("UPDATE_SHAPESHIFT_FORM")
CombobarDetached:SetScript("OnEvent", function(self, event, unit)
if (event == "UNIT_ENTERED_VEHICLE" or event == "UNIT_EXITING_VEHICLE") and unit ~= "player" then return end
if event == "PLAYER_ENTERING_WORLD" then
E:ShapeshiftDelayedUpdate(ElvUF_Target.ComboPoints.Override, ElvUF_Target)
end
ElvUF_Target.ComboPoints.Override(ElvUF_Target, event, unit)
end)
end
CombobarDetached:Show()
elseif CombobarDetached then
CombobarDetached:Hide()
end
end
function UF:Construct_Combobar(frame)
local ComboPoints = CreateFrame("Frame", nil, frame)
ComboPoints:CreateBackdrop("Default", nil, nil, UF.thinBorders, true)
ComboPoints.backdrop:Hide()
for i = 1, MAX_COMBO_POINTS do
ComboPoints[i] = CreateFrame("StatusBar", frame:GetName().."ComboBarButton"..i, ComboPoints)
ComboPoints[i]:SetStatusBarTexture(E.media.blankTex)
UF.statusbars[ComboPoints[i]] = true
ComboPoints[i]:CreateBackdrop("Default", nil, nil, UF.thinBorders, true)
ComboPoints[i].backdrop:SetParent(ComboPoints)
ComboPoints[i].bg = ComboPoints[i]:CreateTexture(nil, "BORDER")
ComboPoints[i].bg:SetAllPoints()
ComboPoints[i].bg:SetTexture(E.media.blankTex)
ComboPoints[i].bg:SetParent(ComboPoints[i].backdrop)
end
frame:RegisterEvent("UNIT_ENTERED_VEHICLE", UF.UpdateComboDisplay)
frame:RegisterEvent("UNIT_EXITING_VEHICLE", UF.UpdateComboDisplay)
-- Do combo points change when you change forms on ascension?
frame:RegisterEvent("UPDATE_SHAPESHIFT_FORM", UF.UpdateComboDisplay)
frame:RegisterEvent("PLAYER_ENTERING_WORLD", function()
E:ShapeshiftDelayedUpdate(ElvUF_Target.ComboPoints.Override, ElvUF_Target)
end)
self:CombobarDetachedUpdate()
ComboPoints.Override = UF.UpdateComboDisplay
ComboPoints:SetScript("OnShow", UF.ToggleResourceBar)
ComboPoints:SetScript("OnHide", UF.ToggleResourceBar)
return ComboPoints
end
function UF:Configure_ComboPoints(frame)
if not frame.VARIABLES_SET then return end
local ComboPoints = frame.ComboPoints
if not ComboPoints then return end
local db = frame.db
ComboPoints.Holder = frame.ComboPointsHolder
ComboPoints.origParent = frame
--Fix height in case it is lower than the theme allows, or in case it's higher than 30px when not detached
if (not self.thinBorders and not E.PixelMode) and frame.CLASSBAR_HEIGHT > 0 and frame.CLASSBAR_HEIGHT < 7 then --A height of 7 means 6px for borders and just 1px for the actual power statusbar
frame.CLASSBAR_HEIGHT = 7
if db.combobar then db.combobar.height = 7 end
UF.ToggleResourceBar(ComboPoints) --Trigger update to health if needed
elseif (self.thinBorders or E.PixelMode) and frame.CLASSBAR_HEIGHT > 0 and frame.CLASSBAR_HEIGHT < 3 then --A height of 3 means 2px for borders and just 1px for the actual power statusbar
frame.CLASSBAR_HEIGHT = 3
if db.combobar then db.combobar.height = 3 end
UF.ToggleResourceBar(ComboPoints) --Trigger update to health if needed
elseif (not frame.CLASSBAR_DETACHED and frame.CLASSBAR_HEIGHT > 30) then
frame.CLASSBAR_HEIGHT = 10
if db.combobar then db.combobar.height = 10 end
UF.ToggleResourceBar(ComboPoints) --Trigger update to health if needed
end
--We don't want to modify the original frame.CLASSBAR_WIDTH value, as it bugs out when the classbar gains more buttons
local CLASSBAR_WIDTH = frame.CLASSBAR_WIDTH
if frame.USE_MINI_CLASSBAR and not frame.CLASSBAR_DETACHED then
CLASSBAR_WIDTH = CLASSBAR_WIDTH * (frame.MAX_CLASS_BAR - 1) / frame.MAX_CLASS_BAR
elseif frame.CLASSBAR_DETACHED then
CLASSBAR_WIDTH = db.combobar.detachedWidth - ((frame.BORDER + frame.SPACING) * 2)
end
ComboPoints:Width(CLASSBAR_WIDTH)
ComboPoints:Height(frame.CLASSBAR_HEIGHT - ((frame.BORDER + frame.SPACING) * 2))
local color = E.db.unitframe.colors.borderColor
ComboPoints.backdrop:SetBackdropColor(color.r, color.g, color.b)
if not frame.USE_MINI_CLASSBAR then
ComboPoints.backdrop:Show()
else
ComboPoints.backdrop:Hide()
end
for i = 1, frame.MAX_CLASS_BAR do
ComboPoints[i]:Hide()
ComboPoints[i]:SetStatusBarColor(unpack(ElvUF.colors.ComboPoints[i]))
ComboPoints[i].backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
ComboPoints[i]:Height(ComboPoints:GetHeight())
if frame.USE_MINI_CLASSBAR then
if frame.CLASSBAR_DETACHED and db.combobar.orientation == "VERTICAL" then
ComboPoints[i]:Width(CLASSBAR_WIDTH)
else
ComboPoints[i]:Width((CLASSBAR_WIDTH - ((5 + (frame.BORDER * 2 + frame.SPACING * 2)) * (frame.MAX_CLASS_BAR - 1))) / frame.MAX_CLASS_BAR) --Width accounts for 5px spacing between each button, excluding borders
end
elseif i ~= MAX_COMBO_POINTS then
ComboPoints[i]:Width((CLASSBAR_WIDTH - ((frame.MAX_CLASS_BAR - 1) * (frame.BORDER-frame.SPACING))) / frame.MAX_CLASS_BAR) --combobar width minus total width of dividers between each button, divided by number of buttons
end
ComboPoints[i]:GetStatusBarTexture():SetHorizTile(false)
ComboPoints[i]:ClearAllPoints()
if i == 1 then
ComboPoints[i]:Point("LEFT", ComboPoints)
else
if frame.USE_MINI_CLASSBAR then
if frame.CLASSBAR_DETACHED and db.combobar.orientation == "VERTICAL" then
ComboPoints[i]:Point("BOTTOM", ComboPoints[i - 1], "TOP", 0, (db.combobar.spacing + frame.BORDER * 2 + frame.SPACING * 2))
elseif frame.CLASSBAR_DETACHED and db.combobar.orientation == "HORIZONTAL" then
ComboPoints[i]:Point("LEFT", ComboPoints[i - 1], "RIGHT", (db.combobar.spacing + frame.BORDER * 2 + frame.SPACING * 2), 0) --5px spacing between borders of each button(replaced with Detached Spacing option)
else
ComboPoints[i]:Point("LEFT", ComboPoints[i - 1], "RIGHT", (5 + frame.BORDER * 2 + frame.SPACING * 2), 0) --5px spacing between borders of each button
end
elseif i == frame.MAX_CLASS_BAR then
ComboPoints[i]:Point("LEFT", ComboPoints[i - 1], "RIGHT", frame.BORDER - frame.SPACING, 0)
ComboPoints[i]:Point("RIGHT", ComboPoints)
else
ComboPoints[i]:Point("LEFT", ComboPoints[i - 1], "RIGHT", frame.BORDER - frame.SPACING, 0)
end
end
ComboPoints[i]:SetOrientation("HORIZONTAL")
ComboPoints[i]:Show()
end
if frame.USE_MINI_CLASSBAR and not frame.CLASSBAR_DETACHED then
ComboPoints:ClearAllPoints()
ComboPoints:Point("CENTER", frame.Health.backdrop, "TOP", 0, 0)
ComboPoints:SetParent(frame)
ComboPoints:SetFrameLevel(50) --RaisedElementParent uses 100, we want it lower than this
if ComboPoints.Holder and ComboPoints.Holder.mover then
ComboPoints.Holder.mover:SetScale(0.0001)
ComboPoints.Holder.mover:SetAlpha(0)
end
elseif frame.CLASSBAR_DETACHED then
if frame.USE_MINI_CLASSBAR then
if db.combobar.orientation == "HORIZONTAL" then
ComboPoints.Holder:Size(db.combobar.detachedWidth + (db.combobar.spacing * 4) - 20, db.combobar.height)
else
ComboPoints.Holder:Size(db.combobar.detachedWidth, (db.combobar.height * 5) + (db.combobar.spacing * 4))
end
else
ComboPoints.Holder:Size(db.combobar.detachedWidth, db.combobar.height)
end
if not ComboPoints.Holder.mover then
ComboPoints:ClearAllPoints()
ComboPoints:Point("BOTTOMLEFT", ComboPoints.Holder, "BOTTOMLEFT", frame.BORDER + frame.SPACING, frame.BORDER + frame.SPACING)
E:CreateMover(ComboPoints.Holder, "ComboBarMover", L["Combobar"], nil, nil, nil, "ALL,SOLO", nil, "unitframe,target,combobar")
else
ComboPoints:ClearAllPoints()
ComboPoints:Point("BOTTOMLEFT", ComboPoints.Holder, "BOTTOMLEFT", frame.BORDER + frame.SPACING, frame.BORDER + frame.SPACING)
ComboPoints.Holder.mover:SetScale(1)
ComboPoints.Holder.mover:SetAlpha(1)
end
if db.combobar.parent == "UIPARENT" then
ComboPoints:SetParent(E.UIParent)
else
ComboPoints:SetParent(frame)
end
if not db.combobar.strataAndLevel.useCustomStrata then
ComboPoints:SetFrameStrata("LOW")
else
ComboPoints:SetFrameStrata(db.combobar.strataAndLevel.frameStrata)
end
if not db.combobar.strataAndLevel.useCustomLevel then
ComboPoints:SetFrameLevel(frame:GetFrameLevel() + 10) --Health uses 10, Power uses (Health + 5) when attached
else
ComboPoints:SetFrameLevel(db.combobar.strataAndLevel.frameLevel)
end
else
ComboPoints:ClearAllPoints()
if frame.ORIENTATION == "RIGHT" then
ComboPoints:Point("BOTTOMRIGHT", frame.Health.backdrop, "TOPRIGHT", -frame.BORDER, frame.SPACING*3)
else
ComboPoints:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", frame.BORDER, frame.SPACING*3)
end
ComboPoints:SetParent(frame)
ComboPoints:SetFrameStrata("LOW")
ComboPoints:SetFrameLevel(frame:GetFrameLevel() + 10) --Health uses 10, Power uses (Health + 5) when attached
if ComboPoints.Holder and ComboPoints.Holder.mover then
ComboPoints.Holder.mover:SetScale(0.0001)
ComboPoints.Holder.mover:SetAlpha(0)
end
end
self:CombobarDetachedUpdate()
if frame.USE_CLASSBAR and not frame:IsElementEnabled("ComboPoints") then
frame:EnableElement("ComboPoints")
ComboPoints:Show()
elseif not frame.USE_CLASSBAR and frame:IsElementEnabled("ComboPoints") then
frame:DisableElement("ComboPoints")
ComboPoints:Hide()
end
if not frame:IsShown() then
ComboPoints:ForceUpdate()
end
end
function UF:UpdateComboDisplay(event, unit)
if unit == "pet" then return end
if unit ~= "player" and (event == "UNIT_ENTERED_VEHICLE" or event == "UNIT_EXITING_VEHICLE") then return end
local db = self.db
if not db then return end
local element = self.ComboPoints
if db.combobar.enable then
local inVehicle = UnitHasVehicleUI("player") or UnitHasVehicleUI("vehicle")
local cp
if inVehicle then
cp = GetComboPoints("vehicle", "target")
else
cp = GetComboPoints("player", "target")
end
local custom_backdrop = UF.db.colors.customclasspowerbackdrop and UF.db.colors.classpower_backdrop
if cp == 0 and db.combobar.autoHide then
element:Hide()
UF.ToggleResourceBar(element)
else
element:Show()
for i = 1, MAX_COMBO_POINTS do
if i <= cp then
element[i]:Show()
else
element[i]:Hide()
end
if custom_backdrop then
element[i].bg:SetVertexColor(custom_backdrop.r, custom_backdrop.g, custom_backdrop.b)
else
local r, g, b = element[i]:GetStatusBarColor()
element[i].bg:SetVertexColor(r * 0.35, g * 0.35, b * 0.35)
end
end
UF.ToggleResourceBar(element)
end
else
element:Hide()
UF.ToggleResourceBar(element)
end
end