Files
coa-elvui/ElvUI/Modules/Nameplates/Elements/ClassPower.lua
T
Andrew 8edf2d7f8a Nameplate Overhaul (#38)
* ElvUI/NamePlates: initial nameplate conversions

* More nameplate work

* Modules/Cooldowns: various CD fixes, nameplates cant show 'swipe' texture

* ElvUI/NamePlates: final nameplate polish

* Modules/Misc: add space before interrupted announcement
2023-05-22 19:18:59 -07:00

311 lines
9.4 KiB
Lua

local E, L, V, P, G = unpack(ElvUI)
local NP = E:GetModule('NamePlates')
local UF = E:GetModule('UnitFrames')
local LSM = E.Libs.LSM
local _G = _G
local max, next, ipairs = max, next, ipairs
local CreateFrame = CreateFrame
local UnitHasVehicleUI = UnitHasVehicleUI
local MAX_COMBO_POINTS = MAX_COMBO_POINTS
local MAX_POINTS = { -- match to UF.classMaxResourceBar
DEATHKNIGHT = max(6, MAX_COMBO_POINTS),
ROGUE = max(7, MAX_COMBO_POINTS),
HERO = max(5, MAX_COMBO_POINTS),
DRUID = max(5, MAX_COMBO_POINTS)
}
function NP:ClassPower_SetBarColor(bar, r, g, b)
bar:SetStatusBarColor(r, g, b)
if bar.bg then
bar.bg:SetVertexColor(r * NP.multiplier, g * NP.multiplier, b * NP.multiplier)
end
end
function NP:ClassPower_UpdateColor(powerType, rune)
local isRunes = powerType == 'RUNES'
local classPower = self.classColor
local colors = NP.db.colors.classResources
local fallback = NP.db.colors.power[powerType]
if isRunes and NP.db.colors.chargingRunes then
NP:Runes_UpdateCharged(self, rune)
elseif isRunes and rune and not classPower then
local color = colors.DEATHKNIGHT[rune.runeType or 0]
NP:ClassPower_SetBarColor(rune, color.r, color.g, color.b)
else
local classColor = not classPower and ((isRunes and colors.DEATHKNIGHT) or (powerType == 'COMBO_POINTS' and colors.comboPoints) or (powerType == 'ESSENCE' and colors.EVOKER) or (powerType == 'CHI' and colors.MONK))
for i, bar in ipairs(self) do
local color = classPower or (isRunes and classColor[bar.runeType or 0]) or (classColor and classColor[i]) or colors[E.myclass] or fallback
NP:ClassPower_SetBarColor(bar, color.r, color.g, color.b)
end
end
end
function NP:ClassPower_PostUpdate(Cur, _, needUpdate, powerType, chargedPoints)
if Cur and Cur > 0 then
self:Show()
else
self:Hide()
end
if needUpdate then
NP:Update_ClassPower(self.__owner)
end
if powerType == 'COMBO_POINTS' and E.myclass == 'ROGUE' then
NP.ClassPower_UpdateColor(self, powerType)
if chargedPoints then
local color = NP.db.colors.classResources.chargedComboPoint
for _, chargedIndex in next, chargedPoints do
self[chargedIndex]:SetStatusBarColor(color.r, color.g, color.b)
self[chargedIndex].bg:SetVertexColor(color.r * NP.multiplier, color.g * NP.multiplier, color.b * NP.multiplier)
end
end
end
end
function NP:Construct_ClassPower(nameplate)
local frameName = nameplate:GetName()
local ClassPower = CreateFrame('Frame', frameName..'ClassPower', nameplate)
ClassPower:CreateBackdrop('Transparent', nil, nil, nil, nil, true, true)
ClassPower:Hide()
local texture = LSM:Fetch('statusbar', NP.db.statusbar)
local total = MAX_POINTS[E.myclass] or 0
for i = 1, total do
local bar = CreateFrame('StatusBar', frameName..'ClassPower'..i, ClassPower)
bar:SetStatusBarTexture(texture)
NP.StatusBars[bar] = true
bar.bg = ClassPower:CreateTexture(frameName..'ClassPower'..i..'bg', 'BORDER')
bar.bg:SetTexture(texture)
bar.bg:SetAllPoints()
if nameplate == _G.ElvNP_Test then
local combo = NP.db.colors.classResources.comboPoints[i]
bar.bg:SetVertexColor(combo.r, combo.g, combo.b)
end
ClassPower[i] = bar
end
if nameplate == _G.ElvNP_Test then
ClassPower.Hide = ClassPower.Show
ClassPower:Show()
end
ClassPower.UpdateColor = NP.ClassPower_UpdateColor
ClassPower.PostUpdate = NP.ClassPower_PostUpdate
return ClassPower
end
function NP:Update_ClassPower(nameplate)
local db = NP:PlateDB(nameplate)
if nameplate == _G.ElvNP_Test then
if not db.nameOnly and db.classpower and db.classpower.enable then
NP.ClassPower_UpdateColor(nameplate.ClassPower, 'COMBO_POINTS')
nameplate.ClassPower:SetAlpha(1)
else
nameplate.ClassPower:SetAlpha(0)
end
end
local target = nameplate.frameType == 'TARGET'
if (target or nameplate.frameType == 'PLAYER') and db.classpower and db.classpower.enable then
if not nameplate:IsElementEnabled('ClassPower') then
nameplate:EnableElement('ClassPower')
end
local anchor = target and NP:GetClassAnchor()
nameplate.ClassPower:ClearAllPoints()
nameplate.ClassPower:Point('CENTER', anchor or nameplate, 'CENTER', db.classpower.xOffset, db.classpower.yOffset)
nameplate.ClassPower:Size(db.classpower.width, db.classpower.height)
nameplate.ClassPower.classColor = db.classpower.classColor and RAID_CLASS_COLORS[E.myclass]
for i = 1, #nameplate.ClassPower do
nameplate.ClassPower[i]:Hide()
nameplate.ClassPower[i].bg:Hide()
end
local maxButtons = nameplate.ClassPower.__max
if maxButtons > 0 then
local Width = db.classpower.width / maxButtons
for i = 1, maxButtons do
local button = nameplate.ClassPower[i]
button:Show()
button.bg:Show()
button:ClearAllPoints()
if i == 1 then
local width = Width - (maxButtons == 6 and 2 or 0)
button:Point('LEFT', nameplate.ClassPower, 'LEFT', 0, 0)
button:Size(width, db.classpower.height)
else
button:Point('LEFT', nameplate.ClassPower[i - 1], 'RIGHT', 1, 0)
button:Size(Width - 1, db.classpower.height)
if i == maxButtons then
button:Point('RIGHT', nameplate.ClassPower)
end
end
end
end
else
if nameplate:IsElementEnabled('ClassPower') then
nameplate:DisableElement('ClassPower')
end
nameplate.ClassPower:Hide()
end
end
function NP:Runes_UpdateCharged(runes, rune)
local colors = NP.db.colors.classResources.DEATHKNIGHT
local classColor = (runes and runes.classColor) or (rune and rune.__owner and rune.__owner.classColor)
if rune then
NP:ClassPower_SetBarColor(rune, UF:Runes_GetColor(rune, colors, classColor))
elseif runes then
for _, bar in ipairs(runes) do
NP:ClassPower_SetBarColor(bar, UF:Runes_GetColor(bar, colors, classColor))
end
end
end
function NP:Runes_PostUpdate()
self:SetShown(not UnitHasVehicleUI('player'))
if NP.db.colors.chargingRunes then
NP:Runes_UpdateCharged(self)
end
end
function NP:Runes_UpdateChargedColor()
if NP.db.colors.chargingRunes then
NP:Runes_UpdateCharged(nil, self)
end
end
function NP:Runes_PostUpdateColor(r, g, b, color, rune)
NP.ClassPower_UpdateColor(self, 'RUNES', rune)
end
function NP:Construct_Runes(nameplate)
local frameName = nameplate:GetName()
local Runes = CreateFrame('Frame', frameName..'Runes', nameplate)
Runes:SetFrameStrata("BACKGROUND")
Runes:CreateBackdrop('Transparent', nil, nil, nil, nil, true, true)
Runes:Hide()
Runes.PostUpdate = NP.Runes_PostUpdate
Runes.PostUpdateColor = NP.Runes_PostUpdateColor
local texture = LSM:Fetch('statusbar', NP.db.statusbar)
local color = NP.db.colors.classResources.DEATHKNIGHT[0]
for i = 1, 6 do
local rune = CreateFrame('StatusBar', frameName..'Runes'..i, Runes)
rune:SetStatusBarTexture(texture)
rune:SetStatusBarColor(color.r, color.g, color.b)
rune.PostUpdateColor = NP.Runes_UpdateChargedColor
rune.__owner = Runes
NP.StatusBars[rune] = true
rune.bg = rune:CreateTexture(frameName..'Runes'..i..'bg', 'BORDER')
rune.bg:SetVertexColor(color.r * NP.multiplier, color.g * NP.multiplier, color.b * NP.multiplier)
rune.bg:SetTexture(texture)
rune.bg:SetAllPoints()
rune.bg.multiplier = 0.35
Runes[i] = rune
end
return Runes
end
function NP:Update_Runes(nameplate)
local db = NP:PlateDB(nameplate)
local target = nameplate.frameType == 'TARGET'
if (target or nameplate.frameType == 'PLAYER') and db.classpower and db.classpower.enable then
if not nameplate:IsElementEnabled('Runes') then
nameplate:EnableElement('Runes')
end
local anchor = target and NP:GetClassAnchor()
nameplate.Runes:ClearAllPoints()
nameplate.Runes:Point('CENTER', anchor or nameplate, 'CENTER', db.classpower.xOffset, db.classpower.yOffset)
nameplate.Runes:Show()
nameplate.Runes.classColor = db.classpower.classColor and RAID_CLASS_COLORS[E.myclass]
nameplate.Runes.sortOrder = (db.classpower.sortDirection ~= 'NONE') and db.classpower.sortDirection
nameplate.Runes.colorSpec = NP.db.colors.runeBySpec
local width = db.classpower.width / 6
nameplate.Runes:Size(db.classpower.width, db.classpower.height)
for i = 1, 6 do
local rune = nameplate.Runes[i]
if i == 1 then
rune:Size(width, db.classpower.height)
rune:ClearAllPoints()
rune:Point('LEFT', nameplate.Runes, 'LEFT', 0, 0)
else
rune:Size(width - 1, db.classpower.height)
rune:ClearAllPoints()
rune:Point('LEFT', nameplate.Runes[i-1], 'RIGHT', 1, 0)
if i == 6 then
rune:Point('RIGHT', nameplate.Runes)
end
end
end
else
if nameplate:IsElementEnabled('Runes') then
nameplate:DisableElement('Runes')
end
nameplate.Runes:Hide()
end
end
function NP:Construct_Stagger(nameplate)
local Stagger = CreateFrame('StatusBar', nameplate:GetName()..'Stagger', nameplate)
Stagger:SetStatusBarTexture(LSM:Fetch('statusbar', NP.db.statusbar))
Stagger:CreateBackdrop('Transparent', nil, nil, nil, nil, true, true)
Stagger:Hide()
NP.StatusBars[Stagger] = true
return Stagger
end
function NP:Update_Stagger(nameplate)
local db = NP:PlateDB(nameplate)
local target = nameplate.frameType == 'TARGET'
if (target or nameplate.frameType == 'PLAYER') and db.classpower and db.classpower.enable then
if not nameplate:IsElementEnabled('Stagger') then
nameplate:EnableElement('Stagger')
end
local anchor = target and NP:GetClassAnchor()
nameplate.Stagger:ClearAllPoints()
nameplate.Stagger:Point('CENTER', anchor or nameplate, 'CENTER', db.classpower.xOffset, db.classpower.yOffset)
nameplate.Stagger:Size(db.classpower.width, db.classpower.height)
elseif nameplate:IsElementEnabled('Stagger') then
nameplate:DisableElement('Stagger')
end
end