Files
coa-shadowedunitframes/ShadowedUnitFrames/modules/combopoints.lua
T
Icarium d40388b8b7 Init
2023-03-02 12:15:00 +01:00

129 lines
4.3 KiB
Lua

local Combo = {}
ShadowUF:RegisterModule(Combo, "comboPoints", ShadowUF.L["Combo points"])
function Combo:OnEnable(frame)
frame.comboPoints = frame.comboPoints or CreateFrame("Frame", nil, frame)
frame:RegisterNormalEvent("UNIT_COMBO_POINTS", self, "Update")
frame:RegisterUpdateFunc(self, "Update")
end
function Combo:OnLayoutApplied(frame, config)
-- Not a bar so set the containers frame configuration
if( config.comboPoints and not config.comboPoints.isBar ) then
ShadowUF.Layout:ToggleVisibility(frame.comboPoints, frame.visibility.comboPoints)
end
if( not frame.visibility.comboPoints ) then return end
-- Hide the active combo points
if( frame.comboPoints.points ) then
for _, texture in pairs(frame.comboPoints.points) do
texture:Hide()
end
end
-- Setup for bar display!
if( config.comboPoints.isBar ) then
frame.comboPoints.blocks = frame.comboPoints.blocks or {}
frame.comboPoints.points = frame.comboPoints.blocks
-- Position bars, the 5 accounts for borders
local blockWidth = (frame.comboPoints:GetWidth() - 4 ) / MAX_COMBO_POINTS
for id=1, MAX_COMBO_POINTS do
frame.comboPoints.blocks[id] = frame.comboPoints.blocks[id] or frame.comboPoints:CreateTexture(nil, "OVERLAY")
local texture = frame.comboPoints.blocks[id]
texture:SetVertexColor(1, 0.80, 0)
texture:SetHorizTile(false)
texture:SetTexture(ShadowUF.Layout.mediaPath.statusbar)
texture:SetHeight(frame.comboPoints:GetHeight())
texture:SetWidth(blockWidth)
texture:ClearAllPoints()
if( config.comboPoints.growth == "LEFT" ) then
if( id > 1 ) then
texture:SetPoint("TOPRIGHT", frame.comboPoints.blocks[id - 1], "TOPLEFT", -1, 0)
else
texture:SetPoint("TOPRIGHT", frame.comboPoints, "TOPRIGHT", 0, 0)
end
else
if( id > 1 ) then
texture:SetPoint("TOPLEFT", frame.comboPoints.blocks[id - 1], "TOPRIGHT", 1, 0)
else
texture:SetPoint("TOPLEFT", frame.comboPoints, "TOPLEFT", 0, 0)
end
end
end
-- guess not, will have to do icons :(
else
local point, relativePoint
local x, y = 0, 0
if( config.comboPoints.growth == "LEFT" ) then
point, relativePoint = "BOTTOMRIGHT", "BOTTOMLEFT"
x = config.comboPoints.spacing
elseif( config.comboPoints.growth == "RIGHT" ) then
point, relativePoint = "BOTTOMLEFT", "BOTTOMRIGHT"
x = config.comboPoints.spacing
elseif( config.comboPoints.growth == "UP" ) then
point, relativePoint = "BOTTOMLEFT", "TOPLEFT"
y = config.comboPoints.spacing
elseif( config.comboPoints.growth == "DOWN" ) then
point, relativePoint = "TOPLEFT", "BOTTOMLEFT"
y = config.comboPoints.spacing
end
frame.comboPoints.icons = frame.comboPoints.icons or {}
frame.comboPoints.points = frame.comboPoints.icons
for id=1, MAX_COMBO_POINTS do
frame.comboPoints.icons[id] = frame.comboPoints.icons[id] or frame.comboPoints:CreateTexture(nil, "OVERLAY")
local texture = frame.comboPoints.icons[id]
texture:SetTexture("Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\combo")
texture:SetHeight(config.comboPoints.size)
texture:SetWidth(config.comboPoints.size)
if( id > 1 ) then
texture:ClearAllPoints()
texture:SetPoint(point, frame.comboPoints.icons[id - 1], relativePoint, x, y)
else
texture:ClearAllPoints()
texture:SetPoint("CENTER", frame.comboPoints, "CENTER", 0, 0)
end
end
-- Position the main frame
frame.comboPoints:SetHeight(0.1)
frame.comboPoints:SetWidth(0.1)
ShadowUF.Layout:AnchorFrame(frame, frame.comboPoints, config.comboPoints)
end
end
function Combo:OnDisable(frame)
frame:UnregisterAll(self)
end
function Combo:Update(frame)
-- For Malygos dragons, they also self cast their CP on themselves, which is why we check CP on ourself!
local playerUnit = UnitHasVehicleUI("player") and "vehicle" or "player"
local points = GetComboPoints(playerUnit)
if( points == 0 ) then
points = GetComboPoints(playerUnit, playerUnit)
end
-- Bar display, hide it if we don't have any combo points
if( ShadowUF.db.profile.units[frame.unitType].comboPoints.isBar ) then
ShadowUF.Layout:SetBarVisibility(frame, "comboPoints", points > 0)
end
for id, pointTexture in pairs(frame.comboPoints.points) do
if( id <= points ) then
pointTexture:Show()
else
pointTexture:Hide()
end
end
end