Files
coa-shadowedunitframes/ShadowedUnitFrames/modules/totems.lua
T
florian.berthold 5d9749a920 fix: include CoA custom classes in portrait/totems/raid-grouping
portrait.lua: guard CLASS_ICON_TCOORDS[classToken] lookup. CoA custom
classes (Witchdoctor, Templar, …) have no entry in the vanilla
CLASS_ICON_TCOORDS table, so the old SetTexCoord call crashed with a
nil-index whenever a custom-class unit was shown. Cache the lookup
into a local and fall through to blank texture on miss.

totems.lua: file-level class gate registered the totem bar only for
SHAMAN (and a 1-slot DK guardian variant), locking out Witchdoctor and
any future CoA totem class. Probe MAX_TOTEMS > 1 / HasMultiCastActionBar
(Bartender's pattern) and register without a class filter when the
player has the multi-cast totem bar, so any CoA totem class picks it up.

units.lua: raid-header groupingOrder was the hardcoded 10-class vanilla
string, which dumped the 11 CoA custom classes into an unsorted tail
when GROUP BY CLASS was active. Build the order dynamically from
RAID_CLASS_COLORS (CoA populates this with all 21 classes via the
CUSTOM_CLASS_COLORS mechanism) at the call site.
2026-05-24 17:39:05 +02:00

124 lines
4.1 KiB
Lua

local Totems = {}
local totemColors = {}
local MAX_TOTEMS = MAX_TOTEMS
-- Death Knights untalented ghouls are guardians and are considered totems........... so set it up for them
local playerClass = select(2, UnitClass("player"))
if( playerClass == "DEATHKNIGHT" ) then
MAX_TOTEMS = 1
ShadowUF:RegisterModule(Totems, "totemBar", ShadowUF.L["Guardian bar"], true, "DEATHKNIGHT")
else
-- CoA: SHAMAN is the vanilla totem class, but CoA custom classes (Witchdoctor, …) also use the
-- multi-cast totem bar. Detect via MAX_TOTEMS > 1 (set by FrameXML for totem classes) or the
-- HasMultiCastActionBar API (Bartender uses the same probe). Register with class=nil so the
-- module is available to any CoA totem class, not just SHAMAN.
local hasTotems = (MAX_TOTEMS and MAX_TOTEMS > 1)
or (type(HasMultiCastActionBar) == "function" and HasMultiCastActionBar())
or playerClass == "SHAMAN"
if( hasTotems ) then
ShadowUF:RegisterModule(Totems, "totemBar", ShadowUF.L["Totem bar"], true)
else
ShadowUF:RegisterModule(Totems, "totemBar", ShadowUF.L["Totem bar"], true, "SHAMAN")
end
end
function Totems:OnEnable(frame)
if( not frame.totemBar ) then
frame.totemBar = CreateFrame("Frame", nil, frame)
frame.totemBar.totems = {}
for id=1, MAX_TOTEMS do
local totem = ShadowUF.Units:CreateBar(frame)
totem:SetFrameLevel(1)
totem:SetMinMaxValues(0, 1)
totem:SetValue(0)
totem.id = MAX_TOTEMS == 1 and 1 or TOTEM_PRIORITIES[id]
if( id > 1 ) then
totem:SetPoint("TOPLEFT", frame.totemBar.totems[id - 1], "TOPRIGHT", 1, 0)
else
totem:SetPoint("TOPLEFT", frame.totemBar, "TOPLEFT", 0, 0)
end
table.insert(frame.totemBar.totems, totem)
end
if( MAX_TOTEMS == 1 ) then
totemColors[1] = ShadowUF.db.profile.classColors.PET
else
totemColors[1] = {r = 1, g = 0, b = 0.4}
totemColors[2] = {r = 0, g = 1, b = 0.4}
totemColors[3] = {r = 0, g = 0.4, b = 1}
totemColors[4] = {r = 0.90, g = 0.90, b = 0.90}
end
end
frame:RegisterNormalEvent("PLAYER_TOTEM_UPDATE", self, "Update")
frame:RegisterUpdateFunc(self, "Update")
end
function Totems:OnDisable(frame)
frame:UnregisterAll(self)
end
function Totems:OnLayoutApplied(frame)
if( frame.visibility.totemBar ) then
local barWidth = (frame.totemBar:GetWidth() - (MAX_TOTEMS - 1)) / MAX_TOTEMS
for _, totem in pairs(frame.totemBar.totems) do
if( ShadowUF.db.profile.units[frame.unitType].totemBar.background ) then
local color = ShadowUF.db.profile.bars.backgroundColor or ShadowUF.db.profile.units[frame.unitType].totemBar.backgroundColor or totemColors[totem.id]
totem.background:SetTexture(ShadowUF.Layout.mediaPath.statusbar)
totem.background:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.bars.backgroundAlpha)
totem.background:Show()
else
totem.background:Hide()
end
totem:SetHeight(frame.totemBar:GetHeight())
totem:SetWidth(barWidth)
totem:SetStatusBarTexture(ShadowUF.Layout.mediaPath.statusbar)
totem:SetStatusBarColor(totemColors[totem.id].r, totemColors[totem.id].g, totemColors[totem.id].b, ShadowUF.db.profile.bars.alpha)
totem:GetStatusBarTexture():SetHorizTile(false)
end
end
end
local function totemMonitor(self, elapsed)
local time = GetTime()
self:SetValue(self.endTime - time)
if( time >= self.endTime ) then
self:SetValue(0)
self:SetScript("OnUpdate", nil)
end
end
function Totems:Update(frame)
local totalActive = 0
for _, indicator in pairs(frame.totemBar.totems) do
local have, name, start, duration = GetTotemInfo(indicator.id)
if( have and start > 0 ) then
indicator.have = true
indicator.endTime = start + duration
indicator:SetMinMaxValues(0, duration)
indicator:SetValue(indicator.endTime - GetTime())
indicator:SetScript("OnUpdate", totemMonitor)
indicator:SetAlpha(1.0)
totalActive = totalActive + 1
elseif( indicator.have ) then
indicator.have = nil
indicator:SetScript("OnUpdate", nil)
indicator:SetMinMaxValues(0, 1)
indicator:SetValue(0)
end
end
-- Only guardian timers should auto hide, nothing else
if( MAX_TOTEMS == 1 ) then
ShadowUF.Layout:SetBarVisibility(frame, "totemBar", totalActive > 0)
end
end