Gladdy-TBC/Modules/BuffsDebuffs.lua

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local GetSpellInfo = GetSpellInfo
local CreateFrame = CreateFrame
local GetTime = GetTime
local select, lower, ceil, tremove, tinsert, pairs, ipairs, tostring, random = select, string.lower, ceil, tremove, tinsert, pairs, ipairs, tostring, math.random
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local AURA_TYPE_DEBUFF, AURA_TYPE_BUFF = AURA_TYPE_DEBUFF, AURA_TYPE_BUFF
local auraTypes = {AURA_TYPE_BUFF, AURA_TYPE_DEBUFF}
---------------------------
-- Module init
---------------------------
local Gladdy = LibStub("Gladdy")
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local LibClassAuras = LibStub("LibClassAuras-1.0")
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local L = Gladdy.L
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local defaultTrackedDebuffs = select(2, Gladdy:GetAuras(AURA_TYPE_DEBUFF))
local defaultTrackedBuffs = select(2, Gladdy:GetAuras(AURA_TYPE_BUFF))
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local BuffsDebuffs = Gladdy:NewModule("Buffs and Debuffs", nil, {
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buffsEnabled = true,
buffsShowAuraDebuffs = false,
buffsAlpha = 1,
buffsIconSize = 30,
buffsWidthFactor = 1,
buffsIconPadding = 1,
buffsBuffsAlpha = 1,
buffsBuffsIconSize = 30,
buffsBuffsWidthFactor = 1,
buffsBuffsIconPadding = 1,
buffsDisableCircle = false,
buffsCooldownAlpha = 1,
buffsFont = "DorisPP",
buffsFontScale = 1,
buffsFontColor = {r = 1, g = 1, b = 0, a = 1},
buffsDynamicColor = true,
buffsCooldownPos = "TOP",
buffsCooldownGrowDirection = "RIGHT",
buffsXOffset = 0,
buffsYOffset = 0,
buffsBuffsCooldownPos = "BOTTOM",
buffsBuffsCooldownGrowDirection = "RIGHT",
buffsBuffsXOffset = 0,
buffsBuffsYOffset = 0,
buffsBorderStyle = "Interface\\AddOns\\Gladdy\\Images\\Border_squared_blp",
buffsBorderColor = {r = 1, g = 1, b = 1, a = 1},
buffsBorderColorsEnabled = true,
trackedDebuffs = defaultTrackedDebuffs,
trackedBuffs = defaultTrackedBuffs,
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buffsBorderColorCurse = Gladdy:GetAuraTypeColor()["curse"],
buffsBorderColorMagic = Gladdy:GetAuraTypeColor()["magic"],
buffsBorderColorPoison = Gladdy:GetAuraTypeColor()["poison"],
buffsBorderColorPhysical = Gladdy:GetAuraTypeColor()["none"],
buffsBorderColorImmune = Gladdy:GetAuraTypeColor()["immune"],
buffsBorderColorDisease = Gladdy:GetAuraTypeColor()["disease"],
buffsBorderColorForm = Gladdy:GetAuraTypeColor()["form"],
buffsBorderColorAura = Gladdy:GetAuraTypeColor()["aura"]
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})
local spellSchoolToOptionValueTable
local function spellSchoolToOptionValue(spellSchool)
if Gladdy.db.buffsBorderColorsEnabled and spellSchool then
return spellSchoolToOptionValueTable[spellSchool].r,
spellSchoolToOptionValueTable[spellSchool].g,
spellSchoolToOptionValueTable[spellSchool].b,
spellSchoolToOptionValueTable[spellSchool].a
else
return Gladdy.db.buffsBorderColor.r,Gladdy.db.buffsBorderColor.g,Gladdy.db.buffsBorderColor.b,Gladdy.db.buffsBorderColor.a
end
end
function BuffsDebuffs:OnEvent(event, ...)
self[event](self, ...)
end
function BuffsDebuffs:Initialize()
self.frames = {}
self.spells = {}
self.icons = {}
self.trackedCC = {}
self.framePool = {}
self:RegisterMessage("JOINED_ARENA")
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self:RegisterMessage("UNIT_DESTROYED")
self:RegisterMessage("UNIT_DEATH")
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self:RegisterMessage("AURA_FADE")
self:RegisterMessage("AURA_GAIN")
self:RegisterMessage("AURA_GAIN_LIMIT")
self:SetScript("OnEvent", BuffsDebuffs.OnEvent)
spellSchoolToOptionValueTable = {
curse = Gladdy.db.buffsBorderColorCurse,
magic = Gladdy.db.buffsBorderColorMagic,
poison = Gladdy.db.buffsBorderColorPoison,
physical = Gladdy.db.buffsBorderColorPhysical,
immune = Gladdy.db.buffsBorderColorImmune,
disease = Gladdy.db.buffsBorderColorDisease,
form = Gladdy.db.buffsBorderColorForm,
}
end
function BuffsDebuffs:JOINED_ARENA()
if Gladdy.db.buffsEnabled then
for i=1, Gladdy.curBracket do
local unit = "arena" .. i
if not self.frames[unit].auras then
self.frames[unit].auras = {[AURA_TYPE_DEBUFF] = {}, [AURA_TYPE_BUFF] = {}}
end
end
end
end
function BuffsDebuffs:ResetUnit(unit)
if not self.frames[unit] then return end
for _, auraType in ipairs(auraTypes) do
local i = #self.frames[unit].auras[auraType]
while (#self.frames[unit].auras[auraType] > 0) do
self.frames[unit].auras[auraType][i]:Hide()
tinsert(self.framePool, tremove(self.frames[unit].auras[auraType], i))
i = i - 1
end
end
end
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function BuffsDebuffs:UNIT_DESTROYED(unit)
BuffsDebuffs:ResetUnit(unit)
end
function BuffsDebuffs:UNIT_DEATH(unit)
BuffsDebuffs:ResetUnit(unit)
end
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function BuffsDebuffs:Reset()
for i=1,#self.framePool do
self.framePool[i]:Hide()
end
end
function BuffsDebuffs:Test(unit)
if Gladdy.db.buffsEnabled then
local spellSchools = { "physical", "magic", "curse", "poison", "disease", "immune" }
BuffsDebuffs:AURA_FADE(unit, AURA_TYPE_DEBUFF)
BuffsDebuffs:AURA_FADE(unit, AURA_TYPE_BUFF)
--BuffsDebuffs:AURA_GAIN(unit, AURA_TYPE_BUFF, 1243, select(1, GetSpellInfo(1243)), select(3, GetSpellInfo(1243)), 10, GetTime() + 10, 1, "physical")
--self:AURA_GAIN(unit, AURA_TYPE_DEBUFF, 31117, select(1, GetSpellInfo(31117)), select(3, GetSpellInfo(31117)), 10, GetTime() + 10, 1, "physical")
local i = 1
for spellID, enabled in pairs(Gladdy.db.trackedDebuffs) do
if i > 4 then
break
end
if enabled then
BuffsDebuffs:AddOrRefreshAura(unit, spellID, AURA_TYPE_DEBUFF, 15, 15, random(1,5), spellSchools[random(1,6)], select(3, GetSpellInfo(spellID)), i)
i = i + 1
end
end
i = 1
for spellID, enabled in pairs(Gladdy.db.trackedBuffs) do
if i > 4 then
break
end
if enabled then
BuffsDebuffs:AddOrRefreshAura(unit, spellID, AURA_TYPE_BUFF, 15, 15, random(1,5), spellSchools[random(1,6)], select(3, GetSpellInfo(spellID)), i)
i = i + 1
end
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end
end
end
---------------------------
-- Aura handlers
---------------------------
function BuffsDebuffs:AURA_FADE(unit, auraType)
if (not self.frames[unit] or not Gladdy.db.buffsEnabled) then
return
end
if auraType == AURA_TYPE_DEBUFF then
self.frames[unit].numDebuffs = 0
else
self.frames[unit].numBuffs = 0
end
end
function BuffsDebuffs:AURA_GAIN_LIMIT(unit, auraType, limit)
if (not self.frames[unit] or not Gladdy.db.buffsEnabled) then
return
end
local numAura
if auraType == AURA_TYPE_DEBUFF then
numAura = self.frames[unit].numDebuffs
else
numAura = self.frames[unit].numBuffs
end
for i=numAura + 1, #self.frames[unit].auras[auraType] do
self.frames[unit].auras[auraType][i]:Hide()
end
end
function BuffsDebuffs:AURA_GAIN(unit, auraType, spellID, spellName, texture, duration, expirationTime, count, spellSchool)
if (not self.frames[unit] or not Gladdy.db.buffsEnabled) then
return
end
local auraFrame = self.frames[unit]
spellName = LibClassAuras.GetAltName(spellID) or spellName
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local aura = Gladdy:GetImportantAuras()[spellName] and Gladdy.db.auraListDefault[tostring(Gladdy:GetImportantAuras()[spellName].spellID)].enabled
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if aura and Gladdy.db.buffsShowAuraDebuffs then
aura = false
end
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local auraNames = LibClassAuras.GetSpellNameToId(auraType)
local spellId
local isTracked = false
if auraNames[spellName] then
for _, spellInfo in ipairs(auraNames[spellName]) do
spellId = spellInfo.id[1]
if (Gladdy.db.trackedBuffs[tostring(spellId)] or Gladdy.db.trackedDebuffs[tostring(spellId)]) then
isTracked = true
break
end
end
end
if not aura and spellID and expirationTime and isTracked then
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local index
if auraType == AURA_TYPE_DEBUFF then
auraFrame.numDebuffs = auraFrame.numDebuffs + 1
index = auraFrame.numDebuffs
else
auraFrame.numBuffs = auraFrame.numBuffs + 1
index = auraFrame.numBuffs
end
BuffsDebuffs:AddOrRefreshAura(unit,spellID, auraType, duration, expirationTime - GetTime(), count, spellSchool and lower(spellSchool) or "physical", texture, index)
end
end
---------------------------
-- Frame init
---------------------------
function BuffsDebuffs:CreateFrame(unit)
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local verticalMargin = (Gladdy.db.highlightInset and 0 or Gladdy.db.highlightBorderSize) + Gladdy.db.padding
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local debuffFrame = CreateFrame("Frame", "GladdyDebuffs" .. unit, Gladdy.buttons[unit])
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debuffFrame:SetMovable(true)
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debuffFrame:SetHeight(Gladdy.db.buffsIconSize)
debuffFrame:SetWidth(1)
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debuffFrame:SetPoint("BOTTOMLEFT", Gladdy.buttons[unit].healthBar, "TOPLEFT", 0, verticalMargin)
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debuffFrame.unit = unit
local buffFrame = CreateFrame("Frame", "GladdyBuffs" .. unit, Gladdy.buttons[unit])
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buffFrame:SetMovable(true)
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buffFrame:SetHeight(Gladdy.db.buffsIconSize)
buffFrame:SetWidth(1)
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buffFrame:SetPoint("BOTTOMLEFT", Gladdy.buttons[unit].healthBar, "TOPLEFT", 0, verticalMargin)
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buffFrame.unit = unit
self.frames[unit] = {}
self.frames[unit].buffFrame = buffFrame
self.frames[unit].debuffFrame = debuffFrame
self.frames[unit].auras = {[AURA_TYPE_DEBUFF] = {}, [AURA_TYPE_BUFF] = {}}
end
local function setAuraSize(aura, auraType)
if auraType == AURA_TYPE_DEBUFF then
aura:SetWidth(Gladdy.db.buffsIconSize * Gladdy.db.buffsWidthFactor)
aura:SetHeight(Gladdy.db.buffsIconSize)
aura:SetAlpha(Gladdy.db.buffsAlpha)
else
aura:SetWidth(Gladdy.db.buffsBuffsIconSize * Gladdy.db.buffsBuffsWidthFactor)
aura:SetHeight(Gladdy.db.buffsBuffsIconSize)
aura:SetAlpha(Gladdy.db.buffsBuffsAlpha)
end
aura.cooldowncircle:SetWidth(aura:GetWidth() - aura:GetWidth()/16)
aura.cooldowncircle:SetHeight(aura:GetHeight() - aura:GetHeight()/16)
aura.cooldowncircle:ClearAllPoints()
aura.cooldowncircle:SetPoint("CENTER", aura, "CENTER")
end
local function styleIcon(aura, auraType)
setAuraSize(aura, auraType)
if (Gladdy.db.buffsDisableCircle) then
aura.cooldowncircle:SetAlpha(0)
else
aura.cooldowncircle:SetAlpha(Gladdy.db.buffsCooldownAlpha)
end
aura.border:SetTexture(Gladdy.db.buffsBorderStyle)
aura.border:SetVertexColor(spellSchoolToOptionValue(aura.spellSchool))
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aura.cooldown:SetFont(Gladdy:SMFetch("font", "buffsFont"), (Gladdy.db.buffsIconSize/2 - 1) * Gladdy.db.buffsFontScale, "OUTLINE")
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aura.cooldown:SetTextColor(Gladdy.db.buffsFontColor.r, Gladdy.db.buffsFontColor.g, Gladdy.db.buffsFontColor.b, Gladdy.db.buffsFontColor.a)
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aura.stacks:SetFont(Gladdy:SMFetch("font", "buffsFont"), (Gladdy.db.buffsIconSize/3 - 1) * Gladdy.db.buffsFontScale, "OUTLINE")
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aura.stacks:SetTextColor(Gladdy.db.buffsFontColor.r, Gladdy.db.buffsFontColor.g, Gladdy.db.buffsFontColor.b, 1)
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end
function BuffsDebuffs:UpdateFrame(unit)
self.frames[unit].debuffFrame:SetHeight(Gladdy.db.buffsIconSize)
self.frames[unit].debuffFrame:ClearAllPoints()
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--DEBUFFS
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local powerBarHeight = Gladdy.db.powerBarEnabled and (Gladdy.db.powerBarHeight + 1) or 0
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local horizontalMargin = (Gladdy.db.highlightInset and 0 or Gladdy.db.highlightBorderSize)
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local verticalMargin = -(Gladdy.db.powerBarHeight)/2
if Gladdy.db.buffsCooldownPos == "TOP" then
verticalMargin = horizontalMargin + 1
if Gladdy.db.cooldownYPos == "TOP" and Gladdy.db.cooldown then
verticalMargin = verticalMargin + Gladdy.db.cooldownSize
end
if Gladdy.db.buffsCooldownGrowDirection == "LEFT" then
self.frames[unit].debuffFrame:SetPoint("BOTTOMLEFT", Gladdy.buttons[unit].healthBar, "TOPRIGHT", Gladdy.db.buffsXOffset, Gladdy.db.buffsYOffset + verticalMargin)
else
self.frames[unit].debuffFrame:SetPoint("BOTTOMRIGHT", Gladdy.buttons[unit].healthBar, "TOPLEFT", Gladdy.db.buffsXOffset, Gladdy.db.buffsYOffset + verticalMargin)
end
elseif Gladdy.db.buffsCooldownPos == "BOTTOM" then
verticalMargin = horizontalMargin + 1
if Gladdy.db.cooldownYPos == "BOTTOM" and Gladdy.db.cooldown then
verticalMargin = verticalMargin + Gladdy.db.cooldownSize
end
if Gladdy.db.buffsCooldownGrowDirection == "LEFT" then
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self.frames[unit].debuffFrame:SetPoint("TOPLEFT", Gladdy.buttons[unit].healthBar, "BOTTOMRIGHT", Gladdy.db.buffsXOffset, Gladdy.db.buffsYOffset -verticalMargin - powerBarHeight)
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else
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self.frames[unit].debuffFrame:SetPoint("TOPRIGHT", Gladdy.buttons[unit].healthBar, "BOTTOMLEFT", Gladdy.db.buffsXOffset, Gladdy.db.buffsYOffset -verticalMargin - powerBarHeight)
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end
elseif Gladdy.db.buffsCooldownPos == "LEFT" then
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horizontalMargin = horizontalMargin - 1 + Gladdy.db.padding
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local anchor = Gladdy:GetAnchor(unit, "LEFT")
if anchor == Gladdy.buttons[unit].healthBar then
self.frames[unit].debuffFrame:SetPoint("RIGHT", anchor, "LEFT", -horizontalMargin + Gladdy.db.buffsXOffset, Gladdy.db.buffsYOffset)
else
self.frames[unit].debuffFrame:SetPoint("RIGHT", anchor, "LEFT", -Gladdy.db.padding + Gladdy.db.buffsXOffset, Gladdy.db.buffsYOffset)
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end
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elseif Gladdy.db.buffsCooldownPos == "RIGHT" then
horizontalMargin = horizontalMargin - 1 + Gladdy.db.padding
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local anchor = Gladdy:GetAnchor(unit, "RIGHT")
if anchor == Gladdy.buttons[unit].healthBar then
self.frames[unit].debuffFrame:SetPoint("LEFT", anchor, "RIGHT", horizontalMargin + Gladdy.db.buffsXOffset, Gladdy.db.buffsYOffset)
else
self.frames[unit].debuffFrame:SetPoint("LEFT", anchor, "RIGHT", horizontalMargin + Gladdy.db.buffsXOffset, Gladdy.db.buffsYOffset)
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end
end
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if (unit == "arena1") then
Gladdy:CreateMover(self.frames[unit].debuffFrame, "buffsXOffset", "buffsYOffset", L["Debuffs"], {"BOTTOMLEFT", "TOPLEFT"})
end
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--BUFFS
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self.frames[unit].buffFrame:SetHeight(Gladdy.db.buffsBuffsIconSize)
self.frames[unit].buffFrame:ClearAllPoints()
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horizontalMargin = (Gladdy.db.highlightInset and 0 or Gladdy.db.highlightBorderSize)
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verticalMargin = -(Gladdy.db.powerBarHeight)/2
if Gladdy.db.buffsBuffsCooldownPos == "TOP" then
verticalMargin = horizontalMargin + 1
if Gladdy.db.cooldownYPos == "TOP" and Gladdy.db.cooldown then
verticalMargin = verticalMargin + Gladdy.db.cooldownSize
end
if Gladdy.db.buffsBuffsCooldownGrowDirection == "LEFT" then
self.frames[unit].buffFrame:SetPoint("BOTTOMLEFT", Gladdy.buttons[unit].healthBar, "TOPRIGHT", Gladdy.db.buffsXOffset, Gladdy.db.buffsBuffsYOffset + verticalMargin)
else
self.frames[unit].buffFrame:SetPoint("BOTTOMRIGHT", Gladdy.buttons[unit].healthBar, "TOPLEFT", Gladdy.db.buffsXOffset, Gladdy.db.buffsBuffsYOffset + verticalMargin)
end
elseif Gladdy.db.buffsBuffsCooldownPos == "BOTTOM" then
verticalMargin = horizontalMargin + 1
if Gladdy.db.cooldownYPos == "BOTTOM" and Gladdy.db.cooldown then
verticalMargin = verticalMargin + Gladdy.db.cooldownSize
end
if Gladdy.db.buffsBuffsCooldownGrowDirection == "LEFT" then
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self.frames[unit].buffFrame:SetPoint("TOPLEFT", Gladdy.buttons[unit].healthBar, "BOTTOMRIGHT", Gladdy.db.buffsBuffsXOffset, Gladdy.db.buffsBuffsYOffset -verticalMargin - powerBarHeight)
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else
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self.frames[unit].buffFrame:SetPoint("TOPRIGHT", Gladdy.buttons[unit].healthBar, "BOTTOMLEFT", Gladdy.db.buffsBuffsXOffset, Gladdy.db.buffsBuffsYOffset -verticalMargin - powerBarHeight)
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end
elseif Gladdy.db.buffsBuffsCooldownPos == "LEFT" then
horizontalMargin = horizontalMargin - 1 + Gladdy.db.padding
if (Gladdy.db.trinketPos == "LEFT" and Gladdy.db.trinketEnabled) then
horizontalMargin = horizontalMargin + (Gladdy.db.trinketSize * Gladdy.db.trinketWidthFactor) + Gladdy.db.padding
if (Gladdy.db.classIconPos == "LEFT") then
horizontalMargin = horizontalMargin + (Gladdy.db.classIconSize * Gladdy.db.classIconWidthFactor) + Gladdy.db.padding
end
elseif (Gladdy.db.classIconPos == "LEFT") then
horizontalMargin = horizontalMargin + (Gladdy.db.classIconSize * Gladdy.db.classIconWidthFactor) + Gladdy.db.padding
if (Gladdy.db.trinketPos == "LEFT" and Gladdy.db.trinketEnabled) then
horizontalMargin = horizontalMargin + (Gladdy.db.trinketSize * Gladdy.db.trinketWidthFactor) + Gladdy.db.padding
end
end
if (Gladdy.db.drCooldownPos == "LEFT" and Gladdy.db.drEnabled) then
verticalMargin = verticalMargin + Gladdy.db.drIconSize/2 + Gladdy.db.padding/2
end
if (Gladdy.db.castBarPos == "LEFT") then
verticalMargin = verticalMargin -
(((Gladdy.db.castBarHeight < Gladdy.db.castBarIconSize) and Gladdy.db.castBarIconSize
or Gladdy.db.castBarHeight)/2 + Gladdy.db.padding/2)
end
if (Gladdy.db.cooldownYPos == "LEFT" and Gladdy.db.cooldown) then
verticalMargin = verticalMargin + (Gladdy.db.buffsBuffsIconSize/2 + Gladdy.db.padding/2)
end
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--self.frames[unit].buffFrame:SetPoint("RIGHT", Gladdy.buttons[unit].healthBar, "LEFT", -horizontalMargin + Gladdy.db.buffsBuffsXOffset, Gladdy.db.buffsBuffsYOffset + verticalMargin)
local anchor = Gladdy:GetAnchor(unit, "LEFT")
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horizontalMargin = (Gladdy.db.highlightInset and 0 or Gladdy.db.highlightBorderSize) - 1 + Gladdy.db.padding
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if anchor == Gladdy.buttons[unit].healthBar then
self.frames[unit].buffFrame:SetPoint("RIGHT", anchor, "LEFT", -horizontalMargin + Gladdy.db.buffsBuffsXOffset, Gladdy.db.buffsBuffsYOffset)
else
self.frames[unit].buffFrame:SetPoint("RIGHT", anchor, "LEFT", -Gladdy.db.padding + Gladdy.db.buffsBuffsXOffset, Gladdy.db.buffsBuffsYOffset)
end
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elseif Gladdy.db.buffsBuffsCooldownPos == "RIGHT" then
horizontalMargin = horizontalMargin - 1 + Gladdy.db.padding
if (Gladdy.db.trinketPos == "RIGHT" and Gladdy.db.trinketEnabled) then
horizontalMargin = horizontalMargin + (Gladdy.db.trinketSize * Gladdy.db.trinketWidthFactor) + Gladdy.db.padding
if (Gladdy.db.classIconPos == "RIGHT") then
horizontalMargin = horizontalMargin + (Gladdy.db.classIconSize * Gladdy.db.classIconWidthFactor) + Gladdy.db.padding
end
elseif (Gladdy.db.classIconPos == "RIGHT") then
horizontalMargin = horizontalMargin + (Gladdy.db.classIconSize * Gladdy.db.classIconWidthFactor) + Gladdy.db.padding
if (Gladdy.db.trinketPos == "RIGHT" and Gladdy.db.trinketEnabled) then
horizontalMargin = horizontalMargin + (Gladdy.db.trinketSize * Gladdy.db.trinketWidthFactor) + Gladdy.db.padding
end
end
if (Gladdy.db.drCooldownPos == "RIGHT" and Gladdy.db.drEnabled) then
verticalMargin = verticalMargin + Gladdy.db.drIconSize/2 + Gladdy.db.padding/2
end
if (Gladdy.db.castBarPos == "RIGHT") then
verticalMargin = verticalMargin -
(((Gladdy.db.castBarHeight < Gladdy.db.castBarIconSize) and Gladdy.db.castBarIconSize
or Gladdy.db.castBarHeight)/2 + Gladdy.db.padding/2)
end
if (Gladdy.db.cooldownYPos == "RIGHT" and Gladdy.db.cooldown) then
verticalMargin = verticalMargin + (Gladdy.db.buffsBuffsIconSize/2 + Gladdy.db.padding/2)
end
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--self.frames[unit].buffFrame:SetPoint("LEFT", Gladdy.buttons[unit].healthBar, "RIGHT", horizontalMargin + Gladdy.db.buffsBuffsXOffset, Gladdy.db.buffsBuffsYOffset + verticalMargin)
local anchor = Gladdy:GetAnchor(unit, "RIGHT")
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horizontalMargin = (Gladdy.db.highlightInset and 0 or Gladdy.db.highlightBorderSize) - 1 + Gladdy.db.padding
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if anchor == Gladdy.buttons[unit].healthBar then
self.frames[unit].buffFrame:SetPoint("LEFT", anchor, "RIGHT", horizontalMargin + Gladdy.db.buffsBuffsXOffset, Gladdy.db.buffsBuffsYOffset)
else
self.frames[unit].buffFrame:SetPoint("LEFT", anchor, "RIGHT", Gladdy.db.padding + Gladdy.db.buffsBuffsXOffset, Gladdy.db.buffsBuffsYOffset)
end
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end
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if (unit == "arena1") then
Gladdy:CreateMover(self.frames[unit].buffFrame, "buffsBuffsXOffset", "buffsBuffsYOffset", L["Buffs"], {"BOTTOMLEFT", "TOPLEFT"})
end
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for i=1, #self.frames[unit].auras[AURA_TYPE_BUFF] do
styleIcon(self.frames[unit].auras[AURA_TYPE_BUFF][i], AURA_TYPE_BUFF)
end
for i=1, #self.frames[unit].auras[AURA_TYPE_DEBUFF] do
styleIcon(self.frames[unit].auras[AURA_TYPE_DEBUFF][i], AURA_TYPE_DEBUFF)
end
for i=1, #self.framePool do
styleIcon(self.framePool[i])
end
self:UpdateAurasOnUnit(unit)
end
---------------------------
-- Frame handlers
---------------------------
function BuffsDebuffs:UpdateAurasOnUnit(unit)
for i=1, #self.frames[unit].auras[AURA_TYPE_BUFF] do
if i == 1 then
if Gladdy.db.buffsBuffsCooldownGrowDirection == "LEFT" then
self.frames[unit].auras[AURA_TYPE_BUFF][i]:ClearAllPoints()
self.frames[unit].auras[AURA_TYPE_BUFF][i]:SetPoint("RIGHT", self.frames[unit].buffFrame, "LEFT")
else
self.frames[unit].auras[AURA_TYPE_BUFF][i]:ClearAllPoints()
self.frames[unit].auras[AURA_TYPE_BUFF][i]:SetPoint("LEFT", self.frames[unit].buffFrame, "RIGHT")
end
else
if Gladdy.db.buffsBuffsCooldownGrowDirection == "LEFT" then
self.frames[unit].auras[AURA_TYPE_BUFF][i]:ClearAllPoints()
self.frames[unit].auras[AURA_TYPE_BUFF][i]:SetPoint("RIGHT", self.frames[unit].auras[AURA_TYPE_BUFF][i - 1], "LEFT", -Gladdy.db.buffsBuffsIconPadding, 0)
else
self.frames[unit].auras[AURA_TYPE_BUFF][i]:ClearAllPoints()
self.frames[unit].auras[AURA_TYPE_BUFF][i]:SetPoint("LEFT", self.frames[unit].auras[AURA_TYPE_BUFF][i - 1], "RIGHT", Gladdy.db.buffsBuffsIconPadding, 0)
end
end
end
for i=1, #self.frames[unit].auras[AURA_TYPE_DEBUFF] do
if i == 1 then
if Gladdy.db.buffsCooldownGrowDirection == "LEFT" then
self.frames[unit].auras[AURA_TYPE_DEBUFF][i]:ClearAllPoints()
self.frames[unit].auras[AURA_TYPE_DEBUFF][i]:SetPoint("RIGHT", self.frames[unit].debuffFrame, "LEFT")
else
self.frames[unit].auras[AURA_TYPE_DEBUFF][i]:ClearAllPoints()
self.frames[unit].auras[AURA_TYPE_DEBUFF][i]:SetPoint("LEFT", self.frames[unit].debuffFrame, "RIGHT")
end
else
if Gladdy.db.buffsCooldownGrowDirection == "LEFT" then
self.frames[unit].auras[AURA_TYPE_DEBUFF][i]:ClearAllPoints()
self.frames[unit].auras[AURA_TYPE_DEBUFF][i]:SetPoint("RIGHT", self.frames[unit].auras[AURA_TYPE_DEBUFF][i - 1], "LEFT", -Gladdy.db.buffsIconPadding, 0)
else
self.frames[unit].auras[AURA_TYPE_DEBUFF][i]:ClearAllPoints()
self.frames[unit].auras[AURA_TYPE_DEBUFF][i]:SetPoint("LEFT", self.frames[unit].auras[AURA_TYPE_DEBUFF][i - 1], "RIGHT", Gladdy.db.buffsIconPadding, 0)
end
end
end
end
local function iconTimer(auraFrame, elapsed)
if auraFrame.endtime ~= "undefined" then
local timeLeftMilliSec = auraFrame.endtime - GetTime()
local timeLeftSec = ceil(timeLeftMilliSec)
auraFrame.timeLeft = timeLeftMilliSec
if Gladdy.db.buffsDynamicColor then
if timeLeftSec >= 60 then
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auraFrame.cooldown:SetTextColor(0.7, 1, 0, Gladdy.db.buffsFontColor.a)
elseif timeLeftSec < 60 and timeLeftSec >= 11 then
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auraFrame.cooldown:SetTextColor(0.7, 1, 0, Gladdy.db.buffsFontColor.a)
elseif timeLeftSec <= 10 and timeLeftSec >= 5 then
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auraFrame.cooldown:SetTextColor(1, 0.7, 0, Gladdy.db.buffsFontColor.a)
elseif timeLeftSec <= 4 and timeLeftSec >= 3 then
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auraFrame.cooldown:SetTextColor(1, 0, 0, Gladdy.db.buffsFontColor.a)
elseif timeLeftMilliSec <= 3 and timeLeftMilliSec > 0 then
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auraFrame.cooldown:SetTextColor(1, 0, 0, Gladdy.db.buffsFontColor.a)
end
end
if timeLeftMilliSec < 0 then
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auraFrame:Hide()
end
Gladdy:FormatTimer(auraFrame.cooldown, timeLeftMilliSec, timeLeftMilliSec <= 3)
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else
auraFrame.cooldown:SetText("")
end
end
function BuffsDebuffs:AddAura(unit, spellID, auraType, duration, timeLeft, stacks, spellSchool, icon, index)
local aura
if not self.frames[unit].auras[auraType][index] then
if #self.framePool > 0 then
aura = tremove(self.framePool, #self.framePool)
else
aura = CreateFrame("Frame")
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aura:EnableMouse(false)
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aura:SetFrameLevel(3)
aura.texture = aura:CreateTexture(nil, "BACKGROUND")
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aura.texture:SetMask("Interface\\AddOns\\Gladdy\\Images\\mask")
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aura.texture:SetAllPoints(aura)
aura.cooldowncircle = CreateFrame("Cooldown", nil, aura, "CooldownFrameTemplate")
aura.cooldowncircle:SetFrameLevel(4)
aura.cooldowncircle.noCooldownCount = true -- disable OmniCC
aura.cooldowncircle:SetAllPoints(aura)
aura.cooldowncircle:SetReverse(true)
aura.cooldowncircle:SetHideCountdownNumbers(true)
aura.overlay = CreateFrame("Frame", nil, aura)
aura.overlay:SetFrameLevel(5)
aura.overlay:SetAllPoints(aura)
aura.border = aura.overlay:CreateTexture(nil, "OVERLAY")
aura.border:SetAllPoints(aura)
aura.cooldown = aura.overlay:CreateFontString(nil, "OVERLAY")
aura.cooldown:SetAllPoints(aura)
aura.stacks = aura.overlay:CreateFontString(nil, "OVERLAY")
aura.stacks:SetPoint("BOTTOMRIGHT", aura, "BOTTOMRIGHT", 0, 3)
styleIcon(aura)
aura:SetScript("OnUpdate", iconTimer)
end
self.frames[unit].auras[auraType][index] = aura
self:UpdateAurasOnUnit(unit)
aura:SetParent(auraType == AURA_TYPE_DEBUFF and self.frames[unit].debuffFrame or self.frames[unit].buffFrame)
else
aura = self.frames[unit].auras[auraType][index]
end
setAuraSize(aura, auraType)
aura.stacks:SetText(stacks > 1 and stacks or "")
aura.texture:SetTexture(icon)
aura.startTime = GetTime() - (duration - timeLeft)
if duration == 0 then
aura.endtime = "undefined"
aura.cooldowncircle:Hide()
else
aura.endtime = GetTime() + timeLeft
aura.cooldowncircle:SetCooldown(GetTime() - (duration - timeLeft), duration)
aura.cooldowncircle:Show()
end
aura.spellID = spellID
aura.type = auraType
aura.unit = unit
aura.spellSchool = spellSchool
aura.border:SetVertexColor(spellSchoolToOptionValue(spellSchool))
aura:Show()
end
function BuffsDebuffs:AddOrRefreshAura(unit, spellID, auraType, duration, timeLeft, stacks, spellSchool, icon, index)
if self.frames[unit].auras[auraType][index] and self.frames[unit].auras[auraType][index].spellID == spellID then -- refresh
if duration == 0 then
self.frames[unit].auras[auraType][index].endtime = "undefined"
self.frames[unit].auras[auraType][index].cooldowncircle:Hide()
else
self.frames[unit].auras[auraType][index].endtime = GetTime() + timeLeft
self.frames[unit].auras[auraType][index].cooldowncircle:SetCooldown(GetTime() - (duration - timeLeft), duration)
self.frames[unit].auras[auraType][index].cooldowncircle:Show()
end
self.frames[unit].auras[auraType][index].stacks:SetText(stacks > 1 and stacks or "")
self.frames[unit].auras[auraType][index]:Show()
self:UpdateAurasOnUnit(unit)
return
end
--add
self:AddAura(unit, spellID, auraType, duration, timeLeft, stacks, spellSchool, icon, index)
self:UpdateAurasOnUnit(unit)
end
------------
-- OPTIONS
------------
local function option(params)
local defaults = {
get = function(info)
local key = info.arg or info[#info]
return Gladdy.dbi.profile[key]
end,
set = function(info, value)
local key = info.arg or info[#info]
Gladdy.dbi.profile[key] = value
if Gladdy.db.buffsCooldownPos == "LEFT" then
Gladdy.db.buffsCooldownGrowDirection = "LEFT"
elseif Gladdy.db.buffsCooldownPos == "RIGHT" then
Gladdy.db.buffsCooldownGrowDirection = "RIGHT"
end
if Gladdy.db.buffsBuffsCooldownPos == "LEFT" then
Gladdy.db.buffsBuffsCooldownGrowDirection = "LEFT"
elseif Gladdy.db.buffsBuffsCooldownPos == "RIGHT" then
Gladdy.db.buffsBuffsCooldownGrowDirection = "RIGHT"
end
Gladdy:UpdateFrame()
end,
}
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
function BuffsDebuffs:GetOptions()
return {
headerBuffs = {
type = "header",
name = L["Buffs and Debuffs"],
order = 2,
},
buffsEnabled = Gladdy:option({
type = "toggle",
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name = L["Enabled"],
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desc = L["Enabled Buffs and Debuffs module"],
order = 3,
}),
buffsShowAuraDebuffs = Gladdy:option({
type = "toggle",
name = L["Show CC"],
desc = L["Shows all debuffs, which are displayed on the ClassIcon as well"],
order = 4,
}),
group = {
type = "group",
childGroups = "tree",
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name = L["Frame"],
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order = 5,
args = {
buffs = {
type = "group",
name = L["Buffs"],
order = 1,
args = {
size = {
type = "group",
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name = L["Size & Padding"],
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order = 1,
args = {
header = {
type = "header",
name = L["Size & Padding"],
order = 5,
},
buffsBuffsIconSize = Gladdy:option({
type = "range",
name = L["Icon Size"],
desc = L["Size of the DR Icons"],
order = 6,
min = 5,
max = 50,
step = 1,
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width = "full",
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}),
buffsBuffsWidthFactor = Gladdy:option({
type = "range",
name = L["Icon Width Factor"],
desc = L["Stretches the icon"],
order = 7,
min = 0.5,
max = 2,
step = 0.05,
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width = "full",
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}),
buffsBuffsIconPadding = Gladdy:option({
type = "range",
name = L["Icon Padding"],
desc = L["Space between Icons"],
order = 8,
min = 0,
max = 10,
step = 0.1,
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width = "full",
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}),
},
},
position = {
type = "group",
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name = L["Position"],
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order = 3,
args = {
header = {
type = "header",
name = L["Position"],
order = 5,
},
buffsBuffsCooldownPos = option({
type = "select",
name = L["Aura Position"],
desc = L["Position of the aura icons"],
order = 21,
values = {
["TOP"] = L["Top"],
["BOTTOM"] = L["Bottom"],
["LEFT"] = L["Left"],
["RIGHT"] = L["Right"],
},
}),
buffsBuffsCooldownGrowDirection = Gladdy:option({
type = "select",
name = L["Grow Direction"],
desc = L["Grow Direction of the aura icons"],
order = 21,
values = {
["LEFT"] = L["Left"],
["RIGHT"] = L["Right"],
},
}),
buffsBuffsXOffset = Gladdy:option({
type = "range",
name = L["Horizontal offset"],
order = 22,
min = -400,
max = 400,
step = 0.1,
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width = "full",
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}),
buffsBuffsYOffset = Gladdy:option({
type = "range",
name = L["Vertical offset"],
order = 23,
min = -400,
max = 400,
step = 0.1,
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width = "full",
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}),
},
},
alpha = {
type = "group",
name = L["Alpha"],
order = 2,
args = {
header = {
type = "header",
name = L["Alpha"],
order = 1,
},
buffsBuffsAlpha = Gladdy:option({
type = "range",
name = L["Alpha"],
order = 2,
min = 0,
max = 1,
step = 0.05,
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width = "full",
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}),
}
}
}
},
debuffs = {
type = "group",
name = L["Debuffs"],
order = 2,
args = {
size = {
type = "group",
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name = L["Size & Padding"],
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order = 1,
args = {
header = {
type = "header",
name = L["Size & Padding"],
order = 5,
},
buffsIconSize = Gladdy:option({
type = "range",
name = L["Icon Size"],
desc = L["Size of the DR Icons"],
order = 6,
min = 5,
max = 50,
step = 1,
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width = "full",
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}),
buffsWidthFactor = Gladdy:option({
type = "range",
name = L["Icon Width Factor"],
desc = L["Stretches the icon"],
order = 7,
min = 0.5,
max = 2,
step = 0.05,
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width = "full",
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}),
buffsIconPadding = Gladdy:option({
type = "range",
name = L["Icon Padding"],
desc = L["Space between Icons"],
order = 8,
min = 0,
max = 10,
step = 0.1,
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width = "full",
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}),
},
},
position = {
type = "group",
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name = L["Position"],
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order = 3,
args = {
header = {
type = "header",
name = L["Position"],
order = 5,
},
buffsCooldownPos = option({
type = "select",
name = L["Aura Position"],
desc = L["Position of the aura icons"],
order = 21,
values = {
["TOP"] = L["Top"],
["BOTTOM"] = L["Bottom"],
["LEFT"] = L["Left"],
["RIGHT"] = L["Right"],
},
}),
buffsCooldownGrowDirection = Gladdy:option({
type = "select",
name = L["Grow Direction"],
desc = L["Grow Direction of the aura icons"],
order = 21,
values = {
["LEFT"] = L["Left"],
["RIGHT"] = L["Right"],
},
}),
buffsXOffset = Gladdy:option({
type = "range",
name = L["Horizontal offset"],
order = 22,
min = -400,
max = 400,
step = 0.1,
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width = "full",
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}),
buffsYOffset = Gladdy:option({
type = "range",
name = L["Vertical offset"],
order = 23,
min = -400,
max = 400,
step = 0.1,
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width = "full",
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}),
},
},
alpha = {
type = "group",
name = L["Alpha"],
order = 2,
args = {
header = {
type = "header",
name = L["Alpha"],
order = 1,
},
buffsAlpha = Gladdy:option({
type = "range",
name = L["Alpha"],
order = 2,
min = 0,
max = 1,
step = 0.05,
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width = "full",
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}),
}
}
},
},
cooldown = {
type = "group",
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name = L["Cooldown"],
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order = 3,
args = {
header = {
type = "header",
name = L["Cooldown"],
order = 5,
},
buffsDisableCircle = Gladdy:option({
type = "toggle",
name = L["No Cooldown Circle"],
order = 9,
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width = "full",
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}),
buffsCooldownAlpha = Gladdy:option({
type = "range",
name = L["Cooldown circle alpha"],
min = 0,
max = 1,
step = 0.1,
order = 10,
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width = "full",
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}),
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buffsCooldownNumberAlpha = {
type = "range",
name = L["Cooldown number alpha"],
min = 0,
max = 1,
step = 0.1,
order = 11,
width = "full",
set = function(info, value)
Gladdy.db.buffsFontColor.a = value
Gladdy:UpdateFrame()
end,
get = function(info)
return Gladdy.db.buffsFontColor.a
end,
},
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},
},
font = {
type = "group",
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name = L["Font"],
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order = 4,
args = {
header = {
type = "header",
name = L["Font"],
order = 5,
},
buffsFont = Gladdy:option({
type = "select",
name = L["Font"],
desc = L["Font of the cooldown"],
order = 12,
dialogControl = "LSM30_Font",
values = AceGUIWidgetLSMlists.font,
}),
buffsFontScale = Gladdy:option({
type = "range",
name = L["Font scale"],
desc = L["Scale of the text"],
order = 13,
min = 0.1,
max = 2,
step = 0.1,
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width = "full",
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}),
buffsDynamicColor = Gladdy:option({
type = "toggle",
name = L["Dynamic Timer Color"],
desc = L["Show dynamic color on cooldown numbers"],
order = 14,
}),
buffsFontColor = Gladdy:colorOption({
type = "color",
name = L["Font color"],
desc = L["Color of the cooldown timer and stacks"],
order = 15,
hasAlpha = true,
}),
},
},
border = {
type = "group",
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name = L["Border"],
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order = 5,
args = {
header = {
type = "header",
name = L["Border"],
order = 5,
},
buffsBorderStyle = Gladdy:option({
type = "select",
name = L["Border style"],
order = 31,
values = Gladdy:GetIconStyles()
}),
headerBorder = {
type = "header",
name = L["Spell School Colors"],
order = 40,
},
buffsBorderColorsEnabled = Gladdy:option({
type = "toggle",
name = L["Spell School Colors Enabled"],
desc = L["Show border colors by spell school"],
order = 41,
width = "full",
}),
buffsBorderColorCurse = Gladdy:colorOption({
type = "color",
name = L["Curse"],
desc = L["Color of the border"],
order = 42,
hasAlpha = true,
}),
buffsBorderColorMagic = Gladdy:colorOption({
type = "color",
name = L["Magic"],
desc = L["Color of the border"],
order = 43,
hasAlpha = true,
}),
buffsBorderColorPoison = Gladdy:colorOption({
type = "color",
name = L["Poison"],
desc = L["Color of the border"],
order = 44,
hasAlpha = true,
}),
buffsBorderColorPhysical = Gladdy:colorOption({
type = "color",
name = L["Physical"],
desc = L["Color of the border"],
order = 45,
hasAlpha = true,
}),
buffsBorderColorImmune = Gladdy:colorOption({
type = "color",
name = L["Immune"],
desc = L["Color of the border"],
order = 46,
hasAlpha = true,
}),
buffsBorderColorDisease = Gladdy:colorOption({
type = "color",
name = L["Disease"],
desc = L["Color of the border"],
order = 47,
hasAlpha = true,
}),
buffsBorderColorAura = Gladdy:colorOption({
type = "color",
name = L["Aura"],
desc = L["Color of the border"],
order = 48,
hasAlpha = true,
}),
buffsBorderColorForm = Gladdy:colorOption({
type = "color",
name = L["Form"],
desc = L["Color of the border"],
order = 49,
hasAlpha = true,
}),
},
},
},
},
debuffList = {
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name = L["Debuff Lists"],
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type = "group",
order = 11,
childGroups = "tree",
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args = select(1, Gladdy:GetAuras(AURA_TYPE_DEBUFF)),
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set = function(info, state)
local optionKey = info[#info]
Gladdy.dbi.profile.trackedDebuffs[optionKey] = state
end,
get = function(info)
local optionKey = info[#info]
return Gladdy.dbi.profile.trackedDebuffs[optionKey]
end,
},
buffList = {
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name = L["Buff Lists"],
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type = "group",
order = 12,
childGroups = "tree",
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args = select(1, Gladdy:GetAuras(AURA_TYPE_BUFF)),
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set = function(info, state)
local optionKey = info[#info]
Gladdy.dbi.profile.trackedBuffs[optionKey] = state
end,
get = function(info)
local optionKey = info[#info]
return Gladdy.dbi.profile.trackedBuffs[optionKey]
end,
},
}
end