Gladdy-TBC/Modules/Healthbar.lua

533 lines
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Lua
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local pairs = pairs
local floor = math.floor
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local UnitHealth, UnitHealthMax, UnitName, UnitExists, UnitIsDeadOrGhost = UnitHealth, UnitHealthMax, UnitName, UnitExists, UnitIsDeadOrGhost
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local CreateFrame = CreateFrame
local RAID_CLASS_COLORS = RAID_CLASS_COLORS
local Gladdy = LibStub("Gladdy")
local L = Gladdy.L
local AceGUIWidgetLSMlists = AceGUIWidgetLSMlists
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local Healthbar = Gladdy:NewModule("Health Bar", 100, {
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healthBarFont = "DorisPP",
healthBarHeight = 60,
healthBarTexture = "Smooth",
healthBarBorderStyle = "Gladdy Tooltip round",
healthBarBorderSize = 9,
healthBarBorderColor = { r = 0, g = 0, b = 0, a = 1 },
healthBarBgColor = { r = 0, g = 0, b = 0, a = 0.4 },
healthBarFontColor = { r = 1, g = 1, b = 1, a = 1 },
healthBarNameFontSize = 12,
healthBarHealthFontSize = 12,
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healthNameToArenaId = false,
healthName = true,
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healthActual = false,
healthMax = true,
healthPercentage = true,
})
function Healthbar:Initialize()
self.frames = {}
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self:RegisterMessage("JOINED_ARENA")
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self:RegisterMessage("ENEMY_SPOTTED")
self:RegisterMessage("UNIT_DESTROYED")
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self:RegisterMessage("UNIT_DEATH")
end
function Healthbar:CreateFrame(unit)
local button = Gladdy.buttons[unit]
local healthBar = CreateFrame("Frame", nil, Gladdy.buttons[unit], BackdropTemplateMixin and "BackdropTemplate")
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healthBar:EnableMouse(false)
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healthBar:SetBackdrop({ edgeFile = Gladdy.LSM:Fetch("border", Gladdy.db.healthBarBorderStyle),
edgeSize = Gladdy.db.healthBarBorderSize })
healthBar:SetBackdropBorderColor(Gladdy.db.healthBarBorderColor.r, Gladdy.db.healthBarBorderColor.g, Gladdy.db.healthBarBorderColor.b, Gladdy.db.healthBarBorderColor.a)
healthBar:SetFrameLevel(1)
healthBar.hp = CreateFrame("StatusBar", nil, healthBar)
healthBar.hp:SetStatusBarTexture(Gladdy.LSM:Fetch("statusbar", Gladdy.db.healthBarTexture))
healthBar.hp:SetMinMaxValues(0, 100)
healthBar.hp:SetFrameLevel(0)
healthBar.bg = healthBar.hp:CreateTexture(nil, "BACKGROUND")
healthBar.bg:SetTexture(Gladdy.LSM:Fetch("statusbar", Gladdy.db.healthBarTexture))
healthBar.bg:ClearAllPoints()
healthBar.bg:SetAllPoints(healthBar.hp)
healthBar.bg:SetAlpha(1)
healthBar.bg:SetVertexColor(Gladdy.db.healthBarBgColor.r, Gladdy.db.healthBarBgColor.g, Gladdy.db.healthBarBgColor.b, Gladdy.db.healthBarBgColor.a)
healthBar.nameText = healthBar:CreateFontString(nil, "LOW", "GameFontNormalSmall")
if (Gladdy.db.healthBarNameFontSize < 1) then
healthBar.nameText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.healthBarNameFont), 1)
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healthBar.nameText:Hide()
else
healthBar.nameText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.healthBarFont), Gladdy.db.healthBarNameFontSize)
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healthBar.nameText:Show()
end
healthBar.nameText:SetTextColor(Gladdy.db.healthBarFontColor.r, Gladdy.db.healthBarFontColor.g, Gladdy.db.healthBarFontColor.b, Gladdy.db.healthBarFontColor.a)
healthBar.nameText:SetShadowOffset(1, -1)
healthBar.nameText:SetShadowColor(0, 0, 0, 1)
healthBar.nameText:SetJustifyH("CENTER")
healthBar.nameText:SetPoint("LEFT", 5, 0)
healthBar.healthText = healthBar:CreateFontString(nil, "LOW")
if (Gladdy.db.healthBarHealthFontSize < 1) then
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healthBar.healthText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.healthBarFont), 1)
healthBar.healthText:Hide()
else
healthBar.healthText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.healthBarFont), Gladdy.db.healthBarHealthFontSize)
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healthBar.healthText:Hide()
end
healthBar.healthText:SetTextColor(Gladdy.db.healthBarFontColor.r, Gladdy.db.healthBarFontColor.g, Gladdy.db.healthBarFontColor.b, Gladdy.db.healthBarFontColor.a)
healthBar.healthText:SetShadowOffset(1, -1)
healthBar.healthText:SetShadowColor(0, 0, 0, 1)
healthBar.healthText:SetJustifyH("CENTER")
healthBar.healthText:SetPoint("RIGHT", -5, 0)
healthBar.unit = unit
self.frames[unit] = healthBar
button.healthBar = healthBar
self:ResetUnit(unit)
healthBar:RegisterUnitEvent("UNIT_HEALTH", unit)
healthBar:RegisterUnitEvent("UNIT_MAXHEALTH", unit)
healthBar:RegisterUnitEvent("UNIT_NAME_UPDATE", unit)
healthBar:SetScript("OnEvent", Healthbar.OnEvent)
end
function Healthbar.OnEvent(self, event, unit)
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local isDead = UnitExists(unit) and UnitIsDeadOrGhost(unit)
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if event == "UNIT_HEALTH" then
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if isDead then
Gladdy:SendMessage("UNIT_DEATH", unit)
return
end
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local health = UnitHealth(unit)
local healthMax = UnitHealthMax(unit)
self.hp:SetMinMaxValues(0, healthMax)
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self.hp:SetValue(UnitHealth(unit))
Healthbar:SetHealthText(self, health, healthMax)
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elseif event == "UNIT_MAXHEALTH" then
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if isDead then
Gladdy:SendMessage("UNIT_DEATH", unit)
return
end
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local health = UnitHealth(unit)
local healthMax = UnitHealthMax(unit)
self.hp:SetMinMaxValues(0, healthMax)
self.hp:SetValue(health)
Healthbar:SetHealthText(self, health, healthMax)
elseif event == "UNIT_NAME_UPDATE" then
local name = UnitName(unit)
Gladdy.buttons[unit].name = name
if Gladdy.db.healthName and not Gladdy.db.healthNameToArenaId then
self.nameText:SetText(name)
end
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end
if not Gladdy.buttons[unit].class then
Gladdy:SpotEnemy(unit, true)
end
end
function Healthbar:SetHealthText(healthBar, health, healthMax)
local healthText
local healthPercentage = floor(health * 100 / healthMax)
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if health == 0 and UnitExists(healthBar.unit) and UnitIsDeadOrGhost(healthBar.unit) then
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self:UNIT_DEATH(healthBar.unit)
return
end
if (Gladdy.db.healthActual) then
healthText = healthMax > 999 and ("%.1fk"):format(health / 1000) or health
end
if (Gladdy.db.healthMax) then
local text = healthMax > 999 and ("%.1fk"):format(healthMax / 1000) or healthMax
if (healthText) then
healthText = ("%s/%s"):format(healthText, text)
else
healthText = text
end
end
if (Gladdy.db.healthPercentage) then
if (healthText) then
healthText = ("%s (%d%%)"):format(healthText, healthPercentage)
else
healthText = ("%d%%"):format(healthPercentage)
end
end
healthBar.healthText:SetText(healthText)
end
function Healthbar:UpdateFrame(unit)
local healthBar = self.frames[unit]
if (not healthBar) then
return
end
local iconSize = Gladdy.db.healthBarHeight + Gladdy.db.powerBarHeight
healthBar.bg:SetTexture(Gladdy.LSM:Fetch("statusbar", Gladdy.db.healthBarTexture))
healthBar.bg:SetVertexColor(Gladdy.db.healthBarBgColor.r, Gladdy.db.healthBarBgColor.g, Gladdy.db.healthBarBgColor.b, Gladdy.db.healthBarBgColor.a)
healthBar:SetBackdrop({ edgeFile = Gladdy.LSM:Fetch("border", Gladdy.db.healthBarBorderStyle),
edgeSize = Gladdy.db.healthBarBorderSize })
healthBar:SetBackdropBorderColor(Gladdy.db.healthBarBorderColor.r, Gladdy.db.healthBarBorderColor.g, Gladdy.db.healthBarBorderColor.b, Gladdy.db.healthBarBorderColor.a)
healthBar:ClearAllPoints()
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healthBar:SetPoint("TOPLEFT", Gladdy.buttons[unit], "TOPLEFT", 0, 0)
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healthBar:SetPoint("BOTTOMRIGHT", Gladdy.buttons[unit], "BOTTOMRIGHT")
healthBar.hp:SetStatusBarTexture(Gladdy.LSM:Fetch("statusbar", Gladdy.db.healthBarTexture))
healthBar.hp:ClearAllPoints()
healthBar.hp:SetPoint("TOPLEFT", healthBar, "TOPLEFT", (Gladdy.db.healthBarBorderSize/Gladdy.db.statusbarBorderOffset), -(Gladdy.db.healthBarBorderSize/Gladdy.db.statusbarBorderOffset))
healthBar.hp:SetPoint("BOTTOMRIGHT", healthBar, "BOTTOMRIGHT", -(Gladdy.db.healthBarBorderSize/Gladdy.db.statusbarBorderOffset), (Gladdy.db.healthBarBorderSize/Gladdy.db.statusbarBorderOffset))
if (Gladdy.db.healthBarHealthFontSize < 1) then
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healthBar.healthText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.healthBarFont), 1)
healthBar.healthText:Hide()
else
healthBar.healthText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.healthBarFont), Gladdy.db.healthBarHealthFontSize)
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healthBar.healthText:Show()
end
if (Gladdy.db.healthBarNameFontSize < 1) then
healthBar.nameText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.healthBarNameFont), 1)
healthBar.nameText:Hide()
else
healthBar.nameText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.healthBarFont), Gladdy.db.healthBarNameFontSize)
if Gladdy.db.healthName then
healthBar.nameText:Show()
else
healthBar.nameText:Hide()
end
end
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healthBar.nameText:SetTextColor(Gladdy.db.healthBarFontColor.r, Gladdy.db.healthBarFontColor.g, Gladdy.db.healthBarFontColor.b, Gladdy.db.healthBarFontColor.a)
healthBar.healthText:SetTextColor(Gladdy.db.healthBarFontColor.r, Gladdy.db.healthBarFontColor.g, Gladdy.db.healthBarFontColor.b, Gladdy.db.healthBarFontColor.a)
end
function Healthbar:ResetUnit(unit)
local healthBar = self.frames[unit]
if (not healthBar) then
return
end
healthBar.hp:SetStatusBarColor(1, 1, 1, 1)
healthBar.nameText:SetText("")
healthBar.healthText:SetText("")
healthBar.hp:SetValue(0)
end
function Healthbar:Test(unit)
local healthBar = self.frames[unit]
local button = Gladdy.buttons[unit]
if (not healthBar or not button) then
return
end
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self:JOINED_ARENA()
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self:ENEMY_SPOTTED(unit)
self:UNIT_HEALTH(unit, button.health, button.healthMax)
end
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function Healthbar:JOINED_ARENA()
if Gladdy.db.healthNameToArenaId and Gladdy.db.healthName then
for i=1,Gladdy.curBracket do
local healthBar = self.frames["arena" .. i]
healthBar.nameText:SetText("Arena" .. i)
end
end
end
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function Healthbar:ENEMY_SPOTTED(unit)
local healthBar = self.frames[unit]
local button = Gladdy.buttons[unit]
if (not healthBar or not button) then
return
end
if UnitExists(unit) then
local health = UnitHealth(unit)
local healthMax = UnitHealthMax(unit)
healthBar.hp:SetMinMaxValues(0, healthMax)
healthBar.hp:SetValue(health)
Healthbar:SetHealthText(healthBar, health, healthMax)
end
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if Gladdy.db.healthName and not Gladdy.db.healthNameToArenaId then
healthBar.nameText:SetText(button.name)
end
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healthBar.hp:SetStatusBarColor(RAID_CLASS_COLORS[button.class].r, RAID_CLASS_COLORS[button.class].g, RAID_CLASS_COLORS[button.class].b, 1)
end
function Healthbar:UNIT_HEALTH(unit, health, healthMax)
local healthBar = self.frames[unit]
if (not healthBar) then
return
end
if not Gladdy.buttons[unit].class then
Gladdy:SpotEnemy(unit, true)
end
Gladdy:SendMessage("UNIT_HEALTH", unit, health, healthMax)
local healthPercentage = floor(health * 100 / healthMax)
local healthText
if (Gladdy.db.healthActual) then
healthText = healthMax > 999 and ("%.1fk"):format(health / 1000) or health
end
if (Gladdy.db.healthMax) then
local text = healthMax > 999 and ("%.1fk"):format(healthMax / 1000) or healthMax
if (healthText) then
healthText = ("%s/%s"):format(healthText, text)
else
healthText = text
end
end
if (Gladdy.db.healthPercentage) then
if (healthText) then
healthText = ("%s (%d%%)"):format(healthText, healthPercentage)
else
healthText = ("%d%%"):format(healthPercentage)
end
end
healthBar.healthText:SetText(healthText)
healthBar.hp:SetValue(healthPercentage)
end
function Healthbar:UNIT_DEATH(unit)
local healthBar = self.frames[unit]
if (not healthBar) then
return
end
healthBar.hp:SetValue(0)
healthBar.healthText:SetText(L["DEAD"])
end
function Healthbar:UNIT_DESTROYED(unit)
local healthBar = self.frames[unit]
if (not healthBar) then
return
end
healthBar.hp:SetValue(0)
healthBar.healthText:SetText(L["LEAVE"])
healthBar.nameText:SetText("")
end
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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
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Gladdy.options.args["Health Bar"].args.group.args.border.args.healthBarBorderSize.max = Gladdy.db.healthBarHeight/2
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if Gladdy.db.healthBarBorderSize > Gladdy.db.healthBarHeight/2 then
Gladdy.db.healthBarBorderSize = Gladdy.db.healthBarHeight/2
end
for i=1,Gladdy.curBracket do
Healthbar:Test("arena" .. i)
end
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Gladdy:UpdateFrame()
end,
}
for k, v in pairs(params) do
defaults[k] = v
end
return defaults
end
function Healthbar:GetOptions()
return {
headerHealthbar = {
type = "header",
name = L["Health Bar"],
order = 2,
},
group = {
type = "group",
childGroups = "tree",
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name = L["Frame"],
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order = 3,
args = {
general = {
type = "group",
name = L["General"],
order = 1,
args = {
headerAuras = {
type = "header",
name = L["General"],
order = 1,
},
healthBarHeight = option({
type = "range",
name = L["Bar height"],
desc = L["Height of the bar"],
order = 3,
min = 10,
max = 100,
step = 1,
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width = "full",
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}),
healthBarTexture = option({
type = "select",
name = L["Bar texture"],
desc = L["Texture of the bar"],
order = 4,
dialogControl = "LSM30_Statusbar",
values = AceGUIWidgetLSMlists.statusbar,
}),
healthBarBgColor = Gladdy:colorOption({
type = "color",
name = L["Background color"],
desc = L["Color of the status bar background"],
order = 5,
hasAlpha = true,
}),
},
},
font = {
type = "group",
name = L["Font"],
order = 2,
args = {
header = {
type = "header",
name = L["Font"],
order = 1,
},
healthBarFont = option({
type = "select",
name = L["Font"],
desc = L["Font of the bar"],
order = 11,
dialogControl = "LSM30_Font",
values = AceGUIWidgetLSMlists.font,
}),
healthBarFontColor = Gladdy:colorOption({
type = "color",
name = L["Font color"],
desc = L["Color of the text"],
order = 12,
hasAlpha = true,
}),
healthBarNameFontSize = option({
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type = "range",
name = L["Name font size"],
desc = L["Size of the name text"],
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order = 13,
step = 0.1,
min = 0,
max = 20,
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width = "full",
}),
healthBarHealthFontSize = option({
type = "range",
name = L["Health font size"],
desc = L["Size of the health text"],
order = 14,
step = 0.1,
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min = 0,
max = 20,
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width = "full",
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}),
},
},
border = {
type = "group",
name = L["Border"],
order = 3,
args = {
header = {
type = "header",
name = L["Border"],
order = 1,
},
healthBarBorderStyle = option({
type = "select",
name = L["Border style"],
order = 21,
dialogControl = "LSM30_Border",
values = AceGUIWidgetLSMlists.border,
}),
healthBarBorderSize = option({
type = "range",
name = L["Border size"],
desc = L["Size of the border"],
order = 22,
min = 0.5,
max = Gladdy.db.healthBarHeight/2,
step = 0.5,
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width = "full",
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}),
healthBarBorderColor = Gladdy:colorOption({
type = "color",
name = L["Border color"],
desc = L["Color of the border"],
order = 23,
hasAlpha = true,
}),
},
},
healthValues = {
type = "group",
name = L["Health Bar Text"],
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order = 4,
args = {
header = {
type = "header",
name = L["Health Bar Text"],
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order = 1,
},
healthName = option({
type = "toggle",
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name = L["Show name text"],
desc = L["Show the units name"],
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order = 2,
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width = "full",
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}),
healthNameToArenaId = option({
type = "toggle",
name = L["Show ArenaX"],
desc = L["Show Arena1-5 as name instead"],
order = 3,
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width = "full",
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disabled = function() return not Gladdy.db.healthName end
}),
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healthActual = option({
type = "toggle",
name = L["Show the actual health"],
desc = L["Show the actual health on the health bar"],
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order = 4,
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width = "full",
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}),
healthMax = option({
type = "toggle",
name = L["Show max health"],
desc = L["Show max health on the health bar"],
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order = 5,
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width = "full",
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}),
healthPercentage = option({
type = "toggle",
name = L["Show health percentage"],
desc = L["Show health percentage on the health bar"],
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order = 6,
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width = "full",
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}),
},
},
},
},
}
end