Gladdy-TBC/Modules/Powerbar.lua

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local pairs = pairs
local floor = math.floor
local CreateFrame, UnitPower, UnitPowerType, UnitPowerMax, UnitExists = CreateFrame, UnitPower, UnitPowerType, UnitPowerMax, UnitExists
local Gladdy = LibStub("Gladdy")
local L = Gladdy.L
local AceGUIWidgetLSMlists = AceGUIWidgetLSMlists
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local Powerbar = Gladdy:NewModule("Power Bar", 90, {
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powerBarEnabled = true,
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powerBarFont = "DorisPP",
powerBarHeight = 20,
powerBarTexture = "Smooth",
powerBarBorderStyle = "Gladdy Tooltip round",
powerBarBorderSize = 9,
powerBarBorderColor = { r = 0, g = 0, b = 0, a = 1 },
powerBarFontColor = { r = 1, g = 1, b = 1, a = 1 },
powerBarBgColor = { r = 0.3, g = 0.3, b = 0.3, a = 0.7 },
powerBarFontSize = 10,
powerShowSpec = true,
powerShowRace = true,
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powerActual = true,
powerMax = true,
powerPercentage = false,
})
function Powerbar:Initialize()
self.frames = {}
self:RegisterMessage("ENEMY_SPOTTED")
self:RegisterMessage("UNIT_SPEC")
self:RegisterMessage("UNIT_DEATH")
self:RegisterMessage("UNIT_DESTROYED")
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end
function Powerbar:CreateFrame(unit)
local button = Gladdy.buttons[unit]
local powerBar = CreateFrame("Frame", nil, Gladdy.buttons[unit], BackdropTemplateMixin and "BackdropTemplate")
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powerBar:EnableMouse(false)
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powerBar:SetBackdrop({ edgeFile = Gladdy.LSM:Fetch("border", Gladdy.db.powerBarBorderStyle),
edgeSize = Gladdy.db.powerBarBorderSize })
powerBar:SetBackdropBorderColor(Gladdy.db.powerBarBorderColor.r, Gladdy.db.powerBarBorderColor.g, Gladdy.db.powerBarBorderColor.b, Gladdy.db.powerBarBorderColor.a)
powerBar:SetFrameLevel(1)
powerBar.energy = CreateFrame("StatusBar", nil, powerBar)
powerBar.energy:SetStatusBarTexture(Gladdy.LSM:Fetch("statusbar", Gladdy.db.powerBarTexture))
powerBar.energy:SetMinMaxValues(0, 100)
powerBar.energy:SetFrameLevel(0)
powerBar.bg = powerBar.energy:CreateTexture(nil, "BACKGROUND")
powerBar.bg:SetTexture(Gladdy.LSM:Fetch("statusbar", Gladdy.db.powerBarTexture))
powerBar.bg:ClearAllPoints()
powerBar.bg:SetAllPoints(powerBar.energy)
powerBar.bg:SetVertexColor(Gladdy.db.powerBarBgColor.r, Gladdy.db.powerBarBgColor.g, Gladdy.db.powerBarBgColor.b, Gladdy.db.powerBarBgColor.a)
powerBar.raceText = powerBar:CreateFontString(nil, "LOW")
powerBar.raceText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.powerBarFont), Gladdy.db.powerBarFontSize)
powerBar.raceText:SetTextColor(Gladdy.db.powerBarFontColor.r, Gladdy.db.powerBarFontColor.g, Gladdy.db.powerBarFontColor.b, Gladdy.db.powerBarFontColor.a)
powerBar.raceText:SetShadowOffset(1, -1)
powerBar.raceText:SetShadowColor(0, 0, 0, 1)
powerBar.raceText:SetJustifyH("CENTER")
powerBar.raceText:SetPoint("LEFT", 5, 1)
powerBar.powerText = powerBar:CreateFontString(nil, "LOW")
powerBar.powerText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.powerBarFont), Gladdy.db.powerBarFontSize)
powerBar.powerText:SetTextColor(Gladdy.db.powerBarFontColor.r, Gladdy.db.powerBarFontColor.g, Gladdy.db.powerBarFontColor.b, Gladdy.db.powerBarFontColor.a)
powerBar.powerText:SetShadowOffset(1, -1)
powerBar.powerText:SetShadowColor(0, 0, 0, 1)
powerBar.powerText:SetJustifyH("CENTER")
powerBar.powerText:SetPoint("RIGHT", -5, 1)
button.powerBar = powerBar
self.frames[unit] = powerBar
self:ResetUnit(unit)
powerBar:RegisterUnitEvent("UNIT_POWER_UPDATE", unit)
powerBar:RegisterUnitEvent("UNIT_MAXPOWER", unit)
powerBar:RegisterUnitEvent("UNIT_DISPLAYPOWER", unit)
powerBar:SetScript("OnEvent", Powerbar.OnEvent)
end
function Powerbar.OnEvent(powerBar, event, unit)
if event == "UNIT_POWER_UPDATE" then
Powerbar:SetPower(powerBar, UnitPower(unit, UnitPowerType(unit), true), UnitPowerMax(unit, UnitPowerType(unit), true), UnitPowerType(unit))
elseif event == "UNIT_MAXPOWER" then
Powerbar:SetPower(powerBar, UnitPower(unit, UnitPowerType(unit), true), UnitPowerMax(unit, UnitPowerType(unit), true), UnitPowerType(unit))
elseif event == "UNIT_DISPLAYPOWER" then
Powerbar:SetPower(powerBar, UnitPower(unit, UnitPowerType(unit), true), UnitPowerMax(unit, UnitPowerType(unit), true), UnitPowerType(unit))
end
end
function Powerbar:SetPower(powerBar, power, powerMax, powerType)
local powerPercentage = floor(power * 100 / powerMax)
local powerText
if (Gladdy.db.powerActual) then
powerText = powerMax > 999 and ("%.1fk"):format(power / 1000) or power
end
if (Gladdy.db.powerMax) then
local text = powerMax > 999 and ("%.1fk"):format(powerMax / 1000) or powerMax
if (powerText) then
powerText = ("%s/%s"):format(powerText, text)
else
powerText = text
end
end
if (Gladdy.db.powerPercentage) then
if (powerText) then
powerText = ("%s (%d%%)"):format(powerText, powerPercentage)
else
powerText = ("%d%%"):format(powerPercentage)
end
end
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if (powerType == 1 and powerBar.powerType ~= powerType) then
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powerBar.energy:SetStatusBarColor(1, 0, 0, 1)
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powerBar.powerColor = {r = 1, g = 0, b = 0}
powerBar.powerType = powerType
elseif (powerType == 3 and powerBar.powerType ~= powerType) then
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powerBar.energy:SetStatusBarColor(1, 1, 0, 1)
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powerBar.powerColor = {r = 1, g = 1, b = 0}
powerBar.powerType = powerType
elseif powerBar.powerType ~= powerType then
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powerBar.energy:SetStatusBarColor(.18, .44, .75, 1)
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powerBar.powerColor = {r = .18, g = .44, b = .75}
powerBar.powerType = powerType
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end
powerBar.powerText:SetText(powerText)
powerBar.energy:SetMinMaxValues(0, powerMax)
powerBar.energy:SetValue(power)
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end
function Powerbar:UpdateFrame(unit)
local powerBar = self.frames[unit]
if (not powerBar) then
return
end
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local healthBar = Gladdy.modules["Health Bar"].frames[unit]
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if not Gladdy.db.powerBarEnabled then
powerBar:Hide()
return
else
powerBar:Show()
end
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powerBar.bg:SetTexture(Gladdy.LSM:Fetch("statusbar", Gladdy.db.powerBarTexture))
powerBar.bg:SetVertexColor(Gladdy.db.powerBarBgColor.r, Gladdy.db.powerBarBgColor.g, Gladdy.db.powerBarBgColor.b, Gladdy.db.powerBarBgColor.a)
powerBar:SetWidth(healthBar:GetWidth())
powerBar:SetHeight(Gladdy.db.powerBarHeight)
powerBar:ClearAllPoints()
powerBar:SetPoint("TOPLEFT", healthBar, "BOTTOMLEFT", 0, -1)
powerBar:SetBackdrop({ edgeFile = Gladdy.LSM:Fetch("border", Gladdy.db.powerBarBorderStyle),
edgeSize = Gladdy.db.powerBarBorderSize })
powerBar:SetBackdropBorderColor(Gladdy.db.powerBarBorderColor.r, Gladdy.db.powerBarBorderColor.g, Gladdy.db.powerBarBorderColor.b, Gladdy.db.powerBarBorderColor.a)
powerBar.energy:SetStatusBarTexture(Gladdy.LSM:Fetch("statusbar", Gladdy.db.powerBarTexture))
powerBar.energy:ClearAllPoints()
powerBar.energy:SetPoint("TOPLEFT", powerBar, "TOPLEFT", (Gladdy.db.powerBarBorderSize/Gladdy.db.statusbarBorderOffset), -(Gladdy.db.powerBarBorderSize/Gladdy.db.statusbarBorderOffset))
powerBar.energy:SetPoint("BOTTOMRIGHT", powerBar, "BOTTOMRIGHT", -(Gladdy.db.powerBarBorderSize/Gladdy.db.statusbarBorderOffset), (Gladdy.db.powerBarBorderSize/Gladdy.db.statusbarBorderOffset))
powerBar.raceText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.powerBarFont), Gladdy.db.powerBarFontSize)
powerBar.raceText:SetTextColor(Gladdy.db.powerBarFontColor.r, Gladdy.db.powerBarFontColor.g, Gladdy.db.powerBarFontColor.b, Gladdy.db.powerBarFontColor.a)
powerBar.powerText:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.powerBarFont), Gladdy.db.powerBarFontSize)
powerBar.powerText:SetTextColor(Gladdy.db.powerBarFontColor.r, Gladdy.db.powerBarFontColor.g, Gladdy.db.powerBarFontColor.b, Gladdy.db.powerBarFontColor.a)
end
function Powerbar:ResetUnit(unit)
local powerBar = self.frames[unit]
if (not powerBar) then
return
end
powerBar.energy:SetStatusBarColor(1, 1, 1, 1)
powerBar.raceText:SetText("")
powerBar.powerText:SetText("")
powerBar.energy:SetValue(0)
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powerBar.powerType = ""
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powerBar.powerColor = {r = 1, g = 1, b = 1}
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end
function Powerbar:Test(unit)
local powerBar = self.frames[unit]
local button = Gladdy.buttons[unit]
if (not powerBar or not button) then
return
end
self:ENEMY_SPOTTED(unit)
self:UNIT_POWER(unit, button.power, button.powerMax, button.powerType)
end
function Powerbar:ENEMY_SPOTTED(unit)
local powerBar = self.frames[unit]
local button = Gladdy.buttons[unit]
if (not powerBar or not button) then
return
end
local raceText = Gladdy.db.powerShowRace and button.raceLoc or ""
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if (button.spec and Gladdy.db.powerShowSpec) then
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raceText = button.spec .. " " .. raceText
end
powerBar.raceText:SetText(raceText)
if UnitExists(unit) then
Powerbar:SetPower(powerBar, UnitPower(unit, UnitPowerType(unit), true), UnitPowerMax(unit, UnitPowerType(unit), true), UnitPowerType(unit))
end
end
function Powerbar:UNIT_SPEC(unit, spec)
local powerBar = self.frames[unit]
local button = Gladdy.buttons[unit]
if (not powerBar or not button) then
return
end
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local raceText = Gladdy.db.powerShowRace and button.raceLoc or ""
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if (button.spec and Gladdy.db.powerShowSpec) then
raceText = spec .. " " .. raceText
end
powerBar.raceText:SetText(raceText)
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end
function Powerbar:UNIT_POWER(unit, power, powerMax, powerType)
local powerBar = self.frames[unit]
if (not powerBar) then
return
end
if not Gladdy.buttons[unit].class then
Gladdy:SpotEnemy(unit, true)
end
local powerPercentage = floor(power * 100 / powerMax)
local powerText
if (Gladdy.db.powerActual) then
powerText = powerMax > 999 and ("%.1fk"):format(power / 1000) or power
end
if (Gladdy.db.powerMax) then
local text = powerMax > 999 and ("%.1fk"):format(powerMax / 1000) or powerMax
if (powerText) then
powerText = ("%s/%s"):format(powerText, text)
else
powerText = text
end
end
if (Gladdy.db.powerPercentage) then
if (powerText) then
powerText = ("%s (%d%%)"):format(powerText, powerPercentage)
else
powerText = ("%d%%"):format(powerPercentage)
end
end
if (powerType == 1) then
powerBar.energy:SetStatusBarColor(1, 0, 0, 1)
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powerBar.powerColor = {r = 1, g = 0, b = 0}
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elseif (powerType == 3) then
powerBar.energy:SetStatusBarColor(1, 1, 0, 1)
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powerBar.powerColor = {r = 1, g = 1, b = 0}
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else
powerBar.energy:SetStatusBarColor(.18, .44, .75, 1)
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powerBar.powerColor = {r = .18, g = .44, b = .75}
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end
powerBar.powerText:SetText(powerText)
powerBar.energy:SetValue(powerPercentage)
end
function Powerbar:UNIT_DEATH(unit)
local powerBar = self.frames[unit]
if (not powerBar) then
return
end
powerBar.energy:SetValue(0)
powerBar.powerText:SetText("0%")
end
function Powerbar:UNIT_DESTROYED(unit)
local powerBar = self.frames[unit]
if (not powerBar) then
return
end
powerBar.energy:SetValue(0)
powerBar.powerText:SetText("0%")
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["Power Bar"].args.group.args.border.args.powerBarBorderSize.max = Gladdy.db.powerBarHeight/2
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if Gladdy.db.powerBarBorderSize > Gladdy.db.powerBarHeight/2 then
Gladdy.db.powerBarBorderSize = Gladdy.db.powerBarHeight/2
end
for i=1,Gladdy.curBracket do
Powerbar: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 Powerbar:GetOptions()
return {
headerPowerbar = {
type = "header",
name = L["Power Bar"],
order = 2,
},
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powerBarEnabled = Gladdy:option({
type = "toggle",
name = L["Enabled"],
order = 3,
}),
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group = {
type = "group",
childGroups = "tree",
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name = L["Frame"],
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order = 4,
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args = {
general = {
type = "group",
name = L["General"],
order = 1,
args = {
header = {
type = "header",
name = L["General"],
order = 1,
},
powerBarHeight = option({
type = "range",
name = L["Bar height"],
desc = L["Height of the bar"],
order = 3,
min = 0,
max = 50,
step = 1,
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width = "full",
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}),
powerBarTexture = option({
type = "select",
name = L["Bar texture"],
desc = L["Texture of the bar"],
order = 4,
dialogControl = "LSM30_Statusbar",
values = AceGUIWidgetLSMlists.statusbar,
}),
powerBarBgColor = 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,
},
powerBarFont = option({
type = "select",
name = L["Font"],
desc = L["Font of the bar"],
order = 11,
dialogControl = "LSM30_Font",
values = AceGUIWidgetLSMlists.font,
}),
powerBarFontColor = Gladdy:colorOption({
type = "color",
name = L["Font color"],
desc = L["Color of the text"],
order = 12,
hasAlpha = true,
}),
powerBarFontSize = option({
type = "range",
name = L["Font size"],
desc = L["Size of the text"],
order = 13,
step = 0.1,
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min = 1,
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,
},
powerBarBorderStyle = option({
type = "select",
name = L["Border style"],
order = 21,
dialogControl = "LSM30_Border",
values = AceGUIWidgetLSMlists.border,
}),
powerBarBorderSize = option({
type = "range",
name = L["Border size"],
desc = L["Size of the border"],
order = 22,
min = 0.5,
max = Gladdy.db.powerBarHeight/2,
step = 0.5,
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width = "full",
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}),
powerBarBorderColor = Gladdy:colorOption({
type = "color",
name = L["Border color"],
desc = L["Color of the border"],
order = 23,
hasAlpha = true,
}),
},
},
powerValues = {
type = "group",
name = L["Power Bar Text"],
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order = 4,
args = {
header = {
type = "header",
name = L["Power Texts"],
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order = 1,
},
powerShowRace = option({
type = "toggle",
name = L["Show race"],
desc = L["Show race"],
order = 2,
}),
powerShowSpec= option({
type = "toggle",
name = L["Show spec"],
desc = L["Show spec"],
order = 3,
}),
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powerActual = option({
type = "toggle",
name = L["Show the actual power"],
desc = L["Show the actual power on the power bar"],
order = 31,
}),
powerMax = option({
type = "toggle",
name = L["Show max power"],
desc = L["Show max power on the power bar"],
order = 32,
}),
powerPercentage = option({
type = "toggle",
name = L["Show power percentage"],
desc = L["Show power percentage on the power bar"],
order = 33,
}),
},
},
},
},
}
end