Gladdy-TBC/Modules/Cooldowns.lua

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local type, pairs, ipairs, ceil, tonumber, mod, tostring, upper, select = type, pairs, ipairs, ceil, tonumber, mod, tostring, string.upper, select
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local GetTime = GetTime
local CreateFrame = CreateFrame
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local RACE_ICON_TCOORDS = {
["HUMAN_MALE"] = {0, 0.125, 0, 0.25},
["DWARF_MALE"] = {0.125, 0.25, 0, 0.25},
["GNOME_MALE"] = {0.25, 0.375, 0, 0.25},
["NIGHTELF_MALE"] = {0.375, 0.5, 0, 0.25},
["TAUREN_MALE"] = {0, 0.125, 0.25, 0.5},
["SCOURGE_MALE"] = {0.125, 0.25, 0.25, 0.5},
["TROLL_MALE"] = {0.25, 0.375, 0.25, 0.5},
["ORC_MALE"] = {0.375, 0.5, 0.25, 0.5},
["HUMAN_FEMALE"] = {0, 0.125, 0.5, 0.75},
["DWARF_FEMALE"] = {0.125, 0.25, 0.5, 0.75},
["GNOME_FEMALE"] = {0.25, 0.375, 0.5, 0.75},
["NIGHTELF_FEMALE"] = {0.375, 0.5, 0.5, 0.75},
["TAUREN_FEMALE"] = {0, 0.125, 0.75, 1.0},
["SCOURGE_FEMALE"] = {0.125, 0.25, 0.75, 1.0},
["TROLL_FEMALE"] = {0.25, 0.375, 0.75, 1.0},
["ORC_FEMALE"] = {0.375, 0.5, 0.75, 1.0},
["BLOODELF_MALE"] = {0.5, 0.625, 0.25, 0.5},
["BLOODELF_FEMALE"] = {0.5, 0.625, 0.75, 1.0},
["DRAENEI_MALE"] = {0.5, 0.625, 0, 0.25},
["DRAENEI_FEMALE"] = {0.5, 0.625, 0.5, 0.75},
}
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local GetSpellInfo = GetSpellInfo
local Gladdy = LibStub("Gladdy")
local L = Gladdy.L
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local function getDefaultCooldown()
local cooldowns = {}
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for _,spellTable in pairs(Gladdy:GetCooldownList()) do
for spellId,_ in pairs(spellTable) do
local spellName = GetSpellInfo(spellId)
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if spellName then
cooldowns[tostring(spellId)] = true
else
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Gladdy:Debug("ERROR", "spellid does not exist " .. spellId)
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end
end
end
return cooldowns
end
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local Cooldowns = Gladdy:NewModule("Cooldowns", nil, {
cooldownFont = "DorisPP",
cooldownFontScale = 1,
cooldownFontColor = { r = 1, g = 1, b = 0, a = 1 },
cooldown = true,
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cooldownYGrowDirection = "UP",
cooldownXGrowDirection = "RIGHT",
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cooldownYOffset = 0,
cooldownXOffset = 0,
cooldownSize = 30,
cooldownWidthFactor = 1,
cooldownIconPadding = 1,
cooldownMaxIconsPerLine = 10,
cooldownBorderStyle = "Interface\\AddOns\\Gladdy\\Images\\Border_Gloss",
cooldownBorderColor = { r = 1, g = 1, b = 1, a = 1 },
cooldownDisableCircle = false,
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cooldownCooldownAlpha = 1,
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cooldownCooldowns = getDefaultCooldown(),
cooldownFrameStrata = "MEDIUM",
cooldownFrameLevel = 3,
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})
function Cooldowns:Initialize()
self.cooldownSpellIds = {}
self.spellTextures = {}
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for _,spellTable in pairs(Gladdy:GetCooldownList()) do
for spellId,_ in pairs(spellTable) do
local spellName, _, texture = GetSpellInfo(spellId)
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if spellName then
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self.cooldownSpellIds[spellName] = spellId
self.spellTextures[spellId] = texture
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else
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Gladdy:Debug("ERROR", "spellid does not exist " .. spellId)
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end
end
end
self:RegisterMessage("ENEMY_SPOTTED")
self:RegisterMessage("SPEC_DETECTED")
self:RegisterMessage("UNIT_DEATH")
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self:RegisterMessage("UNIT_DESTROYED")
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end
function Cooldowns:CreateFrame(unit)
local button = Gladdy.buttons[unit]
-- Cooldown frame
local spellCooldownFrame = CreateFrame("Frame", nil, button)
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spellCooldownFrame:EnableMouse(false)
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spellCooldownFrame:SetMovable(true)
spellCooldownFrame:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
spellCooldownFrame:SetFrameLevel(Gladdy.db.cooldownFrameLevel)
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for x = 1, 14 do
local icon = CreateFrame("Frame", nil, spellCooldownFrame)
icon:EnableMouse(false)
icon:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
icon:SetFrameLevel(Gladdy.db.cooldownFrameLevel)
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icon.texture = icon:CreateTexture(nil, "BACKGROUND")
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icon.texture:SetMask("Interface\\AddOns\\Gladdy\\Images\\mask")
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icon.texture:SetAllPoints(icon)
icon.cooldown = CreateFrame("Cooldown", nil, icon, "CooldownFrameTemplate")
icon.cooldown.noCooldownCount = true
icon.cooldown:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
icon.cooldown:SetFrameLevel(Gladdy.db.cooldownFrameLevel + 1)
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icon.cooldown:SetReverse(false)
icon.cooldown:SetHideCountdownNumbers(true)
icon.cooldownFrame = CreateFrame("Frame", nil, icon)
icon.cooldownFrame:ClearAllPoints()
icon.cooldownFrame:SetAllPoints(icon)
icon.cooldownFrame:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
icon.cooldownFrame:SetFrameLevel(Gladdy.db.cooldownFrameLevel + 2)
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icon.border = icon.cooldownFrame:CreateTexture(nil, "OVERLAY")
icon.border:SetAllPoints(icon)
icon.border:SetTexture(Gladdy.db.cooldownBorderStyle)
icon.border:SetVertexColor(Gladdy:SetColor(Gladdy.db.cooldownBorderColor))
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icon.cooldownFont = icon.cooldownFrame:CreateFontString(nil, "OVERLAY")
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icon.cooldownFont:SetFont(Gladdy:SMFetch("font", "cooldownFont"), Gladdy.db.cooldownSize / 2 * Gladdy.db.cooldownFontScale, "OUTLINE")
icon.cooldownFont:SetTextColor(Gladdy:SetColor(Gladdy.db.cooldownFontColor))
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icon.cooldownFont:SetAllPoints(icon)
spellCooldownFrame["icon" .. x] = icon
end
button.spellCooldownFrame = spellCooldownFrame
end
function Cooldowns:UpdateFrame(unit)
local button = Gladdy.buttons[unit]
-- Cooldown frame
if (Gladdy.db.cooldown) then
button.spellCooldownFrame:SetHeight(Gladdy.db.cooldownSize)
button.spellCooldownFrame:SetWidth(1)
button.spellCooldownFrame:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
button.spellCooldownFrame:SetFrameLevel(Gladdy.db.cooldownFrameLevel)
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button.spellCooldownFrame:Show()
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Gladdy:SetPosition(button.spellCooldownFrame, unit, "cooldownXOffset", "cooldownYOffset", Cooldowns:LegacySetPosition(button, unit), Cooldowns)
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if (unit == "arena1") then
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Gladdy:CreateMover(button.spellCooldownFrame,"cooldownXOffset", "cooldownYOffset", L["Cooldown"],
{"TOPLEFT", "TOPLEFT"},
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Gladdy.db.cooldownSize * Gladdy.db.cooldownWidthFactor, Gladdy.db.cooldownSize, 0, 0, "cooldown")
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end
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-- Update each cooldown icon
local o = 1
for j = 1, 14 do
local icon = button.spellCooldownFrame["icon" .. j]
icon:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
icon:SetFrameLevel(Gladdy.db.cooldownFrameLevel)
icon.cooldown:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
icon.cooldown:SetFrameLevel(Gladdy.db.cooldownFrameLevel + 1)
icon.cooldownFrame:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
icon.cooldownFrame:SetFrameLevel(Gladdy.db.cooldownFrameLevel + 2)
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icon:SetHeight(Gladdy.db.cooldownSize)
icon:SetWidth(Gladdy.db.cooldownSize * Gladdy.db.cooldownWidthFactor)
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icon.cooldownFont:SetFont(Gladdy:SMFetch("font", "cooldownFont"), Gladdy.db.cooldownSize / 2 * Gladdy.db.cooldownFontScale, "OUTLINE")
icon.cooldownFont:SetTextColor(Gladdy:SetColor(Gladdy.db.cooldownFontColor))
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icon:ClearAllPoints()
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if (Gladdy.db.cooldownXGrowDirection == "LEFT") then
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if (j == 1) then
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icon:SetPoint("LEFT", button.spellCooldownFrame, "LEFT", 0, 0)
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elseif (mod(j-1,Gladdy.db.cooldownMaxIconsPerLine) == 0) then
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if (Gladdy.db.cooldownYGrowDirection == "DOWN") then
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icon:SetPoint("TOP", button.spellCooldownFrame["icon" .. o], "BOTTOM", 0, -Gladdy.db.cooldownIconPadding)
else
icon:SetPoint("BOTTOM", button.spellCooldownFrame["icon" .. o], "TOP", 0, Gladdy.db.cooldownIconPadding)
end
o = o + tonumber(Gladdy.db.cooldownMaxIconsPerLine)
else
icon:SetPoint("RIGHT", button.spellCooldownFrame["icon" .. j - 1], "LEFT", -Gladdy.db.cooldownIconPadding, 0)
end
end
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if (Gladdy.db.cooldownXGrowDirection == "RIGHT") then
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if (j == 1) then
icon:SetPoint("LEFT", button.spellCooldownFrame, "LEFT", 0, 0)
elseif (mod(j-1,Gladdy.db.cooldownMaxIconsPerLine) == 0) then
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if (Gladdy.db.cooldownYGrowDirection == "DOWN") then
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icon:SetPoint("TOP", button.spellCooldownFrame["icon" .. o], "BOTTOM", 0, -Gladdy.db.cooldownIconPadding)
else
icon:SetPoint("BOTTOM", button.spellCooldownFrame["icon" .. o], "TOP", 0, Gladdy.db.cooldownIconPadding)
end
o = o + tonumber(Gladdy.db.cooldownMaxIconsPerLine)
else
icon:SetPoint("LEFT", button.spellCooldownFrame["icon" .. j - 1], "RIGHT", Gladdy.db.cooldownIconPadding, 0)
end
end
if (icon.active) then
icon.active = false
icon.cooldown:SetCooldown(GetTime(), 0)
icon.cooldownFont:SetText("")
icon:SetScript("OnUpdate", nil)
end
icon.spellId = nil
icon:SetAlpha(1)
icon.texture:SetTexture("Interface\\Icons\\Spell_Holy_PainSupression")
icon.cooldown:SetWidth(icon:GetWidth() - icon:GetWidth()/16)
icon.cooldown:SetHeight(icon:GetHeight() - icon:GetHeight()/16)
icon.cooldown:ClearAllPoints()
icon.cooldown:SetPoint("CENTER", icon, "CENTER")
icon.cooldown:SetAlpha(Gladdy.db.cooldownCooldownAlpha)
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icon.cooldownFont:SetFont(Gladdy:SMFetch("font", "cooldownFont"), (icon:GetWidth()/2 - 1) * Gladdy.db.cooldownFontScale, "OUTLINE")
icon.cooldownFont:SetTextColor(Gladdy:SetColor(Gladdy.db.cooldownFontColor))
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icon.border:SetTexture(Gladdy.db.cooldownBorderStyle)
icon.border:SetVertexColor(Gladdy:SetColor(Gladdy.db.cooldownBorderColor))
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icon:Hide()
end
button.spellCooldownFrame:Show()
else
button.spellCooldownFrame:Hide()
end
if (Gladdy.frame.testing) then
self:Test(unit)
end
end
function Cooldowns:Test(unit)
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local button = Gladdy.buttons[unit]
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if Gladdy.db.cooldown then
button.spellCooldownFrame:Show()
button.lastCooldownSpell = 1
self:UpdateTestCooldowns(unit)
else
button.spellCooldownFrame:Hide()
button.lastCooldownSpell = 1
self:UpdateTestCooldowns(unit)
end
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end
function Cooldowns:UpdateTestCooldowns(unit)
local button = Gladdy.buttons[unit]
if (button.testSpec and button.testSpec == Gladdy.testData[unit].testSpec) then
button.lastCooldownSpell = 1
self:UpdateCooldowns(button)
button.spec = nil
self:DetectSpec(unit, button.testSpec)
button.test = true
-- use class spells
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for spellId,_ in pairs(Gladdy:GetCooldownList()[button.class]) do
self:CooldownUsed(unit, button.class, spellId)
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end
-- use race spells
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for spellId,_ in pairs(Gladdy:GetCooldownList()[button.race]) do
self:CooldownUsed(unit, button.race, spellId)
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end
end
end
function Cooldowns:ENEMY_SPOTTED(unit)
self:UpdateCooldowns(Gladdy.buttons[unit])
end
function Cooldowns:SPEC_DETECTED(unit, spec)
self:DetectSpec(unit, spec)
end
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function Cooldowns:CooldownStart(button, spellId, duration, start)
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-- starts timer frame
if not duration or duration == nil or type(duration) ~= "number" then
return
end
for i = 1, button.lastCooldownSpell + 1 do
if (button.spellCooldownFrame["icon" .. i].spellId == spellId) then
local frame = button.spellCooldownFrame["icon" .. i]
frame.active = true
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frame.timeLeft = start and start - GetTime() + duration or duration
if (not Gladdy.db.cooldownDisableCircle) then frame.cooldown:SetCooldown(start or GetTime(), duration) end
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frame:SetScript("OnUpdate", function(self, elapsed)
self.timeLeft = self.timeLeft - elapsed
local timeLeft = ceil(self.timeLeft)
if timeLeft >= 540 then
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self.cooldownFont:SetFont(Gladdy:SMFetch("font", "cooldownFont"), Gladdy.db.cooldownSize / 3.1 * Gladdy.db.cooldownFontScale, "OUTLINE")
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elseif timeLeft < 540 and timeLeft >= 60 then
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self.cooldownFont:SetFont(Gladdy:SMFetch("font", "cooldownFont"), Gladdy.db.cooldownSize / 2.15 * Gladdy.db.cooldownFontScale, "OUTLINE")
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elseif timeLeft < 60 and timeLeft > 0 then
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self.cooldownFont:SetFont(Gladdy:SMFetch("font", "cooldownFont"), Gladdy.db.cooldownSize / 2.15 * Gladdy.db.cooldownFontScale, "OUTLINE")
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end
Gladdy:FormatTimer(self.cooldownFont, self.timeLeft, self.timeLeft < 0)
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if (self.timeLeft <= 0) then
Cooldowns:CooldownReady(button, spellId, frame)
end
if (self.timeLeft <= 0) then
Cooldowns:CooldownReady(button, spellId, frame)
end
end)
end
end
end
function Cooldowns:CooldownReady(button, spellId, frame)
if (frame == false) then
for i = 1, button.lastCooldownSpell do
frame = button.spellCooldownFrame["icon" .. i]
if (frame.spellId == spellId) then
frame.active = false
frame.cooldown:Hide()
frame.cooldownFont:SetText("")
frame:SetScript("OnUpdate", nil)
end
end
else
frame.active = false
frame.cooldown:Hide()
frame.cooldownFont:SetText("")
frame:SetScript("OnUpdate", nil)
end
end
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local function notIn(spec, list)
for _,v in ipairs(list) do
if spec == v then
return false
end
end
return true
end
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function Cooldowns:DetectSpec(unit, spec)
local button = Gladdy.buttons[unit]
if (not button or not spec or button.spec) then
return
end
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if button.class == "PALADIN" and notIn(spec, {L["Holy"], L["Retribution"], L["Protection"]})
or button.class == "SHAMAN" and notIn(spec, {L["Restoration"], L["Enhancement"], L["Elemental"]})
or button.class == "WARRIOR" and notIn(spec, {L["Arms"], L["Protection"], L["Fury"]}) then
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return
end
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button.spec = spec
if not button.test then
Gladdy:SendMessage("UNIT_SPEC", unit, spec)
end
-- update cooldown tracker
--[[
All of this could possibly be handled in a "once they're used, they show up"-manner
but I PERSONALLY prefer it this way. It also meant less work and makes spec-specific cooldowns easier
]]
if (Gladdy.db.cooldown) then
local class = Gladdy.buttons[unit].class
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for k, v in pairs(Gladdy:GetCooldownList()[class]) do
if Gladdy.db.cooldownCooldowns[tostring(k)] then
--if (self.db.cooldownList[k] ~= false and self.db.cooldownList[class] ~= false) then
if (type(v) == "table" and ((v.spec ~= nil and v.spec == spec) or (v.notSpec ~= nil and v.notSpec ~= spec))) then
local sharedCD = false
if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
for spellId, _ in pairs(v.sharedCD) do
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
if (icon.spellId == spellId) then
sharedCD = true
end
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end
end
end
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if sharedCD then
return
end
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local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.texture:SetTexture(self.spellTextures[k])
icon.spellId = k
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
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end
end
end
----------------------
--- RACE FUNCTIONALITY
----------------------
local race = Gladdy.buttons[unit].race
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if Gladdy:GetCooldownList()[race] then
for k, v in pairs(Gladdy:GetCooldownList()[race]) do
if Gladdy.db.cooldownCooldowns[tostring(k)] then
--if (self.db.cooldownList[k] ~= false and self.db.cooldownList[class] ~= false) then
if (type(v) == "table" and ((v.spec ~= nil and v.spec == spec) or (v.notSpec ~= nil and v.notSpec ~= spec))) then
local sharedCD = false
if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
for spellId, _ in pairs(v.sharedCD) do
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
if (icon.spellId == spellId) then
sharedCD = true
end
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end
end
end
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if sharedCD then
return
end
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local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.texture:SetTexture(self.spellTextures[k])
icon.spellId = k
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
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end
end
end
end
function Cooldowns:ResetUnit(unit)
Gladdy.buttons[unit].lastCooldownSpell = nil
Gladdy.buttons[unit].test = nil
end
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function Cooldowns:UNIT_DESTROYED(unit)
end
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function Cooldowns:UpdateCooldowns(button)
local class = button.class
local race = button.race
if ( not button.lastCooldownSpell) then
button.lastCooldownSpell = 1
end
if (Gladdy.db.cooldown) then
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for k, v in pairs(Gladdy:GetCooldownList()[class]) do
if Gladdy.db.cooldownCooldowns[tostring(k)] then
if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil and v.notSpec == nil)) then
-- see if we have shared cooldowns without a cooldown defined
-- e.g. hunter traps have shared cooldowns, so only display one trap instead all of them
local sharedCD = false
if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
for spellId, _ in pairs(v.sharedCD) do
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
if (icon.spellId == spellId) then
sharedCD = true
end
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end
end
end
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if (not sharedCD) then
local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.spellId = k
icon.texture:SetTexture(self.spellTextures[k])
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
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end
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end
end
----
-- RACE FUNCTIONALITY
----
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for k, v in pairs(Gladdy:GetCooldownList()[race]) do
if Gladdy.db.cooldownCooldowns[tostring(k)] then
if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil and v.notSpec == nil)) then
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local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
icon:Show()
icon.spellId = k
icon.texture:SetTexture(self.spellTextures[k])
button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
button.lastCooldownSpell = button.lastCooldownSpell + 1
end
end
end
end
end
function Cooldowns:CooldownUsed(unit, unitClass, spellId, expirationTimeInSeconds)
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local button = Gladdy.buttons[unit]
if not button then
return
end
-- if (self.db.cooldownList[spellId] == false) then return end
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local cooldown = Gladdy:GetCooldownList()[unitClass][spellId]
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local cd = cooldown
if (type(cooldown) == "table") then
-- return if the spec doesn't have a cooldown for this spell
--if (arenaSpecs[unit] ~= nil and cooldown.notSpec ~= nil and arenaSpecs[unit] == cooldown.notSpec) then return end
if (button.spec ~= nil and cooldown.notSpec ~= nil and button.spec == cooldown.notSpec) then
return
end
-- check if we need to reset other cooldowns because of this spell
if (cooldown.resetCD ~= nil) then
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for spellID,_ in pairs(cooldown.resetCD) do
self:CooldownReady(button, spellID, false)
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end
end
-- check if there is a special cooldown for the units spec
--if (arenaSpecs[unit] ~= nil and cooldown[arenaSpecs[unit]] ~= nil) then
if (button.spec ~= nil and cooldown[button.spec] ~= nil) then
cd = cooldown[button.spec]
else
cd = cooldown.cd
end
-- check if there is a shared cooldown with an other spell
if (cooldown.sharedCD ~= nil) then
local sharedCD = cooldown.sharedCD.cd and cooldown.sharedCD.cd or cd
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for spellID,_ in pairs(cooldown.sharedCD) do
if (spellID ~= "cd") then
self:CooldownStart(button, spellID, sharedCD)
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end
end
end
end
if (Gladdy.db.cooldown) then
-- start cooldown
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self:CooldownStart(button, spellId, cd, expirationTimeInSeconds and (GetTime() + expirationTimeInSeconds - cd) or nil)
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end
--[[ announcement
if (self.db.cooldownAnnounce or self.db.cooldownAnnounceList[spellId] or self.db.cooldownAnnounceList[unitClass]) then
self:SendAnnouncement(string.format(L["COOLDOWN USED: %s (%s) used %s - %s sec. cooldown"], UnitName(unit), UnitClass(unit), spellName, cd), RAID_CLASS_COLORS[UnitClass(unit)], self.db.cooldownAnnounceList[spellId] and self.db.cooldownAnnounceList[spellId] or self.db.announceType)
end]]
--[[ sound file
if (db.cooldownSoundList[spellId] ~= nil and db.cooldownSoundList[spellId] ~= "disabled") then
PlaySoundFile(LSM:Fetch(LSM.MediaType.SOUND, db.cooldownSoundList[spellId]))
end ]]
end
function Cooldowns:GetOptions()
return {
headerCooldown = {
type = "header",
name = L["Cooldown"],
order = 2,
},
cooldown = Gladdy:option({
type = "toggle",
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name = L["Enabled"],
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desc = L["Enabled cooldown module"],
order = 2,
}),
group = {
type = "group",
childGroups = "tree",
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name = L["Frame"],
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order = 3,
args = {
icon = {
type = "group",
name = L["Icon"],
order = 1,
args = {
headerIcon = {
type = "header",
name = L["Icon"],
order = 2,
},
cooldownSize = Gladdy:option({
type = "range",
name = L["Cooldown size"],
desc = L["Size of each cd icon"],
order = 4,
min = 5,
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max = 50,
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width = "full",
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}),
cooldownWidthFactor = Gladdy:option({
type = "range",
name = L["Icon Width Factor"],
desc = L["Stretches the icon"],
order = 5,
min = 0.5,
max = 2,
step = 0.05,
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width = "full",
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}),
cooldownIconPadding = Gladdy:option({
type = "range",
name = L["Icon Padding"],
desc = L["Space between Icons"],
order = 6,
min = 0,
max = 10,
step = 0.1,
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width = "full",
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}),
},
},
cooldown = {
type = "group",
name = L["Cooldown"],
order = 2,
args = {
header = {
type = "header",
name = L["Cooldown"],
order = 2,
},
cooldownDisableCircle = Gladdy:option({
type = "toggle",
name = L["No Cooldown Circle"],
order = 8,
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width = "full",
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}),
cooldownCooldownAlpha = Gladdy:option({
type = "range",
name = L["Cooldown circle alpha"],
min = 0,
max = 1,
step = 0.1,
order = 9,
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width = "full",
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}),
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cooldownCooldownNumberAlpha = {
type = "range",
name = L["Cooldown number alpha"],
min = 0,
max = 1,
step = 0.1,
order = 10,
width = "full",
set = function(info, value)
Gladdy.db.cooldownFontColor.a = value
Gladdy:UpdateFrame()
end,
get = function(info)
return Gladdy.db.cooldownFontColor.a
end,
},
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},
},
font = {
type = "group",
name = L["Font"],
order = 3,
args = {
header = {
type = "header",
name = L["Font"],
order = 2,
},
cooldownFont = Gladdy:option({
type = "select",
name = L["Font"],
desc = L["Font of the cooldown"],
order = 11,
dialogControl = "LSM30_Font",
values = AceGUIWidgetLSMlists.font,
}),
cooldownFontScale = Gladdy:option({
type = "range",
name = L["Font scale"],
desc = L["Scale of the font"],
order = 12,
min = 0.1,
max = 2,
step = 0.1,
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width = "full",
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}),
cooldownFontColor = Gladdy:colorOption({
type = "color",
name = L["Font color"],
desc = L["Color of the text"],
order = 13,
hasAlpha = true,
}),
},
},
position = {
type = "group",
name = L["Position"],
order = 5,
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args = {
header = {
type = "header",
name = L["Position"],
order = 2,
},
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cooldownYGrowDirection = Gladdy:option({
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type = "select",
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name = L["Vertical Grow Direction"],
desc = L["Vertical Grow Direction of the cooldown icons"],
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order = 3,
values = {
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["UP"] = L["Up"],
["DOWN"] = L["Down"],
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},
}),
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cooldownXGrowDirection = Gladdy:option({
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type = "select",
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name = L["Horizontal Grow Direction"],
desc = L["Horizontal Grow Direction of the cooldown icons"],
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order = 4,
values = {
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["LEFT"] = L["Left"],
["RIGHT"] = L["Right"],
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},
}),
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cooldownMaxIconsPerLine = Gladdy:option({
type = "range",
name = L["Max Icons per row"],
order = 5,
min = 3,
max = 14,
step = 1,
width = "full",
}),
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headerOffset = {
type = "header",
name = L["Offset"],
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order = 10,
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},
cooldownXOffset = Gladdy:option({
type = "range",
name = L["Horizontal offset"],
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order = 11,
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min = -400,
max = 400,
step = 0.1,
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width = "full",
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}),
cooldownYOffset = Gladdy:option({
type = "range",
name = L["Vertical offset"],
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order = 12,
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min = -400,
max = 400,
step = 0.1,
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width = "full",
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}),
},
},
border = {
type = "group",
name = L["Border"],
order = 4,
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args = {
header = {
type = "header",
name = L["Border"],
order = 2,
},
cooldownBorderStyle = Gladdy:option({
type = "select",
name = L["Border style"],
order = 31,
values = Gladdy:GetIconStyles()
}),
cooldownBorderColor = Gladdy:colorOption({
type = "color",
name = L["Border color"],
desc = L["Color of the border"],
order = 32,
hasAlpha = true,
}),
},
},
frameStrata = {
type = "group",
name = L["Frame Strata and Level"],
order = 6,
args = {
headerAuraLevel = {
type = "header",
name = L["Frame Strata and Level"],
order = 1,
},
cooldownFrameStrata = Gladdy:option({
type = "select",
name = L["Frame Strata"],
order = 2,
values = Gladdy.frameStrata,
sorting = Gladdy.frameStrataSorting,
width = "full",
}),
cooldownFrameLevel = Gladdy:option({
type = "range",
name = L["Frame Level"],
min = 0,
max = 500,
step = 1,
order = 3,
width = "full",
}),
},
},
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},
},
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cooldowns = {
type = "group",
childGroups = "tree",
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name = L["Cooldowns"],
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order = 4,
args = Cooldowns:GetCooldownOptions(),
},
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}
end
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function Cooldowns:GetCooldownOptions()
local group = {}
local p = 1
for i,class in ipairs(Gladdy.CLASSES) do
group[class] = {
type = "group",
name = LOCALIZED_CLASS_NAMES_MALE[class],
order = i,
icon = "Interface\\Glues\\CharacterCreate\\UI-CharacterCreate-Classes",
iconCoords = CLASS_ICON_TCOORDS[class],
args = {}
}
local o = 1
for spellId,cooldown in pairs(Gladdy:GetCooldownList()[class]) do
group[class].args[tostring(spellId)] = {
type = "toggle",
name = select(1, GetSpellInfo(spellId)) .. (type(cooldown) == "table" and cooldown.spec and (" - " .. cooldown.spec) or ""),
order = o,
width = "full",
image = select(3, GetSpellInfo(spellId)),
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get = function()
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return Gladdy.db.cooldownCooldowns[tostring(spellId)]
end,
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set = function(_, value)
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Gladdy.db.cooldownCooldowns[tostring(spellId)] = value
Gladdy:UpdateFrame()
end
}
o = o + 1
end
p = p + i
end
for i,race in ipairs(Gladdy.RACES) do
group[race] = {
type = "group",
name = L[race],
order = i + p,
icon = "Interface\\Glues\\CharacterCreate\\UI-CharacterCreate-Races",
iconCoords = RACE_ICON_TCOORDS[upper(race) .. "_FEMALE"],
args = {}
}
local o = 1
for spellId,cooldown in pairs(Gladdy:GetCooldownList()[race]) do
group[race].args[tostring(spellId)] = {
type = "toggle",
name = select(1, GetSpellInfo(spellId)) .. (type(cooldown) == "table" and cooldown.spec and (" - " .. cooldown.spec) or ""),
order = o,
width = "full",
image = select(3, GetSpellInfo(spellId)),
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get = function()
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return Gladdy.db.cooldownCooldowns[tostring(spellId)]
end,
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set = function(_, value)
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Gladdy.db.cooldownCooldowns[tostring(spellId)] = value
Gladdy:UpdateFrame()
end
}
o = o + 1
end
end
return group
end
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function Gladdy:UpdateTestCooldowns(i)
local unit = "arena" .. i
local button = Gladdy.buttons[unit]
if (button.testSpec and button.testSpec == Gladdy.testData[unit].testSpec) then
button.lastCooldownSpell = 1
Cooldowns:UpdateCooldowns(button)
button.spec = nil
Cooldowns:DetectSpec(unit, button.testSpec)
-- use class spells
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for spellID,_ in pairs(Gladdy:GetCooldownList()[button.class]) do
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--k is spellId
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Cooldowns:CooldownUsed(unit, button.class, spellID)
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end
-- use race spells
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for spellID,_ in pairs(Gladdy:GetCooldownList()[button.race]) do
Cooldowns:CooldownUsed(unit, button.race, spellID)
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end
end
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end
---------------------------
-- LAGACY HANDLER
---------------------------
function Cooldowns:LegacySetPosition(button, unit)
if Gladdy.db.newLayout then
return Gladdy.db.newLayout
end
button.spellCooldownFrame:ClearAllPoints()
local powerBarHeight = Gladdy.db.powerBarEnabled and (Gladdy.db.powerBarHeight + 1) or 0
local horizontalMargin = (Gladdy.db.highlightInset and 0 or Gladdy.db.highlightBorderSize)
local offset = 0
if (Gladdy.db.cooldownXPos == "RIGHT") then
offset = -(Gladdy.db.cooldownSize * Gladdy.db.cooldownWidthFactor)
end
if Gladdy.db.cooldownYPos == "TOP" then
Gladdy.db.cooldownYGrowDirection = "UP"
if Gladdy.db.cooldownXPos == "RIGHT" then
Gladdy.db.cooldownXGrowDirection = "LEFT"
button.spellCooldownFrame:SetPoint("BOTTOMRIGHT", button.healthBar, "TOPRIGHT", Gladdy.db.cooldownXOffset + offset, horizontalMargin + Gladdy.db.cooldownYOffset)
else
Gladdy.db.cooldownXGrowDirection = "RIGHT"
button.spellCooldownFrame:SetPoint("BOTTOMLEFT", button.healthBar, "TOPLEFT", Gladdy.db.cooldownXOffset + offset, horizontalMargin + Gladdy.db.cooldownYOffset)
end
elseif Gladdy.db.cooldownYPos == "BOTTOM" then
Gladdy.db.cooldownYGrowDirection = "DOWN"
if Gladdy.db.cooldownXPos == "RIGHT" then
Gladdy.db.cooldownXGrowDirection = "LEFT"
button.spellCooldownFrame:SetPoint("TOPRIGHT", button.healthBar, "BOTTOMRIGHT", Gladdy.db.cooldownXOffset + offset, -horizontalMargin + Gladdy.db.cooldownYOffset - powerBarHeight)
else
Gladdy.db.cooldownXGrowDirection = "RIGHT"
button.spellCooldownFrame:SetPoint("TOPLEFT", button.healthBar, "BOTTOMLEFT", Gladdy.db.cooldownXOffset + offset, -horizontalMargin + Gladdy.db.cooldownYOffset - powerBarHeight)
end
elseif Gladdy.db.cooldownYPos == "LEFT" then
Gladdy.db.cooldownYGrowDirection = "DOWN"
local anchor = Gladdy:GetAnchor(unit, "LEFT")
if anchor == Gladdy.buttons[unit].healthBar then
Gladdy.db.cooldownXGrowDirection = "LEFT"
button.spellCooldownFrame:SetPoint("RIGHT", anchor, "LEFT", -(horizontalMargin + Gladdy.db.padding) + Gladdy.db.cooldownXOffset + offset, Gladdy.db.cooldownYOffset)
else
Gladdy.db.cooldownXGrowDirection = "LEFT"
button.spellCooldownFrame:SetPoint("RIGHT", anchor, "LEFT", -Gladdy.db.padding + Gladdy.db.cooldownXOffset + offset, Gladdy.db.cooldownYOffset)
end
elseif Gladdy.db.cooldownYPos == "RIGHT" then
Gladdy.db.cooldownYGrowDirection = "DOWN"
local anchor = Gladdy:GetAnchor(unit, "RIGHT")
if anchor == Gladdy.buttons[unit].healthBar then
Gladdy.db.cooldownXGrowDirection = "RIGHT"
button.spellCooldownFrame:SetPoint("LEFT", anchor, "RIGHT", horizontalMargin + Gladdy.db.padding + Gladdy.db.cooldownXOffset + offset, Gladdy.db.cooldownYOffset)
else
Gladdy.db.cooldownXGrowDirection = "RIGHT"
button.spellCooldownFrame:SetPoint("LEFT", anchor, "RIGHT", Gladdy.db.padding + Gladdy.db.cooldownXOffset + offset, Gladdy.db.cooldownYOffset)
end
end
LibStub("AceConfigRegistry-3.0"):NotifyChange("Gladdy")
return Gladdy.db.newLayout
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end