cooldowns first refactor:

- no more lastCooldownSpell
- unused icons are in iconCache for later reuse
- only create as many icons as needed
- no more weired indexing
- cleanup duplicate code
- testmode cleanup
This commit is contained in:
Sumsebrum 2022-01-27 01:02:31 +01:00
parent 5ceedb53de
commit 0b512af2b7

View File

@ -1,4 +1,4 @@
local type, pairs, ipairs, ceil, tonumber, mod, tostring, upper, select = type, pairs, ipairs, ceil, tonumber, mod, tostring, string.upper, select
local type, pairs, ipairs, ceil, tonumber, mod, tostring, upper, select, tinsert, tremove = type, pairs, ipairs, ceil, tonumber, mod, tostring, string.upper, select, tinsert, tremove
local GetTime = GetTime
local CreateFrame = CreateFrame
local RACE_ICON_TCOORDS = {
@ -74,6 +74,7 @@ local Cooldowns = Gladdy:NewModule("Cooldowns", nil, {
function Cooldowns:Initialize()
self.cooldownSpellIds = {}
self.spellTextures = {}
self.iconCache = {}
for _,spellTable in pairs(Gladdy:GetCooldownList()) do
for spellId,_ in pairs(spellTable) do
local spellName, _, texture = GetSpellInfo(spellId)
@ -91,6 +92,10 @@ function Cooldowns:Initialize()
self:RegisterMessage("UNIT_DESTROYED")
end
---------------------
-- Frame
---------------------
function Cooldowns:CreateFrame(unit)
local button = Gladdy.buttons[unit]
-- Cooldown frame
@ -99,66 +104,43 @@ function Cooldowns:CreateFrame(unit)
spellCooldownFrame:SetMovable(true)
spellCooldownFrame:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
spellCooldownFrame:SetFrameLevel(Gladdy.db.cooldownFrameLevel)
for x = 1, 14 do
local icon = CreateFrame("Frame", nil, spellCooldownFrame)
spellCooldownFrame.icons = {}
button.spellCooldownFrame = spellCooldownFrame
end
function Cooldowns:CreateIcon() -- returns iconFrame
local icon
if (#self.iconCache > 0) then
icon = tremove(self.iconCache, #self.iconCache)
else
icon = CreateFrame("Frame")
icon:EnableMouse(false)
icon:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
icon:SetFrameLevel(Gladdy.db.cooldownFrameLevel)
icon.texture = icon:CreateTexture(nil, "BACKGROUND")
icon.texture:SetMask("Interface\\AddOns\\Gladdy\\Images\\mask")
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)
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)
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))
icon.cooldownFont = icon.cooldownFrame:CreateFontString(nil, "OVERLAY")
icon.cooldownFont:SetFont(Gladdy:SMFetch("font", "cooldownFont"), Gladdy.db.cooldownSize / 2 * Gladdy.db.cooldownFontScale, "OUTLINE")
icon.cooldownFont:SetTextColor(Gladdy:SetColor(Gladdy.db.cooldownFontColor))
icon.cooldownFont:SetAllPoints(icon)
spellCooldownFrame["icon" .. x] = icon
self:UpdateIcon(icon)
end
button.spellCooldownFrame = spellCooldownFrame
return icon
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)
button.spellCooldownFrame:Show()
Gladdy:SetPosition(button.spellCooldownFrame, unit, "cooldownXOffset", "cooldownYOffset", Cooldowns:LegacySetPosition(button, unit), Cooldowns)
if (unit == "arena1") then
Gladdy:CreateMover(button.spellCooldownFrame,"cooldownXOffset", "cooldownYOffset", L["Cooldown"],
{"TOPLEFT", "TOPLEFT"},
Gladdy.db.cooldownSize * Gladdy.db.cooldownWidthFactor, Gladdy.db.cooldownSize, 0, 0, "cooldown")
end
-- Update each cooldown icon
local o = 1
for j = 1, 14 do
local icon = button.spellCooldownFrame["icon" .. j]
function Cooldowns:UpdateIcon(icon)
icon:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
icon:SetFrameLevel(Gladdy.db.cooldownFrameLevel)
icon.cooldown:SetFrameStrata(Gladdy.db.cooldownFrameStrata)
@ -170,45 +152,6 @@ function Cooldowns:UpdateFrame(unit)
icon:SetWidth(Gladdy.db.cooldownSize * Gladdy.db.cooldownWidthFactor)
icon.cooldownFont:SetFont(Gladdy:SMFetch("font", "cooldownFont"), Gladdy.db.cooldownSize / 2 * Gladdy.db.cooldownFontScale, "OUTLINE")
icon.cooldownFont:SetTextColor(Gladdy:SetColor(Gladdy.db.cooldownFontColor))
icon:ClearAllPoints()
if (Gladdy.db.cooldownXGrowDirection == "LEFT") then
if (j == 1) then
icon:SetPoint("LEFT", button.spellCooldownFrame, "LEFT", 0, 0)
elseif (mod(j-1,Gladdy.db.cooldownMaxIconsPerLine) == 0) then
if (Gladdy.db.cooldownYGrowDirection == "DOWN") then
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
if (Gladdy.db.cooldownXGrowDirection == "RIGHT") then
if (j == 1) then
icon:SetPoint("LEFT", button.spellCooldownFrame, "LEFT", 0, 0)
elseif (mod(j-1,Gladdy.db.cooldownMaxIconsPerLine) == 0) then
if (Gladdy.db.cooldownYGrowDirection == "DOWN") then
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)
@ -221,26 +164,123 @@ function Cooldowns:UpdateFrame(unit)
icon.border:SetTexture(Gladdy.db.cooldownBorderStyle)
icon.border:SetVertexColor(Gladdy:SetColor(Gladdy.db.cooldownBorderColor))
icon:Hide()
end
function Cooldowns:IconsSetPoint(button)
for i,icon in ipairs(button.spellCooldownFrame.icons) do
icon:SetParent(button.spellCooldownFrame)
icon:ClearAllPoints()
if (Gladdy.db.cooldownXGrowDirection == "LEFT") then
if (i == 1) then
icon:SetPoint("LEFT", button.spellCooldownFrame, "LEFT", 0, 0)
elseif (mod(i-1,Gladdy.db.cooldownMaxIconsPerLine) == 0) then
if (Gladdy.db.cooldownYGrowDirection == "DOWN") then
icon:SetPoint("TOP", button.spellCooldownFrame.icons[i-Gladdy.db.cooldownMaxIconsPerLine], "BOTTOM", 0, -Gladdy.db.cooldownIconPadding)
else
icon:SetPoint("BOTTOM", button.spellCooldownFrame.icons[i-Gladdy.db.cooldownMaxIconsPerLine], "TOP", 0, Gladdy.db.cooldownIconPadding)
end
else
icon:SetPoint("RIGHT", button.spellCooldownFrame.icons[i-1], "LEFT", -Gladdy.db.cooldownIconPadding, 0)
end
end
if (Gladdy.db.cooldownXGrowDirection == "RIGHT") then
if (i == 1) then
icon:SetPoint("LEFT", button.spellCooldownFrame, "LEFT", 0, 0)
elseif (mod(i-1,Gladdy.db.cooldownMaxIconsPerLine) == 0) then
if (Gladdy.db.cooldownYGrowDirection == "DOWN") then
icon:SetPoint("TOP", button.spellCooldownFrame.icons[i-Gladdy.db.cooldownMaxIconsPerLine], "BOTTOM", 0, -Gladdy.db.cooldownIconPadding)
else
icon:SetPoint("BOTTOM", button.spellCooldownFrame.icons[i-Gladdy.db.cooldownMaxIconsPerLine], "TOP", 0, Gladdy.db.cooldownIconPadding)
end
else
icon:SetPoint("LEFT", button.spellCooldownFrame.icons[i-1], "RIGHT", Gladdy.db.cooldownIconPadding, 0)
end
end
end
end
function Cooldowns:UpdateFrameOnce()
for _,icon in ipairs(self.iconCache) do
Cooldowns:UpdateIcon(icon)
end
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)
Gladdy:SetPosition(button.spellCooldownFrame, unit, "cooldownXOffset", "cooldownYOffset", Cooldowns:LegacySetPosition(button, unit), Cooldowns)
if (unit == "arena1") then
Gladdy:CreateMover(button.spellCooldownFrame,"cooldownXOffset", "cooldownYOffset", L["Cooldown"],
{"TOPLEFT", "TOPLEFT"},
Gladdy.db.cooldownSize * Gladdy.db.cooldownWidthFactor, Gladdy.db.cooldownSize, 0, 0, "cooldown")
end
-- Update each cooldown icon
for _,icon in pairs(button.spellCooldownFrame.icons) do
self:UpdateIcon(icon)
end
self:IconsSetPoint(button)
button.spellCooldownFrame:Show()
else
button.spellCooldownFrame:Hide()
end
if (Gladdy.frame.testing) then
self:Test(unit)
end
function Cooldowns:ResetUnit(unit)
local button = Gladdy.buttons[unit]
if not button then
return
end
for i=#button.spellCooldownFrame.icons,1,-1 do
self:ClearIcon(button, i)
end
end
function Cooldowns:ClearIcon(button, index, spellId, icon)
if index then
icon = tremove(button.spellCooldownFrame.icons, index)
else
for i=#button.spellCooldownFrame.icons,1,-1 do
if icon then
if button.spellCooldownFrame.icons[i] == icon then
icon = tremove(button.spellCooldownFrame.icons, index)
end
end
if not icon and spellId then
if button.spellCooldownFrame.icons[i].spellId == spellId then
icon = tremove(button.spellCooldownFrame.icons, index)
end
end
end
end
icon:ClearAllPoints()
icon:SetParent(nil)
icon:Hide()
icon.spellId = nil
icon.active = false
icon.cooldown:Hide()
icon.cooldownFont:SetText("")
icon:SetScript("OnUpdate", nil)
tinsert(self.iconCache, icon)
end
---------------------
-- Test
---------------------
function Cooldowns:Test(unit)
local button = Gladdy.buttons[unit]
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
@ -250,11 +290,9 @@ 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
for spellId,_ in pairs(Gladdy:GetCooldownList()[button.class]) do
@ -267,6 +305,10 @@ function Cooldowns:UpdateTestCooldowns(unit)
end
end
---------------------
-- Events
---------------------
function Cooldowns:ENEMY_SPOTTED(unit)
self:UpdateCooldowns(Gladdy.buttons[unit])
end
@ -275,18 +317,25 @@ function Cooldowns:SPEC_DETECTED(unit, spec)
self:DetectSpec(unit, spec)
end
function Cooldowns:UNIT_DESTROYED(unit)
end
---------------------
-- Cooldown Start/Ready
---------------------
function Cooldowns:CooldownStart(button, spellId, duration, start)
-- 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
frame.timeLeft = start and start - GetTime() + duration or duration
if (not Gladdy.db.cooldownDisableCircle) then frame.cooldown:SetCooldown(start or GetTime(), duration) end
frame:SetScript("OnUpdate", function(self, elapsed)
for _,icon in pairs(button.spellCooldownFrame.icons) do
if (icon.spellId == spellId) then
icon.active = true
icon.timeLeft = start and start - GetTime() + duration or duration
if (not Gladdy.db.cooldownDisableCircle) then icon.cooldown:SetCooldown(start or GetTime(), duration) end
icon:SetScript("OnUpdate", function(self, elapsed)
self.timeLeft = self.timeLeft - elapsed
local timeLeft = ceil(self.timeLeft)
if timeLeft >= 540 then
@ -298,26 +347,25 @@ function Cooldowns:CooldownStart(button, spellId, duration, start)
end
Gladdy:FormatTimer(self.cooldownFont, self.timeLeft, self.timeLeft < 0)
if (self.timeLeft <= 0) then
Cooldowns:CooldownReady(button, spellId, frame)
Cooldowns:CooldownReady(button, spellId, icon)
end
if (self.timeLeft <= 0) then
Cooldowns:CooldownReady(button, spellId, frame)
Cooldowns:CooldownReady(button, spellId, icon)
end
end)
--C_VoiceChat.SpeakText(2, GetSpellInfo(spellId), 3, 4, 100)
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)
for _,icon in pairs(button.spellCooldownFrame.icons) do
if (icon.spellId == spellId) then
icon.active = false
icon.cooldown:Hide()
icon.cooldownFont:SetText("")
icon:SetScript("OnUpdate", nil)
end
end
else
@ -328,175 +376,6 @@ function Cooldowns:CooldownReady(button, spellId, frame)
end
end
local function notIn(spec, list)
for _,v in ipairs(list) do
if spec == v then
return false
end
end
return true
end
function Cooldowns:DetectSpec(unit, spec)
local button = Gladdy.buttons[unit]
if (not button or not spec or button.spec) then
return
end
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 == "ROGUE" and notIn(spec, {L["Subtlety"], L["Assassination"], L["Combat"]})
or button.class == "WARLOCK" and notIn(spec, {L["Demonology"], L["Destruction"], L["Affliction"]})
or button.class == "PRIEST" and notIn(spec, {L["Shadow"], L["Discipline"], L["Holy"]})
or button.class == "MAGE" and notIn(spec, {L["Frost"], L["Fire"], L["Arcane"]})
or button.class == "DRUID" and notIn(spec, {L["Restoration"], L["Feral"], L["Balance"]})
or button.class == "HUNTER" and notIn(spec, {L["Beast Mastery"], L["Marksmanship"], L["Survival"]})
or button.class == "WARRIOR" and notIn(spec, {L["Arms"], L["Protection"], L["Fury"]}) then
return
end
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
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
end
end
end
if sharedCD then
return
end
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
end
end
end
----------------------
--- RACE FUNCTIONALITY
----------------------
local race = Gladdy.buttons[unit].race
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
end
end
end
if sharedCD then
return
end
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
end
end
end
end
function Cooldowns:ResetUnit(unit)
Gladdy.buttons[unit].lastCooldownSpell = nil
Gladdy.buttons[unit].test = nil
end
function Cooldowns:UNIT_DESTROYED(unit)
end
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
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
end
end
end
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
end
end
end
----
-- RACE FUNCTIONALITY
----
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
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)
local button = Gladdy.buttons[unit]
if not button then
@ -535,8 +414,7 @@ function Cooldowns:CooldownUsed(unit, unitClass, spellId, expirationTimeInSecond
for spellID,_ in pairs(cooldown.sharedCD) do
if (spellID ~= "cd") then
local skip = false
for i = 1, button.lastCooldownSpell do
local icon = button.spellCooldownFrame["icon" .. i]
for _,icon in pairs(button.spellCooldownFrame.icons) do
if (icon.spellId == spellID and icon.active and icon.timeLeft > sharedCD) then
skip = true
break
@ -566,6 +444,119 @@ function Cooldowns:CooldownUsed(unit, unitClass, spellId, expirationTimeInSecond
end ]]
end
---------------------
-- Detect Spec
---------------------
local function notIn(spec, list)
for _,v in ipairs(list) do
if spec == v then
return false
end
end
return true
end
function Cooldowns:DetectSpec(unit, spec)
local button = Gladdy.buttons[unit]
if (not button or not spec or button.spec) then
return
end
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 == "ROGUE" and notIn(spec, {L["Subtlety"], L["Assassination"], L["Combat"]})
or button.class == "WARLOCK" and notIn(spec, {L["Demonology"], L["Destruction"], L["Affliction"]})
or button.class == "PRIEST" and notIn(spec, {L["Shadow"], L["Discipline"], L["Holy"]})
or button.class == "MAGE" and notIn(spec, {L["Frost"], L["Fire"], L["Arcane"]})
or button.class == "DRUID" and notIn(spec, {L["Restoration"], L["Feral"], L["Balance"]})
or button.class == "HUNTER" and notIn(spec, {L["Beast Mastery"], L["Marksmanship"], L["Survival"]})
or button.class == "WARRIOR" and notIn(spec, {L["Arms"], L["Protection"], L["Fury"]}) then
return
end
if not button.spec then
button.spec = spec
Gladdy:SendMessage("UNIT_SPEC", unit, spec)
Cooldowns:UpdateCooldowns(button)
end
end
function Cooldowns:AddCooldown(spellID, value, button)
-- 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(value) == "table" and value.sharedCD ~= nil and value.sharedCD.cd == nil) then
for spellId, _ in pairs(value.sharedCD) do
for _,icon in pairs(button.spellCooldownFrame.icons) do
if (icon.spellId == spellId) then
sharedCD = true
end
end
end
end
for _,icon in pairs(button.spellCooldownFrame.icons) do
if (icon and icon.spellId == spellID) then
sharedCD = true
end
end
if (not sharedCD) then
local icon = self:CreateIcon()
icon:Show()
icon.spellId = spellID
icon.texture:SetTexture(self.spellTextures[spellID])
tinsert(button.spellCooldownFrame.icons, icon)
self:IconsSetPoint(button)
Gladdy:Debug("Cooldowns:AddCooldown", button.unit, GetSpellInfo(spellID))
end
end
function Cooldowns:UpdateCooldowns(button)
local class = button.class
local race = button.race
local spec = button.spec
if not class or not race then
return
end
if spec then
if class == "PALADIN" and notIn(spec, {L["Holy"], L["Retribution"], L["Protection"]})
or class == "SHAMAN" and notIn(spec, {L["Restoration"], L["Enhancement"], L["Elemental"]})
or class == "ROGUE" and notIn(spec, {L["Subtlety"], L["Assassination"], L["Combat"]})
or class == "WARLOCK" and notIn(spec, {L["Demonology"], L["Destruction"], L["Affliction"]})
or class == "PRIEST" and notIn(spec, {L["Shadow"], L["Discipline"], L["Holy"]})
or class == "MAGE" and notIn(spec, {L["Frost"], L["Fire"], L["Arcane"]})
or class == "DRUID" and notIn(spec, {L["Restoration"], L["Feral"], L["Balance"]})
or class == "HUNTER" and notIn(spec, {L["Beast Mastery"], L["Marksmanship"], L["Survival"]})
or class == "WARRIOR" and notIn(spec, {L["Arms"], L["Protection"], L["Fury"]}) then
return
end
end
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)) then
Cooldowns:AddCooldown(k, v, button)
end
if (type(v) == "table" and v.spec ~= nil and v.spec == spec) then
Cooldowns:AddCooldown(k, v, button)
end
end
end
for k, v in pairs(Gladdy:GetCooldownList()[button.race]) do
if Gladdy.db.cooldownCooldowns[tostring(k)] then
if (type(v) ~= "table" or (type(v) == "table" and v.spec == nil)) then
Cooldowns:AddCooldown(k, v, button)
end
if (type(v) == "table" and v.spec ~= nil and v.spec == spec) then
Cooldowns:AddCooldown(k, v, button)
end
end
end
end
---------------------
-- Options
---------------------
function Cooldowns:GetOptions()
return {
headerCooldown = {
@ -900,28 +891,6 @@ function Cooldowns:GetCooldownOptions()
return group
end
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
for spellID,_ in pairs(Gladdy:GetCooldownList()[button.class]) do
--k is spellId
Cooldowns:CooldownUsed(unit, button.class, spellID)
end
-- use race spells
for spellID,_ in pairs(Gladdy:GetCooldownList()[button.race]) do
Cooldowns:CooldownUsed(unit, button.race, spellID)
end
end
end
---------------------------
-- LAGACY HANDLER