396 lines
14 KiB
Lua
396 lines
14 KiB
Lua
local CreateFrame = CreateFrame
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local UIParent = UIParent
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local InCombatLockdown = InCombatLockdown
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local Gladdy = LibStub("Gladdy")
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local L = Gladdy.L
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Gladdy.BUTTON_DEFAULTS = {
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name = "",
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guid = "",
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raceLoc = "",
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classLoc = "",
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class = "",
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health = "",
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healthMax = 0,
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power = 0,
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powerMax = 0,
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powerType = 0,
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spec = "",
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testSpec = "",
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spells = {},
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ns = false,
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nf = false,
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pom = false,
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fd = false,
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damaged = 0,
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click = false,
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stealthed = false,
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classColors = {},
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lastState = 0,
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}
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function Gladdy:CreateFrame()
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self.frame = CreateFrame("Frame", "GladdyFrame", UIParent)
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self.frame.background = CreateFrame("Frame", nil, self.frame, BackdropTemplateMixin and "BackdropTemplate")
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self.frame.background:SetBackdrop({bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = false, tileSize = 16})
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self.frame.background:SetFrameStrata("BACKGROUND")
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self.frame.background:SetBackdropColor(self.db.backgroundColor.r, self.db.backgroundColor.g, self.db.backgroundColor.b, self.db.backgroundColor.a)
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self.frame.background:SetAllPoints(self.frame)
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--self.frame.texture = self.frame:CreateTexture(nil, "OVERLAY")
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--self.frame.texture:SetAllPoints(self.frame)
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--self.frame.texture:SetTexture("Interface\\AddOns\\Gladdy\\Images\\Border_rounded_blp")
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self.frame:SetClampedToScreen(true)
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self.frame:EnableMouse(false)
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self.frame:SetMovable(true)
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self.frame:RegisterForDrag("LeftButton")
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self.frame:SetScript("OnDragStart", function(f)
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if (not InCombatLockdown() and not self.db.locked) then
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f:StartMoving()
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end
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end)
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self.frame:SetScript("OnDragStop", function(f)
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if (not InCombatLockdown()) then
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f:StopMovingOrSizing()
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local scale = f:GetEffectiveScale()
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self.db.x = f:GetLeft() * scale
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self.db.y = (self.db.growDirection == "TOP" and f:GetBottom() or f:GetTop()) * scale
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end
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end)
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self.anchor = CreateFrame("Button", "GladdyAnchor", self.frame, BackdropTemplateMixin and "BackdropTemplate")
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self.anchor:SetHeight(20)
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self.anchor:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16 })
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self.anchor:SetBackdropColor(0, 0, 0, 1)
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self.anchor:SetClampedToScreen(true)
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self.anchor:EnableMouse(true)
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self.anchor:SetMovable(true)
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self.anchor:RegisterForDrag("LeftButton")
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self.anchor:RegisterForClicks("RightButtonUp")
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self.anchor:SetScript("OnDragStart", function()
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if (not InCombatLockdown() and not self.db.locked) then
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self.frame:StartMoving()
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end
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end)
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self.anchor:SetScript("OnDragStop", function()
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if (not InCombatLockdown()) then
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self.frame:StopMovingOrSizing()
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local scale = self.frame:GetEffectiveScale()
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self.db.x = self.frame:GetLeft() * scale
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self.db.y = (self.db.growDirection == "TOP" and self.frame:GetBottom() or self.frame:GetTop()) * scale
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end
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end)
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self.anchor:SetScript("OnClick", function()
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if (not InCombatLockdown()) then
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self:ShowOptions()
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end
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end)
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self.anchor.text = self.anchor:CreateFontString("GladdyAnchorText", "ARTWORK", "GameFontHighlightSmall")
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self.anchor.text:SetText(L["Gladdy - drag to move"])
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self.anchor.text:SetPoint("CENTER")
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self.anchor.button = CreateFrame("Button", "GladdyAnchorButton", self.anchor, "UIPanelCloseButton")
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self.anchor.button:SetWidth(20)
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self.anchor.button:SetHeight(20)
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self.anchor.button:SetPoint("RIGHT", self.anchor, "RIGHT", 2, 0)
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self.anchor.button:SetScript("OnClick", function(_, _, down)
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if (not down) then
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self.db.locked = true
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self:UpdateFrame()
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end
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end)
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if (self.db.locked) then
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self.anchor:Hide()
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end
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self.frame:Hide()
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end
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function Gladdy:UpdateFrame()
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if (InCombatLockdown()) then
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return
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end
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if (not self.frame) then
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self:CreateFrame()
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end
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local teamSize = self.curBracket or 0
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local highlightBorderSize = (self.db.highlightInset and 0 or self.db.highlightBorderSize * 2)
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local powerBarHeight = self.db.powerBarEnabled and (self.db.powerBarHeight + 1) or 0
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local leftSize = 0
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local rightSize = 0
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--Trinket + Racial
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if self.db.trinketEnabled and self.db.trinketPos == "LEFT" then
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leftSize = leftSize + self.db.trinketSize * self.db.trinketWidthFactor + self.db.padding
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if self.db.racialEnabled and self.db.racialAnchor == "trinket" and self.db.racialPos == "LEFT" then
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leftSize = leftSize + self.db.racialSize * self.db.racialWidthFactor + self.db.padding
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end
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end
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if self.db.trinketEnabled and self.db.trinketPos == "RIGHT" then
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rightSize = rightSize + self.db.trinketSize * self.db.trinketWidthFactor + self.db.padding
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if self.db.racialEnabled and self.db.racialAnchor == "trinket" and self.db.racialPos == "RIGHT" then
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rightSize = rightSize + self.db.racialSize * self.db.racialWidthFactor + self.db.padding
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end
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end
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--ClassIcon
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if self.db.classIconPos == "LEFT" then
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leftSize = leftSize + self.db.classIconSize * self.db.classIconWidthFactor + self.db.padding
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else
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rightSize = rightSize + self.db.classIconSize * self.db.classIconWidthFactor + self.db.padding
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end
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--Highlight
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if not self.db.highlightInset then
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leftSize = leftSize + self.db.highlightBorderSize
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rightSize = rightSize + self.db.highlightBorderSize
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end
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local margin = powerBarHeight
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local width = self.db.barWidth + leftSize + rightSize
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local height = (self.db.healthBarHeight + powerBarHeight) * teamSize
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+ (self.db.highlightInset and 0 or self.db.highlightBorderSize * 2 * teamSize)
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+ self.db.bottomMargin * (teamSize - 1)
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-- Highlight
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margin = margin + highlightBorderSize
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if (self.db.cooldownYPos == "TOP" or self.db.cooldownYPos == "BOTTOM") and self.db.cooldown then
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margin = margin + self.db.cooldownSize
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height = height + self.db.cooldownSize * (teamSize - 1)
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end
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if (self.db.buffsCooldownPos == "TOP" or self.db.buffsCooldownPos == "BOTTOM") and self.db.buffsEnabled then
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margin = margin + self.db.buffsIconSize
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height = height + self.db.buffsIconSize * (teamSize - 1)
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end
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if (self.db.buffsBuffsCooldownPos == "TOP" or self.db.buffsBuffsCooldownPos == "BOTTOM") and self.db.buffsEnabled then
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margin = margin + self.db.buffsBuffsIconSize
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height = height + self.db.buffsBuffsIconSize * (teamSize - 1)
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end
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if self.db.buffsCooldownPos == "TOP" and self.db.cooldownYPos == "TOP" and self.db.cooldown and self.db.buffsEnabled then
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margin = margin + 1
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height = height + (teamSize - 1)
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end
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if self.db.buffsCooldownPos == "BOTTOM" and self.db.cooldownYPos == "BOTTOM" and self.db.cooldown and self.db.buffsEnabled then
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margin = margin + 1
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height = height + (teamSize - 1)
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end
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-- GrowDirection
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if (self.db.growDirection == "LEFT" or self.db.growDirection == "RIGHT") then
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width = self.db.barWidth * teamSize + (leftSize + rightSize) * teamSize + self.db.bottomMargin * (teamSize - 1)
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height = self.db.healthBarHeight + powerBarHeight
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end
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self.frame:SetScale(self.db.frameScale)
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self:PixelPerfectScale(false)
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self.frame:SetWidth(width)
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self.frame:SetHeight(height)
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self.frame:ClearAllPoints()
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self.frame.background:SetBackdropColor(self.db.backgroundColor.r, self.db.backgroundColor.g, self.db.backgroundColor.b, self.db.backgroundColor.a)
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--self.frame:SetBackdropColor(self.db.frameColor.r, self.db.frameColor.g, self.db.frameColor.b, self.db.frameColor.a)
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self.frame:ClearAllPoints()
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if (self.db.x == 0 and self.db.y == 0) then
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self.frame:SetPoint("CENTER")
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else
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local scale = self.frame:GetEffectiveScale()
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if (self.db.growDirection == "TOP") then
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self.frame:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", self.db.x / scale, self.db.y / scale)
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else
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self.frame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", self.db.x / scale, self.db.y / scale)
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end
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end
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--Anchor
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self.anchor:SetWidth(width)
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self.anchor:ClearAllPoints()
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if (self.db.growDirection == "TOP") then
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self.anchor:SetPoint("TOPLEFT", self.frame, "BOTTOMLEFT")
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elseif self.growDirection == "BOTTOM" or self.growDirection == "RIGHT" then
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self.anchor:SetPoint("BOTTOMLEFT", self.frame, "TOPLEFT")
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else
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self.anchor:SetPoint("BOTTOMRIGHT", self.frame, "TOPRIGHT")
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end
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if (self.db.locked) then
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self.anchor:Hide()
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else
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self.anchor:Show()
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end
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for i = 1, teamSize do
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local button = self.buttons["arena" .. i]
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button:SetWidth(self.db.barWidth)
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button:SetHeight(self.db.healthBarHeight)
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button.secure:SetWidth(self.db.barWidth)
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button.secure:SetHeight(self.db.healthBarHeight + powerBarHeight)
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button:ClearAllPoints()
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button.secure:ClearAllPoints()
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if (self.db.growDirection == "TOP") then
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if (i == 1) then
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button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMLEFT", leftSize, powerBarHeight)
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button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT")
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else
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button:SetPoint("BOTTOMLEFT", self.buttons["arena" .. (i - 1)], "TOPLEFT", 0, margin + self.db.bottomMargin)
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button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT")
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end
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elseif (self.db.growDirection == "BOTTOM") then
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if (i == 1) then
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button:SetPoint("TOPLEFT", self.frame, "TOPLEFT", leftSize, 0)
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button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT")
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else
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button:SetPoint("TOPLEFT", self.buttons["arena" .. (i - 1)], "BOTTOMLEFT", 0, -margin - self.db.bottomMargin)
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button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT")
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end
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elseif (self.db.growDirection == "LEFT") then
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if (i == 1) then
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button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -rightSize, 0)
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button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT")
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else
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button:SetPoint("TOPRIGHT", self.buttons["arena" .. (i - 1)], "TOPLEFT", -rightSize - leftSize - self.db.bottomMargin, 0)
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button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT")
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end
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elseif (self.db.growDirection == "RIGHT") then
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if (i == 1) then
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button:SetPoint("TOPLEFT", self.frame, "TOPLEFT", leftSize, 0)
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button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT")
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else
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button:SetPoint("TOPLEFT", self.buttons["arena" .. (i - 1)], "TOPRIGHT", leftSize + rightSize + self.db.bottomMargin, 0)
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button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT")
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end
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end
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for _, v in self:IterModules() do
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self:Call(v, "UpdateFrame", "arena" .. i)
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end
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end
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for _, v in self:IterModules() do
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self:Call(v, "UpdateFrameOnce")
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end
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if Gladdy.db.hideBlizzard == "always" then
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Gladdy:BlizzArenaSetAlpha(0)
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elseif Gladdy.db.hideBlizzard == "arena" then
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if Gladdy.curBracket then
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Gladdy:BlizzArenaSetAlpha(0)
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else
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Gladdy:BlizzArenaSetAlpha(1)
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end
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elseif Gladdy.db.hideBlizzard == "never" then
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Gladdy:BlizzArenaSetAlpha(1)
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end
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end
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function Gladdy:HideFrame()
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if (self.frame) then
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if InCombatLockdown() then
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self.startTest = nil
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self.hideFrame = true
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else
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self.frame:Hide()
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end
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self.frame.testing = nil
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end
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end
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function Gladdy:ToggleFrame(i)
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self:Reset()
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if (self.frame and self.frame:IsShown() and i == self.curBracket) then
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self.frame.testing = nil
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self:HideFrame()
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else
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self.curBracket = i
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if (not self.frame) then
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self:CreateFrame()
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end
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self.frame.testing = true
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for o = 1, self.curBracket do
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local unit = "arena" .. o
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if (not self.buttons[unit]) then
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self:CreateButton(o)
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end
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end
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self:Reset()
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self.curBracket = i
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self:UpdateFrame()
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if InCombatLockdown() then
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Gladdy:Print("Gladdy frames show as soon as you leave combat")
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self.showFrame = true
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self.startTest = true
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else
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self:Test()
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self.frame:Show()
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end
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end
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end
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function Gladdy:CreateButton(i)
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if (not self.frame) then
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self:CreateFrame()
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end
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local button = CreateFrame("Frame", "GladdyButtonFrame" .. i, self.frame)
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button:EnableMouse(false)
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--button:SetAlpha(0)
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--button.texture = button:CreateTexture(nil, "OVERLAY")
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--button.texture:SetAllPoints(button)
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--button.texture:SetTexture("Interface\\AddOns\\Gladdy\\Images\\Border_rounded_blp")
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local secure = CreateFrame("Button", "GladdyButton" .. i, button, "SecureActionButtonTemplate, SecureHandlerEnterLeaveTemplate")
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secure:RegisterForClicks("AnyUp")
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secure:RegisterForClicks("AnyDown")
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secure:SetAttribute("target", "arena" .. i)
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secure:SetAttribute("focus", "arena" .. i)
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secure:SetAttribute("unit", "arena" .. i)
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--[[
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secure:SetAttribute("target", i == 1 and "player" or "focus")
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secure:SetAttribute("focus", i == 1 and "player" or "focus")
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secure:SetAttribute("unit", i == 1 and "player" or "focus")
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--]]
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--secure.texture = secure:CreateTexture(nil, "OVERLAY")
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--secure.texture:SetAllPoints(secure)
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--secure.texture:SetTexture("Interface\\AddOns\\Gladdy\\Images\\Border_rounded_blp")
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button.id = i
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--button.unit = i == 1 and "player" or "focus"
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button.unit = "arena" .. i
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button.secure = secure
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self:ResetButton("arena" .. i)
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self.buttons["arena" .. i] = button
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for _, v in self:IterModules() do
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self:Call(v, "CreateFrame", "arena" .. i)
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end
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self:ResetButton("arena" .. i)
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end
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function Gladdy:GetAnchor(unit, position)
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local anchor = "healthBar"
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if Gladdy.db.classIconPos == position then
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anchor = "classIcon"
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end
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if Gladdy.db.trinketPos == position then
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anchor = "trinket"
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end
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if anchor == Gladdy.db.racialAnchor and Gladdy.db.racialPos == position then
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anchor = "racial"
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end
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return Gladdy.buttons[unit][anchor]
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end |