888 lines
36 KiB
Lua
888 lines
36 KiB
Lua
local type, pairs, ceil, tonumber, mod, tostring, upper, select = type, pairs, ceil, tonumber, mod, tostring, string.upper, select
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local GetTime = GetTime
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local CreateFrame = CreateFrame
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local RACE_ICON_TCOORDS = {
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["HUMAN_MALE"] = {0, 0.125, 0, 0.25},
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["DWARF_MALE"] = {0.125, 0.25, 0, 0.25},
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["GNOME_MALE"] = {0.25, 0.375, 0, 0.25},
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["NIGHTELF_MALE"] = {0.375, 0.5, 0, 0.25},
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["TAUREN_MALE"] = {0, 0.125, 0.25, 0.5},
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["SCOURGE_MALE"] = {0.125, 0.25, 0.25, 0.5},
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["TROLL_MALE"] = {0.25, 0.375, 0.25, 0.5},
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["ORC_MALE"] = {0.375, 0.5, 0.25, 0.5},
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["HUMAN_FEMALE"] = {0, 0.125, 0.5, 0.75},
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["DWARF_FEMALE"] = {0.125, 0.25, 0.5, 0.75},
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["GNOME_FEMALE"] = {0.25, 0.375, 0.5, 0.75},
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["NIGHTELF_FEMALE"] = {0.375, 0.5, 0.5, 0.75},
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["TAUREN_FEMALE"] = {0, 0.125, 0.75, 1.0},
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["SCOURGE_FEMALE"] = {0.125, 0.25, 0.75, 1.0},
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["TROLL_FEMALE"] = {0.25, 0.375, 0.75, 1.0},
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["ORC_FEMALE"] = {0.375, 0.5, 0.75, 1.0},
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["BLOODELF_MALE"] = {0.5, 0.625, 0.25, 0.5},
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["BLOODELF_FEMALE"] = {0.5, 0.625, 0.75, 1.0},
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["DRAENEI_MALE"] = {0.5, 0.625, 0, 0.25},
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["DRAENEI_FEMALE"] = {0.5, 0.625, 0.5, 0.75},
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}
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local GetSpellInfo = GetSpellInfo
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local Gladdy = LibStub("Gladdy")
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local L = Gladdy.L
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local function getDefaultCooldown()
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local cooldowns = {}
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for class, t in pairs(Gladdy:GetCooldownList()) do
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for spellId, v in pairs(t) do
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local spellName, _, texture = GetSpellInfo(spellId)
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if spellName then
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cooldowns[tostring(spellId)] = true
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else
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Gladdy:Print("spellid does not exist " .. spellId)
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end
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end
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end
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return cooldowns
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end
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local Cooldowns = Gladdy:NewModule("Cooldowns", nil, {
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cooldownFont = "DorisPP",
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cooldownFontScale = 1,
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cooldownFontColor = { r = 1, g = 1, b = 0, a = 1 },
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cooldown = true,
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cooldownYPos = "TOP",
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cooldownXPos = "LEFT",
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cooldownYOffset = 0,
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cooldownXOffset = 0,
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cooldownSize = 30,
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cooldownWidthFactor = 1,
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cooldownIconPadding = 1,
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cooldownMaxIconsPerLine = 10,
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cooldownBorderStyle = "Interface\\AddOns\\Gladdy\\Images\\Border_Gloss",
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cooldownBorderColor = { r = 1, g = 1, b = 1, a = 1 },
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cooldownDisableCircle = false,
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cooldownCooldownAlpha = 1,
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cooldownCooldowns = getDefaultCooldown()
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})
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function Cooldowns:Initialize()
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self.cooldownSpellIds = {}
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self.spellTextures = {}
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for class, t in pairs(Gladdy:GetCooldownList()) do
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for k, v in pairs(t) do
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local spellName, _, texture = GetSpellInfo(k)
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if spellName then
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self.cooldownSpellIds[spellName] = k
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self.spellTextures[k] = texture
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else
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Gladdy:Print("spellid does not exist " .. k)
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end
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end
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end
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self:RegisterMessage("ENEMY_SPOTTED")
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self:RegisterMessage("SPEC_DETECTED")
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self:RegisterMessage("UNIT_DEATH")
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self:RegisterMessage("UNIT_DESTROYED")
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end
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function Cooldowns:CreateFrame(unit)
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local button = Gladdy.buttons[unit]
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-- Cooldown frame
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local spellCooldownFrame = CreateFrame("Frame", nil, button)
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spellCooldownFrame:EnableMouse(false)
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for x = 1, 14 do
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local icon = CreateFrame("Frame", nil, spellCooldownFrame)
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icon:EnableMouse(false)
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icon:SetFrameLevel(3)
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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)
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icon.cooldown = CreateFrame("Cooldown", nil, icon, "CooldownFrameTemplate")
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icon.cooldown.noCooldownCount = true
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icon.cooldown:SetFrameLevel(4)
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icon.cooldown:SetReverse(false)
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icon.cooldown:SetHideCountdownNumbers(true)
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icon.cooldownFrame = CreateFrame("Frame", nil, icon)
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icon.cooldownFrame:ClearAllPoints()
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icon.cooldownFrame:SetAllPoints(icon)
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icon.cooldownFrame:SetFrameLevel(5)
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icon.border = icon.cooldownFrame:CreateTexture(nil, "OVERLAY")
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icon.border:SetAllPoints(icon)
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icon.border:SetTexture(Gladdy.db.cooldownBorderStyle)
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icon.border:SetVertexColor(Gladdy.db.cooldownBorderColor.r, Gladdy.db.cooldownBorderColor.g, Gladdy.db.cooldownBorderColor.b, Gladdy.db.cooldownBorderColor.a)
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icon.cooldownFont = icon.cooldownFrame:CreateFontString(nil, "OVERLAY")
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icon.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 2 * Gladdy.db.cooldownFontScale, "OUTLINE")
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icon.cooldownFont:SetTextColor(Gladdy.db.cooldownFontColor.r, Gladdy.db.cooldownFontColor.g, Gladdy.db.cooldownFontColor.b, Gladdy.db.cooldownFontColor.a)
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icon.cooldownFont:SetAllPoints(icon)
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spellCooldownFrame["icon" .. x] = icon
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end
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button.spellCooldownFrame = spellCooldownFrame
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end
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function Cooldowns:UpdateFrame(unit)
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local button = Gladdy.buttons[unit]
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-- Cooldown frame
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if (Gladdy.db.cooldown) then
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button.spellCooldownFrame:ClearAllPoints()
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local powerBarHeight = Gladdy.db.powerBarEnabled and (Gladdy.db.powerBarHeight + 1) or 0
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local horizontalMargin = (Gladdy.db.highlightInset and 0 or Gladdy.db.highlightBorderSize)
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if Gladdy.db.cooldownYPos == "TOP" then
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if Gladdy.db.cooldownXPos == "RIGHT" then
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button.spellCooldownFrame:SetPoint("BOTTOMRIGHT", button.healthBar, "TOPRIGHT", Gladdy.db.cooldownXOffset, horizontalMargin + Gladdy.db.cooldownYOffset)
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else
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button.spellCooldownFrame:SetPoint("BOTTOMLEFT", button.healthBar, "TOPLEFT", Gladdy.db.cooldownXOffset, horizontalMargin + Gladdy.db.cooldownYOffset)
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end
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elseif Gladdy.db.cooldownYPos == "BOTTOM" then
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if Gladdy.db.cooldownXPos == "RIGHT" then
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button.spellCooldownFrame:SetPoint("TOPRIGHT", button.healthBar, "BOTTOMRIGHT", Gladdy.db.cooldownXOffset, -horizontalMargin + Gladdy.db.cooldownYOffset - powerBarHeight)
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else
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button.spellCooldownFrame:SetPoint("TOPLEFT", button.healthBar, "BOTTOMLEFT", Gladdy.db.cooldownXOffset, -horizontalMargin + Gladdy.db.cooldownYOffset - powerBarHeight)
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end
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elseif Gladdy.db.cooldownYPos == "LEFT" then
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local anchor = Gladdy:GetAnchor(unit, "LEFT")
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if anchor == Gladdy.buttons[unit].healthBar then
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button.spellCooldownFrame:SetPoint("RIGHT", anchor, "LEFT", -(horizontalMargin + Gladdy.db.padding) + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset)
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else
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button.spellCooldownFrame:SetPoint("RIGHT", anchor, "LEFT", -Gladdy.db.padding + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset)
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end
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elseif Gladdy.db.cooldownYPos == "RIGHT" then
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local anchor = Gladdy:GetAnchor(unit, "RIGHT")
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if anchor == Gladdy.buttons[unit].healthBar then
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button.spellCooldownFrame:SetPoint("LEFT", anchor, "RIGHT", horizontalMargin + Gladdy.db.padding + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset)
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else
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button.spellCooldownFrame:SetPoint("LEFT", anchor, "RIGHT", Gladdy.db.padding + Gladdy.db.cooldownXOffset, Gladdy.db.cooldownYOffset)
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end
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end
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button.spellCooldownFrame:SetHeight(Gladdy.db.cooldownSize)
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button.spellCooldownFrame:SetWidth(1)
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button.spellCooldownFrame:Show()
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-- Update each cooldown icon
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local o = 1
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for j = 1, 14 do
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local icon = button.spellCooldownFrame["icon" .. j]
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icon:SetHeight(Gladdy.db.cooldownSize)
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icon:SetWidth(Gladdy.db.cooldownSize * Gladdy.db.cooldownWidthFactor)
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icon.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 2 * Gladdy.db.cooldownFontScale, "OUTLINE")
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icon.cooldownFont:SetTextColor(Gladdy.db.cooldownFontColor.r, Gladdy.db.cooldownFontColor.g, Gladdy.db.cooldownFontColor.b, Gladdy.db.cooldownFontColor.a)
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icon:ClearAllPoints()
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if (Gladdy.db.cooldownXPos == "RIGHT") then
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if (j == 1) then
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icon:SetPoint("RIGHT", button.spellCooldownFrame, "RIGHT", 0, 0)
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elseif (mod(j-1,Gladdy.db.cooldownMaxIconsPerLine) == 0) then
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if (Gladdy.db.cooldownYPos == "BOTTOM" or Gladdy.db.cooldownYPos == "LEFT" or Gladdy.db.cooldownYPos == "RIGHT") then
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icon:SetPoint("TOP", button.spellCooldownFrame["icon" .. o], "BOTTOM", 0, -Gladdy.db.cooldownIconPadding)
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else
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icon:SetPoint("BOTTOM", button.spellCooldownFrame["icon" .. o], "TOP", 0, Gladdy.db.cooldownIconPadding)
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end
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o = o + tonumber(Gladdy.db.cooldownMaxIconsPerLine)
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else
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icon:SetPoint("RIGHT", button.spellCooldownFrame["icon" .. j - 1], "LEFT", -Gladdy.db.cooldownIconPadding, 0)
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end
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end
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if (Gladdy.db.cooldownXPos == "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.cooldownYPos == "BOTTOM" or Gladdy.db.cooldownYPos == "LEFT" or Gladdy.db.cooldownYPos == "RIGHT") then
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icon:SetPoint("TOP", button.spellCooldownFrame["icon" .. o], "BOTTOM", 0, -Gladdy.db.cooldownIconPadding)
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else
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icon:SetPoint("BOTTOM", button.spellCooldownFrame["icon" .. o], "TOP", 0, Gladdy.db.cooldownIconPadding)
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end
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o = o + tonumber(Gladdy.db.cooldownMaxIconsPerLine)
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else
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icon:SetPoint("LEFT", button.spellCooldownFrame["icon" .. j - 1], "RIGHT", Gladdy.db.cooldownIconPadding, 0)
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end
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end
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if (icon.active) then
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icon.active = false
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icon.cooldown:SetCooldown(GetTime(), 0)
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icon.cooldownFont:SetText("")
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icon:SetScript("OnUpdate", nil)
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end
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icon.spellId = nil
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icon:SetAlpha(1)
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icon.texture:SetTexture("Interface\\Icons\\Spell_Holy_PainSupression")
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icon.cooldown:SetWidth(icon:GetWidth() - icon:GetWidth()/16)
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icon.cooldown:SetHeight(icon:GetHeight() - icon:GetHeight()/16)
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icon.cooldown:ClearAllPoints()
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icon.cooldown:SetPoint("CENTER", icon, "CENTER")
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icon.cooldown:SetAlpha(Gladdy.db.cooldownCooldownAlpha)
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icon.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), (icon:GetWidth()/2 - 1) * Gladdy.db.cooldownFontScale, "OUTLINE")
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icon.cooldownFont:SetTextColor(Gladdy.db.cooldownFontColor.r, Gladdy.db.cooldownFontColor.g, Gladdy.db.cooldownFontColor.b, Gladdy.db.cooldownFontColor.a)
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icon.border:SetTexture(Gladdy.db.cooldownBorderStyle)
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icon.border:SetVertexColor(Gladdy.db.cooldownBorderColor.r, Gladdy.db.cooldownBorderColor.g, Gladdy.db.cooldownBorderColor.b, Gladdy.db.cooldownBorderColor.a)
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icon:Hide()
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end
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button.spellCooldownFrame:Show()
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else
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button.spellCooldownFrame:Hide()
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end
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if (Gladdy.frame.testing) then
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self:Test(unit)
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end
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end
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function Cooldowns:Test(unit)
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local button = Gladdy.buttons[unit]
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if Gladdy.db.cooldown then
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button.spellCooldownFrame:Show()
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button.lastCooldownSpell = 1
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self:UpdateTestCooldowns(unit)
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else
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button.spellCooldownFrame:Hide()
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button.lastCooldownSpell = 1
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self:UpdateTestCooldowns(unit)
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end
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end
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function Cooldowns:UpdateTestCooldowns(unit)
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local button = Gladdy.buttons[unit]
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if (button.testSpec and button.testSpec == Gladdy.testData[unit].testSpec) then
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button.lastCooldownSpell = 1
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self:UpdateCooldowns(button)
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button.spec = nil
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self:DetectSpec(unit, button.testSpec)
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button.test = true
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-- use class spells
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for k, v in pairs(Gladdy:GetCooldownList()[button.class]) do
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--k is spellId
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self:CooldownUsed(unit, button.class, k, nil)
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end
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-- use race spells
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for k, v in pairs(Gladdy:GetCooldownList()[button.race]) do
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self:CooldownUsed(unit, button.race, k, nil)
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end
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end
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end
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function Cooldowns:ENEMY_SPOTTED(unit)
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self:UpdateCooldowns(Gladdy.buttons[unit])
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end
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function Cooldowns:SPEC_DETECTED(unit, spec)
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self:DetectSpec(unit, spec)
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end
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function Cooldowns:CooldownStart(button, spellId, duration)
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-- starts timer frame
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if not duration or duration == nil or type(duration) ~= "number" then
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return
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end
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for i = 1, button.lastCooldownSpell + 1 do
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if (button.spellCooldownFrame["icon" .. i].spellId == spellId) then
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local frame = button.spellCooldownFrame["icon" .. i]
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frame.active = true
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frame.timeLeft = duration
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if (not Gladdy.db.cooldownDisableCircle) then frame.cooldown:SetCooldown(GetTime(), duration) end
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frame:SetScript("OnUpdate", function(self, elapsed)
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self.timeLeft = self.timeLeft - elapsed
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local timeLeft = ceil(self.timeLeft)
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if timeLeft >= 540 then
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self.cooldownFont:SetText(ceil(timeLeft / 60) .. "m")
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self.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.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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-- more than 1 minute
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self.cooldownFont:SetText(ceil(timeLeft / 60) .. "m")
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self.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.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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-- between 60s and 21s (green)
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self.cooldownFont:SetFont(Gladdy.LSM:Fetch("font", Gladdy.db.cooldownFont), Gladdy.db.cooldownSize / 2.15 * Gladdy.db.cooldownFontScale, "OUTLINE")
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self.cooldownFont:SetText(timeLeft)
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else
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self.cooldownFont:SetText("")
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end
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if (self.timeLeft <= 0) then
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Cooldowns:CooldownReady(button, spellId, frame)
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end
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if (self.timeLeft <= 0) then
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Cooldowns:CooldownReady(button, spellId, frame)
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end
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end)
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end
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end
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end
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function Cooldowns:CooldownReady(button, spellId, frame)
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if (frame == false) then
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for i = 1, button.lastCooldownSpell do
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frame = button.spellCooldownFrame["icon" .. i]
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if (frame.spellId == spellId) then
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frame.active = false
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frame.cooldown:Hide()
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frame.cooldownFont:SetText("")
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frame:SetScript("OnUpdate", nil)
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end
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end
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else
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frame.active = false
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frame.cooldown:Hide()
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frame.cooldownFont:SetText("")
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frame:SetScript("OnUpdate", nil)
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end
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end
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function Cooldowns:DetectSpec(unit, spec)
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local button = Gladdy.buttons[unit]
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if (not button or not spec or button.spec) then
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return
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end
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button.spec = spec
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if not button.test then
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Gladdy:SendMessage("UNIT_SPEC", unit, spec)
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end
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-- update cooldown tracker
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--[[
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All of this could possibly be handled in a "once they're used, they show up"-manner
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but I PERSONALLY prefer it this way. It also meant less work and makes spec-specific cooldowns easier
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]]
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if (Gladdy.db.cooldown) then
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local class = Gladdy.buttons[unit].class
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local race = Gladdy.buttons[unit].race
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for k, v in pairs(Gladdy:GetCooldownList()[class]) do
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if Gladdy.db.cooldownCooldowns[tostring(k)] then
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--if (self.db.cooldownList[k] ~= false and self.db.cooldownList[class] ~= false) then
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if (type(v) == "table" and ((v.spec ~= nil and v.spec == spec) or (v.notSpec ~= nil and v.notSpec ~= spec))) then
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local sharedCD = false
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if (type(v) == "table" and v.sharedCD ~= nil and v.sharedCD.cd == nil) then
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for spellId, _ in pairs(v.sharedCD) do
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for i = 1, button.lastCooldownSpell do
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local icon = button.spellCooldownFrame["icon" .. i]
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if (icon.spellId == spellId) then
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sharedCD = true
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end
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end
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end
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end
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if sharedCD then
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return
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end
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local icon = button.spellCooldownFrame["icon" .. button.lastCooldownSpell]
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icon:Show()
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icon.texture:SetTexture(self.spellTextures[k])
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icon.spellId = k
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button.spellCooldownFrame["icon" .. button.lastCooldownSpell] = icon
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button.lastCooldownSpell = button.lastCooldownSpell + 1
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end
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end
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end
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--end
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end
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----------------------
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--- RACE FUNCTIONALITY
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----------------------
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local race = Gladdy.buttons[unit].race
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if Gladdy:GetCooldownList()[race] then
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|
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, spellName)
|
|
local button = Gladdy.buttons[unit]
|
|
if not button then
|
|
return
|
|
end
|
|
-- if (self.db.cooldownList[spellId] == false) then return end
|
|
|
|
local cooldown = Gladdy:GetCooldownList()[unitClass][spellId]
|
|
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
|
|
for k, v in pairs(cooldown.resetCD) do
|
|
self:CooldownReady(button, k, false)
|
|
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
|
|
|
|
for k, v in pairs(cooldown.sharedCD) do
|
|
if (k ~= "cd") then
|
|
self:CooldownStart(button, k, sharedCD)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
if (Gladdy.db.cooldown) then
|
|
-- start cooldown
|
|
self:CooldownStart(button, spellId, cd)
|
|
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
|
|
|
|
local function option(params)
|
|
local defaults = {
|
|
get = function(info)
|
|
local key = info.arg or info[#info]
|
|
return Gladdy.dbi.profile[key]
|
|
end,
|
|
set = function(info, value)
|
|
local key = info.arg or info[#info]
|
|
Gladdy.dbi.profile[key] = value
|
|
if Gladdy.db.cooldownYPos == "LEFT" then
|
|
Gladdy.db.cooldownXPos = "RIGHT"
|
|
elseif Gladdy.db.cooldownYPos == "RIGHT" then
|
|
Gladdy.db.cooldownXPos = "LEFT"
|
|
end
|
|
Gladdy:UpdateFrame()
|
|
end,
|
|
}
|
|
|
|
for k, v in pairs(params) do
|
|
defaults[k] = v
|
|
end
|
|
|
|
return defaults
|
|
end
|
|
|
|
function Cooldowns:GetOptions()
|
|
return {
|
|
headerCooldown = {
|
|
type = "header",
|
|
name = L["Cooldown"],
|
|
order = 2,
|
|
},
|
|
cooldown = Gladdy:option({
|
|
type = "toggle",
|
|
name = L["Enabled"],
|
|
desc = L["Enabled cooldown module"],
|
|
order = 2,
|
|
}),
|
|
group = {
|
|
type = "group",
|
|
childGroups = "tree",
|
|
name = L["Frame"],
|
|
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,
|
|
max = 50,
|
|
width = "full",
|
|
}),
|
|
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,
|
|
width = "full",
|
|
}),
|
|
cooldownIconPadding = Gladdy:option({
|
|
type = "range",
|
|
name = L["Icon Padding"],
|
|
desc = L["Space between Icons"],
|
|
order = 6,
|
|
min = 0,
|
|
max = 10,
|
|
step = 0.1,
|
|
width = "full",
|
|
}),
|
|
cooldownMaxIconsPerLine = Gladdy:option({
|
|
type = "range",
|
|
name = L["Max Icons per row"],
|
|
order = 7,
|
|
min = 3,
|
|
max = 14,
|
|
step = 1,
|
|
width = "full",
|
|
}),
|
|
},
|
|
},
|
|
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,
|
|
width = "full",
|
|
}),
|
|
cooldownCooldownAlpha = Gladdy:option({
|
|
type = "range",
|
|
name = L["Cooldown circle alpha"],
|
|
min = 0,
|
|
max = 1,
|
|
step = 0.1,
|
|
order = 9,
|
|
width = "full",
|
|
}),
|
|
},
|
|
},
|
|
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,
|
|
width = "full",
|
|
}),
|
|
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 = 4,
|
|
args = {
|
|
header = {
|
|
type = "header",
|
|
name = L["Position"],
|
|
order = 2,
|
|
},
|
|
cooldownYPos = option({
|
|
type = "select",
|
|
name = L["Anchor"],
|
|
desc = L["Anchor of the cooldown icons"],
|
|
order = 3,
|
|
values = {
|
|
["TOP"] = L["Top"],
|
|
["BOTTOM"] = L["Bottom"],
|
|
["LEFT"] = L["Left"],
|
|
["RIGHT"] = L["Right"],
|
|
},
|
|
}),
|
|
cooldownXPos = Gladdy:option({
|
|
type = "select",
|
|
name = L["Grow Direction"],
|
|
desc = L["Grow Direction of the cooldown icons"],
|
|
order = 4,
|
|
values = {
|
|
["LEFT"] = L["Right"],
|
|
["RIGHT"] = L["Left"],
|
|
},
|
|
}),
|
|
headerOffset = {
|
|
type = "header",
|
|
name = L["Offset"],
|
|
order = 5,
|
|
},
|
|
cooldownXOffset = Gladdy:option({
|
|
type = "range",
|
|
name = L["Horizontal offset"],
|
|
order = 6,
|
|
min = -400,
|
|
max = 400,
|
|
step = 0.1,
|
|
width = "full",
|
|
}),
|
|
cooldownYOffset = Gladdy:option({
|
|
type = "range",
|
|
name = L["Vertical offset"],
|
|
order = 7,
|
|
min = -400,
|
|
max = 400,
|
|
step = 0.1,
|
|
width = "full",
|
|
}),
|
|
},
|
|
},
|
|
border = {
|
|
type = "group",
|
|
name = L["Border"],
|
|
order = 5,
|
|
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,
|
|
}),
|
|
},
|
|
},
|
|
},
|
|
},
|
|
cooldowns = {
|
|
type = "group",
|
|
childGroups = "tree",
|
|
name = L["Cooldowns"],
|
|
order = 4,
|
|
args = Cooldowns:GetCooldownOptions(),
|
|
},
|
|
}
|
|
end
|
|
|
|
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)),
|
|
get = function(info)
|
|
return Gladdy.db.cooldownCooldowns[tostring(spellId)]
|
|
end,
|
|
set = function(info, value)
|
|
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)),
|
|
get = function(info)
|
|
return Gladdy.db.cooldownCooldowns[tostring(spellId)]
|
|
end,
|
|
set = function(info, value)
|
|
Gladdy.db.cooldownCooldowns[tostring(spellId)] = value
|
|
Gladdy:UpdateFrame()
|
|
end
|
|
}
|
|
o = o + 1
|
|
end
|
|
end
|
|
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 k, v in pairs(Gladdy:GetCooldownList()[button.class]) do
|
|
--k is spellId
|
|
Cooldowns:CooldownUsed(unit, button.class, k, nil)
|
|
end
|
|
-- use race spells
|
|
for k, v in pairs(Gladdy:GetCooldownList()[button.race]) do
|
|
Cooldowns:CooldownUsed(unit, button.race, k, nil)
|
|
end
|
|
end
|
|
end |