------------------------------------------------------------------------ -- Animation Functions ------------------------------------------------------------------------ local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local _G = _G local random, next, unpack, strsub = random, next, unpack, strsub E.AnimShake = {{-9,7,-7,12}, {-5,9,-9,5}, {-5,7,-7,5}, {-9,9,-9,9}, {-5,7,-7,5}, {-9,7,-9,5}} E.AnimShakeH = {-5,5,-2,5,-2,5} function E:FlashLoopFinished(requested) if not requested then self:Play() end end function E:RandomAnimShake(index) local s = E.AnimShake[index] return random(s[1], s[2]), random(s[3], s[4]) end --TEST --[[local t = UIParent:CreateFontString(nil, 'OVERLAY', 'GameTooltipText') t:SetText(0) t:Point('CENTER') t:FontTemplate(nil, 20) E:SetUpAnimGroup(t, 'Number', 10, 5) local b = CreateFrame('BUTTON', nil, UIParent) b:Point('CENTER', 0, -100) b:SetTemplate() b:Size(40,30) b:EnableMouse(true) b:SetScript('OnClick', function() if t:GetText() == 10 then t.NumberAnim:SetChange(0) t.NumberAnimGroup:Play() else t.NumberAnim:SetChange(10) t.NumberAnimGroup:Play() end end)]] function E:SetUpAnimGroup(obj, Type, ...) if not Type then Type = 'Flash' end if strsub(Type, 1, 5) == 'Flash' then obj.anim = obj:CreateAnimationGroup('Flash') obj.anim.fadein = obj.anim:CreateAnimation('ALPHA', 'FadeIn') obj.anim.fadein:SetFromAlpha(0) obj.anim.fadein:SetToAlpha(1) obj.anim.fadein:SetOrder(2) obj.anim.fadeout = obj.anim:CreateAnimation('ALPHA', 'FadeOut') obj.anim.fadeout:SetFromAlpha(1) obj.anim.fadeout:SetToAlpha(0) obj.anim.fadeout:SetOrder(1) if Type == 'FlashLoop' then obj.anim:SetScript('OnFinished', E.FlashLoopFinished) end elseif strsub(Type, 1, 5) == 'Shake' then local shake = obj:CreateAnimationGroup(Type) shake:SetLooping('REPEAT') shake.path = shake:CreateAnimation('Path') if Type == 'Shake' then shake.path:SetDuration(0.7) obj.shake = shake elseif Type == 'ShakeH' then shake.path:SetDuration(2) obj.shakeh = shake end for i = 1, 6 do shake.path[i] = shake.path:CreateControlPoint() shake.path[i]:SetOrder(i) if Type == 'Shake' then shake.path[i]:SetOffset(E:RandomAnimShake(i)) else shake.path[i]:SetOffset(E.AnimShakeH[i], 0) end end elseif Type == 'Elastic' then local width, height, duration, loop = ... obj.elastic = _G.CreateAnimationGroup(obj) for i = 1, 4 do local anim = obj.elastic:CreateAnimation(i < 3 and 'width' or 'height') anim:SetChange((i==1 and width*0.45) or (i==2 and width) or (i==3 and height*0.45) or height) anim:SetEasing('inout-elastic') anim:SetDuration(duration) obj.elastic[i] = anim end obj.elastic[1]:SetScript('OnFinished', function(anim) anim:Stop() obj.elastic[2]:Play() end) obj.elastic[3]:SetScript('OnFinished', function(anim) anim:Stop() obj.elastic[4]:Play() end) obj.elastic[2]:SetScript('OnFinished', function(anim) anim:Stop() if loop then obj.elastic[1]:Play() end end) obj.elastic[4]:SetScript('OnFinished', function(anim) anim:Stop() if loop then obj.elastic[3]:Play() end end) elseif Type == 'Number' then local endingNumber, duration = ... obj.NumberAnimGroup = _G.CreateAnimationGroup(obj) obj.NumberAnim = obj.NumberAnimGroup:CreateAnimation('number') obj.NumberAnim:SetChange(endingNumber) obj.NumberAnim:SetEasing('in-circular') obj.NumberAnim:SetDuration(duration) else local x, y, duration, customName = ... if not customName then customName = 'anim' end local anim = obj:CreateAnimationGroup('Move_In') obj[customName] = anim anim.in1 = anim:CreateAnimation('Translation') anim.in1:SetDuration(0) anim.in1:SetOrder(1) anim.in1:SetOffset(x, y) anim.in2 = anim:CreateAnimation('Translation') anim.in2:SetDuration(duration) anim.in2:SetOrder(2) anim.in2:SetSmoothing('OUT') anim.in2:SetOffset(-x, -y) anim.out1 = obj:CreateAnimationGroup('Move_Out') anim.out1:SetScript('OnFinished', function() obj:Hide() end) anim.out2 = anim.out1:CreateAnimation('Translation') anim.out2:SetDuration(duration) anim.out2:SetOrder(1) anim.out2:SetSmoothing('IN') anim.out2:SetOffset(x, y) end end function E:Elasticize(obj, width, height) if not obj.elastic then if not width then width = obj:GetWidth() end if not height then height = obj:GetHeight() end E:SetUpAnimGroup(obj, 'Elastic', width, height, 2, false) end obj.elastic[1]:Play() obj.elastic[3]:Play() end function E:StopElasticize(obj) if obj.elastic then obj.elastic[1]:Stop(true) obj.elastic[3]:Stop(true) end end function E:Shake(obj) if not obj.shake then E:SetUpAnimGroup(obj, 'Shake') end obj.shake:Play() end function E:StopShake(obj) if obj.shake then obj.shake:Finish() end end function E:ShakeHorizontal(obj) if not obj.shakeh then E:SetUpAnimGroup(obj, 'ShakeH') end obj.shakeh:Play() end function E:StopShakeHorizontal(obj) if obj.shakeh then obj.shakeh:Finish() end end function E:Flash(obj, duration, loop) if not obj.anim then E:SetUpAnimGroup(obj, loop and 'FlashLoop' or 'Flash') end if not obj.anim:IsPlaying() then obj.anim.fadein:SetDuration(duration) obj.anim.fadeout:SetDuration(duration) obj.anim:Play() end end function E:StopFlash(obj) if obj.anim and obj.anim:IsPlaying() then obj.anim:Stop() end end function E:SlideIn(obj, customName) if not customName then customName = 'anim' end if not obj[customName] then return end obj[customName].out1:Stop() obj[customName]:Play() obj:Show() end function E:SlideOut(obj, customName) if not customName then customName = 'anim' end if not obj[customName] then return end obj[customName]:Finish() obj[customName]:Stop() obj[customName].out1:Play() end local FADEFRAMES, FADEMANAGER = {}, CreateFrame('FRAME') FADEMANAGER.delay = 0.025 function E:UIFrameFade_OnUpdate(elapsed) FADEMANAGER.timer = (FADEMANAGER.timer or 0) + elapsed if FADEMANAGER.timer > FADEMANAGER.delay then FADEMANAGER.timer = 0 for frame, info in next, FADEFRAMES do -- Reset the timer if there isn't one, this is just an internal counter if frame:IsVisible() then info.fadeTimer = (info.fadeTimer or 0) + (elapsed + FADEMANAGER.delay) else info.fadeTimer = info.timeToFade + 1 end -- If the fadeTimer is less then the desired fade time then set the alpha otherwise hold the fade state, call the finished function, or just finish the fade if info.fadeTimer < info.timeToFade then if info.mode == 'IN' then frame:SetAlpha((info.fadeTimer / info.timeToFade) * info.diffAlpha + info.startAlpha) else frame:SetAlpha(((info.timeToFade - info.fadeTimer) / info.timeToFade) * info.diffAlpha + info.endAlpha) end else frame:SetAlpha(info.endAlpha) -- If there is a fadeHoldTime then wait until its passed to continue on if info.fadeHoldTime and info.fadeHoldTime > 0 then info.fadeHoldTime = info.fadeHoldTime - elapsed else -- Complete the fade and call the finished function if there is one E:UIFrameFadeRemoveFrame(frame) if info.finishedFunc then if info.finishedArgs then info.finishedFunc(unpack(info.finishedArgs)) else -- optional method info.finishedFunc(info.finishedArg1, info.finishedArg2, info.finishedArg3, info.finishedArg4, info.finishedArg5) end if not info.finishedFuncKeep then info.finishedFunc = nil end end end end end if not next(FADEFRAMES) then FADEMANAGER:SetScript('OnUpdate', nil) end end end -- Generic fade function function E:UIFrameFade(frame, info) if not frame or frame:IsForbidden() then return end frame.fadeInfo = info if not info.mode then info.mode = 'IN' end if info.mode == 'IN' then if not info.startAlpha then info.startAlpha = 0 end if not info.endAlpha then info.endAlpha = 1 end if not info.diffAlpha then info.diffAlpha = info.endAlpha - info.startAlpha end else if not info.startAlpha then info.startAlpha = 1 end if not info.endAlpha then info.endAlpha = 0 end if not info.diffAlpha then info.diffAlpha = info.startAlpha - info.endAlpha end end frame:SetAlpha(info.startAlpha) if not frame:IsProtected() then frame:Show() end if not FADEFRAMES[frame] then FADEFRAMES[frame] = info -- read below comment FADEMANAGER:SetScript('OnUpdate', E.UIFrameFade_OnUpdate) else FADEFRAMES[frame] = info -- keep these both, we need this updated in the event its changed to another ref from a plugin or sth, don't move it up! end end -- Convenience function to do a simple fade in function E:UIFrameFadeIn(frame, timeToFade, startAlpha, endAlpha) if not frame or frame:IsForbidden() then return end if frame.FadeObject then frame.FadeObject.fadeTimer = nil else frame.FadeObject = {} end frame.FadeObject.mode = 'IN' frame.FadeObject.timeToFade = timeToFade frame.FadeObject.startAlpha = startAlpha frame.FadeObject.endAlpha = endAlpha frame.FadeObject.diffAlpha = endAlpha - startAlpha E:UIFrameFade(frame, frame.FadeObject) end -- Convenience function to do a simple fade out function E:UIFrameFadeOut(frame, timeToFade, startAlpha, endAlpha) if not frame or frame:IsForbidden() then return end if frame.FadeObject then frame.FadeObject.fadeTimer = nil else frame.FadeObject = {} end frame.FadeObject.mode = 'OUT' frame.FadeObject.timeToFade = timeToFade frame.FadeObject.startAlpha = startAlpha frame.FadeObject.endAlpha = endAlpha frame.FadeObject.diffAlpha = startAlpha - endAlpha E:UIFrameFade(frame, frame.FadeObject) end function E:UIFrameFadeRemoveFrame(frame) if frame and FADEFRAMES[frame] then if frame.FadeObject then frame.FadeObject.fadeTimer = nil end FADEFRAMES[frame] = nil end end