ElvUI/Libraries/oUF/elements/additionalpower.lua
2020-11-13 14:27:50 -05:00

316 lines
9.6 KiB
Lua

--[[
# Element: Additional Power Bar
Handles the visibility and updating of a status bar that displays the player's additional power, such as Mana for
Balance druids.
## Widget
AdditionalPower - A `StatusBar` that is used to display the player's additional power.
## Sub-Widgets
.bg - A `Texture` used as a background. Inherits the widget's color.
## Notes
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
## Options
.frequentUpdates - Indicates whether to use UNIT_POWER_FREQUENT instead UNIT_POWER_UPDATE to update the bar (boolean)
.displayPairs - Use to override display pairs. (table)
.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
The following options are listed by priority. The first check that returns true decides the color of the bar.
.colorPower - Use `self.colors.power[token]` to color the bar based on the player's additional power type
(boolean)
.colorClass - Use `self.colors.class[class]` to color the bar based on unit class. `class` is defined by the
second return of [UnitClass](http://wowprogramming.com/docs/api/UnitClass.html) (boolean)
.colorSmooth - Use `self.colors.smooth` to color the bar with a smooth gradient based on the player's current
additional power percentage (boolean)
## Sub-Widget Options
.multiplier - Used to tint the background based on the widget's R, G and B values. Defaults to 1 (number)[0-1]
## Examples
-- Position and size
local AdditionalPower = CreateFrame('StatusBar', nil, self)
AdditionalPower:SetSize(20, 20)
AdditionalPower:SetPoint('TOP')
AdditionalPower:SetPoint('LEFT')
AdditionalPower:SetPoint('RIGHT')
-- Add a background
local Background = AdditionalPower:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(AdditionalPower)
Background:SetTexture(1, 1, 1, .5)
-- Register it with oUF
AdditionalPower.bg = Background
self.AdditionalPower = AdditionalPower
--]]
local _, ns = ...
local oUF = ns.oUF
local _, playerClass = UnitClass('player')
-- ElvUI block
local unpack = unpack
local CopyTable = CopyTable
local UnitIsUnit = UnitIsUnit
local UnitPlayerControlled = UnitPlayerControlled
local UnitIsTapDenied = UnitIsTapDenied
local UnitThreatSituation = UnitThreatSituation
local UnitIsPlayer = UnitIsPlayer
local UnitClass = UnitClass
local UnitSelectionType = UnitSelectionType
local UnitReaction = UnitReaction
local UnitPower = UnitPower
local UnitPowerMax = UnitPowerMax
local UnitIsConnected = UnitIsConnected
local UnitHasVehicleUI = UnitHasVehicleUI
local UnitPowerType = UnitPowerType
-- end block
-- sourced from FrameXML/AlternatePowerBar.lua
local ADDITIONAL_POWER_BAR_NAME = ADDITIONAL_POWER_BAR_NAME or 'MANA'
local ADDITIONAL_POWER_BAR_INDEX = ADDITIONAL_POWER_BAR_INDEX or 0
local ALT_MANA_BAR_PAIR_DISPLAY_INFO = ALT_MANA_BAR_PAIR_DISPLAY_INFO
local function UpdateColor(self, event, unit, powerType)
if(not (unit and UnitIsUnit(unit, 'player') and powerType == ADDITIONAL_POWER_BAR_NAME)) then return end
local element = self.AdditionalPower
local r, g, b, t
if(element.colorPower) then
t = self.colors.power[ADDITIONAL_POWER_BAR_INDEX]
elseif(element.colorClass) then
t = self.colors.class[playerClass]
elseif(element.colorSmooth) then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(b) then
element:SetStatusBarColor(r, g, b)
local bg = element.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
--[[ Callback: AdditionalPower:PostUpdateColor(r, g, b)
Called after the element color has been updated.
* self - the AdditionalPower element
* r - the red component of the used color (number)[0-1]
* g - the green component of the used color (number)[0-1]
* b - the blue component of the used color (number)[0-1]
--]]
if(element.PostUpdateColor) then
element:PostUpdateColor(r, g, b)
end
end
local function Update(self, event, unit, powerType)
if(not (unit and UnitIsUnit(unit, 'player') and powerType == ADDITIONAL_POWER_BAR_NAME)) then return end
local element = self.AdditionalPower
--[[ Callback: AdditionalPower:PreUpdate(unit)
Called before the element has been updated.
* self - the AdditionalPower element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local cur, max = UnitPower('player', ADDITIONAL_POWER_BAR_INDEX), UnitPowerMax('player', ADDITIONAL_POWER_BAR_INDEX)
element:SetMinMaxValues(0, max)
element:SetValue(cur)
element.cur = cur
element.max = max
--[[ Callback: AdditionalPower:PostUpdate(cur, max)
Called after the element has been updated.
* self - the AdditionalPower element
* cur - the current value of the player's additional power (number)
* max - the maximum value of the player's additional power (number)
--]]
if(element.PostUpdate) then
return element:PostUpdate(cur, max, event) -- ElvUI adds event
end
end
local function Path(self, ...)
--[[ Override: AdditionalPower.Override(self, event, unit, ...)
Used to completely override the element's update process.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
(self.AdditionalPower.Override or Update) (self, ...);
--[[ Override: AdditionalPower.UpdateColor(self, event, unit, ...)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
(self.AdditionalPower.UpdateColor or UpdateColor) (self, ...)
end
local function ElementEnable(self)
local element = self.AdditionalPower
if(element.frequentUpdates) then
self:RegisterEvent('UNIT_POWER_FREQUENT', Path)
else
self:RegisterEvent('UNIT_POWER_UPDATE', Path)
end
self:RegisterEvent('UNIT_MAXPOWER', Path)
element:Show()
element.__isEnabled = true
Path(self, 'ElementEnable', 'player', ADDITIONAL_POWER_BAR_NAME)
end
local function ElementDisable(self)
local element = self.AdditionalPower
self:UnregisterEvent('UNIT_MAXPOWER', Path)
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
self:UnregisterEvent('UNIT_POWER_UPDATE', Path)
element:Hide()
element.__isEnabled = false
Path(self, 'ElementDisable', 'player', ADDITIONAL_POWER_BAR_NAME)
end
local function Visibility(self, event, unit)
local element = self.AdditionalPower
local shouldEnable
if(not UnitHasVehicleUI('player')) then
if(UnitPowerMax(unit, ADDITIONAL_POWER_BAR_INDEX) ~= 0) then
if(element.displayPairs[playerClass]) then
local powerType = UnitPowerType(unit)
shouldEnable = element.displayPairs[playerClass][powerType]
end
end
end
local isEnabled = element.__isEnabled
if(shouldEnable and not isEnabled) then
ElementEnable(self)
--[[ Callback: AdditionalPower:PostVisibility(isVisible)
Called after the element's visibility has been changed.
* self - the AdditionalPower element
* isVisible - the current visibility state of the element (boolean)
--]]
if(element.PostVisibility) then
element:PostVisibility(true)
end
elseif(not shouldEnable and (isEnabled or isEnabled == nil)) then
ElementDisable(self)
if(element.PostVisibility) then
element:PostVisibility(false)
end
elseif(shouldEnable and isEnabled) then
Path(self, event, unit, ADDITIONAL_POWER_BAR_NAME)
end
end
local function VisibilityPath(self, ...)
--[[ Override: AdditionalPower.OverrideVisibility(self, event, unit)
Used to completely override the element's visibility update process.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.AdditionalPower.OverrideVisibility or Visibility) (self, ...)
end
local function ForceUpdate(element)
VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end
--[[ Power:SetFrequentUpdates(state, isForced)
Used to toggle frequent updates.
* self - the Power element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetFrequentUpdates(element, state, isForced)
if(element.frequentUpdates ~= state or isForced) then
element.frequentUpdates = state
if(state) then
element.__owner:UnregisterEvent('UNIT_POWER_UPDATE', Path)
element.__owner:RegisterEvent('UNIT_POWER_FREQUENT', Path)
else
element.__owner:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
element.__owner:RegisterEvent('UNIT_POWER_UPDATE', Path)
end
end
end
local function Enable(self, unit)
local element = self.AdditionalPower
if(element and UnitIsUnit(unit, 'player')) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.SetFrequentUpdates = SetFrequentUpdates
self:RegisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
if(not element.displayPairs) then
element.displayPairs = CopyTable(ALT_MANA_BAR_PAIR_DISPLAY_INFO)
end
if(element:IsObjectType('StatusBar') and not (element:GetStatusBarTexture() or element:GetStatusBarAtlas())) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
return true
end
end
local function Disable(self)
local element = self.AdditionalPower
if(element) then
ElementDisable(self)
self:UnregisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
end
end
oUF:AddElement('AdditionalPower', VisibilityPath, Enable, Disable)