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