ElvUI/Modules/Auras/Auras.lua

420 lines
14 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local A = E:GetModule('Auras')
local LSM = E.Libs.LSM
local _G = _G
local format, tinsert = format, tinsert
local select, unpack, strmatch = select, unpack, strmatch
local GetInventoryItemQuality = GetInventoryItemQuality
local GetInventoryItemTexture = GetInventoryItemTexture
local GetItemQualityColor = GetItemQualityColor
local GetWeaponEnchantInfo = GetWeaponEnchantInfo
local RegisterAttributeDriver = RegisterAttributeDriver
local RegisterStateDriver = RegisterStateDriver
local CreateFrame = CreateFrame
local UnitAura = UnitAura
local GetTime = GetTime
local Masque = E.Masque
local MasqueGroupBuffs = Masque and Masque:Group('ElvUI', 'Buffs')
local MasqueGroupDebuffs = Masque and Masque:Group('ElvUI', 'Debuffs')
local DIRECTION_TO_POINT = {
DOWN_RIGHT = 'TOPLEFT',
DOWN_LEFT = 'TOPRIGHT',
UP_RIGHT = 'BOTTOMLEFT',
UP_LEFT = 'BOTTOMRIGHT',
RIGHT_DOWN = 'TOPLEFT',
RIGHT_UP = 'BOTTOMLEFT',
LEFT_DOWN = 'TOPRIGHT',
LEFT_UP = 'BOTTOMRIGHT',
}
local DIRECTION_TO_HORIZONTAL_SPACING_MULTIPLIER = {
DOWN_RIGHT = 1,
DOWN_LEFT = -1,
UP_RIGHT = 1,
UP_LEFT = -1,
RIGHT_DOWN = 1,
RIGHT_UP = 1,
LEFT_DOWN = -1,
LEFT_UP = -1,
}
local DIRECTION_TO_VERTICAL_SPACING_MULTIPLIER = {
DOWN_RIGHT = -1,
DOWN_LEFT = -1,
UP_RIGHT = 1,
UP_LEFT = 1,
RIGHT_DOWN = -1,
RIGHT_UP = 1,
LEFT_DOWN = -1,
LEFT_UP = 1,
}
local IS_HORIZONTAL_GROWTH = {
RIGHT_DOWN = true,
RIGHT_UP = true,
LEFT_DOWN = true,
LEFT_UP = true,
}
local MasqueButtonData = {
-- ones we update:
Icon = nil,
Highlight = nil,
-- ones we dont update:
FloatingBG = nil,
Cooldown = nil,
Flash = nil,
Pushed = nil,
Normal = nil,
Disabled = nil,
Checked = nil,
Border = nil,
AutoCastable = nil,
HotKey = nil,
Count = false,
Name = nil,
Duration = false,
AutoCast = nil,
}
function A:MasqueData(texture, highlight)
local btnData = E:CopyTable({}, MasqueButtonData)
btnData.Icon = texture
btnData.Highlight = highlight
return btnData
end
function A:UpdateStatusBar(button)
local db = A.db[button.auraType]
button.statusBar:SetValue(button.timeLeft)
local threshold = db.fadeThreshold
if threshold == -1 then
return
elseif button.timeLeft > threshold then
E:StopFlash(button)
else
E:Flash(button, 1)
end
end
function A:CreateIcon(button)
local header = button:GetParent()
local auraType = header.filter
button.auraType = auraType == 'HELPFUL' and 'buffs' or 'debuffs' -- used to update cooldown text
button.filter = auraType
button.texture = button:CreateTexture(nil, 'ARTWORK')
button.texture:SetInside()
button.texture:SetTexCoord(unpack(E.TexCoords))
button.count = button:CreateFontString(nil, 'OVERLAY')
button.count:FontTemplate()
button.text = button:CreateFontString(nil, 'OVERLAY')
button.text:FontTemplate()
button.highlight = button:CreateTexture(nil, 'HIGHLIGHT')
button.highlight:SetColorTexture(1, 1, 1, .45)
button.highlight:SetInside()
button.statusBar = CreateFrame('StatusBar', nil, button)
button.statusBar:SetFrameLevel(button:GetFrameLevel())
button.statusBar:SetFrameStrata(button:GetFrameStrata())
button.statusBar:CreateBackdrop()
A:UpdateIcon(button)
E:SetSmoothing(button.statusBar)
E:SetUpAnimGroup(button)
-- support cooldown override
if not button.isRegisteredCooldown then
button.CooldownOverride = 'auras'
button.isRegisteredCooldown = true
button.forceEnabled = true
button.showSeconds = true
if not E.RegisteredCooldowns.auras then E.RegisteredCooldowns.auras = {} end
tinsert(E.RegisteredCooldowns.auras, button)
end
button:SetScript('OnAttributeChanged', A.OnAttributeChanged)
A:Update_CooldownOptions(button)
if auraType == 'HELPFUL' and MasqueGroupBuffs and E.private.auras.masque.buffs then
MasqueGroupBuffs:AddButton(button, A:MasqueData(button.texture, button.highlight))
if button.__MSQ_BaseFrame then button.__MSQ_BaseFrame:SetFrameLevel(2) end --Lower the framelevel to fix issue with buttons created during combat
MasqueGroupBuffs:ReSkin()
elseif auraType == 'HARMFUL' and MasqueGroupDebuffs and E.private.auras.masque.debuffs then
MasqueGroupDebuffs:AddButton(button, A:MasqueData(button.texture, button.highlight))
if button.__MSQ_BaseFrame then button.__MSQ_BaseFrame:SetFrameLevel(2) end --Lower the framelevel to fix issue with buttons created during combat
MasqueGroupDebuffs:ReSkin()
else
button:SetTemplate()
end
end
function A:UpdateIcon(button)
local db = A.db[button.auraType]
button.count:ClearAllPoints()
button.count:Point('BOTTOMRIGHT', db.countXOffset, db.countYOffset)
button.count:FontTemplate(LSM:Fetch('font', db.countFont), db.countFontSize, db.countFontOutline)
button.text:ClearAllPoints()
button.text:Point('TOP', button, 'BOTTOM', db.timeXOffset, db.timeYOffset)
button.text:FontTemplate(LSM:Fetch('font', db.timeFont), db.timeFontSize, db.timeFontOutline)
local pos, spacing, iconSize = db.barPosition, db.barSpacing, db.size - (E.Border * 2)
local isOnTop, isOnBottom, isOnLeft = pos == 'TOP', pos == 'BOTTOM', pos == 'LEFT'
local isHorizontal = isOnTop or isOnBottom
button.statusBar:ClearAllPoints()
button.statusBar:Size(isHorizontal and iconSize or (db.barSize + (E.PixelMode and 0 or 2)), isHorizontal and (db.barSize + (E.PixelMode and 0 or 2)) or iconSize)
button.statusBar:Point(E.InversePoints[pos], button, pos, isHorizontal and 0 or ((isOnLeft and -((E.PixelMode and 1 or 3) + spacing)) or ((E.PixelMode and 1 or 3) + spacing)), not isHorizontal and 0 or ((isOnTop and ((E.PixelMode and 1 or 3) + spacing) or -((E.PixelMode and 1 or 3) + spacing))))
button.statusBar:SetStatusBarTexture(LSM:Fetch('statusbar', db.barTexture))
button.statusBar:SetOrientation(isHorizontal and 'HORIZONTAL' or 'VERTICAL')
button.statusBar:SetRotatesTexture(not isHorizontal)
end
function A:SetAuraTime(button, expiration, duration)
button.timeLeft = E:Round(expiration - GetTime(), 3)
-- this keeps enchants from derping out when they expire
if button.timeLeft <= 0.05 then
A:ClearAuraTime(button, true)
return
end
A:UpdateStatusBar(button)
local oldEnd = button.endTime
button.endTime = expiration
if oldEnd ~= button.endTime then
button.nextUpdate = 0
button.statusBar:SetMinMaxValues(0, duration)
button:SetScript('OnUpdate', E.Cooldown_OnUpdate)
end
end
function A:ClearAuraTime(button, expired)
if not expired then
button.statusBar:SetValue(1)
button.statusBar:SetMinMaxValues(0, 1)
end
button.endTime = nil
button.timeLeft = nil
button.text:SetText('')
button:SetScript('OnUpdate', nil)
end
function A:UpdateAura(button, index)
local unit = button:GetParent():GetAttribute('unit')
local name, texture, count, dtype, duration, expiration = UnitAura(unit, index, button.filter)
local DebuffType = dtype or 'none'
if name then
local db = A.db[button.auraType]
if duration > 0 and expiration then
A:SetAuraTime(button, expiration, duration)
else
A:ClearAuraTime(button)
end
local r, g, b = db.barColor.r, db.barColor.g, db.barColor.b
if button.timeLeft and db.barColorGradient then
r, g, b = E.oUF:ColorGradient(button.timeLeft, duration or 0, .8, 0, 0, .8, .8, 0, 0, .8, 0)
end
button.count:SetText(count > 1 and count)
button.text:SetShown(db.showDuration)
button.statusBar:SetShown((db.barShow and duration > 0) or (db.barShow and db.barNoDuration and duration == 0))
button.statusBar:SetStatusBarColor(r, g, b)
button.texture:SetTexture(texture)
if button.debuffType ~= DebuffType then
local color = button.filter == 'HARMFUL' and _G.DebuffTypeColor[DebuffType] or E.db.general.bordercolor
button:SetBackdropBorderColor(color.r, color.g, color.b)
button.statusBar.backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
end
end
button.debuffType = DebuffType
end
function A:UpdateTempEnchant(button, index)
local offset = (strmatch(button:GetName(), '2$') and 6) or 2
local db = A.db[button.auraType]
local duration, remaining = 600, 0
local expiration = select(offset, GetWeaponEnchantInfo())
if expiration then
button.texture:SetTexture(GetInventoryItemTexture('player', index))
local quality = GetInventoryItemQuality('player', index)
if quality and quality > 1 then
button:SetBackdropBorderColor(GetItemQualityColor(quality))
else
button:SetBackdropBorderColor(unpack(E.media.bordercolor))
end
remaining = expiration / 1000
if remaining <= 3600 and remaining > 1800 then
duration = 3600
elseif remaining <= 1800 and remaining > 600 then
duration = 1800
end
A:SetAuraTime(button, E:Round(remaining + GetTime(), 3), duration)
else
A:ClearAuraTime(button)
end
local r, g, b = db.barColor.r, db.barColor.g, db.barColor.b
if expiration and db.barColorGradient then
r, g, b = E.oUF:ColorGradient(remaining, duration, .8, 0, 0, .8, .8, 0, 0, .8, 0)
end
button.text:SetShown(db.showDuration)
button.statusBar:SetShown((db.barShow and remaining > 0) or (db.barShow and db.barNoDuration and not expiration))
button.statusBar:SetStatusBarColor(r, g, b)
end
function A:Update_CooldownOptions(button)
E:Cooldown_Options(button, A.db.cooldown, button)
end
function A:OnAttributeChanged(attribute, value)
A:Update_CooldownOptions(self)
if attribute == 'index' then
A:UpdateAura(self, value)
elseif attribute == 'target-slot' then
A:UpdateTempEnchant(self, value)
end
end
function A:UpdateHeader(header)
if not E.private.auras.enable then return end
local db = A.db[header.auraType]
local template = format('ElvUIAuraTemplate%d', db.size)
local colors = db.barColor
if E:CheckClassColor(colors.r, colors.g, colors.b) then
local classColor = E:ClassColor(E.myclass, true)
colors.r, colors.g, colors.b = classColor.r, classColor.g, classColor.b
end
if header.filter == 'HELPFUL' then
header:SetAttribute('consolidateTo', 0)
header:SetAttribute('weaponTemplate', template)
end
header:SetAttribute('template', template)
header:SetAttribute('separateOwn', db.seperateOwn)
header:SetAttribute('sortMethod', db.sortMethod)
header:SetAttribute('sortDirection', db.sortDir)
header:SetAttribute('maxWraps', db.maxWraps)
header:SetAttribute('wrapAfter', db.wrapAfter)
header:SetAttribute('point', DIRECTION_TO_POINT[db.growthDirection])
if IS_HORIZONTAL_GROWTH[db.growthDirection] then
header:SetAttribute('minWidth', ((db.wrapAfter == 1 and 0 or db.horizontalSpacing) + db.size) * db.wrapAfter)
header:SetAttribute('minHeight', (db.verticalSpacing + db.size) * db.maxWraps)
header:SetAttribute('xOffset', DIRECTION_TO_HORIZONTAL_SPACING_MULTIPLIER[db.growthDirection] * (db.horizontalSpacing + db.size))
header:SetAttribute('yOffset', 0)
header:SetAttribute('wrapXOffset', 0)
header:SetAttribute('wrapYOffset', DIRECTION_TO_VERTICAL_SPACING_MULTIPLIER[db.growthDirection] * (db.verticalSpacing + db.size))
else
header:SetAttribute('minWidth', (db.horizontalSpacing + db.size) * db.maxWraps)
header:SetAttribute('minHeight', ((db.wrapAfter == 1 and 0 or db.verticalSpacing) + db.size) * db.wrapAfter)
header:SetAttribute('xOffset', 0)
header:SetAttribute('yOffset', DIRECTION_TO_VERTICAL_SPACING_MULTIPLIER[db.growthDirection] * (db.verticalSpacing + db.size))
header:SetAttribute('wrapXOffset', DIRECTION_TO_HORIZONTAL_SPACING_MULTIPLIER[db.growthDirection] * (db.horizontalSpacing + db.size))
header:SetAttribute('wrapYOffset', 0)
end
local index = 1
local child = select(index, header:GetChildren())
while child do
child.db = db
child.auraType = header.auraType -- used to update cooldown text
child:Size(db.size, db.size)
A:UpdateIcon(child)
--Blizzard bug fix, icons arent being hidden when you reduce the amount of maximum buttons
if index > (db.maxWraps * db.wrapAfter) and child:IsShown() then
child:Hide()
end
index = index + 1
child = select(index, header:GetChildren())
end
if MasqueGroupBuffs and E.private.auras.buffsHeader and E.private.auras.masque.buffs then MasqueGroupBuffs:ReSkin() end
if MasqueGroupDebuffs and E.private.auras.debuffsHeader and E.private.auras.masque.debuffs then MasqueGroupDebuffs:ReSkin() end
end
function A:CreateAuraHeader(filter)
local name, auraType = filter == 'HELPFUL' and 'ElvUIPlayerBuffs' or 'ElvUIPlayerDebuffs', filter == 'HELPFUL' and 'buffs' or 'debuffs'
local header = CreateFrame('Frame', name, E.UIParent, 'SecureAuraHeaderTemplate')
header:SetClampedToScreen(true)
header:SetAttribute('unit', 'player')
header:SetAttribute('filter', filter)
header.filter = filter
header.auraType = auraType
RegisterStateDriver(header, 'visibility', '[petbattle] hide; show')
RegisterAttributeDriver(header, 'unit', '[vehicleui] vehicle; player')
if filter == 'HELPFUL' then
header:SetAttribute('consolidateDuration', -1)
header:SetAttribute('includeWeapons', 1)
end
A:UpdateHeader(header)
header:Show()
return header
end
function A:Initialize()
if E.private.auras.disableBlizzard then
_G.BuffFrame:Kill()
_G.TemporaryEnchantFrame:Kill()
end
if not E.private.auras.enable then return end
A.Initialized = true
A.db = E.db.auras
local xoffset = -(6 + E.Border)
if E.private.auras.buffsHeader then
A.BuffFrame = A:CreateAuraHeader('HELPFUL')
A.BuffFrame:ClearAllPoints()
A.BuffFrame:SetPoint('TOPRIGHT', _G.MMHolder or _G.MinimapCluster, 'TOPLEFT', xoffset, -E.Spacing)
E:CreateMover(A.BuffFrame, 'BuffsMover', L["Player Buffs"], nil, nil, nil, nil, nil, 'auras,buffs')
if Masque and MasqueGroupBuffs then A.BuffsMasqueGroup = MasqueGroupBuffs end
end
if E.private.auras.debuffsHeader then
A.DebuffFrame = A:CreateAuraHeader('HARMFUL')
A.DebuffFrame:ClearAllPoints()
A.DebuffFrame:SetPoint('BOTTOMRIGHT', _G.MMHolder or _G.MinimapCluster, 'BOTTOMLEFT', xoffset, E.Spacing)
E:CreateMover(A.DebuffFrame, 'DebuffsMover', L["Player Debuffs"], nil, nil, nil, nil, nil, 'auras,debuffs')
if Masque and MasqueGroupDebuffs then A.DebuffsMasqueGroup = MasqueGroupDebuffs end
end
end
E:RegisterModule(A:GetName())