ElvUI/Modules/Maps/Worldmap.lua

265 lines
8.6 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local M = E:GetModule('WorldMap')
local _G = _G
local strfind = strfind
local CreateFrame = CreateFrame
local SetUIPanelAttribute = SetUIPanelAttribute
local MOUSE_LABEL = MOUSE_LABEL:gsub('|[TA].-|[ta]','')
local PLAYER = PLAYER
local hooksecurefunc = hooksecurefunc
local IsPlayerMoving = IsPlayerMoving
local PlayerMovementFrameFader = PlayerMovementFrameFader
-- GLOBALS: CoordsHolder
local INVERTED_POINTS = {
TOPLEFT = 'BOTTOMLEFT',
TOPRIGHT = 'BOTTOMRIGHT',
BOTTOMLEFT = 'TOPLEFT',
BOTTOMRIGHT = 'TOPRIGHT',
TOP = 'BOTTOM',
BOTTOM = 'TOP',
}
-- this will be updated later
local smallerMapScale = 0.8
function M:SetLargeWorldMap()
local WorldMapFrame = _G.WorldMapFrame
WorldMapFrame:SetParent(E.UIParent)
WorldMapFrame:SetScale(1)
WorldMapFrame.ScrollContainer.Child:SetScale(smallerMapScale)
if WorldMapFrame:GetAttribute('UIPanelLayout-area') ~= 'center' then
SetUIPanelAttribute(WorldMapFrame, 'area', 'center');
end
if WorldMapFrame:GetAttribute('UIPanelLayout-allowOtherPanels') ~= true then
SetUIPanelAttribute(WorldMapFrame, 'allowOtherPanels', true)
end
WorldMapFrame:OnFrameSizeChanged()
if WorldMapFrame:GetMapID() then
WorldMapFrame.NavBar:Refresh()
end
end
function M:UpdateMaximizedSize()
local WorldMapFrame = _G.WorldMapFrame
local width, height = WorldMapFrame:GetSize()
local magicNumber = (1 - smallerMapScale) * 100
WorldMapFrame:Size((width * smallerMapScale) - (magicNumber + 2), (height * smallerMapScale) - 2)
end
function M:SynchronizeDisplayState()
local WorldMapFrame = _G.WorldMapFrame
if WorldMapFrame:IsMaximized() then
WorldMapFrame:ClearAllPoints()
WorldMapFrame:Point('CENTER', E.UIParent)
end
end
function M:SetSmallWorldMap()
local WorldMapFrame = _G.WorldMapFrame
if not WorldMapFrame:IsMaximized() then
WorldMapFrame:ClearAllPoints()
WorldMapFrame:Point('TOPLEFT', E.UIParent, 'TOPLEFT', 16, -94)
end
end
local inRestrictedArea = false
function M:UpdateRestrictedArea()
if E.MapInfo.x and E.MapInfo.y then
inRestrictedArea = false
else
inRestrictedArea = true
CoordsHolder.playerCoords:SetFormattedText('%s: %s', PLAYER, 'N/A')
end
end
function M:UpdateCoords(OnShow)
local WorldMapFrame = _G.WorldMapFrame
if not WorldMapFrame:IsShown() then return end
if WorldMapFrame.ScrollContainer:IsMouseOver() then
local x, y = WorldMapFrame.ScrollContainer:GetNormalizedCursorPosition()
if x and y and x >= 0 and y >= 0 then
CoordsHolder.mouseCoords:SetFormattedText('%s: %.2f, %.2f', MOUSE_LABEL, x * 100, y * 100)
else
CoordsHolder.mouseCoords:SetText('')
end
else
CoordsHolder.mouseCoords:SetText('')
end
if not inRestrictedArea and (OnShow or E.MapInfo.coordsWatching) then
if E.MapInfo.x and E.MapInfo.y then
CoordsHolder.playerCoords:SetFormattedText('%s: %.2f, %.2f', PLAYER, (E.MapInfo.xText or 0), (E.MapInfo.yText or 0))
else
CoordsHolder.playerCoords:SetFormattedText('%s: %s', PLAYER, 'N/A')
end
end
end
function M:PositionCoords()
local db = E.global.general.WorldMapCoordinates
local position = db.position
local xOffset = db.xOffset
local yOffset = db.yOffset
local x, y = 5, 5
if strfind(position, 'RIGHT') then x = -5 end
if strfind(position, 'TOP') then y = -5 end
CoordsHolder.playerCoords:ClearAllPoints()
CoordsHolder.playerCoords:Point(position, _G.WorldMapFrame.BorderFrame, position, x + xOffset, y + yOffset)
CoordsHolder.mouseCoords:ClearAllPoints()
CoordsHolder.mouseCoords:Point(position, CoordsHolder.playerCoords, INVERTED_POINTS[position], 0, y)
end
function M:MapShouldFade()
-- normally we would check GetCVarBool('mapFade') here instead of the setting
return E.global.general.fadeMapWhenMoving and not _G.WorldMapFrame:IsMouseOver()
end
function M:MapFadeOnUpdate(elapsed)
self.elapsed = (self.elapsed or 0) + elapsed
if self.elapsed > 0.1 then
self.elapsed = 0
local object = self.FadeObject
local settings = object and object.FadeSettings
if not settings then return end
local fadeOut = IsPlayerMoving() and (not settings.fadePredicate or settings.fadePredicate())
local endAlpha = (fadeOut and (settings.minAlpha or 0.5)) or settings.maxAlpha or 1
local startAlpha = _G.WorldMapFrame:GetAlpha()
object.timeToFade = settings.durationSec or 0.5
object.startAlpha = startAlpha
object.endAlpha = endAlpha
object.diffAlpha = endAlpha - startAlpha
if object.fadeTimer then
object.fadeTimer = nil
end
E:UIFrameFade(_G.WorldMapFrame, object)
end
end
local fadeFrame
function M:StopMapFromFading()
if fadeFrame then
fadeFrame:Hide()
end
end
function M:EnableMapFading(frame)
if not fadeFrame then
fadeFrame = CreateFrame('FRAME')
fadeFrame:SetScript('OnUpdate', M.MapFadeOnUpdate)
frame:HookScript('OnHide', M.StopMapFromFading)
end
if not fadeFrame.FadeObject then fadeFrame.FadeObject = {} end
if not fadeFrame.FadeObject.FadeSettings then fadeFrame.FadeObject.FadeSettings = {} end
local settings = fadeFrame.FadeObject.FadeSettings
settings.fadePredicate = M.MapShouldFade
settings.durationSec = E.global.general.fadeMapDuration
settings.minAlpha = E.global.general.mapAlphaWhenMoving
settings.maxAlpha = 1
fadeFrame:Show()
end
function M:UpdateMapFade(minAlpha, maxAlpha, durationSec, fadePredicate) -- self is frame
if self:IsShown() and (self == _G.WorldMapFrame and fadePredicate ~= M.MapShouldFade) then
-- blizzard spams code in OnUpdate and doesnt finish their functions, so we shut their fader down :L
PlayerMovementFrameFader.RemoveFrame(self)
-- replacement function which is complete :3
if E.global.general.fadeMapWhenMoving then
M:EnableMapFading(self)
end
-- we can't use the blizzard function because `durationSec` was never finished being implimented?
-- PlayerMovementFrameFader.AddDeferredFrame(self, E.global.general.mapAlphaWhenMoving, 1, E.global.general.fadeMapDuration, M.MapShouldFade)
end
end
function M:Initialize()
self.Initialized = true
if not E.private.general.worldMap then
return
end
local WorldMapFrame = _G.WorldMapFrame
if E.global.general.WorldMapCoordinates.enable then
local CoordsHolder = CreateFrame('Frame', 'CoordsHolder', WorldMapFrame)
CoordsHolder:SetFrameLevel(WorldMapFrame.BorderFrame:GetFrameLevel() + 10)
CoordsHolder:SetFrameStrata(WorldMapFrame.BorderFrame:GetFrameStrata())
CoordsHolder.playerCoords = CoordsHolder:CreateFontString(nil, 'OVERLAY')
CoordsHolder.mouseCoords = CoordsHolder:CreateFontString(nil, 'OVERLAY')
CoordsHolder.playerCoords:SetTextColor(1, 1 ,0)
CoordsHolder.mouseCoords:SetTextColor(1, 1 ,0)
CoordsHolder.playerCoords:SetFontObject(_G.NumberFontNormal)
CoordsHolder.mouseCoords:SetFontObject(_G.NumberFontNormal)
CoordsHolder.playerCoords:SetText(PLAYER..': 0, 0')
CoordsHolder.mouseCoords:SetText(MOUSE_LABEL..': 0, 0')
WorldMapFrame:HookScript('OnShow', function()
if not M.CoordsTimer then
M:UpdateCoords(true)
M.CoordsTimer = M:ScheduleRepeatingTimer('UpdateCoords', 0.1)
end
end)
WorldMapFrame:HookScript('OnHide', function()
M:CancelTimer(M.CoordsTimer)
M.CoordsTimer = nil
end)
M:PositionCoords()
E:RegisterEventForObject('LOADING_SCREEN_DISABLED', E.MapInfo, M.UpdateRestrictedArea)
E:RegisterEventForObject('ZONE_CHANGED_NEW_AREA', E.MapInfo, M.UpdateRestrictedArea)
E:RegisterEventForObject('ZONE_CHANGED_INDOORS', E.MapInfo, M.UpdateRestrictedArea)
E:RegisterEventForObject('ZONE_CHANGED', E.MapInfo, M.UpdateRestrictedArea)
end
if E.global.general.smallerWorldMap then
smallerMapScale = E.global.general.smallerWorldMapScale
WorldMapFrame.BlackoutFrame.Blackout:SetTexture()
WorldMapFrame.BlackoutFrame:EnableMouse(false)
self:SecureHook(WorldMapFrame, 'Maximize', 'SetLargeWorldMap')
self:SecureHook(WorldMapFrame, 'Minimize', 'SetSmallWorldMap')
self:SecureHook(WorldMapFrame, 'SynchronizeDisplayState')
self:SecureHook(WorldMapFrame, 'UpdateMaximizedSize')
self:SecureHookScript(WorldMapFrame, 'OnShow', function()
if WorldMapFrame:IsMaximized() then
WorldMapFrame:UpdateMaximizedSize()
self:SetLargeWorldMap()
else
self:SetSmallWorldMap()
end
M:Unhook(WorldMapFrame, 'OnShow', nil)
end)
end
-- This lets us control the maps fading function
hooksecurefunc(PlayerMovementFrameFader, 'AddDeferredFrame', M.UpdateMapFade)
-- Enable/Disable map fading when moving
-- currently we dont need to touch this cvar because we have our own control for this currently
-- see the comment in `M:UpdateMapFade` about `durationSec` for more information
-- SetCVar('mapFade', E.global.general.fadeMapWhenMoving and 1 or 0)
end
E:RegisterInitialModule(M:GetName())