ElvUI/Modules/Nameplates/Elements/ClassPower.lua

270 lines
8.3 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local NP = E:GetModule('NamePlates')
local LSM = E.Libs.LSM
local oUF = E.oUF
local _G = _G
local unpack, max = unpack, max
local CreateFrame = CreateFrame
local UnitHasVehicleUI = UnitHasVehicleUI
local MAX_POINTS = {
DRUID = 5,
DEATHKNIGHT = 6,
MAGE = 4,
MONK = 6,
PALADIN = 5,
ROGUE = 6,
WARLOCK = 5
}
function NP:ClassPower_UpdateColor(powerType)
local color, r, g, b = NP.db.colors.classResources[E.myclass] or NP.db.colors.power[powerType]
if color then
r, g, b = color.r, color.g, color.b
else
color = oUF.colors.power[powerType]
r, g, b = unpack(color)
end
local db = NP.db.units[self.__owner.frameType]
local ClassColor = db and db.classpower.classColor and E:ClassColor(E.myclass)
for i = 1, #self do
local classColor = ClassColor or (powerType == 'COMBO_POINTS' and NP.db.colors.classResources.comboPoints[i] or powerType == 'CHI' and NP.db.colors.classResources.MONK[i])
if classColor then r, g, b = classColor.r, classColor.g, classColor.b end
self[i]:SetStatusBarColor(r, g, b)
if self[i].bg then self[i].bg:SetVertexColor(r * NP.multiplier, g * NP.multiplier, b * NP.multiplier) end
end
end
function NP:ClassPower_PostUpdate(Cur, _, needUpdate)
if Cur and Cur > 0 then
self:Show()
else
self:Hide()
end
if needUpdate then
NP:Update_ClassPower(self.__owner)
end
end
function NP:Construct_ClassPower(nameplate)
local frameName = nameplate:GetName()
local ClassPower = CreateFrame('Frame', frameName..'ClassPower', nameplate)
ClassPower:CreateBackdrop('Transparent', nil, nil, nil, nil, true)
ClassPower:Hide()
ClassPower:SetFrameStrata(nameplate:GetFrameStrata())
ClassPower:SetFrameLevel(5)
local Max = max(MAX_POINTS[E.myclass] or 0, _G.MAX_COMBO_POINTS)
local texture = LSM:Fetch('statusbar', NP.db.statusbar)
for i = 1, Max do
ClassPower[i] = CreateFrame('StatusBar', frameName..'ClassPower'..i, ClassPower)
ClassPower[i]:SetStatusBarTexture(texture)
ClassPower[i]:SetFrameStrata(nameplate:GetFrameStrata())
ClassPower[i]:SetFrameLevel(6)
NP.StatusBars[ClassPower[i]] = true
ClassPower[i].bg = ClassPower:CreateTexture(frameName..'ClassPower'..i..'bg', 'BORDER')
ClassPower[i].bg:SetAllPoints(ClassPower[i])
ClassPower[i].bg:SetTexture(texture)
end
if nameplate == _G.ElvNP_Test then
ClassPower.Hide = ClassPower.Show
ClassPower:Show()
for i = 1, Max do
ClassPower[i]:SetStatusBarTexture(texture)
ClassPower[i].bg:SetTexture(texture)
ClassPower[i].bg:SetVertexColor(NP.db.colors.classResources.comboPoints[i].r, NP.db.colors.classResources.comboPoints[i].g, NP.db.colors.classResources.comboPoints[i].b)
end
end
ClassPower.UpdateColor = NP.ClassPower_UpdateColor
ClassPower.PostUpdate = NP.ClassPower_PostUpdate
return ClassPower
end
function NP:Update_ClassPower(nameplate)
local db = NP:PlateDB(nameplate)
if nameplate == _G.ElvNP_Test then
if not db.nameOnly and db.classpower and db.classpower.enable then
NP.ClassPower_UpdateColor(nameplate.ClassPower, 'COMBO_POINTS')
nameplate.ClassPower:SetAlpha(1)
else
nameplate.ClassPower:SetAlpha(0)
end
end
if (nameplate.frameType == 'PLAYER' or nameplate.frameType == 'TARGET') and db.classpower and db.classpower.enable then
if not nameplate:IsElementEnabled('ClassPower') then
nameplate:EnableElement('ClassPower')
end
nameplate.ClassPower:ClearAllPoints()
nameplate.ClassPower:Point('CENTER', nameplate, 'CENTER', db.classpower.xOffset, db.classpower.yOffset)
local maxClassBarButtons = nameplate.ClassPower.__max
local Width = db.classpower.width / maxClassBarButtons
nameplate.ClassPower:Size(db.classpower.width, db.classpower.height)
for i = 1, #nameplate.ClassPower do
nameplate.ClassPower[i]:Hide()
nameplate.ClassPower[i].bg:Hide()
end
for i = 1, maxClassBarButtons do
nameplate.ClassPower[i]:Show()
nameplate.ClassPower[i].bg:Show()
nameplate.ClassPower[i]:ClearAllPoints()
if i == 1 then
nameplate.ClassPower[i]:Size(Width - (maxClassBarButtons == 6 and 2 or 0), db.classpower.height)
nameplate.ClassPower[i].bg:Size(Width - (maxClassBarButtons == 6 and 2 or 0), db.classpower.height)
nameplate.ClassPower[i]:ClearAllPoints()
nameplate.ClassPower[i]:Point('LEFT', nameplate.ClassPower, 'LEFT', 0, 0)
else
nameplate.ClassPower[i]:Size(Width - 1, db.classpower.height)
nameplate.ClassPower[i].bg:Size(Width - 1, db.classpower.height)
nameplate.ClassPower[i]:ClearAllPoints()
nameplate.ClassPower[i]:Point('LEFT', nameplate.ClassPower[i - 1], 'RIGHT', 1, 0)
if i == maxClassBarButtons then
nameplate.ClassPower[i]:Point('RIGHT', nameplate.ClassPower)
end
end
end
else
if nameplate:IsElementEnabled('ClassPower') then
nameplate:DisableElement('ClassPower')
end
nameplate.ClassPower:Hide()
end
end
function NP:Runes_PostUpdate()
if UnitHasVehicleUI('player') then
self:Hide()
else
self:Show()
end
end
function NP:Construct_Runes(nameplate)
local frameName = nameplate:GetName()
local Runes = CreateFrame('Frame', frameName..'Runes', nameplate)
Runes:SetFrameStrata(nameplate:GetFrameStrata())
Runes:SetFrameLevel(5)
Runes:CreateBackdrop('Transparent', nil, nil, nil, nil, true)
Runes:Hide()
Runes.UpdateColor = E.noop
Runes.PostUpdate = NP.Runes_PostUpdate
local texture = LSM:Fetch('statusbar', NP.db.statusbar)
local color = NP.db.colors.classResources.DEATHKNIGHT
for i = 1, 6 do
Runes[i] = CreateFrame('StatusBar', frameName..'Runes'..i, Runes)
Runes[i]:SetStatusBarTexture(texture)
Runes[i]:SetStatusBarColor(color.r, color.g, color.b)
NP.StatusBars[Runes[i]] = true
Runes[i].bg = Runes[i]:CreateTexture(frameName..'Runes'..i..'bg', 'BORDER')
Runes[i].bg:SetVertexColor(color.r * NP.multiplier, color.g * NP.multiplier, color.b * NP.multiplier)
Runes[i].bg:SetTexture(texture)
Runes[i].bg:SetAllPoints()
end
return Runes
end
function NP:Update_Runes(nameplate)
local db = NP:PlateDB(nameplate)
if (nameplate.frameType == 'PLAYER' or nameplate.frameType == 'TARGET') and db.classpower and db.classpower.enable then
if not nameplate:IsElementEnabled('Runes') then
nameplate:EnableElement('Runes')
end
nameplate.Runes:Show()
nameplate.Runes:ClearAllPoints()
nameplate.Runes:Point('CENTER', nameplate, 'CENTER', db.classpower.xOffset, db.classpower.yOffset)
nameplate.Runes.sortOrder = db.classpower.sortDirection
local width = db.classpower.width / 6
nameplate.Runes:Size(db.classpower.width, db.classpower.height)
local runeColor = (db.classpower.classColor and E:ClassColor(E.myclass)) or NP.db.colors.classResources.DEATHKNIGHT
for i = 1, 6 do
nameplate.Runes[i]:SetStatusBarColor(runeColor.r, runeColor.g, runeColor.b)
if i == 1 then
nameplate.Runes[i]:Size(width, db.classpower.height)
nameplate.Runes[i].bg:Size(width, db.classpower.height)
nameplate.Runes[i]:ClearAllPoints()
nameplate.Runes[i]:Point('LEFT', nameplate.Runes, 'LEFT', 0, 0)
else
nameplate.Runes[i]:Size(width - 1, db.classpower.height)
nameplate.Runes[i].bg:Size(width - 1, db.classpower.height)
nameplate.Runes[i]:ClearAllPoints()
nameplate.Runes[i]:Point('LEFT', nameplate.Runes[i-1], 'RIGHT', 1, 0)
if i == 6 then
nameplate.Runes[6]:Point('RIGHT', nameplate.Runes)
end
end
end
else
if nameplate:IsElementEnabled('Runes') then
nameplate:DisableElement('Runes')
end
nameplate.Runes:Hide()
end
end
function NP:Construct_Stagger(nameplate)
local Stagger = CreateFrame('StatusBar', nameplate:GetName()..'Stagger', nameplate)
Stagger:SetFrameStrata(nameplate:GetFrameStrata())
Stagger:SetFrameLevel(5)
Stagger:SetStatusBarTexture(LSM:Fetch('statusbar', NP.db.statusbar))
Stagger:CreateBackdrop('Transparent', nil, nil, nil, nil, true)
Stagger:Hide()
NP.StatusBars[Stagger] = true
return Stagger
end
function NP:Update_Stagger(nameplate)
local db = NP:PlateDB(nameplate)
if (nameplate.frameType == 'PLAYER' or nameplate.frameType == 'TARGET') and db.classpower and db.classpower.enable then
if not nameplate:IsElementEnabled('Stagger') then
nameplate:EnableElement('Stagger')
end
nameplate.Stagger:ClearAllPoints()
nameplate.Stagger:Point('CENTER', nameplate, 'CENTER', db.classpower.xOffset, db.classpower.yOffset)
nameplate.Stagger:Size(db.classpower.width, db.classpower.height)
elseif nameplate:IsElementEnabled('Stagger') then
nameplate:DisableElement('Stagger')
end
end