118 lines
3.6 KiB
Lua
118 lines
3.6 KiB
Lua
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
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local TOTEMS = E:GetModule('Totems')
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local _G = _G
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local unpack = unpack
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local CreateFrame = CreateFrame
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local GetTotemInfo = GetTotemInfo
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local CooldownFrame_Set = CooldownFrame_Set
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local MAX_TOTEMS = MAX_TOTEMS
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function TOTEMS:Update()
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for i=1, MAX_TOTEMS do
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local button = _G['TotemFrameTotem'..i];
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local _, _, startTime, duration, icon = GetTotemInfo(button.slot);
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if button:IsShown() then
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self.bar[i]:Show()
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self.bar[i].iconTexture:SetTexture(icon)
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CooldownFrame_Set(self.bar[i].cooldown, startTime, duration, 1)
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button:ClearAllPoints();
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button:SetParent(self.bar[i].holder);
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button:SetAllPoints(self.bar[i].holder);
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else
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self.bar[i]:Hide()
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end
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end
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end
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function TOTEMS:PositionAndSize()
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if not E.private.general.totemBar then return end
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for i=1, MAX_TOTEMS do
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local button = self.bar[i]
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local prevButton = self.bar[i-1]
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button:Size(self.db.size)
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button:ClearAllPoints()
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if self.db.growthDirection == 'HORIZONTAL' and self.db.sortDirection == 'ASCENDING' then
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if i == 1 then
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button:Point('LEFT', self.bar, 'LEFT', self.db.spacing, 0)
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elseif prevButton then
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button:Point('LEFT', prevButton, 'RIGHT', self.db.spacing, 0)
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end
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elseif self.db.growthDirection == 'VERTICAL' and self.db.sortDirection == 'ASCENDING' then
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if i == 1 then
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button:Point('TOP', self.bar, 'TOP', 0, -self.db.spacing)
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elseif prevButton then
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button:Point('TOP', prevButton, 'BOTTOM', 0, -self.db.spacing)
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end
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elseif self.db.growthDirection == 'HORIZONTAL' and self.db.sortDirection == 'DESCENDING' then
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if i == 1 then
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button:Point('RIGHT', self.bar, 'RIGHT', -self.db.spacing, 0)
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elseif prevButton then
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button:Point('RIGHT', prevButton, 'LEFT', -self.db.spacing, 0)
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end
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else
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if i == 1 then
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button:Point('BOTTOM', self.bar, 'BOTTOM', 0, self.db.spacing)
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elseif prevButton then
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button:Point('BOTTOM', prevButton, 'TOP', 0, self.db.spacing)
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end
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end
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end
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if self.db.growthDirection == 'HORIZONTAL' then
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self.bar:Width(self.db.size*(MAX_TOTEMS) + self.db.spacing*(MAX_TOTEMS) + self.db.spacing)
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self.bar:Height(self.db.size + self.db.spacing*2)
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else
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self.bar:Height(self.db.size*(MAX_TOTEMS) + self.db.spacing*(MAX_TOTEMS) + self.db.spacing)
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self.bar:Width(self.db.size + self.db.spacing*2)
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end
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self:Update()
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end
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function TOTEMS:Initialize()
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self.Initialized = true
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if not E.private.general.totemBar then return end
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self.db = E.db.general.totems
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local bar = CreateFrame('Frame', 'ElvUI_TotemBar', E.UIParent)
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bar:Point('BOTTOMLEFT', E.UIParent, 'BOTTOMLEFT', 490, 4)
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self.bar = bar
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for i=1, MAX_TOTEMS do
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local frame = CreateFrame('Button', bar:GetName()..'Totem'..i, bar, 'BackdropTemplate')
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frame:SetID(i)
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frame:SetTemplate()
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frame:StyleButton()
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frame:Hide()
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frame.holder = CreateFrame('Frame', nil, frame)
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frame.holder:SetAlpha(0)
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frame.holder:SetAllPoints()
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frame.iconTexture = frame:CreateTexture(nil, 'ARTWORK')
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frame.iconTexture:SetTexCoord(unpack(E.TexCoords))
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frame.iconTexture:SetInside()
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frame.cooldown = CreateFrame('Cooldown', frame:GetName()..'Cooldown', frame, 'CooldownFrameTemplate')
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frame.cooldown:SetReverse(true)
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frame.cooldown:SetInside()
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E:RegisterCooldown(frame.cooldown)
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self.bar[i] = frame;
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end
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self:PositionAndSize()
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self:RegisterEvent('PLAYER_TOTEM_UPDATE', 'Update')
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self:RegisterEvent('PLAYER_ENTERING_WORLD', 'Update')
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E:CreateMover(bar, 'TotemBarMover', L["Class Totems"], nil, nil, nil, nil, nil, 'general,totems');
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end
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E:RegisterModule(TOTEMS:GetName())
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