MxW_Addon/Libraries/oUF/elements/power.lua

319 lines
10 KiB
Lua

--[[ Element: Power Bar
Handles updating of `self.Power` based upon the units power.
Widget
Power - A StatusBar used to represent mana.
Sub-Widgets
.bg - A Texture which functions as a background. It will inherit the color of
the main StatusBar.
Notes
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
Options
.displayAltPower - Use this to let the widget display alternate power if the
unit has one. If no alternate power the display will fall
back to primary power.
.useAtlas - Use this to let the widget use an atlas for its texture if
`.atlas` is defined on the widget or an atlas is present in
`self.colors.power` for the appropriate power type.
.atlas - A custom atlas
The following options are listed by priority. The first check that returns
true decides the color of the bar.
.colorTapping - Use `self.colors.tapping` to color the bar if the unit
isn't tapped by the player.
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the
unit is offline.
.altPowerColor - A table containing the RGB values to use for a fixed
color if the alt power bar is being displayed instead
.colorPower - Use `self.colors.power[token]` to color the bar based on
the unit's power type. This method will fall-back to
`:GetAlternativeColor()` if it can't find a color matching
the token. If this function isn't defined, then it will
attempt to color based upon the alternative power colors
returned by [UnitPowerType](http://wowprogramming.com/docs/api/UnitPowerType).
Finally, if these aren't defined, then it will attempt to
color the bar based upon `self.colors.power[type]`.
.colorClass - Use `self.colors.class[class]` to color the bar based on
unit class. `class` is defined by the second return of
[UnitClass](http://wowprogramming.com/docs/api/UnitClass).
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the
unit is a NPC.
.colorClassPet - Use `self.colors.class[class]` to color the bar if the
unit is player controlled, but not a player.
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar
based on the player's reaction towards the unit.
`reaction` is defined by the return value of
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction).
.colorSmooth - Use `self.colors.smooth` to color the bar with a smooth
gradient based on the player's current health percentage.
Sub-Widget Options
.multiplier - Defines a multiplier, which is used to tint the background based
on the main widgets R, G and B values. Defaults to 1 if not
present.
Examples
-- Position and size
local Power = CreateFrame("StatusBar", nil, self)
Power:SetHeight(20)
Power:SetPoint('BOTTOM')
Power:SetPoint('LEFT')
Power:SetPoint('RIGHT')
-- Add a background
local Background = Power:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(Power)
Background:SetTexture(1, 1, 1, .5)
-- Options
Power.frequentUpdates = true
Power.colorTapping = true
Power.colorDisconnected = true
Power.colorPower = true
Power.colorClass = true
Power.colorReaction = true
-- Make the background darker.
Background.multiplier = .5
-- Register it with oUF
self.Power = Power
self.Power.bg = Background
Hooks
Override(self) - Used to completely override the internal update function.
Removing the table key entry will make the element fall-back
to its internal function again.
]]
local parent, ns = ...
local oUF = ns.oUF
local updateFrequentUpdates
oUF.colors.power = {}
for power, color in next, PowerBarColor do
if (type(power) == "string") then
if(type(select(2, next(color))) == 'table') then
oUF.colors.power[power] = {}
for index, color in next, color do
oUF.colors.power[power][index] = {color.r, color.g, color.b}
end
else
oUF.colors.power[power] = {color.r, color.g, color.b, atlas = color.atlas}
end
end
end
-- sourced from FrameXML/Constants.lua
oUF.colors.power[0] = oUF.colors.power.MANA
oUF.colors.power[1] = oUF.colors.power.RAGE
oUF.colors.power[2] = oUF.colors.power.FOCUS
oUF.colors.power[3] = oUF.colors.power.ENERGY
oUF.colors.power[4] = oUF.colors.power.COMBO_POINTS
oUF.colors.power[5] = oUF.colors.power.RUNES
oUF.colors.power[6] = oUF.colors.power.RUNIC_POWER
oUF.colors.power[7] = oUF.colors.power.SOUL_SHARDS
oUF.colors.power[8] = oUF.colors.power.LUNAR_POWER
oUF.colors.power[9] = oUF.colors.power.HOLY_POWER
oUF.colors.power[11] = oUF.colors.power.MAELSTROM
oUF.colors.power[12] = oUF.colors.power.CHI
oUF.colors.power[13] = oUF.colors.power.INSANITY
oUF.colors.power[16] = oUF.colors.power.ARCANE_CHARGES
oUF.colors.power[17] = oUF.colors.power.FURY
oUF.colors.power[18] = oUF.colors.power.PAIN
local GetDisplayPower = function(unit)
if not unit then return; end
local _, min, _, _, _, _, showOnRaid = UnitAlternatePowerInfo(unit)
if(showOnRaid) then
return ALTERNATE_POWER_INDEX, min
end
end
local Update = function(self, event, unit)
if(self.unit ~= unit) or not unit then return end
local power = self.Power
if(power.PreUpdate) then power:PreUpdate(unit) end
local displayType, min
if power.displayAltPower then
displayType, min = GetDisplayPower(unit)
end
local cur, max = UnitPower(unit, displayType), UnitPowerMax(unit, displayType)
local disconnected = not UnitIsConnected(unit)
local tapped = not UnitPlayerControlled(unit) and UnitIsTapDenied(unit)
if max == 0 then
max = 1
end
power:SetMinMaxValues(min or 0, max)
if(disconnected) then
power:SetValue(max)
else
power:SetValue(cur)
end
power.disconnected = disconnected
power.tapped = tapped
if power.frequentUpdates ~= power.__frequentUpdates then
power.__frequentUpdates = power.frequentUpdates
updateFrequentUpdates(self)
end
local ptype, ptoken, altR, altG, altB = UnitPowerType(unit)
local r, g, b, t
if(power.colorTapping and not UnitPlayerControlled(unit) and UnitIsTapDenied(unit)) then
t = self.colors.tapped
elseif(power.colorDisconnected and disconnected) then
t = self.colors.disconnected
elseif(displayType == ALTERNATE_POWER_INDEX and power.altPowerColor) then
t = power.altPowerColor
elseif(power.colorPower) then
t = self.colors.power[ptoken]
if(not t) then
if(power.GetAlternativeColor) then
r, g, b = power:GetAlternativeColor(unit, ptype, ptoken, altR, altG, altB)
elseif(altR) then
-- As of 7.0.3, altR, altG, altB may be in 0-1 or 0-255 range.
if(altR > 1) or (altG > 1) or (altB > 1) then
r, g, b = altR / 255, altG / 255, altB / 255
else
r, g, b = altR, altG, altB
end
else
t = self.colors.power[ptype]
end
end
elseif(power.colorClass and UnitIsPlayer(unit)) or
(power.colorClassNPC and not UnitIsPlayer(unit)) or
(power.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif(power.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, "player")]
elseif(power.colorSmooth) then
local adjust = 0 - (min or 0)
r, g, b = self.ColorGradient(cur + adjust, max + adjust, unpack(power.smoothGradient or self.colors.smooth))
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
t = self.colors.power[ptoken or ptype]
local atlas = power.atlas or (t and t.atlas)
if(power.useAtlas and atlas and displayType ~= ALTERNATE_POWER_INDEX) then
power:SetStatusBarAtlas(atlas)
power:SetStatusBarColor(1, 1, 1)
if(power.colorTapping or power.colorDisconnected) then
t = disconnected and self.colors.disconnected or self.colors.tapped
power:GetStatusBarTexture():SetDesaturated(disconnected or tapped)
end
if(t and b) then
r, g, b = t[1], t[2], t[3]
end
else
power:SetStatusBarTexture(power.texture)
if(b) then
power:SetStatusBarColor(r, g, b)
end
end
local bg = power.bg
if(bg and b) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
if(power.PostUpdate) then
return power:PostUpdate(unit, cur, max, min, ptoken, ptype)
end
end
local Path = function(self, ...)
return (self.Power.Override or Update) (self, ...)
end
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
function updateFrequentUpdates(self)
local power = self.Power
if power.frequentUpdates and not self:IsEventRegistered('UNIT_POWER_FREQUENT') then
self:RegisterEvent('UNIT_POWER_FREQUENT', Path)
if self:IsEventRegistered('UNIT_POWER') then
self:UnregisterEvent('UNIT_POWER', Path)
end
elseif not self:IsEventRegistered('UNIT_POWER') then
self:RegisterEvent('UNIT_POWER', Path)
if self:IsEventRegistered('UNIT_POWER_FREQUENT') then
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
end
end
end
local Enable = function(self, unit)
local power = self.Power
if(power) then
power.__owner = self
power.ForceUpdate = ForceUpdate
power.__frequentUpdates = power.frequentUpdates
updateFrequentUpdates(self)
self:RegisterEvent('UNIT_POWER_BAR_SHOW', Path)
self:RegisterEvent('UNIT_POWER_BAR_HIDE', Path)
self:RegisterEvent('UNIT_DISPLAYPOWER', Path)
self:RegisterEvent('UNIT_CONNECTION', Path)
self:RegisterEvent('UNIT_MAXPOWER', Path)
-- For tapping.
self:RegisterEvent('UNIT_FACTION', Path)
if(power:IsObjectType'StatusBar') then
power.texture = power:GetStatusBarTexture() and power:GetStatusBarTexture():GetTexture() or [[Interface\TargetingFrame\UI-StatusBar]]
power:SetStatusBarTexture(power.texture)
end
return true
end
end
local Disable = function(self)
local power = self.Power
if(power) then
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
self:UnregisterEvent('UNIT_POWER', Path)
self:UnregisterEvent('UNIT_POWER_BAR_SHOW', Path)
self:UnregisterEvent('UNIT_POWER_BAR_HIDE', Path)
self:UnregisterEvent('UNIT_DISPLAYPOWER', Path)
self:UnregisterEvent('UNIT_CONNECTION', Path)
self:UnregisterEvent('UNIT_MAXPOWER', Path)
self:UnregisterEvent('UNIT_FACTION', Path)
end
end
oUF:AddElement('Power', Path, Enable, Disable)