170 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
			
		
		
	
	
			170 lines
		
	
	
		
			4.4 KiB
		
	
	
	
		
			Lua
		
	
	
	
	
	
--[[ Element: Power Prediction Bar
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 Handles updating and visibility of the power prediction status bars.
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 Widget
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 PowerPrediction - A table containing `mainBar` and `altBar`.
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 Sub-Widgets
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 mainBar - A StatusBar used to represent power cost of spells, that consume
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           your main power, e.g. mana for mages;
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 altBar  - A StatusBar used to represent power cost of spells, that consume
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           your additional power, e.g. mana for balance druids.
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 Notes
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 The default StatusBar texture will be applied if the UI widget doesn't have a
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 status bar texture.
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 Examples
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   -- Position and size
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   local mainBar = CreateFrame('StatusBar', nil, self.Power)
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   mainBar:SetReverseFill(true)
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   mainBar:SetPoint('TOP')
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   mainBar:SetPoint('BOTTOM')
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   mainBar:SetPoint('RIGHT', self.Power:GetStatusBarTexture(), 'RIGHT')
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   mainBar:SetWidth(200)
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   local altBar = CreateFrame('StatusBar', nil, self.AdditionalPower)
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   altBar:SetReverseFill(true)
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   altBar:SetPoint('TOP')
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   altBar:SetPoint('BOTTOM')
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   altBar:SetPoint('RIGHT', self.AdditionalPower:GetStatusBarTexture(), 'RIGHT')
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   altBar:SetWidth(200)
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   -- Register with oUF
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   self.PowerPrediction = {
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      mainBar = mainBar,
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      altBar = altBar
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   }
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 Hooks
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 Override(self) - Used to completely override the internal update function.
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                  Removing the table key entry will make the element fall-back
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                  to its internal function again.
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]]
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local _, ns = ...
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local oUF = ns.oUF
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local playerClass = select(2, UnitClass('player'))
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local function Update(self, event, unit)
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	if(self.unit ~= unit) then return end
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	local pp = self.PowerPrediction
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	if(pp.PreUpdate) then
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		pp:PreUpdate(unit)
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	end
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	local _, _, _, _, startTime, endTime, _, _, _, spellID = UnitCastingInfo(unit)
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	local mainPowerType = UnitPowerType(unit)
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	local hasAltManaBar = ALT_MANA_BAR_PAIR_DISPLAY_INFO[playerClass] and ALT_MANA_BAR_PAIR_DISPLAY_INFO[playerClass][mainPowerType]
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	local mainCost, altCost = 0, 0
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	if(event == 'UNIT_SPELLCAST_START' or startTime ~= endTime) then
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		local costTable = GetSpellPowerCost(spellID)
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		for _, costInfo in pairs(costTable) do
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			--[[costInfo content:
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				-- name: string (powerToken)
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				-- type: number (powerType)
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				-- cost: number
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				-- costPercent: number
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				-- costPerSec: number
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				-- minCost: number
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				-- hasRequiredAura: boolean
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				-- requiredAuraID: number
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			]]
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			if(costInfo.type == mainPowerType) then
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				mainCost = costInfo.cost
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				break
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			elseif(costInfo.type == ADDITIONAL_POWER_BAR_INDEX) then
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				altCost = costInfo.cost
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				break
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			end
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		end
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	end
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	if(pp.mainBar) then
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		pp.mainBar:SetMinMaxValues(0, UnitPowerMax(unit, mainPowerType))
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		pp.mainBar:SetValue(mainCost)
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		pp.mainBar:Show()
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	end
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	if(pp.altBar and hasAltManaBar) then
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		pp.altBar:SetMinMaxValues(0, UnitPowerMax(unit, ADDITIONAL_POWER_BAR_INDEX))
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		pp.altBar:SetValue(altCost)
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		pp.altBar:Show()
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	end
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	if(pp.PostUpdate) then
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		return pp:PostUpdate(unit, mainCost, altCost, hasAltManaBar)
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	end
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end
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local function Path(self, ...)
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	return (self.PowerPrediction.Override or Update) (self, ...)
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end
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local function ForceUpdate(element)
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	return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
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end
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local function Enable(self)
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	local pp = self.PowerPrediction
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	if(pp) then
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		pp.__owner = self
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		pp.ForceUpdate = ForceUpdate
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		self:RegisterEvent('UNIT_SPELLCAST_START', Path)
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		self:RegisterEvent('UNIT_SPELLCAST_STOP', Path)
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		self:RegisterEvent('UNIT_SPELLCAST_FAILED', Path)
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		self:RegisterEvent('UNIT_SPELLCAST_SUCCEEDED', Path)
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		self:RegisterEvent('UNIT_DISPLAYPOWER', Path)
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		if(pp.mainBar) then
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			if(pp.mainBar:IsObjectType('StatusBar') and not pp.mainBar:GetStatusBarTexture()) then
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				pp.mainBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
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			end
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		end
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		if(pp.altBar) then
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			if(pp.altBar:IsObjectType('StatusBar') and not pp.altBar:GetStatusBarTexture()) then
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				pp.altBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
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			end
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		end
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		return true
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	end
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end
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local function Disable(self)
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	local pp = self.PowerPrediction
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	if(pp) then
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		if(pp.mainBar) then
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			pp.mainBar:Hide()
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		end
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		if(pp.altBar) then
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			pp.altBar:Hide()
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		end
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		self:UnregisterEvent('UNIT_SPELLCAST_START', Path)
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		self:UnregisterEvent('UNIT_SPELLCAST_STOP', Path)
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		self:UnregisterEvent('UNIT_SPELLCAST_FAILED', Path)
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		self:UnregisterEvent('UNIT_SPELLCAST_SUCCEEDED', Path)
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		self:UnregisterEvent('UNIT_DISPLAYPOWER', Path)
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	end
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end
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oUF:AddElement('PowerPrediction', Path, Enable, Disable)
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