Files
ElvUIModernized/ElvUI/Modules/UnitFrames/Elements/Auras.lua
T
2018-05-30 12:29:13 -05:00

592 lines
20 KiB
Lua

local E, L, V, P, G = unpack(ElvUI); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local UF = E:GetModule("UnitFrames");
local LSM = LibStub("LibSharedMedia-3.0");
--Cache global variables
--Lua functions
local unpack = unpack
local find, format, lower = string.find, string.format, string.lower
local strsplit = strsplit
local tsort, getn = table.sort, table.getn
local ceil = math.ceil
--WoW API / Variables
local GetTime = GetTime
local CreateFrame = CreateFrame
local IsShiftKeyDown = IsShiftKeyDown
local IsAltKeyDown = IsAltKeyDown
local IsControlKeyDown = IsControlKeyDown
local UnitCanAttack = UnitCanAttack
local UnitIsFriend = UnitIsFriend
local UnitIsUnit = UnitIsUnit
function UF:Construct_Buffs(frame)
local buffs = CreateFrame("Frame", frame:GetName().."Buffs", frame)
buffs.spacing = E.Spacing
buffs.PreSetPosition = (not frame:GetScript("OnUpdate")) and self.SortAuras or nil
buffs.PostCreateIcon = self.Construct_AuraIcon
buffs.PostUpdateIcon = self.PostUpdateAura
buffs.CustomFilter = self.AuraFilter
buffs:SetFrameLevel(frame.RaisedElementParent:GetFrameLevel() + 10) --Make them appear above any text element
buffs.type = "buffs"
--Set initial width to prevent division by zero. This value doesn't matter, as it will be updated later
E:Width(buffs, 100)
return buffs
end
function UF:Construct_Debuffs(frame)
local debuffs = CreateFrame("Frame", frame:GetName().."Debuffs", frame)
debuffs.spacing = E.Spacing
debuffs.PreSetPosition = (not frame:GetScript("OnUpdate")) and self.SortAuras or nil
debuffs.PostCreateIcon = self.Construct_AuraIcon
debuffs.PostUpdateIcon = self.PostUpdateAura
debuffs.CustomFilter = self.AuraFilter
debuffs.type = "debuffs"
debuffs:SetFrameLevel(frame.RaisedElementParent:GetFrameLevel() + 10) --Make them appear above any text element
--Set initial width to prevent division by zero. This value doesn't matter, as it will be updated later
E:Width(debuffs, 100)
return debuffs
end
function UF:Construct_AuraIcon(button)
local offset = UF.thinBorders and E.mult or E.Border
button.text = button.cd:CreateFontString(nil, "OVERLAY")
E:Point(button.text, "CENTER", 1, 1)
button.text:SetJustifyH("CENTER")
E:SetTemplate(button, "Default", nil, nil, UF.thinBorders, true)
button.cd.noOCC = true
button.cd.noCooldownCount = true
-- button.cd:SetReverse(true)
-- button.cd:SetDrawEdge(true)
E:SetInside(button.cd, button, offset, offset)
E:SetInside(button.icon, button, offset, offset)
button.icon:SetTexCoord(unpack(E.TexCoords))
button.icon:SetDrawLayer("ARTWORK")
button.count:ClearAllPoints()
E:Point(button.count, "BOTTOMRIGHT", 1, 1)
button.count:SetJustifyH("RIGHT")
button.overlay:SetTexture(nil)
-- button.stealable:SetTexture(nil)
button:RegisterForClicks("RightButtonUp")
button:SetScript("OnClick", function(self)
if E.db.unitframe.auraBlacklistModifier == "NONE"
or not ((E.db.unitframe.auraBlacklistModifier == "SHIFT" and IsShiftKeyDown())
or (E.db.unitframe.auraBlacklistModifier == "ALT" and IsAltKeyDown())
or (E.db.unitframe.auraBlacklistModifier == "CTRL" and IsControlKeyDown())) then return end
local auraName = self.name
if auraName then
E:Print(format(L["The spell '%s' has been added to the Blacklist unitframe aura filter."], auraName))
E.global["unitframe"]["aurafilters"]["Blacklist"]["spells"][auraName] = {
["enable"] = true,
["priority"] = 0,
}
UF:Update_AllFrames()
end
end)
UF:UpdateAuraIconSettings(button, true)
end
function UF:EnableDisable_Auras(frame)
if frame.db.debuffs.enable or frame.db.buffs.enable then
if not frame:IsElementEnabled("Aura") then
frame:EnableElement("Aura")
end
else
if frame:IsElementEnabled("Aura") then
frame:DisableElement("Aura")
end
end
end
local function ReverseUpdate(frame)
UF:Configure_Auras(frame, "Debuffs")
UF:Configure_Auras(frame, "Buffs")
end
function UF:Configure_Auras(frame, auraType)
if not frame.VARIABLES_SET then return end
local db = frame.db
local auras = frame[auraType]
auraType = lower(auraType)
local rows = db[auraType].numrows
local totalWidth = frame.UNIT_WIDTH - frame.SPACING*2
if frame.USE_POWERBAR_OFFSET then
local powerOffset = ((frame.ORIENTATION == "MIDDLE" and 2 or 1) * frame.POWERBAR_OFFSET)
if not (db[auraType].attachTo == "POWER" and frame.ORIENTATION == "MIDDLE") then
totalWidth = totalWidth - powerOffset
end
end
E:Width(auras, totalWidth)
auras.forceShow = frame.forceShowAuras
auras.num = db[auraType].perrow * rows
auras.size = db[auraType].sizeOverride ~= 0 and db[auraType].sizeOverride or ((((auras:GetWidth() - (auras.spacing*(auras.num/rows - 1))) / auras.num)) * rows)
if db[auraType].sizeOverride and db[auraType].sizeOverride > 0 then
auras:Width(db[auraType].perrow * db[auraType].sizeOverride)
end
local attachTo = self:GetAuraAnchorFrame(frame, db[auraType].attachTo, db.debuffs.attachTo == "BUFFS" and db.buffs.attachTo == "DEBUFFS")
--Use frame.SPACING override since it may be different from E.Spacing due to forced thin borders
local x, y = E:GetXYOffset(db[auraType].anchorPoint, frame.SPACING)
if db[auraType].attachTo == "FRAME" then
y = 0
elseif db[auraType].attachTo == "HEALTH" or db[auraType].attachTo == "POWER" then
local newX = E:GetXYOffset(db[auraType].anchorPoint, -frame.BORDER)
local _, newY = E:GetXYOffset(db[auraType].anchorPoint, (frame.BORDER + frame.SPACING))
x = newX
y = newY
else
x = 0
end
if auraType == "buffs" and frame.Debuffs.attachTo and frame.Debuffs.attachTo == frame.Buffs and db[auraType].attachTo == "DEBUFFS" then
--Update Debuffs first, as we would otherwise get conflicting anchor points
--This is usually only an issue on profile change
ReverseUpdate(frame)
return
end
auras:ClearAllPoints()
E:Point(auras, E.InversePoints[db[auraType].anchorPoint], attachTo, db[auraType].anchorPoint, x + db[auraType].xOffset, y + db[auraType].yOffset)
E:Height(auras, auras.size * rows)
auras["growth-y"] = find(db[auraType].anchorPoint, "TOP") and "UP" or "DOWN"
auras["growth-x"] = db[auraType].anchorPoint == "LEFT" and "LEFT" or db[auraType].anchorPoint == "RIGHT" and "RIGHT" or (find(db[auraType].anchorPoint, "LEFT") and "RIGHT" or "LEFT")
auras.initialAnchor = E.InversePoints[db[auraType].anchorPoint]
--These are needed for SmartAuraPosition
auras.attachTo = attachTo
auras.point = E.InversePoints[db[auraType].anchorPoint]
auras.anchorPoint = db[auraType].anchorPoint
auras.xOffset = x + db[auraType].xOffset
auras.yOffset = y + db[auraType].yOffset
if db[auraType].enable then
auras:Show()
UF:UpdateAuraIconSettings(auras)
else
auras:Hide()
end
local position = db.smartAuraPosition
if position == "BUFFS_ON_DEBUFFS" then
if db.debuffs.attachTo == "BUFFS" then
E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Buffs"], L["Debuffs"], L["Frame"]))
db.debuffs.attachTo = "FRAME"
frame.Debuffs.attachTo = frame
end
frame.Buffs.PostUpdate = nil
frame.Debuffs.PostUpdate = UF.UpdateBuffsHeaderPosition
elseif position == "DEBUFFS_ON_BUFFS" then
if db.buffs.attachTo == "DEBUFFS" then
E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Debuffs"], L["Buffs"], L["Frame"]))
db.buffs.attachTo = "FRAME"
frame.Buffs.attachTo = frame
end
frame.Buffs.PostUpdate = UF.UpdateDebuffsHeaderPosition
frame.Debuffs.PostUpdate = nil
elseif position == "FLUID_BUFFS_ON_DEBUFFS" then
if db.debuffs.attachTo == "BUFFS" then
E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Buffs"], L["Debuffs"], L["Frame"]))
db.debuffs.attachTo = "FRAME"
frame.Debuffs.attachTo = frame
end
frame.Buffs.PostUpdate = UF.UpdateBuffsHeight
frame.Debuffs.PostUpdate = UF.UpdateBuffsPositionAndDebuffHeight
elseif position == "FLUID_DEBUFFS_ON_BUFFS" then
if db.buffs.attachTo == "DEBUFFS" then
E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Debuffs"], L["Buffs"], L["Frame"]))
db.buffs.attachTo = "FRAME"
frame.Buffs.attachTo = frame
end
frame.Buffs.PostUpdate = UF.UpdateDebuffsPositionAndBuffHeight
frame.Debuffs.PostUpdate = UF.UpdateDebuffsHeight
else
frame.Buffs.PostUpdate = nil
frame.Debuffs.PostUpdate = nil
end
end
local function SortAurasByTime(a, b)
if a and b and a:GetParent().db then
if a:IsShown() and b:IsShown() then
local sortDirection = a:GetParent().db.sortDirection
local aTime = a.expiration or -1
local bTime = b.expiration or -1
if aTime and bTime then
if sortDirection == "DESCENDING" then
return aTime < bTime
else
return aTime > bTime
end
end
elseif a:IsShown() then
return true
end
end
end
local function SortAurasByName(a, b)
if a and b and a:GetParent().db then
if a:IsShown() and b:IsShown() then
local sortDirection = a:GetParent().db.sortDirection
local aName = a.spell or ""
local bName = b.spell or ""
if aName and bName then
if sortDirection == "DESCENDING" then
return aName < bName
else
return aName > bName
end
end
elseif a:IsShown() then
return true
end
end
end
local function SortAurasByDuration(a, b)
if a and b and a:GetParent().db then
if a:IsShown() and b:IsShown() then
local sortDirection = a:GetParent().db.sortDirection
local aTime = a.duration or -1
local bTime = b.duration or -1
if aTime and bTime then
if sortDirection == "DESCENDING" then
return aTime < bTime
else
return aTime > bTime
end
end
elseif a:IsShown() then
return true
end
end
end
local function SortAurasByCaster(a, b)
if a and b and a:GetParent().db then
if a:IsShown() and b:IsShown() then
local sortDirection = a:GetParent().db.sortDirection
local aPlayer = a.isPlayer or false
local bPlayer = b.isPlayer or false
if sortDirection == "DESCENDING" then
return (aPlayer and not bPlayer)
else
return (not aPlayer and bPlayer)
end
elseif a:IsShown() then
return true
end
end
end
function UF:SortAuras()
if not self.db then return end
--Sorting by Index is Default
if self.db.sortMethod == "TIME_REMAINING" then
tsort(self, SortAurasByTime)
elseif self.db.sortMethod == "NAME" then
tsort(self, SortAurasByName)
elseif self.db.sortMethod == "DURATION" then
tsort(self, SortAurasByDuration)
elseif self.db.sortMethod == "PLAYER" then
tsort(self, SortAurasByCaster)
end
--Look into possibly applying filter priorities for auras here.
return 1, getn(self) --from/to range needed for the :SetPosition call in oUF aura element. Without this aura icon position gets all whacky when not sorted by index
end
function UF:UpdateAuraIconSettings(auras, noCycle)
local frame = auras:GetParent()
local type = auras.type
if noCycle then
frame = auras:GetParent():GetParent()
type = auras:GetParent().type
end
if not frame.db then return end
local db = frame.db[type]
local unitframeFont = LSM:Fetch("font", E.db["unitframe"].font)
local unitframeFontOutline = E.db["unitframe"].fontOutline
local index = 1
auras.db = db
if db then
if not noCycle then
while auras[index] do
local button = auras[index]
E:FontTemplate(button.text, unitframeFont, db.fontSize, unitframeFontOutline)
E:FontTemplate(button.count, unitframeFont, db.countFontSize or db.fontSize, unitframeFontOutline)
if db.clickThrough and button:IsMouseEnabled() then
button:EnableMouse(false)
elseif not db.clickThrough and not button:IsMouseEnabled() then
button:EnableMouse(true)
end
index = index + 1
end
else
E:FontTemplate(auras.text, unitframeFont, db.fontSize, unitframeFontOutline)
E:FontTemplate(auras.count, unitframeFont, db.countFontSize or db.fontSize, unitframeFontOutline)
if db.clickThrough and auras:IsMouseEnabled() then
auras:EnableMouse(false)
elseif not db.clickThrough and not auras:IsMouseEnabled() then
auras:EnableMouse(true)
end
end
end
end
function UF:PostUpdateAura(unit, button)
local auras = button:GetParent()
local frame = auras:GetParent()
local type = auras.type
local db = frame.db and frame.db[type]
if db then
if db.clickThrough and button:IsMouseEnabled() then
button:EnableMouse(false)
elseif not db.clickThrough and not button:IsMouseEnabled() then
button:EnableMouse(true)
end
end
if button.isDebuff then
if not button.isFriend and not button.isPlayer then --[[and (not E.isDebuffWhiteList[name])]]
button:SetBackdropBorderColor(0.9, 0.1, 0.1)
button.icon:SetDesaturated((unit and not find(unit, "arena%d")) and true or false)
else
local color = (button.dtype and DebuffTypeColor[button.dtype]) or DebuffTypeColor.none
button:SetBackdropBorderColor(color.r * 0.6, color.g * 0.6, color.b * 0.6)
button.icon:SetDesaturated(false)
end
else
if button.isStealable and not button.isFriend then
button:SetBackdropBorderColor(237/255, 234/255, 142/255)
else
button:SetBackdropBorderColor(unpack(E["media"].unitframeBorderColor))
end
end
local size = button:GetParent().size
if size then
E:Size(button, size)
end
if button.expiration and button.duration and (button.duration ~= 0) then
local getTime = GetTime()
if not button:GetScript("OnUpdate") then
button.expirationTime = button.expiration
button.expirationSaved = button.expiration - getTime
button.nextupdate = -1
button:SetScript("OnUpdate", UF.UpdateAuraTimer)
end
if (button.expirationTime ~= button.expiration) or (button.expirationSaved ~= (button.expiration - getTime)) then
button.expirationTime = button.expiration
button.expirationSaved = button.expiration - getTime
button.nextupdate = -1
end
end
if button.expiration and button.duration and (button.duration == 0 or button.expiration <= 0) then
button.expirationTime = nil
button.expirationSaved = nil
button:SetScript("OnUpdate", nil)
if button.text:GetFont() then
button.text:SetText("")
end
end
end
function UF:UpdateAuraTimer(elapsed)
self.expirationSaved = self.expirationSaved - elapsed
if self.nextupdate > 0 then
self.nextupdate = self.nextupdate - elapsed
return
end
if self.expirationSaved <= 0 then
self:SetScript("OnUpdate", nil)
if self.text:GetFont() then
self.text:SetText("")
end
return
end
local timervalue, formatid
timervalue, formatid, self.nextupdate = E:GetTimeInfo(self.expirationSaved, 4)
if self.text:GetFont() then
self.text:SetFormattedText(format("%s%s|r", E.TimeColors[formatid], E.TimeFormats[formatid][2]), timervalue)
elseif self:GetParent():GetParent().db then
self.text:FontTemplate(LSM:Fetch("font", E.db["unitframe"].font), self:GetParent():GetParent().db[self:GetParent().type].fontSize, E.db["unitframe"].fontOutline)
self.text:SetFormattedText(format("%s%s|r", E.TimeColors[formatid], E.TimeFormats[formatid][2]), timervalue)
end
end
function UF:AuraFilter(unit, button, name, _, _, _, dispelType, duration, expiration, caster, isStealable, _, spellID)
local db = self:GetParent().db
if not db or not db[self.type] then return true end
db = db[self.type]
if not name then return nil end
local filterCheck, isUnit, isFriend, isPlayer, canDispell, allowDuration, noDuration, spellPriority
isPlayer = (caster == "player" or caster == "vehicle")
isFriend = unit and UnitIsFriend("player", unit) and not UnitCanAttack("player", unit)
button.isPlayer = isPlayer
button.isFriend = isFriend
button.isStealable = isStealable
button.dtype = dispelType
button.duration = duration
button.expiration = expiration
button.name = name
button.owner = caster --what uses this?
button.spell = name --what uses this? (SortAurasByName?)
button.priority = 0
noDuration = (not duration or duration == 0)
allowDuration = noDuration or (duration and (duration > 0) and (db.maxDuration == 0 or duration <= db.maxDuration) and (db.minDuration == 0 or duration >= db.minDuration))
if db.priority ~= "" then
isUnit = unit and caster and UnitIsUnit(unit, caster)
canDispell = (self.type == "buffs" and isStealable) or (self.type == "debuffs" and dispelType and E:IsDispellableByMe(dispelType))
filterCheck, spellPriority = UF:CheckFilter(name, caster, spellID, isFriend, isPlayer, isUnit, allowDuration, noDuration, canDispell, strsplit(",", db.priority))
if spellPriority then button.priority = spellPriority end -- this is the only difference from auarbars code
else
filterCheck = allowDuration and true -- Allow all auras to be shown when the filter list is empty, while obeying duration sliders
end
return filterCheck
end
function UF:UpdateBuffsHeaderPosition()
local parent = self:GetParent()
local buffs = parent.Buffs
local debuffs = parent.Debuffs
local numDebuffs = self.visibleDebuffs
if numDebuffs == 0 then
buffs:ClearAllPoints()
buffs:Point(debuffs.point, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
else
buffs:ClearAllPoints()
buffs:Point(buffs.point, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
end
end
function UF:UpdateDebuffsHeaderPosition()
local parent = self:GetParent()
local debuffs = parent.Debuffs
local buffs = parent.Buffs
local numBuffs = self.visibleBuffs
if numBuffs == 0 then
debuffs:ClearAllPoints()
debuffs:Point(buffs.point, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
else
debuffs:ClearAllPoints()
debuffs:Point(debuffs.point, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
end
end
function UF:UpdateBuffsPositionAndDebuffHeight()
local parent = self:GetParent()
local db = parent.db
local buffs = parent.Buffs
local debuffs = parent.Debuffs
local numDebuffs = self.visibleDebuffs
if numDebuffs == 0 then
buffs:ClearAllPoints()
buffs:Point(debuffs.point, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
else
buffs:ClearAllPoints()
buffs:Point(buffs.point, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
end
if numDebuffs > 0 then
local numRows = ceil(numDebuffs/db.debuffs.perrow)
debuffs:Height(debuffs.size * (numRows > db.debuffs.numrows and db.debuffs.numrows or numRows))
else
debuffs:Height(debuffs.size)
end
end
function UF:UpdateDebuffsPositionAndBuffHeight()
local parent = self:GetParent()
local db = parent.db
local debuffs = parent.Debuffs
local buffs = parent.Buffs
local numBuffs = self.visibleBuffs
if numBuffs == 0 then
debuffs:ClearAllPoints()
debuffs:Point(buffs.point, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
else
debuffs:ClearAllPoints()
debuffs:Point(debuffs.point, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
end
if numBuffs > 0 then
local numRows = ceil(numBuffs/db.buffs.perrow)
buffs:Height(buffs.size * (numRows > db.buffs.numrows and db.buffs.numrows or numRows))
else
buffs:Height(buffs.size)
end
end
function UF:UpdateBuffsHeight()
local parent = self:GetParent()
local db = parent.db
local buffs = parent.Buffs
local numBuffs = self.visibleBuffs
if numBuffs > 0 then
local numRows = ceil(numBuffs/db.buffs.perrow)
buffs:Height(buffs.size * (numRows > db.buffs.numrows and db.buffs.numrows or numRows))
else
buffs:Height(buffs.size)
-- Any way to get rid of the last row as well?
-- Using buffs:SetHeight(0) makes frames anchored to this one disappear
end
end
function UF:UpdateDebuffsHeight()
local parent = self:GetParent()
local db = parent.db
local debuffs = parent.Debuffs
local numDebuffs = self.visibleDebuffs
if numDebuffs > 0 then
local numRows = ceil(numDebuffs/db.debuffs.perrow)
debuffs:Height(debuffs.size * (numRows > db.debuffs.numrows and db.debuffs.numrows or numRows))
else
debuffs:Height(debuffs.size)
-- Any way to get rid of the last row as well?
-- Using debuffs:SetHeight(0) makes frames anchored to this one disappear
end
end