130 lines
4.8 KiB
Lua
130 lines
4.8 KiB
Lua
local _G = ShaguTweaks.GetGlobalEnv()
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local T = ShaguTweaks.T
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local API = ShaguTweaks.API
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local module = ShaguTweaks:register({
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title = T["Debuff Timer"],
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description = T["Show debuff durations on the target unit frame."],
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expansions = { ["vanilla"] = true },
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category = T["Unit Frames"],
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enabled = true,
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})
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local libdebuff = ShaguTweaks.libdebuff
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local TimeConvert = ShaguTweaks.TimeConvert
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local function GetTargetDebuff(index)
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-- ClassicAPI exposes the real aura name, stack count, dispel type and,
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-- when known by the client, the exact applied duration/expiration time.
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-- Keep libdebuff as the compatibility fallback for missing timing data.
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local aura = API and API.GetDebuffDataByIndex and API.GetDebuffDataByIndex("target", index)
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if aura then
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local duration = aura.duration and aura.duration > 0 and aura.duration or nil
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local dtype = aura.dispelName and aura.dispelName ~= "" and aura.dispelName or nil
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if duration and aura.expirationTime and aura.expirationTime > 0 then
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local timeleft = aura.expirationTime - GetTime()
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if timeleft < 0 then timeleft = 0 end
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return aura.name, nil, aura.icon, aura.applications, dtype, duration, timeleft
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end
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-- ClassicAPI may know the aura but not its exact expiration when the cast
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-- was not observed. Preserve ShaguTweaks' old estimated timer in that case.
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if duration and libdebuff and libdebuff.UnitDebuff then
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local effect, rank, texture, stacks, legacyType, legacyDuration, legacyTimeleft = libdebuff:UnitDebuff("target", index)
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return aura.name or effect, rank, aura.icon or texture,
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aura.applications or stacks, dtype or legacyType, legacyDuration, legacyTimeleft
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end
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-- Duration 0 means an indefinite aura: show metadata, but no cooldown.
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return aura.name, nil, aura.icon, aura.applications, dtype, nil, -1
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end
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if libdebuff and libdebuff.UnitDebuff then
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return libdebuff:UnitDebuff("target", index)
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end
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end
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local function CreateTextCooldown(cooldown)
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if cooldown.readable then return end
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cooldown.readable = CreateFrame("Frame", "pfCooldownFrame", cooldown:GetParent())
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cooldown.readable:SetAllPoints(cooldown)
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cooldown.readable:SetFrameLevel(cooldown:GetParent():GetFrameLevel() + 1)
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cooldown.readable.text = cooldown.readable:CreateFontString("pfCooldownFrameText", "OVERLAY")
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cooldown.readable.text:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
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cooldown.readable.text:SetPoint("CENTER", cooldown.readable, "CENTER", 0, 0)
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cooldown.readable:SetScript("OnUpdate", function()
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local parent = this:GetParent()
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if not parent then this:Hide() return end
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if not this.next then this.next = GetTime() + .1 end
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if this.next > GetTime() then return end
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this.next = GetTime() + .1
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-- fix own alpha value (should be inherited, but somehow isn't always)
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this:SetAlpha(parent:GetAlpha())
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local remaining = this.duration - (GetTime() - this.start)
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if remaining >= 0 then
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this.text:SetText(TimeConvert(remaining))
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else
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this:Hide()
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end
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end)
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end
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module.enable = function(self)
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local HookTargetDebuffButton_Update = TargetDebuffButton_Update
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TargetDebuffButton_Update = function()
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HookTargetDebuffButton_Update()
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for i=1, MAX_TARGET_DEBUFFS do
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local effect, rank, texture, stacks, dtype, duration, timeleft = GetTargetDebuff(i)
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local button = _G["TargetFrameDebuff"..i]
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if button and not button.cd then
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button.cd = CreateFrame("Model", "TargetFrameDebuff"..i.."Cooldown", button, "CooldownFrameTemplate")
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button.cd.noCooldownCount = true
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button.cd:SetAllPoints()
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button.cd:SetScale(.6)
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button.cd:SetAlpha(.8)
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end
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local dCount = _G["TargetFrameDebuff" .. i .. "Count"]
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if button and dCount then
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if not dCount.fixup then
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dCount.fixup = true
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dCount:SetPoint("BOTTOMRIGHT", "TargetFrameDebuff" .. i, "BOTTOMRIGHT", 6, -3)
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end
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if stacks and stacks > 1 then
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dCount:SetText("|c0000ff3b" .. stacks)
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dCount:Show()
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else
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dCount:Hide()
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end
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end
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local dBorder = _G["TargetFrameDebuff" .. i .. "Border"]
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if button and dBorder then
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local color = dtype and DebuffTypeColor[dtype] or DebuffTypeColor["none"]
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dBorder:SetVertexColor(color.r, color.g, color.b)
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end
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if button and effect and duration and timeleft and timeleft >= 0 then
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local start = GetTime() + timeleft - duration
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CreateTextCooldown(button.cd)
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CooldownFrame_SetTimer(button.cd, start, duration, 1)
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button.cd.readable.start = start
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button.cd.readable.duration = duration
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button.cd.readable:Show()
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button.cd:Show()
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elseif button then
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CooldownFrame_SetTimer(button.cd,0,0,0)
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if button.cd.readable then button.cd.readable:Hide() end
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end
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end
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end
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end
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