Files
Cursive/ui.lua
T

400 lines
9.9 KiB
Lua

if not Cursive.superwow then
return
end
local utils = Cursive.utils
local filter = Cursive.filter
local ui = CreateFrame("Frame", nil, UIParent)
ui.border = {
edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
tile = true, tileSize = 16, edgeSize = 8,
insets = { left = 2, right = 2, top = 2, bottom = 2 }
}
ui.background = {
bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
tile = true, tileSize = 16, edgeSize = 8,
insets = { left = 0, right = 0, top = 0, bottom = 0 }
}
ui.rootBarFrame = nil
ui.targetIndicatorSize = 8
ui.padding = 2
local function GetBarWidth()
local config = Cursive.db.profile
return ui.targetIndicatorSize +
config.raidiconsize +
ui.padding +
config.healthwidth +
config.maxcurses * (config.curseiconsize + ui.padding)
end
local function UpdateRootBarFrame()
local config = Cursive.db.profile
if config.showbackdrop then
ui.rootBarFrame:SetBackdrop(ui.background)
else
ui.rootBarFrame:SetBackdrop(nil)
end
ui.rootBarFrame:EnableMouse(not config.clickthrough)
ui.rootBarFrame.pos = config.anchor .. config.x .. config.y .. config.scale
ui.rootBarFrame:ClearAllPoints()
ui.rootBarFrame:SetPoint(config.anchor, config.x, config.y)
ui.rootBarFrame:SetScale(config.scale)
ui.rootBarFrame.caption:SetFont(STANDARD_TEXT_FONT, Cursive.db.profile.textsize, "THINOUTLINE")
ui.rootBarFrame.caption:SetText(Cursive.db.profile.caption)
ui.rootBarFrame:SetWidth(config.maxcol * GetBarWidth())
ui.rootBarFrame:SetHeight(config.maxrow * config.height)
end
local function CreateRoot()
local frame = CreateFrame("Frame", Cursive.db.profile.caption, UIParent)
ui.rootBarFrame = frame
frame.id = Cursive.db.profile.caption
frame:RegisterForDrag("LeftButton")
frame:SetMovable(true)
frame:SetScript("OnDragStart", function()
this.lock = true
this:StartMoving()
end)
frame:SetScript("OnDragStop", function()
-- convert to best anchor depending on position
local new_anchor = utils.GetBestAnchor(this)
local anchor, x, y = utils.ConvertFrameAnchor(this, new_anchor)
this:ClearAllPoints()
this:SetPoint(anchor, UIParent, anchor, x, y)
-- save new position
anchor, _, _, x, y = this:GetPoint()
Cursive.db.profile.anchor, Cursive.db.profile.x, Cursive.db.profile.y = anchor, x, y
-- stop drag
this:StopMovingOrSizing()
this.lock = false
this:ClearAllPoints()
this:SetPoint(anchor, x, y)
end)
-- create title text
frame.caption = frame:CreateFontString(nil, "HIGH", "GameFontWhite")
frame.caption:SetPoint("TOPLEFT", frame, "TOPLEFT", 10, -2)
frame.caption:SetTextColor(1, 1, 1, 1)
UpdateRootBarFrame()
frame:Show()
return frame
end
ui.barFrames = {} -- holds all barFrames for all guids
Cursive.UpdateFramesFromConfig = function()
for guid, frame in pairs(ui.barFrames) do
frame:Hide()
ui.barFrames[guid] = nil
end
if ui.rootBarFrame then
UpdateRootBarFrame()
end
end
ui.BarEnter = function()
this.bar.border:SetBackdropBorderColor(1, 1, 1, 1)
this.hover = true
GameTooltip_SetDefaultAnchor(GameTooltip, this)
GameTooltip:SetUnit(this.guid)
GameTooltip:Show()
end
ui.BarLeave = function()
this.hover = false
GameTooltip:Hide()
end
ui.BarUpdate = function()
if not this.guid then
return
end
-- update statusbar values
this.bar:SetMinMaxValues(0, UnitHealthMax(this.guid))
this.bar:SetValue(UnitHealth(this.guid))
-- update health bar color
local hex, r, g, b, a = utils.GetUnitColor(this.guid)
this.bar:SetStatusBarColor(r, g, b, a)
-- update caption text
local name = UnitName(this.guid)
local hp = UnitHealth(this.guid)
-- convert hp to k if > 1000
if hp then
if hp >= 1000000 then
hp = math.floor(hp / 100000) / 10 .. "m"
elseif hp >= 1000 then
hp = math.floor(hp / 100) / 10 .. "k"
end
end
if name then
this.nameText:SetText(name)
end
if hp then
this.hpText:SetText(hp)
end
-- update health bar border
if this.hover then
this.bar.border:SetBackdropBorderColor(1, 1, 1, 1)
elseif UnitAffectingCombat(this.guid) then
this.bar.border:SetBackdropBorderColor(.8, .2, .2, 1)
else
this.bar.border:SetBackdropBorderColor(.2, .2, .2, 1)
end
-- show raid icon if existing
if GetRaidTargetIndex(this.guid) and Cursive.filter.alive(this.guid) then
SetRaidTargetIconTexture(this.icon, GetRaidTargetIndex(this.guid))
this.icon:Show()
else
this.icon:Hide()
end
-- update target indicator
if UnitIsUnit("target", this.guid) then
this.target_left:Show()
else
this.target_left:Hide()
end
end
ui.BarClick = function()
TargetUnit(this.guid)
end
local function CreateBar(guid)
local barFrame = CreateFrame("Button", nil, ui.rootBarFrame)
barFrame.guid = guid
barFrame:SetScript("OnClick", ui.BarClick)
barFrame:SetScript("OnEnter", ui.BarEnter)
barFrame:SetScript("OnLeave", ui.BarLeave)
barFrame:SetScript("OnUpdate", ui.BarUpdate)
local config = Cursive.db.profile
local width = GetBarWidth()
barFrame:SetWidth(width)
barFrame:SetHeight(config.height)
-- create target indicator
local targetLeft = barFrame:CreateTexture(nil, "OVERLAY")
targetLeft:SetWidth(ui.targetIndicatorSize)
targetLeft:SetHeight(8)
targetLeft:SetPoint("LEFT", barFrame, "LEFT", 0, 0)
targetLeft:SetTexture("Interface\\AddOns\\Cursive\\img\\target-left")
targetLeft:Hide()
barFrame.target_left = targetLeft
-- create raid icon textures
local icon = barFrame:CreateTexture(nil, "OVERLAY")
icon:SetWidth(config.raidiconsize)
icon:SetHeight(config.raidiconsize)
icon:SetPoint("LEFT", targetLeft, "RIGHT", 0, 0)
icon:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons")
icon:Hide()
barFrame.icon = icon
-- create health bar
local bar = CreateFrame("StatusBar", nil, barFrame)
bar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
bar:SetStatusBarColor(1, .8, .2, 1)
bar:SetMinMaxValues(0, 100)
bar:SetValue(20)
bar:SetPoint("LEFT", icon, "RIGHT", ui.padding, 0)
bar:SetWidth(config.healthwidth)
bar:SetHeight(config.height)
barFrame.bar = bar
local hp = bar:CreateFontString(nil, "HIGH", "GameFontWhite")
hp:SetPoint("TOPRIGHT", bar, "TOPRIGHT", -2, -2)
hp:SetWidth(30)
hp:SetHeight(config.height - 4)
hp:SetFont(STANDARD_TEXT_FONT, config.textsize, "THINOUTLINE")
hp:SetJustifyH("RIGHT")
barFrame.hpText = hp
local name = bar:CreateFontString(nil, "HIGH", "GameFontWhite")
name:SetPoint("TOPLEFT", bar, "TOPLEFT", 2, -2)
name:SetPoint("BOTTOMRIGHT", hp, "BOTTOMLEFT", 2, 0)
name:SetFont(STANDARD_TEXT_FONT, config.textsize, "THINOUTLINE")
name:SetJustifyH("LEFT")
barFrame.nameText = name
-- create health bar backdrops
if pfUI and pfUI.uf then
pfUI.api.CreateBackdrop(bar)
bar.border = bar.backdrop
else
bar:SetBackdrop(ui.background)
bar:SetBackdropColor(0, 0, 0, 1)
local border = CreateFrame("Frame", nil, bar.bar)
border:SetBackdrop(ui.border)
border:SetBackdropColor(.2, .2, .2, 1)
border:SetPoint("TOPLEFT", bar.bar, "TOPLEFT", -2, 2)
border:SetPoint("BOTTOMRIGHT", bar.bar, "BOTTOMRIGHT", 2, -2)
bar.border = border
end
-- display up to 3 curses
for i = 1, 3 do
local curse = barFrame:CreateTexture(nil, "OVERLAY")
curse:SetWidth(config.curseiconsize)
curse:SetHeight(config.curseiconsize)
curse:SetPoint("LEFT", bar, "RIGHT", i * ui.padding + ((i - 1) * config.curseiconsize), 0)
curse.timer = barFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
curse.timer:SetFontObject(GameFontHighlight)
curse.timer:SetFont(STANDARD_TEXT_FONT, 11, "OUTLINE")
curse.timer:SetTextColor(1, 1, 1)
curse.timer:SetAllPoints(curse)
curse.timer:Hide()
curse:Hide()
barFrame["curse" .. i] = curse
end
ui.barFrames[guid] = barFrame
return barFrame
end
local function GetBarCords(row, col)
local config = Cursive.db.profile
local x = (col - 1) * GetBarWidth()
local y = row * (config.height + config.spacing) -- don't subtract 1 to account for header
return x, y
end
local function DisplayGuid(guid, row, col)
local barFrame = ui.barFrames[guid] or CreateBar(guid)
local x, y = GetBarCords(row, col)
-- update position if required
if not barFrame.pos or barFrame.pos ~= x .. -y then
barFrame:ClearAllPoints()
barFrame:SetPoint("TOPLEFT", ui.rootBarFrame, "TOPLEFT", x, -y)
barFrame.pos = x .. -y
end
-- update curses
local curseNumber = 1
local guidCurses = Cursive.curses.guids[guid]
if guidCurses then
for curseName, curseData in pairs(guidCurses) do
if curseNumber > 3 then
break
end
local remaining = Cursive.curses:TimeRemaining(curseData)
local curse = barFrame["curse" .. curseNumber]
if remaining >= 0 then
curse:SetTexture(Cursive.curses.trackedCurseIds[curseData.spellID].texture)
curse.timer:SetText(remaining)
curse.timer:Show()
curse:Show()
else
curse.timer:Hide()
curse:Hide()
end
curseNumber = curseNumber + 1
end
end
barFrame:Show()
end
ui:SetAllPoints()
ui:SetScript("OnUpdate", function()
local config = Cursive.db.profile
if not config.enabled then
return
end
if (this.tick or 1) > GetTime() then
return
else
this.tick = GetTime() + .8
end
if not ui.rootBarFrame then
ui.rootBarFrame = CreateRoot()
end
-- skip if locked (due to moving)
if ui.rootBarFrame.lock then
return
end
-- run through all guids and fill with bars
local title_size = 12 + config.spacing
local row = 1
local col = 1
local maxBarsDisplayed = false
for guid, time in pairs(Cursive.core.guids) do
-- apply filters
local shouldDisplay = Cursive:ShouldDisplayGuid(guid)
-- display element if filters allow it
if shouldDisplay and not maxBarsDisplayed then
-- display guid
DisplayGuid(guid, row, col)
-- update row/col
row = row + 1
if row > config.maxrow then
row = 1
col = col + 1
if col > config.maxcol then
maxBarsDisplayed = true
end
end
else
if ui.barFrames[guid] then
ui.barFrames[guid]:Hide()
ui.barFrames[guid] = nil
end
local active = UnitExists(guid) and Cursive.filter.alive(guid)
if not active then
-- remove from core
Cursive.core.remove(guid)
-- remove from curses
Cursive.curses:RemoveGuid(guid)
end
end
end
end)
Cursive.ui = ui