Files
pfUI/modules/buffwatch.lua
T

494 lines
18 KiB
Lua

pfUI:RegisterModule("buffwatch", "vanilla:tbc", function ()
local rawborder, border = GetBorderSize("panels")
local scanner = libtipscan:GetScanner("buffwatch")
local fcache = {}
local function BuffIsVisible(config, name)
-- return if all buffs should be shown
if config.filter == "none" then return true end
local index = tostring(config)
local mode = config.filter
if not fcache[index] then
fcache[index] = {}
for _, val in pairs({strsplit("#", config[mode])}) do
fcache[index][val] = true
end
end
if mode == "whitelist" then
return fcache[index][name]
elseif mode == "blacklist" then
return not fcache[index][name]
end
end
local rgbcache = setmetatable({},{__mode="kv"})
local function str2rgb(text)
if not text then return 1, 1, 1 end
if rgbcache[text] then return unpack(rgbcache[text]) end
local counter = 1
local l = string.len(text)
for i = 1, l, 3 do
counter = mod(counter*8161, 4294967279) + (string.byte(text,i)*16776193) + ((string.byte(text,i+1) or (l-i+256))*8372226) + ((string.byte(text,i+2) or (l-i+256))*3932164)
end
counter = mod(8161, 4294967279) + (string.byte(text,l)*16776193) + ((string.byte(text,l+1) or (l-l+256))*8372226) + ((string.byte(text,l+2) or (l+256))*3932164)
local hash = mod(mod(counter, 4294967291),16777216)
local r = (hash - (mod(hash,65536))) / 65536
local g = ((hash - r*65536) - ( mod((hash - r*65536),256)) ) / 256
local b = hash - r*65536 - g*256
rgbcache[text] = { r / 255, g / 255, b / 255 }
return unpack(rgbcache[text])
end
local function GetSafeTop(frame)
if frame and frame.IsShown and frame:IsShown() and frame:IsVisible() then
return frame:GetTop(), frame
end
return 0
end
-- iterate over given tables and return the first frame that is shown
local function GetTopAnchor(anchors)
local top, anchor = 0, anchors[1]
for _, tbl in pairs(anchors) do
-- in case of multiple anchor elements, iterate over each one
for i=32, 1, -1 do
if GetSafeTop(tbl[i]) > top then
top, anchor = GetSafeTop(tbl[i])
end
end
-- check top of regular anchor elements
if GetSafeTop(tbl) > top then
top, anchor = GetSafeTop(tbl)
end
end
return anchor
end
local function GetBuffData(unit, id, type, skipTooltip)
if unit == "player" then
local bid = GetPlayerBuff(PLAYER_BUFF_START_ID+id, type)
local stacks = GetPlayerBuffApplications(bid)
local remaining = GetPlayerBuffTimeLeft(bid)
local texture = GetPlayerBuffTexture(bid)
local name
if not skipTooltip and texture then
scanner:SetPlayerBuff(bid)
name = scanner:Line(1)
end
return remaining, texture, name, stacks
elseif libdebuff then
local name, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff(unit, id)
return timeleft, texture, name, stacks
end
end
local function StatusBarOnClick()
if arg1 == "LeftButton" then
local config = this.parent.config
local skill = this.text:GetText()
if IsControlKeyDown() then
for _, val in pairs({strsplit("#", config.whitelist)}) do
if val == skill then return end
end
config.whitelist = config.whitelist .. "#" .. skill
DEFAULT_CHAT_FRAME:AddMessage("|cff33ffcc" .. skill .. "|r" .. T["is now whitelisted."])
elseif IsShiftKeyDown() then
for _, val in pairs({strsplit("#", config.blacklist)}) do
if val == skill then return end
end
config.blacklist = config.blacklist .. "#" .. skill
DEFAULT_CHAT_FRAME:AddMessage("|cff33ffcc" .. skill .. "|r" .. T["is now blacklisted."])
end
elseif this.parent.unit == "player" then
CancelPlayerBuff(GetPlayerBuff(PLAYER_BUFF_START_ID+this.id,this.type))
end
end
local function StatusBarOnEnter()
GameTooltip:SetOwner(this, "NONE")
if this.unit == "player" then
GameTooltip:SetPlayerBuff(GetPlayerBuff(PLAYER_BUFF_START_ID+this.id,this.type))
elseif this.type == "HARMFUL" then
GameTooltip:SetUnitDebuff(this.unit, this.id)
elseif this.type == "HELPFUL" then
GameTooltip:SetUnitBuff(this.unit, this.id)
end
if IsShiftKeyDown() then
GameTooltip:AddLine(" ")
GameTooltip:AddDoubleLine(T["Ctrl-Click"], T["Add to Whitelist"], 1,1,1, .2,1,.8)
GameTooltip:AddDoubleLine(T["Shift-Click"], T["Add to Blacklist"], 1,1,1, .2,1,.8)
end
GameTooltip:Show()
end
local function StatusBarOnLeave()
GameTooltip:Hide()
end
local function StatusBarOnUpdate()
local remaining = this.endtime - GetTime()
this.bar:SetValue(remaining > 0 and remaining or 0)
if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .1 end
this.time:SetText(remaining > 0 and GetColoredTimeString(remaining) or "")
end
local function StatusBarRefreshParent()
this.parent:RefreshPosition()
end
local function CreateStatusBar(bar, parent)
local color = parent.color
local bordercolor = parent.bordercolor
local textcolor = parent.textcolor
local width = parent:GetWidth()
local height = parent:GetHeight()
local framename = "pf" .. parent.unit .. ( parent.type == "HARMFUL" and "Debuff" or "Buff" ) .. "Bar" .. bar
local font = parent.config.use_unitfonts == "1" and pfUI.font_unit or pfUI.font_default
local frame = _G[framename] or CreateFrame("Button", framename, parent)
frame:EnableMouse(1)
frame:Hide()
frame:SetPoint("BOTTOM", 0, (bar-1)*(height+2*border+1))
frame:SetWidth(width)
frame:SetHeight(height)
frame.bar = CreateFrame("StatusBar", "pfBuffBar" .. bar, frame)
frame.bar:SetPoint("TOPLEFT", frame, "TOPLEFT", height+1, 0)
frame.bar:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", 0, 0)
frame.bar:SetStatusBarTexture(pfUI.media["img:bar"])
frame.bar:SetStatusBarColor(color.r, color.g, color.b, color.a)
frame.text = frame.bar:CreateFontString("Status", "DIALOG", "GameFontNormal")
frame.text:ClearAllPoints()
frame.text:SetPoint("TOPLEFT", frame.bar, "TOPLEFT", 3, 0)
frame.text:SetPoint("BOTTOMRIGHT", frame.bar, "BOTTOMRIGHT", -3, 0)
frame.text:SetNonSpaceWrap(false)
frame.text:SetFontObject(GameFontWhite)
frame.text:SetFont(font, C.global.font_size)
frame.text:SetTextColor(textcolor.r,textcolor.g,textcolor.b,1)
frame.text:SetJustifyH("LEFT")
frame.time = frame.bar:CreateFontString("Status", "DIALOG", "GameFontNormal")
frame.time:ClearAllPoints()
frame.time:SetPoint("TOPLEFT", frame.bar, "TOPLEFT", 3, 0)
frame.time:SetPoint("BOTTOMRIGHT", frame.bar, "BOTTOMRIGHT", -3, 0)
frame.time:SetNonSpaceWrap(false)
frame.time:SetFontObject(GameFontWhite)
frame.time:SetFont(font, C.global.font_size)
frame.time:SetTextColor(1,1,1,1)
frame.time:SetJustifyH("RIGHT")
frame.icon = frame:CreateTexture(nil, "OVERLAY")
frame.icon:SetWidth(height)
frame.icon:SetHeight(height)
frame.icon:SetPoint("LEFT", frame, "LEFT", 0, 0)
frame.icon:SetTexCoord(.07,.93,.07,.93)
frame.stacks = frame.bar:CreateFontString("Status", "DIALOG", "GameFontWhite")
frame.stacks:SetFont(font, C.global.font_size, "OUTLINE")
frame.stacks:SetAllPoints(frame.icon)
frame.stacks:SetJustifyH("CENTER")
frame.stacks:SetJustifyV("CENTER")
frame.parent = parent
frame:SetScript("OnUpdate", StatusBarOnUpdate)
frame:SetScript("OnShow", StatusBarRefreshParent)
frame:SetScript("OnHide", StatusBarRefreshParent)
frame:RegisterForClicks("LeftButtonUp", "RightButtonUp")
frame:SetScript("OnClick", StatusBarOnClick)
frame:SetScript("OnEnter", StatusBarOnEnter)
frame:SetScript("OnLeave", StatusBarOnLeave)
CreateBackdrop(frame)
CreateBackdropShadow(frame)
if bordercolor.r ~= "0" and bordercolor.g ~= "0" and bordercolor.b ~= "0" and bordercolor.a ~= "0" then
frame.backdrop:SetBackdropBorderColor(bordercolor.r,bordercolor.g,bordercolor.b,1)
end
return frame
end
local function RefreshBuffBarFrame(frame)
-- reinitialize all active buffs
for i=1,32 do
local timeleft, texture, name, stacks = GetBuffData(frame.unit, i, frame.type)
timeleft = timeleft or 0
if texture and name and name ~= "" and BuffIsVisible(frame.config, name) then
frame.buffs[i][1] = timeleft
frame.buffs[i][2] = i
frame.buffs[i][3] = name
frame.buffs[i][4] = texture
frame.buffs[i][5] = stacks
else
frame.buffs[i][1] = 0
frame.buffs[i][2] = nil
frame.buffs[i][3] = nil
frame.buffs[i][4] = nil
frame.buffs[i][5] = 0
end
end
table.sort(frame.buffs, frame.buffcmp)
-- create a buff bar for each below threshold
local bar = 1
for id, data in pairs(frame.buffs) do
if data[1] and ((data[1] ~= 0 and data[1] < frame.threshold) or frame.threshold == -1) -- timeleft checks
and data[3] and data[3] ~= "" -- buff has a name
and data[4] and data[4] ~= "" -- buff has a texture
then
local uuid = data[4] .. data[3] -- we use that to cache some values for buffs
-- update bar data
frame.bars[bar] = frame.bars[bar] or CreateStatusBar(bar, frame)
frame.bars[bar].id = data[2]
frame.bars[bar].unit = frame.unit
frame.bars[bar].type = frame.type
frame.bars[bar].endtime = GetTime() + ( data[1] > 0 and data[1] or -1 )
-- update max duration the cached remaining values is less than
-- the real one, indicates a buff renewal
frame.durations[uuid] = frame.durations[uuid] or {}
if not frame.durations[uuid][1] or frame.durations[uuid][1] < data[1] then
frame.durations[uuid][2] = data[1] -- max
end
frame.durations[uuid][1] = data[1] -- current
-- cache max stacks for the buff
if not frame.charges[uuid] or frame.charges[uuid] < data[5] then
frame.charges[uuid] = data[5]
end
-- set name
if frame.bars[bar].cacheName ~= data[3] then
frame.bars[bar].cacheName = data[3]
frame.bars[bar].text:SetText(data[3])
-- calculate dynamic auto color
local r, g, b
if frame.type == "HARMFUL" then
r, g, b = 1, .2, .2
local _, _, dtype = UnitDebuff(frame.unit, data[2])
if dtype and DebuffTypeColor[dtype] then
r,g,b = DebuffTypeColor[dtype].r,DebuffTypeColor[dtype].g,DebuffTypeColor[dtype].b
end
else
r,g,b = str2rgb(data[3])
end
-- set auto background color
if frame.config.dtypebg == "1" then
frame.bars[bar].bar:SetStatusBarColor(r,g,b,1)
end
-- set auto border color
if frame.config.dtypeborder == "1" then
frame.bars[bar].backdrop:SetBackdropBorderColor(r,g,b,1)
end
-- set auto text color
if frame.config.dtypetext == "1" then
frame.bars[bar].text:SetTextColor(r,g,b,1)
end
end
-- set texture
if frame.bars[bar].cacheTexture ~= data[4] then
frame.bars[bar].cacheTexture = data[4]
frame.bars[bar].icon:SetTexture(data[4])
end
-- cache maxduration
if frame.bars[bar].cacheMaxDuration ~= frame.durations[uuid][2] then
frame.bars[bar].cacheMaxDuration = frame.durations[uuid][2]
frame.bars[bar].bar:SetMinMaxValues(0, frame.durations[uuid][2])
end
-- set stacks
if data[5] > 1 then
local stacks_percentage = data[5] / (frame.charges[uuid] * .01)
local sr, sg, sb, sa
if stacks_percentage >= 90 then
sr, sg, sb, sa = .3, 1, .3, 1
elseif stacks_percentage >= 60 then
sr, sg, sb, sa = 1, 1, .3, 1
elseif stacks_percentage >= 0 then
sr, sg, sb, sa = 1, .3, .3, 1
end
if frame.config.colorstacks == "1" then
frame.bars[bar].stacks:SetText(rgbhex(sr,sg,sb) .. data[5])
else
frame.bars[bar].stacks:SetText(data[5])
end
else
frame.bars[bar].stacks:SetText("")
end
frame.bars[bar]:Show()
bar = bar + 1
end
end
-- hide remaining bars
for i = bar, table.getn(frame.bars) do
frame.bars[i]:Hide()
end
end
-- Create a new Buff Bar
local function BuffBarFrameOnUpdate()
if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .4 end
RefreshBuffBarFrame(this)
this:RefreshPosition()
end
local function RefreshPosition(self)
-- avoid position changes during unlock
if pfUI.unlock and pfUI.unlock:IsShown() then return end
if not pfUI_config["position"][self:GetName()] then
local anchor = GetTopAnchor(self.anchors)
if not self.lastanchor or self.lastanchor ~= anchor then
self:ClearAllPoints()
self:SetPoint("LEFT", self.anchors[1], "LEFT", 0, 0)
self:SetPoint("BOTTOM", anchor, "TOP", 0, border*2+1)
UpdateMovable(self, true)
self.lastanchor = anchor
end
end
end
local function CreateBuffBarFrame(unit, type)
local framename = "pf" .. unit .. ( type == "HARMFUL" and "Debuff" or "Buff" ) .. "Bar"
local frame = _G[framename] or CreateFrame("Frame", framename, UIParent)
frame.unit = strlower(unit)
frame.type = type
frame.bars = { }
frame.durations = { }
frame.charges = { }
frame.buffs = { }
for i=1,32 do
frame.buffs[i] = { }
end
frame.RefreshPosition = RefreshPosition
-- OnEvent (UNIT_AURA) doesn't trigger properly on buff refresh
frame:SetScript("OnUpdate", BuffBarFrameOnUpdate)
return frame
end
local function asc(a,b)
return a[1] > b[1]
end
local function desc(a,b)
return a[1] < b[1]
end
-- create player buffbars
if pfUI.uf.player and C.buffbar.pbuff.enable == "1" then
pfUI.uf.player.buffbar = CreateBuffBarFrame("Player", "HELPFUL")
local config = C.buffbar.pbuff
local r, g, b, a = strsplit(",", config.color)
local br, bg, bb, ba = strsplit(",", config.bordercolor)
local tr, tg, tb, ta = strsplit(",", config.textcolor)
pfUI.uf.player.buffbar:SetWidth(config.width == "-1" and C.unitframes.player.width or config.width)
pfUI.uf.player.buffbar:SetHeight(config.height)
pfUI.uf.player.buffbar.threshold = tonumber(config.threshold)
pfUI.uf.player.buffbar.config = config
pfUI.uf.player.buffbar.buffcmp = config.sort == "asc" and asc or desc
pfUI.uf.player.buffbar.color = { r = r, g = g, b = b, a = a }
pfUI.uf.player.buffbar.bordercolor = { r = br, g = bg, b = bb, a = ba }
pfUI.uf.player.buffbar.textcolor = { r = tr, g = tg, b = tb, a = ta }
pfUI.uf.player.buffbar.anchors = {
pfUI.uf.player,
pfUI.uf.player and pfUI.uf.player.debuffs,
pfUI.uf.player and pfUI.uf.player.buffs
}
pfUI.uf.player.buffbar:SetPoint("LEFT", pfUI.uf.player, "LEFT", 0, 0)
pfUI.uf.player.buffbar:SetPoint("BOTTOM", pfUI.uf.player, "TOP", 0, border*2+1)
UpdateMovable(pfUI.uf.player.buffbar)
end
-- create player debuffbars
if pfUI.uf.player and C.buffbar.pdebuff.enable == "1" then
local config = C.buffbar.pdebuff
local r, g, b, a = strsplit(",", config.color)
local br, bg, bb, ba = strsplit(",", config.bordercolor)
local tr, tg, tb, ta = strsplit(",", config.textcolor)
pfUI.uf.player.debuffbar = CreateBuffBarFrame("Player", "HARMFUL")
pfUI.uf.player.debuffbar:SetWidth(config.width == "-1" and C.unitframes.player.width or config.width)
pfUI.uf.player.debuffbar:SetHeight(config.height)
pfUI.uf.player.debuffbar.threshold = tonumber(config.threshold)
pfUI.uf.player.debuffbar.config = config
pfUI.uf.player.debuffbar.buffcmp = config.sort == "asc" and asc or desc
pfUI.uf.player.debuffbar.color = { r = r, g = g, b = b, a = a }
pfUI.uf.player.debuffbar.bordercolor = { r = br, g = bg, b = bb, a = ba }
pfUI.uf.player.debuffbar.textcolor = { r = tr, g = tg, b = tb, a = ta }
pfUI.uf.player.debuffbar.anchors = {
pfUI.uf.player,
pfUI.uf.player and pfUI.uf.player.buffbar and pfUI.uf.player.buffbar.bars,
pfUI.uf.player and pfUI.uf.player.debuffs,
pfUI.uf.player and pfUI.uf.player.buffs
}
pfUI.uf.player.debuffbar:SetPoint("LEFT", pfUI.uf.player, "LEFT", 0, 0)
pfUI.uf.player.debuffbar:SetPoint("BOTTOM", pfUI.uf.player, "TOP", 0, border*2+1)
UpdateMovable(pfUI.uf.player.debuffbar)
end
-- create target debuffbars
if pfUI.uf.target and C.buffbar.tdebuff.enable == "1" then
local config = C.buffbar.tdebuff
local r, g, b, a = strsplit(",", config.color)
local br, bg, bb, ba = strsplit(",", config.bordercolor)
local tr, tg, tb, ta = strsplit(",", config.textcolor)
pfUI.uf.target.debuffbar = CreateBuffBarFrame("Target", "HARMFUL")
pfUI.uf.target.debuffbar:SetWidth(config.width == "-1" and C.unitframes.target.width or config.width)
pfUI.uf.target.debuffbar:SetHeight(config.height)
pfUI.uf.target.debuffbar.config = config
pfUI.uf.target.debuffbar.buffcmp = config.sort == "asc" and asc or desc
pfUI.uf.target.debuffbar.color = { r = r, g = g, b = b, a = a }
pfUI.uf.target.debuffbar.bordercolor = { r = br, g = bg, b = bb, a = ba }
pfUI.uf.target.debuffbar.textcolor = { r = tr, g = tg, b = tb, a = ta }
pfUI.uf.target.debuffbar.threshold = tonumber(config.threshold)
pfUI.uf.target.debuffbar.anchors = {
pfUI.uf.target,
pfUI.uf.target and pfUI.uf.target.buffbar and pfUI.uf.target.buffbar.bars,
pfUI.uf.target and pfUI.uf.target.debuffs,
pfUI.uf.target and pfUI.uf.target.buffs
}
pfUI.uf.target.debuffbar:SetPoint("LEFT", pfUI.uf.target, "LEFT", 0, 0)
pfUI.uf.target.debuffbar:SetPoint("BOTTOM", pfUI.uf.target, "TOP", 0, border*2+1)
UpdateMovable(pfUI.uf.target.debuffbar)
end
end)