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292 lines
9.7 KiB
292 lines
9.7 KiB
local _, Cell = ...
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local L = Cell.L
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local F = Cell.funcs
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local P = Cell.pixelPerfectFuncs
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-------------------------------------------------
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-- battle res
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-------------------------------------------------
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local battleResFrame = CreateFrame("Frame", "CellBattleResFrame", Cell.frames.mainFrame, "BackdropTemplate")
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Cell.frames.battleResFrame = battleResFrame
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-- battleResFrame:SetPoint("BOTTOMLEFT", Cell.frames.mainFrame, "TOPLEFT", 0, 17)
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P:Size(battleResFrame, 75, 20)
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battleResFrame:Hide()
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Cell:StylizeFrame(battleResFrame, {0.1, 0.1, 0.1, 0.7}, {0, 0, 0, 0.5})
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---------------------------------
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-- Animation
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---------------------------------
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local point, relativePoint, onShow, onHide
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local loaded = false
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battleResFrame.onMenuShow = battleResFrame:CreateAnimationGroup()
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battleResFrame.onMenuShow.trans = battleResFrame.onMenuShow:CreateAnimation("translation")
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battleResFrame.onMenuShow.trans:SetDuration(0.3)
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battleResFrame.onMenuShow.trans:SetSmoothing("OUT")
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battleResFrame.onMenuShow:SetScript("OnPlay", function()
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battleResFrame.onMenuHide:Stop()
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end)
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battleResFrame.onMenuShow:SetScript("OnFinished", function()
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battleResFrame:ClearAllPoints()
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battleResFrame:SetPoint(point, CellAnchorFrame, relativePoint, 0, onShow)
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end)
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function battleResFrame:OnMenuShow()
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if not loaded then return end
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if not battleResFrame:IsShown() then
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battleResFrame.onMenuShow:GetScript("OnFinished")()
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return
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end
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local currentY = select(5, battleResFrame:GetPoint(1))
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if type(currentY) ~= "number" then return end
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currentY = math.floor(currentY+.5)
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if onShow ~= currentY then
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local offset = onShow-currentY
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battleResFrame.onMenuShow.trans:SetOffset(0, offset)
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battleResFrame.onMenuShow:Play()
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end
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end
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battleResFrame.onMenuHide = battleResFrame:CreateAnimationGroup()
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battleResFrame.onMenuHide.trans = battleResFrame.onMenuHide:CreateAnimation("translation")
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battleResFrame.onMenuHide.trans:SetDuration(0.3)
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battleResFrame.onMenuHide.trans:SetSmoothing("OUT")
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battleResFrame.onMenuHide:SetScript("OnPlay", function()
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battleResFrame.onMenuShow:Stop()
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end)
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battleResFrame.onMenuHide:SetScript("OnFinished", function()
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battleResFrame:ClearAllPoints()
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battleResFrame:SetPoint(point, CellAnchorFrame, relativePoint, 0, onHide)
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end)
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function battleResFrame:OnMenuHide()
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if not loaded then return end
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if not battleResFrame:IsShown() then
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battleResFrame.onMenuHide:GetScript("OnFinished")()
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return
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end
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local currentY = select(5, battleResFrame:GetPoint(1))
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if type(currentY) ~= "number" then return end
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currentY = math.floor(currentY+.5)
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if onHide ~= currentY then
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local offset = onHide-currentY
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battleResFrame.onMenuHide.trans:SetOffset(0, offset)
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battleResFrame.onMenuHide:Play()
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end
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end
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---------------------------------
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-- Bar
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---------------------------------
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local bar = Cell:CreateStatusBar("CellBattleResBar", battleResFrame, 10, 4, 100, false, nil, false, "Interface\\AddOns\\Cell\\Media\\statusbar", Cell:GetAccentColorTable())
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bar:SetPoint("BOTTOMLEFT")
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bar:SetPoint("BOTTOMRIGHT")
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-- P:Point(bar, "BOTTOMLEFT", battleResFrame, "BOTTOMLEFT", 1, 1)
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-- P:Point(bar, "BOTTOMRIGHT", battleResFrame, "BOTTOMRIGHT", -1, 1)
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-- bar:SetMinMaxValues(0, 100)
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-- bar:SetValue(50)
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---------------------------------
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-- String
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---------------------------------
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local title = battleResFrame:CreateFontString(nil, "OVERLAY", "CELL_FONT_WIDGET")
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local stack = battleResFrame:CreateFontString(nil, "OVERLAY", "CELL_FONT_WIDGET")
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local rTime = battleResFrame:CreateFontString(nil, "OVERLAY", "CELL_FONT_WIDGET")
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local dummy = battleResFrame:CreateFontString(nil, "OVERLAY", "CELL_FONT_WIDGET") -- used for updating width of battleResFrame
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dummy:Hide()
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title:SetFont(title:GetFont(), 13, "")
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stack:SetFont(stack:GetFont(), 13, "")
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rTime:SetFont(rTime:GetFont(), 13, "")
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dummy:SetFont(dummy:GetFont(), 13, "")
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title:SetJustifyH("LEFT")
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stack:SetJustifyH("LEFT")
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rTime:SetJustifyH("RIGHT")
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P:Point(title, "BOTTOMLEFT", bar, "TOPLEFT", 0, 2)
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stack:SetPoint("LEFT", title, "RIGHT")
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rTime:SetPoint("LEFT", stack, "RIGHT")
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dummy:SetPoint("BOTTOMLEFT", bar, "TOPLEFT", 0, 22)
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title:SetTextColor(0.66, 0.66, 0.66)
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rTime:SetTextColor(0.66, 0.66, 0.66)
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title:SetText(L["BR"]..": ")
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stack:SetText("")
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rTime:SetText("")
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dummy:SetText(L["BR"]..": |cffff00000|r 00:00 ")
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battleResFrame:SetScript("OnShow", function()
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P:Width(battleResFrame, math.floor(dummy:GetWidth()+.5))
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end)
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battleResFrame:SetScript("OnHide", function()
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stack:SetText("")
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rTime:SetText("")
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end)
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---------------------------------
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-- Update
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---------------------------------
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local GetSpellCharges = C_Spell.GetSpellCharges or GetSpellCharges
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local GetBRInfo
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if C_Spell.GetSpellCharges then
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GetBRInfo = function()
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local info = GetSpellCharges(20484)
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if info then
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return info.currentCharges, info.cooldownStartTime, info.cooldownDuration
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end
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end
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else
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GetBRInfo = function()
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local charges, _, started, duration = GetSpellCharges(20484)
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return charges, started, duration
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end
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end
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local total = 0
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-- local isMovable = false
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battleResFrame:SetScript("OnUpdate", function(self, elapsed)
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-- if isMovable then return end --设置位置
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total = total + elapsed
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if total >= 0.25 then
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total = 0
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-- Upon engaging a boss, all combat resurrection spells will have their cooldowns reset and begin with 1 charge.
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-- Charges will accumulate at a rate of 1 per (90/RaidSize) minutes.
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local charges, started, duration = GetBRInfo()
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if not charges then
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-- hide out of encounter
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battleResFrame:Hide()
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battleResFrame:RegisterEvent("SPELL_UPDATE_CHARGES")
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return
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end
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local color = (charges > 0) and "|cffffffff" or "|cffff0000"
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local remaining = duration - (GetTime() - started)
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local m = floor(remaining / 60)
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local s = mod(remaining, 60)
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stack:SetText(("%s%d|r "):format(color, charges))
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rTime:SetText(("%d:%02d"):format(m, s))
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bar:SetMinMaxValues(0, duration)
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bar:SetValue(duration - remaining)
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end
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end)
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function battleResFrame:SPELL_UPDATE_CHARGES()
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local charges = GetBRInfo()
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if charges then
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battleResFrame:UnregisterEvent("SPELL_UPDATE_CHARGES")
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-- isMovable = false
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battleResFrame:Show()
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end
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end
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function battleResFrame:PLAYER_ENTERING_WORLD()
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battleResFrame:UnregisterEvent("SPELL_UPDATE_CHARGES")
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battleResFrame:Hide()
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local _, instanceType, difficulty = GetInstanceInfo()
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if instanceType == "raid" then -- raid
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if IsEncounterInProgress() then --如果 上线时/重载界面后 已在boss战中
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battleResFrame:Show()
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else
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battleResFrame:RegisterEvent("SPELL_UPDATE_CHARGES")
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end
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elseif difficulty == 8 then -- challenge mode
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battleResFrame:Show()
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end
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end
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function battleResFrame:CHALLENGE_MODE_START()
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battleResFrame:Show()
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end
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battleResFrame:SetScript("OnEvent", function(self, event, ...)
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battleResFrame[event](self, ...)
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end)
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local function UpdateTools(which)
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if not which or which == "battleRes" then
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if CellDB["tools"]["showBattleRes"] then
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battleResFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
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battleResFrame:RegisterEvent("CHALLENGE_MODE_START")
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battleResFrame:RegisterEvent("SPELL_UPDATE_CHARGES")
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else
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battleResFrame:UnregisterEvent("PLAYER_ENTERING_WORLD")
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battleResFrame:UnregisterEvent("CHALLENGE_MODE_START")
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battleResFrame:UnregisterEvent("SPELL_UPDATE_CHARGES")
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end
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end
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end
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Cell:RegisterCallback("UpdateTools", "BattleRes_UpdateTools", UpdateTools)
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local function UpdatePosition()
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local anchor = Cell.vars.currentLayoutTable["main"]["anchor"]
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battleResFrame:ClearAllPoints()
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if anchor == "BOTTOMLEFT" then
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point, relativePoint = "TOPLEFT", "BOTTOMLEFT"
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onShow, onHide = -4, 10
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elseif anchor == "BOTTOMRIGHT" then
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point, relativePoint = "TOPRIGHT", "BOTTOMRIGHT"
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onShow, onHide = -4, 10
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elseif anchor == "TOPLEFT" then
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point, relativePoint = "BOTTOMLEFT", "TOPLEFT"
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onShow, onHide = 4, -10
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elseif anchor == "TOPRIGHT" then
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point, relativePoint = "BOTTOMRIGHT", "TOPRIGHT"
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onShow, onHide = 4, -10
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end
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if CellDB["general"]["menuPosition"] == "top_bottom" then
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if CellDB["general"]["fadeOut"] then
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battleResFrame:SetPoint(point, CellAnchorFrame, relativePoint, 0, onHide)
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else
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battleResFrame:SetPoint(point, CellAnchorFrame, relativePoint, 0, onShow)
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end
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else
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battleResFrame:SetPoint(point, CellMainFrame, relativePoint, 0, onShow)
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end
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end
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local function UpdateMenu(which)
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if which == "position" then
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UpdatePosition()
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end
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end
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Cell:RegisterCallback("UpdateMenu", "BattleRes_UpdateMenu", UpdateMenu)
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local function UpdateLayout(layout, which)
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if not loaded or which == "anchor" then
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UpdatePosition()
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loaded = true
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end
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end
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Cell:RegisterCallback("UpdateLayout", "BattleRes_UpdateLayout", UpdateLayout)
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local function UpdatePixelPerfect()
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P:Resize(battleResFrame)
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-- P:Repoint(battleResFrame)
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Cell:StylizeFrame(battleResFrame, {0.1, 0.1, 0.1, 0.7}, {0, 0, 0, 0.5})
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bar:UpdatePixelPerfect()
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P:Repoint(title)
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end
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Cell:RegisterCallback("UpdatePixelPerfect", "BattleRes_UpdatePixelPerfect", UpdatePixelPerfect)
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