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--- **LibCandyBar-3.0** provides elegant timerbars with icons for use in addons.
-- It is based of the original ideas of the CandyBar and CandyBar-2.0 library.
-- In contrary to the earlier libraries LibCandyBar-3.0 provides you with a timerbar object with a simple API.
--
-- Creating a new timerbar using the ':New' function will return a new timerbar object. This timerbar object inherits all of the barPrototype functions listed here. \\
--
-- @usage
-- local candy = LibStub("LibCandyBar-3.0")
-- local texture = "Interface\\AddOns\\MyAddOn\\statusbar"
-- local mybar = candy:New(texture, 100, 16)
-- mybar:SetLabel("Yay!")
-- mybar:SetDuration(60)
-- mybar:Start()
-- @class file
-- @name LibCandyBar-3.0
local GetTime, floor, next = GetTime, floor, next
local CreateFrame, error, setmetatable, UIParent = CreateFrame, error, setmetatable, UIParent
if not LibStub then error("LibCandyBar-3.0 requires LibStub.") end
local cbh = LibStub:GetLibrary("CallbackHandler-1.0")
if not cbh then error("LibCandyBar-3.0 requires CallbackHandler-1.0") end
local lib = LibStub:NewLibrary("LibCandyBar-3.0", 99) -- Bump minor on changes
if not lib then return end
lib.callbacks = lib.callbacks or cbh:New(lib)
local cb = lib.callbacks
lib.dummyFrame = lib.dummyFrame or CreateFrame("Frame")
lib.barFrameMT = lib.barFrameMT or {__index = lib.dummyFrame}
lib.barPrototype = lib.barPrototype or setmetatable({}, lib.barFrameMT)
lib.barPrototype_mt = lib.barPrototype_mt or {__index = lib.barPrototype}
lib.barCache = lib.barCache or {}
local barPrototype = lib.barPrototype
local barPrototype_meta = lib.barPrototype_mt
local barCache = lib.barCache
local scripts = {
"OnUpdate", "OnDragStart", "OnDragStop",
"OnEnter", "OnLeave", "OnHide",
"OnShow", "OnMouseDown", "OnMouseUp",
"OnMouseWheel", "OnSizeChanged", "OnEvent"
}
local numScripts = #scripts
local GameFontHighlightSmallOutline = GameFontHighlightSmallOutline
local _fontName, _fontSize = GameFontHighlightSmallOutline:GetFont()
local _fontShadowX, _fontShadowY = GameFontHighlightSmallOutline:GetShadowOffset()
local _fontShadowR, _fontShadowG, _fontShadowB, _fontShadowA = GameFontHighlightSmallOutline:GetShadowColor()
local SetWidth, SetHeight, SetSize = lib.dummyFrame.SetWidth, lib.dummyFrame.SetHeight, lib.dummyFrame.SetSize
local function stopBar(bar)
bar.updater:Stop()
bar.data = nil
bar.funcs = nil
bar.running = nil
bar.paused = nil
bar:Hide()
bar:SetParent(UIParent)
end
local tformat1 = "%d:%02d:%02d"
local tformat2 = "%d:%02d"
local tformat3 = "%.1f"
local tformat4 = "%.0f"
local function barUpdate(updater)
local bar = updater.parent
local t = GetTime()
if t >= bar.exp then
bar:Stop()
else
local time = bar.exp - t
bar.remaining = time
bar.candyBarBar:SetValue(bar.fill and (t-bar.start)+bar.gap or time)
if time > 3599.9 then -- > 1 hour
local h = floor(time/3600)
local m = floor((time - (h*3600))/60)
local s = (time - (m*60)) - (h*3600)
bar.candyBarDuration:SetFormattedText(tformat1, h, m, s)
elseif time > 59.9 then -- 1 minute to 1 hour
local m = floor(time/60)
local s = time - (m*60)
bar.candyBarDuration:SetFormattedText(tformat2, m, s)
elseif time < 10 then -- 0 to 10 seconds
bar.candyBarDuration:SetFormattedText(tformat3, time)
else -- 10 seconds to one minute
bar.candyBarDuration:SetFormattedText(tformat4, time)
end
if bar.funcs then
for i = 1, #bar.funcs do
bar.funcs[i](bar)
end
end
end
end
local atformat1 = "~%d:%02d:%02d"
local atformat2 = "~%d:%02d"
local atformat3 = "~%.1f"
local atformat4 = "~%.0f"
local function barUpdateApprox(updater)
local bar = updater.parent
local t = GetTime()
if t >= bar.exp then
bar:Stop()
else
local time = bar.exp - t
bar.remaining = time
bar.candyBarBar:SetValue(bar.fill and (t-bar.start)+bar.gap or time)
if time > 3599.9 then -- > 1 hour
local h = floor(time/3600)
local m = floor((time - (h*3600))/60)
local s = (time - (m*60)) - (h*3600)
bar.candyBarDuration:SetFormattedText(atformat1, h, m, s)
elseif time > 59.9 then -- 1 minute to 1 hour
local m = floor(time/60)
local s = time - (m*60)
bar.candyBarDuration:SetFormattedText(atformat2, m, s)
elseif time < 10 then -- 0 to 10 seconds
bar.candyBarDuration:SetFormattedText(atformat3, time)
else -- 10 seconds to one minute
bar.candyBarDuration:SetFormattedText(atformat4, time)
end
if bar.funcs then
for i = 1, #bar.funcs do
bar.funcs[i](bar)
end
end
end
end
-- ------------------------------------------------------------------------------
-- Bar functions
--
local function restyleBar(self)
if not self.running then return end
self.candyBarIconFrame:ClearAllPoints()
self.candyBarBar:ClearAllPoints()
-- In the past we used a :GetTexture check here, but as of WoW v5 it randomly returns nil, so use our own trustworthy variable.
if self.candyBarIconFrame.icon then
self.candyBarIconFrame:SetWidth(self.height)
if self.iconPosition == "RIGHT" then
self.candyBarIconFrame:SetPoint("TOPRIGHT", self)
self.candyBarIconFrame:SetPoint("BOTTOMRIGHT", self)
self.candyBarBar:SetPoint("TOPRIGHT", self.candyBarIconFrame, "TOPLEFT")
self.candyBarBar:SetPoint("BOTTOMRIGHT", self.candyBarIconFrame, "BOTTOMLEFT")
self.candyBarBar:SetPoint("TOPLEFT", self)
self.candyBarBar:SetPoint("BOTTOMLEFT", self)
else
self.candyBarIconFrame:SetPoint("TOPLEFT")
self.candyBarIconFrame:SetPoint("BOTTOMLEFT")
self.candyBarBar:SetPoint("TOPLEFT", self.candyBarIconFrame, "TOPRIGHT")
self.candyBarBar:SetPoint("BOTTOMLEFT", self.candyBarIconFrame, "BOTTOMRIGHT")
self.candyBarBar:SetPoint("TOPRIGHT", self)
self.candyBarBar:SetPoint("BOTTOMRIGHT", self)
end
self.candyBarIconFrame:Show()
else
self.candyBarBar:SetPoint("TOPLEFT", self)
self.candyBarBar:SetPoint("BOTTOMRIGHT", self)
self.candyBarIconFrame:Hide()
end
if self.showLabel and self.candyBarLabel.text then
self.candyBarLabel:Show()
else
self.candyBarLabel:Hide()
end
if self.showTime then
self.candyBarDuration:Show()
else
self.candyBarDuration:Hide()
end
end
--- Set whether the bar should drain (default) or fill up.
-- @param fill Boolean true/false
function barPrototype:SetFill(fill)
self.fill = fill
end
--- Adds a function to the timerbar. The function will run every update and will receive the bar as a parameter.
-- @param func Function to run every update.
-- @usage
-- -- The example below will print the time remaining to the chatframe every update. Yes, that's a whole lot of spam
-- mybar:AddUpdateFunction( function(bar) print(bar.remaining) end )
function barPrototype:AddUpdateFunction(func) if not self.funcs then self.funcs = {} end; self.funcs[#self.funcs+1] = func end
--- Sets user data in the timerbar object.
-- @param key Key to use for the data storage.
-- @param data Data to store.
function barPrototype:Set(key, data) if not self.data then self.data = {} end; self.data[key] = data end
--- Retrieves user data from the timerbar object.
-- @param key Key to retrieve
function barPrototype:Get(key) return self.data and self.data[key] end
--- Sets the color of the bar.
-- This is basically a wrapper to SetStatusBarColor.
-- @paramsig r, g, b, a
-- @param r Red component (0-1)
-- @param g Green component (0-1)
-- @param b Blue component (0-1)
-- @param a Alpha (0-1)
function barPrototype:SetColor(...) self.candyBarBar:SetStatusBarColor(...) end
--- Sets the color of the bar label and bar duration text.
-- @paramsig r, g, b, a
-- @param r Red component (0-1)
-- @param g Green component (0-1)
-- @param b Blue component (0-1)
-- @param a Alpha (0-1)
function barPrototype:SetTextColor(...)
self.candyBarLabel:SetTextColor(...)
self.candyBarDuration:SetTextColor(...)
end
--- Sets the shadow color of the bar label and bar duration text.
-- @paramsig r, g, b, a
-- @param r Red component (0-1)
-- @param g Green component (0-1)
-- @param b Blue component (0-1)
-- @param a Alpha (0-1)
function barPrototype:SetShadowColor(...)
self.candyBarLabel:SetShadowColor(...)
self.candyBarDuration:SetShadowColor(...)
end
--- Sets the texture of the bar.
-- This should only be needed on running bars that get changed on the fly.
-- @param texture Path to the bar texture.
function barPrototype:SetTexture(texture)
self.candyBarBar:SetStatusBarTexture(texture)
self.candyBarBackground:SetTexture(texture)
end
--- Sets the width of the bar.
-- This should only be needed on running bars that get changed on the fly.
-- @param width Width of the bar.
function barPrototype:SetWidth(width)
self.width = width
SetWidth(self, width)
end
--- Sets the height of the bar.
-- This should only be needed on running bars that get changed on the fly.
-- @param height Height of the bar.
function barPrototype:SetHeight(height)
self.height = height
SetHeight(self, height)
restyleBar(self)
end
--- Sets the size of the bar.
-- This should only be needed on running bars that get changed on the fly.
-- @param width Width of the bar.
-- @param height Height of the bar.
function barPrototype:SetSize(width, height)
self.width = width
self.height = height
SetSize(self, width, height)
restyleBar(self)
end
--- Returns the label (text) currently set on the bar.
function barPrototype:GetLabel()
return self.candyBarLabel.text
end
--- Sets the label on the bar.
-- @param text Label text.
function barPrototype:SetLabel(text)
self.candyBarLabel.text = text
self.candyBarLabel:SetText(text)
if text then
self.candyBarLabel:Show()
else
self.candyBarLabel:Hide()
end
end
--- Returns the icon texture path currently set on the bar, if it has an icon set.
function barPrototype:GetIcon()
return self.candyBarIconFrame.icon
end
--- Sets the icon next to the bar.
-- @param icon Path to the icon texture or nil to not display an icon.
-- @param ... Optional icon coordinates for texture trimming.
function barPrototype:SetIcon(icon, ...)
self.candyBarIconFrame.icon = icon
self.candyBarIconFrame:SetTexture(icon)
if ... then
self.candyBarIconFrame:SetTexCoord(...)
else
self.candyBarIconFrame:SetTexCoord(0.07, 0.93, 0.07, 0.93)
end
restyleBar(self)
end
--- Sets which side of the bar the icon should appear.
-- @param position Position of the icon according to the bar, either "LEFT" or "RIGHT" as a string. Set to "LEFT" by default.
function barPrototype:SetIconPosition(position)
self.iconPosition = position
restyleBar(self)
end
--- Sets wether or not the time indicator on the right of the bar should be shown.
-- Time is shown by default.
-- @param bool true to show the time, false/nil to hide the time.
function barPrototype:SetTimeVisibility(bool)
self.showTime = bool
if bool then
self.candyBarDuration:Show()
else
self.candyBarDuration:Hide()
end
end
--- Sets wether or not the label on the left of the bar should be shown.
-- label is shown by default.
-- @param bool true to show the label, false/nil to hide the label.
function barPrototype:SetLabelVisibility(bool)
self.showLabel = bool
if bool then
self.candyBarLabel:Show()
else
self.candyBarLabel:Hide()
end
end
--- Sets the duration of the bar.
-- This can also be used while the bar is running to adjust the time remaining, within the bounds of the original duration.
-- @param duration Duration of the bar in seconds.
-- @param isApprox Boolean. True if you wish the time display to be an approximate "~5" instead of "5"
function barPrototype:SetDuration(duration, isApprox) self.remaining = duration; self.isApproximate = isApprox end
--- Shows the bar and starts it.
-- @param maxValue Number. If you don't wish your bar to start full, you can set a max value. A maxValue of 10 on a bar with a duration of 5 would start it at 50%.
function barPrototype:Start(maxValue)
self.running = true
local time = self.remaining
self.gap = maxValue and maxValue-time or 0
restyleBar(self)
self.start = GetTime()
self.exp = self.start + time
self.candyBarBar:SetMinMaxValues(0, maxValue or time)
self.candyBarBar:SetValue(self.fill and 0 or time)
if self.isApproximate then
if time > 3599.9 then -- > 1 hour
local h = floor(time/3600)
local m = floor((time - (h*3600))/60)
local s = (time - (m*60)) - (h*3600)
self.candyBarDuration:SetFormattedText(atformat1, h, m, s)
elseif time > 59.9 then -- 1 minute to 1 hour
local m = floor(time/60)
local s = time - (m*60)
self.candyBarDuration:SetFormattedText(atformat2, m, s)
elseif time < 10 then -- 0 to 10 seconds
self.candyBarDuration:SetFormattedText(atformat3, time)
else -- 10 seconds to one minute
self.candyBarDuration:SetFormattedText(atformat4, time)
end
self.updater:SetScript("OnLoop", barUpdateApprox)
else
if time > 3599.9 then -- > 1 hour
local h = floor(time/3600)
local m = floor((time - (h*3600))/60)
local s = (time - (m*60)) - (h*3600)
self.candyBarDuration:SetFormattedText(tformat1, h, m, s)
elseif time > 59.9 then -- 1 minute to 1 hour
local m = floor(time/60)
local s = time - (m*60)
self.candyBarDuration:SetFormattedText(tformat2, m, s)
elseif time < 10 then -- 0 to 10 seconds
self.candyBarDuration:SetFormattedText(tformat3, time)
else -- 10 seconds to one minute
self.candyBarDuration:SetFormattedText(tformat4, time)
end
self.updater:SetScript("OnLoop", barUpdate)
end
self.updater:Play()
self:Show()
end
--- Pauses a running bar
function barPrototype:Pause()
if not self.paused then
self.updater:Pause()
self.paused = GetTime()
end
end
--- Resumes a paused bar
function barPrototype:Resume()
if self.paused then
local t = GetTime()
self.exp = t + self.remaining
self.start = self.start + (t-self.paused)
self.updater:Play()
self.paused = nil
end
end
--- Stops the bar.
-- This will stop the bar, fire the LibCandyBar_Stop callback, and recycle the bar into the candybar pool.
-- Note: make sure you remove all references to the bar in your addon upon receiving the LibCandyBar_Stop callback.
-- @usage
-- -- The example below shows the use of the LibCandyBar_Stop callback by printing the contents of the label in the chatframe
-- local function barstopped( callback, bar )
-- print( bar:GetLabel(), "stopped")
-- end
-- LibStub("LibCandyBar-3.0"):RegisterCallback(myaddonobject, "LibCandyBar_Stop", barstopped)
-- @param ... Optional args to pass across in the LibCandyBar_Stop callback.
function barPrototype:Stop(...)
cb:Fire("LibCandyBar_Stop", self, ...)
stopBar(self)
barCache[self] = true
end
-- ------------------------------------------------------------------------------
-- Library functions
--
--- Creates a new timerbar object and returns it. Don't forget to set the duration, label and :Start the timer bar after you get a hold of it!
-- @paramsig texture, width, height
-- @param texture Path to the texture used for the bar.
-- @param width Width of the bar.
-- @param height Height of the bar.
-- @usage
-- mybar = LibStub("LibCandyBar-3.0"):New("Interface\\AddOns\\MyAddOn\\media\\statusbar", 100, 16)
function lib:New(texture, width, height)
local bar = next(barCache)
if not bar then
local frame = CreateFrame("Frame", nil, UIParent)
bar = setmetatable(frame, barPrototype_meta)
local icon = bar:CreateTexture()
icon:SetPoint("TOPLEFT")
icon:SetPoint("BOTTOMLEFT")
icon:Show()
bar.candyBarIconFrame = icon
local statusbar = CreateFrame("StatusBar", nil, bar)
statusbar:SetPoint("TOPRIGHT")
statusbar:SetPoint("BOTTOMRIGHT")
bar.candyBarBar = statusbar
local bg = statusbar:CreateTexture(nil, "BACKGROUND")
bg:SetAllPoints()
bar.candyBarBackground = bg
local backdrop = CreateFrame("Frame", nil, bar, BackdropTemplateMixin and "BackdropTemplate") -- Used by bar stylers for backdrops
backdrop:SetFrameLevel(0)
bar.candyBarBackdrop = backdrop
local iconBackdrop = CreateFrame("Frame", nil, bar, BackdropTemplateMixin and "BackdropTemplate") -- Used by bar stylers for backdrops
iconBackdrop:SetFrameLevel(0)
bar.candyBarIconFrameBackdrop = iconBackdrop
local duration = statusbar:CreateFontString(nil, "OVERLAY", GameFontHighlightSmallOutline)
duration:SetPoint("TOPLEFT", statusbar, "TOPLEFT", 2, 0)
duration:SetPoint("BOTTOMRIGHT", statusbar, "BOTTOMRIGHT", -2, 0)
bar.candyBarDuration = duration
local label = statusbar:CreateFontString(nil, "OVERLAY", GameFontHighlightSmallOutline)
label:SetPoint("TOPLEFT", statusbar, "TOPLEFT", 2, 0)
label:SetPoint("BOTTOMRIGHT", statusbar, "BOTTOMRIGHT", -2, 0)
bar.candyBarLabel = label
local updater = bar:CreateAnimationGroup()
updater:SetLooping("REPEAT")
updater.parent = bar
local anim = updater:CreateAnimation()
anim:SetDuration(0.04)
bar.updater = updater
bar.repeater = anim
else
barCache[bar] = nil
end
bar:SetFrameStrata("MEDIUM")
bar:SetFrameLevel(100) -- Lots of room to create above or below this level
bar.candyBarBar:SetStatusBarTexture(texture)
bar.candyBarBackground:SetTexture(texture)
bar.width = width
bar.height = height
-- RESET ALL THE THINGS!
bar.fill = nil
bar.showTime = true
bar.showLabel = true
bar.iconPosition = nil
for i = 1, numScripts do -- Update if scripts table is changed, faster than doing #scripts
bar:SetScript(scripts[i], nil)
end
bar.candyBarBackground:SetVertexColor(0.5, 0.5, 0.5, 0.3)
bar.candyBarBar:SetStatusBarColor(0.5, 0.5, 0.5, 1)
bar:ClearAllPoints()
SetWidth(bar, width)
SetHeight(bar, height)
bar:SetMovable(1)
bar:SetScale(1)
bar:SetAlpha(1)
bar:SetClampedToScreen(false)
bar:EnableMouse(false)
bar.candyBarLabel:SetTextColor(1,1,1,1)
bar.candyBarLabel:SetJustifyH("LEFT")
bar.candyBarLabel:SetJustifyV("MIDDLE")
bar.candyBarLabel:SetFont(_fontName, _fontSize)
bar.candyBarLabel:SetShadowOffset(_fontShadowX, _fontShadowY)
bar.candyBarLabel:SetShadowColor(_fontShadowR, _fontShadowG, _fontShadowB, _fontShadowA)
bar.candyBarDuration:SetTextColor(1,1,1,1)
bar.candyBarDuration:SetJustifyH("RIGHT")
bar.candyBarDuration:SetJustifyV("MIDDLE")
bar.candyBarDuration:SetFont(_fontName, _fontSize)
bar.candyBarDuration:SetShadowOffset(_fontShadowX, _fontShadowY)
bar.candyBarDuration:SetShadowColor(_fontShadowR, _fontShadowG, _fontShadowB, _fontShadowA)
bar:SetLabel()
bar:SetIcon()
bar:SetDuration()
return bar
end