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[/] [trunk/] [lib/] [oUF/] [elements/] [castbar.lua] - Rev 2

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--[[ Element: Castbar

 Handles updating and visibility of unit castbars.

 Widget

 Castbar - A StatusBar to represent spell progress.

 Sub-Widgets

 .Text     - A FontString to represent spell name.
 .Icon     - A Texture to represent spell icon.
 .Time     - A FontString to represent spell duration.
 .Shield   - A Texture to represent if it's possible to interrupt or spell
             steal.
 .SafeZone - A Texture to represent latency.

 Credits

 Based upon oUF_Castbar by starlon.

 Notes

 The default texture will be applied if the UI widget doesn't have a texture or
 color defined.

 Examples

   -- Position and size
   local Castbar = CreateFrame("StatusBar", nil, self)
   Castbar:SetSize(20, 20)
   Castbar:SetPoint('TOP')
   Castbar:SetPoint('LEFT')
   Castbar:SetPoint('RIGHT')
   
   -- Add a background
   local Background = Castbar:CreateTexture(nil, 'BACKGROUND')
   Background:SetAllPoints(Castbar)
   Background:SetTexture(1, 1, 1, .5)
   
   -- Add a spark
   local Spark = Castbar:CreateTexture(nil, "OVERLAY")
   Spark:SetSize(20, 20)
   Spark:SetBlendMode("ADD")
   
   -- Add a timer
   local Time = Castbar:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
   Time:SetPoint("RIGHT", Castbar)
   
   -- Add spell text
   local Text = Castbar:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
   Text:SetPoint("LEFT", Castbar)
   
   -- Add spell icon
   local Icon = Castbar:CreateTexture(nil, "OVERLAY")
   Icon:SetSize(20, 20)
   Icon:SetPoint("TOPLEFT", Castbar, "TOPLEFT")
   
   -- Add Shield
   local Shield = Castbar:CreateTexture(nil, "OVERLAY")
   Shield:SetSize(20, 20)
   Shield:SetPoint("CENTER", Castbar)
   
   -- Add safezone
   local SafeZone = Castbar:CreateTexture(nil, "OVERLAY")
   
   -- Register it with oUF
   self.Castbar = Castbar
   self.Castbar.bg = Background
   self.Castbar.Spark = Spark
   self.Castbar.Time = Time
   self.Castbar.Text = Text
   self.Castbar.Icon = Icon
   self.Castbar.SafeZone = SafeZone

 Hooks and Callbacks

]]
local parent, ns = ...
local oUF = ns.oUF

local UnitName = UnitName
local GetTime = GetTime
local UnitCastingInfo = UnitCastingInfo
local UnitChannelInfo = UnitChannelInfo

local updateSafeZone = function(self)
        local sz = self.SafeZone
        local width = self:GetWidth()
        local _, _, _, ms = GetNetStats()

        -- Guard against GetNetStats returning latencies of 0.
        if(ms ~= 0) then
                -- MADNESS!
                local safeZonePercent = (width / self.max) * (ms / 1e5)
                if(safeZonePercent > 1) then safeZonePercent = 1 end
                sz:SetWidth(width * safeZonePercent)
                sz:Show()
        else
                sz:Hide()
        end
end

local UNIT_SPELLCAST_START = function(self, event, unit, spell)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local castbar = self.Castbar
        local name, _, text, texture, startTime, endTime, _, castid, interrupt = UnitCastingInfo(unit)
        if(not name) then
                castbar:Hide()
                return
        end

        endTime = endTime / 1e3
        startTime = startTime / 1e3
        local max = endTime - startTime

        castbar.castid = castid
        castbar.duration = GetTime() - startTime
        castbar.max = max
        castbar.delay = 0
        castbar.casting = true
        castbar.interrupt = interrupt

        castbar:SetMinMaxValues(0, max)
        castbar:SetValue(0)

        if(castbar.Text) then castbar.Text:SetText(text) end
        if(castbar.Icon) then castbar.Icon:SetTexture(texture) end
        if(castbar.Time) then castbar.Time:SetText() end

        local shield = castbar.Shield
        if(shield and interrupt) then
                shield:Show()
        elseif(shield) then
                shield:Hide()
        end

        local sf = castbar.SafeZone
        if(sf) then
                sf:ClearAllPoints()
                sf:SetPoint'RIGHT'
                sf:SetPoint'TOP'
                sf:SetPoint'BOTTOM'
                updateSafeZone(castbar)
        end

        if(castbar.PostCastStart) then
                castbar:PostCastStart(unit, name, castid)
        end
        castbar:Show()
end

local UNIT_SPELLCAST_FAILED = function(self, event, unit, spellname, _, castid)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local castbar = self.Castbar
        if(castbar.castid ~= castid) then
                return
        end

        castbar.casting = nil
        castbar.interrupt = nil
        castbar:SetValue(0)
        castbar:Hide()

        if(castbar.PostCastFailed) then
                return castbar:PostCastFailed(unit, spellname, castid)
        end
end

local UNIT_SPELLCAST_INTERRUPTED = function(self, event, unit, spellname, _, castid)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local castbar = self.Castbar
        if(castbar.castid ~= castid) then
                return
        end
        castbar.casting = nil
        castbar.channeling = nil

        castbar:SetValue(0)
        castbar:Hide()

        if(castbar.PostCastInterrupted) then
                return castbar:PostCastInterrupted(unit, spellname, castid)
        end
end

local UNIT_SPELLCAST_INTERRUPTIBLE = function(self, event, unit)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local shield = self.Castbar.Shield
        if(shield) then
                shield:Hide()
        end

        local castbar = self.Castbar
        if(castbar.PostCastInterruptible) then
                return castbar:PostCastInterruptible(unit)
        end
end

local UNIT_SPELLCAST_NOT_INTERRUPTIBLE = function(self, event, unit)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local shield = self.Castbar.Shield
        if(shield) then
                shield:Show()
        end

        local castbar = self.Castbar
        if(castbar.PostCastNotInterruptible) then
                return castbar:PostCastNotInterruptible(unit)
        end
end

local UNIT_SPELLCAST_DELAYED = function(self, event, unit, spellname, _, castid)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local castbar = self.Castbar
        local name, _, text, texture, startTime, endTime = UnitCastingInfo(unit)
        if(not startTime or not castbar:IsShown()) then return end

        local duration = GetTime() - (startTime / 1000)
        if(duration < 0) then duration = 0 end

        castbar.delay = castbar.delay + castbar.duration - duration
        castbar.duration = duration

        castbar:SetValue(duration)

        if(castbar.PostCastDelayed) then
                return castbar:PostCastDelayed(unit, name, castid)
        end
end

local UNIT_SPELLCAST_STOP = function(self, event, unit, spellname, _, castid)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local castbar = self.Castbar
        if(castbar.castid ~= castid) then
                return
        end

        castbar.casting = nil
        castbar.interrupt = nil
        castbar:SetValue(0)
        castbar:Hide()

        if(castbar.PostCastStop) then
                return castbar:PostCastStop(unit, spellname, castid)
        end
end

local UNIT_SPELLCAST_CHANNEL_START = function(self, event, unit, spellname)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local castbar = self.Castbar
        local name, _, text, texture, startTime, endTime, isTrade, interrupt = UnitChannelInfo(unit)
        if(not name) then
                return
        end

        endTime = endTime / 1e3
        startTime = startTime / 1e3
        local max = (endTime - startTime)
        local duration = endTime - GetTime()

        castbar.duration = duration
        castbar.max = max
        castbar.delay = 0
        castbar.channeling = true
        castbar.interrupt = interrupt

        -- We have to do this, as it's possible for spell casts to never have _STOP
        -- executed or be fully completed by the OnUpdate handler before CHANNEL_START
        -- is called.
        castbar.casting = nil
        castbar.castid = nil

        castbar:SetMinMaxValues(0, max)
        castbar:SetValue(duration)

        if(castbar.Text) then castbar.Text:SetText(name) end
        if(castbar.Icon) then castbar.Icon:SetTexture(texture) end
        if(castbar.Time) then castbar.Time:SetText() end

        local shield = castbar.Shield
        if(shield and interrupt) then
                shield:Show()
        elseif(shield) then
                shield:Hide()
        end

        local sf = castbar.SafeZone
        if(sf) then
                sf:ClearAllPoints()
                sf:SetPoint'LEFT'
                sf:SetPoint'TOP'
                sf:SetPoint'BOTTOM'
                updateSafeZone(castbar)
        end

        if(castbar.PostChannelStart) then castbar:PostChannelStart(unit, name) end
        castbar:Show()
end

local UNIT_SPELLCAST_CHANNEL_UPDATE = function(self, event, unit, spellname)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local castbar = self.Castbar
        local name, _, text, texture, startTime, endTime, oldStart = UnitChannelInfo(unit)
        if(not name or not castbar:IsShown()) then
                return
        end

        local duration = (endTime / 1000) - GetTime()

        castbar.delay = castbar.delay + castbar.duration - duration
        castbar.duration = duration
        castbar.max = (endTime - startTime) / 1000

        castbar:SetMinMaxValues(0, castbar.max)
        castbar:SetValue(duration)

        if(castbar.PostChannelUpdate) then
                return castbar:PostChannelUpdate(unit, name)
        end
end

local UNIT_SPELLCAST_CHANNEL_STOP = function(self, event, unit, spellname)
        if(self.unit ~= unit and self.realUnit ~= unit) then return end

        local castbar = self.Castbar
        if(castbar:IsShown()) then
                castbar.channeling = nil
                castbar.interrupt = nil

                castbar:SetValue(castbar.max)
                castbar:Hide()

                if(castbar.PostChannelStop) then
                        return castbar:PostChannelStop(unit, spellname)
                end
        end
end

local onUpdate = function(self, elapsed)
        if(self.casting) then
                local duration = self.duration + elapsed
                if(duration >= self.max) then
                        self.casting = nil
                        self:Hide()

                        if(self.PostCastStop) then self:PostCastStop(self.__owner.unit) end
                        return
                end

                if(self.Time) then
                        if(self.delay ~= 0) then
                                if(self.CustomDelayText) then
                                        self:CustomDelayText(duration)
                                else
                                        self.Time:SetFormattedText("%.1f|cffff0000-%.1f|r", duration, self.delay)
                                end
                        else
                                if(self.CustomTimeText) then
                                        self:CustomTimeText(duration)
                                else
                                        self.Time:SetFormattedText("%.1f", duration)
                                end
                        end
                end

                self.duration = duration
                self:SetValue(duration)

                if(self.Spark) then
                        self.Spark:SetPoint("CENTER", self, "LEFT", (duration / self.max) * self:GetWidth(), 0)
                end
        elseif(self.channeling) then
                local duration = self.duration - elapsed

                if(duration <= 0) then
                        self.channeling = nil
                        self:Hide()

                        if(self.PostChannelStop) then self:PostChannelStop(self.__owner.unit) end
                        return
                end

                if(self.Time) then
                        if(self.delay ~= 0) then
                                if(self.CustomDelayText) then
                                        self:CustomDelayText(duration)
                                else
                                        self.Time:SetFormattedText("%.1f|cffff0000-%.1f|r", duration, self.delay)
                                end
                        else
                                if(self.CustomTimeText) then
                                        self:CustomTimeText(duration)
                                else
                                        self.Time:SetFormattedText("%.1f", duration)
                                end
                        end
                end

                self.duration = duration
                self:SetValue(duration)
                if(self.Spark) then
                        self.Spark:SetPoint("CENTER", self, "LEFT", (duration / self.max) * self:GetWidth(), 0)
                end
        else
                self.unitName = nil
                self.casting = nil
                self.castid = nil
                self.channeling = nil

                self:SetValue(1)
                self:Hide()
        end
end

local Update = function(self, ...)
        UNIT_SPELLCAST_START(self, ...)
        return UNIT_SPELLCAST_CHANNEL_START(self, ...)
end

local ForceUpdate = function(element)
        return Update(element.__owner, 'ForceUpdate', element.__owner.unit)
end

local Enable = function(object, unit)
        local castbar = object.Castbar

        if(castbar) then
                castbar.__owner = object
                castbar.ForceUpdate = ForceUpdate

                if(not (unit and unit:match'%wtarget$')) then
                        object:RegisterEvent("UNIT_SPELLCAST_START", UNIT_SPELLCAST_START)
                        object:RegisterEvent("UNIT_SPELLCAST_FAILED", UNIT_SPELLCAST_FAILED)
                        object:RegisterEvent("UNIT_SPELLCAST_STOP", UNIT_SPELLCAST_STOP)
                        object:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED", UNIT_SPELLCAST_INTERRUPTED)
                        object:RegisterEvent("UNIT_SPELLCAST_INTERRUPTIBLE", UNIT_SPELLCAST_INTERRUPTIBLE)
                        object:RegisterEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", UNIT_SPELLCAST_NOT_INTERRUPTIBLE)
                        object:RegisterEvent("UNIT_SPELLCAST_DELAYED", UNIT_SPELLCAST_DELAYED)
                        object:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START", UNIT_SPELLCAST_CHANNEL_START)
                        object:RegisterEvent("UNIT_SPELLCAST_CHANNEL_UPDATE", UNIT_SPELLCAST_CHANNEL_UPDATE)
                        object:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", UNIT_SPELLCAST_CHANNEL_STOP)
                end

                castbar:SetScript("OnUpdate", castbar.OnUpdate or onUpdate)

                if(object.unit == "player") then
                        CastingBarFrame:UnregisterAllEvents()
                        CastingBarFrame.Show = CastingBarFrame.Hide
                        CastingBarFrame:Hide()
                elseif(object.unit == 'pet') then
                        PetCastingBarFrame:UnregisterAllEvents()
                        PetCastingBarFrame.Show = PetCastingBarFrame.Hide
                        PetCastingBarFrame:Hide()
                end

                if(castbar:IsObjectType'StatusBar' and not castbar:GetStatusBarTexture()) then
                        castbar:SetStatusBarTexture[[Interface\TargetingFrame\UI-StatusBar]]
                end

                local spark = castbar.Spark
                if(spark and spark:IsObjectType'Texture' and not spark:GetTexture()) then
                        spark:SetTexture[[Interface\CastingBar\UI-CastingBar-Spark]]
                end

                local shield = castbar.Shield
                if(shield and shield:IsObjectType'Texture' and not shield:GetTexture()) then
                        shield:SetTexture[[Interface\CastingBar\UI-CastingBar-Small-Shield]]
                end

                local sz = castbar.SafeZone
                if(sz and sz:IsObjectType'Texture' and not sz:GetTexture()) then
                        sz:SetTexture(1, 0, 0)
                end

                castbar:Hide()

                return true
        end
end

local Disable = function(object, unit)
        local castbar = object.Castbar

        if(castbar) then
                castbar:Hide()
                object:UnregisterEvent("UNIT_SPELLCAST_START", UNIT_SPELLCAST_START)
                object:UnregisterEvent("UNIT_SPELLCAST_FAILED", UNIT_SPELLCAST_FAILED)
                object:UnregisterEvent("UNIT_SPELLCAST_STOP", UNIT_SPELLCAST_STOP)
                object:UnregisterEvent("UNIT_SPELLCAST_INTERRUPTED", UNIT_SPELLCAST_INTERRUPTED)
                object:UnregisterEvent("UNIT_SPELLCAST_INTERRUPTIBLE", UNIT_SPELLCAST_INTERRUPTIBLE)
                object:UnregisterEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", UNIT_SPELLCAST_NOT_INTERRUPTIBLE)
                object:UnregisterEvent("UNIT_SPELLCAST_DELAYED", UNIT_SPELLCAST_DELAYED)
                object:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_START", UNIT_SPELLCAST_CHANNEL_START)
                object:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_UPDATE", UNIT_SPELLCAST_CHANNEL_UPDATE)
                object:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", UNIT_SPELLCAST_CHANNEL_STOP)

                castbar:SetScript("OnUpdate", nil)
        end
end

oUF:AddElement('Castbar', Update, Enable, Disable)

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