--[[ Name: CandyBar-2.0 Revision: $Rev: 15771 $ Author: Ammo (wouter@muze.nl) Website: http://www.wowace.com/ Documentation: http://www.wowace.com/ SVN: svn://svn.wowace.com/root/trunk/CandyBar/CandyBar-2.0 Description: A timer bars library Dependencies: AceLibrary, AceOO-2.0, PaintChips-2.0, (optional) Compost-2.0 ]] local vmajor, vminor = "CandyBar-2.0", "$Revision: 15771 $" if not AceLibrary then error(vmajor .. " requires AceLibrary.") end if not AceLibrary:IsNewVersion(vmajor, vminor) then return end if not AceLibrary:HasInstance("AceOO-2.0") then error(vmajor .. " requires AceOO-2.0") end if not AceLibrary:HasInstance("PaintChips-2.0") then error(vmajor .. " requires PaintChips-2.0") end local compost = AceLibrary:HasInstance("Compost-2.0") and AceLibrary("Compost-2.0") local paint = AceLibrary("PaintChips-2.0") local AceOO = AceLibrary:GetInstance("AceOO-2.0") local Mixin = AceOO.Mixin local CandyBar = Mixin { "RegisterCandyBar", "UnregisterCandyBar", "IsCandyBarRegistered", "StartCandyBar", "StopCandyBar", "PauseCandyBar", "CandyBarStatus", "SetCandyBarTexture", "SetCandyBarTime", "SetCandyBarColor", "SetCandyBarText", "SetCandyBarIcon", "SetCandyBarWidth", "SetCandyBarHeight", "SetCandyBarBackgroundColor", "SetCandyBarTextColor", "SetCandyBarTimerTextColor", "SetCandyBarFontSize", "SetCandyBarPoint", "SetCandyBarGradient", "SetCandyBarScale", "SetCandyBarTimeFormat", "SetCandyBarTimeLeft", "SetCandyBarCompletion", "SetCandyBarFade", "RegisterCandyBarGroup", "UnregisterCandyBarGroup", "IsCandyBarGroupRegistered", "SetCandyBarGroupPoint", "SetCandyBarGroupGrowth", "UpdateCandyBarGroup", "RegisterCandyBarWithGroup", "UnregisterCandyBarWithGroup", "IsCandyBarRegisteredWithGroup", "SetCandyBarReversed", "IsCandyBarReversed", "SetCandyBarOnClick", } local function getnewtable() return compost and compost:Acquire() or {} end local function reclaimtable(t) if compost then compost:Reclaim(t) end end -- Registers a new candy bar -- name - A unique identifier for your bar. -- time - Time for the bar -- text - text displayed on the bar [defaults to the name if not set] -- icon - icon off the bar [optional] -- c1 - c10 - color of the bar [optional] -- returns true on a succesful register function CandyBar:Register(name, time, text, icon, c1, c2, c3, c4, c5, c6, c7, c8, c9, c10) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(time, 3, "number") if not name or not time then return end if CandyBar.var.handlers[name] then self:Unregister(name) end local t = getnewtable() t.name, t.time, t.text, t.icon = name, time, text or name, icon t.texture = CandyBar.var.defaults.texture t.color = {} if not paint:GetRGBPercent(c1) then c1 = "green" end _, t.color[1], t.color[2], t.color[3] = paint:GetRGBPercent(c1) t.color[4] = 1 t.running = nil t.endtime = 0 t.reversed = nil CandyBar.var.handlers[name] = t CandyBar.var.handlers[name].frame = CandyBar:AcquireBarFrame(name) if c1 and c2 then CandyBar:SetGradient( name, c1, c2, c3, c4, c5, c6, c7, c8, c9, c10) end return true end -- Removes a candy bar -- a1 - a10 handlers that you wish to remove -- returns true upon sucessful removal function CandyBar:Unregister(a1,a2,a3,a4,a5,a6,a7,a8,a9,a10) CandyBar:argCheck(a1, 2, "string") if not CandyBar.var.handlers[a1] then return end CandyBar:UnregisterWithGroup(a1) CandyBar:ReleaseBarFrame(a1) reclaimtable(CandyBar.var.handlers[a1]) CandyBar.var.handlers[a1] = nil if a2 then CandyBar:Unregister(a2,a3,a4,a5,a6,a7,a8,a9,a10) elseif not CandyBar:HasHandlers() then CandyBar.var.frame:Hide() end return true end -- Checks if a candy bar is registered -- Args: name - name of the candybar -- returns true if a the candybar is registered function CandyBar:IsRegistered(name) CandyBar:argCheck(name, 2, "string") if CandyBar.var.handlers[name] then return true end return false end -- Start a bar -- Args: name - the candybar you want to start -- fireforget [optional] - pass true if you want the bar to unregister upon completion -- returns true if succesful function CandyBar:Start( name, fireforget ) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.handlers[name] then return end local t = GetTime() if CandyBar.var.handlers[name].paused then local pauseoffset = t - CandyBar.var.handlers[name].pausetime CandyBar.var.handlers[name].endtime = CandyBar.var.handlers[name].endtime + pauseoffset CandyBar.var.handlers[name].starttime = CandyBar.var.handlers[name].starttime + pauseoffset else -- bar hasn't elapsed a second. CandyBar.var.handlers[name].elapsed = 0 CandyBar.var.handlers[name].endtime = t + CandyBar.var.handlers[name].time CandyBar.var.handlers[name].starttime = t end CandyBar.var.handlers[name].fireforget = fireforget CandyBar.var.handlers[name].running = true CandyBar.var.handlers[name].paused = nil CandyBar.var.handlers[name].fading = nil CandyBar:AcquireBarFrame( name ) -- this will reset the barframe incase we were fading out when it was restarted CandyBar.var.handlers[name].frame:Show() if CandyBar.var.handlers[name].group then CandyBar:UpdateGroup( CandyBar.var.handlers[name].group ) end -- update the group CandyBar.var.frame:Show() return true end -- Stop a bar -- Args: name - the candybar you want to stop -- returns true if succesful function CandyBar:Stop( name) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].running = nil CandyBar.var.handlers[name].paused = nil if CandyBar.var.handlers[name].fadeout then CandyBar.var.handlers[name].frame.spark:Hide() CandyBar.var.handlers[name].fading = true CandyBar.var.handlers[name].fadeelapsed = 0 local t = GetTime() if CandyBar.var.handlers[name].endtime > t then CandyBar.var.handlers[name].endtime = t end local reversed = CandyBar.var.handlers[name].reversed else CandyBar.var.handlers[name].frame:Hide() CandyBar.var.handlers[name].starttime = nil CandyBar.var.handlers[name].endtime = 0 if CandyBar.var.handlers[name].group then CandyBar:UpdateGroup(CandyBar.var.handlers[name].group) end if CandyBar.var.handlers[name].fireforget then return CandyBar:Unregister(name) end end if not CandyBar:HasHandlers() then CandyBar.var.frame:Hide() end return true end -- Pause a bar -- Name - the candybar you want to pause -- returns true if succesful function CandyBar:Pause( name ) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].pausetime = GetTime() CandyBar.var.handlers[name].paused = true CandyBar.var.handlers[name].running = nil end -- Query a timer's status -- Args: name - the schedule you wish to look up -- Returns: registered - true if a schedule exists with this name -- time - time for this bar -- elapsed - time elapsed for this bar -- running - true if this schedule is currently running function CandyBar:Status(name) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.handlers[name] then return end return true, CandyBar.var.handlers[name].time, CandyBar.var.handlers[name].elapsed, CandyBar.var.handlers[name].running, CandyBar.var.handlers[name].paused end -- Set the time for a bar. -- Args: name - the candybar name -- time - the new time for this bar -- returns true if succesful function CandyBar:SetTime(name, time) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(time, 3, "number") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].time = time if CandyBar.var.handlers[name].starttime and CandyBar.var.handlers[name].endtime then CandyBar.var.handlers[name].endtime = CandyBar.var.handlers[name].starttime + time end return true end -- Set the time left for a bar. -- Args: name - the candybar name -- time - time left on the bar -- returns true if succesful function CandyBar:SetTimeLeft(name, time) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(time, 3, "number") if not CandyBar.var.handlers[name] then return end if CandyBar.var.handlers[name].time < time or time < 0 then return end local e = CandyBar.var.handlers[name].time - time local d = CandyBar.var.handlers[name].elapsed - e if CandyBar.var.handlers[name].starttime and CandyBar.var.handlers[name].endtime then CandyBar.var.handlers[name].starttime = CandyBar.var.handlers[name].starttime + d CandyBar.var.handlers[name].endtime = CandyBar.var.handlers[name].endtime + d end CandyBar.var.handlers[name].elapsed = e return true end -- Sets smooth coloring of the bar depending on time elapsed -- Args: name - the candybar name -- c1 - c10 color order of the gradient -- returns true when succesful function CandyBar:SetGradient(name, c1, c2, c3, c4, c5, c6, c7, c8, c9, c10) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(c1, 3, "string") CandyBar:argCheck(c2, 4, "string") if not CandyBar.var.handlers[name] then return end if not c1 or not c2 then return end local gtable = {} gtable[1] = {} gtable[2] = {} if not paint:GetRGBPercent(c1) then c1 = "green" end if not paint:GetRGBPercent(c2) then c2 = "green" end if c3 and not paint:GetRGBPercent(c3) then c3 = "green" end if c4 and not paint:GetRGBPercent(c4) then c4 = "green" end if c5 and not paint:GetRGBPercent(c5) then c5 = "green" end if c6 and not paint:GetRGBPercent(c6) then c6 = "green" end if c7 and not paint:GetRGBPercent(c7) then c7 = "green" end if c8 and not paint:GetRGBPercent(c8) then c8 = "green" end if c9 and not paint:GetRGBPercent(c9) then c9 = "green" end if c10 and not paint:GetRGBPercent(c10) then c10 = "green" end _, gtable[1][1], gtable[1][2], gtable[1][3] = paint:GetRGBPercent(c1) _, gtable[2][1], gtable[2][2], gtable[2][3] = paint:GetRGBPercent(c2) if c3 then gtable[3] = {} _, gtable[3][1], gtable[3][2], gtable[3][3] = paint:GetRGBPercent(c3) end if c4 then gtable[4] = {} _, gtable[4][1], gtable[4][2], gtable[4][3] = paint:GetRGBPercent(c4) end if c5 then gtable[5] = {} _, gtable[5][1], gtable[5][2], gtable[5][3] = paint:GetRGBPercent(c5) end if c6 then gtable[6] = {} _, gtable[6][1], gtable[6][2], gtable[6][3] = paint:GetRGBPercent(c6) end if c7 then gtable[7] = {} _, gtable[7][1], gtable[3][2], gtable[7][3] = paint:GetRGBPercent(c7) end if c8 then gtable[8] = {} _, gtable[8][1], gtable[8][2], gtable[8][3] = paint:GetRGBPercent(c8) end if c9 then gtable[9] = {} _, gtable[9][1], gtable[9][2], gtable[9][3] = paint:GetRGBPercent(c9) end if c10 then gtable[10] = {} _, gtable[10][1], gtable[10][2], gtable[10][3] = paint:GetRGBPercent(c10) end local max = table.getn(gtable) for i = 1, max do if not gtable[i][4] then gtable[i][4] = 1 end gtable[i][5] = (i-1) / (max-1) end self.var.handlers[name].gradienttable = gtable self.var.handlers[name].gradient = true CandyBar.var.handlers[name].frame.statusbar:SetStatusBarColor( gtable[1][1], gtable[1][2], gtable[1][3], gtable[1][4]) return true end -- Set the color of the bar -- Args: name - the candybar name -- color - new color of the bar -- alpha - new alpha of the bar -- Setting the color will override smooth settings. function CandyBar:SetColor(name, color, alpha) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(color, 3, "string") if not CandyBar.var.handlers[name] then return end if not paint:GetRGBPercent(color) then return end local ctable = {} _, ctable[1], ctable[2], ctable[3] = paint:GetRGBPercent(color) if alpha then ctable[4] = alpha else ctable[4] = 1 end CandyBar.var.handlers[name].color = ctable CandyBar.var.handlers[name].gradient = nil CandyBar.var.handlers[name].frame.statusbar:SetStatusBarColor( ctable[1], ctable[2], ctable[3], ctable[4] ) return true end -- Set the color of background of the bar -- Args: name - the candybar name -- color - new color of the bar -- alpha - new alpha of the bar -- Setting the color will override smooth settings. function CandyBar:SetBackgroundColor(name, color, alpha) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(color, 3, "string") if not CandyBar.var.handlers[name] then return end if not paint:GetRGBPercent(color) then return end local ctable = {} _, ctable[1], ctable[2], ctable[3] = paint:GetRGBPercent(color) if alpha then ctable[4] = alpha else ctable[4] = 1 end CandyBar.var.handlers[name].bgcolor = ctable CandyBar.var.handlers[name].frame.statusbarbg:SetStatusBarColor( ctable[1], ctable[2], ctable[3], ctable[4] ) return true end -- Set the color for the bar text -- Args: name - name of the candybar -- color - new color of the text -- alpha - new alpha of the text -- returns true when succesful function CandyBar:SetTextColor(name, color, alpha) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(color, 3, "string") if not CandyBar.var.handlers[name] then return end if not paint:GetRGBPercent(color) then return end local ctable = {} _, ctable[1], ctable[2], ctable[3] = paint:GetRGBPercent(color) if alpha then ctable[4] = alpha else ctable[4] = 1 end CandyBar.var.handlers[name].textcolor = ctable CandyBar.var.handlers[name].frame.text:SetTextColor( ctable[1], ctable[2], ctable[3], ctable[4] ) return true end -- Set the color for the timer text -- Args: name - name of the candybar -- color - new color of the text -- alpha - new alpha of the text -- returns true when succesful function CandyBar:SetTimerTextColor(name, color, alpha) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(color, 3, "string") if not CandyBar.var.handlers[name] then return end if not paint:GetRGBPercent(color) then return end local ctable = {} _, ctable[1], ctable[2], ctable[3] = paint:GetRGBPercent(color) if alpha then ctable[4] = alpha else ctable[4] = 1 end CandyBar.var.handlers[name].timertextcolor = ctable CandyBar.var.handlers[name].frame.timertext:SetTextColor( ctable[1], ctable[2], ctable[3], ctable[4] ) return true end -- Set the text for the bar -- Args: name - name of the candybar -- text - text to set it to -- returns true when succesful function CandyBar:SetText(name, text) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(text, 2, "string") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].text = text CandyBar.var.handlers[name].frame.text:SetText(text) return true end -- Set the fontsize -- Args: name - name of the candybar -- fontsize - new fontsize -- returns true when succesful function CandyBar:SetFontSize(name, fontsize) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(fontsize, 3, "number") if not CandyBar.var.handlers[name] then return end local font, _, _ = GameFontHighlight:GetFont() local timertextwidth = fontsize * 3 local width = CandyBar.var.handlers[name].width or CandyBar.var.defaults.width local f = CandyBar.var.handlers[name].frame CandyBar.var.handlers[name].fontsize = fontsize f.timertext:SetFont(font, fontsize) f.text:SetFont(font, fontsize) f.timertext:SetWidth( timertextwidth ) f.text:SetWidth( ( width - timertextwidth ) * .9 ) return true end -- Set the point where a bar should be anchored -- Args: name -- name of the bar -- point -- anchor point -- rframe -- relative frame -- rpoint -- relative point -- xoffset -- x offset -- yoffset -- y offset -- returns true when succesful function CandyBar:SetPoint(name, point, rframe, rpoint, xoffset, yoffset) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].point = point CandyBar.var.handlers[name].rframe = rframe CandyBar.var.handlers[name].rpoint = rpoint CandyBar.var.handlers[name].xoffset = xoffset CandyBar.var.handlers[name].yoffset = yoffset CandyBar.var.handlers[name].frame:ClearAllPoints() CandyBar.var.handlers[name].frame:SetPoint(point, rframe,rpoint,xoffset,yoffset) return true end -- Set the width for a bar -- Args: name - name of the candybar -- width - new width of the candybar -- returns true when succesful function CandyBar:SetWidth(name, width) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(width, 3, "number") if not CandyBar.var.handlers[name] then return end local height = CandyBar.var.handlers[name].height or CandyBar.var.defaults.height local fontsize = CandyBar.var.handlers[name].fontsize or CandyBar.var.defaults.fontsize local timertextwidth = fontsize * 3 local f = CandyBar.var.handlers[name].frame f:SetWidth( width + height ) f.statusbar:SetWidth( width ) f.statusbarbg:SetWidth( width ) f.timertext:SetWidth( timertextwidth ) f.text:SetWidth( ( width - timertextwidth ) * .9 ) CandyBar.var.handlers[name].width = width return true end -- Set the height for a bar -- Args: name - name of the candybar -- height - new height for the bar -- returs true when succesful function CandyBar:SetHeight(name, height) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(height, 3, "number") if not CandyBar.var.handlers[name] then return end local width = CandyBar.var.handlers[name].width or CandyBar.var.defaults.width local f = CandyBar.var.handlers[name].frame f:SetWidth( width + height ) f:SetHeight( height ) f.icon:SetWidth( height ) f.icon:SetHeight( height ) f.statusbar:SetHeight( height ) f.statusbarbg:SetHeight( height ) f.spark:SetHeight( height + 25 ) f.statusbarbg:SetPoint( "TOPLEFT", f, "TOPLEFT", height, 0) f.statusbar:SetPoint("TOPLEFT", f, "TOPLEFT", height, 0) CandyBar.var.handlers[name].height = height return true end -- Set the scale for a bar -- Args: name - name of the candybar -- scale - new scale of the bar -- returns true when succesful function CandyBar:SetScale(name, scale) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(scale, 3, "number") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].scale = scale CandyBar.var.handlers[name].frame:SetScale( scale ) return true end -- Set the time formatting function for a bar -- Args: name - name of the candybar -- func - function that returns the formatted string -- a1-a10 - optional arguments to that function -- returns true when succesful function CandyBar:SetTimeFormat(name, func, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(func, 3, "function") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].timeformat = func CandyBar.var.handlers[name].timeformat1 = a1 CandyBar.var.handlers[name].timeformat2 = a2 CandyBar.var.handlers[name].timeformat3 = a3 CandyBar.var.handlers[name].timeformat4 = a4 CandyBar.var.handlers[name].timeformat5 = a5 CandyBar.var.handlers[name].timeformat6 = a6 CandyBar.var.handlers[name].timeformat7 = a7 CandyBar.var.handlers[name].timeformat8 = a8 CandyBar.var.handlers[name].timeformat9 = a9 CandyBar.var.handlers[name].timeformat10 = a10 return true end -- Set the completion function for a bar -- Args: name - name of the candybar -- func - function to call upon ending of the bar -- a1 - a10 - arguments to pass to the function -- returns true when succesful function CandyBar:SetCompletion(name, func, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(func, 3, "function") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].completion = func CandyBar.var.handlers[name].completion1 = a1 CandyBar.var.handlers[name].completion2 = a2 CandyBar.var.handlers[name].completion3 = a3 CandyBar.var.handlers[name].completion4 = a4 CandyBar.var.handlers[name].completion5 = a5 CandyBar.var.handlers[name].completion6 = a6 CandyBar.var.handlers[name].completion7 = a7 CandyBar.var.handlers[name].completion8 = a8 CandyBar.var.handlers[name].completion9 = a9 CandyBar.var.handlers[name].completion10 = a10 return true end -- Set the on click function for a bar -- Args: name - name of the candybar -- func - function to call when the bar is clicked -- a1 - a10 - arguments to pass to the function -- returns true when succesful function CandyBar:SetOnClick(name, func, a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) CandyBar:argCheck(name, 2, "string") if func then CandyBar:argCheck(func, 3, "function") end if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].onclick = func CandyBar.var.handlers[name].onclick1 = a1 CandyBar.var.handlers[name].onclick2 = a2 CandyBar.var.handlers[name].onclick3 = a3 CandyBar.var.handlers[name].onclick4 = a4 CandyBar.var.handlers[name].onclick5 = a5 CandyBar.var.handlers[name].onclick6 = a6 CandyBar.var.handlers[name].onclick7 = a7 CandyBar.var.handlers[name].onclick8 = a8 CandyBar.var.handlers[name].onclick9 = a9 CandyBar.var.handlers[name].onclick10 = a10 if func then -- enable mouse CandyBar.var.handlers[name].frame:EnableMouse(true) CandyBar.var.handlers[name].frame:RegisterForClicks("LeftButtonUp", "RightButtonUp", "MiddleButtonUp", "Button4Up", "Button5Up") CandyBar.var.handlers[name].frame:SetScript("OnClick", function() CandyBar:OnClick() end ) CandyBar.var.handlers[name].frame.icon:EnableMouse(true) CandyBar.var.handlers[name].frame.icon:RegisterForClicks("LeftButtonUp", "RightButtonUp", "MiddleButtonUp", "Button4Up", "Button5Up") CandyBar.var.handlers[name].frame.icon:SetScript("OnClick", function() CandyBar:OnClick() end ) else CandyBar.var.handlers[name].frame:EnableMouse(false) CandyBar.var.handlers[name].frame:RegisterForClicks() CandyBar.var.handlers[name].frame:SetScript("OnClick", nil ) CandyBar.var.handlers[name].frame.icon:EnableMouse(false) CandyBar.var.handlers[name].frame.icon:RegisterForClicks() CandyBar.var.handlers[name].frame.icon:SetScript("OnClick", nil ) end return true end -- Set the texture for a bar -- Args: name - name of the candybar -- texture - new texture, if passed nil, the texture is reset to default -- returns true when succesful function CandyBar:SetTexture(name, texture) CandyBar:argCheck(name, 2, "string") if texture then CandyBar:argCheck(texture, 3, "string") end if not CandyBar.var.handlers[name] then return end if not texture then texture = CandyBar.var.defaults.texture end CandyBar.var.handlers[name].texture = texture CandyBar.var.handlers[name].frame.statusbar:SetStatusBarTexture(texture) CandyBar.var.handlers[name].frame.statusbarbg:SetStatusBarTexture(texture) return true end -- Set the icon on a bar -- Args: name - name of the candybar -- icon - icon path, nil removes the icon -- returns true when succesful function CandyBar:SetIcon(name, icon) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(icon, 3, "string") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].icon = icon if not icon then CandyBar.var.hanlders[name].frame.icon:Hide() else CandyBar.var.handlers[name].frame.icon:SetNormalTexture( icon ) CandyBar.var.handlers[name].frame.icon:Show() end return true end -- Sets the fading style of a candybar -- args: name - name of the candybar -- time - duration of the fade (default .5 seconds), negative to keep the bar on screen -- returns true when succesful function CandyBar:SetFade(name, time, fade) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(time, 3, "number") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].fadetime = time CandyBar.var.handlers[name].fadeout = true return true end function CandyBar:SetReversed(name, reversed) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(reversed, 3, "boolean") if not CandyBar.var.handlers[name] then return end CandyBar.var.handlers[name].reversed = reversed return true end function CandyBar:IsReversed(name) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.handlers[name] then return end return CandyBar.var.handlers[name].reversed end -- Registers a candybar with a certain candybar group -- args: name - name of the candybar -- group - group to register the bar with -- returns true when succesful function CandyBar:RegisterWithGroup( name, group ) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(group, 3, "string") if not CandyBar.var.handlers[name] or not CandyBar.var.groups[group] then return end CandyBar:UnregisterWithGroup(name) table.insert( CandyBar.var.groups[group].bars, name) -- CandyBar.var.groups[group].bars[name] = name CandyBar.var.handlers[name].group = group CandyBar:UpdateGroup(group) return true end -- Unregisters a candybar from its group -- args: name - name of the candybar -- returns true when succesful function CandyBar:UnregisterWithGroup( name ) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.handlers[name] then return end --if not CandyBar.var.handlers[name].group then return end local group = CandyBar.var.handlers[name].group if not CandyBar.var.groups[group] then return end for k,v in pairs( CandyBar.var.groups[group].bars ) do if v == name then table.remove( CandyBar.var.groups[group].bars, k) end end -- CandyBar.var.groups[group].bars[name] = nil CandyBar.var.handlers[name].group = nil CandyBar:UpdateGroup(group) return true end -- Register a Candybar group -- Args: name - name of the candybar group -- returns true when succesful function CandyBar:RegisterGroup( name ) CandyBar:argCheck(name, 2, "string") if CandyBar.var.groups[name] then return end local t = getnewtable() t.point = "CENTER" t.rframe = UIParent t.rpoint = "CENTER" t.xoffset = 0 t.yoffset = 0 t.bars = {} CandyBar.var.groups[name] = t return true end -- Unregister a candybar group -- Args: a1-a2 candybar group ids -- returns true when succesful function CandyBar:UnregisterGroup( a1, a2, a3, a4, a5, a6, a7, a8, a9, a10 ) CandyBar:argCheck(a1, 2, "string") if not CandyBar.var.groups[a1] then return end reclaimtable(CandyBar.var.groups[a1]) CandyBar.var.groups[a1] = nil if a2 then CandyBar:UnregisterGroup( a2, a3,a4, a5, a6, a7, a8, a9, a10 ) end return true end -- Checks if a group is registered -- Args: name - Candybar group -- returns true if the candybar group is registered function CandyBar:IsGroupRegistered( name ) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.groups[name] then return false end return true end -- Checks if a bar is registered with a group -- Args: name - Candybar name -- group - group id [optional] -- returns true is the candybar is registered with a/the group function CandyBar:IsRegisteredWithGroup( name, group ) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.handlers[name] then return end if group then if not CandyBar.var.groups[group] then return false end if CandyBar.var.handlers[name].group == group then return true end elseif CandyBar.var.handlers[name].group then return true end return false end -- Set the point for a CanyBargroup -- point -- anchor point -- rframe -- relative frame -- rpoint -- relative point -- xoffset [optional] -- x offset -- yoffset [optional] -- y offset -- The first bar of the group will be anchored at the anchor. -- returns true when succesful function CandyBar:SetGroupPoint(name, point, rframe, rpoint, xoffset, yoffset ) CandyBar:argCheck(name, 2, "string") if not CandyBar.var.groups[name] then return end CandyBar.var.groups[name].point = point CandyBar.var.groups[name].rframe = rframe CandyBar.var.groups[name].rpoint = rpoint CandyBar.var.groups[name].xoffset = xoffset CandyBar.var.groups[name].yoffset = yoffset CandyBar:UpdateGroup(name) return true end -- SetGroupGrowth - sets the group to grow up or down -- Args: name - name of the candybar group -- growup - true if growing up, false for growing down -- returns true when succesful function CandyBar:SetGroupGrowth( name, growup ) CandyBar:argCheck(name, 2, "string") CandyBar:argCheck(growup, 3, "boolean") if not CandyBar.var.groups[name] then return end CandyBar.var.groups[name].growup = growup CandyBar:UpdateGroup(name) return true end function CandyBar:SortGroup( name ) if not CandyBar.var.groups[name] then return end table.sort( CandyBar.var.groups[name].bars, function( a, b ) return CandyBar.var.handlers[a].endtime < CandyBar.var.handlers[b].endtime end ) end -- internal method -- UpdateGroup - updates the location of bars in a group -- Args: name - name of the candybar group -- returns true when succesful function CandyBar:UpdateGroup( name ) if not CandyBar.var.groups[name] then return end local point = CandyBar.var.groups[name].point local rframe = CandyBar.var.groups[name].rframe local rpoint = CandyBar.var.groups[name].rpoint local xoffset = CandyBar.var.groups[name].xoffset local yoffset = CandyBar.var.groups[name].yoffset local m = -1 if CandyBar.var.groups[name].growup then m = 1 end local bar = 0 local barh = 0 CandyBar:SortGroup( name ) for c,n in pairs(CandyBar.var.groups[name].bars) do if CandyBar.var.handlers[n] then if CandyBar.var.handlers[n].frame:IsShown() then CandyBar:SetPoint(n, point, rframe, rpoint, xoffset, yoffset + (m * bar)) barh = CandyBar.var.handlers[n].height or CandyBar.var.defaults.height bar = bar + barh end end end return true end -- Internal Method -- Update a bar on screen function CandyBar:Update( name ) if not CandyBar.var.handlers[name] then return end local t = CandyBar.var.handlers[name].time - CandyBar.var.handlers[name].elapsed local timetext local reversed = CandyBar.var.handlers[name].reversed if CandyBar.var.handlers[name].timeformat then local c = CandyBar.var.handlers[name] timetext = CandyBar.var.handlers[name].timeformat(t, c.timeformat1, c.timeformat2, c.timeformat3, c.timeformat4, c.timeformat5, c.timeformat6, c.timeformat7, c.timeformat8, c.timeformat9, c.timeformat10 ) else local h = floor(t/3600) local m = t - (h*3600) m = floor(m/60) local s = t - ((h*3600) + (m*60)) if h > 0 then timetext = string.format("%d:%02d", h, m) elseif m > 0 then timetext = string.format("%d:%02d", m, s) elseif s < 10 then timetext = string.format("%1.1f", s) else timetext = string.format("%d", floor(s)) end end CandyBar.var.handlers[name].frame.timertext:SetText(timetext) local perc = t / CandyBar.var.handlers[name].time CandyBar.var.handlers[name].frame.statusbar:SetValue(reversed and 1-perc or perc) local width = CandyBar.var.handlers[name].width or CandyBar.var.defaults.width local sp = width * perc sp = reversed and -sp or sp CandyBar.var.handlers[name].frame.spark:SetPoint("CENTER", CandyBar.var.handlers[name].frame.statusbar, reversed and "RIGHT" or "LEFT", sp, 0) if CandyBar.var.handlers[name].gradient then local p = CandyBar.var.handlers[name].elapsed / CandyBar.var.handlers[name].time local gstart, gend, gp -- find the appropriate start/end for i = 1, table.getn(CandyBar.var.handlers[name].gradienttable)-1 do if CandyBar.var.handlers[name].gradienttable[i][5] < p and p <= CandyBar.var.handlers[name].gradienttable[i+1][5] then -- the bounds are to assure no divide by zero error here. gstart = self.var.handlers[name].gradienttable[i] gend = self.var.handlers[name].gradienttable[i+1] gp = (p - gstart[5]) / (gend[5] - gstart[5]) end end if gstart and gend then local color = getnewtable() -- calculate new gradient local i for i = 1, 4 do -- these may be the same.. but I'm lazy to make sure. color[i] = gstart[i]*(1-gp) + gend[i]*(gp) end CandyBar.var.handlers[name].frame.statusbar:SetStatusBarColor( color[1], color[2], color[3], color[4]) reclaimtable(color) color = nil end end end -- Intenal Method -- Fades the bar out when it's complete. function CandyBar:UpdateFade( name ) if not CandyBar.var.handlers[name] then return end if not CandyBar.var.handlers[name].fading then return end -- if the fade is done go and keel the bar. if CandyBar.var.handlers[name].fadeelapsed > CandyBar.var.handlers[name].fadetime then CandyBar.var.handlers[name].fading = nil CandyBar.var.handlers[name].starttime = nil CandyBar.var.handlers[name].endtime = 0 CandyBar.var.handlers[name].frame:Hide() if CandyBar.var.handlers[name].group then CandyBar:UpdateGroup(CandyBar.var.handlers[name].group) end if CandyBar.var.handlers[name].fireforget then return CandyBar:Unregister(name) end else -- we're fading, set the alpha for the texts, statusbar and background. fade from default to 0 in the time given. local t = CandyBar.var.handlers[name].fadetime - CandyBar.var.handlers[name].fadeelapsed local p = t / CandyBar.var.handlers[name].fadetime local color = CandyBar.var.handlers[name].color or CandyBar.var.defaults.color local bgcolor = CandyBar.var.handlers[name].bgcolor or CandyBar.var.defaults.bgcolor local textcolor = CandyBar.var.handlers[name].textcolor or CandyBar.var.defaults.textcolor local timertextcolor = CandyBar.var.handlers[name].timertextcolor or CandyBar.var.defaults.timertextcolor local colora = color[4] * p local bgcolora = bgcolor[4] * p local textcolora = textcolor[4] * p local timertextcolora = timertextcolor[4] * p CandyBar.var.handlers[name].frame.statusbarbg:SetStatusBarColor( bgcolor[1], bgcolor[2], bgcolor[3], bgcolora) CandyBar.var.handlers[name].frame.statusbar:SetStatusBarColor( color[1], color[2], color[3], colora) CandyBar.var.handlers[name].frame.text:SetTextColor( textcolor[1], textcolor[2], textcolor[3], textcolora ) CandyBar.var.handlers[name].frame.timertext:SetTextColor( timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolora ) CandyBar.var.handlers[name].frame.icon:SetAlpha(p) end return true end -- Internal Method -- Create and return a new bar frame, recycles where needed -- Name - which candybar is this for -- Returns the frame function CandyBar:AcquireBarFrame( name ) if not CandyBar.var.handlers[name] then return end local f = CandyBar.var.handlers[name].frame local color = CandyBar.var.handlers[name].color or CandyBar.var.defaults.color local bgcolor = CandyBar.var.handlers[name].bgcolor or CandyBar.var.defaults.bgcolor local icon = CandyBar.var.handlers[name].icon or nil local texture = CandyBar.var.handlers[name].texture or CandyBar.var.defaults.texture local width = CandyBar.var.handlers[name].width or CandyBar.var.defaults.width local height = CandyBar.var.handlers[name].height or CandyBar.var.defaults.height local point = CandyBar.var.handlers[name].point or CandyBar.var.defaults.point local rframe = CandyBar.var.handlers[name].rframe or CandyBar.var.defaults.rframe local rpoint = CandyBar.var.handlers[name].rpoint or CandyBar.var.defaults.rpoint local xoffset = CandyBar.var.handlers[name].xoffset or CandyBar.var.defaults.xoffset local yoffset = CandyBar.var.handlers[name].yoffset or CandyBar.var.defaults.yoffset local text = CandyBar.var.handlers[name].text or CandyBar.var.defaults.text local fontsize = CandyBar.var.handlers[name].fontsize or CandyBar.var.defaults.fontsize local textcolor = CandyBar.var.handlers[name].textcolor or CandyBar.var.defaults.textcolor local timertextcolor = CandyBar.var.handlers[name].timertextcolor or CandyBar.var.defaults.timertextcolor local scale = CandyBar.var.handlers[name].scale or CandyBar.var.defaults.scale if not scale then scale = 1 end local timertextwidth = fontsize * 3 local font, _, _ = GameFontHighlight:GetFont() if not f and table.getn(CandyBar.var.framepool) > 0 then f = table.remove(CandyBar.var.framepool) end if not f then f = CreateFrame("Button", nil, UIParent) end f:Hide() f.owner = name -- yes we add the height to the width for the icon. f:SetWidth( width + height ) f:SetHeight( height ) f:ClearAllPoints() f:SetPoint( point, rframe, rpoint, xoffset, yoffset) -- disable mouse f:EnableMouse(false) f:RegisterForClicks() f:SetScript("OnClick", nil) f:SetScale( scale ) if not f.icon then f.icon = CreateFrame("Button", nil, f) end f.icon:ClearAllPoints() f.icon.owner = name f.icon:EnableMouse(false) f.icon:RegisterForClicks() f.icon:SetScript("OnClick", nil) -- an icno is square and the height of the bar, so yes 2x height there f.icon:SetHeight( height) f.icon:SetWidth( height) f.icon:SetPoint("LEFT", f, "LEFT", 0, 0) f.icon:SetNormalTexture(icon) f.icon:SetAlpha(1) f.icon:Show() if not f.statusbarbg then f.statusbarbg = CreateFrame("StatusBar", nil, f ) f.statusbarbg:SetFrameLevel(f.statusbarbg:GetFrameLevel() - 1) end f.statusbarbg:ClearAllPoints() f.statusbarbg:SetHeight( height ) f.statusbarbg:SetWidth( width ) -- offset the height of the frame on the x-axis for the icon. f.statusbarbg:SetPoint( "TOPLEFT", f, "TOPLEFT", height, 0) f.statusbarbg:SetStatusBarTexture( texture ) f.statusbarbg:SetStatusBarColor( bgcolor[1],bgcolor[2],bgcolor[3],bgcolor[4]) f.statusbarbg:SetMinMaxValues(0,100) f.statusbarbg:SetValue(100) if not f.statusbar then f.statusbar = CreateFrame("StatusBar", nil, f ) end f.statusbar:ClearAllPoints() f.statusbar:SetHeight( height ) f.statusbar:SetWidth( width ) -- offset the height of the frame on the x-axis for the icon. f.statusbar:SetPoint( "TOPLEFT", f, "TOPLEFT", height, 0) f.statusbar:SetStatusBarTexture( texture ) f.statusbar:SetStatusBarColor( color[1], color[2], color[3], color[4] ) f.statusbar:SetMinMaxValues(0,1) f.statusbar:SetValue(1) if not f.spark then f.spark = f.statusbar:CreateTexture(nil, "OVERLAY") end f.spark:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark") f.spark:SetWidth(16) f.spark:SetHeight( height + 25 ) f.spark:SetBlendMode("ADD") f.spark:Show() if not f.timertext then f.timertext = f.statusbar:CreateFontString(nil, "OVERLAY") end f.timertext:SetFontObject(GameFontHighlight) f.timertext:SetFont( font, fontsize ) f.timertext:SetHeight( height) f.timertext:SetWidth( timertextwidth ) f.timertext:SetPoint( "LEFT", f.statusbar, "LEFT", 0, 0) f.timertext:SetJustifyH("RIGHT") f.timertext:SetText("0") f.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4]) if not f.text then f.text = f.statusbar:CreateFontString(nil, "OVERLAY") end f.text:SetFontObject(GameFontHighlight) f.text:SetFont( font, fontsize) f.text:SetHeight(height) f.text:SetWidth( (width - timertextwidth) *.9 ) f.text:SetPoint( "RIGHT", f.statusbar, "RIGHT", 0, 0) f.text:SetJustifyH("LEFT") f.text:SetText(text) f.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4]) if CandyBar.var.handlers[name].onclick then f:EnableMouse(true) f:RegisterForClicks("LeftButtonUp", "RightButtonUp", "MiddleButtonUp", "Button4Up", "Button5Up") f:SetScript("OnClick", function() CandyBar:OnClick() end ) f.icon:EnableMouse(true) f.icon:RegisterForClicks("LeftButtonUp", "RightButtonUp", "MiddleButtonUp", "Button4Up", "Button5Up") f.icon:SetScript("OnClick", function() CandyBar:OnClick() end ) end return f end -- Internal Method -- Releases a bar frame into the pool -- Name - which candybar's frame are we're releasing -- Returns true when succesful function CandyBar:ReleaseBarFrame( name ) if not CandyBar.var.handlers[name] then return end if not CandyBar.var.handlers[name].frame then return end CandyBar.var.handlers[name].frame:Hide() table.insert(CandyBar.var.framepool, CandyBar.var.handlers[name].frame) return true end -- Internal Method -- Executes the OnClick function of a bar function CandyBar:OnClick() if not this.owner then return end if not CandyBar.var.handlers[this.owner] then return end if not CandyBar.var.handlers[this.owner].onclick then return end -- pass the name of the handlers first, and the button clicked as the second argument local c = CandyBar.var.handlers[this.owner] local button = arg1 CandyBar.var.handlers[this.owner].onclick( this.owner, button, c.onclick1, c.onclick2, c.onclick3, c.onclick4, c.onclick5, c.onclick6, c.onclick7, c.onclick8, c.onclick9, c.onclick10) return true end -- Internal Method -- on update handler function CandyBar:OnUpdate() local t = GetTime() for i,v in pairs(this.owner.var.handlers) do if v.running then v.elapsed = t - v.starttime if v.endtime <= t then if this.owner.var.handlers[i].completion then local c = this.owner.var.handlers[i] this.owner.var.handlers[i].completion( c.completion1, c.completion2, c.completion3, c.completion4, c.completion5, c.completion6, c.completion7, c.completion8, c.completion9, c.completion10 ) end this.owner:Stop(i) else this.owner:Update(i) end elseif v.fading then v.fadeelapsed = (t - v.endtime) this.owner:UpdateFade(i) end end end -- Internal Method -- returns true if we have any handlers function CandyBar:HasHandlers() for i in pairs(CandyBar.var.handlers) do return true end end ------------------------------ -- Mixins Methods -- ------------------------------ CandyBar.IsCandyBarRegistered = CandyBar.IsRegistered CandyBar.StartCandyBar = CandyBar.Start CandyBar.StopCandyBar = CandyBar.Stop CandyBar.PauseCandyBar = CandyBar.Pause CandyBar.CandyBarStatus = CandyBar.Status CandyBar.SetCandyBarTexture = CandyBar.SetTexture CandyBar.SetCandyBarTime = CandyBar.SetTime CandyBar.SetCandyBarColor = CandyBar.SetColor CandyBar.SetCandyBarText = CandyBar.SetText CandyBar.SetCandyBarIcon = CandyBar.SetIcon CandyBar.SetCandyBarBackgroundColor = CandyBar.SetBackgroundColor CandyBar.SetCandyBarTextColor = CandyBar.SetTextColor CandyBar.SetCandyBarTimerTextColor = CandyBar.SetTimerTextColor CandyBar.SetCandyBarFontSize = CandyBar.SetFontSize CandyBar.SetCandyBarPoint = CandyBar.SetPoint CandyBar.SetCandyBarScale = CandyBar.SetScale CandyBar.SetCandyBarTimeFormat = CandyBar.SetTimeFormat CandyBar.SetCandyBarTimeLeft = CandyBar.SetTimeLeft CandyBar.SetCandyBarCompletion = CandyBar.SetCompletion CandyBar.RegisterCandyBarGroup = CandyBar.RegisterGroup CandyBar.UnregisterCandyBarGroup = CandyBar.UnregisterGroup CandyBar.IsCandyBarGroupRegistered = CandyBar.IsGroupRegistered CandyBar.SetCandyBarGroupPoint = CandyBar.SetGroupPoint CandyBar.SetCandyBarGroupGrowth = CandyBar.SetGroupGrowth CandyBar.UpdateCandyBarGroup = CandyBar.UpdateGroup CandyBar.SetCandyBarOnClick = CandyBar.SetOnClick CandyBar.SetCandyBarFade = CandyBar.SetFade CandyBar.RegisterCandyBarWithGroup = CandyBar.RegisterWithGroup CandyBar.UnregisterCandyBarWithGroup = CandyBar.UnregisterWithGroup CandyBar.IsCandyBarRegisteredWithGroup = CandyBar.IsRegisteredWithGroup CandyBar.SetCandyBarReversed = CandyBar.SetReversed CandyBar.IsCandyBarReversed = CandyBar.IsReversed CandyBar.SetCandyBarOnClick = CandyBar.SetOnClick CandyBar.SetCandyBarHeight = CandyBar.SetHeight CandyBar.SetCandyBarWidth = CandyBar.SetWidth function CandyBar:RegisterCandyBar(name, time, text, icon, c1, c2, c3, c4, c5, c6, c7, c8, c9, c10) if not CandyBar.var.addons[self] then CandyBar.var.addons[self] = getnewtable() end CandyBar.var.addons[self][name] = CandyBar:Register(name, time, text, icon, c1, c2, c3, c4, c5, c6, c7, c8, c9, c10) end function CandyBar:UnregisterCandyBar( a1, a2, a3, a4, a5, a6, a7, a8, a9, a10) CandyBar:argCheck(a1, 2, "string") if CandyBar.var.addons[self] then CandyBar.var.addons[self][a1] = nil end CandyBar:Unregister(a1) if a2 then self:UnregisterCandyBar( a2, a3, a4, a5, a6, a7, a8, a9, a10) end end function CandyBar:OnEmbedDisable(target) if self.var.addons[target] then for i in pairs(self.var.addons[target]) do self:Unregister(i) end end end -------------------------------- -- Load this bitch! -- -------------------------------- function CandyBar:activate(oldLib, oldDeactivate) CandyBar = self if oldLib then self.var = oldLib.var else local _,_,ourpath = string.find(debugstack(), "\\AddOns\\(.-)CandyBar%-2%.0%.lua") ourpath = "Interface\\AddOns\\"..ourpath .. "bar.tga" self.var = { -- "Local" variables go here frame = CreateFrame("Frame"), handlers = {}, groups = {}, framepool = {}, addons = {}, defaults = { texture = "Interface\\TargetingFrame\\UI-StatusBar", width = 200, height = 16, scale = 1, point = "CENTER", rframe = UIParent, rpoint = "CENTER", xoffset = 0, yoffset = 0, fontsize = 11, color = { 1, 0, 1, 1 }, bgcolor = { 0, .5, .5, .5}, textcolor = {1, 1, 1, 1}, timertextcolor = {1, 1, 1, 1}, } } self.var.frame:Hide() self.var.frame.name = "CandyBar-2.0 Frame" end self.var.frame:SetScript("OnUpdate", self.OnUpdate) self.var.frame.owner = self if oldDeactivate then oldDeactivate(oldLib) end end local function external(self, major, instance) if major == "Compost-2.0" then compost = instance end end AceLibrary:Register(CandyBar, vmajor, vminor, CandyBar.activate, nil, external)