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player_power_bar_alt.lua
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local addonName, addon = ...
setfenv(1, addon)
function createAltPowerFrame(attributes)
local altPowerFrame = _G.CreateFrame("Frame", attributes.name, _G.UIParent)
altPowerFrame:SetPoint(attributes.point, _G[attributes.relativeTo], attributes.relativePoint,
attributes.xOffset, attributes.yOffset)
altPowerFrame:SetWidth(attributes.width)
altPowerFrame:SetHeight(attributes.height)
altPowerFrame:SetBackdrop(settings.unitFrameBackdrop)
altPowerFrame:SetBackdropBorderColor(0.0, 0.0, 0.0, 1.0)
altPowerFrame.unit = attributes.unit
altPowerFrame.maxValue = 1
altPowerFrame.tagFrame = _G.CreateFrame("Frame", nil, altPowerFrame)
altPowerFrame.tagFrame.fontString = altPowerFrame.tagFrame:CreateFontString()
do
local tagFrame = altPowerFrame.tagFrame
local fontString = altPowerFrame.tagFrame.fontString
tagFrame:SetPoint("BOTTOMRIGHT", altPowerFrame, "TOPRIGHT", -4, 0)
tagFrame:SetHeight(settings.fontSize + 2 * settings.fontSpacing)
tagFrame:SetBackdrop(settings.defaultBackdrop)
tagFrame:SetBackdropColor(settings.colors.background.r, settings.colors.background.g,
settings.colors.background.b, settings.colors.background.a)
tagFrame:SetBackdropBorderColor(0.0, 0.0, 0.0, 1.0)
fontString:SetFontObject(settings.defaultFont)
fontString:SetWordWrap(false)
fontString:SetJustifyH("LEFT")
fontString:SetJustifyV("MIDDLE")
fontString:SetPoint("LEFT", altPowerFrame.tagFrame, "LEFT", settings.fontSpacing, 0)
end
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
altPowerFrame.backgroundStatusBar = _G.CreateFrame("StatusBar", nil, altPowerFrame)
do
local statusBar = altPowerFrame.backgroundStatusBar
statusBar:SetPoint("TOPLEFT", altPowerFrame, "TOPLEFT", settings.insets.left,
-settings.insets.top)
statusBar:SetPoint("BOTTOMRIGHT", altPowerFrame, "BOTTOMRIGHT", -settings.insets.right,
settings.insets.bottom)
statusBar:SetReverseFill(true)
statusBar:SetStatusBarTexture(settings.barTexture)
statusBar:SetStatusBarColor(settings.colors.background.r, settings.colors.background.g,
settings.colors.background.b, settings.colors.background.a)
end
altPowerFrame.powerStatusBar = _G.CreateFrame("StatusBar", nil, altPowerFrame)
do
local statusBar = altPowerFrame.powerStatusBar
statusBar:SetPoint("TOPLEFT", altPowerFrame, "TOPLEFT", settings.insets.left,
-settings.insets.top)
statusBar:SetPoint("BOTTOMRIGHT", altPowerFrame, "BOTTOMRIGHT", -settings.insets.right,
settings.insets.bottom)
statusBar:SetStatusBarTexture(settings.barTexture)
statusBar:SetStatusBarColor(settings.colors.health.r, settings.colors.health.g,
settings.colors.health.b, settings.colors.health.a)
end
--------------------------------------------------------------------------------------------------
altPowerFrame:SetScript("OnEvent", function(self, event, ...)
return self[event](self, ...)
end)
function altPowerFrame:UNIT_MAXPOWER(unit, powerType)
if not (unit == self.unit and powerType == "ALTERNATE") then return end
local barType, powerMin = _G.UnitAlternatePowerInfo(unit)
self.maxValue = _G.UnitPowerMax(unit, _G.SPELL_POWER_ALTERNATE_POWER)
if not barType --[[or barType == _G.ALT_POWER_TYPE_COUNTER]] then
return
end
local currentPower = _G.UnitPower(unit, _G.SPELL_POWER_ALTERNATE_POWER)
self.backgroundStatusBar:SetMinMaxValues(powerMin, self.maxValue)
self.backgroundStatusBar:SetValue(self.maxValue - currentPower)
self.powerStatusBar:SetMinMaxValues(powerMin, self.maxValue)
self.powerStatusBar:SetValue(currentPower)
self.tagFrame.fontString:SetText(currentPower .. " / " .. self.maxValue)
self.tagFrame.fontString:SetWidth(self.tagFrame.fontString:GetStringWidth())
self.tagFrame:SetWidth(self.tagFrame.fontString:GetStringWidth() + 2 * settings.fontSpacing)
end
function altPowerFrame:UNIT_POWER_FREQUENT(unit, powerType)
if not (unit == self.unit and powerType == "ALTERNATE") then return end
local barType = _G.UnitAlternatePowerInfo(unit)
if not barType --[[or barType == _G.ALT_POWER_TYPE_COUNTER]] then
return
end
local currentPower = _G.UnitPower(unit, _G.SPELL_POWER_ALTERNATE_POWER)
self.backgroundStatusBar:SetValue(self.maxValue - currentPower)
self.powerStatusBar:SetValue(currentPower)
self.tagFrame.fontString:SetText(currentPower .. " / " .. self.maxValue)
self.tagFrame.fontString:SetWidth(self.tagFrame.fontString:GetStringWidth())
self.tagFrame:SetWidth(self.tagFrame.fontString:GetStringWidth() + 2 * settings.fontSpacing)
end
function altPowerFrame:UNIT_POWER_BAR_SHOW(unit)
if unit ~= self.unit then return end
self:UNIT_MAXPOWER(self.unit, "ALTERNATE")
--[[
local powerName = (_G.select(10, _G.UnitAlternatePowerInfo(unit)))
self.tagFrame.fontString:SetText(powerName)
self.tagFrame.fontString:SetWidth(self.tagFrame.fontString:GetStringWidth())
self.tagFrame:SetWidth(self.tagFrame.fontString:GetStringWidth() + 2 * settings.fontSpacing)
]]
self:RegisterUnitEvent("UNIT_MAXPOWER", self.unit)
self:RegisterUnitEvent("UNIT_POWER_FREQUENT", self.unit)
self:Show()
end
function altPowerFrame:UNIT_POWER_BAR_HIDE(unit)
if unit ~= self.unit then return end
self:UNIT_MAXPOWER(self.unit, "ALTERNATE")
self:UnregisterEvent("UNIT_MAXPOWER")
self:UnregisterEvent("UNIT_POWER_FREQUENT")
self:Hide()
end
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
altPowerFrame:SetScript("OnEnter", function(self, motion)
local _, _, _, _, _, _, _, _, _, powerName, powerTooltip = _G.UnitAlternatePowerInfo("player")
if powerName and powerTooltip then
--_G.GameTooltip:SetOwner(self, "ANCHOR_NONE")
--_G.GameTooltip:SetPoint("TOPLEFT", UIParent, "BOTTOMRIGHT", 0, 0)
_G.GameTooltip_SetDefaultAnchor(_G.GameTooltip, _G.WorldFrame)
_G.GameTooltip:AddLine(powerName, 1, 1, 1, false)
_G.GameTooltip:AddLine(powerTooltip, nil, nil, nil, true)
_G.GameTooltip:Show()
end
end)
altPowerFrame:SetScript("OnLeave", function(self, motion)
_G.GameTooltip:Hide()
end)
altPowerFrame:EnableMouse(true)
--------------------------------------------------------------------------------------------------
-- Stuff we need to do when PLAYER_LOGIN fires.
function altPowerFrame:initialize()
self:Hide()
self.backgroundStatusBar:SetMinMaxValues(0, 1)
self.backgroundStatusBar:SetValue(1)
self.powerStatusBar:SetMinMaxValues(0, 1)
self.powerStatusBar:SetValue(0)
self:RegisterUnitEvent("UNIT_POWER_BAR_SHOW", self.unit)
self:RegisterUnitEvent("UNIT_POWER_BAR_HIDE", self.unit)
end
-- Stuff we need to do when PLAYER_ENTERING_WORLD fires.
function altPowerFrame:update()
local barType = _G.UnitAlternatePowerInfo(self.unit)
if not barType then
self:UNIT_POWER_BAR_HIDE(self.unit)
return
end
self:UNIT_POWER_BAR_SHOW(self.unit)
self:UNIT_MAXPOWER(self.unit, "ALTERNATE")
end
function altPowerFrame:PLAYER_LOGIN()
self:initialize()
end
function altPowerFrame:PLAYER_ENTERING_WORLD()
self:update()
end
altPowerFrame:RegisterEvent("PLAYER_LOGIN")
altPowerFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
--------------------------------------------------------------------------------------------------
--------------------------------------------------------------------------------------------------
return altPowerFrame
end
-- I've taken some ideas from:
-- "https://github.com/haste/oUF/blob/master/elements/altpowerbar.lua" and
-- "http://www.curse.com/addons/wow/customplayerpowerbaralt".
--[[
pPowerBarAlt:SetScript("OnEnter", function(self, motion)
local _, _, _, _, _, _, _, _, _, powerName, powerTooltip =
_G.UnitAlternatePowerInfo("player")
if powerName and powerTooltip then
_G.GameTooltip_SetDefaultAnchor(_G.GameTooltip, _G.WorldFrame)
_G.GameTooltip:AddLine(powerName, 1, 1, 1, false)
_G.GameTooltip:AddLine(powerTooltip, nil, nil, nil, true)
_G.GameTooltip:Show()
end
end)
pPowerBarAlt:SetScript("OnLeave", function(self, motion)
_G.GameTooltip:FadeOut()
end)
--]]
-- vim: tw=120 sts=2 sw=2 et