vanilla-wow-addons – Rev 1
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--[[
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)