vanilla-wow-addons – Rev 1
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-- StatRings Ring Template
----------------------------------------------------------------------
--
-- Template code for partial ring display
--
-- Divides the ring up into four quadrants:
-- Q1-TopRight Q2-BottomRight Q3-BottomLeft Q4-TopLeft
--
-- Other terminology:
-- self.radius - The outer radius of the ring (Also the texture width)
-- self.ringFactor - The ratio of inner radius/outer radius
---------------------------------------------------------------------------
-- QUADRANT MAPPING FUNCTIONS
-- The subsetting code is all written relative to the first quandrant, but
-- each quadrant has a pair of functions to manage mapping location and
-- texture operations from that 'normalized' coordinate system into the
-- appropriate one for the quadrant in question
--
-- SUBSET FUNCTION
-- This function displays a subset of a quadrant, using a subset of a
-- texture (The texture subsetting is optional, so the same function
-- can be used for slice stretching). Note this does not issue a
-- ClearAllPoints.
--
-- setSubsetFuncs[quadrant](tex, parname, radius, xlo, xhi, ylo, yhi, notex)
--
-- Parameters:
-- tex - The texture object
-- parname - The name of the texture's parent (for SetPoint use)
-- radius - The outer radius of the ring (i.e. texture width & height)
-- xlo, xhi - X Coordinate bounds (from center of the ring)
-- ylo, yhi - Y Coordinate bounds (From center of the ring)
-- notex - (OPTIONAL) If present and true, do not set texture coords.
-- just change points.
--
-- SLICE FUNCTION
-- This function sets the texture coordinates for a slice texture, so that
-- it's correctly oriented for the quadrant.
--
-- setSliceFuncs[quadrant](tex)
--
-- Parameters:
-- tex - The slice texture object
--
local setSubsetFuncs = {};
local setSliceFuncs = {};
-- Q3: BOTTOM LEFT
setSubsetFuncs[1] = function(tex, parname, radius, xlo, xhi, ylo, yhi, notex)
if (not notex) then
tex:SetTexCoord(xhi, xlo, ylo, yhi);
end
tex:SetPoint("BOTTOMRIGHT", parname, "BOTTOMLEFT", -xlo*radius, -yhi*radius);
tex:SetPoint("TOPLEFT", parname, "BOTTOMLEFT", -xhi*radius, -ylo*radius);
end
-- Q4: TOP LEFT
setSubsetFuncs[2] = function(tex, parname, radius, xlo, xhi, ylo, yhi, notex)
if (not notex) then
tex:SetTexCoord(yhi, ylo, xhi, xlo);
end
tex:SetPoint("BOTTOMLEFT", parname, "BOTTOMLEFT", -yhi*radius, xlo*radius);
tex:SetPoint("TOPRIGHT", parname, "BOTTOMLEFT", -ylo*radius, xhi*radius);
end
-- Q1: TOP RIGHT
setSubsetFuncs[3] = function(tex, parname, radius, xlo, xhi, ylo, yhi, notex)
if (not notex) then
tex:SetTexCoord(xlo, xhi, yhi, ylo);
end
tex:SetPoint("TOPLEFT", parname, "BOTTOMLEFT", xlo*radius, yhi*radius);
tex:SetPoint("BOTTOMRIGHT", parname, "BOTTOMLEFT", xhi*radius, ylo*radius);
end
-- Q2: BOTTOM RIGHT
setSubsetFuncs[4] = function(tex, parname, radius, xlo, xhi, ylo, yhi, notex)
if (not notex) then
tex:SetTexCoord(ylo, yhi, xlo, xhi);
end
tex:SetPoint("TOPRIGHT", parname, "BOTTOMLEFT", yhi*radius, -xlo*radius);
tex:SetPoint("BOTTOMLEFT", parname, "BOTTOMLEFT", ylo*radius, -xhi*radius);
end
-- Slice text coord setting funcs
setSliceFuncs[1] = function(tex) tex:SetTexCoord(0, 1, 1, 0); end
setSliceFuncs[2] = function(tex) tex:SetTexCoord(1, 0, 1, 0); end
setSliceFuncs[3] = function(tex) tex:SetTexCoord(1, 0, 0, 1); end
setSliceFuncs[4] = function(tex) tex:SetTexCoord(0, 1, 0, 1); end
-- The 'Work' function, which handles subset rendering for a single
-- quadrant (normalized to Q1)
--
-- Params:
-- self - The ring template instance
-- A - The angle within the quadrant (degrees, 0 <= A < 90)
-- T - The main texture for the quadrant
-- SS - The texture subset mapping function for the quadrant
function StatRingsRingTemplate_DoQuadrantReversed(self, A, T, SS)
-- Grab local references to important textures
local C = self.chip;
local S = self.slice;
-- If no part of this quadrant is visible, just hide all the textures
-- and be done.
if (A == 0) then
T:Hide();
C:Hide();
S:Hide();
return;
end
-- More local references, grab the ring dimensions, and the frame name.
local RF = self.ringFactor;
local OR = self.radius;
local name = self.name;
-- Drawing scheme uses three locations
-- E (Ex,Ey) - The 'End' position (Nx=1, Ny=0)
-- O (Ox,Oy) - Intersection of angle line with Outer edge
-- I (Ix,Iy) - Intersection of angle line with Inner edge
-- Calculated locations:
-- Arad - Angle in radians
-- Ox,Oy - O coordinates
-- Ix,Iy - I coordinates
local Arad = math.rad(A);
local Ox = math.cos(Arad);
local Oy = math.sin(Arad);
local Ix = Ox * RF;
local Iy = Oy * RF;
-- Treat first and last halves differently to maximize size of main
-- texture subset.
if (A <= 45) then
-- Main subset is from N to I
SS(T, name, OR, Ix, 1, 0, Iy);
-- Chip is subset from (Ix,Oy) to (Ox,Ny) (Right edge of main)
SS(C, name, OR, Ox, 1, Iy, Oy);
else
-- Main subset is from N to O
SS(T, name, OR, Ox, 1, 0, Oy);
-- Chip is subset from (Nx,Iy) to (Ix,Oy) (Bottom edge of main)
SS(C, name, OR, Ix, Ox, 0, Iy);
end
-- Strech slice between I and O
SS(S, name, OR, Ix, Ox, Iy, Oy, 1);
-- All three textures are visible
T:Show();
C:Show();
S:Show();
end
function StatRingsRingTemplate_DoQuadrant(self, A, T, SS)
-- Grab local references to important textures
local C = self.chip;
local S = self.slice;
-- If no part of this quadrant is visible, just hide all the textures
-- and be done.
if (A == 0) then
T:Hide();
C:Hide();
S:Hide();
return;
end
-- More local references, grab the ring dimensions, and the frame name.
local RF = self.ringFactor;
local OR = self.radius;
local name = self.name;
-- Drawing scheme uses three locations
-- N (Nx,Ny) - The 'Noon' position (Nx=0, Ny=1)
-- O (Ox,Oy) - Intersection of angle line with Outer edge
-- I (Ix,Iy) - Intersection of angle line with Inner edge
-- Calculated locations:
-- Arad - Angle in radians
-- Ox,Oy - O coordinates
-- Ix,Iy - I coordinates
local Arad = math.rad(A);
local Ox = math.sin(Arad);
local Oy = math.cos(Arad);
local Ix = Ox * RF;
local Iy = Oy * RF;
-- Treat first and last halves differently to maximize size of main
-- texture subset.
if (A <= 45) then
-- Main subset is from N to I
SS(T, name, OR, 0, Ix, Iy, 1);
-- Chip is subset from (Ix,Oy) to (Ox,Ny) (Right edge of main)
SS(C, name, OR, Ix, Ox, Oy, 1);
else
-- Main subset is from N to O
SS(T, name, OR, 0, Ox, Oy, 1);
-- Chip is subset from (Nx,Iy) to (Ix,Oy) (Bottom edge of main)
SS(C, name, OR, 0, Ix, Iy, Oy);
end
-- Strech slice between I and O
SS(S, name, OR, Ix, Ox, Iy, Oy, 1);
-- All three textures are visible
T:Show();
C:Show();
S:Show();
end
-- Method function to set the angle to display
--
-- Param:
-- self - The ring template instance
-- angle - The angle in degrees (0 <= angle <= 180)
function StatRingsRingTemplate_SetAngle(self, angle)
-- Bounds checking on the angle so that it's between 0 and 180 (inclusive)
if (angle < 0) then
angle = 0;
end
if (angle > 180) then
angle = 180;
end
-- Avoid duplicate work
if (self.angle == angle and not self.dirty) then
return;
end
-- Determine the quadrant, and angle within the quadrant
-- (Quadrant 5 means 'all quadrants filled')
local quad = math.floor(angle / 90) + 1;
local A = math.mod(angle, 90);
local quadOfs = self.quadOffset or 0;
local effQuad;
if (self.reversed) then
effQuad = math.mod((4-quad)+quadOfs, 4)+1;
else
effQuad = math.mod(quad+quadOfs-1, 4)+1;
end
-- Check to see if we've changed quandrants since the last time we were
-- called. Quadrant changes re-configure some textures.
if (quad ~= self.lastQuad or self.dirty) then
-- Loop through all quadrants
for i=1,2 do
T=self.quadrants[i];
if (self.reversed) then
qi = math.mod((4-i)+quadOfs, 4)+1;
else
qi = math.mod(i+quadOfs-1, 4)+1;
end
if (i < quad) then
-- If this quadrant is full shown, then show all of the texture
T:ClearAllPoints();
--if (self.reversed) then
--setSubsetFuncs[i+2](T, self.name, self.radius, 0.0, 1.0, 0.0, 1.0);
--else
setSubsetFuncs[qi](T, self.name, self.radius, 0.0, 1.0, 0.0, 1.0);
--end
T:Show();
elseif (i == quad) then
-- If this quadrant is partially or fully shown, begin by
-- showing all of the texture. Also configure the slice
-- texture's orientation.
T:ClearAllPoints();
setSubsetFuncs[qi](T, self.name, self.radius, 0.0, 0.8, 0.4, 1.0);
--[[
if (self.reversed) then
setSubsetFuncs[qi](T, self.name, self.radius, 0.0, 0.8, 0.4, 1.0);
else
setSubsetFuncs[i](T, self.name, self.radius, 0.0, 0.8, 0.4, 1.0);
end
]]
T:Show();
if (self.reversed) then
setSliceFuncs[math.mod(qi+1,4)+1](self.slice);
else
setSliceFuncs[qi](self.slice);
end
--[[
if (self.reversed) then
setSliceFuncs[i+2](self.slice);
else
setSliceFuncs[i](self.slice);
end
]]
else
-- If this quadrant is not shown at all, hide it.
T:Hide();
end
end
-- Hide the chip and slice textures, and de-anchor them (They'll be
-- re-anchored as necessary later).
self.chip:Hide();
self.chip:ClearAllPoints();
self.slice:Hide();
self.slice:ClearAllPoints();
-- Remember this for next time
self.lastQuad = quad;
end
-- Remember the angle for next time
self.angle = angle;
-- Extra bounds check for paranoia (also handles quad 5 case)
if ((quad < 1) or (quad > 2)) then
return;
end
-- Get quadrant-specific elements
local T = self.quadrants[quad];
--local SS = setSubsetFuncs[quad];
local SS = setSubsetFuncs[effQuad];
-- Call the quadrant function to do the work
if SS ~= nil then
if (self.reversed) then
StatRingsRingTemplate_DoQuadrantReversed(self, A, T, SS)
else
StatRingsRingTemplate_DoQuadrant(self, A, T, SS)
end
end
self.dirty = false;
end
---------------------------------------------------------------------------
-- Some handy method functions
-- StatsRingRingTemplate:CallTextureMethod(method, ...)
--
-- Invokes the named method on all of the textures in the ring,
-- passing in whatever arguments are given.
--
-- e.g. ring:CallTextureMethod("SetVertexColor", 1.0, 0.5, 0.2, 1.0);
local function StatsRingsRingTemplate_CallTextureMethod(self, method, ...)
self.quadrants[1][method](self.quadrants[1], unpack(arg));
self.quadrants[2][method](self.quadrants[2], unpack(arg));
self.chip[method](self.chip, unpack(arg));
self.slice[method](self.slice, unpack(arg));
end
-- StatsRingRingTemplate:SetRingTextures(ringFactor,ringTexFile,sliceTexFile)
--
-- Sets the textures to use for this ring
--
-- Param:
-- ringFactor - The ring factor (Inner Radius / Outer Radius)
-- ringTexFile - The ring texture filename
-- sliceTexFile - The slice texture filename
local function StatsRingsRingTemplate_SetRingTextures(self, ringFactor,
ringTexture,
sliceTexture)
DEFAULT_CHAT_FRAME:AddMessage("called setringtextures");
local savedAngle = self.angle;
self.angle = nil;
self.lastQuad = nil;
self.ringFactor = ringFactor;
for i=1,2 do
self.quadrants[i]:SetTexture(ringTexture);
end
self.chip:SetTexture(ringTexture);
self.slice:SetTexture(sliceTexture);
if (savedAngle) then
self:SetAngle(savedAngle);
end
end
-- Method function to set whether or not ring growth is reversed.
--
-- Param:
-- self - The ring template instance
-- isReversed - Whether to reverse or not
function StatRingsRingTemplate_SetReversed(self, isReversed)
if (isReversed) then
isReversed = true;
else
isReversed = nil;
end
if (isReversed == self.reversed) then
return;
end
self.reversed = isReversed;
end
-- The OnLoad method, call this for each template object to set it up and
-- get things going
function StatRingsRingTemplate_OnLoad()
-- Just do global this resolution once.
local this = this;
-- Grab texture references and frame name
this.name = this:GetName();
this.quadrants = {};
this.quadrants[1] = getglobal(this.name .. "TQ1");
this.quadrants[2] = getglobal(this.name .. "TQ2");
this.chip = getglobal(this.name .. "TC");
this.slice = getglobal(this.name .. "TS");
-- Initialize size and default texture ringFactor
this.radius = (this:GetWidth() * 0.5);
this.ringFactor = 0.94;
-- Add ring methods
this.SetAngle = StatRingsRingTemplate_SetAngle;
this.CallTextureMethod = StatsRingsRingTemplate_CallTextureMethod;
this.SetRingTextures = StatsRingsRingTemplate_SetRingTextures;
this.Init = StatRings_Init;
this.SetMax = StatRings_SetMax;
this.SetValue = StatRings_SetValue;
this.Update = StatRings_Update;
this.AddUpdateFunction = StatRings_AddUpdateFunction;
this.RemoveUpdateFunction = StatRings_RemoveUpdateFunction;
this.UpdateColor = StatRings_UpdateColor;
this.SetReversed = StatRingsRingTemplate_SetReversed;
this.startValue = 0;
this.endValue = 0;
this.maxValue = 0;
this.fadeTime = 0;
this.maxFadeTime = 1;
this.alphaState = -1;
this.PI = 3.14159265;
this.casting = 0;
this.channeling = 0;
this.spellstart = GetTime();
this.baseColor = {["r"] = 1, ["g"] = 0.6, ["b"] = 0.1};
this.baseAlpha = 0.5;
this.destAlpha = 0.5;
this.updateFuncs = {};
this:SetScript("OnUpdate", StatRings_Update);
-- Set angle to zero (initializes texture visibility)
this:AddUpdateFunction(StatRings_DoFadeUpdate);
this:AddUpdateFunction(StatRingsTest_AlphaUpdate);
this:AddUpdateFunction(StatRings_Casting);
this:SetAngle(0);
end
function StatRings_SetMax(self, max)
if max == nil then max = 1; end
this.maxValue = max;
-- sr_pr(this.name .. "ring Max set to " .. this.maxValue);
end
function StatRings_SetValue(self, value)
if value == nil then value = 0; end
if value == 0 then
value = this.maxValue / 10000; end
if this.casting == 1 then
this.startValue = value; end
this.endValue = value
this.fadeTime = 0;
end
function StatRings_Update()
for idx, func in this.updateFuncs do
func(this, arg1);
end
end
function StatRings_AddUpdateFunction(self, arg1)
local found = false;
for idx, f in this.updateFuncs do
if arg1 == f then
found = true;
break;
end
end
if not found then
table.insert(this.updateFuncs, arg1);
end
end
function StatRings_RemoveUpdateFunction(self, func)
for idx, f in this.updateFuncs do
if func == f then
table.remove(this.updateFuncs, idx);
break;
end
end
end
function StatRings_Casting(this)
if ( this.casting == nil ) then
this.casting = 0; end
if ( this.channeling == nil ) then
this.channeling = 0; end
if ( this.spellstart == nil ) then
this.spellstart = GetTime(); end
if ( this.casting == 1) then
local status = (GetTime() - this.spellstart)*1000;
local time_remaining = this.maxValue - status;
if ( this.channeling == 1) then
status = time_remaining;
end
if ( status > this.maxValue ) then
status = this.maxValue
end
this:SetValue(status);
if ( time_remaining < 0 ) then
time_remaining = 0;
end
local intlength = string.len(string.format("%u",time_remaining/1000));
local texttime = strsub(string.format("%f",time_remaining/1000),1,intlength+2) .. "s";
Moog_HudCastTime:SetText(texttime);
end
end
function StatRings_DoFadeUpdate(this, tdelta)
tdelta = arg1;
if this.fadeTime < this.maxFadeTime then
this.fadeTime = this.fadeTime + tdelta;
if this.fadeTime > this.maxFadeTime then
this.fadeTime = this.maxFadeTime;
end
local delta = this.endValue - this.startValue;
local diff = delta * (this.fadeTime / this.maxFadeTime);
this.startValue = this.startValue + diff;
local angle = this.startValue / this.maxValue * 180;
if angle <= 90 then
this.ringFactor = 0.9 + ((90 - angle) / (90/0.1));
elseif angle <= 180 then
this.ringFactor = 0.9 + ((angle - 90) / (90/0.1));
--[[
elseif angle <= 270 then
this.ringFactor = 0.9 + ((270 - angle) / (90/0.1));
elseif angle > 270 then
this.ringFactor = 0.9 + ((angle - 270) / (90/0.1));
]]
end
this:SetAngle((this.startValue / this.maxValue) * 180);
end
end
function StatRingsTest_AlphaUpdate(this)
--[[
if getglobal(this:GetName() .. "MoveAnchor"):IsVisible() then
this:SetAlpha(0.8);
this:SetAngle(180);
return;
end
]]
local destAlpha = this.destAlpha;
local nowAlpha = this.baseAlpha;
if (nowAlpha < destAlpha) then
nowAlpha = nowAlpha + (arg1/2);
if (nowAlpha > destAlpha) then
nowAlpha = destAlpha;
end
elseif (nowAlpha > destAlpha) then
nowAlpha = nowAlpha - (arg1/2);
if (nowAlpha < destAlpha) then
nowAlpha = destAlpha;
end
end
this.baseAlpha = nowAlpha;
-- New white blink code
-- blinkstate is amount remaining of 1 second blink
local blinkstate = 1-(GetTime() - Moog_SpellBlinkTime);
if (blinkstate <= 0) then
this:CallTextureMethod("SetVertexColor",this.baseColor.r, this.baseColor.g, this.baseColor.b,1);
this:SetAlpha(nowAlpha);
else
local blinkcolor = {["r"] = ((1-this.baseColor.r)*blinkstate)+this.baseColor.r,
["g"] = ((1-this.baseColor.g)*blinkstate)+this.baseColor.g,
["b"] = ((1-this.baseColor.b)*blinkstate)+this.baseColor.b};
this:CallTextureMethod("SetVertexColor",blinkcolor.r, blinkcolor.g, blinkcolor.b,1);
this:SetAlpha(((0.9-this.baseAlpha)*blinkstate)+this.baseAlpha);
end
end
function StatRingsTest_SetAlpha(this, destAlpha, instant)
if (destAlpha < 0) then
destAlpha = 0.0;
elseif (destAlpha > 1) then
destAlpha = 1.0;
end
if (this.baseAlpha == destAlpha) then
return;
end
if (instant) then
this.baseAlpha = destAlpha;
end
this.destAlpha = destAlpha;
end
function StatRings_UpdateColor(self, color)
if color == nil then
color = {["r"] = 1, ["g"] = 0.6, ["b"] = 0.1};
end
if (color) then
self.baseColor = color;
-- self:CallTextureMethod("SetVertexColor",color.r, color.g, color.b,1);
end
end
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