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Libraries/oUF/elements/powerprediction.lua
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194
Libraries/oUF/elements/powerprediction.lua
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--[[
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# Element: Power Prediction Bar
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Handles the visibility and updating of power cost prediction.
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## Widget
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PowerPrediction - A `table` containing the sub-widgets.
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## Sub-Widgets
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mainBar - A `StatusBar` used to represent power cost of spells on top of the Power element.
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altBar - A `StatusBar` used to represent power cost of spells on top of the AdditionalPower element.
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## Notes
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A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
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## Examples
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-- Position and size
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local mainBar = CreateFrame('StatusBar', nil, self.Power)
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mainBar:SetReverseFill(true)
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mainBar:SetPoint('TOP')
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mainBar:SetPoint('BOTTOM')
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mainBar:SetPoint('RIGHT', self.Power:GetStatusBarTexture(), 'RIGHT')
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mainBar:SetWidth(200)
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local altBar = CreateFrame('StatusBar', nil, self.AdditionalPower)
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altBar:SetReverseFill(true)
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altBar:SetPoint('TOP')
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altBar:SetPoint('BOTTOM')
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altBar:SetPoint('RIGHT', self.AdditionalPower:GetStatusBarTexture(), 'RIGHT')
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altBar:SetWidth(200)
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-- Register with oUF
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self.PowerPrediction = {
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mainBar = mainBar,
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altBar = altBar
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}
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--]]
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local _, ns = ...
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local oUF = ns.oUF
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-- sourced from FrameXML/AlternatePowerBar.lua
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local ADDITIONAL_POWER_BAR_INDEX = ADDITIONAL_POWER_BAR_INDEX or 0
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local ALT_MANA_BAR_PAIR_DISPLAY_INFO = ALT_MANA_BAR_PAIR_DISPLAY_INFO
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local _, playerClass = UnitClass('player')
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local function Update(self, event, unit)
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if(self.unit ~= unit) then return end
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local element = self.PowerPrediction
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--[[ Callback: PowerPrediction:PreUpdate(unit)
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Called before the element has been updated.
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* self - the PowerPrediction element
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* unit - the unit for which the update has been triggered (string)
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--]]
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if(element.PreUpdate) then
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element:PreUpdate(unit)
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end
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local mainCost, altCost = 0, 0
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local mainType = UnitPowerType(unit)
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local mainMax = UnitPowerMax(unit, mainType)
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local isPlayer = UnitIsUnit('player', unit)
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local altManaInfo = isPlayer and ALT_MANA_BAR_PAIR_DISPLAY_INFO[playerClass]
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local hasAltManaBar = altManaInfo and altManaInfo[mainType]
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local _, _, _, startTime, endTime, _, _, _, spellID = UnitCastingInfo(unit)
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if(event == 'UNIT_SPELLCAST_START' and startTime ~= endTime) then
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local costTable = GetSpellPowerCost(spellID)
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local checkRequiredAura = isPlayer and #costTable > 1
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for _, costInfo in next, costTable do
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local cost, ctype, cperc = costInfo.cost, costInfo.type, costInfo.costPercent
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local checkSpec = not checkRequiredAura or costInfo.hasRequiredAura
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if checkSpec and ctype == mainType then
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mainCost = ((isPlayer or cost < mainMax) and cost) or (mainMax * cperc) / 100
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element.mainCost = mainCost
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break
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elseif hasAltManaBar and checkSpec and ctype == ADDITIONAL_POWER_BAR_INDEX then
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altCost = cost
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element.altCost = altCost
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break
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end
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end
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elseif(spellID) then
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-- if we try to cast a spell while casting another one we need to avoid
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-- resetting the element
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mainCost = element.mainCost or 0
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altCost = element.altCost or 0
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else
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element.mainCost = mainCost
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element.altCost = altCost
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end
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if(element.mainBar) then
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element.mainBar:SetMinMaxValues(0, mainMax)
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element.mainBar:SetValue(mainCost)
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element.mainBar:Show()
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end
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if(element.altBar and hasAltManaBar) then
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element.altBar:SetMinMaxValues(0, UnitPowerMax(unit, ADDITIONAL_POWER_BAR_INDEX))
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element.altBar:SetValue(altCost)
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element.altBar:Show()
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end
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--[[ Callback: PowerPrediction:PostUpdate(unit, mainCost, altCost, hasAltManaBar)
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Called after the element has been updated.
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* self - the PowerPrediction element
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* unit - the unit for which the update has been triggered (string)
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* mainCost - the main power type cost of the cast ability (number)
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* altCost - the secondary power type cost of the cast ability (number)
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* hasAltManaBar - indicates if the unit has a secondary power bar (boolean)
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--]]
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if(element.PostUpdate) then
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return element:PostUpdate(unit, mainCost, altCost, hasAltManaBar)
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end
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end
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local function Path(self, ...)
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--[[ Override: PowerPrediction.Override(self, event, unit, ...)
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Used to completely override the internal update function.
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* self - the parent object
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* event - the event triggering the update (string)
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* unit - the unit accompanying the event (string)
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* ... - the arguments accompanying the event
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--]]
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return (self.PowerPrediction.Override or Update) (self, ...)
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end
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local function ForceUpdate(element)
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return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
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end
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local function Enable(self)
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local element = self.PowerPrediction
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if(element) then
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element.__owner = self
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element.ForceUpdate = ForceUpdate
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self:RegisterEvent('UNIT_SPELLCAST_START', Path)
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self:RegisterEvent('UNIT_SPELLCAST_STOP', Path)
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self:RegisterEvent('UNIT_SPELLCAST_FAILED', Path)
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self:RegisterEvent('UNIT_SPELLCAST_SUCCEEDED', Path)
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self:RegisterEvent('UNIT_DISPLAYPOWER', Path)
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if(element.mainBar) then
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if(element.mainBar:IsObjectType('StatusBar')
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and not (element.mainBar:GetStatusBarTexture() or element.mainBar:GetStatusBarAtlas())) then
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element.mainBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
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end
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end
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if(element.altBar) then
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if(element.altBar:IsObjectType('StatusBar')
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and not (element.altBar:GetStatusBarTexture() or element.altBar:GetStatusBarAtlas())) then
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element.altBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
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end
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end
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return true
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end
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end
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local function Disable(self)
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local element = self.PowerPrediction
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if(element) then
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if(element.mainBar) then
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element.mainBar:Hide()
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end
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if(element.altBar) then
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element.altBar:Hide()
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end
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self:UnregisterEvent('UNIT_SPELLCAST_START', Path)
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self:UnregisterEvent('UNIT_SPELLCAST_STOP', Path)
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self:UnregisterEvent('UNIT_SPELLCAST_FAILED', Path)
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self:UnregisterEvent('UNIT_SPELLCAST_SUCCEEDED', Path)
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self:UnregisterEvent('UNIT_DISPLAYPOWER', Path)
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end
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end
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oUF:AddElement('PowerPrediction', Path, Enable, Disable)
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