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Libraries/oUF/elements/powerprediction.lua
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169
Libraries/oUF/elements/powerprediction.lua
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--[[ Element: Power Prediction Bar
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Handles updating and visibility of the power prediction status bars.
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Widget
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PowerPrediction - A table containing `mainBar` and `altBar`.
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Sub-Widgets
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mainBar - A StatusBar used to represent power cost of spells, that consume
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your main power, e.g. mana for mages;
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altBar - A StatusBar used to represent power cost of spells, that consume
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your additional power, e.g. mana for balance druids.
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Notes
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The default StatusBar texture will be applied if the UI widget doesn't have a
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status bar texture.
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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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Hooks
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Override(self) - Used to completely override the internal update function.
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Removing the table key entry will make the element fall-back
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to its internal function again.
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]]
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local _, ns = ...
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local oUF = ns.oUF
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local playerClass = select(2, 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 pp = self.PowerPrediction
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if(pp.PreUpdate) then
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pp:PreUpdate(unit)
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end
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local _, _, _, _, startTime, endTime, _, _, _, spellID = UnitCastingInfo(unit)
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local mainPowerType = UnitPowerType(unit)
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local hasAltManaBar = ALT_MANA_BAR_PAIR_DISPLAY_INFO[playerClass] and ALT_MANA_BAR_PAIR_DISPLAY_INFO[playerClass][mainPowerType]
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local mainCost, altCost = 0, 0
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if(event == 'UNIT_SPELLCAST_START' or startTime ~= endTime) then
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local costTable = GetSpellPowerCost(spellID)
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for _, costInfo in pairs(costTable) do
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--[[costInfo content:
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-- name: string (powerToken)
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-- type: number (powerType)
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-- cost: number
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-- costPercent: number
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-- costPerSec: number
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-- minCost: number
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-- hasRequiredAura: boolean
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-- requiredAuraID: number
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]]
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if(costInfo.type == mainPowerType) then
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mainCost = costInfo.cost
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break
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elseif(costInfo.type == ADDITIONAL_POWER_BAR_INDEX) then
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altCost = costInfo.cost
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break
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end
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end
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end
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if(pp.mainBar) then
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pp.mainBar:SetMinMaxValues(0, UnitPowerMax(unit, mainPowerType))
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pp.mainBar:SetValue(mainCost)
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pp.mainBar:Show()
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end
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if(pp.altBar and hasAltManaBar) then
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pp.altBar:SetMinMaxValues(0, UnitPowerMax(unit, ADDITIONAL_POWER_BAR_INDEX))
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pp.altBar:SetValue(altCost)
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pp.altBar:Show()
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end
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if(pp.PostUpdate) then
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return pp: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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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 pp = self.PowerPrediction
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if(pp) then
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pp.__owner = self
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pp.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(pp.mainBar) then
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if(pp.mainBar:IsObjectType('StatusBar') and not pp.mainBar:GetStatusBarTexture()) then
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pp.mainBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
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end
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end
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if(pp.altBar) then
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if(pp.altBar:IsObjectType('StatusBar') and not pp.altBar:GetStatusBarTexture()) then
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pp.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 pp = self.PowerPrediction
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if(pp) then
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if(pp.mainBar) then
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pp.mainBar:Hide()
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end
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if(pp.altBar) then
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pp.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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