Rework the way triggers and indicators work
Triggers are now a link between link between a datasource (for now only AuraList) and an indicator (for now only SquareIndicator).
This commit is contained in:
@@ -18,6 +18,7 @@ local omi = select(2, ...)
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local types = omi.GetModule("types")
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local AuraTrigger = types.AuraTrigger
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--- AuraList keeps track of all the auras attached to a unitframe
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local AuraList = types.CreateClass("AuraList")
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types.AuraList = AuraList
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@@ -38,6 +39,8 @@ local statusLists = {
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}
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}
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-- helper function that goes over several aura slots for a unit. Runs a
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-- callback function with UnitAuraInfo table as argument
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local function ForEachAuraSlots(unit, fn, continuationToken, ...)
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local GetAuraDataBySlot = C_UnitAuras.GetAuraDataBySlot
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local n = select('#', ...)
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@@ -48,6 +51,7 @@ local function ForEachAuraSlots(unit, fn, continuationToken, ...)
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return continuationToken
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end
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-- Helper function that goes over all aura slots for a given filter
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local function ForEachAuraFiltered(unit, filter, fn)
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local UnitAuraSlots = UnitAuraSlots
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local continuationToken = nil
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@@ -63,6 +67,9 @@ local function ForEachAura(unit, fn)
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ForEachAuraFiltered(unit, "HARMFUL", fn)
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end
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--- Initialize AuraList
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-- unitframe
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-- The unitframe this list belongs to
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function AuraList:Init(unitframe)
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self.unitframe = unitframe
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self.unit = unitframe.unit
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@@ -75,20 +82,20 @@ function AuraList:Init(unitframe)
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self.triggersBySpell = {}
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end
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--- Add an AuraTrigger to this AuraList
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-- trigger
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-- an AuraTrigger object
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function AuraList:AddTrigger(trigger)
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table.insert(self.triggers, trigger)
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if trigger:IsInstanceOf(AuraTrigger) then
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local spellId = trigger.spellId
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if self.triggersBySpell[spellId] == nil then
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self.triggersBySpell[spellId] = {}
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end
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table.insert(self.triggersBySpell[spellId], trigger)
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local spellId = trigger.spellId
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if self.triggersBySpell[spellId] == nil then
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self.triggersBySpell[spellId] = {}
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end
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table.insert(self.triggersBySpell[spellId], trigger)
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end
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-- Scan all the auras of the owning unit and build the aura list from scratch
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-- This should only ever happen when the unit is first assigned to the frame
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--- Reset the AuraList and do a full aura scan on the unit
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-- This also resets all the triggers that are attached to this AuraList
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function AuraList:Reset()
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self.auras = {}
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@@ -103,6 +110,9 @@ function AuraList:Reset()
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end)
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end
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--- Add an aura to the AuraList
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-- aura
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-- A UnitAuraInfo table for a newly added aura
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function AuraList:AddAura(aura)
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local statusChanged = false
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self.auras[aura.auraInstanceID] = aura
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@@ -126,7 +136,9 @@ function AuraList:AddAura(aura)
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return statusChanged
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end
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-- Returns a table with every status that applies to the given aura
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--- Return a sequence table with all status names that match the given aura
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-- aura
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-- A UnitAuraInfo table
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function AuraList:GetStatusForAura(aura)
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local status = {}
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if aura.dispelName and aura.isHarmful then
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@@ -140,6 +152,9 @@ function AuraList:GetStatusForAura(aura)
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return status
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end
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--- Add an aura to the AuraList
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-- aura
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-- A UnitAuraInfo table for a newly added aura
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function AuraList:UpdateAura(aura)
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for _, trigger in ipairs(self.triggersBySpell[aura.spellId] or {}) do
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trigger:UpdateAura(self.auras[aura.auraInstanceId], aura)
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@@ -147,6 +162,9 @@ function AuraList:UpdateAura(aura)
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self.auras[aura.auraInstanceID] = aura
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end
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--- Remove an aura from the AuraList
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-- iid
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-- The instance id for a removed aura
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function AuraList:RemoveAura(iid)
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local aura = self.auras[iid]
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if aura == nil then
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@@ -174,6 +192,9 @@ function AuraList:RemoveAura(iid)
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return statusChanged
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end
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--- Update an aura in the AuraList
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-- info
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-- The new UnitAuraInfo structure
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function AuraList:Update(info)
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local GetAuraDataByAuraInstanceID = C_UnitAuras.GetAuraDataByAuraInstanceID
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local statusChanged = false
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@@ -18,13 +18,35 @@ local omi = select(2, ...)
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local types = omi.GetModule("types")
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local AuraTrigger = types.AuraTrigger
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--- Indicator is a type for any kind of visual indicator. This type has no
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-- function and should not be created. All functional indicators derive from
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-- this type.
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local Indicator = types.CreateClass("Indicator")
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types.Indicator = Indicator
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-- TODO: make different indicators, such as texture, text, border
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-- TODO: spellid feels out of place but I wanna quickly get something for now.
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-- Should rethink this when Trigger is its own class
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function Indicator:Init(unitframe, auralist, size, point, x, y, color, spellId)
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--- Show the indicator and supply it with data
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function Indicator:Show(data)
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end
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--- Update the indicator with new data
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function Indicator:Update(data)
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end
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--- Hide the indicator
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function Indicator:Hide()
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end
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--- SquareIndicator is an indicator that displays a colored square texture
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local SquareIndicator = types.CreateClass("SquareIndicator", Indicator)
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types.SquareIndicator = SquareIndicator
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--- Initialize a new SquareIndicator
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-- unitframe Unitframe it is attached to
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-- size Size of the indicator square
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-- point Attachment point to the unitframe's overlay frame
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-- x, y x and y offset for the attachment point
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-- color Color of the square
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function SquareIndicator:Init(unitframe, size, point, x, y, color)
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local frame = unitframe.overlays
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local texture = frame:CreateTexture(nil, "ARTWORK")
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@@ -36,26 +58,21 @@ function Indicator:Init(unitframe, auralist, size, point, x, y, color, spellId)
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self:SetColor(color)
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texture:SetVertexColor(unpack(color))
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texture:SetDrawLayer("ARTWORK")
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local fn = function(activate)
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if activate then
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self:Show()
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else
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self:Hide()
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end
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end
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local trigger = AuraTrigger:new(fn, spellId, true)
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auralist:AddTrigger(trigger)
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end
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function Indicator:SetColor(color)
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--- Set the color of the Square Indicator
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-- color: a sequence table with 3 color channels {r, g, b}
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function SquareIndicator:SetColor(color)
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self.texture:SetVertexColor(unpack(color))
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end
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function Indicator:Show()
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--- Show the square indicator.
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-- data: ignored for now
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function SquareIndicator:Show(data)
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self.texture:Show()
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end
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function Indicator:Hide()
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--- Hide the square indicator.
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function SquareIndicator:Hide()
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self.texture:Hide()
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end
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@@ -17,47 +17,52 @@
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local omi = select(2, ...)
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local types = omi.GetModule("types")
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---
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-- Trigger objects provide a link between indicators and some data source. They
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-- can pass data from the data source into the trigger. This is just a
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-- supertype for all indicators and should not be constructed on its own. It
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-- has no functionality other than providing default implementations that do
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-- nothing.
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types.Trigger = types.CreateClass("Trigger")
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local Trigger = types.Trigger
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-- Constructor for Trigger.
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-- fn:
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-- The callback function that gets called every time this trigger changes
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-- states between active and inactive. Function takes one boolean argument.
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function Trigger:Init(fn)
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self.fn = fn
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-- Initialize a new Trigger object
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-- indicator:
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-- The indicator that gets activated by this trigger.
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function Trigger:Init(indicator)
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self.indicator = indicator
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end
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-- Returns whether the trigger is active
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-- Returns whether or not the trigger is active
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function Trigger:IsActive()
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return false
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end
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-- Reset the trigger to the default state. Does run the untrigger callback if
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-- the trigger is active when Reset is called.
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-- Reset the trigger to the default state. Deactivates the indicator if it is
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-- active when Reset is called.
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function Trigger:Reset()
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end
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---
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-- AuraTrigger is a trigger that can be attached to AuraList as datasource
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types.AuraTrigger = types.CreateClass("AuraTrigger", Trigger)
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local AuraTrigger = types.AuraTrigger
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-- Constructor for AuraTrigger
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-- fn:
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-- The callback function that gets called every time this trigger changes
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-- states between active and inactive. Function takes one boolean argument.
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--
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-- requiredCount = 1:
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-- The minimum number of conditions that must be met before the trigger
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-- activates. What exactly this means depends on the trigger, examples are
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-- # of matching auras, # of stacks.
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--
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-- invert = false:
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-- If the trigger is inverted it will activate when count < requiredCount.
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-- If the trigger is not inverted it will activate when count >= requiredCount.
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function AuraTrigger:Init(fn, spellId, own, requiredCount, invert)
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Trigger.Init(self, fn)
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--- Initialize a new AuraTrigger object
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-- indicator
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-- Indicator that gets controlled by this trigger.
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-- spellId
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-- Spell id to trigger on
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-- own
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-- Only trigger on auras by the player
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-- requiredCount=1
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-- Number of aura applications to activate trigger
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-- invert=false
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-- Whether to invert trigger activation
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function AuraTrigger:Init(indicator, spellId, own, requiredCount, invert)
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Trigger.Init(self, indicator)
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self.spellId = spellId
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self.requiredCount = requiredCount or 1
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self.own = own
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@@ -65,18 +70,19 @@ function AuraTrigger:Init(fn, spellId, own, requiredCount, invert)
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self.invert = invert or false
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end
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-- Reset the trigger to the default state. Does run the untrigger callback if
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-- the trigger is active when it is called
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--- See Trigger:Reset
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function AuraTrigger:Reset()
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local before = self:IsActive()
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self.count = 0
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local after = self:IsActive()
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if before ~= after then
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self.fn(after)
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if not before and after then
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self.indicator:Show()
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elseif before and not after then
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self.indicator:Hide()
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end
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end
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-- Return true if the aura matches the trigger
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--- Return true if the aura matches the trigger
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-- aura:
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-- Must be a valid UnitAuraInfo structure.
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function AuraTrigger:IsMatching(aura)
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@@ -89,7 +95,7 @@ function AuraTrigger:IsMatching(aura)
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return true
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end
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-- Inform the trigger about an added aura
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--- Inform the trigger about an added aura
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-- aura:
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-- Must be a valid UnitAuraInfo
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function AuraTrigger:AddAura(aura)
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@@ -100,11 +106,15 @@ function AuraTrigger:AddAura(aura)
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-- Be mindful, this works only if count always changes by 1.
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if self.count == self.requiredCount then
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self.fn(not self.invert)
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if self.invert then
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self.indicator:Hide()
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else
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self.indicator:Show()
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end
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end
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end
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-- Inform the trigger about an updated aura
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--- Inform the trigger about an updated aura
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-- before:
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-- Must be a valid UnitAuraInfo for the aura before the update
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-- after:
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@@ -113,7 +123,8 @@ function AuraTrigger:UpdateAura(before, after)
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--
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end
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-- Inform the trigger about an aura that got removed
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--- Inform the trigger about an aura that got removed
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-- aura:
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-- Must be a valid UnitAuraInfo for the aura before it got removed
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function AuraTrigger:RemoveAura(aura)
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if not self:IsMatching(aura) then
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@@ -122,11 +133,15 @@ function AuraTrigger:RemoveAura(aura)
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self.count = self.count - 1
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-- Be mindful, this works only if count always changes by 1.
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if self.count == self.requiredCount - 1 then
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self.fn(self.invert)
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if self.invert then
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self.indicator:Show()
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else
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self.indicator:Hide()
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end
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end
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end
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-- Returns true if the trigger is active, false otherwise
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--- Returns true if the trigger is active, false otherwise
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function AuraTrigger:IsActive()
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if self.invert then
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return self.count < self.requiredCount
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@@ -18,7 +18,8 @@ local omif = select(2, ...)
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local types = omif.GetModule("types")
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local StatusBar = types.StatusBar
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local AuraList = types.AuraList
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local Indicator = types.Indicator
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local SquareIndicator = types.SquareIndicator
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local AuraTrigger = types.AuraTrigger
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types.UnitFrame = types.CreateClass("UnitFrame")
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local UnitFrame = types.UnitFrame
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@@ -59,11 +60,29 @@ function UnitFrame:Init(unit, width, height, hideInRaid)
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overlays:Show()
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self.overlays = overlays
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self:CreateName()
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self.indicators = {
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Indicator:new(self, self.auras, 14, "TOPLEFT", 2, -2, colors.white, 383648),
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Indicator:new(self, self.auras, 14, "TOPLEFT", 2, -2, colors.white, 974),
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Indicator:new(self, self.auras, 14, "BOTTOMLEFT", 2, 2, colors.cyan, 61295)
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}
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self.auras:AddTrigger(
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AuraTrigger:new(
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SquareIndicator:new(self, 14, "TOPLEFT", 2, -2, colors.white),
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383648, -- Second Earthshield on self
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true
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)
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)
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self.auras:AddTrigger(
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AuraTrigger:new(
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SquareIndicator:new(self, 14, "TOPLEFT", 2, -2, colors.white),
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974, -- Earthshield
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true
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)
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)
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self.auras:AddTrigger(
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AuraTrigger:new(
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SquareIndicator:new(self, 14, "BOTTOMLEFT", 2, 2, colors.cyan),
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61295, -- Riptide
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true
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)
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)
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self:RegisterEvents()
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self:Enable()
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end
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Block a user