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Display.lua
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Display.lua
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local Util = WarpDeplete.Util
function WarpDeplete:InitDisplay()
local frameBackgroundAlpha = 0
self.frames.root.texture = self.frames.root:CreateTexture(nil, "BACKGROUND")
self.frames.root.texture:SetColorTexture(0, 0, 0, frameBackgroundAlpha)
-- Deaths text
self.frames.root.deathsText = self.frames.root:CreateFontString(nil, "ARTWORK")
-- Timer text
self.frames.root.timerText = self.frames.root:CreateFontString(nil, "ARTWORK")
-- Key details text
local keyDetailsText = self.frames.root:CreateFontString(nil, "ARTWORK")
self.frames.root.keyDetailsText = keyDetailsText
-- Key text
local keyText = self.frames.root:CreateFontString(nil, "ARTWORK")
self.frames.root.keyText = keyText
local barFrameTexture = self.frames.bars:CreateTexture(nil, "BACKGROUND")
barFrameTexture:SetColorTexture(0, 0, 0, frameBackgroundAlpha)
self.frames.bars.texture = barFrameTexture
-- +3 bar
local bar3 = self:CreateProgressBar(self.frames.bars)
local bar3Text = bar3.bar:CreateFontString(nil, "ARTWORK")
bar3.text = bar3Text
self.bar3 = bar3
-- +2 bar
local bar2 = self:CreateProgressBar(self.frames.bars)
local bar2Text = bar2.bar:CreateFontString(nil, "ARTWORK")
bar2.text = bar2Text
self.bar2 = bar2
-- +1 bar
local bar1 = self:CreateProgressBar(self.frames.bars)
local bar1Text = bar1.bar:CreateFontString(nil, "ARTWORK")
bar1.text = bar1Text
self.bar1 = bar1
self.bars = {self.bar1, self.bar2, self.bar3}
-- Forces bar
local forces = self:CreateProgressBar(self.frames.bars)
local forcesText = forces.bar:CreateFontString(nil, "ARTWORK")
forces.text = forcesText
local forcesOverlayBar = CreateFrame("StatusBar", nil, forces.frame)
forces.overlayBar = forcesOverlayBar
self.forces = forces
-- Objectives
local objectiveTexts = {}
for i = 1, 5 do
local objectiveText = self.frames.root:CreateFontString(nil, "ARTWORK")
objectiveTexts[i] = objectiveText
end
self.frames.root.objectiveTexts = objectiveTexts
self:UpdateLayout()
self.frames.root:SetMovable(self.isUnlocked)
self.frames.root:SetScript("OnMouseDown", function(frame, button)
if self.isUnlocked and button == "LeftButton" and not frame.isMoving then
frame:StartMoving()
frame.isMoving = true
end
end)
self.frames.root:SetScript("OnMouseUp", function(frame, button)
if button == "LeftButton" and frame.isMoving then
frame:StopMovingOrSizing()
frame.isMoving = false
local frameAnchor, _, _, frameX, frameY = self.frames.root:GetPoint(1)
self.db.profile.frameAnchor = frameAnchor
self.db.profile.frameX = frameX
self.db.profile.frameY = frameY
end
end)
self.frames.root:SetScript("OnHide", function(frame)
if frame.isMoving then
frame:StopMovingOrSizing()
frame.isMoving = false
end
end)
-- Disable mouse for the entire frame
self.frames.root:EnableMouse(false)
end
function WarpDeplete:CreateProgressBar(frame)
local result = {}
local progress = 0
local barFrame = CreateFrame("Frame", nil, frame, BackdropTemplateMixin and "BackdropTemplate")
result.frame = barFrame
local bar = CreateFrame("StatusBar", nil, barFrame)
bar:SetValue(0)
bar:SetMinMaxValues(0, 1)
result.bar = bar
function result:SetLayout(barTexture, color, width, height, xOffset, yOffset)
local r, g, b = Util.hexToRGB(color)
barFrame:SetSize(width, height)
barFrame:SetPoint("LEFT", xOffset, yOffset)
barFrame:SetBackdrop({
bgFile = WarpDeplete.LSM:Fetch("statusbar", "ElvUI Blank"),
edgeFile = WarpDeplete.LSM:Fetch("border", "Square Full White"),
edgeSize = 1,
insets = { top = 1, right = 1, bottom = 1, left = 1 }
})
barFrame:SetBackdropColor(0, 0, 0, 0.5)
barFrame:SetBackdropBorderColor(0, 0, 0, 1)
bar:SetPoint("CENTER", 0, 0)
bar:SetSize(width - 2, height - 2)
bar:SetStatusBarTexture(WarpDeplete.LSM:Fetch("statusbar", barTexture))
bar:SetStatusBarColor(r, g, b)
end
return result
end
function WarpDeplete:UpdateLayout()
-- Retrieve values from profile config
local alignRight = self.db.profile.alignTexts == "right"
local alignBarTextRight = self.db.profile.alignBarTexts == "right"
local deathsFontSize = self.db.profile.deathsFontSize
local timerFontSize = self.db.profile.timerFontSize
local keyFontSize = self.db.profile.keyFontSize
local keyDetailsFontSize = self.db.profile.keyDetailsFontSize
local objectivesFontSize = self.db.profile.objectivesFontSize
local bar1FontSize = self.db.profile.bar1FontSize
local bar2FontSize = self.db.profile.bar2FontSize
local bar3FontSize = self.db.profile.bar3FontSize
local forcesFontSize = self.db.profile.forcesFontSize
local deathsFont = self.db.profile.deathsFont
local timerFont = self.db.profile.timerFont
local keyFont = self.db.profile.keyFont
local keyDetailsFont = self.db.profile.keyDetailsFont
local bar1Font = self.db.profile.bar1Font
local bar2Font = self.db.profile.bar2Font
local bar3Font = self.db.profile.bar3Font
local forcesFont = self.db.profile.forcesFont
local objectivesFont = self.db.profile.objectivesFont
-- Font flags
local deathsFontFlags = self.db.profile.deathsFontFlags
local timerFontFlags = self.db.profile.timerFontFlags
local keyFontFlags = self.db.profile.keyFontFlags
local keyDetailsFontFlags = self.db.profile.keyDetailsFontFlags
local bar1FontFlags = self.db.profile.bar1FontFlags
local bar2FontFlags = self.db.profile.bar2FontFlags
local bar3FontFlags = self.db.profile.bar3FontFlags
local forcesFontFlags = self.db.profile.forcesFontFlags
local objectivesFontFlags = self.db.profile.objectivesFontFlags
local timerBarOffsetX = self.db.profile.timerBarOffsetX
local barFontOffsetX = self.db.profile.barFontOffsetX
local barFontOffsetY = self.db.profile.barFontOffsetY
local barWidth = self.db.profile.barWidth
local barHeight = self.db.profile.barHeight
local barPadding = self.db.profile.barPadding
local framePadding = self.db.profile.framePadding
local barFramePaddingTop = self.db.profile.barFramePaddingTop
local barFramePaddingBottom = self.db.profile.barFramePaddingBottom
local verticalOffset = self.db.profile.verticalOffset
local objectivesOffset = self.db.profile.objectivesOffset
-- We can only set width here, since height is calculated
-- dynamically from the elements
self.frames.root:SetWidth(barWidth + framePadding * 2)
self.frames.root:SetPoint(
self.db.profile.frameAnchor,
self.db.profile.frameX,
self.db.profile.frameY
)
self.frames.root.texture:SetAllPoints(self.frames.root)
local r, g, b
local currentOffset = 0 + framePadding
-- Deaths text
local deathsText = self.frames.root.deathsText
deathsText:SetFont(self.LSM:Fetch("font", deathsFont), deathsFontSize, deathsFontFlags)
deathsText:SetNonSpaceWrap(false)
deathsText:SetJustifyH(alignRight and "RIGHT" or "LEFT")
r, g, b = Util.hexToRGB(self.db.profile.deathsColor)
deathsText:SetTextColor(r, g, b, 1)
deathsText:SetPoint(
alignRight and "TOPRIGHT" or "TOPLEFT",
alignRight and -framePadding - 4 or framePadding + 4,
-currentOffset
)
local deathsTooltipFrameHeight = deathsFontSize + verticalOffset + framePadding
local deathsTooltipFrameWidth = deathsText:GetStringWidth() + framePadding
self.frames.deathsTooltip.offsetWidth = deathsTooltipFrameWidth - framePadding
self.frames.deathsTooltip:SetHeight(deathsTooltipFrameHeight)
self.frames.deathsTooltip:SetWidth(deathsTooltipFrameWidth)
self.frames.deathsTooltip:SetPoint(
alignRight and "TOPRIGHT" or "TOPLEFT",
alignRight and -framePadding * 0.5 or framePadding * 0.5,
-framePadding * 0.5
)
currentOffset = currentOffset + deathsText:GetStringHeight() + verticalOffset
-- Timer text
local timerText = self.frames.root.timerText
timerText:SetFont(self.LSM:Fetch("font", timerFont), timerFontSize, timerFontFlags)
timerText:SetNonSpaceWrap(false)
timerText:SetJustifyH(alignRight and "RIGHT" or "LEFT")
r, g, b = Util.hexToRGB(self.db.profile.timerRunningColor)
timerText:SetTextColor(r, g, b, 1)
timerText:SetPoint(
alignRight and "TOPRIGHT" or "TOPLEFT",
alignRight and -framePadding or framePadding,
-currentOffset
)
currentOffset = currentOffset + timerText:GetStringHeight() + verticalOffset
-- Key details text
local keyDetailsText = self.frames.root.keyDetailsText
keyDetailsText:SetFont(self.LSM:Fetch("font", keyDetailsFont), keyDetailsFontSize, keyDetailsFontFlags)
keyDetailsText:SetNonSpaceWrap(false)
keyDetailsText:SetJustifyH(alignRight and "RIGHT" or "LEFT")
r, g, b = Util.hexToRGB(self.db.profile.keyDetailsColor)
keyDetailsText:SetTextColor(r, g, b, 1)
-- Key level Text
local keyText = self.frames.root.keyText
keyText:SetFont(self.LSM:Fetch("font", keyFont), keyFontSize, keyFontFlags)
keyText:SetNonSpaceWrap(false)
keyText:SetJustifyH(alignRight and "RIGHT" or "LEFT")
r, g, b = Util.hexToRGB(self.db.profile.keyColor)
keyText:SetTextColor(r, g, b, 1)
-- Reset these because they depend on each other
keyText:ClearAllPoints()
keyDetailsText:ClearAllPoints()
-- Find out which one is bigger, we'll position the other one according to that
local keyTextHeight = keyText:GetStringHeight()
local keyDetailsTextHeight = keyDetailsText:GetStringHeight()
local keyRowHeight = math.max(keyTextHeight, keyDetailsTextHeight)
-- Basically, whenever we're right aligned we're absolutely positioning the keyDetails,
-- and when we're left aligned it's the key level. Then the other one is attached
-- to the left/right.
-- This makes the vertical centering a bit messy, since we need to get the offset
-- between the two (larger - smaller) / 2 and then shift the smaller one by that amount
-- compared to the larger one, which changes depending on alignment.
-- Note that what the element that was smaller (and thus offset) is the anchor, we need
-- to subtract the anchor again from the bigger element to cancel it out.
-- Also, all offsets are negative, as usual.
if keyTextHeight >= keyDetailsTextHeight then
local offset = (keyTextHeight - keyDetailsTextHeight) / 2
if alignRight then
keyDetailsText:SetPoint("TOPRIGHT", -framePadding - 3, -currentOffset - offset - 1)
keyText:SetPoint("TOPRIGHT", keyDetailsText, "TOPLEFT", -3, offset)
else
keyText:SetPoint("TOPLEFT", framePadding, -currentOffset)
keyDetailsText:SetPoint("TOPLEFT", keyText, "TOPRIGHT", 3, -offset - 1)
end
else
local offset = (keyDetailsTextHeight - keyTextHeight) / 2
if alignRight then
keyDetailsText:SetPoint("TOPRIGHT", -framePadding - 3, -currentOffset - 1)
keyText:SetPoint("TOPRIGHT", keyDetailsText, "TOPLEFT", -3, -offset)
else
keyText:SetPoint("TOPLEFT", framePadding, -currentOffset - offset)
keyDetailsText:SetPoint("TOPLEFT", keyText, "TOPRIGHT", 3, offset - 1)
end
end
currentOffset = currentOffset + keyRowHeight + verticalOffset + barFramePaddingTop + 1
-- Bars frame
self.frames.bars:SetWidth(barWidth)
self.frames.bars:SetPoint(
alignRight and "TOPRIGHT" or "TOPLEFT",
alignRight and -framePadding or framePadding,
-currentOffset
)
self.frames.bars.texture:SetAllPoints()
-- Bars
local timerBarPixelAdjust = 0.5
local r, g, b = Util.hexToRGB(self.db.profile.timerRunningColor)
-- +3 bar
local bar3Width = barWidth / 100 * 60
self.bar3:SetLayout(self.db.profile.bar3Texture, self.db.profile.bar3TextureColor,
bar3Width, barHeight + timerBarPixelAdjust,
0, barPadding + barHeight / 2)
self.bar3.text:SetFont(self.LSM:Fetch("font", bar3Font), bar3FontSize, bar3FontFlags)
self.bar3.text:SetNonSpaceWrap(false)
self.bar3.text:SetJustifyH(alignBarTextRight and "RIGHT" or "LEFT")
self.bar3.text:SetTextColor(r, g, b, 1)
self.bar3.text:SetPoint(
alignBarTextRight and "BOTTOMRIGHT" or "BOTTOMLEFT",
alignBarTextRight and -barFontOffsetX or barFontOffsetX,
barFontOffsetY
)
local bar3Height = math.max(barHeight, self.bar3.text:GetStringHeight() + barFontOffsetY)
-- +2 bar
local bar2Width = barWidth / 100 * 20 - timerBarOffsetX
self.bar2:SetLayout(self.db.profile.bar2Texture, self.db.profile.bar2TextureColor,
bar2Width, barHeight + timerBarPixelAdjust,
bar3Width + timerBarOffsetX,
barPadding + barHeight / 2)
self.bar2.text:SetFont(self.LSM:Fetch("font", bar2Font), bar2FontSize, bar2FontFlags)
self.bar2.text:SetNonSpaceWrap(false)
self.bar2.text:SetJustifyH(alignBarTextRight and "RIGHT" or "LEFT")
self.bar2.text:SetTextColor(r, g, b, 1)
self.bar2.text:SetPoint(
alignBarTextRight and "BOTTOMRIGHT" or "BOTTOMLEFT",
alignBarTextRight and -barFontOffsetX or barFontOffsetX,
barFontOffsetY
)
local bar2Height = math.max(barHeight, self.bar2.text:GetStringHeight() + barFontOffsetY)
-- +1 bar
local bar1Width = barWidth / 100 * 20 - timerBarOffsetX
self.bar1:SetLayout(self.db.profile.bar1Texture, self.db.profile.bar1TextureColor,
bar1Width, barHeight + timerBarPixelAdjust,
bar3Width + bar2Width + timerBarOffsetX * 2,
barPadding + barHeight / 2)
self.bar1.text:SetFont(self.LSM:Fetch("font", bar1Font), bar1FontSize, bar1FontFlags)
self.bar1.text:SetNonSpaceWrap(false)
self.bar1.text:SetJustifyH(alignBarTextRight and "RIGHT" or "LEFT")
self.bar1.text:SetTextColor(r, g, b, 1)
self.bar1.text:SetPoint(
alignBarTextRight and "BOTTOMRIGHT" or "BOTTOMLEFT",
alignBarTextRight and -barFontOffsetX or barFontOffsetX,
barFontOffsetY
)
local bar1Height = math.max(barHeight, self.bar1.text:GetStringHeight() + barFontOffsetY)
local timerBarsHeight = math.max(bar1Height, bar2Height, bar3Height)
-- Forces bar
local forcesBarPixelAdjust = 0.5
local r, g, b = Util.hexToRGB(self.db.profile.forcesColor)
self.forces:SetLayout(self.db.profile.forcesTexture, self.db.profile.forcesTextureColor,
barWidth, barHeight + forcesBarPixelAdjust, 0, -barPadding - barHeight / 2)
self.forces.text:SetFont(self.LSM:Fetch("font", forcesFont), forcesFontSize, forcesFontFlags)
self.forces.text:SetNonSpaceWrap(false)
self.forces.text:SetJustifyH(alignBarTextRight and "RIGHT" or "LEFT")
self.forces.text:SetTextColor(r, g, b, 1)
self.forces.text:SetPoint(
alignBarTextRight and "TOPRIGHT" or "TOPLEFT",
alignBarTextRight and -barFontOffsetX or barFontOffsetX,
-barFontOffsetY
)
local forcesBarHeight = math.max(barHeight, self.forces.text:GetStringHeight() + barFontOffsetY)
r, g, b = Util.hexToRGB(self.db.profile.forcesOverlayTextureColor)
self.forces.overlayBar:SetMinMaxValues(0, 1)
self.forces.overlayBar:SetValue(0)
self.forces.overlayBar:SetPoint("LEFT", 0, 0)
self.forces.overlayBar:SetSize(barWidth - 2, barHeight - 2)
self.forces.overlayBar:SetStatusBarTexture(self.LSM:Fetch("statusbar", self.db.profile.forcesOverlayTexture))
self.forces.overlayBar:SetStatusBarColor(r, g, b, 0.7)
local barFrameHeight = timerBarsHeight + forcesBarHeight + barPadding * 2
self.frames.bars:SetHeight(barFrameHeight)
currentOffset = currentOffset + barFrameHeight + barFramePaddingBottom + verticalOffset
-- Objectives
for i = 1, 5 do
local objectiveText = self.frames.root.objectiveTexts[i]
objectiveText:SetFont(self.LSM:Fetch("font", objectivesFont), objectivesFontSize, objectivesFontFlags)
objectiveText:SetNonSpaceWrap(false)
objectiveText:SetJustifyH(alignRight and "RIGHT" or "LEFT")
local r, g, b = Util.hexToRGB(self.db.profile.objectivesColor)
objectiveText:SetTextColor(r, g, b, 1)
objectiveText:SetPoint(
alignRight and "TOPRIGHT" or "TOPLEFT",
alignRight and -framePadding or framePadding,
-currentOffset
)
currentOffset = currentOffset + objectiveText:GetStringHeight() + objectivesOffset
end
currentOffset = currentOffset + framePadding
self.frames.root:SetHeight(currentOffset)
-- Update things that set text color through font tags
self:UpdateTimerDisplay()
self:UpdateForcesDisplay()
self:UpdateObjectivesDisplay()
end
-- Expects value in seconds
function WarpDeplete:SetTimerLimit(limit)
self.timerState.limit = limit
self.timerState.plusTwo = limit * 0.8
self.timerState.plusThree = limit * 0.6
self.timerState.limits = { self.timerState.limit, self.timerState.plusTwo, self.timerState.plusThree }
self.timerState.remaining = limit - self.timerState.current
self:UpdateTimerDisplay()
end
-- Expects value in seconds
function WarpDeplete:SetTimerRemaining(remaining)
if self.timerState.remaining == remaining then
return
end
if self.timerState.current == self.timerState.limit - remaining then
return
end
self.timerState.remaining = remaining
self.timerState.current = self.timerState.limit - remaining
self:UpdateTimerDisplay()
end
-- Expects value in seconds
function WarpDeplete:SetTimerCurrent(time)
if self.timerState.limit - time == self.timerState.remaining then
return
end
if self.timerState.current == time then
return
end
self.timerState.remaining = self.timerState.limit - time
self.timerState.current = time
self:UpdateTimerDisplay()
end
-- This is used as a buffer since this function is called from OnUpdate, to avoid allocating
-- new local variables that need to be garbage collected during each call.
local state = {}
function WarpDeplete:UpdateTimerDisplay()
state.expiredColor = self.db.profile.timerExpiredColor
state.successColor = self.db.profile.timerSuccessColor
state.percent = self.timerState.limit > 0 and self.timerState.current / self.timerState.limit or 0
state.timerText = Util.formatTime_OnUpdate(self.timerState.current) ..
" / " .. Util.formatTime_OnUpdate(self.timerState.limit)
if self.challengeState.challengeCompleted then
local blizzardTime = select(3, C_ChallengeMode.GetCompletionInfo())
local blizzardTimeText = ''
if self.db.profile.showMillisecondsWhenDungeonCompleted then
blizzardTimeText = Util.formatTimeMilliseconds(blizzardTime)
else
blizzardTimeText = Util.formatTime(blizzardTime/1000)
end
if self.timerState.current <= self.timerState.limit then
state.timerText = blizzardTimeText ..
" / " .. Util.formatTime_OnUpdate(self.timerState.limit)
state.timerText = "|c" .. state.successColor .. state.timerText .. "|r"
elseif self.timerState.current > self.timerState.limit then
state.timerText = blizzardTimeText ..
" / " .. Util.formatTime_OnUpdate(self.timerState.limit)
state.timerText = "|c" .. state.expiredColor .. state.timerText .. "|r"
end
end
self.frames.root.timerText:SetText(state.timerText)
for i = 1, 3 do
state.timeRemaining = self.timerState.limits[i] - self.timerState.current
state.barValue = Util.getBarPercent_OnUpdate(i, state.percent)
state.timeText = Util.formatTime_OnUpdate(math.abs(state.timeRemaining))
if not self.challengeState.challengeCompleted then
if i == 1 and state.timeRemaining < 0 then
state.timeText = "|c" .. state.expiredColor .. "-".. state.timeText .. "|r"
end
if i ~= 1 and state.timeRemaining < 0 then
state.timeText = ""
end
else
if state.timeRemaining <= 0 then
state.color = state.expiredColor
state.timeText = "-" .. state.timeText
else
state.color = state.successColor
end
state.timeText = "|c" .. state.color .. state.timeText .. "|r"
end
self.bars[i].bar:SetValue(state.barValue)
self.bars[i].text:SetText(state.timeText)
end
end
-- Expects direct forces value
function WarpDeplete:SetForcesTotal(totalCount)
self.forcesState.totalCount = totalCount
self.forcesState.pullPercent = totalCount > 0 and self.forcesState.pullCount / totalCount or 0
local currentPercent = totalCount > 0 and self.forcesState.currentCount / totalCount or 0
if currentPercent > 1.0 then currentPercent = 1.0 end
self.forcesState.currentPercent = currentPercent
self.forcesState.completed = false
self.forcesState.completedTime = 0
self:UpdateForcesDisplay()
end
-- Expects direct forces value
function WarpDeplete:SetForcesCurrent(currentCount)
-- Check if we just completed the dungeon
if self.forcesState.currentCount < self.forcesState.totalCount and
currentCount >= self.forcesState.totalCount
then
self.forcesState.completed = true
self.forcesState.completedTime = self.timerState.current
end
-- The current count can only ever go up. The only place where it should
-- ever decrease is when it's reset in ResetState.
-- It seems that the API reports a current count of 0 when the dungeon is
-- finished, but possibly right before the challengeCompleted flag is triggered.
-- So, to make sure we don't reset the bar to 0 in that case, we only allow
-- the count to go up here.
if currentCount >= self.forcesState.currentCount then
self.forcesState.currentCount = currentCount
end
local currentPercent = self.forcesState.totalCount > 0
and self.forcesState.currentCount / self.forcesState.totalCount or 0
if currentPercent > 1.0 then currentPercent = 1.0 end
self.forcesState.currentPercent = currentPercent
self:UpdateForcesDisplay()
end
-- Expects direct forces value
function WarpDeplete:SetForcesPull(pullCount)
self.forcesState.pullCount = pullCount
self.forcesState.pullPercent = self.forcesState.totalCount > 0
and pullCount / self.forcesState.totalCount or 0
self:UpdateForcesDisplay()
end
function WarpDeplete:UpdateForcesDisplay()
if self.challengeState.challengeCompleted then
self.forcesState.currentPercent = 1.0
if self.forcesState.currentCount < self.forcesState.totalCount then
self.forcesState.currentCount = self.forcesState.totalCount
end
end
if self.forcesState.currentPercent < 1.0 then
-- clamp pull progress so that the bar won't exceed 100%
local pullPercent = self.forcesState.pullPercent
if self.forcesState.pullPercent + self.forcesState.currentPercent > 1.0 then
pullPercent = 1 - self.forcesState.currentPercent
end
self.forces.overlayBar:SetValue(pullPercent - 0.005)
else
self.forces.overlayBar:SetValue(0)
end
self.forces.overlayBar:SetPoint("LEFT", 1 + self.db.profile.barWidth * self.forcesState.currentPercent, 0)
self.forces.bar:SetValue(self.forcesState.currentPercent)
self.forces.text:SetText(
Util.formatForcesText(
self.db.profile.completedForcesColor,
self.db.profile.forcesFormat,
self.db.profile.customForcesFormat,
self.db.profile.unclampForcesPercent,
self.db.profile.currentPullFormat,
self.db.profile.customCurrentPullFormat,
self.forcesState.pullCount,
self.forcesState.currentCount,
self.forcesState.totalCount,
self.forcesState.completed and self.forcesState.completedTime or nil
)
)
self:UpdateGlow()
end
function WarpDeplete:UpdateGlowAppearance()
if not self.forcesState.glowActive then return end
-- LibCustomGlow doesn't let us change the glow properties
-- once it's running, so this is the easiest way. Pretty sure
-- everybody does this.
self:HideGlow()
self:ShowGlow()
end
function WarpDeplete:UpdateGlow()
if self.forcesState.glowActive and (
self.challengeState.challengeCompleted or
self.forcesState.completed
) then
self:HideGlow()
return
end
local percentBeforePull = self.forcesState.currentPercent
local percentAfterPull = percentBeforePull + self.forcesState.pullPercent
local shouldGlow = percentBeforePull < 1 and percentAfterPull >= 1.0
-- Already in the correct state
if shouldGlow == self.forcesState.glowActive then return end
if shouldGlow then self:ShowGlow()
else self:HideGlow() end
end
function WarpDeplete:ShowGlow()
self.forcesState.glowActive = true
local glowR, glowG, glowB = Util.hexToRGB(self.db.profile.forcesGlowColor)
self.Glow.PixelGlow_Start(
self.forces.bar, -- frame
{glowR, glowG, glowB, 1}, -- color
self.db.profile.forcesGlowLineCount, -- line count
self.db.profile.forcesGlowFrequency, -- frequency
self.db.profile.forcesGlowLength, -- length
self.db.profile.forcesGlowThickness, -- thiccness
1.5, -- x offset
1.5, -- y offset
false, -- draw border
"forcesComplete", -- tag
0 -- draw layer
)
end
function WarpDeplete:HideGlow()
self.forcesState.glowActive = false
self.Glow.PixelGlow_Stop(self.forces.bar, "forcesComplete")
end
-- Expect death count as number
function WarpDeplete:SetDeaths(count)
self.timerState.deaths = count
local deathText = Util.formatDeathText(count)
self.frames.root.deathsText:SetText(deathText)
local deathsTooltipFrameWidth = self.frames.root.deathsText:GetStringWidth() + self.db.profile.framePadding
self.frames.deathsTooltip:SetWidth(deathsTooltipFrameWidth)
end
-- Expects objective list in format {{name: "Boss1", time: nil}, {name: "Boss2", time: 123}}
-- Completion time is nil if not completed, or completion time in seconds from start
function WarpDeplete:SetObjectives(objectives)
self.objectivesState = objectives
self:UpdateObjectivesDisplay()
end
function WarpDeplete:UpdateObjectivesDisplay()
local completionColor = self.db.profile.completedObjectivesColor
local alignStart = self.db.profile.alignBossClear == "start"
local timingsDisplayStyle = self.db.profile.timingsDisplayStyle
-- Clear existing objective list
for i = 1, 5 do
self.frames.root.objectiveTexts[i]:SetText("")
end
for i, boss in ipairs(self.objectivesState) do
local objectiveStr = boss.name
if boss.time ~= nil then
objectiveStr = Util.colorText(boss.name, completionColor)
end
if boss.time ~= nil and boss.time > 0 then
local completionTimeStr = "[" .. Util.formatTime(boss.time) .. "]"
completionTimeStr = Util.colorText(completionTimeStr, completionColor)
if alignStart then
objectiveStr = completionTimeStr .. " " .. objectiveStr
else
objectiveStr = objectiveStr .. " " .. completionTimeStr
end
-- TODO(happens): This is temporarily disabled, due to some
-- bugs with the current implementation. We basically need
-- to find out time differences for the current run at the
-- time when the boss is cleared and then update them in the
-- database, and from that point on only display the values
-- saved for the current run.
-- Otherwise, on each consecutive update we find the new
-- best/last times for the current run and the difference
-- will always be 0.
--
-- if timingsDisplayStyle ~= "hidden" then
-- local bestDiffStr = ""
-- local diff = nil
-- if timingsDisplayStyle == "bestDiff" then
-- local bestTime = self:GetBestTime(i)
-- if bestTime ~= nil then diff = boss.time - bestTime end
-- elseif timingsDisplayStyle == "lastDiff" then
-- local lastTime = self:GetLastTime(i)
-- if lastTime ~= nil then diff = boss.time - lastTime end
-- end
-- if diff ~= nil then
-- local color = diff <= 0 and
-- self.db.profile.timingsImprovedTimeColor or
-- self.db.profile.timingsWorseTimeColor
-- bestDiffStr = "[|c" .. color ..
-- Util.formatTime(diff, true) .. "|r|c" ..
-- completionColor .. "]"
-- end
-- end
end
-- TODO allow users to provide a custom format string for the objectiveStr
self.frames.root.objectiveTexts[i]:SetText(objectiveStr)
end
end
-- Expects level as number and affixes as string array, e.g. {"Tyrannical", "Bolstering"}
function WarpDeplete:SetKeyDetails(level, deathPenalty, affixes, affixIds)
self.keyDetailsState.level = level
self.keyDetailsState.deathPenalty = deathPenalty
self.keyDetailsState.affixes = affixes
self.keyDetailsState.affixIds = affixIds
self:UpdateKeyDetailsDisplay()
end
function WarpDeplete:UpdateKeyDetailsDisplay()
local key = ("[%d]"):format(self.keyDetailsState.level)
self.frames.root.keyText:SetText(key)
local affixesStr = Util.joinStrings(self.keyDetailsState.affixes or {}, " - ")
local keyDetails = ("%s"):format(affixesStr)
self.frames.root.keyDetailsText:SetText(keyDetails)
end