Files
moon-well-ui/data/addon/ForeverUI/PlayerFrameExtras.lua
T
Adrestie 9af5c2df17 ForeverUI : icône JcJ de nouveau visible
Le cercle et l'icône partageaient la couche BORDER : en jeu, le disque
opaque passait devant l'icône. Le cercle passe en BACKGROUND, l'icône
reste en BORDER, tous deux sous le cercle du niveau.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
2026-10-14 14:24:45 +02:00

214 lines
6.7 KiB
Lua

-- ForeverUI: player frame extras: PvP icon, raid group, play time and damage taken.
-- They live in ForeverUI.PlayerFrame's overlayHolder (above the art) and move with the frame.
-- Sizes and offsets: camelot PlayerFrame_ShowPvPIcon (circle at scale 0.8) and mainline
-- PlayerFrame.xml (GroupIndicator, PlayerPlayTime, HitIndicator).
local frame = ForeverUI.PlayerFrame
local holder = frame.overlayHolder
local PVP_CIRCLE = "ui-hud-unitframe-smallcircle"
local PVP_FFA = "ui-hud-unitframe-player-pvp-ffaicon"
local PVP_FACTION = {
Alliance = "ui-hud-unitframe-smallcircle-alliance",
Horde = "ui-hud-unitframe-smallcircle-horde",
}
local GROUP_LEFT = "ui-hud-unitframe-player-groupindicatorleft"
local GROUP_RIGHT = "ui-hud-unitframe-player-groupindicatorright"
local GROUP_MID = "_ui-hud-unitframe-player-groupindicatormid"
local PLAYTIME_TIRED_ATLAS = "ui-hud-unitframe-player-playtimetired"
local PLAYTIME_UNHEALTHY_ATLAS = "ui-hud-unitframe-player-playtimeunhealthy"
-- ------------------------------------------------------------------- PvP
-- camelot scales the circle by 0.8 and anchors it at (20, -50): offsets in its own scaled units,
-- so (16, -40) in the frame's
local PVP_SCALE = 0.8
-- Under the level circle (ARTWORK) and its text, as in camelot (PvP in OVERLAY 3, level in
-- OVERLAY 4). 3.3.5 has no sublevels and does not keep creation order within a layer in play:
-- the circle and the icon over it each take their own layer.
local pvpCircle = holder:CreateTexture(nil, "BACKGROUND")
ForeverUI.SetAtlas(pvpCircle, PVP_CIRCLE)
pvpCircle:SetPoint("TOP", frame, "TOPLEFT", 20 * PVP_SCALE, -50 * PVP_SCALE)
pvpCircle:SetWidth(39 * PVP_SCALE)
pvpCircle:SetHeight(39 * PVP_SCALE)
pvpCircle:Hide()
local pvpIcon = holder:CreateTexture(nil, "BORDER")
pvpIcon:SetPoint("CENTER", pvpCircle, "CENTER", 0, 0)
pvpIcon:Hide()
local function updatePvP()
local faction = UnitFactionGroup("player")
if UnitIsPVPFreeForAll("player") then
if ForeverUI.SetAtlas(pvpIcon, PVP_FFA) then
pvpIcon:SetWidth(24 * PVP_SCALE)
pvpIcon:SetHeight(27 * PVP_SCALE)
pvpCircle:Show()
pvpIcon:Show()
return
end
elseif faction and faction ~= "Neutral" and UnitIsPVP("player") then
local atlas = PVP_FACTION[faction]
if atlas and ForeverUI.SetAtlas(pvpIcon, atlas) then
pvpIcon:SetWidth(24 * PVP_SCALE)
pvpIcon:SetHeight(27 * PVP_SCALE)
pvpCircle:Show()
pvpIcon:Show()
return
end
end
pvpCircle:Hide()
pvpIcon:Hide()
end
-- ------------------------------------------------------------ raid group
local groupIndicator = CreateFrame("Frame", nil, holder)
groupIndicator:SetWidth(10)
groupIndicator:SetHeight(16)
groupIndicator:SetPoint("BOTTOMRIGHT", frame, "TOPLEFT", 210, -29)
groupIndicator:Hide()
local groupLeft = groupIndicator:CreateTexture(nil, "BACKGROUND")
ForeverUI.SetAtlas(groupLeft, GROUP_LEFT)
groupLeft:SetPoint("TOPLEFT")
local groupRight = groupIndicator:CreateTexture(nil, "BACKGROUND")
ForeverUI.SetAtlas(groupRight, GROUP_RIGHT)
groupRight:SetPoint("TOPRIGHT")
local groupMid = groupIndicator:CreateTexture(nil, "BACKGROUND")
ForeverUI.SetAtlas(groupMid, GROUP_MID, true)
groupMid:SetPoint("LEFT", groupLeft, "RIGHT")
groupMid:SetPoint("RIGHT", groupRight, "LEFT")
local groupText = groupIndicator:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
groupText:SetAlpha(0.7)
groupText:SetPoint("LEFT", 20, 2)
local function updateGroup()
local members = GetNumRaidMembers and GetNumRaidMembers() or 0
if members == 0 then
groupIndicator:Hide()
return
end
local playerName = UnitName("player")
for index = 1, members do
local name, _, subgroup = GetRaidRosterInfo(index)
if name == playerName and subgroup then
groupText:SetText(GROUP .. " " .. subgroup)
groupIndicator:SetWidth(groupText:GetWidth() + 40)
groupIndicator:Show()
return
end
end
groupIndicator:Hide()
end
-- ------------------------------------------------------------- play time
local playTime = CreateFrame("Frame", nil, holder)
playTime:SetWidth(29)
playTime:SetHeight(29)
playTime:SetPoint("TOPLEFT", frame, "TOPRIGHT", -21, -24)
playTime:EnableMouse(true)
playTime:Hide()
local playTimeIcon = playTime:CreateTexture(nil, "ARTWORK")
playTimeIcon:SetAllPoints(playTime)
playTime:SetScript("OnEnter", function(self)
if not self.tooltip then
return
end
GameTooltip:SetOwner(self, "ANCHOR_RIGHT")
GameTooltip:SetText(self.tooltip, nil, nil, nil, nil, true)
end)
playTime:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
local function updatePlayTime()
if PartialPlayTime and PartialPlayTime() then
ForeverUI.SetAtlas(playTimeIcon, PLAYTIME_TIRED_ATLAS, true)
playTime.tooltip = PLAYTIME_TIRED
playTime:Show()
elseif NoPlayTime and NoPlayTime() then
ForeverUI.SetAtlas(playTimeIcon, PLAYTIME_UNHEALTHY_ATLAS, true)
playTime.tooltip = PLAYTIME_UNHEALTHY
playTime:Show()
else
playTime:Hide()
end
end
-- ---------------------------------------------------------- damage taken
local hitText = holder:CreateFontString(nil, "OVERLAY", "NumberFontNormalHuge")
hitText:SetPoint("CENTER", frame, "TOPLEFT", 54, -50)
hitText:Hide()
if CombatFeedback_Initialize then
CombatFeedback_Initialize(frame, hitText, 30)
end
-- ---------------------------------------------------------------- events
local extras = CreateFrame("Frame")
extras:RegisterEvent("PLAYER_ENTERING_WORLD")
extras:RegisterEvent("PLAYER_FLAGS_CHANGED")
extras:RegisterEvent("UNIT_FACTION")
extras:RegisterEvent("RAID_ROSTER_UPDATE")
extras:RegisterEvent("PARTY_MEMBERS_CHANGED")
extras:RegisterEvent("PLAYTIME_CHANGED")
extras:RegisterEvent("UNIT_COMBAT")
extras:SetScript("OnEvent", function(_self, event, unit, action, descriptor, damage, damageType)
if event == "UNIT_COMBAT" then
if unit == "player" and CombatFeedback_OnCombatEvent then
CombatFeedback_OnCombatEvent(frame, action, descriptor, damage, damageType)
end
return
end
if event == "PLAYTIME_CHANGED" then
updatePlayTime()
return
end
if event == "RAID_ROSTER_UPDATE" or event == "PARTY_MEMBERS_CHANGED" then
updateGroup()
return
end
if event == "UNIT_FACTION" and unit ~= "player" then
return
end
updatePvP()
if event == "PLAYER_ENTERING_WORLD" then
updateGroup()
updatePlayTime()
end
end)
-- The client's CombatFeedback code animates the damage text: UNIT_COMBAT feeds it (above)
-- and it runs every frame, as in PlayerFrame_OnUpdate.
extras:SetScript("OnUpdate", function(_self, elapsed)
if CombatFeedback_OnUpdate then
CombatFeedback_OnUpdate(frame, elapsed)
end
end)
ForeverUI.PlayerFrameExtras = {
pvpCircle = pvpCircle,
pvpIcon = pvpIcon,
groupIndicator = groupIndicator,
groupText = groupText,
playTime = playTime,
playTimeIcon = playTimeIcon,
hitText = hitText,
updatePvP = updatePvP,
updateGroup = updateGroup,
updatePlayTime = updatePlayTime,
}