Files
moon-well-ui/data/addon/ForeverUI/CastBar.lua
T
Claude 2d815b1132 ForeverUI : cadres d'unités, points de combo, véhicules, incantation, raid
Points de combo : ComboFrame, le seul affichage de 3.3.5, était supprimé
sans remplaçant ; voleurs et druides félins n'en voyaient aucun. Il est
gardé et posé sur notre portrait, au décalage de ComboFrame.xml.

Joueur en véhicule : les barres montrent "vehicle", mais seuls les
événements de "player" étaient lus ; la vie et l'énergie du véhicule se
figeaient (Oculus, Ulduar, Joug-d'hiver). Les textes suivent aussi.
Groupe : un membre sorti de son véhicule gardait le jeton partypetN, et son
cadre ne se mettait plus jamais à jour ; le test porte sur partyN, et le nom
est celui du membre, comme le client.

Barre d'incantation : STOP, FAILED et INTERRUPTED ne visent plus que
l'incantation affichée (son castID), comme CastingBarFrame : une touche
pressée de nouveau pendant un sort affichait « Échec » et effaçait la
vraie barre ; un sort instantané refusé montrait une barre rouge.

Cible de la cible : "targettarget" n'a aucun événement en 3.3.5 ; elle est
interrogée cinq fois par seconde tant qu'elle est montrée (le client le
fait à chaque image). Après un rechargement en combat, les cadres joueur et
cible du client sont masqués à la sortie du combat.

Raid : chaque événement d'unité reconstruisait tout le bouton (barres,
rôle, auras, onze icônes réancrées, une table allouée) ; santé, ressource,
auras et menace ne refont plus que leur partie, et les grilles d'auras ne
bougent que si le décalage des icônes de dissipation change.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01KxRZNHkq453dyUMcWsyUf1
2026-10-01 23:24:53 +00:00

201 lines
5.9 KiB
Lua

-- ForeverUI: the player cast bar. Art: interface/castingbar/uicastingbar.blp (ui-castingbar-*).
-- Data as in 3.3.5 CastingBarFrame.lua: UnitCastingInfo / UnitChannelInfo (times in ms) and
-- the UNIT_SPELLCAST_* events. A cast fills, a channel drains.
-- The bar is its own layout system, moved apart from the unit frames, as in camelot's editor.
local BAR_WIDTH, BAR_HEIGHT = 214, 16
local FILL_WIDTH = 209
local L = ForeverUI.L
local FILL = {
standard = "ui-castingbar-filling-standard",
channel = "ui-castingbar-filling-channel",
uninterruptible = "ui-castingbar-uninterruptable",
interrupted = "ui-castingbar-interrupted",
}
local HOLD_AFTER_END = 1.0
local frame = CreateFrame("Frame", "ForeverUICastBar", UIParent)
frame:SetWidth(BAR_WIDTH)
frame:SetHeight(BAR_HEIGHT)
frame:SetFrameStrata("MEDIUM")
frame:Hide()
local background = frame:CreateTexture(nil, "BACKGROUND")
ForeverUI.SetAtlas(background, "ui-castingbar-background")
background:SetPoint("CENTER")
local fill = frame:CreateTexture(nil, "BORDER")
fill:SetPoint("LEFT", background, "LEFT", 0, 0)
local border = frame:CreateTexture(nil, "ARTWORK")
ForeverUI.SetAtlas(border, "ui-castingbar-frame")
border:SetPoint("CENTER")
local shield = frame:CreateTexture(nil, "OVERLAY")
ForeverUI.SetAtlas(shield, "ui-castingbar-shield")
shield:SetPoint("CENTER", frame, "LEFT", 2, -1)
shield:Hide()
local spellText = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
spellText:SetPoint("CENTER", frame, "CENTER", 0, 0)
local timeText = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
timeText:SetPoint("RIGHT", frame, "RIGHT", -6, 0)
frame.background = background
frame.fill = fill
frame.border = border
frame.shield = shield
frame.spellText = spellText
frame.timeText = timeText
local function stopBar()
frame.casting = false
frame.channeling = false
frame.holdUntil = nil
frame:Hide()
end
-- Shows the failed bar for HOLD_AFTER_END seconds.
-- atlasKey: key in FILL; message: text shown on the bar
local function showFailure(atlasKey, message)
frame.casting = false
frame.channeling = false
frame.holdUntil = GetTime() + HOLD_AFTER_END
ForeverUI.SetAtlasFill(fill, FILL[atlasKey], 1, FILL_WIDTH)
spellText:SetText(message or "")
timeText:SetText("")
shield:Hide()
frame:Show()
end
-- Starts the bar from the client's current cast. channel: true for a channeled spell
local function startCast(channel)
local name, _subtext, text, texture, startTime, endTime, _isTrade, castID, notInterruptible
if channel then
name, _subtext, text, texture, startTime, endTime, _isTrade, notInterruptible = UnitChannelInfo("player")
else
name, _subtext, text, texture, startTime, endTime, _isTrade, castID, notInterruptible = UnitCastingInfo("player")
end
if not name then
stopBar()
return
end
frame.casting = not channel
frame.channeling = channel and true or false
frame.castID = castID
frame.startTime = startTime / 1000
frame.endTime = endTime / 1000
frame.holdUntil = nil
frame.fillKey = notInterruptible and "uninterruptible" or (channel and "channel" or "standard")
spellText:SetText(text or name)
if notInterruptible then
shield:Show()
else
shield:Hide()
end
frame:Show()
end
frame:SetScript("OnEvent", function(_self, event, unit, _spell, _rank, castID)
if event == "PLAYER_ENTERING_WORLD" then
ForeverUI.Suppress(CastingBarFrame)
stopBar()
return
end
if unit ~= "player" then
return
end
if event == "UNIT_SPELLCAST_START" or event == "UNIT_SPELLCAST_DELAYED" then
startCast(false)
elseif event == "UNIT_SPELLCAST_CHANNEL_START" or event == "UNIT_SPELLCAST_CHANNEL_UPDATE" then
startCast(true)
elseif event == "UNIT_SPELLCAST_STOP" then
-- As 3.3.5's CastingBarFrame_OnEvent: only the cast on the bar (its castID), and not
-- after a failure, whose red bar stays HOLD_AFTER_END
if frame.casting and castID == frame.castID then
stopBar()
end
elseif event == "UNIT_SPELLCAST_CHANNEL_STOP" then
if frame.channeling then
stopBar()
end
elseif event == "UNIT_SPELLCAST_FAILED" or event == "UNIT_SPELLCAST_INTERRUPTED" then
-- A refused attempt (a key pressed again during a cast, an instant spell out of range)
-- carries another castID, or comes with no cast on the bar
if frame.casting and castID == frame.castID then
showFailure("interrupted", event == "UNIT_SPELLCAST_FAILED" and FAILED or INTERRUPTED)
end
elseif event == "UNIT_SPELLCAST_INTERRUPTIBLE" then
shield:Hide()
frame.fillKey = frame.channeling and "channel" or "standard"
elseif event == "UNIT_SPELLCAST_NOT_INTERRUPTIBLE" then
shield:Show()
frame.fillKey = "uninterruptible"
end
end)
frame:SetScript("OnUpdate", function(self)
if self.holdUntil then
if GetTime() > self.holdUntil then
stopBar()
end
return
end
if not (self.casting or self.channeling) then
return
end
local now = GetTime()
local total = self.endTime - self.startTime
if total <= 0 then
stopBar()
return
end
local elapsed = now - self.startTime
if elapsed < 0 then
elapsed = 0
end
local fraction = elapsed / total
if fraction > 1 then
fraction = 1
end
-- A cast fills, a channel drains.
if self.channeling then
fraction = 1 - fraction
end
ForeverUI.SetAtlasFill(fill, FILL[self.fillKey or "standard"], fraction, FILL_WIDTH)
timeText:SetText(string.format("%.1f", math.max(0, self.endTime - now)))
if now >= self.endTime then
stopBar()
end
end)
frame:RegisterEvent("PLAYER_ENTERING_WORLD")
frame:RegisterEvent("UNIT_SPELLCAST_START")
frame:RegisterEvent("UNIT_SPELLCAST_STOP")
frame:RegisterEvent("UNIT_SPELLCAST_DELAYED")
frame:RegisterEvent("UNIT_SPELLCAST_FAILED")
frame:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
frame:RegisterEvent("UNIT_SPELLCAST_INTERRUPTIBLE")
frame:RegisterEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE")
frame:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START")
frame:RegisterEvent("UNIT_SPELLCAST_CHANNEL_UPDATE")
frame:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP")
ForeverUI.CastBar = frame
ForeverUI.Layout.Register(frame, "castbar", L.CASTBAR_EDIT_LABEL, "BOTTOM", "BOTTOM", 0, 190)