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xp.lua
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xp.lua
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function sb.xp:loadModule()
-- Used to store tooltip text fragments
self.xpText, self.repText = "";
self:createFrames();
self:registerEvents();
end
function sb.xp:createFrames()
-- Dummy parent frame
self.container = CreateFrame("Frame", "sbXpContainer");
-- XP Bar
self.xpBar = CreateFrame("StatusBar", "sbXpBar", self.container);
self.xpBar:SetSize(sbSettings.xp.width, sbSettings.xp.height);
self.xpBar:SetPoint("BOTTOM", "UIParent" ,"BOTTOM", 0, 0);
self.xpBar:SetStatusBarTexture(sbSettings.xp.texture);
self.xpBar:SetScript("OnEnter", sb.xp.showTooltip);
self.xpBar:SetScript("OnLeave", sb.xp.hideTooltip);
self.xpBar:Show();
-- Rested XP Bar
self.restedBar = CreateFrame("StatusBar", "sbRestedXpBar", self.xpBar);
self.restedBar:SetAllPoints(sb.xp.xpBar);
self.restedBar:SetStatusBarTexture(sbSettings.xp.texture);
self.restedBar:SetStatusBarColor(sbSettings.xp.restedColor.r, sbSettings.xp.restedColor.g, sbSettings.xp.restedColor.b, 0.5);
self.restedBar:Show();
-- Reputation watch bar
self.repBar = CreateFrame("StatusBar", "sbRepBar", self.container);
self.repBar:SetSize(sbSettings.xp.width, sbSettings.xp.height);
self.repBar:SetPoint("BOTTOM", "UIParent" ,"BOTTOM", 0, 0);
self.repBar:SetFrameLevel(1);
self.repBar:SetStatusBarTexture(sbSettings.xp.texture);
self.repBar:SetScript("OnEnter", sb.xp.showTooltip);
self.repBar:SetScript("OnLeave", sb.xp.hideTooltip);
self.repBar:Show();
-- Tooltip frame
self.tooltip = CreateFrame("SimpleHTML", "sbXpTooltip", self.container);
self.tooltip:SetSize(sbSettings.xp.width, sbSettings.xp.fontSize);
self.tooltip:SetPoint("BOTTOM", "UIParent", "BOTTOM", 0, sbSettings.xp.tooltipOffset);
self.tooltip:SetFrameLevel(2);
self.tooltip:SetFont(sbSettings.xp.font, sbSettings.xp.fontSize, "OUTLINE");
self.tooltip:SetText("Oh great it's broken. How did you even break this? Shit.");
self.tooltip:Hide();
end
function sb.xp:registerEvents()
-- Create a dummy frame to handle game events
sb.xp.eventFrame = CreateFrame("Frame");
-- Store all the events in here
sb.xp.events = {};
function sb.xp.events:PLAYER_ENTERING_WORLD(...)
sb.xp:updateXpBar();
sb.xp:updateRepBar();
end
function sb.xp.events:PLAYER_XP_UPDATE(...)
if select(1, ...) == "player" then
sb.xp:updateXpBar();
end
end
function sb.xp.events:UPDATE_EXHAUSTION(...)
sb.xp:updateXpBar();
end
function sb.xp.events:UPDATE_FACTION(...)
sb.xp:updateRepBar();
end
-- When an event is called for the frame, trigger the function
-- called "event:EVENT_NAME()"
sb.xp.eventFrame:SetScript("OnEvent", function(self, eventName, ...)
sb.xp.events[eventName](self, ...);
end);
-- Register all events for which handler functions have been defined
for event in pairs(sb.xp.events) do
sb.xp.eventFrame:RegisterEvent(event);
end
end
function sb.xp:updateXpBar()
-- If the player is max level then move the bar off the screen
if playerIsMaxLevel() then
self.xpBar:SetPoint("TOP", "UIParent", "BOTTOM", 0, 0);
do return end
end
local current, max = UnitXP("player"), UnitXPMax("player");
local min = math.min(0, current)
local rested = GetXPExhaustion();
if rested then
self.xpBar:SetStatusBarColor(sbSettings.xp.restedColor.r, sbSettings.xp.restedColor.g, sbSettings.xp.restedColor.b, 1.0);
else
self.xpBar:SetStatusBarColor(sbSettings.xp.xpColor.r, sbSettings.xp.xpColor.g, sbSettings.xp.xpColor.b, 1.0);
rested = 0;
end
-- Update mouseover text
self.xpText = string.format("|cFFFFCC00 Level %s|r %s/%s (%.2f%%), %s Rested", UnitLevel("player"), formatNumber(current), formatNumber(max), (max > 0 and current / max or 0) * 100, formatNumber(rested));
self.xpBar:SetMinMaxValues(min, max);
self.xpBar:SetValue(current);
self.restedBar:SetMinMaxValues(min, max);
self.restedBar:SetValue(current + rested);
self.setBarDisplayLevels();
end;
function sb.xp:updateRepBar()
local factionName, standing, min, max, current = GetWatchedFactionInfo();
if factionName then
-- Get the status label (Friendly, Honored, etc) for the player's standing level
standing = getglobal("FACTION_STANDING_LABEL" .. standing);
-- Blizzard returns weird values for min, max, and current.
-- "min" and "max" return the minimum or maximum "bound" for the current
-- standing level (so min 21,000 and max 42,000 for revered), and "current"
-- can be any number in between.
-- We have to normalize it, so revered is handled as 0 - 21,000.
current = current - min;
max = max - min;
-- Update mouseover text
self.repText = string.format("|cFFFFCC00 %s|r %s - %s/%s (%.2f%%)", factionName, standing, formatNumber(current), formatNumber(max), (max > 0 and current / max or 0) * 100);
self.repBar:SetStatusBarColor(sbSettings.xp.repColor.r, sbSettings.xp.repColor.g, sbSettings.xp.repColor.b, 1.0);
self.repBar:SetMinMaxValues(0, max);
self.repBar:SetValue(current);
self.repBar:Show();
else
self.repBar:Hide();
end
self:setBarDisplayLevels();
end
function sb.xp:showTooltip()
local text = "";
-- Max level, tracking a reputation
if playerIsMaxLevel() and sb.xp.repBar:IsVisible() then
text = sb.xp.repText;
-- Not max level, tracking a reputation
elseif (not playerIsMaxLevel()) and sb.xp.repBar:IsVisible() then
text = sb.xp.xpText .. " " .. sb.xp.repText;
-- Max level, not tracking a reputation
elseif playerIsMaxLevel() and (not sb.xp.repBar:IsVisible()) then
text = "";
-- Not max level, not tracking a reputation
elseif (not playerIsMaxLevel()) and (not sb.xp.repBar:IsVisible()) then
text = sb.xp.xpText
end
sb.xp.tooltip:SetText("<html><body><p align='center'>" .. text .. "</p></body></html>");
sb.xp.tooltip:Show();
end
function sb.xp:setBarDisplayLevels()
local repMin, repMax = sb.xp.repBar:GetMinMaxValues();
local restedMin, restedMax = sb.xp.restedBar:GetMinMaxValues();
local repBarSize = math.floor((sb.xp.repBar:GetValue() / repMax) * 1000);
local xpBarSize = math.floor((sb.xp.restedBar:GetValue() / restedMax) * 1000);
if repBarSize < xpBarSize then
sb.xp.repBar:SetFrameLevel(2);
sb.xp.xpBar:SetFrameLevel(1);
sb.xp.restedBar:SetFrameLevel(0);
else
sb.xp.repBar:SetFrameLevel(0);
sb.xp.xpBar:SetFrameLevel(2);
sb.xp.restedBar:SetFrameLevel(1);
end
end
function sb.xp:hideTooltip()
sb.xp.tooltip:Hide();
end
function sb.xp:hide()
sb.xp.container:Hide();
end
function sb.xp:show()
sb.xp.container:Show();
end