local timers = {} local timersFocus = {} local MAX_TIMERS = 15 local ICON_SIZE = 20 local BAR_ADJUST = 25 local BAR_TEXT = "llllllllllllllllllllllllllllllllllllllll" local band = bit.band local locked = false local targetGUID = 0 local focusGUID = 0 local UnitAura = UnitAura local UnitIsUnit = UnitIsUnit local UnitGUID = UnitGUID local UnitName = UnitName local pointT = { ["target"] = "XDT_Anchor", ["focus"] = "XDT_FocusAnchor", } local timerList = { ["target"] = timers, ["focus"] = timersFocus, } local f = CreateFrame("frame","xanDebuffTimers",UIParent) f:SetScript("OnEvent", function(self, event, ...) if self[event] then return self[event](self, event, ...) end end) local debugf = tekDebug and tekDebug:GetFrame("xanDebuffTimers") local function Debug(...) if debugf then debugf:AddMessage(string.join(", ", tostringall(...))) end end --debuff arrays timers.debuffs = {} timersFocus.debuffs = {} ---------------------- -- Enable -- ---------------------- function f:PLAYER_LOGIN() if not XDT_DB then XDT_DB = {} end if XDT_DB.scale == nil then XDT_DB.scale = 1 end if XDT_DB.grow == nil then XDT_DB.grow = false end if XDT_DB.sort == nil then XDT_DB.sort = false end --create our anchors f:CreateAnchor("XDT_Anchor", UIParent, "xanDebuffTimers: Target Anchor") f:CreateAnchor("XDT_FocusAnchor", UIParent, "xanDebuffTimers: Focus Anchor") --create our bars f:generateBars() f:UnregisterEvent("PLAYER_LOGIN") f.PLAYER_LOGIN = nil f:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED") f:RegisterEvent("PLAYER_TARGET_CHANGED") f:RegisterEvent("PLAYER_FOCUS_CHANGED") SLASH_XANDEBUFFTIMERS1 = "/xandebufftimers" SLASH_XANDEBUFFTIMERS2 = "/xdt" SLASH_XANDEBUFFTIMERS3 = "/xandt" SlashCmdList["XANDEBUFFTIMERS"] = function(msg) local a,b,c=strfind(msg, "(%S+)"); --contiguous string of non-space characters if a then if c and c:lower() == "anchor" then if XDT_Anchor:IsVisible() then XDT_Anchor:Hide() XDT_FocusAnchor:Hide() else XDT_Anchor:Show() XDT_FocusAnchor:Show() end return true elseif c and c:lower() == "scale" then if b then local scalenum = strsub(msg, b+2) if scalenum and scalenum ~= "" and tonumber(scalenum) then XDT_DB.scale = tonumber(scalenum) for i=1, MAX_TIMERS do if timers[i] then timers[i]:SetScale(tonumber(scalenum)) end if timersFocus[i] then timersFocus[i]:SetScale(tonumber(scalenum)) end end DEFAULT_CHAT_FRAME:AddMessage("xanDebuffTimers: Scale has been set to ["..tonumber(scalenum).."]") return true end end elseif c and c:lower() == "grow" then if XDT_DB.grow then XDT_DB.grow = false DEFAULT_CHAT_FRAME:AddMessage("xanDebuffTimers: Bars will now grow [|cFF99CC33UP|r]") else XDT_DB.grow = true DEFAULT_CHAT_FRAME:AddMessage("xanDebuffTimers: Bars will now grow [|cFF99CC33DOWN|r]") end f:adjustBars() return true elseif c and c:lower() == "sort" then if XDT_DB.sort then XDT_DB.sort = false DEFAULT_CHAT_FRAME:AddMessage("xanDebuffTimers: Bars sort [|cFF99CC33DESCENDING|r]") else XDT_DB.sort = true DEFAULT_CHAT_FRAME:AddMessage("xanDebuffTimers: Bars sort [|cFF99CC33ASCENDING|r]") end return true elseif c and c:lower() == "reload" then f:ReloadDebuffs() return true end end DEFAULT_CHAT_FRAME:AddMessage("xanDebuffTimers") DEFAULT_CHAT_FRAME:AddMessage("/xdt anchor - toggles a movable anchor") DEFAULT_CHAT_FRAME:AddMessage("/xdt scale # - sets the scale size of the bars") DEFAULT_CHAT_FRAME:AddMessage("/xdt grow - changes the direction in which the bars grow (UP/DOWN)") DEFAULT_CHAT_FRAME:AddMessage("/xdt sort - changes the sorting of the bars. (ASCENDING/DESCENDING)") DEFAULT_CHAT_FRAME:AddMessage("/xdt reload - reload all the debuff bars") end local ver = tonumber(GetAddOnMetadata("xanDebuffTimers","Version")) or 'Unknown' DEFAULT_CHAT_FRAME:AddMessage("|cFF99CC33xanDebuffTimers|r [v|cFFDF2B2B"..ver.."|r] loaded: /xdt") end function f:PLAYER_TARGET_CHANGED() if UnitName("target") and UnitGUID("target") then targetGUID = UnitGUID("target") f:ProcessDebuffs("target") else f:ClearDebuffs("target") targetGUID = 0 end end function f:PLAYER_FOCUS_CHANGED() if UnitName("focus") and UnitGUID("focus") then focusGUID = UnitGUID("focus") f:ProcessDebuffs("focus") else f:ClearDebuffs("focus") focusGUID = 0 end end local eventSwitch = { ["SPELL_AURA_APPLIED"] = true, ["SPELL_AURA_REMOVED"] = true, ["SPELL_AURA_REFRESH"] = true, ["SPELL_AURA_APPLIED_DOSE"] = true, ["SPELL_AURA_APPLIED_REMOVED_DOSE"] = true, ["SPELL_AURA_REMOVED_DOSE"] = true, ["SPELL_AURA_BROKEN"] = true, ["SPELL_AURA_BROKEN_SPELL"] = true, ["ENCHANT_REMOVED"] = true, ["ENCHANT_APPLIED"] = true, ["SPELL_CAST_SUCCESS"] = true, ["SPELL_PERIODIC_ENERGIZE"] = true, ["SPELL_ENERGIZE"] = true, ["SPELL_PERIODIC_HEAL"] = true, ["SPELL_HEAL"] = true, ["SPELL_DAMAGE"] = true, ["SPELL_PERIODIC_DAMAGE"] = true, --added new ["SPELL_DRAIN"] = true, ["SPELL_LEECH"] = true, ["SPELL_PERIODIC_DRAIN"] = true, ["SPELL_PERIODIC_LEECH"] = true, ["DAMAGE_SHIELD"] = true, ["DAMAGE_SPLIT"] = true, } local CombatLogGetCurrentEventInfo = CombatLogGetCurrentEventInfo function f:COMBAT_LOG_EVENT_UNFILTERED() --local timestamp, eventType, hideCaster, sourceGUID, sourceName, srcFlags, sourceRaidFlags, dstGUID, destName, destFlags, destRaidFlags, spellID, spellName, spellSchool, auraType, amount local timestamp, eventType, _, sourceGUID, _, srcFlags, _, dstGUID = CombatLogGetCurrentEventInfo() if eventType == "UNIT_DIED" or eventType == "UNIT_DESTROYED" then --clear the debuffs if the unit died --NOTE the reason an elseif isn't used is because some dorks may have --their current target as their focus as well if dstGUID == targetGUID then f:ClearDebuffs("target") targetGUID = 0 end if dstGUID == focusGUID then f:ClearDebuffs("focus") focusGUID = 0 end elseif eventSwitch[eventType] and band(srcFlags, COMBATLOG_OBJECT_AFFILIATION_MINE) ~= 0 then --process the spells based on GUID if dstGUID == targetGUID then f:ProcessDebuffs("target") end if dstGUID == focusGUID then f:ProcessDebuffs("focus") end end end ---------------------- -- Frame Creation -- ---------------------- function f:CreateAnchor(name, parent, desc) --create the anchor local frameAnchor = CreateFrame("Frame", name, parent) frameAnchor:SetWidth(25) frameAnchor:SetHeight(25) frameAnchor:SetMovable(true) frameAnchor:SetClampedToScreen(true) frameAnchor:EnableMouse(true) frameAnchor:ClearAllPoints() frameAnchor:SetPoint("CENTER", parent, "CENTER", 0, 0) frameAnchor:SetFrameStrata("DIALOG") frameAnchor:SetBackdrop({ bgFile = "Interface/Tooltips/UI-Tooltip-Background", edgeFile = "Interface/Tooltips/UI-Tooltip-Border", tile = true, tileSize = 16, edgeSize = 16, insets = { left = 5, right = 5, top = 5, bottom = 5 } }) frameAnchor:SetBackdropColor(0.75,0,0,1) frameAnchor:SetBackdropBorderColor(0.75,0,0,1) frameAnchor:SetScript("OnLeave",function(self) GameTooltip:Hide() end) frameAnchor:SetScript("OnEnter",function(self) GameTooltip:SetOwner(self, "ANCHOR_NONE") GameTooltip:SetPoint(self:SetTip(self)) GameTooltip:ClearLines() GameTooltip:AddLine(name) if desc then GameTooltip:AddLine(desc) end GameTooltip:Show() end) frameAnchor:SetScript("OnMouseDown", function(frame, button) if frame:IsMovable() then frame.isMoving = true frame:StartMoving() end end) frameAnchor:SetScript("OnMouseUp", function(frame, button) if( frame.isMoving ) then frame.isMoving = nil frame:StopMovingOrSizing() f:SaveLayout(frame:GetName()) end end) function frameAnchor:SetTip(frame) local x,y = frame:GetCenter() if not x or not y then return "TOPLEFT", "BOTTOMLEFT" end local hhalf = (x > UIParent:GetWidth()*2/3) and "RIGHT" or (x < UIParent:GetWidth()/3) and "LEFT" or "" local vhalf = (y > UIParent:GetHeight()/2) and "TOP" or "BOTTOM" return vhalf..hhalf, frame, (vhalf == "TOP" and "BOTTOM" or "TOP")..hhalf end frameAnchor:Hide() -- hide it by default f:RestoreLayout(name) end function f:CreateDebuffTimers() local Frm = CreateFrame("Frame", nil, UIParent) Frm:SetWidth(ICON_SIZE) Frm:SetHeight(ICON_SIZE) Frm:SetFrameStrata("LOW") Frm:SetScale(XDT_DB.scale) Frm.icon = Frm:CreateTexture(nil, "BACKGROUND") Frm.icon:SetTexCoord(.07, .93, .07, .93) Frm.icon:SetWidth(ICON_SIZE) Frm.icon:SetHeight(ICON_SIZE) Frm.icon:SetTexture("Interface\\Icons\\Spell_Shadow_Shadowbolt") Frm.icon:SetAllPoints(true) Frm.stacktext = Frm:CreateFontString(nil, "OVERLAY"); Frm.stacktext:SetFont("Fonts\\FRIZQT__.TTF",10,"OUTLINE") Frm.stacktext:SetWidth(Frm.icon:GetWidth()) Frm.stacktext:SetHeight(Frm.icon:GetHeight()) Frm.stacktext:SetJustifyH("RIGHT") Frm.stacktext:SetVertexColor(1,1,1) Frm.stacktext:SetPoint("RIGHT", Frm.icon, "RIGHT",1,-5) Frm.timetext = Frm:CreateFontString(nil, "OVERLAY"); Frm.timetext:SetFont("Fonts\\FRIZQT__.TTF",10,"OUTLINE") Frm.timetext:SetJustifyH("RIGHT") Frm.timetext:SetPoint("RIGHT", Frm.icon, "LEFT" , -5, 0) Frm.Bar = Frm:CreateFontString(nil, "GameFontNormal") Frm.Bar:SetFont(STANDARD_TEXT_FONT, 14, "OUTLINE, MONOCHROME") Frm.Bar:SetText(BAR_TEXT) Frm.Bar:SetPoint("LEFT", Frm.icon, "RIGHT", 1, 0) Frm:Hide() return Frm end function f:generateBars() local adj = 0 --lets create the max bars to use on screen for future sorting for i=1, MAX_TIMERS do timers[i] = f:CreateDebuffTimers() timersFocus[i] = f:CreateDebuffTimers() if not timers.debuffs[i] then timers.debuffs[i] = {} end if not timersFocus.debuffs[i] then timersFocus.debuffs[i] = {} end end --rearrange order for i=1, MAX_TIMERS do if XDT_DB.grow then timers[i]:ClearAllPoints() timers[i]:SetPoint("TOPLEFT", XDT_Anchor, "BOTTOMRIGHT", 0, adj) timersFocus[i]:ClearAllPoints() timersFocus[i]:SetPoint("TOPLEFT", XDT_FocusAnchor, "BOTTOMRIGHT", 0, adj) else timers[i]:ClearAllPoints() timers[i]:SetPoint("BOTTOMLEFT", XDT_Anchor, "TOPRIGHT", 0, (adj * -1)) timersFocus[i]:ClearAllPoints() timersFocus[i]:SetPoint("BOTTOMLEFT", XDT_FocusAnchor, "TOPRIGHT", 0, (adj * -1)) end adj = adj - BAR_ADJUST end end function f:adjustBars() local adj = 0 for i=1, MAX_TIMERS do if XDT_DB.grow then timers[i]:ClearAllPoints() timers[i]:SetPoint("TOPLEFT", XDT_Anchor, "BOTTOMRIGHT", 0, adj) timersFocus[i]:ClearAllPoints() timersFocus[i]:SetPoint("TOPLEFT", XDT_FocusAnchor, "BOTTOMRIGHT", 0, adj) else timers[i]:ClearAllPoints() timers[i]:SetPoint("BOTTOMLEFT", XDT_Anchor, "TOPRIGHT", 0, (adj * -1)) timersFocus[i]:ClearAllPoints() timersFocus[i]:SetPoint("BOTTOMLEFT", XDT_FocusAnchor, "TOPRIGHT", 0, (adj * -1)) end adj = adj - BAR_ADJUST end end function f:ProcessDebuffBar(data) local beforeEnd = data.endTime - GetTime() -- local percentTotal = (beforeEnd / data.durationTime) -- local percentFinal = ceil(percentTotal * 100) -- local barLength = ceil( string.len(BAR_TEXT) * percentTotal ) --calculate the individual bar segments and make the appropriate calculations local totalDuration = (data.endTime - data.startTime) --total duration of the spell local totalBarSegment = (string.len(BAR_TEXT) / totalDuration) --lets get how much each segment of the bar string would value up to 100% local totalBarLength = totalBarSegment * beforeEnd --now get the individual bar segment value and multiply it with current duration local barPercent = (totalBarLength / string.len(BAR_TEXT)) * 100 --100/40 means each segment is 2.5 for 100% --example for 50% 50/100 = 0.5 0.5 / 2.5 = 0.2 (50% divided by segment count) 0.2 * 100 = 20 (which is half of the bar of 40) if barPercent <= 0 or beforeEnd <= 0 or totalBarLength <= 0 then data.active = false return end data.percent = barPercent data.totalBarLength = totalBarLength data.beforeEnd = beforeEnd end ---------------------- -- Debuff Functions -- ---------------------- --lets use one global OnUpdate instead of individual ones for each debuff bar f:SetScript("OnUpdate", function(self, elapsed) self.OnUpdateCounter = (self.OnUpdateCounter or 0) + elapsed if self.OnUpdateCounter < 0.05 then return end self.OnUpdateCounter = 0 local tCount = 0 local fCount = 0 for i=1, MAX_TIMERS do if timers.debuffs[i].active then self:ProcessDebuffBar(timers.debuffs[i]) tCount = tCount + 1 end if timersFocus.debuffs[i].active then self:ProcessDebuffBar(timersFocus.debuffs[i]) fCount = fCount + 1 end end --no need to arrange the bars if there is nothing to work with, uncessary if no target or focus if tCount > 0 then f:ShowDebuffs("target") end if fCount > 0 then f:ShowDebuffs("focus") end end) function f:ProcessDebuffs(id) local sdTimer = timerList[id] --makes things easier to read for i=1, MAX_TIMERS do local name, icon, count, debuffType, duration, expTime, unitCaster, canStealOrPurge, nameplateShowPersonal, spellId = UnitAura(id, i, 'PLAYER|HARMFUL') --check for duration > 0 for the evil DIVIDE BY ZERO if name and duration and duration > 0 then local beforeEnd = expTime - GetTime() local startTime = (expTime - duration) local totalDuration = (expTime - startTime) --total duration of the spell local totalBarSegment = (string.len(BAR_TEXT) / totalDuration) --lets get how much each segment of the bar string would value up to 100% local totalBarLength = totalBarSegment * beforeEnd --now get the individual bar segment value and multiply it with current duration local barPercent = (totalBarLength / string.len(BAR_TEXT)) * 100 if barPercent > 0 or beforeEnd > 0 or totalBarLength > 0 then --debuffs sdTimer.debuffs[i].id = id sdTimer.debuffs[i].spellName = name sdTimer.debuffs[i].spellId = spellId sdTimer.debuffs[i].iconTex = icon sdTimer.debuffs[i].startTime = startTime sdTimer.debuffs[i].durationTime = duration sdTimer.debuffs[i].beforeEnd = beforeEnd sdTimer.debuffs[i].endTime = expTime sdTimer.debuffs[i].totalBarLength = totalBarLength sdTimer.debuffs[i].stacks = count or 0 sdTimer.debuffs[i].percent = barPercent sdTimer.debuffs[i].active = true end else sdTimer.debuffs[i].active = false end end f:ShowDebuffs(id) end function f:ClearDebuffs(id) local sdTimer = timerList[id] --makes things easier to read local adj = 0 for i=1, MAX_TIMERS do sdTimer.debuffs[i].active = false sdTimer[i]:Hide() end end function f:ReloadDebuffs() f:ClearDebuffs("target") f:ClearDebuffs("focus") f:ProcessDebuffs("target") f:ProcessDebuffs("focus") end function f:ShowDebuffs(id) if locked then return end locked = true local sdTimer local tmpList = {} if id == "target" then sdTimer = timers elseif id == "focus" then sdTimer = timersFocus else locked = false return end for i=1, MAX_TIMERS do if sdTimer.debuffs[i].active then table.insert(tmpList, sdTimer.debuffs[i]) end end if XDT_DB.grow then --bars will grow down if XDT_DB.sort then --sort from shortest to longest table.sort(tmpList, function(a,b) return (a.percent < b.percent) end) else --sort from longest to shortest table.sort(tmpList, function(a,b) return (a.percent > b.percent) end) end else --bars will grow up if XDT_DB.sort then --sort from shortest to longest table.sort(tmpList, function(a,b) return (a.percent > b.percent) end) else --sort from longest to shortest table.sort(tmpList, function(a,b) return (a.percent < b.percent) end) end end for i=1, MAX_TIMERS do if tmpList[i] then --display the information --------------------------------------- sdTimer[i].Bar:SetText( string.sub(BAR_TEXT, 1, tmpList[i].totalBarLength) ) sdTimer[i].Bar:SetTextColor(f:getBarColor(tmpList[i].durationTime, tmpList[i].beforeEnd)) sdTimer[i].icon:SetTexture(tmpList[i].iconTex) if tmpList[i].stacks > 0 then sdTimer[i].stacktext:SetText(tmpList[i].stacks) else sdTimer[i].stacktext:SetText(nil) end sdTimer[i].timetext:SetText(f:GetTimeText(ceil(tmpList[i].beforeEnd))) --------------------------------------- sdTimer[i]:Show() else sdTimer[i]:Hide() end end locked = false end ---------------------- -- Local Functions -- ---------------------- function f:SaveLayout(frame) if type(frame) ~= "string" then return end if not _G[frame] then return end if not XDT_DB then XDT_DB = {} end local opt = XDT_DB[frame] or nil if not opt then XDT_DB[frame] = { ["point"] = "CENTER", ["relativePoint"] = "CENTER", ["xOfs"] = 0, ["yOfs"] = 0, } opt = XDT_DB[frame] return end local point, relativeTo, relativePoint, xOfs, yOfs = _G[frame]:GetPoint() opt.point = point opt.relativePoint = relativePoint opt.xOfs = xOfs opt.yOfs = yOfs end function f:RestoreLayout(frame) if type(frame) ~= "string" then return end if not _G[frame] then return end if not XDT_DB then XDT_DB = {} end local opt = XDT_DB[frame] or nil if not opt then XDT_DB[frame] = { ["point"] = "CENTER", ["relativePoint"] = "CENTER", ["xOfs"] = 0, ["yOfs"] = 0, } opt = XDT_DB[frame] end _G[frame]:ClearAllPoints() _G[frame]:SetPoint(opt.point, UIParent, opt.relativePoint, opt.xOfs, opt.yOfs) end function f:getBarColor(dur, expR) local r local g = 1 local cur = 2 * expR/dur if cur > 1 then return 2 - cur, 1, 0 else return 1, cur, 0 end end function f:GetTimeText(timeLeft) local hours, minutes, seconds = 0, 0, 0 if( timeLeft >= 3600 ) then hours = ceil(timeLeft / 3600) timeLeft = mod(timeLeft, 3600) end if( timeLeft >= 60 ) then minutes = ceil(timeLeft / 60) timeLeft = mod(timeLeft, 60) end seconds = timeLeft > 0 and timeLeft or 0 if hours > 0 then return string.format("%dh",hours) elseif minutes > 0 then return string.format("%dm",minutes) elseif seconds > 0 then return string.format("%ds",seconds) else return nil end end if IsLoggedIn() then f:PLAYER_LOGIN() else f:RegisterEvent("PLAYER_LOGIN") end