Quantcast
--[[
##############################################################################
_____/\\\\\\\\\\\____/\\\________/\\\__/\\\________/\\\__/\\\\\\\\\\\_       #
 ___/\\\/////////\\\_\/\\\_______\/\\\_\/\\\_______\/\\\_\/////\\\///__      #
  __\//\\\______\///__\//\\\______/\\\__\/\\\_______\/\\\_____\/\\\_____     #
   ___\////\\\__________\//\\\____/\\\___\/\\\_______\/\\\_____\/\\\_____    #
    ______\////\\\________\//\\\__/\\\____\/\\\_______\/\\\_____\/\\\_____   #
     _________\////\\\______\//\\\/\\\_____\/\\\_______\/\\\_____\/\\\_____  #
      __/\\\______\//\\\______\//\\\\\______\//\\\______/\\\______\/\\\_____ #
       _\///\\\\\\\\\\\/________\//\\\________\///\\\\\\\\\/____/\\\\\\\\\\\_#
        ___\///////////___________\///___________\/////////_____\///////////_#
##############################################################################
S U P E R - V I L L A I N - U I   By: Munglunch                              #
##############################################################################
##########################################################
LOCALIZED LUA FUNCTIONS
##########################################################
]]--
--[[ GLOBALS ]]--
local _G = _G;
local unpack    = _G.unpack;
local select    = _G.select;
local pairs     = _G.pairs;
local ipairs    = _G.ipairs;
local type      = _G.type;
local error     = _G.error;
local pcall     = _G.pcall;
local tostring  = _G.tostring;
local tonumber  = _G.tonumber;
local assert 	= _G.assert;
local math 		= _G.math;
--[[ MATH METHODS ]]--
local random = math.random;
--[[
##########################################################
GET ADDON DATA
##########################################################
]]--
local SV = select(2, ...)
local oUF_Villain = SV.oUF

assert(oUF_Villain, "SVUI was unable to locate oUF.")

local L = SV.L;
if(SV.class ~= "MONK") then return end
local MOD = SV.SVUnit
if(not MOD) then return end
--[[
##########################################################
POSITIONING
##########################################################
]]--
local Reposition = function(self)
	local db = SV.db.SVUnit.player
	local bar = self.MonkHarmony;
	local max = self.MaxClassPower;
	local size = db.classbar.height
	local width = size * max;
	bar.Holder:Size(width, size)
    if(not db.classbar.detachFromFrame) then
    	SV.Mentalo:Reset(L["Classbar"])
    end
    local holderUpdate = bar.Holder:GetScript('OnSizeChanged')
    if holderUpdate then
        holderUpdate(bar.Holder)
    end

    bar:ClearAllPoints()
    bar:SetAllPoints(bar.Holder)
	local tmp = 0.67
	for i = 1, max do
		local chi = tmp - (i * 0.1)
		bar[i]:ClearAllPoints()
		bar[i]:SetHeight(size)
		bar[i]:SetWidth(size)
		bar[i]:SetStatusBarColor(chi, 0.87, 0.35)
		if i==1 then
			bar[i]:SetPoint("TOPLEFT", bar, "TOPLEFT", 0, 0)
		else
			bar[i]:Point("LEFT", bar[i - 1], "RIGHT", -2, 0)
		end
	end
end

local StartFlash = function(self) SV.Animate:Flash(self.overlay,1,true) end
local StopFlash = function(self) SV.Animate:StopFlash(self.overlay) end
--[[
##########################################################
MONK STAGGER BAR
##########################################################
]]--
local function CreateDrunkenMasterBar(playerFrame)
	local stagger = CreateFrame("Statusbar",nil,playerFrame)
	stagger:SetSize(45,90)
	stagger:Point('BOTTOMLEFT', playerFrame, 'BOTTOMRIGHT', 6, 0)
	stagger:SetOrientation("VERTICAL")
	stagger:SetStatusBarTexture("Interface\\AddOns\\SVUI\\assets\\artwork\\Unitframe\\Class\\MONK-STAGGER-BAR")
	stagger:GetStatusBarTexture():SetHorizTile(false)
	stagger.backdrop = stagger:CreateTexture(nil,'BORDER',nil,1)
	stagger.backdrop:SetAllPoints(stagger)
	stagger.backdrop:SetTexture("Interface\\AddOns\\SVUI\\assets\\artwork\\Unitframe\\Class\\MONK-STAGGER-BG")
	stagger.backdrop:SetVertexColor(1,1,1,0.6)
	stagger.overlay = stagger:CreateTexture(nil,'OVERLAY')
	stagger.overlay:SetAllPoints(stagger)
	stagger.overlay:SetTexture("Interface\\AddOns\\SVUI\\assets\\artwork\\Unitframe\\Class\\MONK-STAGGER-FG")
	stagger.overlay:SetVertexColor(1,1,1)
	stagger.icon = stagger:CreateTexture(nil,'OVERLAY')
	stagger.icon:SetAllPoints(stagger)
	stagger.icon:SetTexture("Interface\\AddOns\\SVUI\\assets\\artwork\\Unitframe\\Class\\MONK-STAGGER-ICON")
	stagger:Hide()
	return stagger
end
--[[
##########################################################
MONK HARMONY
##########################################################
]]--
local CHI_FILE = [[Interface\Addons\SVUI\assets\artwork\Unitframe\Class\MONK]];
local CHI_DATA = {
	[1] = {0,0.5,0,0.5},
	[2] = {0.5,1,0,0.5},
	[3] = {0,0.5,0.5,1},
	[4] = {0.5,1,0.5,1},
	[5] = {0.5,1,0,0.5},
	[6] = {0,0.5,0.5,1},
};
function MOD:CreateClassBar(playerFrame)
	local max = 6
	local bar = CreateFrame("Frame",nil,playerFrame)
	bar:SetFrameLevel(playerFrame.InfoPanel:GetFrameLevel() + 30)
	for i=1, max do
		local coords = CHI_DATA[i]
		bar[i] = CreateFrame("StatusBar", nil, bar)
		bar[i]:SetStatusBarTexture("Interface\\AddOns\\SVUI\\assets\\artwork\\Unitframe\\Class\\ORB")
		bar[i]:GetStatusBarTexture():SetHorizTile(false)
		bar[i].noupdate = true;
		bar[i].backdrop = bar[i]:CreateTexture(nil, "BACKGROUND")
		bar[i].backdrop:SetAllPoints(bar[i])
		bar[i].backdrop:SetTexture("Interface\\AddOns\\SVUI\\assets\\artwork\\Unitframe\\Class\\ORB-BG")
		bar[i].glow = bar[i]:CreateTexture(nil, "OVERLAY")
		bar[i].glow:SetAllPoints(bar[i])
		bar[i].glow:SetTexture(CHI_FILE)
		bar[i].glow:SetTexCoord(coords[1],coords[2],coords[3],coords[4])

		bar[i].overlay = bar[i]:CreateTexture(nil, "OVERLAY", nil, 1)
		bar[i].overlay:SetAllPoints(bar[i])
		bar[i].overlay:SetTexture(CHI_FILE)
		bar[i].overlay:SetTexCoord(coords[1],coords[2],coords[3],coords[4])
		bar[i].overlay:SetVertexColor(0, 0, 0)
		bar[i]:SetScript("OnShow", StartFlash)
		bar[i]:SetScript("OnHide", StopFlash)
	end

	local classBarHolder = CreateFrame("Frame", "Player_ClassBar", bar)
	classBarHolder:Point("TOPLEFT", playerFrame, "BOTTOMLEFT", 0, -2)
	bar:SetPoint("TOPLEFT", classBarHolder, "TOPLEFT", 0, 0)
	bar.Holder = classBarHolder
	SV.Mentalo:Add(bar.Holder, L["Classbar"])

	playerFrame.MaxClassPower = max
	playerFrame.DrunkenMaster = CreateDrunkenMasterBar(playerFrame)
	playerFrame.ClassBarRefresh = Reposition

	playerFrame.MonkHarmony = bar
	return 'MonkHarmony'
end