--"Globals" local aceDB = LibStub("AceDB-3.0"); local aceCDialog = LibStub("AceConfigDialog-3.0"); local aceConfig = LibStub("AceConfig-3.0"); local libSharedMedia = LibStub("LibSharedMedia-3.0"); local libDRData = LibStub('DRData-1.0'); --gets called when a cd is finished, reassigns the cds to frames. function Vect:ReassignCds(which) local db = Vect.db.profile; --bail out early, if frames are disabled if not db[which]["enabled"] or not db["enabled"] then return end; --first hide all for i = 1, 23 do local frame = Vect.frames[which][i]["frame"]; frame:Hide(); end --check if frames are unlocked if not db["locked"] then return end; --check if we need to display them for the player if not db["selfCDRegister"] and self.targets[which] == UnitGUID("player") then return end; --check if we have cooldown for that unit if not self.cds[self.targets[which]] then return end; --sort them local tmp = Vect:SortCDs(which); --let's fill them up local i = 1; for k, v in ipairs(tmp) do local frame = Vect.frames[which][i]["frame"]; local text = Vect.frames[which][i]["texture"]; text:SetTexture(v["spellIcon"]); local CoolDown = Vect.frames[which][i]["cooldown"]; CoolDown:SetCooldown(v["currentTime"], v["cd"]); frame:Show(); i = i + 1; end end function Vect:AddCd(srcGUID, spellID) local db = Vect.db.profile; if not db["enabled"] then return end; if not Vect.cds[srcGUID] then Vect.cds[srcGUID] = {} end local cd, reset = Vect.spells[spellID][1], Vect.spells[spellID][2]; local spellName, spellRank, spellIcon = GetSpellInfo(spellID); local currentTime = GetTime(); local endTime = currentTime + cd; Vect.cds[srcGUID][spellID] = { currentTime, endTime, cd, spellIcon, spellID } --self:Print(Vect.cds[srcGUID][spellID][1] .. " " .. Vect.cds[srcGUID][spellID][2] .. " " .. Vect.cds[srcGUID][spellID][3]); if reset then Vect:CdRemoval(srcGUID, reset); end --self:Print(self.targets["target"]); --self:Print(s if self.targets["target"] == srcGUID then self:ReassignCds("target"); end if self.targets["focus"] == srcGUID then self:ReassignCds("focus"); end end function Vect:CdRemoval(srcGUID, resetArray) if not self.cds[srcGUID] then return end for k, v in pairs(self.cds[srcGUID]) do for j, x in pairs(resetArray) do if v[5] == x then --self:Print("Removed cd: " .. v[5]); self.cds[srcGUID][v[5]] = nil; end end end end function Vect:SortCDs(which) local db = Vect.db.profile; local tmp = {}; --make the tmp table local i = 1; for k, v in pairs(self.cds[self.targets[which]]) do tmp[i] = { currentTime = v[1], endTime = v[2], cd = v[3], spellIcon = v[4], spellID = v[5] }; --self:Print(v[1] .. v[2] .. v[3] .. v[4] .. v[5]) --self:Print(tmp[i]["currentTime"] .. " " .. tmp[i]["endTime"] .. " " .. tmp[i]["cd"] .. " " .. tmp[i][4] .. " " .. tmp[i][5]) i = i + 1; end if not tmp then return end; if db[which]["sortOrder"] == "1" then --["1"] = "Ascending (CD left)", table.sort(tmp, function(a, b) return Vect:ComparerAscendingCDLeft(a, b) end); elseif db[which]["sortOrder"] == "2" then --["2"] = "Descending (CD left)", table.sort(tmp, function(a, b) return Vect:ComparerDescendingCDLeft(a, b) end); elseif db[which]["sortOrder"] == "3" then --["3"] = "Ascending (CD total)", table.sort(tmp, function(a, b) return Vect:ComparerAscendingCDTotal(a, b) end); elseif db[which]["sortOrder"] == "4" then --["4"] = "Descending (CD total)", table.sort(tmp, function(a, b) return Vect:ComparerDescendingCDTotal(a, b) end); elseif db[which]["sortOrder"] == "5" then --["5"] = "Recent first", table.sort(tmp, function(a, b) return Vect:ComparerRecentFirst(a, b) end); elseif db[which]["sortOrder"] == "6" then --["6"] = "Recent Last", table.sort(tmp, function(a, b) return Vect:ComparerRecentLast(a, b) end); end --["7"] = "No order" return tmp; end function Vect:CreateFrames(which) for i = 1, 23 do local frame = CreateFrame("Frame", nil, UIParent, nil); frame:SetFrameStrata("MEDIUM"); frame:SetWidth(150); frame:SetHeight(150); if i == 1 then frame:SetScript("OnUpdate", function() self:VOnTimerUpdate(which) end) end local text = frame:CreateTexture(); text:SetTexture("Interface\\Icons\\Spell_Arcane_Blink") text:SetAllPoints(frame); frame.texture = text; local CoolDown = CreateFrame("Cooldown", "VectCoolDown" .. i, frame); CoolDown:SetAllPoints() CoolDown:SetCooldown(GetTime(), 50); frame:Hide(); Vect.frames[which][i] = {} Vect.frames[which][i]["frame"] = frame; Vect.frames[which][i]["texture"] = text; Vect.frames[which][i]["cooldown"] = CoolDown; end end function Vect:MoveTimersStop(which) local db = Vect.db.profile; local x = db[which]["xPos"]; local y = db[which]["yPos"]; local size = db[which]["size"]; local growOrder = db[which]["growOrder"]; for i = 1, 23 do local frame = Vect.frames[which][i]["frame"]; frame:ClearAllPoints(); frame:SetFrameStrata("MEDIUM"); frame:SetWidth(size); frame:SetHeight(size); local text = Vect.frames[which][i]["texture"]; text:SetAllPoints(frame); frame.texture = text; --set them based on the grow type if growOrder == "1" then --Up frame:SetPoint("BOTTOMLEFT", x, y + ((i - 1) * size)); elseif growOrder == "2" then --Right frame:SetPoint("BOTTOMLEFT", x + ((i - 1) * size), y); elseif growOrder == "3" then --Down frame:SetPoint("BOTTOMLEFT", x, y - ((i - 1) * size)); else --Left frame:SetPoint("BOTTOMLEFT", x - ((i - 1) * size), y); end local CoolDown = Vect.frames[which][i]["cooldown"]; CoolDown:SetAllPoints(); --frame:Show(); end end function Vect:VOnTimerUpdate(which) --check if we have cooldown for that unit if not self.cds[self.targets[which]] then return end local t = GetTime(); --let's check if one of the cooldowns finished for k, v in pairs(self.cds[self.targets[which]]) do if v[2] <= t then self.cds[self.targets[which]][v[5]] = nil; --we have to update both, because if somebody is targeted and focused since sorting is --implemented it triggers only one update, probably it had bugs before too, but got unnoticed self:ReassignCds("target"); self:ReassignCds("focus"); end end end