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Copy pathBlizzard_BattlefieldMap.lua
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Blizzard_BattlefieldMap.lua
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BATTLEFIELD_TAB_SHOW_DELAY = 0.2;
BATTLEFIELD_TAB_FADE_TIME = 0.15;
BATTLEFIELD_TAB_DEFAULT_ALPHA = 0.75;
BATTLEFIELD_MAP_PARTY_MEMBER_SIZE = 8;
BATTLEFIELD_MAP_RAID_MEMBER_SIZE = 8;
BATTLEFIELD_MAP_PLAYER_SIZE = 12;
BATTLEFIELD_MAP_POI_SCALE = 0.6;
BATTLEFIELD_MAP_WIDTH = 305; -- +5 pixels for border
local defaultOptions = {
opacity = 0.7,
locked = true,
showPlayers = true,
};
BattlefieldMapTabMixin = {};
function BattlefieldMapTabMixin:OnLoad()
self:RegisterForClicks("LeftButtonDown", "LeftButtonUp", "RightButtonUp");
self:RegisterForDrag("LeftButton");
self:RegisterEvent("PLAYER_LOGOUT");
self:SetAlpha(0);
end
function BattlefieldMapTabMixin:OnEvent(event)
if event == "PLAYER_LOGOUT" then
if self:IsUserPlaced() then
if not BattlefieldMapOptions.position then
BattlefieldMapOptions.position = {};
end
BattlefieldMapOptions.position.x, BattlefieldMapOptions.position.y = self:GetCenter();
self:SetUserPlaced(false);
else
BattlefieldMapOptions.position = nil;
end
end
end
function BattlefieldMapTabMixin:OnShow()
PanelTemplates_TabResize(self, 0);
end
function BattlefieldMapTabMixin:OnClick(button)
PlaySound(SOUNDKIT.U_CHAT_SCROLL_BUTTON);
if button == "RightButton" then
MenuUtil.CreateContextMenu(self, function(owner, rootDescription)
rootDescription:SetTag("MENU_BATTLEFIELD_MAP");
do
-- Show battlefield players
local function IsSelected()
return BattlefieldMapOptions.showPlayers;
end
local function SetSelected()
BattlefieldMapOptions.showPlayers = not BattlefieldMapOptions.showPlayers;
BattlefieldMapFrame:UpdateUnitsVisibility();
end
rootDescription:CreateCheckbox(SHOW_BATTLEFIELDMINIMAP_PLAYERS, IsSelected, SetSelected);
end
do
-- Battlefield minimap lock
local function IsSelected()
return BattlefieldMapOptions.locked;
end
local function SetSelected()
BattlefieldMapOptions.locked = not BattlefieldMapOptions.locked;
end
rootDescription:CreateCheckbox(LOCK_BATTLEFIELDMINIMAP, IsSelected, SetSelected);
end
do
-- Opacity
rootDescription:CreateButton(BATTLEFIELDMINIMAP_OPACITY_LABEL, function()
self:ShowOpacity();
end);
end
end);
return;
end
-- If frame is not locked then allow the frame to be dragged or dropped
if self:GetButtonState() == "PUSHED" then
self:StopMovingOrSizing();
else
-- If locked don't allow any movement
if BattlefieldMapOptions.locked then
return;
else
self:StartMoving();
end
end
ValidateFramePosition(self);
end
function BattlefieldMapTabMixin:OnDragStart()
if not BattlefieldMapOptions.locked then
BattlefieldMapFrame:StartMoving();
end
end
function BattlefieldMapTabMixin:OnDragStop()
BattlefieldMapFrame:StopMovingOrSizing();
ValidateFramePosition(self);
end
function BattlefieldMapTabMixin:ShowOpacity()
OpacityFrame:ClearAllPoints();
OpacityFrame:SetPoint("TOPRIGHT", BattlefieldMapFrame, "TOPLEFT", 0, 7);
OpacityFrame.opacityFunc = function()
local opacity = OpacityFrameSlider:GetValue();
BattlefieldMapOptions.opacity = opacity;
BattlefieldMapFrame:RefreshAlpha();
end;
OpacityFrame:Show();
OpacityFrameSlider:SetValue(BattlefieldMapOptions.opacity);
end
BattlefieldMapMixin = {};
function BattlefieldMapMixin:Toggle()
if self:IsShown() then
SetCVar("showBattlefieldMinimap", "0");
self:Hide();
else
SetCVar("showBattlefieldMinimap", "1");
self:Show();
end
end
function BattlefieldMapMixin:OnLoad()
MapCanvasMixin.OnLoad(self);
self:SetShouldZoomInOnClick(false);
self:SetShouldPanOnClick(false);
self:SetShouldNavigateOnClick(false);
self:SetShouldZoomInstantly(true);
self:SetGlobalPinScale(BATTLEFIELD_MAP_POI_SCALE);
self:AddStandardDataProviders();
self:RegisterEvent("ADDON_LOADED");
self:RegisterEvent("PLAYER_ENTERING_WORLD");
self:RegisterEvent("ZONE_CHANGED_NEW_AREA");
self:RegisterEvent("NEW_WMO_CHUNK");
end
function BattlefieldMapMixin:OnShow()
local mapID = MapUtil.GetDisplayableMapForPlayer();
self:SetMapID(mapID);
MapCanvasMixin.OnShow(self);
PlaySound(SOUNDKIT.IG_QUEST_LOG_OPEN);
BattlefieldMapTab:Show();
end
function BattlefieldMapMixin:OnHide()
MapCanvasMixin.OnHide(self);
PlaySound(SOUNDKIT.IG_QUEST_LOG_CLOSE);
BattlefieldMapTab:Hide();
end
function BattlefieldMapMixin:OnEvent(event, ...)
MapCanvasMixin.OnEvent(self, event, ...);
if event == "ADDON_LOADED" then
local addonName = ...;
if addonName == "Blizzard_BattlefieldMap" then
if not BattlefieldMapOptions then
BattlefieldMapOptions = defaultOptions;
end
BattlefieldMapTab:ClearAllPoints();
if ( BattlefieldMapOptions.position ) then
BattlefieldMapTab:SetPoint("CENTER", "UIParent", "BOTTOMLEFT", BattlefieldMapOptions.position.x, BattlefieldMapOptions.position.y);
BattlefieldMapTab:SetUserPlaced(true);
else
UIParent_ManageFramePositions();
end
self:RefreshAlpha();
self:UpdateUnitsVisibility();
self:UnregisterEvent("ADDON_LOADED");
end
elseif event == "PLAYER_ENTERING_WORLD" or event == "ZONE_CHANGED_NEW_AREA" or event == "NEW_WMO_CHUNK" then
if GetCVar("showBattlefieldMinimap") == "1" then
local mapID = MapUtil.GetDisplayableMapForPlayer();
self:SetMapID(mapID);
self:Show();
end
end
end
function BattlefieldMapMixin:AddStandardDataProviders()
self:AddDataProvider(CreateFromMixins(MapExplorationDataProviderMixin));
self:AddDataProvider(CreateFromMixins(MapHighlightDataProviderMixin));
self:AddDataProvider(CreateFromMixins(BattlefieldFlagDataProviderMixin));
self:AddDataProvider(CreateFromMixins(VehicleDataProviderMixin));
self:AddDataProvider(CreateFromMixins(EncounterJournalDataProviderMixin));
self:AddDataProvider(CreateFromMixins(FogOfWarDataProviderMixin));
self:AddDataProvider(CreateFromMixins(DeathMapDataProviderMixin));
self:AddDataProvider(CreateFromMixins(ScenarioDataProviderMixin));
self:AddDataProvider(CreateFromMixins(VignetteDataProviderMixin));
self:AddDataProvider(CreateFromMixins(GossipDataProviderMixin));
self:AddDataProvider(CreateFromMixins(FlightPointDataProviderMixin));
self:AddDataProvider(CreateFromMixins(PetTamerDataProviderMixin));
self:AddDataProvider(CreateFromMixins(DigSiteDataProviderMixin));
self:AddDataProvider(CreateFromMixins(DungeonEntranceDataProviderMixin));
self:AddDataProvider(CreateFromMixins(MapLinkDataProviderMixin));
self:AddDataProvider(CreateFromMixins(SelectableGraveyardDataProviderMixin));
self:AddDataProvider(CreateFromMixins(AreaPOIDataProviderMixin));
self:AddDataProvider(CreateFromMixins(AreaPOIEventDataProviderMixin));
self:AddDataProvider(CreateFromMixins(QuestSessionDataProviderMixin));
if C_GameRules.IsGameRuleActive(Enum.GameRule.MapPlunderstormCircle) then
self:AddDataProvider(CreateFromMixins(PlunderstormCircleDataProviderMixin));
end
self.groupMembersDataProvider = CreateFromMixins(GroupMembersDataProviderMixin);
self.groupMembersDataProvider:SetUnitPinSize("player", BATTLEFIELD_MAP_PLAYER_SIZE);
self.groupMembersDataProvider:SetUnitPinSize("party", BATTLEFIELD_MAP_PARTY_MEMBER_SIZE);
self.groupMembersDataProvider:SetUnitPinSize("raid", BATTLEFIELD_MAP_RAID_MEMBER_SIZE);
self:AddDataProvider(self.groupMembersDataProvider);
if IsGMClient() then
self:AddDataProvider(CreateFromMixins(WorldMap_DebugDataProviderMixin));
end
local pinFrameLevelsManager = self:GetPinFrameLevelsManager();
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_MAP_EXPLORATION");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_PLUNDERSTORM_CIRCLE");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_FOG_OF_WAR");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_SCENARIO_BLOB");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_MAP_HIGHLIGHT");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_DEBUG", 4);
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_DIG_SITE");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_DUNGEON_ENTRANCE");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_FLIGHT_POINT");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_PET_TAMER");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_GOSSIP");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_AREA_POI");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_AREA_POI_EVENT");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_DEBUG");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_MAP_LINK");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_VIGNETTE", 200);
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_ENCOUNTER");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_SCENARIO");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_VEHICLE_BELOW_GROUP_MEMBER");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_BATTLEFIELD_FLAG");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_GROUP_MEMBER");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_VEHICLE_ABOVE_GROUP_MEMBER");
pinFrameLevelsManager:AddFrameLevel("PIN_FRAME_LEVEL_CORPSE");
end
function BattlefieldMapMixin:RefreshAlpha()
local alpha = 1.0 - BattlefieldMapOptions.opacity;
self:SetGlobalAlpha(alpha);
self.BorderFrame:SetAlpha(alpha);
end
function BattlefieldMapMixin:UpdateUnitsVisibility()
if BattlefieldMapOptions.showPlayers then
self.groupMembersDataProvider:SetUnitPinSize("party", BATTLEFIELD_MAP_PARTY_MEMBER_SIZE);
self.groupMembersDataProvider:SetUnitPinSize("raid", BATTLEFIELD_MAP_RAID_MEMBER_SIZE);
if not self.vehicleDataProvider then
self.vehicleDataProvider = CreateFromMixins(VehicleDataProviderMixin);
self:AddDataProvider(self.vehicleDataProvider);
end
else
self.groupMembersDataProvider:SetUnitPinSize("party", 0);
self.groupMembersDataProvider:SetUnitPinSize("raid", 0);
if self.vehicleDataProvider then
self:RemoveDataProvider(self.vehicleDataProvider);
self.vehicleDataProvider = nil;
end
end
end
function BattlefieldMapMixin:OnUpdate(elapsed)
MapCanvasMixin.OnUpdate(self, elapsed);
-- tick mouse hover time for tab
if ( self.hover ) then
local xPos, yPos = GetCursorPosition();
if ( (self.oldX == xPos and self.oldy == yPos) ) then
self.hoverTime = self.hoverTime + elapsed;
else
self.hoverTime = 0;
self.oldX = xPos;
self.oldy = yPos;
end
end
-- Fadein tab if mouse is over
if ( self:IsMouseOver(45, -10, -5, 5) ) then
-- If mouse is hovering don't show the tab until the elapsed time reaches the tab show delay
if ( self.hover ) then
if ( self.hoverTime > BATTLEFIELD_TAB_SHOW_DELAY ) then
-- If the battlefieldtab's alpha is less than the current default, then fade it in
if ( not self.hasBeenFaded and (self.oldAlpha and self.oldAlpha < BATTLEFIELD_TAB_DEFAULT_ALPHA) ) then
UIFrameFadeIn(BattlefieldMapTab, BATTLEFIELD_TAB_FADE_TIME, self.oldAlpha, BATTLEFIELD_TAB_DEFAULT_ALPHA);
-- Set the fact that the chatFrame has been faded so we don't try to fade it again
self.hasBeenFaded = 1;
end
end
else
-- Start hovering counter
self.hover = 1;
self.hoverTime = 0;
self.hasBeenFaded = nil;
-- Remember the oldAlpha so we can return to it later
if ( not self.oldAlpha ) then
self.oldAlpha = BattlefieldMapTab:GetAlpha();
end
end
else
-- If the tab's alpha was less than the current default, then fade it back out to the oldAlpha
if ( self.hasBeenFaded and self.oldAlpha and self.oldAlpha < BATTLEFIELD_TAB_DEFAULT_ALPHA ) then
UIFrameFadeOut(BattlefieldMapTab, BATTLEFIELD_TAB_FADE_TIME, BATTLEFIELD_TAB_DEFAULT_ALPHA, self.oldAlpha);
self.hover = nil;
self.hasBeenFaded = nil;
end
self.hoverTime = 0;
end
end