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AlertFrames.lua
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MAX_ACHIEVEMENT_ALERTS = 2;
function AlertFrame_OnLoad (self)
self:RegisterEvent("ACHIEVEMENT_EARNED");
self:RegisterEvent("LFG_COMPLETION_REWARD");
end
function AlertFrame_OnEvent (self, event, ...)
if ( event == "ACHIEVEMENT_EARNED" ) then
local id = ...;
if ( not AchievementFrame ) then
AchievementFrame_LoadUI();
end
AchievementAlertFrame_ShowAlert(id);
elseif ( event == "LFG_COMPLETION_REWARD" ) then
DungeonCompletionAlertFrame_ShowAlert();
end
end
function AlertFrame_FixAnchors()
AchievementAlertFrame_FixAnchors();
DungeonCompletionAlertFrame_FixAnchors();
end
function AlertFrame_AnimateIn(frame)
frame:Show();
frame.animIn:Play();
frame.glow.animIn:Play();
frame.shine.animIn:Play();
frame.waitAndAnimOut:Stop(); --Just in case it's already animating out, but we want to reinstate it.
if ( frame:IsMouseOver() ) then
frame.waitAndAnimOut.animOut:SetStartDelay(1);
else
frame.waitAndAnimOut.animOut:SetStartDelay(4.05);
frame.waitAndAnimOut:Play();
end
end
function AlertFrame_StopOutAnimation(frame)
frame.waitAndAnimOut:Stop();
frame.waitAndAnimOut.animOut:SetStartDelay(1);
end
function AlertFrame_ResumeOutAnimation(frame)
frame.waitAndAnimOut:Play();
end
-- [[ DungeonCompletionAlertFrame ]] --
function DungeonCompletionAlertFrame_OnLoad (self)
self.glow = self.glowFrame.glow;
end
function DungeonCompletionAlertFrame_FixAnchors()
for i=MAX_ACHIEVEMENT_ALERTS, 1, -1 do
local frame = _G["AchievementAlertFrame"..i];
if ( frame and frame:IsShown() ) then
DungeonCompletionAlertFrame1:SetPoint("BOTTOM", frame, "TOP", 0, 10);
return;
end
end
for i=NUM_GROUP_LOOT_FRAMES, 1, -1 do
local frame = _G["GroupLootFrame"..i];
if ( frame and frame:IsShown() ) then
DungeonCompletionAlertFrame1:SetPoint("BOTTOM", frame, "TOP", 0, 10);
return;
end
end
DungeonCompletionAlertFrame1:SetPoint("BOTTOM", UIParent, "BOTTOM", 0, 128);
end
DUNGEON_COMPLETION_MAX_REWARDS = 1;
function DungeonCompletionAlertFrame_ShowAlert()
PlaySound("LFG_Rewards");
local frame = DungeonCompletionAlertFrame1;
--For now we only have 1 dungeon alert frame. If you're completing more than one dungeon within ~5 seconds, tough luck.
local name, typeID, textureFilename, moneyBase, moneyVar, experienceBase, experienceVar, numStrangers, numRewards= GetLFGCompletionReward();
--Set up the rewards
local moneyAmount = moneyBase + moneyVar * numStrangers;
local experienceGained = experienceBase + experienceVar * numStrangers;
local rewardsOffset = 0;
if ( moneyAmount > 0 or experienceGained > 0 ) then --hasMiscReward ) then
SetPortraitToTexture(DungeonCompletionAlertFrame1Reward1.texture, "Interface\\Icons\\inv_misc_coin_02");
DungeonCompletionAlertFrame1Reward1.rewardID = 0;
DungeonCompletionAlertFrame1Reward1:Show();
rewardsOffset = 1;
end
for i = 1, numRewards do
local frameID = (i + rewardsOffset);
local reward = _G["DungeonCompletionAlertFrame1Reward"..frameID];
if ( not reward ) then
reward = CreateFrame("FRAME", "DungeonCompletionAlertFrame1Reward"..frameID, DungeonCompletionAlertFrame1, "DungeonCompletionAlertFrameRewardTemplate");
reward:SetID(frameID);
DUNGEON_COMPLETION_MAX_REWARDS = frameID;
end
DungeonCompletionAlertFrameReward_SetReward(reward, i);
end
local usedButtons = numRewards + rewardsOffset;
--Hide the unused ones
for i = usedButtons + 1, DUNGEON_COMPLETION_MAX_REWARDS do
_G["DungeonCompletionAlertFrame1Reward"..i]:Hide();
end
if ( usedButtons > 0 ) then
--Set up positions
local spacing = 36;
DungeonCompletionAlertFrame1Reward1:SetPoint("TOP", DungeonCompletionAlertFrame1, "TOP", -spacing/2 * usedButtons + 41, 0);
for i = 2, usedButtons do
_G["DungeonCompletionAlertFrame1Reward"..i]:SetPoint("CENTER", "DungeonCompletionAlertFrame1Reward"..(i - 1), "CENTER", spacing, 0);
end
end
--Set up the text and icons.
frame.instanceName:SetText(name);
if ( typeID == TYPEID_HEROIC_DIFFICULTY ) then
frame.heroicIcon:Show();
frame.instanceName:SetPoint("TOP", 33, -44);
else
frame.heroicIcon:Hide();
frame.instanceName:SetPoint("TOP", 25, -44);
end
frame.dungeonTexture:SetTexture("Interface\\LFGFrame\\LFGIcon-"..textureFilename);
AlertFrame_AnimateIn(frame)
AlertFrame_FixAnchors();
end
function DungeonCompletionAlertFrameReward_SetReward(frame, index)
local texturePath, quantity = GetLFGCompletionRewardItem(index);
SetPortraitToTexture(frame.texture, texturePath);
frame.rewardID = index;
frame:Show();
end
function DungeonCompletionAlertFrameReward_OnEnter(self)
AlertFrame_StopOutAnimation(self:GetParent());
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
if ( self.rewardID == 0 ) then
GameTooltip:AddLine(YOU_RECEIVED);
local name, typeID, textureFilename, moneyBase, moneyVar, experienceBase, experienceVar, numStrangers, numRewards = GetLFGCompletionReward();
local moneyAmount = moneyBase + moneyVar * numStrangers;
local experienceGained = experienceBase + experienceVar * numStrangers;
if ( experienceGained > 0 ) then
GameTooltip:AddLine(string.format(GAIN_EXPERIENCE, experienceGained));
end
if ( moneyAmount > 0 ) then
SetTooltipMoney(GameTooltip, moneyAmount, nil);
end
else
GameTooltip:SetLFGCompletionReward(self.rewardID);
end
GameTooltip:Show();
end
function DungeonCompletionAlertFrameReward_OnLeave(frame)
AlertFrame_ResumeOutAnimation(frame:GetParent());
GameTooltip:Hide();
end
-- [[ AchievementAlertFrame ]] --
function AchievementAlertFrame_OnLoad (self)
self:RegisterForClicks("LeftButtonUp");
end
function AchievementAlertFrame_FixAnchors ()
-- Temporary (here's hoping) workaround so that achievement alerts are anchored to loot roll windows. Eventually we want one system to handle placement for both alerts.
if ( not AchievementAlertFrame1 ) then
-- We haven't displayed any achievement alerts yet, so there's nothing to reanchor (read: this got called by LootFrame.lua)
return;
end
for i=NUM_GROUP_LOOT_FRAMES, 1, -1 do
local frame = _G["GroupLootFrame"..i];
if ( frame and frame:IsShown() ) then
AchievementAlertFrame1:SetPoint("BOTTOM", frame, "TOP", 0, 10);
return;
end
end
AchievementAlertFrame1:SetPoint("BOTTOM", UIParent, "BOTTOM", 0, 128);
end
function AchievementAlertFrame_ShowAlert (achievementID)
local frame = AchievementAlertFrame_GetAlertFrame();
local _, name, points, completed, month, day, year, description, flags, icon = GetAchievementInfo(achievementID);
if ( not frame ) then
-- We ran out of frames! Bail!
return;
end
_G[frame:GetName() .. "Name"]:SetText(name);
local shield = _G[frame:GetName() .. "Shield"];
AchievementShield_SetPoints(points, shield.points, GameFontNormal, GameFontNormalSmall);
if ( points == 0 ) then
shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields-NoPoints]]);
else
shield.icon:SetTexture([[Interface\AchievementFrame\UI-Achievement-Shields]]);
end
_G[frame:GetName() .. "IconTexture"]:SetTexture(icon);
frame.id = achievementID;
AlertFrame_AnimateIn(frame);
AlertFrame_FixAnchors();
end
function AchievementAlertFrame_GetAlertFrame()
local name, frame, previousFrame;
for i=1, MAX_ACHIEVEMENT_ALERTS do
name = "AchievementAlertFrame"..i;
frame = _G[name];
if ( frame ) then
if ( not frame:IsShown() ) then
return frame;
end
else
frame = CreateFrame("Button", name, UIParent, "AchievementAlertFrameTemplate");
if ( not previousFrame ) then
frame:SetPoint("BOTTOM", UIParent, "BOTTOM", 0, 128);
else
frame:SetPoint("BOTTOM", previousFrame, "TOP", 0, -10);
end
return frame;
end
previousFrame = frame;
end
return nil;
end
function AchievementAlertFrame_OnClick (self)
local id = self.id;
if ( not id ) then
return;
end
CloseAllWindows();
ShowUIPanel(AchievementFrame);
local _, _, _, achCompleted = GetAchievementInfo(id);
if ( achCompleted and (ACHIEVEMENTUI_SELECTEDFILTER == AchievementFrameFilters[ACHIEVEMENT_FILTER_INCOMPLETE].func) ) then
AchievementFrame_SetFilter(ACHIEVEMENT_FILTER_ALL);
elseif ( (not achCompleted) and (ACHIEVEMENTUI_SELECTEDFILTER == AchievementFrameFilters[ACHIEVEMENT_FILTER_COMPLETE].func) ) then
AchievementFrame_SetFilter(ACHIEVEMENT_FILTER_ALL);
end
AchievementFrame_SelectAchievement(id)
end
function AchievementAlertFrame_OnHide (self)
AlertFrame_FixAnchors();
end