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FrameFaderMixin.lua
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245 lines (213 loc) · 7.66 KB
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---FrameFaderMixin: Reusable component for frame alpha fading (combat, hover, targeting states)
---Enables configurable alpha transitions based on gameplay context (in-combat, mouseover, target focus)
---@class FrameFaderMixin
FrameFaderMixin = {}
--- Initialize fader on a frame with settings and event listeners
---@param self any Frame to apply fader to (inherits mixin via CreateFromMixins)
---@param settings FaderSettings Configuration table with alpha/smoothing/state flags
function FrameFaderMixin:InitFader(settings)
if not settings then
return
end
self.faderSettings = {
enabled = settings.enabled == true,
minAlpha = math.max(0.05, math.min(1.0, tonumber(settings.minAlpha) or 0.45)),
maxAlpha = math.max(0.05, math.min(1.0, tonumber(settings.maxAlpha) or 1.0)),
smooth = math.max(0, math.min(1, tonumber(settings.smooth) or 0.2)),
combat = settings.combat ~= false,
hover = settings.hover ~= false,
playerTarget = settings.playerTarget ~= false,
actionTarget = settings.actionTarget == true,
unitTarget = settings.unitTarget == true,
casting = settings.casting == true,
}
-- Clamp min to max relationship
if self.faderSettings.minAlpha > self.faderSettings.maxAlpha then
self.faderSettings.minAlpha = self.faderSettings.maxAlpha
end
-- Initialize tracking state
self.__fadingTo = nil
self.__targetAlpha = self.faderSettings.maxAlpha
self.__isHovering = false
self.__isCasting = false
self.__inCombat = InCombatLockdown and InCombatLockdown() or false
-- Register combat and hover events
if not self:IsEventRegistered("PLAYER_REGEN_ENABLED") then
self:RegisterEvent("PLAYER_REGEN_ENABLED")
end
if not self:IsEventRegistered("PLAYER_REGEN_DISABLED") then
self:RegisterEvent("PLAYER_REGEN_DISABLED")
end
-- Register mouseover events if hover is enabled
if self.faderSettings.hover then
self:SetScript("OnEnter", function(frame)
frame.__isHovering = true
frame:UpdateFaderAlpha()
end)
self:SetScript("OnLeave", function(frame)
frame.__isHovering = false
frame:UpdateFaderAlpha()
end)
end
-- Initialize casting event listener if casting alpha is enabled
if self.faderSettings.casting and self.unit then
if not self:IsEventRegistered("UNIT_SPELLCAST_START") then
self:RegisterEvent("UNIT_SPELLCAST_START")
end
if not self:IsEventRegistered("UNIT_SPELLCAST_STOP") then
self:RegisterEvent("UNIT_SPELLCAST_STOP")
end
if not self:IsEventRegistered("UNIT_SPELLCAST_FAILED") then
self:RegisterEvent("UNIT_SPELLCAST_FAILED")
end
if not self:IsEventRegistered("UNIT_SPELLCAST_INTERRUPTED") then
self:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
end
end
-- Initialize target watching
self.__targetUnit = nil
self:UpdateFaderAlpha()
end
--- Calculate target alpha based on current state (combat, hover, target)
---@param self any Frame with fader settings
---@return number Target alpha value (0.0-1.0)
function FrameFaderMixin:CalculateTargetAlpha()
local settings = self.faderSettings
local inCombat = InCombatLockdown and InCombatLockdown() or false
-- Start with max alpha (fully visible)
local targetAlpha = settings.maxAlpha
-- Reduce to min alpha if conditions are met
local shouldFade = false
-- Combat state fade
if settings.combat and not inCombat then
shouldFade = true
end
-- Hover fade (reduce if NOT hovering)
if settings.hover and not self.__isHovering then
shouldFade = true
end
-- Player target fade
if settings.playerTarget and self.unit and UnitIsUnit(self.unit, "player") then
shouldFade = false -- Always show player frame
end
-- Unit target fade (show when unit is player's target)
if settings.unitTarget and self.unit and UnitIsUnit(self.unit, "target") then
shouldFade = false
end
-- Action target fade (show when unit has active casting/action)
if settings.actionTarget and self.unit and self.__isCasting then
shouldFade = false
end
if shouldFade then
targetAlpha = settings.minAlpha
end
return targetAlpha
end
--- Update frame alpha with smooth interpolation toward target
---@param self any Frame to update
function FrameFaderMixin:UpdateFaderAlpha()
if not self.faderSettings or not self.faderSettings.enabled then
return
end
local targetAlpha = self:CalculateTargetAlpha()
self.__targetAlpha = targetAlpha
if not self.__fadeAnimation then
local anim = self:CreateAnimationGroup()
self.__fadeAnimation = anim
end
local anim = self.__fadeAnimation
anim:Stop()
anim:Clear()
local startAlpha = self:GetAlpha()
local duration = self.faderSettings.smooth
if duration > 0 then
-- Smooth fade animation
local alpha = anim:CreateAnimation("Alpha")
alpha:SetFromAlpha(startAlpha)
alpha:SetToAlpha(targetAlpha)
alpha:SetDuration(duration)
anim:Play()
else
-- Immediate alpha change
self:SetAlpha(targetAlpha)
end
end
--- Handle event dispatch (combat, casting, etc)
---@param self any Frame receiving event
---@param event string Event name (PLAYER_REGEN_*, UNIT_SPELLCAST_*, etc)
---@param unit? string Unit ID for unit-specific events
function FrameFaderMixin:OnFaderEvent(event, unit)
if not self.faderSettings or not self.faderSettings.enabled then
return
end
if event == "PLAYER_REGEN_ENABLED" then
self.__inCombat = false
self:UpdateFaderAlpha()
elseif event == "PLAYER_REGEN_DISABLED" then
self.__inCombat = true
self:UpdateFaderAlpha()
elseif event == "UNIT_SPELLCAST_START" then
if unit and unit == self.unit then
self.__isCasting = true
self:UpdateFaderAlpha()
end
elseif event == "UNIT_SPELLCAST_STOP" or event == "UNIT_SPELLCAST_FAILED" or event == "UNIT_SPELLCAST_INTERRUPTED" then
if unit and unit == self.unit then
self.__isCasting = false
self:UpdateFaderAlpha()
end
end
end
--- Clear fader timers and reset alpha
---@param self any Frame to reset
function FrameFaderMixin:ResetFader()
if self.__fadeAnimation then
self.__fadeAnimation:Stop()
self.__fadeAnimation:Clear()
end
self:SetAlpha(1.0)
self.__fadingTo = nil
self.__targetAlpha = 1.0
self.__isHovering = false
self.__isCasting = false
self:UnregisterAllEvents()
end
--- Update fader settings (called when configuration changes)
---@param self any Frame with fader
---@param newSettings FaderSettings Updated settings table
function FrameFaderMixin:UpdateFaderSettings(newSettings)
if not newSettings then
return
end
self.faderSettings = {
enabled = newSettings.enabled == true,
minAlpha = math.max(0.05, math.min(1.0, tonumber(newSettings.minAlpha) or 0.45)),
maxAlpha = math.max(0.05, math.min(1.0, tonumber(newSettings.maxAlpha) or 1.0)),
smooth = math.max(0, math.min(1, tonumber(newSettings.smooth) or 0.2)),
combat = newSettings.combat ~= false,
hover = newSettings.hover ~= false,
playerTarget = newSettings.playerTarget ~= false,
actionTarget = newSettings.actionTarget == true,
unitTarget = newSettings.unitTarget == true,
casting = newSettings.casting == true,
}
if self.faderSettings.minAlpha > self.faderSettings.maxAlpha then
self.faderSettings.minAlpha = self.faderSettings.maxAlpha
end
if self.faderSettings.enabled then
self:UpdateFaderAlpha()
else
self:ResetFader()
end
end
---@type FaderSettings
---@field enabled boolean Enable/disable fader
---@field minAlpha number Minimum alpha (0.05-1.0, default 0.45)
---@field maxAlpha number Maximum alpha (0.05-1.0, default 1.0)
---@field smooth number Fade duration in seconds (0-1, default 0.2)
---@field combat boolean Fade when out of combat (default true)
---@field hover boolean Fade when not hovering (default true)
---@field playerTarget boolean Always show player frame (default true)
---@field actionTarget boolean Show when casting (default false)
---@field unitTarget boolean Show when unit is target (default false)
---@field casting boolean Fade based on casting state (default false)