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Core.lua
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local folderName, Addon = ...
---------------
-- LIBRARIES --
---------------
local LibCamera = LibStub("LibCamera-1.0")
local LibEasing = LibStub("LibEasing-1.0")
local LibHideUI = LibStub("LibHideUI-1.0")
local L = LibStub("AceLocale-3.0"):GetLocale("DynamicCam")
-------------
-- GLOBALS --
-------------
DynamicCam = LibStub("AceAddon-3.0"):NewAddon(folderName, "AceConsole-3.0", "AceEvent-3.0", "AceTimer-3.0")
-- Needed by CameraOverShoulderFix to know if a zoom easing is in progress.
DynamicCam.LibCamera = LibCamera
DynamicCam.currentSituationID = nil
-- For other Addons (like Narcissus) to temporarily disable
-- "Adjust Shoulder offset according to zoom level" without
-- having to change the user's permanent DynamicCam profile.
-- We also disable the ShoulderOffsetEasingFunction completely
-- because it will always restore the DynamicCam shoulder offset
-- value (regardless of zoom level).
DynamicCam.shoulderOffsetZoomTmpDisable = false
function DynamicCam:BlockShoulderOffsetZoom()
self.shoulderOffsetZoomTmpDisable = true
end
function DynamicCam:AllowShoulderOffsetZoom()
self.shoulderOffsetZoomTmpDisable = false
end
-- This flag is to activate the shoulderOffsetEasingFrame (see below).
-- Furthermore, the info may be needed by CameraOverShoulderFix, such that it does not interfere.
DynamicCam.easeShoulderOffsetInProgress = false
-- To allow zooming during shoulder offset easing, we must store the current
-- shoulder offset in a global variable that is changed by the easing process
-- and taken into account by the zoom functions.
-- This is also needed by CameraOverShoulderFix because when mounted, the compensation
-- factor depends on whether the shoulder offset is positive or negative.
DynamicCam.currentShoulderOffset = 0
DynamicCam.conditionExecutionCache = {}
-- When the users sets ActionCam features that are prevented by Motion Sickness settings,
-- we temporarily disable these Motion Sicknes settings. But we restore them when no
-- affected ActionCam features are used any more.
DynamicCam.userCameraKeepCharacterCentered = DynamicCam.userCameraKeepCharacterCentered or GetCVar("CameraKeepCharacterCentered")
DynamicCam.userCameraReduceUnexpectedMovement = DynamicCam.userCameraReduceUnexpectedMovement or GetCVar("CameraReduceUnexpectedMovement")
-- When SetView() happens, the zoom level of the new view is
-- returned instantaneously by GetCameraZoom().
-- If "Adjust Shoulder offset according to zoom level" is activated,
-- this may lead to a shoulder offset skip. Thus we have to make
-- a virtual zoom ease for the duration of the view change on this variable (see SituationManager.lua):
DynamicCam.virtualCameraZoom = nil
-- To evaluate situations one frame after an event is triggered
-- (see EventHandler() and ShoulderOffsetEasingFunction()).
DynamicCam.evaluateSituationsNextFrame = false
-- We use this to suppress situation entering easing at login!
DynamicCam.enteredSituationAtLogin = false
------------
-- LOCALS --
------------
local function Round(num, numDecimalPlaces)
local mult = 10^(numDecimalPlaces or 0)
return math.floor(num * mult + 0.5) / mult
end
-- Forward declaration.
local UpdateCurrentShoulderOffset
local SetCorrectedShoulderOffset
-- Use this variable to get the duration of the last frame.
-- This is more accurate than the game framerate, which is the average over several recent frames.
-- (Needed in SituationManager.lua and MouseZoom.lua.)
DynamicCam.secondsPerFrame = 1.0 / GetFramerate()
local secondsPerFrame = DynamicCam.secondsPerFrame -- For performance.
-- Always evaluate to be on the safe side.
-- Because some situations (like taking off on a mount) cannot be associated with an event.
local alwaysEvaluateDelay = 1
local alwaysEvaluateTimer = alwaysEvaluateDelay
local function ConstantlyRunningFrameFunction(_, elapsed)
-- Also using this frame's OnUpdate to log secondsPerFrame.
secondsPerFrame = elapsed
alwaysEvaluateTimer = alwaysEvaluateTimer - elapsed
-- Using this frame to evaluate situations one frame after an event
-- is triggered (see EventHandler()). This way we are never too early.
if DynamicCam.evaluateSituationsNextFrame or alwaysEvaluateTimer < 0 then
DynamicCam.evaluateSituationsNextFrame = false
alwaysEvaluateTimer = alwaysEvaluateDelay
DynamicCam:EvaluateSituations()
end
end
local constantlyRunningFrame = CreateFrame("Frame")
-- This frame continuously applies the new shoulder offset while easing of zoom or shoulder offset is in progress.
-- The easing functions just modify the zoom or currentShoulderOffset which are taken
-- into account here.
local function ShoulderOffsetEasingFunction(self, elapsed)
if DynamicCam.shoulderOffsetZoomTmpDisable then return end
-- If reactive zoom is used, we know when a zoom is happening so we can skip whenever there is no zoom
-- and not shoulder offset easing taking place. If reactive zoom is not used, we always have to run.
if DynamicCam:ReactiveZoomIsOn() and not LibCamera:IsZooming() and not DynamicCam.easeShoulderOffsetInProgress then return end
-- When we are going into a view, the zoom level of the new view is returned
-- by GetCameraZoom() immediately. Hence, we have to simulate a "virtual"
-- camera zoom easing for the duration of the view change (see SituationManager.lua).
local cameraZoom
if DynamicCam.virtualCameraZoom ~= nil then
cameraZoom = DynamicCam.virtualCameraZoom
else
cameraZoom = GetCameraZoom()
end
SetCorrectedShoulderOffset(cameraZoom)
end
local shoulderOffsetEasingFrame = CreateFrame("Frame")
function DynamicCam:DC_SetCVar(cvar, setting)
if cvar == "test_cameraOverShoulder" then
-- print("test_cameraOverShoulder", setting)
UpdateCurrentShoulderOffset(setting)
if not LibCamera:IsZooming() and not DynamicCam.easeShoulderOffsetInProgress then
SetCorrectedShoulderOffset(GetCameraZoom())
end
-- don't apply cvars if they're already set to the new value
elseif GetCVar(cvar) ~= tostring(setting) then
-- print(cvar, setting)
SetCVar(cvar, setting)
end
end
----------------------
-- SHOULDER OFFSET --
----------------------
-- For zoom levels smaller than finishDecrease, we already want a shoulder offset of 0.
-- For zoom levels greater than startDecrease, we want the user set shoulder offset.
-- For zoom levels in between, we want a gradual transition between the two above.
-- We also need access to this function for CameraOverShoulderFix.
function DynamicCam:GetShoulderOffsetZoomFactor(zoomLevel)
-- print("GetShoulderOffsetZoomFactor(" .. zoomLevel .. ")")
if not self:GetSettingsValue(self.currentSituationID, "shoulderOffsetZoomEnabled") or self.shoulderOffsetZoomTmpDisable then
return 1
end
local startDecrease = self:GetSettingsValue(self.currentSituationID, "shoulderOffsetZoomUpperBound")
local finishDecrease = self:GetSettingsValue(self.currentSituationID, "shoulderOffsetZoomLowerBound")
local zoomFactor = 1
if zoomLevel < finishDecrease then
zoomFactor = 0
elseif zoomLevel < startDecrease then
zoomFactor = (zoomLevel-finishDecrease) / (startDecrease-finishDecrease)
end
-- print("zoomFactor:", zoomFactor)
return zoomFactor
end
-- Forward declaration above...
SetCorrectedShoulderOffset = function(cameraZoom)
local correctedShoulderOffset = DynamicCam.currentShoulderOffset * DynamicCam:GetShoulderOffsetZoomFactor(cameraZoom)
if cosFix then
if not cosFix.currentModelFactor then
cosFix.currentModelFactor = cosFix:CorrectShoulderOffset()
end
correctedShoulderOffset = correctedShoulderOffset * cosFix.currentModelFactor
end
correctedShoulderOffset = Round(correctedShoulderOffset, 10)
if tonumber(GetCVar("test_cameraOverShoulder")) ~= correctedShoulderOffset then
-- print("SetCVar test_cameraOverShoulder", correctedShoulderOffset)
SetCVar("test_cameraOverShoulder", correctedShoulderOffset)
end
end
-- Forward declaration above...
UpdateCurrentShoulderOffset = function(offset)
-- print("UpdateCurrentShoulderOffset", offset)
-- If offset changes sign while mounted, CameraOverShoulderFix needs to update currentModelFactor!
if cosFix and IsMounted() then
if (DynamicCam.currentShoulderOffset < 0 and offset >= 0)
or (DynamicCam.currentShoulderOffset >= 0 and offset < 0) then
cosFix.currentModelFactor = cosFix:CorrectShoulderOffset()
end
end
DynamicCam.currentShoulderOffset = offset
end
local easeShoulderOffsetHandle
local function StopEasingShoulderOffset()
DynamicCam.easeShoulderOffsetInProgress = false
if easeShoulderOffsetHandle then
LibEasing:StopEasing(easeShoulderOffsetHandle)
easeShoulderOffsetHandle = nil
end
end
function DynamicCam:EaseShoulderOffset(newValue, duration, easingFunc, callback)
-- print("EaseShoulderOffset", DynamicCam.currentShoulderOffset, "->", newValue, duration)
StopEasingShoulderOffset()
-- When the duration is 0, the easeShoulderOffsetInProgress = false callback will
-- be called before shoulderOffsetEasingFrame can set the new value. So we do it here!
-- A return below will happen, because UpdateCurrentShoulderOffset sets currentShoulderOffset = newValue.
if duration == 0 then
UpdateCurrentShoulderOffset(newValue)
SetCorrectedShoulderOffset(GetCameraZoom())
end
if DynamicCam.currentShoulderOffset == newValue then
if callback then
return callback()
else
return
end
end
-- Store that we are currently easing, such that CameraOverShoulderFix does not
-- change the shoulder offset prematurely. It then only sets currentModelFactor
-- to the new value while the easing is going on.
DynamicCam.easeShoulderOffsetInProgress = true
easeShoulderOffsetHandle = LibEasing:Ease(
UpdateCurrentShoulderOffset,
DynamicCam.currentShoulderOffset,
newValue,
duration,
easingFunc,
function()
DynamicCam.easeShoulderOffsetInProgress = false
if callback then
callback()
end
end
)
end
-------------
-- FADE UI --
-------------
-- We Show() this frame, whenever we are hiding the UI.
-- Inserting it into UISpecialFrames leads to the frame being hidden when
-- the user presses ESCAPE. So we can use the frame's OnHide script to
-- bring the UI back.
local fadeUIEscapeHandlerFrame = CreateFrame("Frame", "DynamicCamfadeUIEscapeHandlerFrame")
tinsert(UISpecialFrames, fadeUIEscapeHandlerFrame:GetName())
fadeUIEscapeHandlerFrame:SetScript("OnHide", function(self)
-- print("Hiding FadeUIEscapeHandler")
if not DynamicCam.db.profile.situations[DynamicCam.currentSituationID].hideUI.emergencyShowEscEnabled then return end
-- We do not even have to Show() UIParent here, because whenever
-- UIParent is hidden the first press of ESCAPE will bring
-- UIParent back. Only a second ESCAPE press would then hide
-- all shown UISpecialFrames. That's why we are always hiding
-- fadeUIEscapeHandlerFrame after UIParent's OnHide handler.
-- (see below).
-- Use this as default.
local fadeInTime = 0.5
-- Check if we are currently in a situation with fadeInTime.
local curSituation = DynamicCam.db.profile.situations[DynamicCam.currentSituationID]
if curSituation and curSituation.hideUI.enabled then
fadeInTime = curSituation.hideUI.fadeInTime
end
DynamicCam:FadeInUI(fadeInTime)
end)
-- For debugging.
-- fadeUIEscapeHandlerFrame:SetScript("OnShow", function() print("Showing FadeUIEscapeHandler") end)
-- Whenever UIParent is hidden, the first ESCAPE press brings UIParent back.
-- A second ESCAPE press would be needed to hide UISpecialFrames.
-- So we already hide fadeUIEscapeHandlerFrame with the first ESCAPE press.
UIParent:HookScript("OnShow", function()
if fadeUIEscapeHandlerFrame:IsShown() then
fadeUIEscapeHandlerFrame:Hide()
end
end)
-- To hide fadeUIEscapeHandlerFrame without triggering its OnHide script.
local function UIEscapeHandlerDisable()
if fadeUIEscapeHandlerFrame:IsShown() then
local onHide = fadeUIEscapeHandlerFrame:GetScript("OnHide")
fadeUIEscapeHandlerFrame:SetScript("OnHide", nil)
fadeUIEscapeHandlerFrame:Hide()
fadeUIEscapeHandlerFrame:SetScript("OnHide", onHide)
end
end
-- When the UI is loaded fadeUIEscapeHandlerFrame is shown, so we hide it.
UIEscapeHandlerDisable()
-- To prevent unintended showing of UIParent, we set this flag whenever we have hidden it.
local uiParentHidden = false
local enterCombatFrame = CreateFrame("Frame")
enterCombatFrame:RegisterEvent("PLAYER_REGEN_DISABLED")
enterCombatFrame:SetScript("OnEvent", function()
-- print("enterCombatFrame")
-- If entering combat while UIParent is hidden,
-- we have to show it here again, because it is not allowed during combat.
-- To avoid that the UI is also faded in again, we have to
-- temporarily disable our UIEscapeHandler while showing UIParent.
if not UIParent:IsShown() then
local fadeUIEscapeHandlerShown = fadeUIEscapeHandlerFrame:IsShown()
if fadeUIEscapeHandlerShown then UIEscapeHandlerDisable() end
uiParentHidden = false
UIParent:Show()
if fadeUIEscapeHandlerShown then fadeUIEscapeHandlerFrame:Show() end
end
-- If entering combat while frames are faded to 0 *and hidden*,
-- we have to show the hidden frames again, because Show() is
-- not allowed for protected frames during combat.
if ludius_UiHideModule.uiHiddenTime ~= 0 then
Addon.ShowUI(0, true)
end
end)
-- If the user leaves combat while still in a situation with hidden UI,
-- we hide it again everything again.
local leaveCombatFrame = CreateFrame("Frame")
leaveCombatFrame:RegisterEvent("PLAYER_REGEN_ENABLED")
leaveCombatFrame:SetScript("OnEvent", function()
-- print("leaveCombatFrame")
-- But not, if the user has pressed ESC in between.
if fadeUIEscapeHandlerFrame:IsShown() then
-- Check if we are currently in a situation with hideUI settings.
local curSituation = DynamicCam.db.profile.situations[DynamicCam.currentSituationID]
if curSituation and curSituation.hideUI.enabled then
DynamicCam:FadeOutUI(0, curSituation.hideUI)
end
end
end)
-- To prevent UIParent from being shown when a situation change coincides with a cinematic start.
-- CINEMATIC_START and CINEMATIC_STOP are just for in-game cinematics.
-- For pre-rendered cinematics, there is unfortunately no stop event.
-- CinematicFrame:IsShown() also does not work for pre-rendered cinematics.
-- So we go with just taking the elapsed time since the last PLAY_MOVIE.
local ingameCinematicRunning = false
local lastPlayMovie = GetTime()
local cinematicTrackingFrame = CreateFrame("Frame")
cinematicTrackingFrame:RegisterEvent("CINEMATIC_START")
cinematicTrackingFrame:RegisterEvent("CINEMATIC_STOP")
cinematicTrackingFrame:RegisterEvent("PLAY_MOVIE")
cinematicTrackingFrame:SetScript("OnEvent", function(_, event)
if event == "CINEMATIC_START" then
ingameCinematicRunning = true
elseif event == "CINEMATIC_STOP" then
ingameCinematicRunning = false
else
lastPlayMovie = GetTime()
end
end)
-- To prevent other addons (Immersion, I'm looking in your direction) from
-- fading-in UIParent while DynamicCam has hidden it.
hooksecurefunc(UIParent, "SetAlpha", function(self, alpha)
-- print("UIParent SetAlpha", alpha, UIParent.ludius_intendedUIParentAlpha)
if UIParent.ludius_intendedUIParentAlpha ~= nil and UIParent.ludius_intendedUIParentAlpha ~= alpha then
-- print("no")
UIParent:SetAlpha(UIParent.ludius_intendedUIParentAlpha)
-- else
-- print("ok")
end
end)
-- WoW's UIFrameFade(), UIFrameFadeOut() and UIFrameFadeIn() cause errors in combat lockdown when used with UIParent.
-- Hence, we need our own function.
local easeUIParentAlphaHandle
local function EaseUIParentAlpha(endValue, duration, callback)
if easeUIParentAlphaHandle then
LibEasing:StopEasing(easeUIParentAlphaHandle)
easeUIParentAlphaHandle = nil
end
if UIParent:GetAlpha() ~= endValue then
easeUIParentAlphaHandle = LibEasing:Ease(
function(alpha)
if alpha == 1 then
UIParent.ludius_intendedUIParentAlpha = nil
else
UIParent.ludius_intendedUIParentAlpha = alpha
end
UIParent:SetAlpha(alpha)
end,
UIParent:GetAlpha(),
endValue,
duration,
LibEasing.Linear,
callback
)
else
if callback then callback() end
end
end
function DynamicCam:FadeOutUI(fadeOutTime, settings)
-- print("FadeOutUI", fadeOutTime, GetTime())
-- If we are starting to fade-out while a fade-in was still in progress,
-- we are not updating ludius_alphaBeforeFadeOut.
-- Because ludius_alphaBeforeFadeOut is only set to nil after a fade-in is complete.
if UIParent.ludius_alphaBeforeFadeOut == nil then
-- If fading of another source (e.g. Immersion) is in progress.
if fadeOutTime > 0 and UIParent.fadeInfo and UIParent.fadeInfo.fadeTimer ~= nil and UIParent.fadeInfo.timeToFade ~= nil and tonumber(UIParent.fadeInfo.fadeTimer) < tonumber(UIParent.fadeInfo.timeToFade) then
-- When fading out we take the maximum alpha of the other fade as our alpha before fade out.
UIParent.ludius_alphaBeforeFadeOut = math.max(UIParent.fadeInfo.startAlpha, UIParent.fadeInfo.endAlpha)
-- Stop the other fade progress.
-- (We do not want to use the UIFrameFade(), UIFrameFadeOut() and UIFrameFadeIn()
-- which we have seen to cause errors in combat lockdown when used with UIParent.)
UIParent.fadeInfo.startAlpha = UIParent:GetAlpha()
UIParent.fadeInfo.endAlpha = UIParent:GetAlpha()
UIParent.fadeInfo.timeToFade = -1
else
UIParent.ludius_alphaBeforeFadeOut = UIParent:GetAlpha()
end
-- print("Remembering", UIParent.ludius_alphaBeforeFadeOut)
end
EaseUIParentAlpha(settings.hideEntireUI and 0 or settings.fadeOpacity, fadeOutTime)
if settings.hideEntireUI then
-- The frame rate indicator is the only frame that is independent of UIParent.
-- So we can keep or hide it even when UIParent is hidden.
Addon.HideUI(fadeOutTime, {hideFrameRate = not settings.keepFrameRate, UIParentAlpha = 0})
if self.hideEntireUITimer then LibStub("AceTimer-3.0"):CancelTimer(self.hideEntireUITimer) end
self.hideEntireUITimer = LibStub("AceTimer-3.0"):ScheduleTimer(
function()
if not InCombatLockdown() then
UIParent:Hide()
uiParentHidden = true
end
end,
fadeOutTime
)
else
local config = {
UIParentAlpha = settings.fadeOpacity,
hideFrameRate = not settings.keepFrameRate,
keepAlertFrames = settings.keepAlertFrames,
keepTooltip = settings.keepTooltip,
keepMinimap = settings.keepMinimap,
keepChatFrame = settings.keepChatFrame,
keepPartyRaidFrame = settings.keepPartyRaidFrame,
keepTrackingBar = settings.keepTrackingBar,
-- This only has an effect when keepTrackingBar is true.
-- (For now we are not allowing DynamicCam users to partially fade out single frames.
-- That's just for "Immersion ExtraFade".)
trackingBarAlpha = 1,
keepEncounterBar = settings.keepEncounterBar,
keepCustomFrames = settings.keepCustomFrames,
customFramesToKeep = settings.customFramesToKeep,
}
-- Use the UiHideModule to keep configured frames and properly hide the others.
Addon.HideUI(fadeOutTime, config)
end
if settings.emergencyShowEscEnabled then
fadeUIEscapeHandlerFrame:Show()
end
end
function DynamicCam:FadeInUI(fadeInTime)
-- print("FadeInUI", fadeInTime, GetTime())
if self.hideEntireUITimer then LibStub("AceTimer-3.0"):CancelTimer(self.hideEntireUITimer) end
-- Actually allow the last PLAY_MOVIE to be at most 2 seconds ago. You never know...
if not UIParent:IsShown() and uiParentHidden and not ingameCinematicRunning and lastPlayMovie + 2 < GetTime() then
uiParentHidden = false
UIParent:Show()
end
-- If fading of another source (e.g. Immersion) is in progress, stop it.
if fadeInTime > 0 and UIParent.fadeInfo and UIParent.fadeInfo.fadeTimer ~= nil and UIParent.fadeInfo.timeToFade ~= nil and tonumber(UIParent.fadeInfo.fadeTimer) < tonumber(UIParent.fadeInfo.timeToFade) then
UIParent.fadeInfo.startAlpha = UIParent:GetAlpha()
UIParent.fadeInfo.endAlpha = UIParent:GetAlpha()
UIParent.fadeInfo.timeToFade = -1
end
if UIParent.ludius_alphaBeforeFadeOut then
UIEscapeHandlerDisable()
local function FadeInCallback()
-- print("Fade in finished")
UIParent.ludius_alphaBeforeFadeOut = nil
UIParent.ludius_intendedUIParentAlpha = nil
end
-- print("UIParent.ludius_alphaBeforeFadeOut", UIParent.ludius_alphaBeforeFadeOut)
EaseUIParentAlpha(UIParent.ludius_alphaBeforeFadeOut, fadeInTime, FadeInCallback)
Addon.ShowUI(fadeInTime, false)
end
end
----------
-- CORE --
----------
local started = false
function DynamicCam:OnInitialize()
-- setup db
self:InitDatabase()
self:RefreshConfig()
-- setup chat commands
self:RegisterChatCommand("dynamiccam", "OpenMenu")
self:RegisterChatCommand("dc", "OpenMenu")
self:RegisterChatCommand("saveview", "SaveViewSlash")
self:RegisterChatCommand("sv", "SaveViewSlash")
self:RegisterChatCommand("setView", "SetViewSlash")
self:RegisterChatCommand("zoominfo", "ZoomInfoSlash")
self:RegisterChatCommand("zi", "ZoomInfoSlash")
self:RegisterChatCommand("zoom", "ZoomSlash")
self:RegisterChatCommand("pitch", "PitchSlash")
self:RegisterChatCommand("yaw", "YawSlash")
self:RegisterChatCommand("hideUI", "HideUISlash")
self:RegisterChatCommand("showUI", "ShowUISlash")
-- Disable the ActionCam warning message.
UIParent:UnregisterEvent("EXPERIMENTAL_CVAR_CONFIRMATION_NEEDED")
end
function DynamicCam:OnEnable()
self:Startup()
end
function DynamicCam:OnDisable()
self:Shutdown()
end
function DynamicCam:Startup()
-- If there is a bug in the options, don't start.
if not DynamicCam.GetSettingsValue then
return self:Shutdown()
end
if started then return end
self.enteredSituationAtLogin = false
-- initial evaluate needs to be delayed because the camera doesn't like changing cvars on startup
self:ScheduleTimer("ApplySettings", 0.1)
self:ScheduleTimer("EvaluateSituations", 0.2)
self:ScheduleTimer("RegisterEvents", 0.3)
-- turn on reactive zoom if it's enabled
if self:GetSettingsValue(self.currentSituationID, "reactiveZoomEnabled") then
self:ReactiveZoomOn()
else
-- Must call this to prehook NonReactiveZoomIn/Out.
self:ReactiveZoomOff()
end
if tonumber(GetCVar("CameraKeepCharacterCentered")) == 1 then
if tonumber(GetCVar("test_cameraOverShoulder")) ~= 0 then
print("|cFFFF0000" .. L["While you are using horizontal camera offset, DynamicCam prevents CameraKeepCharacterCentered!"] .. "|r")
SetCVar("CameraKeepCharacterCentered", false, "DynamicCam")
elseif tonumber(GetCVar("test_cameraDynamicPitch")) == 1 then
print("|cFFFF0000" .. L["While you are using vertical camera pitch, DynamicCam prevents CameraKeepCharacterCentered!"] .. "|r")
SetCVar("CameraKeepCharacterCentered", false, "DynamicCam")
end
end
-- As off 11.0.2 this is also needed for shoulder offset to take effect.
if tonumber(GetCVar("CameraReduceUnexpectedMovement")) == 1 then
if tonumber(GetCVar("test_cameraOverShoulder")) ~= 0 then
print("|cFFFF0000" .. L["While you are using horizontal camera offset, DynamicCam prevents CameraReduceUnexpectedMovement!"] .. "|r")
SetCVar("CameraReduceUnexpectedMovement", false, "DynamicCam")
end
end
-- https://github.com/Mpstark/DynamicCam/issues/40
local validValuesCameraView = {[1] = true, [2] = true, [3] = true, [4] = true, [5] = true,}
if not validValuesCameraView[tonumber(GetCVar("cameraView"))] then
-- print("cameraView =", GetCVar("cameraView"), "prevented by DynamicCam!")
SetCVar("cameraView", GetCVarDefault("cameraView"))
end
self:SettingsPanelSetIgnoreParentAlpha(DynamicCam.db.profile.settingsPanelIgnoreParentAlpha)
hooksecurefunc(
LibStub("AceGUI-3.0"),
"Create",
function(_, widgetType)
if widgetType == "Dropdown-Pullout" then
DynamicCam:SettingsPanelSetIgnoreParentAlpha(DynamicCam.db.profile.settingsPanelIgnoreParentAlpha)
end
end
)
-- A frame to determine the current player model.
if DynamicCam.db.profile.reactiveZoomEnhancedMinZoom then
DynamicCam.modelFrame = CreateFrame("PlayerModel")
end
constantlyRunningFrame:SetScript("OnUpdate", ConstantlyRunningFrameFunction)
shoulderOffsetEasingFrame:SetScript("OnUpdate", ShoulderOffsetEasingFunction)
started = true
-- -- For coding
-- C_Timer.After(0, function()
-- self:OpenMenu()
-- LibStub("AceConfigDialog-3.0"):SelectGroup("DynamicCam", "situationSettingsTab", "situationActions")
-- -- LibStub("AceConfigDialog-3.0"):SelectGroup("DynamicCam", "situationSettingsTab", "export")
-- -- LibStub("AceConfigDialog-3.0"):SelectGroup("DynamicCam", "standardSettingsTab")
-- end)
-- C_Timer.After(3, function()
-- if BugSack then
-- BugSack:OpenSack()
-- BugSackFrame:SetIgnoreParentAlpha(true)
-- BugSackFrame:Hide()
-- end
-- end)
end
function DynamicCam:Shutdown()
if not started then return end
-- exit the current situation if in one
if self.currentSituationID then
self:ChangeSituation(self.currentSituationID, nil)
end
self.events = {}
self:UnregisterAllEvents()
self:UnregisterAllMessages()
self:ApplySettings()
self:ReactiveZoomOff()
constantlyRunningFrame:SetScript("OnUpdate", nil)
shoulderOffsetEasingFrame:SetScript("OnUpdate", nil)
started = false
end
-- function DynamicCam:DebugPrint(...)
-- if self.db.profile.debugMode then
-- self:Print(...)
-- end
-- end
-------------
-- UTILITY --
-------------
function DynamicCam:ApplySettings(noShoulderOffsetChange)
-- print("ApplySettings", self.currentSituationID, noShoulderOffsetChange)
local curSituation = self.db.profile.situations[self.currentSituationID]
-- Set the cvars (standard or situation).
for cvar, value in pairs(self.db.profile.standardSettings.cvars) do
if curSituation and curSituation.situationSettings.cvars[cvar] then
value = curSituation.situationSettings.cvars[cvar]
end
-- ApplySettings() is called in ChangeSituation().
-- But when exiting a situation, we want to ease-restore the shoulderOffset
-- instead of setting it instantaneously here.
if cvar ~= "test_cameraOverShoulder" or not noShoulderOffsetChange then
self:DC_SetCVar(cvar, value)
end
end
-- Set reactive zoom.
if self:GetSettingsValue(self.currentSituationID, "reactiveZoomEnabled") then
self:ReactiveZoomOn()
else
self:ReactiveZoomOff()
end
if not LibCamera:IsZooming() then
-- This is necessary to see effects of changing the maximum camera distance, without having to manually zoom.
self:ZoomSlash(GetCameraZoom() .. " " .. 0)
end
-- print("Finished ApplySettings", newSituationID, GetTime())
end
--------------
-- DATABASE --
--------------
function DynamicCam:InitDatabase()
self.db = LibStub("AceDB-3.0"):New("DynamicCamDB", self.defaults, true)
self.db.RegisterCallback(self, "OnProfileChanged", "RefreshConfig")
self.db.RegisterCallback(self, "OnProfileCopied", "RefreshConfig")
self.db.RegisterCallback(self, "OnProfileReset", "RefreshConfig")
self.db.RegisterCallback(self, "OnDatabaseShutdown", "Shutdown")
if DynamicCamDB.profiles then
-- reset db if we've got a really old version
for profileName, profile in pairs(DynamicCamDB.profiles) do
if profile.defaultCvars and profile.defaultCvars["cameraovershoulder"] then
self:Print("Detected very old profile versions, resetting DB, sorry about that!")
self.db:ResetDB()
end
end
local profilesModernized = false
-- modernize each profile
for profileName, profile in pairs(DynamicCamDB.profiles) do
local modernized = self:ModernizeProfile(profile)
profilesModernized = profilesModernized or modernized
end
-- Setting the profile cleans up the storage.
-- I.e. defaults are not explicitly stored.
if profilesModernized then
local currentProfile = self.db:GetCurrentProfile()
for profileName, profile in pairs(DynamicCamDB.profiles) do
self.db:SetProfile(profileName)
end
self.db:SetProfile(currentProfile)
end
end
end
-- (oldValues and oldValues.enabled) or oldDefaults.enabled
-- does not work when "oldValues.enabled" is "false".
-- Hence, we have to make our own function here.
local function OldValueOrDefault(oldValues, oldDefaults, key)
if oldValues and oldValues[key] ~= nil then
return oldValues[key]
else
return oldDefaults[key]
end
end
-- 1 : some early DC version
-- 2 : DC pre-2.0
-- 3 : DC post-2.0
-- 4 : New mounted situation IDs.
function DynamicCam:ModernizeProfile(p)
-- If there is no version number, it is most probably a newly created one!
if not p.version then
p.version = 4
return false
end
if p.version == 1 then
if p.defaultCvars and p.defaultCvars["test_cameraLockedTargetFocusing"] ~= nil then
p.defaultCvars["test_cameraLockedTargetFocusing"] = nil
end
-- modernize each situation
if p.situations then
for k, v in pairs(p.situations) do
self:ModernizeSituation(v, k, p.version)
end
end
p.version = 2
end
-- Upgrade to DynamicCam 2.0
if p.version == 2 then
-- Not changing:
-- p.zoomRestoreSetting
-- These existed before. But as the user is currently not supposed to change the values, we do not set them (i.e. they assume the default).
-- p.standardSettings.easingZoom
-- p.standardSettings.easingYaw
-- p.standardSettings.easingPitch
-- p.standardSettings.reactiveZoomEasingFunc
-- Newly introduced setting also assumes default.
-- p.settingsPanelIgnoreParentAlpha
p.standardSettings = {cvars = {},}
local oldValues = p.reactiveZoom
local oldDefaults = DynamicCam.oldDefaults.reactiveZoom
p.standardSettings.reactiveZoomEnabled = OldValueOrDefault(oldValues, oldDefaults, "enabled")
p.standardSettings.reactiveZoomAddIncrementsAlways = OldValueOrDefault(oldValues, oldDefaults, "addIncrementsAlways")
p.standardSettings.reactiveZoomAddIncrements = OldValueOrDefault(oldValues, oldDefaults, "addIncrements")
p.standardSettings.reactiveZoomIncAddDifference = OldValueOrDefault(oldValues, oldDefaults, "incAddDifference")
p.standardSettings.reactiveZoomMaxZoomTime = OldValueOrDefault(oldValues, oldDefaults, "maxZoomTime")
local oldValues = p.shoulderOffsetZoom
local oldDefaults = DynamicCam.oldDefaults.shoulderOffsetZoom
p.standardSettings.shoulderOffsetZoomEnabled = OldValueOrDefault(oldValues, oldDefaults, "enabled")
p.standardSettings.shoulderOffsetZoomLowerBound = OldValueOrDefault(oldValues, oldDefaults, "lowerBound")
p.standardSettings.shoulderOffsetZoomUpperBound = OldValueOrDefault(oldValues, oldDefaults, "upperBound")
local oldValues = p.defaultCvars
local oldDefaults = DynamicCam.oldDefaults.defaultCvars
for cvarName, _ in pairs(oldDefaults) do
p.standardSettings.cvars[cvarName] = OldValueOrDefault(oldValues, oldDefaults, cvarName)
end
-- If we did not import anything...
if next(p.standardSettings.cvars) == nil then p.standardSettings.cvars = nil end
if next(p.standardSettings) == nil then p.standardSettings = nil end
-- Deep compare of two tables in Lua is not trivial.
-- So we just delete all old settings manually here.
p.enabled = nil
p.advanced = nil
p.debugMode = nil
p.actionCam = nil
p.easingZoom = nil
p.easingYaw = nil
p.easingPitch = nil
p.reactiveZoom = nil
p.shoulderOffsetZoom = nil
p.defaultCvars = nil
-- modernize each situation
if p.situations then
for k, v in pairs(p.situations) do
self:ModernizeSituation(v, k, p.version)
-- It may happen that a situation becomes empty
-- because old values are the same as new defaults.
-- (Particularly "enabled")
if next(v) == nil then p.situations[k] = nil end
end
end
p.version = 3
end
-- Rearrange situation IDs.
if p.version == 3 then
if p.situations then
local function SwapSituationIDs(src, dst, situations)
if situations[src] then
assert(not situations[dst])
situations[dst] = situations[src]
situations[src] = nil
end
end
SwapSituationIDs("102", "170", p.situations) -- Vehicle