This commit is contained in:
Logan Payton
2018-05-16 14:45:41 -04:00
parent 3345f43f11
commit 1dc8964dab
+90 -78
View File
@@ -70,6 +70,11 @@ local floor, min, mod = math.floor, math.min, math.mod
local CreateFrame = CreateFrame
local GetTime = GetTime
local UnitAura = UnitAura
local GetPlayerBuff = GetPlayerBuff
local GetPlayerBuffTexture = GetPlayerBuffTexture
local GetPlayerBuffApplications = GetPlayerBuffApplications
local GetPlayerBuffDispelType = GetPlayerBuffDispelType
local GetPlayerBuffTimeLeft = GetPlayerBuffTimeLeft
local VISIBLE = 1
local HIDDEN = 0
@@ -138,104 +143,111 @@ end
local function updateIcon(element, unit, index, offset, filter, isDebuff, visible)
local name, rank, texture, count, dispelType, duration, expiration = UnitAura(unit, index, filter)
if unit == "player" then
local idx = GetPlayerBuff(index - 1, filter)
if idx < 0 then return end
texture = GetPlayerBuffTexture(idx)
count = GetPlayerBuffApplications(idx)
dispelType = GetPlayerBuffDispelType(idx)
duration = GetPlayerBuffTimeLeft(idx)
end
if element.forceShow then
name, rank, texture = GetSpellInfo(26993)
count, dispelType, duration, expiration = 5, 'Magic', 0, 60
end
if(name) then
local position = visible + offset + 1
local button = element[position]
if(not button) then
--[[ Override: Auras:CreateIcon(position)
Used to create the aura button at a given position.
if not name then return end
* self - the widget holding the aura buttons
* position - the position at which the aura button is to be created (number)
local position = visible + offset + 1
local button = element[position]
if not button then
--[[ Override: Auras:CreateIcon(position)
Used to create the aura button at a given position.
## Returns
* button - the button used to represent the aura (Button)
--]]
button = (element.CreateIcon or createAuraIcon) (element, position)
tinsert(element, button)
element.createdIcons = element.createdIcons + 1
end
button.filter = filter
button.isDebuff = isDebuff
--[[ Override: Auras:CustomFilter(unit, button, ...)
Defines a custom filter that controls if the aura button should be shown.
* self - the widget holding the aura buttons
* unit - the unit on which the aura is cast (string)
* button - the button displaying the aura (Button)
* ... - the return values from [UnitAura](http://wowprogramming.com/docs/api/UnitAura)
* self - the widget holding the aura buttons
* position - the position at which the aura button is to be created (number)
## Returns
* show - indicates whether the aura button should be shown (boolean)
* button - the button used to represent the aura (Button)
--]]
local show = true
if not element.forceShow then
show = (element.CustomFilter or customFilter) (element, unit, button, name, rank, texture, count, dispelType, duration, expiration)
end
button = (element.CreateIcon or createAuraIcon) (element, position)
if show then
-- We might want to consider delaying the creation of an actual cooldown
-- object to this point, but I think that will just make things needlessly
-- complicated.
if button.cd and not element.disableCooldown then
if duration and duration > 0 then
-- button.cd:SetCooldown(GetTime() - (duration - expiration), duration)
button.cd:Show()
else
button.cd:Hide()
end
end
tinsert(element, button)
element.createdIcons = element.createdIcons + 1
end
if button.overlay then
if (isDebuff and element.showDebuffType) or (not isDebuff and element.showBuffType) or element.showType then
local color = DebuffTypeColor[dispelType] or DebuffTypeColor.none
button.filter = filter
button.isDebuff = isDebuff
button.overlay:SetVertexColor(color.r, color.g, color.b)
button.overlay:Show()
else
button.overlay:Hide()
end
end
--[[ Override: Auras:CustomFilter(unit, button, ...)
Defines a custom filter that controls if the aura button should be shown.
if button.icon then button.icon:SetTexture(texture) end
if button.count then button.count:SetText(count > 1 and count) end
* self - the widget holding the aura buttons
* unit - the unit on which the aura is cast (string)
* button - the button displaying the aura (Button)
* ... - the return values from [UnitAura](http://wowprogramming.com/docs/api/UnitAura)
local size = element.size or 16
button:SetWidth(size)
button:SetHeight(size)
## Returns
button:EnableMouse(not element.disableMouse)
button:SetID(index)
button:Show()
* show - indicates whether the aura button should be shown (boolean)
--]]
local show = true
if not element.forceShow then
show = (element.CustomFilter or customFilter) (element, unit, button, name, rank, texture, count, dispelType, duration, expiration)
end
--[[ Callback: Auras:PostUpdateIcon(unit, button, index, position)
Called after the aura button has been updated.
if not show then return HIDDEN end
* self - the widget holding the aura buttons
* unit - the unit on which the aura is cast (string)
* button - the updated aura button (Button)
* index - the index of the aura (number)
* position - the actual position of the aura button (number)
--]]
if element.PostUpdateIcon then
element:PostUpdateIcon(unit, button, index, position)
end
return VISIBLE
-- We might want to consider delaying the creation of an actual cooldown
-- object to this point, but I think that will just make things needlessly
-- complicated.
if button.cd and not element.disableCooldown then
if duration and duration > 0 then
-- button.cd:SetCooldown(GetTime() - (duration - expiration), duration)
button.cd:Show()
else
return HIDDEN
button.cd:Hide()
end
end
if button.overlay then
if (isDebuff and element.showDebuffType) or (not isDebuff and element.showBuffType) or element.showType then
local color = DebuffTypeColor[dispelType] or DebuffTypeColor.none
button.overlay:SetVertexColor(color.r, color.g, color.b)
button.overlay:Show()
else
button.overlay:Hide()
end
end
if button.icon then button.icon:SetTexture(texture) end
if button.count then button.count:SetText(count > 1 and count) end
local size = element.size or 16
button:SetWidth(size)
button:SetHeight(size)
button:EnableMouse(not element.disableMouse)
button:SetID(index)
button:Show()
--[[ Callback: Auras:PostUpdateIcon(unit, button, index, position)
Called after the aura button has been updated.
* self - the widget holding the aura buttons
* unit - the unit on which the aura is cast (string)
* button - the updated aura button (Button)
* index - the index of the aura (number)
* position - the actual position of the aura button (number)
--]]
if element.PostUpdateIcon then
element:PostUpdateIcon(unit, button, index, position)
end
return VISIBLE
end
local function SetPosition(element, from, to)
@@ -463,7 +475,7 @@ end
local function Enable(self)
if self.Buffs or self.Debuffs or self.Auras then
self:RegisterEvent('UNIT_AURA', UpdateAuras)
self:RegisterEvent('PLAYER_AURAS_CHANGED', UpdateAuras)
local buffs = self.Buffs
if buffs then
@@ -504,7 +516,7 @@ end
local function Disable(self)
if self.Buffs or self.Debuffs or self.Auras then
self:UnregisterEvent('UNIT_AURA', UpdateAuras)
self:UnregisterEvent('PLAYER_AURAS_CHANGED', UpdateAuras)
if self.Buffs then self.Buffs:Hide() end
if self.Debuffs then self.Debuffs:Hide() end