mirror of
https://github.com/Bluewhale1337/ElvUIModernized.git
synced 2026-07-27 16:34:45 +00:00
test
This commit is contained in:
@@ -6,7 +6,7 @@
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<Script file="leaderindicator.lua"/>
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<Script file="combatindicator.lua"/>
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<Script file="restingindicator.lua"/>
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<!--<Script file="pvpindicator.lua"/>-->
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<Script file="pvpindicator.lua"/>
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<Script file="portrait.lua"/>
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<!--
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<Script file="range.lua"/>-->
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@@ -14,8 +14,7 @@
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<Script file="tags.lua"/>
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<Script file="masterlooterindicator.lua"/>
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<Script file="assistantindicator.lua"/>
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<!--<Script file="readycheckindicator.lua"/>
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<Script file="combopoints.lua"/>
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<!--<Script file="combopoints.lua"/>
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<Script file="raidroleindicator.lua"/>
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<Script file="happinessindicator.lua"/>
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-->
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@@ -87,7 +87,7 @@ local function Path(self, ...)
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* event - the event triggering the update (string)
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* ... - the arguments accompanying the event
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--]]
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return (self.PvPIndicator.Override or Update) (self, ...)
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return (self.PvPIndicator.Override or Update) (self, unpack(arg))
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end
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local function ForceUpdate(element)
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@@ -1,152 +0,0 @@
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--[[
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# Element: Ready Check Indicator
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Handles the visibility and updating of an indicator based on the unit's ready check status.
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## Widget
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ReadyCheckIndicator - A `Texture` representing ready check status.
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## Notes
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This element updates by changing the texture.
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Default textures will be applied if the layout does not provide custom ones. See Options.
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## Options
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.finishedTime - For how many seconds the icon should stick after a check has completed. Defaults to 10 (number).
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.fadeTime - For how many seconds the icon should fade away after the stick duration has completed. Defaults to
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1.5 (number).
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.readyTexture - Path to an alternate texture for the ready check "ready" status.
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.notReadyTexture - Path to an alternate texture for the ready check "notready" status.
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.waitingTexture - Path to an alternate texture for the ready check "waiting" status.
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## Attributes
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.status - the unit"s ready check status (string?)["ready", "noready", "waiting"]
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## Examples
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-- Position and size
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local ReadyCheckIndicator = self:CreateTexture(nil, "OVERLAY")
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ReadyCheckIndicator:SetSize(16, 16)
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ReadyCheckIndicator:SetPoint("TOP")
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-- Register with oUF
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self.ReadyCheckIndicator = ReadyCheckIndicator
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--]]
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local ns = oUF
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local oUF = ns.oUF
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local sub = string.sub
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local GetReadyCheckStatus = GetReadyCheckStatus
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local UnitExists = UnitExists
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local function OnFinished(self)
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local element = self:GetParent()
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element:Hide()
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--[[ Callback: ReadyCheckIndicator:PostUpdateFadeOut()
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Called after the element has been faded out.
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* self - the ReadyCheckIndicator element
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--]]
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if(element.PostUpdateFadeOut) then
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element:PostUpdateFadeOut()
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end
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end
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local function Update(self, event)
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local element = self.ReadyCheckIndicator
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--[[ Callback: ReadyCheckIndicator:PreUpdate()
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Called before the element has been updated.
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* self - the ReadyCheckIndicator element
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--]]
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if(element.PreUpdate) then
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element:PreUpdate()
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end
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local unit = self.unit
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local status = GetReadyCheckStatus(unit)
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if(UnitExists(unit) and status) then
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if(status == "ready") then
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element:SetTexture(element.readyTexture)
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elseif(status == "notready") then
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element:SetTexture(element.notReadyTexture)
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else
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element:SetTexture(element.waitingTexture)
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end
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element.status = status
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element:Show()
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elseif(event ~= "READY_CHECK_FINISHED") then
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element.status = nil
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element:Hide()
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end
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if(event == "READY_CHECK_FINISHED") then
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if(element.status == "waiting") then
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element:SetTexture(element.notReadyTexture)
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end
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end
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--[[ Callback: ReadyCheckIndicator:PostUpdate(status)
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Called after the element has been updated.
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* self - the ReadyCheckIndicator element
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* status - the unit"s ready check status (string?)["ready", "notready", "waiting"]
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--]]
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if(element.PostUpdate) then
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return element:PostUpdate(status)
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end
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end
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local function Path(self, ...)
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--[[ Override: ReadyCheckIndicator.Override(self, event, ...)
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Used to completely override the internal update function.
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* self - the parent object
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* event - the event triggering the update (string)
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* ... - the arguments accompanying the event
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--]]
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return (self.ReadyCheckIndicator.Override or Update) (self, ...)
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end
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local function ForceUpdate(element)
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return Path(element.__owner, "ForceUpdate")
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end
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local function Enable(self, unit)
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local element = self.ReadyCheckIndicator
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if(element and (unit and (sub(unit, 1, 5) == "party" or sub(unit, 1, 4) == "raid"))) then
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element.__owner = self
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element.ForceUpdate = ForceUpdate
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element.readyTexture = element.readyTexture or READY_CHECK_READY_TEXTURE
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element.notReadyTexture = element.notReadyTexture or READY_CHECK_NOT_READY_TEXTURE
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element.waitingTexture = element.waitingTexture or READY_CHECK_WAITING_TEXTURE
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self:RegisterEvent("READY_CHECK", Path, true)
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self:RegisterEvent("READY_CHECK_CONFIRM", Path, true)
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self:RegisterEvent("READY_CHECK_FINISHED", Path, true)
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return true
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end
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end
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local function Disable(self)
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local element = self.ReadyCheckIndicator
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if(element) then
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element:Hide()
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self:UnregisterEvent("READY_CHECK", Path)
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self:UnregisterEvent("READY_CHECK_CONFIRM", Path)
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self:UnregisterEvent("READY_CHECK_FINISHED", Path)
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end
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end
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oUF:AddElement("ReadyCheckIndicator", Path, Enable, Disable)
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@@ -615,8 +615,8 @@ local function Tag(self, fs, tagstr)
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tinsert(self.__mousetags, fs)
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fs:SetAlpha(0)
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if not self.__HookFunc then
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self:HookScript('OnEnter', OnEnter)
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self:HookScript('OnLeave', OnLeave)
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HookScript(self, 'OnEnter', function() OnEnter(this) end)
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HookScript(self, 'OnLeave', function() OnLeave(this) end)
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self.__HookFunc = true;
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end
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tagstr = string.gsub(tagstr, '%[mouseover%]', '')
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@@ -273,8 +273,8 @@ local function togglemenu(self, unit)
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ToggleDropDownMenu(1, nil, secureDropdown, "cursor")
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end
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local function onShow()
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return this:UpdateAllElements("OnShow")
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local function onShow(self)
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return self:UpdateAllElements("OnShow")
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end
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local function initObject(unit, style, styleFunc, header, ...)
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@@ -332,7 +332,7 @@ local function initObject(unit, style, styleFunc, header, ...)
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styleFunc(object, objectUnit, not header)
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--object:SetScript("OnAttributeChanged", onAttributeChanged)
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object:SetScript("OnShow", onShow)
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object:SetScript("OnShow", function() onShow(this) end)
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activeElements[object] = {}
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for element in next, elements do
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