load StateDriver libraries & update files as needed (Needs more testing)

This commit is contained in:
Crum
2018-06-07 01:28:29 -05:00
parent cd7ea3556e
commit 26ca83f608
10 changed files with 910 additions and 109 deletions
+26
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@@ -0,0 +1,26 @@
--[[
Classy.lua
A wrapper for defining classes that inherit from widgets
--]]
local Classy = LibStub:NewLibrary('Classy-1.0', 0)
if not Classy then return end
function Classy:New(frameType, parentClass)
local class = CreateFrame(frameType)
class.mt = {__index = class}
if parentClass then
class = setmetatable(class, {__index = parentClass})
class.super = function(self, method, ...)
parentClass[method](self, unpack(arg))
end
end
class.Bind = function(self, obj)
return setmetatable(obj, self.mt)
end
return class
end
+268
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if not LibStub then return end
local SD = LibStub:GetLibrary('StateDriver-1.0')
if not SD then return end
local Parser = SD:New('Parser')
local IsMounted = IsMounted
local IsStealthed = IsStealthed
local GetShapeshiftForm = GetShapeshiftForm
local _G = getfenv(0)
local function IsInShapeshiftForm(index)
return GetShapeshiftForm() == tonumber(index)
end
function Parser:Initialize()
self.casting = nil
self.channel_spell = nil
self.channeling = nil
self:RegisterEvent('PLAYER_ENTERING_WORLD')
self:RegisterEvent('SPELLCAST_START')
self:RegisterEvent('SPELLCAST_CHANNEL_START')
self:RegisterEvent('SPELLCAST_STOP')
self:RegisterEvent('SPELLCAST_CHANNEL_STOP')
-- self:SetScript('OnEvent', function() self[event](self) end)
end
local _CastSpellByName
local Hooked_CastSpellByName = function(spell, unit)
if spell then
self.channel_spell = spell
_CastSpellByName(spell, unit)
end
end
local HOOKED = false
function Parser:PLAYER_ENTERING_WORLD()
if not HOOKED then
_CastSpellByName = CastSpellByName
CastSpellByName = Hooked_CastSpellByName
HOOKED = true
end
end
function Parser:SPELLCAST_START()
self.casting = arg1
end
function Parser:SPELLCAST_CHANNEL_START()
self.channeling = true
end
function Parser:SPELLCAST_STOP()
self.casting = false
end
function Parser:SPELLCAST_CHANNEL_STOP()
self.channel_spell = nil
self.channeling = false
end
local conditions_map, casting, existence, hostility
do
local function IsChanneling(dependency)
return dependency and dependency == Parser.channeling or Parser.channeling
end
local function IsCasting(dependency)
return dependency and dependency == Parser.casting or Parser.casting
end
local function IsMouseOverUnit()
local is_mouseover = false
is_mouseover = UnitName('mouseover') and 'mouseover'
local frame = GetMouseFocus()
if frame and frame.GetAttribute then
is_mouseover = is_mouseover or frame:GetAttribute('unit')
end
is_mouseover = is_mouseover or frame and frame.unit
return is_mouseover
end
local function modifierCondition(dependency)
dependency = dependency == 'ctrl' and 'control' or dependency
local modifier = string.gsub(dependency, "^%l", string.upper)
return _G['Is' .. modifier .. 'KeyDown']()
end
-- Rename dependent?
casting = {
['channeling'] = IsChanneling,
['nochanneling'] = function(dependency)
return not IsChanneling(dependency)
end,
['casting'] = IsCasting,
['nocasting'] = function(dependency)
return not IsCasting(dependency)
end,
['group'] = function(dependency)
local in_raid = UnitInRaid('player')
-- Player is apparently always in a party... Party Rock Anthem, GO!
local in_party = UnitInParty('party1')
if dependency then
if dependency == 'raid' then
return in_raid
else
return in_party
end
else
return in_raid or in_party
end
end,
['nogroup'] = function(dependency)
local in_raid = UnitInRaid('player')
local in_party = UnitInParty('party1')
if dependency then
if dependency == 'raid' then
return not in_raid
else
return not in_party
end
else
return (not in_raid) and (not in_party)
end
end,
['mod'] = modifierCondition,
['modifier'] = modifierCondition,
['form'] = IsInShapeshiftForm,
['stance'] = IsInShapeshiftForm
}
existence = {
['exists'] = UnitExists,
['noexists'] = function(unit)
return not UnitExists(unit)
end,
['dead'] = function(unit)
return UnitIsDead(unit) and not UnitAura(unit, 'Feign Death')
end,
['nodead'] = function(unit)
return not (UnitIsDead(unit) and not UnitAura(unit, 'Feign Death'))
end,
}
hostility = {
['harm'] = function(unit_one, unit_two)
return UnitExists(unit_two) and (not UnitIsFriend(unit_one, unit_two))
end,
['nohelp'] = function(unit_one, unit_two)
return UnitExists(unit_two) and (not UnitIsFriend(unit_one, unit_two))
end,
['help'] = UnitIsFriend,
['noharm'] = UnitIsFriend
}
conditions_map = {
-- Targets
['mouseover'] = IsMouseOverUnit,
['pet'] = HasPetUI,
['nopet'] = function() return not HasPetUI() end,
['party'] = UnitInParty,
['raid'] = UnitInRaid,
['combat'] = UnitAffectingCombat,
['mounted'] = IsMounted,
-- ['indoors'] = IsIndoors,
-- ['outdoors'] = IsOutdoors,
['stealth'] = IsStealthed,
-- ['swimming'] = IsSwimming,
['bonusbar'] = function(bar_id)
return false
end,
}
for k, v in next, casting do conditions_map[k] = v end
for k, v in next, existence do conditions_map[k] = v end
for k, v in next, hostility do conditions_map[k] = v end
end
function CmdOptionParse(command)
-- /action [conditions]
local action, conditions
-- Accumulating condition
local acc_condition
-- Condition-mapped function and dependency argument
local func, dependency
-- [@target]
local target, is_cond_target
if not string.find(command, ';') then
command = command .. ' ;'
end
-- Iterate condition cases
for _, cases in { string.split(';', command) } do
conditions, action = string.match(cases, '%[([^%]]+)%]%s*(.+)')
-- Does the action have any conditions?
if conditions then
conditions = { string.split(',', conditions) }
acc_condition = true
target = nil
for _, cond in conditions do
cond = string.trim(cond)
cond, dependency = string.split(':', cond)
-- Is the current condition a target command? Usually the first
-- condition is
is_cond_target =
string.match(cond, '@(.*)') or
string.match(cond, 'target=(.*)')
-- Mouseover has a special condition, since unitframes don't
-- utilise the mouseover unit, in which case it's mapped to
-- player, target, partyN etc.
func = conditions_map[is_cond_target or cond]
if is_cond_target then
target = func and func() or is_cond_target
else
local res
if hostility[cond] then
res = func and func('player', target or 'target')
elseif existence[cond] then
res = func and func(target or 'target')
elseif cond == 'combat' then
res = func and func('player')
elseif casting[cond] then
res = func and func(dependency)
else
res = func and func()
end
acc_condition = acc_condition and res
end
end
-- Are all conditions met? Then perform that action
if acc_condition then
return string.trim(action), target
end
else
local cases = string.trim(cases)
return cases
end
end
end
SecureCmdOptionParse = CmdOptionParse
Parser:Initialize()
+513
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@@ -0,0 +1,513 @@
--[[
Name: StateDriver-1.0
Revision: $Rev: 107 $
Maintainers: martinjlowm
Website: https://github.com/martinjlowm/StateDriver/
Dependencies: Classy-1.0
License: None
]]
if not LibStub then return end
local SD = LibStub:NewLibrary('StateDriver-1.0', 0)
if not SD then return end
local Classy = LibStub('Classy-1.0')
local _G = getfenv(0)
function SD:New(name, parent)
self[name] = Classy:New('Frame', parent)
return self[name]
end
local function GetAttribute(self, prefix, name, suffix)
local attributes = self.__state_driver.attributes
local value
if not name and not suffix then
name = prefix
else
value = attributes[prefix .. name .. suffix]
value = value or attributes['*' .. name .. suffix]
value = value or attributes[prefix .. name .. '*']
value = value or attributes['*' .. name .. '*']
end
return value or attributes[name]
end
local function SetAttribute(self, attr, value)
local old_value = self.__state_driver.attributes[attr]
self.__state_driver.attributes[attr] = value
local func = self.__state_driver.handlers['OnAttributeChanged']
if func and type(func) == 'function' and value ~= old_value then
func(self, attr, value)
end
end
-- Figure out where to place this
local function initPlayerDrop()
UnitPopup_ShowMenu(PlayerFrameDropDown, "SELF", "player")
if not (UnitInRaid("player") or GetNumPartyMembers() > 0) or UnitIsPartyLeader("player") and PlayerFrameDropDown.init and not CanShowResetInstances() then
UIDropDownMenu_AddButton({text = RESET_INSTANCES, func = ResetInstances, notCheckable = 1}, 1)
PlayerFrameDropDown.init = nil
end
end
local ACTIONS = {}
ACTIONS.target = function(self, unit, button)
if unit then
if unit == 'none' then
ClearTarget();
elseif ( SpellIsTargeting() ) then
SpellTargetUnit(unit);
elseif ( CursorHasItem() ) then
DropItemOnUnit(unit);
else
TargetUnit(unit);
end
end
end
ACTIONS.togglemenu = function(self, unit, button)
if UnitIsUnit(unit, 'player') then
UIDropDownMenu_Initialize(PlayerFrameDropDown, initPlayerDrop, 'MENU')
PlayerFrameDropDown.init = true
ToggleDropDownMenu(1, nil, PlayerFrameDropDown, 'cursor')
elseif unit == 'pet' then
ToggleDropDownMenu(1, nil, PetFrameDropDown, 'cursor')
elseif unit == 'target' then
ToggleDropDownMenu(1, nil, TargetFrameDropDown, 'cursor')
elseif string.sub(unit, 1, 5) == 'party' then
ToggleDropDownMenu(1, nil, _G['PartyMemberFrame' .. string.sub(unit,6) .. 'DropDown'], 'cursor')
elseif string.sub(unit, 1, 4) == 'raid' then
HideDropDownMenu(1)
local menuFrame = FriendsDropDown
menuFrame.displayMode = 'MENU'
menuFrame.id = string.sub(this.unit,5)
menuFrame.unit = unit
menuFrame.name = UnitName(this.unit)
menuFrame.initialize = function()
UnitPopup_ShowMenu(getglobal(UIDROPDOWNMENU_OPEN_MENU), "PARTY", self.unit, self.name, self.id)
end
ToggleDropDownMenu(1, nil, FriendsDropDown, 'cursor')
end
end
ACTIONS.macro = function(self, unit, button)
local macro_text = self:GetAttribute('macrotext')
local spell, unit = SecureCmdOptionParse(macro_text)
CastSpellByName(spell, unit)
end
ACTIONS.spell = function(self, unit, button)
local spell = self:GetAttribute('spell')
CastSpellByName(spell)
end
ACTIONS.pet = function(self, unit, button)
local index = self:GetAttribute('pet')
CastPetAction(index, unit)
end
ACTIONS.func = function(self, unit, button)
local func = SlashCmdList[self:GetAttribute('func')]
if not func then
error(string.format('Slash command `%s` does not exist in SlashCmdList'))
return
end
func()
end
local link_pattern = '%[([^%]]+)%]'
local function CmdItemParse(item)
local slot = tonumber(item)
if slot then
return nil, nil, slot
end
local link, name
for bag = 0, 4 do
for slot = 1, GetContainerNumSlots(bag) do
link = GetContainerItemLink(bag, slot)
if link then
name = string.match(link, link_pattern)
if name and name == item then
return name, bag, slot
end
end
end
end
end
ACTIONS.item = function(self, unit, button)
local item = self:GetAttribute('item')
if item then
local name, bag, slot = CmdItemParse(item)
UseItem(name, bag, slot)
end
end
function UseItem(name, bag, slot)
if bag then
UseContainerItem(bag, slot)
elseif slot then
UseInventoryItem(slot)
end
end
ACTIONS.assign = function(self, unit, button)
local macro_text = self:GetAttribute('assign')
local symbol, unit = SecureCmdOptionParse(macro_text)
SetRaidTargetIcon(unit, symbol)
end
function Button_GetModifierPrefix(frame)
local prefix = ''
prefix = IsShiftKeyDown() and 'shift-' .. prefix or prefix
prefix = IsControlKeyDown() and 'ctrl-' .. prefix or prefix
return IsAltKeyDown() and 'alt-' .. prefix or prefix
end
function Button_GetButtonSuffix(button)
if button == 'LeftButton' then
return '1'
elseif button == 'RightButton' then
return '2'
elseif button == 'MiddleButton' then
return '3'
end
return '';
end
function Button_GetModifiedAttribute(frame, name, button, prefix, suffix)
if not prefix then
prefix = Button_GetModifierPrefix(frame)
end
if not suffix then
suffix = Button_GetButtonSuffix(button)
end
return frame:GetAttribute(prefix, name, suffix)
end
local function OnClick(self, button)
if not self.GetAttribute then return end
local unit = self:GetAttribute('unit')
local action_type = Button_GetModifiedAttribute(self, 'type', button)
if action_type then
local handler = ACTIONS[action_type]
if handler and type(handler) == 'function' then
handler(self, unit, button)
end
end
end
local function SetScript(self, handler, func)
if self.__state_driver.handlers[handler] then
if self:HasScript(handler) and handler == 'OnClick' then
self.__state_driver._SetScript(self, handler, function(...)
OnClick(this, arg1)
func()
end)
else
self.__state_driver.handlers[handler] = func
end
else
self.__state_driver._SetScript(self, handler, func)
end
end
local _CreateFrame = CreateFrame
function CreateFrame(...)
local frame = _CreateFrame(unpack(arg))
-- State Driver environment
frame.__state_driver = {}
frame.__state_driver._SetScript = frame.SetScript
frame.SetScript = SetScript
frame.__state_driver.attributes = {}
frame.__state_driver.handlers = {
['OnAttributeChanged'] = true,
['OnClick'] = true
}
frame.GetAttribute = GetAttribute
frame.SetAttribute = SetAttribute
if frame:HasScript('OnClick') and not frame:GetScript('OnClick') then
frame:SetScript('OnClick', NOOP)
end
return frame
end
local function Execute(frame, func)
end
local function WrapScript(frame, func)
end
local function UnwrapScript(frame, func)
end
local function ChildUpdate(frame, attr_snippet, value)
local children = { frame:GetChildren() }
local childUpdate
for _, child in next, children do
if child.GetAttribute then
childUpdate = child:GetAttribute('_childupdate-' .. attr_snippet)
if childUpdate then
childUpdate(child, value)
else
childUpdate = child:GetAttribute('_childupdate')
if childUpdate then
childUpdate(child, value)
end
end
ChildUpdate(child, attr_snippet, value)
end
end
end
--
-- SecureStateDriverManager
-- Automatically sets states based on macro options for state driver frames
-- Also handled showing/hiding frames based on unit existence (code originally by Tem)
--
-- Register a frame attribute to be set automatically with changes in game state
function RegisterAttributeDriver(frame, attribute, values)
frame.Execute = Execute
frame.WrapScript = WrapScript
frame.UnwrapScript = UnwrapScript
frame.ChildUpdate = ChildUpdate
if attribute and values and string.sub(attribute, 1, 1) ~= '_' then
Manager:SetAttribute('setframe', frame)
Manager:SetAttribute('setstate', attribute .. ' ' .. values)
end
end
-- Unregister a frame from the state driver manager.
function UnregisterAttributeDriver(frame, attribute)
if attribute then
Manager:SetAttribute('setframe', frame)
Manager:SetAttribute('setstate', attribute)
else
Manager:SetAttribute('delframe', frame)
end
end
-- Bridge functions for compatibility
function RegisterStateDriver(frame, state, values)
return RegisterAttributeDriver(frame, 'state-' .. state, values)
end
function UnregisterStateDriver(frame, state)
return UnregisterAttributeDriver(frame, 'state-' .. state)
end
-- Register a frame to be notified when a unit's existence changes, the
-- unit is obtained from the frame's attributes. If asState is true then
-- notification is via the 'state-unitexists' attribute with values
-- true and false. Otherwise it's via :Show() and :Hide()
function RegisterUnitWatch(frame, asState)
if asState then
Manager:SetAttribute('addwatchstate', frame)
else
Manager:SetAttribute('addwatch', frame)
end
end
-- Unregister a frame from the unit existence monitor.
function UnregisterUnitWatch(frame)
SecureStateDriverManager:SetAttribute('removewatch', frame)
end
--
-- Private implementation
--
local secureAttributeDrivers = {}
local unitExistsWatchers = {}
local unitExistsCache = setmetatable(
{},
{ __index = function(t,k)
local v = UnitExists(k) or false
t[k] = v
return v
end
})
local STATE_DRIVER_UPDATE_THROTTLE = 0.1
local timer = 0
local wipe = table.wipe
-- Check to see if a frame is registered
function UnitWatchRegistered(frame)
return not (unitExistsWatchers[frame] == nil)
end
local function SecureStateDriverManager_UpdateUnitWatch(frame, doState)
-- Not really so secure, eh?
local unit = frame:GetAttribute('unit')
local exists = (unit and unitExistsCache[unit])
if doState then
local attr = exists or false
if frame:GetAttribute('state-unitexists') ~= attr then
frame:SetAttribute('state-unitexists', attr)
end
else
if exists then
frame:Show()
frame:SetAttribute('statehidden', nil)
else
frame:Hide()
frame:SetAttribute('statehidden', true)
end
end
end
local pairs = pairs
-- consolidate duplicated code for footprint and maintainability
local function resolveDriver(frame, attribute, values)
local newValue = SecureCmdOptionParse(values)
if attribute == 'state-visibility' then
if newValue == 'show' then
frame:Show()
frame:SetAttribute('statehidden', nil)
elseif newValue == 'hide' then
frame:Hide()
frame:SetAttribute('statehidden', true)
end
elseif newValue then
if newValue == 'nil' then
newValue = nil
else
newValue = tonumber(newValue) or newValue
end
local oldValue = frame:GetAttribute(attribute)
if newValue ~= oldValue then
frame:SetAttribute(attribute, newValue)
local onState = frame:GetAttribute('_on' .. attribute)
if onState then
onState(frame, attribute, newValue)
end
end
end
end
local function OnUpdate()
local self, elapsed = this, arg1
timer = timer - elapsed
if timer <= 0 then
timer = STATE_DRIVER_UPDATE_THROTTLE
-- Handle state driver updates
for frame, drivers in next, secureAttributeDrivers do
for attribute, values in next, drivers do
resolveDriver(frame, attribute, values)
end
end
-- Handle unit existence changes
wipe(unitExistsCache)
for k in next, unitExistsCache do
unitExistsCache[k] = nil
end
for frame, doState in next, unitExistsWatchers do
SecureStateDriverManager_UpdateUnitWatch(frame, doState)
end
end
end
local function OnEvent()
local self, event = this, arg1
timer = 0
end
local function OnAttributeChanged(self, name, value)
if not value then
return
end
if name == 'setframe' then
if not secureAttributeDrivers[value] then
secureAttributeDrivers[value] = {}
end
SecureStateDriverManager:Show()
elseif name == 'delframe' then
secureAttributeDrivers[value] = nil
elseif name == 'setstate' then
local frame = self:GetAttribute('setframe')
local attribute, values = string.match(value, '^(%S+)%s*(.*)$')
if values == '' then
secureAttributeDrivers[frame][attribute] = nil
else
secureAttributeDrivers[frame][attribute] = values
resolveDriver(frame, attribute, values)
end
-- Two frames registering with identical setstate fails unless the value
-- is reset afterwards
self:SetAttribute('setstate', nil)
elseif name == 'addwatch' or name == 'addwatchstate' then
local doState = (name == 'addwatchstate')
unitExistsWatchers[value] = doState
SecureStateDriverManager:Show()
SecureStateDriverManager_UpdateUnitWatch(value, doState)
elseif name == 'removewatch' then
unitExistsWatchers[value] = nil
elseif name == 'updatetime' then
STATE_DRIVER_UPDATE_THROTTLE = value
end
end
Manager = SD:New('Manager')
Manager:SetScript('OnUpdate', OnUpdate)
Manager:SetScript('OnEvent', OnEvent)
Manager:SetScript('OnAttributeChanged', OnAttributeChanged)
-- Events that trigger early rescans
Manager:RegisterEvent('MODIFIER_STATE_CHANGED')
Manager:RegisterEvent('ACTIONBAR_PAGE_CHANGED')
Manager:RegisterEvent('UPDATE_BONUS_ACTIONBAR')
Manager:RegisterEvent('PLAYER_ENTERING_WORLD')
Manager:RegisterEvent('UPDATE_SHAPESHIFT_FORM')
Manager:RegisterEvent('UPDATE_STEALTH')
Manager:RegisterEvent('PLAYER_TARGET_CHANGED')
Manager:RegisterEvent('PLAYER_FOCUS_CHANGED')
Manager:RegisterEvent('PLAYER_REGEN_DISABLED')
Manager:RegisterEvent('PLAYER_REGEN_ENABLED')
Manager:RegisterEvent('UNIT_PET')
Manager:RegisterEvent('GROUP_ROSTER_UPDATE')
-- Deliberately ignoring mouseover and others' target changes because they change so much
_G['SecureStateDriverManager'] = Manager
+3
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@@ -3,4 +3,7 @@
<Script file="LibBabble-3.0.lua"/>
<Script file="LibBabble-Class-3.0.lua"/>
<Script file="LibBabble-Zone-3.0.lua"/>
<Script file="Classy-1.0.lua"/>
<Script file="StateDriver-1.0.lua"/>
<Script file="Parser.lua"/>
</Ui>
@@ -292,9 +292,9 @@ function L_UIDropDownMenu_AddButton(info, level)
local index = listFrame and (listFrame.numButtons + 1) or 1;
local width;
--UIDropDownMenuDelegate:SetAttribute("createframes-level", level);
--UIDropDownMenuDelegate:SetAttribute("createframes-index", index);
--UIDropDownMenuDelegate:SetAttribute("createframes", true);
UIDropDownMenuDelegate:SetAttribute("createframes-level", level);
UIDropDownMenuDelegate:SetAttribute("createframes-index", index);
UIDropDownMenuDelegate:SetAttribute("createframes", true);
listFrame = listFrame or _G["L_DropDownList"..level];
local listFrameName = listFrame:GetName();
@@ -789,9 +789,9 @@ function L_ToggleDropDownMenu(level, value, dropDownFrame, anchorName, xOffset,
level = 1;
end
--UIDropDownMenuDelegate:SetAttribute("createframes-level", level);
--UIDropDownMenuDelegate:SetAttribute("createframes-index", 0);
--UIDropDownMenuDelegate:SetAttribute("createframes", true);
UIDropDownMenuDelegate:SetAttribute("createframes-level", level);
UIDropDownMenuDelegate:SetAttribute("createframes-index", 0);
UIDropDownMenuDelegate:SetAttribute("createframes", true);
L_UIDROPDOWNMENU_MENU_LEVEL = level;
L_UIDROPDOWNMENU_MENU_VALUE = value;
local listFrame = _G["L_DropDownList"..level];
+2 -2
View File
@@ -16,7 +16,7 @@
<Cooldown name="oUF_CooldownFrameTemplate" inherits="CooldownFrameTemplate" drawEdge="true" virtual="true"/>
<!--
Sub-object as a child of the parent unit frame:
<Button name="oUF_HeaderTargetTemplate" inherits="SecureUnitButtonTemplate" virtual="true">
<Frames>
@@ -57,5 +57,5 @@
</Button>
</Frames>
</Button>
-->
</Ui>
+22 -22
View File
@@ -59,7 +59,7 @@ local function onAttributeChanged(self, name, value)
if(not self.onlyProcessChildren) then
updateActiveUnit(self, "OnAttributeChanged")
end
--[[
if(self.unit and self.unit == value) then
return
else
@@ -67,7 +67,7 @@ local function onAttributeChanged(self, name, value)
iterateChildren(self:GetChildren())
end
end
]]
end
end
@@ -331,7 +331,7 @@ local function initObject(unit, style, styleFunc, header, ...)
styleFunc(object, objectUnit, not header)
--object:SetScript("OnAttributeChanged", onAttributeChanged)
object:SetScript("OnAttributeChanged", onAttributeChanged)
object:SetScript("OnShow", function() onShow(this) end)
activeElements[object] = {}
@@ -359,7 +359,7 @@ local function walkObject(object, unit)
-- Check if we should leave the main frame blank.
if(object.onlyProcessChildren) then
object.hasChildren = true
--object:SetScript("OnAttributeChanged", onAttributeChanged)
object:SetScript("OnAttributeChanged", onAttributeChanged)
return initObject(unit, style, styleFunc, header, object:GetChildren())
end
@@ -542,8 +542,8 @@ do
end
self.menu = togglemenu
--self:SetAttribute("type1", "target")
--self:SetAttribute("type2", "menu")
self:SetAttribute("type1", "target")
self:SetAttribute("type2", "menu")
self.guessUnit = unit
self.unit = "player"
-- self.onlyProcessChildren =true
@@ -552,18 +552,18 @@ do
styleProxy(nil, self:GetName())
end
local setAttribute = function(self, name, value)
if self.attributes[name] ~= value then
self.attributes[name] = value
-- local setAttribute = function(self, name, value)
-- if self.attributes[name] ~= value then
-- self.attributes[name] = value
if self:IsVisible() then
SecureGroupHeader_Update(self)
end
end
end
local getAttribute = function(self, name)
return self.attributes[name]
end
-- if self:IsVisible() then
-- SecureGroupHeader_Update(self)
-- end
-- end
-- end
-- local getAttribute = function(self, name)
-- return self.attributes[name]
-- end
--[[ oUF:SpawnHeader(overrideName, template, visibility, ...)
Used to create a group header and apply the currently active style to it.
@@ -594,10 +594,10 @@ do
header:Hide()
header.attributes = {}
header.SetAttribute = setAttribute
header.GetAttribute = getAttribute
-- header.SetAttribute = SetAttribute
-- header.GetAttribute = GetAttribute
--header:SetAttribute("template", "SecureUnitButtonTemplate")
header:SetAttribute("template", "SecureUnitButtonTemplate")
for i = 1, getn(arg), 2 do
local att, val = select(i, unpack(arg))
if(not att) then break end
@@ -620,7 +620,7 @@ do
end
--[[if(visibility) then
if(visibility) then
local type, list = split(" ", visibility, 2)
if(list and type == "custom") then
RegisterStateDriver(header, "visibility", list)
@@ -630,7 +630,7 @@ do
RegisterStateDriver(header, "visibility", condition)
header.visibility = condition
end
end]]
end
return header
end
+65 -75
View File
@@ -1,27 +1,29 @@
local E, L, V, P, G = unpack(ElvUI)
local E, L, V, P, G = unpack(ElvUI); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local UF = E:GetModule("UnitFrames");
local ns = oUF
local ElvUF = ns.oUF
local ns = oUF;
local ElvUF = ns.oUF;
local _G = _G;
local setmetatable, getfenv, setfenv = setmetatable, getfenv, setfenv;
local type, unpack, select, pairs = type, unpack, select, pairs;
local min, random = math.min, math.random;
local format = string.format;
local UnitMana = UnitMana;
local UnitManaMax = UnitManaMax;
local UnitHealth = UnitHealth;
local UnitHealthMax = UnitHealthMax;
local UnitName = UnitName;
local UnitClass = UnitClass;
local InCombatLockdown = InCombatLockdown;
local UnregisterUnitWatch = UnregisterUnitWatch;
local RegisterUnitWatch = RegisterUnitWatch;
local RegisterStateDriver = RegisterStateDriver;
local LOCALIZED_CLASS_NAMES_MALE = LOCALIZED_CLASS_NAMES_MALE;
local CLASS_SORT_ORDER = CLASS_SORT_ORDER;
local MAX_RAID_MEMBERS = MAX_RAID_MEMBERS;
--Cache global variables
--Lua functions
local _G = _G
local setmetatable, getfenv, setfenv = setmetatable, getfenv, setfenv
local type, unpack, select, pairs = type, unpack, select, pairs
local min, random = math.min, math.random
local format = string.format
--WoW API / Variables
local UnitMana = UnitMana
local UnitManaMax = UnitManaMax
local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local UnitName = UnitName
local UnitClass = UnitClass
local UnitAffectingCombat = UnitAffectingCombat
local UnregisterUnitWatch = UnregisterUnitWatch
local RegisterUnitWatch = RegisterUnitWatch
local RegisterStateDriver = RegisterStateDriver
local LOCALIZED_CLASS_NAMES_MALE = LOCALIZED_CLASS_NAMES_MALE
local CLASS_SORT_ORDER = CLASS_SORT_ORDER
local MAX_RAID_MEMBERS = MAX_RAID_MEMBERS
local attributeBlacklist = {["showRaid"] = true, ["showParty"] = true, ["showSolo"] = true}
local configEnv
@@ -29,45 +31,45 @@ local originalEnvs = {}
local overrideFuncs = {}
local function createConfigEnv()
if( configEnv ) then return end
if configEnv then return end
configEnv = setmetatable({
UnitMana = function (unit, displayType)
if(unit:find("target") or unit:find("focus")) then
return UnitMana(unit, displayType);
if find(unit, "target") or find(unit, "focus") then
return UnitMana(unit, displayType)
end
return random(1, UnitManaMax(unit, displayType) or 1);
return random(1, UnitManaMax(unit, displayType) or 1)
end,
UnitHealth = function(unit)
if(unit:find("target") or unit:find("focus")) then
return UnitHealth(unit);
if find(unit, "target") or find(unit, "focus") then
return UnitHealth(unit)
end
return random(1, UnitHealthMax(unit));
return random(1, UnitHealthMax(unit))
end,
UnitName = function(unit)
if(unit:find("target") or unit:find("focus")) then
return UnitName(unit);
if find(unit, "target") or find(unit, "focus") then
return UnitName(unit)
end
if(E.CreditsList) then
local max = #E.CreditsList;
return E.CreditsList[random(1, max)];
if E.CreditsList then
local max = getn(E.CreditsList)
return E.CreditsList[random(1, max)]
end
return "Test Name";
return "Test Name"
end,
UnitClass = function(unit)
if(unit:find("target") or unit:find("focus")) then
return UnitClass(unit);
if find(unit, "target") or find(unit, "focus") then
return UnitClass(unit)
end
local classToken = CLASS_SORT_ORDER[random(1, #(CLASS_SORT_ORDER))];
return LOCALIZED_CLASS_NAMES_MALE[classToken], classToken;
local classToken = CLASS_SORT_ORDER[random(1, getn(CLASS_SORT_ORDER))]
return LOCALIZED_CLASS_NAMES_MALE[classToken], classToken
end,
Hex = function(r, g, b)
if(type(r) == "table") then
if(r.r) then r, g, b = r.r, r.g, r.b; else r, g, b = unpack(r); end
if type(r) == "table" then
if r.r then r, g, b = r.r, r.g, r.b else r, g, b = unpack(r) end
end
return format("|cff%02x%02x%02x", r*255, g*255, b*255);
return format("|cff%02x%02x%02x", r*255, g*255, b*255)
end,
ColorGradient = ElvUF.ColorGradient,
}, {
@@ -101,11 +103,11 @@ local function createConfigEnv()
end
function UF:ForceShow(frame)
if InCombatLockdown() then return; end
if UnitAffectingCombat("player") then return end
if not frame.isForced then
frame.oldUnit = frame.unit
frame.unit = "player"
frame.isForced = true;
frame.isForced = true
frame.oldOnUpdate = frame:GetScript("OnUpdate")
end
@@ -119,17 +121,17 @@ function UF:ForceShow(frame)
frame:Update()
end
if(_G[frame:GetName().."Target"]) then
self:ForceShow(_G[frame:GetName().."Target"]);
if _G[frame:GetName().."Target"] then
self:ForceShow(_G[frame:GetName().."Target"])
end
if(_G[frame:GetName().."Pet"]) then
self:ForceShow(_G[frame:GetName().."Pet"]);
if _G[frame:GetName().."Pet"] then
self:ForceShow(_G[frame:GetName().."Pet"])
end
end
function UF:UnforceShow(frame)
if InCombatLockdown() then return; end
if UnitAffectingCombat("player") then return end
if not frame.isForced then
return
end
@@ -152,11 +154,11 @@ function UF:UnforceShow(frame)
frame:Update()
end
if(_G[frame:GetName().."Target"]) then
if _G[frame:GetName().."Target"] then
self:UnforceShow(_G[frame:GetName().."Target"])
end
if(_G[frame:GetName().."Pet"]) then
if _G[frame:GetName().."Pet"] then
self:UnforceShow(_G[frame:GetName().."Pet"])
end
end
@@ -164,8 +166,8 @@ end
function UF:ShowChildUnits(header, ...)
header.isForced = true
for i=1, select("#", ...) do
local frame = select(i, ...)
for i = 1, getn(args) do
local frame = select(i, unpack(args))
frame:RegisterForClicks(nil)
frame:SetID(i)
frame.TargetGlow:SetAlpha(0)
@@ -176,8 +178,8 @@ end
function UF:UnshowChildUnits(header, ...)
header.isForced = nil
for i=1, select("#", ...) do
local frame = select(i, ...)
for i = 1, getn(args) do
local frame = select(i, unpack(args))
frame:RegisterForClicks(self.db.targetOnMouseDown and "AnyDown" or "AnyUp")
frame.TargetGlow:SetAlpha(1)
self:UnforceShow(frame)
@@ -185,7 +187,7 @@ function UF:UnshowChildUnits(header, ...)
end
local function OnAttributeChanged(self)
if not self:GetParent().forceShow and not self.forceShow then return; end
if not self:GetParent().forceShow and not self.forceShow then return end
if not self:IsShown() then return end
local db = self.db or self:GetParent().db
@@ -199,7 +201,7 @@ local function OnAttributeChanged(self)
end
function UF:HeaderConfig(header, configMode)
if InCombatLockdown() then return; end
if UnitAffectingCombat("player") then return end
createConfigEnv()
header.forceShow = configMode
@@ -225,18 +227,18 @@ function UF:HeaderConfig(header, configMode)
RegisterStateDriver(header, "visibility", header.db.visibility)
if(header:GetScript("OnEvent")) then
header:GetScript("OnEvent")(header, "PLAYER_ENTERING_WORLD");
if header:GetScript("OnEvent") then
header:GetScript("OnEvent")(header, "PLAYER_ENTERING_WORLD")
end
end
for i=1, #header.groups do
for i = 1, getn(header.groups) do
local group = header.groups[i]
if group:IsShown() then
group.forceShow = header.forceShow
group.forceShowAuras = header.forceShowAuras
group:HookScript("OnAttributeChanged", OnAttributeChanged)
HookScript(group, "OnAttributeChanged", OnAttributeChanged)
if configMode then
for key in pairs(attributeBlacklist) do
group:SetAttribute(key, nil)
@@ -258,7 +260,7 @@ function UF:HeaderConfig(header, configMode)
end
end
UF["headerFunctions"][header.groupName]:AdjustVisibility(header);
UF["headerFunctions"][header.groupName]:AdjustVisibility(header)
end
function UF:PLAYER_REGEN_DISABLED()
@@ -275,19 +277,7 @@ function UF:PLAYER_REGEN_DISABLED()
end
end
for i=1, 5 do
if self["arena"..i] and self["arena"..i].isForced then
self:UnforceShow(self["arena"..i])
end
end
for i=1, 4 do
if self["boss"..i] and self["boss"..i].isForced then
self:UnforceShow(self["boss"..i])
end
end
for i=1, 4 do
for i = 1, 4 do
if self["party"..i] and self["party"..i].isForced then
self:UnforceShow(self["party"..i])
end
@@ -1,5 +1,6 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/">
<Script file="UnitFrames.lua"/>
<Script file="Config_Enviroment.lua"/>
<Script file="Tags.lua"/>
<Include file="Elements\Load_Elements.xml"/>
<Include file="Units\Load_Units.xml"/>
+3 -3
View File
@@ -679,7 +679,7 @@ function UF:CreateAndUpdateHeaderGroup(group, groupFilter, template, headerUpdat
if headerUpdate or not self[group].mover then
UF["headerFunctions"][group]:Configure_Groups(self[group])
if not self[group].isForced and not self[group].blockVisibilityChanges then
-- RegisterStateDriver(self[group], "visibility", db.visibility)
RegisterStateDriver(self[group], "visibility", db.visibility)
end
else
UF["headerFunctions"][group]:Configure_Groups(self[group])
@@ -693,7 +693,7 @@ function UF:CreateAndUpdateHeaderGroup(group, groupFilter, template, headerUpdat
E:EnableMover(self[group].mover:GetName())
end
else
-- UnregisterStateDriver(self[group], "visibility")
UnregisterStateDriver(self[group], "visibility")
self[group]:Hide()
if self[group].mover then
E:DisableMover(self[group].mover:GetName())
@@ -708,7 +708,7 @@ function UF:CreateAndUpdateHeaderGroup(group, groupFilter, template, headerUpdat
local db = UF.db["units"][group]
if db.enable ~= true then
UnregisterStateDriver(UF[group], "visibility")
--UF[group]:Hide()
UF[group]:Hide()
if(UF[group].mover) then
E:DisableMover(UF[group].mover:GetName())
end