revert code style changes in libs

This commit is contained in:
Pinya
2018-07-22 21:19:43 +03:00
parent 0bdcbbca6c
commit 5a9c2e9ade
3 changed files with 76 additions and 56 deletions
+50 -50
View File
@@ -1,10 +1,10 @@
local ns = oUF
local oUF = ns.oUF
assert(oUF, "oUF not loaded")
assert(oUF, "oUF not loaded");
local cos, sin, sqrt2, max, atan2 = math.cos, math.sin, math.sqrt(2), math.max, math.atan2
local getn, tinsert, tremove = table.getn, table.insert, table.remove
local pi2 = 3.141592653589793 / 2
local cos, sin, sqrt2, max, atan2 = math.cos, math.sin, math.sqrt(2), math.max, math.atan2;
local getn, tinsert, tremove = table.getn, table.insert, table.remove;
local pi2 = 3.141592653589793 / 2;
local GetPlayerMapPosition = GetPlayerMapPosition
local UnitInParty = UnitInParty
@@ -12,98 +12,98 @@ local UnitInRaid = UnitInRaid
local UnitIsConnected = UnitIsConnected
local UnitIsUnit = UnitIsUnit
local _FRAMES, OnUpdateFrame = {}
local _FRAMES, OnUpdateFrame = {};
local function CalculateCorner(r) return .5 + cos(r) / sqrt2, .5 + sin(r) / sqrt2 end
local function CalculateCorner(r) return .5 + cos(r) / sqrt2, .5 + sin(r) / sqrt2; end
local function RotateTexture(texture, angle)
local LRx, LRy = CalculateCorner(angle + 0.785398163)
local LLx, LLy = CalculateCorner(angle + 2.35619449)
local ULx, ULy = CalculateCorner(angle + 3.92699082)
local URx, URy = CalculateCorner(angle - 0.785398163)
local LRx, LRy = CalculateCorner(angle + 0.785398163);
local LLx, LLy = CalculateCorner(angle + 2.35619449);
local ULx, ULy = CalculateCorner(angle + 3.92699082);
local URx, URy = CalculateCorner(angle - 0.785398163);
texture:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy)
texture:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy);
end
local GetAngle = function(unit1, unit2)
local x1, y1 = GetPlayerMapPosition(unit1)
if x1 <= 0 and y1 <= 0 then return nil end
local x1, y1 = GetPlayerMapPosition(unit1);
if(x1 <= 0 and y1 <= 0) then return nil; end
local x2, y2 = GetPlayerMapPosition(unit2)
if x2 <= 0 and y2 <= 0 then return nil end
return -pi2 - GetPlayerFacing() - atan2(y2 - y1, x2 - x1)
if(x2 <= 0 and y2 <= 0) then return nil; end
return -pi2 - GetPlayerFacing() - atan2(y2 - y1, x2 - x1);
end
local minThrottle = 0.02
local numArrows, inRange, unit, GPS
local Update = function(self, elapsed)
if self.elapsed and self.elapsed > (self.throttle or minThrottle) then
numArrows = 0
if(self.elapsed and self.elapsed > (self.throttle or minThrottle)) then
numArrows = 0;
for _, object in next, _FRAMES do
if object:IsShown() then
GPS = object.GPS
unit = object.unit
if unit then
if unit and GPS.outOfRange then
inRange = CheckInteractDistance(unit, 4)
if(object:IsShown()) then
GPS = object.GPS;
unit = object.unit;
if(unit) then
if(unit and GPS.outOfRange) then
inRange = CheckInteractDistance(unit, 4);
end
if not unit or not (UnitInParty(unit) or UnitInRaid(unit)) or UnitIsUnit(unit, "player") or not UnitIsConnected(unit) or (GPS.onMouseOver and (GetMouseFocus() ~= object)) or (GPS.outOfRange and inRange) then
if(not unit or not (UnitInParty(unit) or UnitInRaid(unit)) or UnitIsUnit(unit, "player") or not UnitIsConnected(unit) or (GPS.onMouseOver and (GetMouseFocus() ~= object)) or (GPS.outOfRange and inRange)) then
GPS:Hide()
else
local angle = GetAngle("player", unit)
if angle == nil then
GPS:Hide()
local angle = GetAngle("player", unit);
if(angle == nil) then
GPS:Hide();
else
GPS:Show()
RotateTexture(GPS.Texture, angle)
GPS:Show();
RotateTexture(GPS.Texture, angle);
numArrows = numArrows + 1
numArrows = numArrows + 1;
end
end
else
GPS:Hide()
GPS:Hide();
end
end
end
self.elapsed = 0
self.throttle = max(minThrottle, 0.005 * numArrows)
self.elapsed = 0;
self.throttle = max(minThrottle, 0.005 * numArrows);
else
self.elapsed = (self.elapsed or 0) + elapsed
self.elapsed = (self.elapsed or 0) + elapsed;
end
end
local Enable = function(self)
local GPS = self.GPS
if GPS then
tinsert(_FRAMES, self)
local GPS = self.GPS;
if(GPS) then
tinsert(_FRAMES, self);
if not OnUpdateFrame then
OnUpdateFrame = CreateFrame("Frame")
if(not OnUpdateFrame) then
OnUpdateFrame = CreateFrame("Frame");
OnUpdateFrame:SetScript("OnUpdate", function()
Update(this, arg1)
end)
end);
end
OnUpdateFrame:Show()
return true
OnUpdateFrame:Show();
return true;
end
end
local Disable = function(self)
local GPS = self.GPS
if GPS then
local GPS = self.GPS;
if(GPS) then
for k, frame in next, _FRAMES do
if frame == self then
tremove(_FRAMES, k)
GPS:Hide()
if(frame == self) then
tremove(_FRAMES, k);
GPS:Hide();
break
end
end
if getn(_FRAMES) == 0 and OnUpdateFrame then
OnUpdateFrame:Hide()
if(getn(_FRAMES) == 0 and OnUpdateFrame) then
OnUpdateFrame:Hide();
end
end
end
oUF:AddElement("GPS", function() end, Enable, Disable)
oUF:AddElement("GPS", nil, Enable, Disable);