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remove temp folder structure
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@@ -0,0 +1,103 @@
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--[[
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# Element: Assistant Indicator
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Toggles the visibility of an indicator based on the unit's raid assistant status.
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## Widget
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AssistantIndicator - Any UI widget.
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## Notes
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A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
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## Examples
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-- Position and size
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local AssistantIndicator = self:CreateTexture(nil, 'OVERLAY')
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AssistantIndicator:SetSize(16, 16)
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AssistantIndicator:SetPoint('TOP', self)
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-- Register it with oUF
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self.AssistantIndicator = AssistantIndicator
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--]]
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local ns = oUF
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local oUF = ns.oUF
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local UnitInRaid = UnitInRaid
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local UnitIsPartyLeader = UnitIsPartyLeader
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local UnitIsRaidOfficer = UnitIsRaidOfficer
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local function Update(self, event)
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local element = self.AssistantIndicator
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--[[ Callback: AssistantIndicator:PreUpdate()
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Called before the element has been updated.
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* self - the AssistantIndicator 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 isAssistant = UnitInRaid(unit) and not UnitIsPartyLeader(unit)
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if(isAssistant) then
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element:Show()
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else
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element:Hide()
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end
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--[[ Callback: AssistantIndicator:PostUpdate(isAssistant)
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Called after the element has been updated.
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* self - the AssistantIndicator element
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* isAssistant - indicates whether the unit is a raid assistant (boolean)
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--]]
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if(element.PostUpdate) then
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return element:PostUpdate(isAssistant)
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end
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end
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local function Path(self, ...)
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--[[ Override: AssistantIndicator.Override(self, event, ...)
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Used to completely override the element's update process.
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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 (string)
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--]]
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return (self.AssistantIndicator.Override or Update) (self, unpack(arg))
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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)
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local element = self.AssistantIndicator
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if(element) then
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element.__owner = self
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element.ForceUpdate = ForceUpdate
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self:RegisterEvent('PARTY_MEMBERS_CHANGED', Path)
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if(element:IsObjectType('Texture') and not element:GetTexture()) then
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element:SetTexture([[Interface\GroupFrame\UI-Group-AssistantIcon]])
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end
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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.AssistantIndicator
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if(element) then
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element:Hide()
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self:UnregisterEvent('PARTY_MEMBERS_CHANGED', Path)
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end
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end
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oUF:AddElement('AssistantIndicator', Path, Enable, Disable)
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@@ -0,0 +1,516 @@
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--[[
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# Element: Auras
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Handles creation and updating of aura icons.
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## Widget
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Auras - A Frame to hold `Button`s representing both buffs and debuffs.
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Buffs - A Frame to hold `Button`s representing buffs.
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Debuffs - A Frame to hold `Button`s representing debuffs.
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## Notes
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At least one of the above widgets must be present for the element to work.
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## Options
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.disableMouse - Disables mouse events (boolean)
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.disableCooldown - Disables the cooldown spiral (boolean)
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.size - Aura icon size. Defaults to 16 (number)
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.spacing - Spacing between each icon. Defaults to 0 (number)
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.['spacing-x'] - Horizontal spacing between each icon. Takes priority over `spacing` (number)
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.['spacing-y'] - Vertical spacing between each icon. Takes priority over `spacing` (number)
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.['growth-x'] - Horizontal growth direction. Defaults to 'RIGHT' (string)
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.['growth-y'] - Vertical growth direction. Defaults to 'UP' (string)
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.initialAnchor - Anchor point for the icons. Defaults to 'BOTTOMLEFT' (string)
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.filter - Custom filter list for auras to display. Defaults to 'HELPFUL' for buffs and 'HARMFUL' for
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debuffs (string)
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## Options Auras
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.numBuffs - The maximum number of buffs to display. Defaults to 32 (number)
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.numDebuffs - The maximum number of debuffs to display. Defaults to 40 (number)
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.numTotal - The maximum number of auras to display. Prioritizes buffs over debuffs. Defaults to the sum of
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.numBuffs and .numDebuffs (number)
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.gap - Controls the creation of an invisible icon between buffs and debuffs. Defaults to false (boolean)
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.buffFilter - Custom filter list for buffs to display. Takes priority over `filter` (string)
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.debuffFilter - Custom filter list for debuffs to display. Takes priority over `filter` (string)
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## Options Buffs
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.num - Number of buffs to display. Defaults to 32 (number)
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## Options Debuffs
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.num - Number of debuffs to display. Defaults to 40 (number)
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## Attributes
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button.filter - the filter list used to determine the visibility of the aura (string)
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button.isDebuff - indicates if the button holds a debuff (boolean)
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## Examples
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-- Position and size
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local Buffs = CreateFrame('Frame', nil, self)
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Buffs:SetPoint('RIGHT', self, 'LEFT')
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Buffs:SetSize(16 * 2, 16 * 16)
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-- Register with oUF
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self.Buffs = Buffs
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--]]
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local ns = oUF
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local oUF = ns.oUF
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local tinsert = table.insert
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local floor = math.floor
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local CreateFrame = CreateFrame
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local GetTime = GetTime
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local UnitAura = UnitAura
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local VISIBLE = 1
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local HIDDEN = 0
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local function UpdateTooltip(self)
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if self.filter == 'HELPFUL' then
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GameTooltip:SetUnitBuff(self:GetParent().__owner.unit, self:GetID(), self.filter)
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else
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GameTooltip:SetUnitDebuff(self:GetParent().__owner.unit, self:GetID(), self.filter)
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end
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end
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local function onEnter(self)
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if(not self:IsVisible()) then return end
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GameTooltip:SetOwner(self, 'ANCHOR_BOTTOMRIGHT')
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self:UpdateTooltip()
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end
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local function onLeave()
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GameTooltip:Hide()
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end
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local function createAuraIcon(element, index)
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local button = CreateFrame('Button', '$parentButton' .. index, element)
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button:RegisterForClicks('RightButtonUp')
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local cd = CreateFrame('Cooldown', '$parentCooldown', button, 'oUF_CooldownFrameTemplate')
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cd:SetAllPoints()
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local icon = button:CreateTexture(nil, 'BORDER')
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icon:SetAllPoints()
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local count = button:CreateFontString(nil, 'OVERLAY', 'NumberFontNormal')
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count:SetPoint('BOTTOMRIGHT', button, 'BOTTOMRIGHT', -1, 0)
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local overlay = button:CreateTexture(nil, 'OVERLAY')
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overlay:SetTexture([[Interface\Buttons\UI-Debuff-Overlays]])
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overlay:SetAllPoints()
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overlay:SetTexCoord(.296875, .5703125, 0, .515625)
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button.overlay = overlay
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button.UpdateTooltip = UpdateTooltip
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button:SetScript('OnEnter', onEnter)
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button:SetScript('OnLeave', onLeave)
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button.icon = icon
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button.count = count
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button.cd = cd
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--[[ Callback: Auras:PostCreateIcon(button)
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Called after a new aura button has been created.
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* self - the widget holding the aura buttons
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* button - the newly created aura button (Button)
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--]]
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if(element.PostCreateIcon) then element:PostCreateIcon(button) end
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return button
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end
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local function customFilter(element, unit, button, name)
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if(name) then
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return true
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end
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end
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local function updateIcon(element, unit, index, offset, filter, isDebuff, visible)
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local name, rank, texture, count, dispelType, duration, expiration = UnitAura(unit, index, filter)
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if element.forceShow then
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name, rank, texture = GetSpellInfo(26993)
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count, dispelType, duration, expiration = 5, 'Magic', 0, 60
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end
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if(name) then
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local position = visible + offset + 1
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local button = element[position]
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if(not button) then
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--[[ Override: Auras:CreateIcon(position)
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Used to create the aura button at a given position.
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* self - the widget holding the aura buttons
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* position - the position at which the aura button is to be created (number)
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## Returns
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* button - the button used to represent the aura (Button)
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--]]
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button = (element.CreateIcon or createAuraIcon) (element, position)
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tinsert(element, button)
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element.createdIcons = element.createdIcons + 1
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end
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button.filter = filter
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button.isDebuff = isDebuff
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--[[ Override: Auras:CustomFilter(unit, button, ...)
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Defines a custom filter that controls if the aura button should be shown.
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* self - the widget holding the aura buttons
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* unit - the unit on which the aura is cast (string)
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* button - the button displaying the aura (Button)
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* ... - the return values from [UnitAura](http://wowprogramming.com/docs/api/UnitAura)
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## Returns
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* show - indicates whether the aura button should be shown (boolean)
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--]]
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local show = true
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if not element.forceShow then
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show = (element.CustomFilter or customFilter) (element, unit, button, name, rank, texture, count, dispelType, duration, expiration)
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end
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if(show) then
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-- We might want to consider delaying the creation of an actual cooldown
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-- object to this point, but I think that will just make things needlessly
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-- complicated.
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if(button.cd and not element.disableCooldown) then
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if(duration and duration > 0) then
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button.cd:SetCooldown(GetTime() - (duration - expiration), duration)
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button.cd:Show()
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else
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button.cd:Hide()
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end
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end
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if(button.overlay) then
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if((isDebuff and element.showDebuffType) or (not isDebuff and element.showBuffType) or element.showType) then
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local color = DebuffTypeColor[dispelType] or DebuffTypeColor.none
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button.overlay:SetVertexColor(color.r, color.g, color.b)
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button.overlay:Show()
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else
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button.overlay:Hide()
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end
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end
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if(button.icon) then button.icon:SetTexture(texture) end
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if(button.count) then button.count:SetText(count > 1 and count) end
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local size = element.size or 16
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button:SetSize(size, size)
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button:EnableMouse(not element.disableMouse)
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button:SetID(index)
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button:Show()
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--[[ Callback: Auras:PostUpdateIcon(unit, button, index, position)
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Called after the aura button has been updated.
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* self - the widget holding the aura buttons
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* unit - the unit on which the aura is cast (string)
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* button - the updated aura button (Button)
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* index - the index of the aura (number)
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* position - the actual position of the aura button (number)
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--]]
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if(element.PostUpdateIcon) then
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element:PostUpdateIcon(unit, button, index, position)
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end
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return VISIBLE
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else
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return HIDDEN
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end
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end
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end
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local function SetPosition(element, from, to)
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local sizex = (element.size or 16) + (element['spacing-x'] or element.spacing or 0)
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local sizey = (element.size or 16) + (element['spacing-y'] or element.spacing or 0)
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local anchor = element.initialAnchor or 'BOTTOMLEFT'
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local growthx = (element['growth-x'] == 'LEFT' and -1) or 1
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local growthy = (element['growth-y'] == 'DOWN' and -1) or 1
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local cols = floor(element:GetWidth() / sizex + 0.5)
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for i = from, to do
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local button = element[i]
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-- Bail out if the to range is out of scope.
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if(not button) then break end
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local col = (i - 1) % cols
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local row = floor((i - 1) / cols)
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button:ClearAllPoints()
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button:SetPoint(anchor, element, anchor, col * sizex * growthx, row * sizey * growthy)
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end
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end
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local function filterIcons(element, unit, filter, limit, isDebuff, offset, dontHide)
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if(not offset) then offset = 0 end
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local index = 1
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local visible = 0
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local hidden = 0
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while(visible < limit) do
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local result = updateIcon(element, unit, index, offset, filter, isDebuff, visible)
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if(not result) then
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break
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elseif(result == VISIBLE) then
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visible = visible + 1
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elseif(result == HIDDEN) then
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hidden = hidden + 1
|
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end
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index = index + 1
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end
|
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|
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if(not dontHide) then
|
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for i = visible + offset + 1, #element do
|
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element[i]:Hide()
|
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end
|
||||
end
|
||||
|
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return visible, hidden
|
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end
|
||||
|
||||
local function UpdateAuras(self, event, unit)
|
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if(self.unit ~= unit) then return end
|
||||
|
||||
local auras = self.Auras
|
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if(auras) then
|
||||
--[[ Callback: Auras:PreUpdate(unit)
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the widget holding the aura buttons
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
--]]
|
||||
if(auras.PreUpdate) then auras:PreUpdate(unit) end
|
||||
|
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local numBuffs = auras.numBuffs or 32
|
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local numDebuffs = auras.numDebuffs or 40
|
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local max = auras.numTotal or numBuffs + numDebuffs
|
||||
|
||||
local visibleBuffs, hiddenBuffs = filterIcons(auras, unit, auras.buffFilter or auras.filter or 'HELPFUL', math.min(numBuffs, max), nil, 0, true)
|
||||
|
||||
local hasGap
|
||||
if(visibleBuffs ~= 0 and auras.gap) then
|
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hasGap = true
|
||||
visibleBuffs = visibleBuffs + 1
|
||||
|
||||
local button = auras[visibleBuffs]
|
||||
if(not button) then
|
||||
button = (auras.CreateIcon or createAuraIcon) (auras, visibleBuffs)
|
||||
tinsert(auras, button)
|
||||
auras.createdIcons = auras.createdIcons + 1
|
||||
end
|
||||
|
||||
-- Prevent the button from displaying anything.
|
||||
if(button.cd) then button.cd:Hide() end
|
||||
if(button.icon) then button.icon:SetTexture() end
|
||||
if(button.overlay) then button.overlay:Hide() end
|
||||
if(button.stealable) then button.stealable:Hide() end
|
||||
if(button.count) then button.count:SetText() end
|
||||
|
||||
button:EnableMouse(false)
|
||||
button:Show()
|
||||
|
||||
--[[ Callback: Auras:PostUpdateGapIcon(unit, gapButton, visibleBuffs)
|
||||
Called after an invisible aura button has been created. Only used by Auras when the `gap` option is enabled.
|
||||
|
||||
* self - the widget holding the aura buttons
|
||||
* unit - the unit that has the invisible aura button (string)
|
||||
* gapButton - the invisible aura button (Button)
|
||||
* visibleBuffs - the number of currently visible aura buttons (number)
|
||||
--]]
|
||||
if(auras.PostUpdateGapIcon) then
|
||||
auras:PostUpdateGapIcon(unit, button, visibleBuffs)
|
||||
end
|
||||
end
|
||||
|
||||
local visibleDebuffs, hiddenDebuffs = filterIcons(auras, unit, auras.debuffFilter or auras.filter or 'HARMFUL', math.min(numDebuffs, max - visibleBuffs), true, visibleBuffs)
|
||||
auras.visibleDebuffs = visibleDebuffs
|
||||
|
||||
if(hasGap and visibleDebuffs == 0) then
|
||||
auras[visibleBuffs]:Hide()
|
||||
visibleBuffs = visibleBuffs - 1
|
||||
end
|
||||
|
||||
auras.visibleBuffs = visibleBuffs
|
||||
auras.visibleAuras = auras.visibleBuffs + auras.visibleDebuffs
|
||||
|
||||
local fromRange, toRange
|
||||
--[[ Callback: Auras:PreSetPosition(max)
|
||||
Called before the aura buttons have been (re-)anchored.
|
||||
|
||||
* self - the widget holding the aura buttons
|
||||
* max - the maximum possible number of aura buttons (number)
|
||||
|
||||
## Returns
|
||||
|
||||
* from - the offset of the first aura button to be (re-)anchored (number)
|
||||
* to - the offset of the last aura button to be (re-)anchored (number)
|
||||
--]]
|
||||
if(auras.PreSetPosition) then
|
||||
fromRange, toRange = auras:PreSetPosition(max)
|
||||
end
|
||||
|
||||
if(fromRange or auras.createdIcons > auras.anchoredIcons) then
|
||||
--[[ Override: Auras:SetPosition(from, to)
|
||||
Used to (re-)anchor the aura buttons.
|
||||
Called when new aura buttons have been created or if :PreSetPosition is defined.
|
||||
|
||||
* self - the widget that holds the aura buttons
|
||||
* from - the offset of the first aura button to be (re-)anchored (number)
|
||||
* to - the offset of the last aura button to be (re-)anchored (number)
|
||||
--]]
|
||||
(auras.SetPosition or SetPosition) (auras, fromRange or auras.anchoredIcons + 1, toRange or auras.createdIcons)
|
||||
auras.anchoredIcons = auras.createdIcons
|
||||
end
|
||||
|
||||
--[[ Callback: Auras:PostUpdate(unit)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the widget holding the aura buttons
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
--]]
|
||||
if(auras.PostUpdate) then auras:PostUpdate(unit) end
|
||||
end
|
||||
|
||||
local buffs = self.Buffs
|
||||
if(buffs) then
|
||||
if(buffs.PreUpdate) then buffs:PreUpdate(unit) end
|
||||
|
||||
local numBuffs = buffs.num or 32
|
||||
local visibleBuffs, hiddenBuffs = filterIcons(buffs, unit, buffs.filter or 'HELPFUL', numBuffs)
|
||||
buffs.visibleBuffs = visibleBuffs
|
||||
|
||||
local fromRange, toRange
|
||||
if(buffs.PreSetPosition) then
|
||||
fromRange, toRange = buffs:PreSetPosition(numBuffs)
|
||||
end
|
||||
|
||||
if(fromRange or buffs.createdIcons > buffs.anchoredIcons) then
|
||||
(buffs.SetPosition or SetPosition) (buffs, fromRange or buffs.anchoredIcons + 1, toRange or buffs.createdIcons)
|
||||
buffs.anchoredIcons = buffs.createdIcons
|
||||
end
|
||||
|
||||
if(buffs.PostUpdate) then buffs:PostUpdate(unit) end
|
||||
end
|
||||
|
||||
local debuffs = self.Debuffs
|
||||
if(debuffs) then
|
||||
if(debuffs.PreUpdate) then debuffs:PreUpdate(unit) end
|
||||
|
||||
local numDebuffs = debuffs.num or 40
|
||||
local visibleDebuffs, hiddenDebuffs = filterIcons(debuffs, unit, debuffs.filter or 'HARMFUL', numDebuffs, true)
|
||||
debuffs.visibleDebuffs = visibleDebuffs
|
||||
|
||||
local fromRange, toRange
|
||||
if(debuffs.PreSetPosition) then
|
||||
fromRange, toRange = debuffs:PreSetPosition(numDebuffs)
|
||||
end
|
||||
|
||||
if(fromRange or debuffs.createdIcons > debuffs.anchoredIcons) then
|
||||
(debuffs.SetPosition or SetPosition) (debuffs, fromRange or debuffs.anchoredIcons + 1, toRange or debuffs.createdIcons)
|
||||
debuffs.anchoredIcons = debuffs.createdIcons
|
||||
end
|
||||
|
||||
if(debuffs.PostUpdate) then debuffs:PostUpdate(unit) end
|
||||
end
|
||||
end
|
||||
|
||||
local function Update(self, event, unit)
|
||||
if(self.unit ~= unit) then return end
|
||||
|
||||
UpdateAuras(self, event, unit)
|
||||
|
||||
-- Assume no event means someone wants to re-anchor things. This is usually
|
||||
-- done by UpdateAllElements and :ForceUpdate.
|
||||
if(event == 'ForceUpdate' or not event) then
|
||||
local buffs = self.Buffs
|
||||
if(buffs) then
|
||||
(buffs.SetPosition or SetPosition) (buffs, 1, buffs.createdIcons)
|
||||
end
|
||||
|
||||
local debuffs = self.Debuffs
|
||||
if(debuffs) then
|
||||
(debuffs.SetPosition or SetPosition) (debuffs, 1, debuffs.createdIcons)
|
||||
end
|
||||
|
||||
local auras = self.Auras
|
||||
if(auras) then
|
||||
(auras.SetPosition or SetPosition) (auras, 1, auras.createdIcons)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Update(element.__owner, 'ForceUpdate', element.__owner.unit)
|
||||
end
|
||||
|
||||
local function Enable(self)
|
||||
if(self.Buffs or self.Debuffs or self.Auras) then
|
||||
self:RegisterEvent('UNIT_AURA', UpdateAuras)
|
||||
|
||||
local buffs = self.Buffs
|
||||
if(buffs) then
|
||||
buffs.__owner = self
|
||||
buffs.ForceUpdate = ForceUpdate
|
||||
|
||||
buffs.createdIcons = buffs.createdIcons or 0
|
||||
buffs.anchoredIcons = 0
|
||||
|
||||
--buffs:Show()
|
||||
end
|
||||
|
||||
local debuffs = self.Debuffs
|
||||
if(debuffs) then
|
||||
debuffs.__owner = self
|
||||
debuffs.ForceUpdate = ForceUpdate
|
||||
|
||||
debuffs.createdIcons = debuffs.createdIcons or 0
|
||||
debuffs.anchoredIcons = 0
|
||||
|
||||
--debuffs:Show()
|
||||
end
|
||||
|
||||
local auras = self.Auras
|
||||
if(auras) then
|
||||
auras.__owner = self
|
||||
auras.ForceUpdate = ForceUpdate
|
||||
|
||||
auras.createdIcons = auras.createdIcons or 0
|
||||
auras.anchoredIcons = 0
|
||||
|
||||
--auras:Show()
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
if(self.Buffs or self.Debuffs or self.Auras) then
|
||||
self:UnregisterEvent('UNIT_AURA', UpdateAuras)
|
||||
|
||||
if(self.Buffs) then self.Buffs:Hide() end
|
||||
if(self.Debuffs) then self.Debuffs:Hide() end
|
||||
if(self.Auras) then self.Auras:Hide() end
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('Auras', Update, Enable, Disable)
|
||||
@@ -0,0 +1,585 @@
|
||||
--[[
|
||||
# Element: Castbar
|
||||
|
||||
Handles the visibility and updating of spell castbars.
|
||||
Based upon oUF_Castbar by starlon.
|
||||
|
||||
## Widget
|
||||
|
||||
Castbar - A `StatusBar` to represent spell cast/channel progress.
|
||||
|
||||
## Sub-Widgets
|
||||
|
||||
.Text - A `FontString` to represent spell name.
|
||||
.Icon - A `Texture` to represent spell icon.
|
||||
.Time - A `FontString` to represent spell duration.
|
||||
.SafeZone - A `Texture` to represent latency.
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied to the StatusBar and Texture widgets if they don't have a texture or a color set.
|
||||
|
||||
## Options
|
||||
|
||||
.timeToHold - indicates for how many seconds the castbar should be visible after a _FAILED or _INTERRUPTED
|
||||
event. Defaults to 0 (number)
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local Castbar = CreateFrame('StatusBar', nil, self)
|
||||
Castbar:SetSize(20, 20)
|
||||
Castbar:SetPoint('TOP')
|
||||
Castbar:SetPoint('LEFT')
|
||||
Castbar:SetPoint('RIGHT')
|
||||
|
||||
-- Add a background
|
||||
local Background = Castbar:CreateTexture(nil, 'BACKGROUND')
|
||||
Background:SetAllPoints(Castbar)
|
||||
Background:SetTexture(1, 1, 1, .5)
|
||||
|
||||
-- Add a spark
|
||||
local Spark = Castbar:CreateTexture(nil, 'OVERLAY')
|
||||
Spark:SetSize(20, 20)
|
||||
Spark:SetBlendMode('ADD')
|
||||
|
||||
-- Add a timer
|
||||
local Time = Castbar:CreateFontString(nil, 'OVERLAY', 'GameFontNormalSmall')
|
||||
Time:SetPoint('RIGHT', Castbar)
|
||||
|
||||
-- Add spell text
|
||||
local Text = Castbar:CreateFontString(nil, 'OVERLAY', 'GameFontNormalSmall')
|
||||
Text:SetPoint('LEFT', Castbar)
|
||||
|
||||
-- Add spell icon
|
||||
local Icon = Castbar:CreateTexture(nil, 'OVERLAY')
|
||||
Icon:SetSize(20, 20)
|
||||
Icon:SetPoint('TOPLEFT', Castbar, 'TOPLEFT')
|
||||
|
||||
-- Add safezone
|
||||
local SafeZone = Castbar:CreateTexture(nil, 'OVERLAY')
|
||||
|
||||
-- Register it with oUF
|
||||
Castbar.bg = Background
|
||||
Castbar.Spark = Spark
|
||||
Castbar.Time = Time
|
||||
Castbar.Text = Text
|
||||
Castbar.Icon = Icon
|
||||
Castbar.SafeZone = SafeZone
|
||||
self.Castbar = Castbar
|
||||
--]]
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local GetNetStats = GetNetStats
|
||||
local GetTime = GetTime
|
||||
local UnitCastingInfo = UnitCastingInfo
|
||||
local UnitChannelInfo = UnitChannelInfo
|
||||
local UnitIsUnit = UnitIsUnit
|
||||
|
||||
local tradeskillCastTime, tradeskillCastDuration, tradeskillCurrent, tradeskillTotal, mergeTradeskill = 0, 0, 0, 0, false
|
||||
|
||||
local function updateSafeZone(self)
|
||||
local safeZone = self.SafeZone
|
||||
local width = self:GetWidth()
|
||||
local _, _, ms = GetNetStats()
|
||||
|
||||
-- Guard against GetNetStats returning latencies of 0.
|
||||
if(ms ~= 0) then
|
||||
local safeZoneRatio = (ms / 1e3) / self.max
|
||||
if(safeZoneRatio > 1) then
|
||||
safeZoneRatio = 1
|
||||
end
|
||||
safeZone:SetWidth(width * safeZoneRatio)
|
||||
safeZone:Show()
|
||||
else
|
||||
safeZone:Hide()
|
||||
end
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_SENT(self, event, unit, spell, rank, target)
|
||||
local element = self.Castbar
|
||||
element.curTarget = (target and target ~= '') and target or nil
|
||||
|
||||
if element.isTradeSkill then
|
||||
element.tradeSkillCastName = spell
|
||||
end
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_START(self, event, unit)
|
||||
if(self.unit ~= unit and self.realUnit ~= unit) then return end
|
||||
|
||||
local element = self.Castbar
|
||||
local name, _, text, texture, startTime, endTime, isTradeSkill = UnitCastingInfo(unit)
|
||||
if(not name) then
|
||||
return element:Hide()
|
||||
end
|
||||
|
||||
endTime = endTime / 1e3
|
||||
startTime = startTime / 1e3
|
||||
local max = endTime - startTime
|
||||
|
||||
element.castName = name
|
||||
element.duration = GetTime() - startTime
|
||||
element.max = max
|
||||
element.delay = 0
|
||||
element.casting = true
|
||||
element.holdTime = 0
|
||||
element.isTradeSkill = isTradeSkill
|
||||
|
||||
if(mergeTradeskill and isTradeSkill and UnitIsUnit(unit, 'player')) then
|
||||
element.duration = element.duration + (element.max * tradeskillCurrent)
|
||||
element.max = max * tradeskillTotal
|
||||
|
||||
if(unit == 'player') then
|
||||
tradeskillCurrent = tradeskillCurrent + 1
|
||||
tradeskillCastDuration = element.duration
|
||||
tradeskillCastTime = max
|
||||
end
|
||||
|
||||
element:SetValue(element.duration)
|
||||
else
|
||||
element:SetValue(0)
|
||||
end
|
||||
element:SetMinMaxValues(0, element.max)
|
||||
|
||||
if(element.Text) then element.Text:SetText(text) end
|
||||
if(element.Icon) then element.Icon:SetTexture(texture) end
|
||||
if(element.Time) then element.Time:SetText() end
|
||||
|
||||
local sf = element.SafeZone
|
||||
if(sf) then
|
||||
sf:ClearAllPoints()
|
||||
sf:SetPoint('RIGHT')
|
||||
sf:SetPoint('TOP')
|
||||
sf:SetPoint('BOTTOM')
|
||||
updateSafeZone(element)
|
||||
end
|
||||
|
||||
--[[ Callback: Castbar:PostCastStart(unit, name)
|
||||
Called after the element has been updated upon a spell cast start.
|
||||
|
||||
* self - the Castbar widget
|
||||
* unit - unit for which the update has been triggered (string)
|
||||
* name - name of the spell being cast (string)
|
||||
--]]
|
||||
if(element.PostCastStart) then
|
||||
element:PostCastStart(unit, name)
|
||||
end
|
||||
element:Show()
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_FAILED(self, event, unit, spellname)
|
||||
if(not self.casting) then return end
|
||||
if(self.unit ~= unit and self.realUnit ~= unit) then return end
|
||||
|
||||
local element = self.Castbar
|
||||
if(spellname and (element.castName ~= spellname and element.tradeSkillCastName ~= spellname)) then
|
||||
return
|
||||
end
|
||||
|
||||
if(mergeTradeskill and UnitIsUnit(unit, 'player')) then
|
||||
mergeTradeskill = false
|
||||
element.tradeSkillCastName = nil
|
||||
end
|
||||
|
||||
local text = element.Text
|
||||
if(text) then
|
||||
text:SetText(FAILED)
|
||||
end
|
||||
|
||||
element.casting = nil
|
||||
element.holdTime = element.timeToHold or 0
|
||||
|
||||
--[[ Callback: Castbar:PostCastFailed(unit, name)
|
||||
Called after the element has been updated upon a failed spell cast.
|
||||
|
||||
* self - the Castbar widget
|
||||
* unit - unit for which the update has been triggered (string)
|
||||
* name - name of the failed spell (string)
|
||||
--]]
|
||||
if(element.PostCastFailed) then
|
||||
return element:PostCastFailed(unit, spellname)
|
||||
end
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_FAILED_QUIET(self, event, unit, spellname)
|
||||
if(not self.casting) then return end
|
||||
if(self.unit ~= unit and self.realUnit ~= unit) then return end
|
||||
|
||||
local element = self.Castbar
|
||||
if(spellname and (element.castName ~= spellname and element.tradeSkillCastName ~= spellname)) then
|
||||
return
|
||||
end
|
||||
|
||||
if(mergeTradeskill and UnitIsUnit(unit, 'player')) then
|
||||
mergeTradeskill = false
|
||||
element.tradeSkillCastName = nil
|
||||
end
|
||||
|
||||
element.casting = nil
|
||||
element:SetValue(0)
|
||||
element:Hide()
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_INTERRUPTED(self, event, unit, spellname)
|
||||
if(self.unit ~= unit and self.realUnit ~= unit) then return end
|
||||
|
||||
local element = self.Castbar
|
||||
if(spellname and element.castName ~= spellname) then
|
||||
return
|
||||
end
|
||||
|
||||
local text = element.Text
|
||||
if(text) then
|
||||
text:SetText(INTERRUPTED)
|
||||
end
|
||||
|
||||
element.casting = nil
|
||||
element.channeling = nil
|
||||
element.holdTime = element.timeToHold or 0
|
||||
|
||||
--[[ Callback: Castbar:PostCastInterrupted(unit, name)
|
||||
Called after the element has been updated upon an interrupted spell cast.
|
||||
|
||||
* self - the Castbar widget
|
||||
* unit - unit for which the update has been triggered (string)
|
||||
* name - name of the interrupted spell (string)
|
||||
--]]
|
||||
if(element.PostCastInterrupted) then
|
||||
return element:PostCastInterrupted(unit, spellname)
|
||||
end
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_DELAYED(self, event, unit)
|
||||
if(self.unit ~= unit and self.realUnit ~= unit) then return end
|
||||
|
||||
local element = self.Castbar
|
||||
local name, _, _, _, startTime = UnitCastingInfo(unit)
|
||||
if(not startTime or not element:IsShown()) then return end
|
||||
|
||||
local duration = GetTime() - (startTime / 1000)
|
||||
if(duration < 0) then duration = 0 end
|
||||
|
||||
element.delay = element.delay + element.duration - duration
|
||||
element.duration = duration
|
||||
|
||||
element:SetValue(duration)
|
||||
|
||||
--[[ Callback: Castbar:PostCastDelayed(unit, name)
|
||||
Called after the element has been updated when a spell cast has been delayed.
|
||||
|
||||
* self - the Castbar widget
|
||||
* unit - unit that the update has been triggered (string)
|
||||
* name - name of the delayed spell (string)
|
||||
--]]
|
||||
if(element.PostCastDelayed) then
|
||||
return element:PostCastDelayed(unit, name)
|
||||
end
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_STOP(self, event, unit, spellname)
|
||||
if(self.unit ~= unit and self.realUnit ~= unit) then return end
|
||||
|
||||
local element = self.Castbar
|
||||
if(spellname and (element.castName ~= spellname)) then
|
||||
return
|
||||
end
|
||||
|
||||
if(mergeTradeskill and UnitIsUnit(unit, 'player')) then
|
||||
if(tradeskillCurrent == tradeskillTotal) then
|
||||
mergeTradeskill = false
|
||||
end
|
||||
else
|
||||
element.casting = nil
|
||||
end
|
||||
|
||||
--[[ Callback: Castbar:PostCastStop(unit, name)
|
||||
Called after the element has been updated when a spell cast has finished.
|
||||
|
||||
* self - the Castbar widget
|
||||
* unit - unit for which the update has been triggered (string)
|
||||
* name - name of the spell (string)
|
||||
--]]
|
||||
if(element.PostCastStop) then
|
||||
return element:PostCastStop(unit, spellname)
|
||||
end
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_CHANNEL_START(self, event, unit)
|
||||
if(self.unit ~= unit and self.realUnit ~= unit) then return end
|
||||
|
||||
local element = self.Castbar
|
||||
local name, _, _, texture, startTime, endTime = UnitChannelInfo(unit)
|
||||
if(not name) then
|
||||
return
|
||||
end
|
||||
|
||||
endTime = endTime / 1e3
|
||||
startTime = startTime / 1e3
|
||||
local max = (endTime - startTime)
|
||||
local duration = endTime - GetTime()
|
||||
|
||||
element.duration = duration
|
||||
element.max = max
|
||||
element.delay = 0
|
||||
element.startTime = startTime
|
||||
element.endTime = endTime
|
||||
element.extraTickRatio = 0
|
||||
element.channeling = true
|
||||
element.holdTime = 0
|
||||
|
||||
-- We have to do this, as it's possible for spell casts to never have _STOP
|
||||
-- executed or be fully completed by the OnUpdate handler before CHANNEL_START
|
||||
-- is called.
|
||||
element.casting = nil
|
||||
element.castName = nil
|
||||
|
||||
element:SetMinMaxValues(0, max)
|
||||
element:SetValue(duration)
|
||||
|
||||
if(element.Text) then element.Text:SetText(name) end
|
||||
if(element.Icon) then element.Icon:SetTexture(texture) end
|
||||
if(element.Time) then element.Time:SetText() end
|
||||
|
||||
local sf = element.SafeZone
|
||||
if(sf) then
|
||||
sf:ClearAllPoints()
|
||||
sf:SetPoint('LEFT')
|
||||
sf:SetPoint('TOP')
|
||||
sf:SetPoint('BOTTOM')
|
||||
updateSafeZone(element)
|
||||
end
|
||||
|
||||
--[[ Callback: Castbar:PostChannelStart(unit, name)
|
||||
Called after the element has been updated upon a spell channel start.
|
||||
|
||||
* self - the Castbar widget
|
||||
* unit - unit for which the update has been triggered (string)
|
||||
* name - name of the channeled spell (string)
|
||||
--]]
|
||||
if(element.PostChannelStart) then
|
||||
element:PostChannelStart(unit, name)
|
||||
end
|
||||
element:Show()
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_CHANNEL_UPDATE(self, event, unit)
|
||||
if(self.unit ~= unit and self.realUnit ~= unit) then return end
|
||||
|
||||
local element = self.Castbar
|
||||
local name, _, _, _, startTime, endTime = UnitChannelInfo(unit)
|
||||
if(not name or not element:IsShown()) then
|
||||
return
|
||||
end
|
||||
|
||||
local duration = (endTime / 1000) - GetTime()
|
||||
element.delay = element.delay + element.duration - duration
|
||||
element.duration = duration
|
||||
element.max = (endTime - startTime) / 1000
|
||||
element.startTime = startTime / 1000
|
||||
element.endTime = endTime / 1000
|
||||
|
||||
element:SetMinMaxValues(0, element.max)
|
||||
element:SetValue(duration)
|
||||
|
||||
--[[ Callback: Castbar:PostChannelUpdate(unit, name)
|
||||
Called after the element has been updated after a channeled spell has been delayed or interrupted.
|
||||
|
||||
* self - the Castbar widget
|
||||
* unit - unit for which the update has been triggered (string)
|
||||
* name - name of the channeled spell (string)
|
||||
--]]
|
||||
if(element.PostChannelUpdate) then
|
||||
return element:PostChannelUpdate(unit, name)
|
||||
end
|
||||
end
|
||||
|
||||
local function UNIT_SPELLCAST_CHANNEL_STOP(self, event, unit, spellname)
|
||||
if(self.unit ~= unit and self.realUnit ~= unit) then return end
|
||||
|
||||
local element = self.Castbar
|
||||
if(element:IsShown()) then
|
||||
element.channeling = nil
|
||||
|
||||
--[[ Callback: Castbar:PostChannelUpdate(unit, name)
|
||||
Called after the element has been updated after a channeled spell has been completed.
|
||||
|
||||
* self - the Castbar widget
|
||||
* unit - unit for which the update has been triggered (string)
|
||||
* name - name of the channeled spell (string)
|
||||
--]]
|
||||
if(element.PostChannelStop) then
|
||||
return element:PostChannelStop(unit, spellname)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function onUpdate(self, elapsed)
|
||||
if(self.casting) then
|
||||
local duration = self.duration + elapsed
|
||||
if(duration >= self.max or (tradeskillTotal > 1 and duration >= (tradeskillCastDuration + tradeskillCastTime * 1.25))) then
|
||||
self.casting = nil
|
||||
self:Hide()
|
||||
tradeskillTotal = 0
|
||||
|
||||
if(self.PostCastStop) then self:PostCastStop(self.__owner.unit) end
|
||||
return
|
||||
end
|
||||
|
||||
if(self.Time) then
|
||||
if(self.delay ~= 0) then
|
||||
if(self.CustomDelayText) then
|
||||
self:CustomDelayText(duration)
|
||||
else
|
||||
self.Time:SetText(format('%.1f|cffff0000-%.1f|r', duration, self.delay))
|
||||
end
|
||||
else
|
||||
if(self.CustomTimeText) then
|
||||
self:CustomTimeText(duration)
|
||||
else
|
||||
self.Time:SetText(format('%.1f', duration))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self.duration = duration
|
||||
self:SetValue(duration)
|
||||
|
||||
if(self.Spark) then
|
||||
self.Spark:SetPoint('CENTER', self, 'LEFT', (duration / self.max) * self:GetWidth(), 0)
|
||||
end
|
||||
elseif(self.channeling) then
|
||||
local duration = self.duration - elapsed
|
||||
|
||||
if(duration <= 0) then
|
||||
self.channeling = nil
|
||||
self:Hide()
|
||||
|
||||
if(self.PostChannelStop) then self:PostChannelStop(self.__owner.unit) end
|
||||
return
|
||||
end
|
||||
|
||||
if(self.Time) then
|
||||
if(self.delay ~= 0) then
|
||||
if(self.CustomDelayText) then
|
||||
self:CustomDelayText(duration)
|
||||
else
|
||||
self.Time:SetText(format('%.1f|cffff0000-%.1f|r', duration, self.delay))
|
||||
end
|
||||
else
|
||||
if(self.CustomTimeText) then
|
||||
self:CustomTimeText(duration)
|
||||
else
|
||||
self.Time:SetText(format('%.1f', duration))
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
self.duration = duration
|
||||
self:SetValue(duration)
|
||||
if(self.Spark) then
|
||||
self.Spark:SetPoint('CENTER', self, 'LEFT', (duration / self.max) * self:GetWidth(), 0)
|
||||
end
|
||||
elseif(self.holdTime > 0) then
|
||||
self.holdTime = self.holdTime - elapsed
|
||||
else
|
||||
self.casting = nil
|
||||
self.castName = nil
|
||||
self.channeling = nil
|
||||
tradeskillTotal = 0
|
||||
|
||||
self:Hide()
|
||||
end
|
||||
end
|
||||
|
||||
local function Update(self, ...)
|
||||
UNIT_SPELLCAST_START(self, ...)
|
||||
return UNIT_SPELLCAST_CHANNEL_START(self, ...)
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Update(element.__owner, 'ForceUpdate', element.__owner.unit)
|
||||
end
|
||||
|
||||
local function Enable(self, unit)
|
||||
local element = self.Castbar
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
if(not (unit and unit:match('%wtarget$'))) then
|
||||
self:RegisterEvent('UNIT_SPELLCAST_START', UNIT_SPELLCAST_START)
|
||||
self:RegisterEvent('UNIT_SPELLCAST_FAILED', UNIT_SPELLCAST_FAILED)
|
||||
self:RegisterEvent('UNIT_SPELLCAST_STOP', UNIT_SPELLCAST_STOP)
|
||||
self:RegisterEvent('UNIT_SPELLCAST_INTERRUPTED', UNIT_SPELLCAST_INTERRUPTED)
|
||||
self:RegisterEvent('UNIT_SPELLCAST_DELAYED', UNIT_SPELLCAST_DELAYED)
|
||||
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_START', UNIT_SPELLCAST_CHANNEL_START)
|
||||
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_UPDATE', UNIT_SPELLCAST_CHANNEL_UPDATE)
|
||||
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_STOP', UNIT_SPELLCAST_CHANNEL_STOP)
|
||||
self:RegisterEvent('UNIT_SPELLCAST_SENT', UNIT_SPELLCAST_SENT, true)
|
||||
self:RegisterEvent('UNIT_SPELLCAST_FAILED_QUIET', UNIT_SPELLCAST_FAILED_QUIET)
|
||||
end
|
||||
|
||||
element.holdTime = 0
|
||||
element:SetScript('OnUpdate', element.OnUpdate or onUpdate)
|
||||
|
||||
if(self.unit == 'player') then
|
||||
CastingBarFrame:UnregisterAllEvents()
|
||||
CastingBarFrame.Show = CastingBarFrame.Hide
|
||||
CastingBarFrame:Hide()
|
||||
|
||||
PetCastingBarFrame:UnregisterAllEvents()
|
||||
PetCastingBarFrame.Show = PetCastingBarFrame.Hide
|
||||
PetCastingBarFrame:Hide()
|
||||
end
|
||||
|
||||
if(element:IsObjectType('StatusBar') and not element:GetStatusBarTexture()) then
|
||||
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
|
||||
end
|
||||
|
||||
local spark = element.Spark
|
||||
if(spark and spark:IsObjectType('Texture') and not spark:GetTexture()) then
|
||||
spark:SetTexture([[Interface\CastingBar\UI-CastingBar-Spark]])
|
||||
end
|
||||
|
||||
local safeZone = element.SafeZone
|
||||
if(safeZone and safeZone:IsObjectType('Texture') and not safeZone:GetTexture()) then
|
||||
safeZone:SetTexture(1, 0, 0)
|
||||
end
|
||||
|
||||
element:Hide()
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.Castbar
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_START', UNIT_SPELLCAST_START)
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_FAILED', UNIT_SPELLCAST_FAILED)
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_STOP', UNIT_SPELLCAST_STOP)
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_INTERRUPTED', UNIT_SPELLCAST_INTERRUPTED)
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_DELAYED', UNIT_SPELLCAST_DELAYED)
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_CHANNEL_START', UNIT_SPELLCAST_CHANNEL_START)
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_CHANNEL_UPDATE', UNIT_SPELLCAST_CHANNEL_UPDATE)
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_CHANNEL_STOP', UNIT_SPELLCAST_CHANNEL_STOP)
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_SENT', UNIT_SPELLCAST_SENT)
|
||||
self:UnregisterEvent('UNIT_SPELLCAST_FAILED_QUIET', UNIT_SPELLCAST_FAILED_QUIET)
|
||||
|
||||
element:SetScript('OnUpdate', nil)
|
||||
end
|
||||
end
|
||||
|
||||
hooksecurefunc('DoTradeSkill', function(_, num)
|
||||
tradeskillCastTime = 0
|
||||
tradeskillCastDuration = 0
|
||||
tradeskillCurrent = 0
|
||||
tradeskillTotal = num or 1
|
||||
mergeTradeskill = true
|
||||
end)
|
||||
|
||||
oUF:AddElement('Castbar', Update, Enable, Disable)
|
||||
@@ -0,0 +1,102 @@
|
||||
--[[
|
||||
# Element: Combat Indicator
|
||||
|
||||
Toggles the visibility of an indicator based on the player's combat status.
|
||||
|
||||
## Widget
|
||||
|
||||
CombatIndicator - Any UI widget.
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local CombatIndicator = self:CreateTexture(nil, 'OVERLAY')
|
||||
CombatIndicator:SetSize(16, 16)
|
||||
CombatIndicator:SetPoint('TOP', self)
|
||||
|
||||
-- Register it with oUF
|
||||
self.CombatIndicator = CombatIndicator
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local UnitAffectingCombat = UnitAffectingCombat
|
||||
|
||||
local function Update(self, event)
|
||||
local element = self.CombatIndicator
|
||||
|
||||
--[[ Callback: CombatIndicator:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the CombatIndicator element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local inCombat = UnitAffectingCombat('player')
|
||||
if(inCombat) then
|
||||
element:Show()
|
||||
else
|
||||
element:Hide()
|
||||
end
|
||||
|
||||
--[[ Callback: CombatIndicator:PostUpdate(inCombat)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the CombatIndicator element
|
||||
* inCombat - indicates if the player is affecting combat (boolean)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(inCombat)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: CombatIndicator.Override(self, event)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
--]]
|
||||
return (self.CombatIndicator.Override or Update) (self, unpack(arg))
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate')
|
||||
end
|
||||
|
||||
local function Enable(self, unit)
|
||||
local element = self.CombatIndicator
|
||||
if(element and unit == 'player') then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('PLAYER_REGEN_DISABLED', Path)
|
||||
self:RegisterEvent('PLAYER_REGEN_ENABLED', Path)
|
||||
|
||||
if(element:IsObjectType('Texture') and not element:GetTexture()) then
|
||||
element:SetTexture([[Interface\CharacterFrame\UI-StateIcon]])
|
||||
element:SetTexCoord(.5, 1, 0, .49)
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.CombatIndicator
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('PLAYER_REGEN_DISABLED', Path)
|
||||
self:UnregisterEvent('PLAYER_REGEN_ENABLED', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('CombatIndicator', Path, Enable, Disable)
|
||||
@@ -0,0 +1,118 @@
|
||||
--[[
|
||||
# Element: ComboPoints
|
||||
|
||||
Handles the visibility and updating of the player's combo points.
|
||||
|
||||
## Widget
|
||||
|
||||
ComboPoints - An `table` consisting of as many Textures as the theoretical maximum return of [GetComboPoints](http://wowprogramming.com/docs/api/GetComboPoints).
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
|
||||
|
||||
## Examples
|
||||
|
||||
local ComboPoints = {}
|
||||
for index = 1, 10 do
|
||||
local Bar = CreateFrame('StatusBar', nil, self)
|
||||
|
||||
-- Position and size.
|
||||
Bar:SetSize(16, 16)
|
||||
Bar:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', (index - 1) * Bar:GetWidth(), 0)
|
||||
|
||||
ComboPoints[index] = Bar
|
||||
end
|
||||
|
||||
-- Register with oUF
|
||||
self.ComboPoints = ComboPoints
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local GetComboPoints = GetComboPoints
|
||||
local MAX_COMBO_POINTS = MAX_COMBO_POINTS
|
||||
|
||||
local function Update(self, event)
|
||||
local element = self.ComboPoints
|
||||
|
||||
--[[ Callback: ComboPoints:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the ComboPoints element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local cp = GetComboPoints('player', 'target')
|
||||
|
||||
for i = 1, MAX_COMBO_POINTS do
|
||||
if(i <= cp) then
|
||||
element[i]:Show()
|
||||
else
|
||||
element[i]:Hide()
|
||||
end
|
||||
end
|
||||
|
||||
--[[ Callback: ComboPoints:PostUpdate(role)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the ComboPoints element
|
||||
* cpoint - the current amount of combo points (number)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(cp)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: ComboPoints.Override(self, event, ...)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* ... - the arguments accompanying the event
|
||||
--]]
|
||||
return (self.ComboPoints.Override or Update) (self, ...)
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
|
||||
end
|
||||
|
||||
local function Enable(self)
|
||||
local element = self.ComboPoints
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('PLAYER_COMBO_POINTS', Path, true)
|
||||
self:RegisterEvent('PLAYER_TARGET_CHANGED', Path, true)
|
||||
|
||||
for index = 1, MAX_COMBO_POINTS do
|
||||
local cp = element[index]
|
||||
if(cp:IsObjectType('Texture') and not cp:GetTexture()) then
|
||||
cp:SetTexture([[Interface\ComboFrame\ComboPoint]])
|
||||
cp:SetTexCoord(0, 0.375, 0, 1)
|
||||
end
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.ComboPoints
|
||||
if(element) then
|
||||
for index = 1, MAX_COMBO_POINTS do
|
||||
element[index]:Hide()
|
||||
end
|
||||
|
||||
self:UnregisterEvent('PLAYER_COMBO_POINTS', Path)
|
||||
self:UnregisterEvent('PLAYER_TARGET_CHANGED', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('ComboPoints', Path, Enable, Disable)
|
||||
@@ -0,0 +1,22 @@
|
||||
<Ui xmlns="http://www.blizzard.com/wow/ui/">
|
||||
<Script file="power.lua"/>
|
||||
<!--<Script file="auras.lua"/>-->
|
||||
<Script file="health.lua"/>
|
||||
<Script file="raidtargetindicator.lua"/>
|
||||
<Script file="leaderindicator.lua"/>
|
||||
<Script file="combatindicator.lua"/>
|
||||
<Script file="restingindicator.lua"/>
|
||||
<!--<Script file="pvpindicator.lua"/>-->
|
||||
<Script file="portrait.lua"/>
|
||||
<!--
|
||||
<Script file="range.lua"/>
|
||||
<Script file="castbar.lua"/>-->
|
||||
<Script file="tags.lua"/>
|
||||
<Script file="masterlooterindicator.lua"/>
|
||||
<Script file="assistantindicator.lua"/>
|
||||
<!--<Script file="readycheckindicator.lua"/>
|
||||
<Script file="combopoints.lua"/>
|
||||
<Script file="raidroleindicator.lua"/>
|
||||
<Script file="happinessindicator.lua"/>
|
||||
-->
|
||||
</Ui>
|
||||
@@ -0,0 +1,116 @@
|
||||
--[[
|
||||
# Element: HappinessIndicator
|
||||
|
||||
Handles the visibility and updating of player pet happiness.
|
||||
|
||||
## Widget
|
||||
|
||||
HappinessIndicator - A `Texture` used to display the current happiness level.
|
||||
The element works by changing the texture's vertex color.
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local HappinessIndicator = self:CreateTexture(nil, 'OVERLAY')
|
||||
HappinessIndicator:SetSize(16, 16)
|
||||
HappinessIndicator:SetPoint('TOPRIGHT', self)
|
||||
|
||||
-- Register it with oUF
|
||||
self.HappinessIndicator = HappinessIndicator
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local GetPetHappiness = GetPetHappiness
|
||||
local HasPetUI = HasPetUI
|
||||
|
||||
local function Update(self, event, unit)
|
||||
if(not unit or self.unit ~= unit) then return end
|
||||
|
||||
local element = self.HappinessIndicator
|
||||
|
||||
--[[ Callback: HappinessIndicator:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the ComboPoints element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local _, hunterPet = HasPetUI()
|
||||
local happiness, damagePercentage = GetPetHappiness()
|
||||
|
||||
if(hunterPet and happiness) then
|
||||
if(happiness == 1) then
|
||||
element:SetTexCoord(0.375, 0.5625, 0, 0.359375)
|
||||
elseif(happiness == 2) then
|
||||
element:SetTexCoord(0.1875, 0.375, 0, 0.359375)
|
||||
elseif(happiness == 3) then
|
||||
element:SetTexCoord(0, 0.1875, 0, 0.359375)
|
||||
end
|
||||
|
||||
element:Show()
|
||||
else
|
||||
return element:Hide()
|
||||
end
|
||||
|
||||
--[[ Callback: HappinessIndicator:PostUpdate(role)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the ComboPoints element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
* happiness - the numerical happiness value of the pet (1 = unhappy, 2 = content, 3 = happy) (number)
|
||||
* damagePercentage - damage modifier, happiness affects this (unhappy = 75%, content = 100%, happy = 125%) (number)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(unit, happiness, damagePercentage)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: HappinessIndicator.Override(self, event, ...)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* ... - the arguments accompanying the event
|
||||
--]]
|
||||
return (self.HappinessIndicator.Override or Update) (self, ...)
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
|
||||
end
|
||||
|
||||
local function Enable(self)
|
||||
local element = self.HappinessIndicator
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('UNIT_HAPPINESS', Path)
|
||||
|
||||
if(element:IsObjectType('Texture') and not element:GetTexture()) then
|
||||
element:SetTexture([[Interface\PetPaperDollFrame\UI-PetHappiness]])
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.HappinessIndicator
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('UNIT_HAPPINESS', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('HappinessIndicator', Path, Enable, Disable)
|
||||
@@ -0,0 +1,292 @@
|
||||
--[[
|
||||
# Element: Health Bar
|
||||
|
||||
Handles the updating of a status bar that displays the unit's health.
|
||||
|
||||
## Widget
|
||||
|
||||
Health - A `StatusBar` used to represent the unit's health.
|
||||
|
||||
## Sub-Widgets
|
||||
|
||||
.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
|
||||
|
||||
## Options
|
||||
|
||||
.frequentUpdates - Indicates whether to use OnUpdate script instead of UNIT_HEALTH to update the bar (boolean)
|
||||
.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
|
||||
|
||||
The following options are listed by priority. The first check that returns true decides the color of the bar.
|
||||
|
||||
.colorTapping - Use `self.colors.tapping` to color the bar if the unit isn't tapped by the player (boolean)
|
||||
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the unit is offline (boolean)
|
||||
.colorHappiness - Use `self.colors.happiness` to color the bar if the unit is pet based on pet happiness (boolean)
|
||||
.colorClass - Use `self.colors.class[class]` to color the bar based on unit class. `class` is defined by the
|
||||
second return of [UnitClass](http://wowprogramming.com/docs/api/UnitClass) (boolean)
|
||||
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the unit is a NPC (boolean)
|
||||
.colorClassPet - Use `self.colors.class[class]` to color the bar if the unit is player controlled, but not a player
|
||||
(boolean)
|
||||
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar based on the player's reaction towards the
|
||||
unit. `reaction` is defined by the return value of
|
||||
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction) (boolean)
|
||||
.colorSmooth - Use `smoothGradient` if present or `self.colors.smooth` to color the bar with a smooth gradient
|
||||
based on the player's current health percentage (boolean)
|
||||
.colorHealth - Use `self.colors.health` to color the bar. This flag is used to reset the bar color back to default
|
||||
if none of the above conditions are met (boolean)
|
||||
|
||||
## Sub-Widgets Options
|
||||
|
||||
.multiplier - Used to tint the background based on the main widgets R, G and B values. Defaults to 1 (number)[0-1]
|
||||
|
||||
## Attributes
|
||||
|
||||
.disconnected - Indicates whether the unit is disconnected (boolean)
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local Health = CreateFrame('StatusBar', nil, self)
|
||||
Health:SetHeight(20)
|
||||
Health:SetPoint('TOP')
|
||||
Health:SetPoint('LEFT')
|
||||
Health:SetPoint('RIGHT')
|
||||
|
||||
-- Add a background
|
||||
local Background = Health:CreateTexture(nil, 'BACKGROUND')
|
||||
Background:SetAllPoints(Health)
|
||||
Background:SetTexture(1, 1, 1, .5)
|
||||
|
||||
-- Options
|
||||
Health.frequentUpdates = true
|
||||
Health.colorTapping = true
|
||||
Health.colorDisconnected = true
|
||||
Health.colorClass = true
|
||||
Health.colorReaction = true
|
||||
Health.colorHealth = true
|
||||
|
||||
-- Make the background darker.
|
||||
Background.multiplier = .5
|
||||
|
||||
-- Register it with oUF
|
||||
Health.bg = Background
|
||||
self.Health = Health
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local unpack = unpack
|
||||
|
||||
local GetPetHappiness = GetPetHappiness
|
||||
local UnitClass = UnitClass
|
||||
local UnitHealth = UnitHealth
|
||||
local UnitHealthMax = UnitHealthMax
|
||||
local UnitIsConnected = UnitIsConnected
|
||||
local UnitIsPlayer = UnitIsPlayer
|
||||
local UnitIsTapped = UnitIsTapped
|
||||
local UnitIsTappedByPlayer = UnitIsTappedByPlayer
|
||||
local UnitIsUnit = UnitIsUnit
|
||||
local UnitPlayerControlled = UnitPlayerControlled
|
||||
local UnitReaction = UnitReaction
|
||||
|
||||
local updateFrequentUpdates
|
||||
|
||||
local function UpdateColor(element, unit, cur, max)
|
||||
local parent = element.__owner
|
||||
|
||||
if element.frequentUpdates ~= element.__frequentUpdates then
|
||||
element.__frequentUpdates = element.frequentUpdates
|
||||
updateFrequentUpdates(parent, unit)
|
||||
end
|
||||
|
||||
local r, g, b, t
|
||||
if(element.colorTapping and not UnitPlayerControlled(unit) and (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit))) then
|
||||
t = parent.colors.tapped
|
||||
elseif(element.colorDisconnected and element.disconnected) then
|
||||
t = parent.colors.disconnected
|
||||
elseif(element.colorHappiness and UnitIsUnit(unit, 'pet') and GetPetHappiness()) then
|
||||
t = parent.colors.happiness[GetPetHappiness()]
|
||||
elseif(element.colorClass and UnitIsPlayer(unit)) or
|
||||
(element.colorClassNPC and not UnitIsPlayer(unit)) or
|
||||
(element.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
|
||||
local _, class = UnitClass(unit)
|
||||
t = parent.colors.class[class]
|
||||
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
|
||||
t = parent.colors.reaction[UnitReaction(unit, 'player')]
|
||||
elseif(element.colorSmooth) then
|
||||
r, g, b = parent.ColorGradient(cur, max, unpack(element.smoothGradient or parent.colors.smooth))
|
||||
elseif(element.colorHealth) then
|
||||
t = parent.colors.health
|
||||
end
|
||||
|
||||
if(t) then
|
||||
r, g, b = t[1], t[2], t[3]
|
||||
end
|
||||
|
||||
if(r or g or b) then
|
||||
element:SetStatusBarColor(r, g, b)
|
||||
|
||||
local bg = element.bg
|
||||
if(bg) then
|
||||
local mu = bg.multiplier or 1
|
||||
bg:SetVertexColor(r * mu, g * mu, b * mu)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function Update(self, event, unit)
|
||||
if(not unit or self.unit ~= unit) then return end
|
||||
local element = self.Health
|
||||
|
||||
--[[ Callback: Health:PreUpdate(unit)
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the Health element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate(unit)
|
||||
end
|
||||
|
||||
local cur, max = UnitHealth(unit), UnitHealthMax(unit)
|
||||
local disconnected = not UnitIsConnected(unit)
|
||||
element:SetMinMaxValues(0, max)
|
||||
|
||||
if(disconnected) then
|
||||
element:SetValue(max)
|
||||
else
|
||||
element:SetValue(cur)
|
||||
end
|
||||
|
||||
element.disconnected = disconnected
|
||||
|
||||
--[[ Override: Health:UpdateColor(unit, cur, max)
|
||||
Used to completely override the internal function for updating the widgets' colors.
|
||||
|
||||
* self - the Health element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
* cur - the unit's current health value (number)
|
||||
* max - the unit's maximum possible health value (number)
|
||||
--]]
|
||||
element:UpdateColor(unit, cur, max)
|
||||
|
||||
--[[ Callback: Health:PostUpdate(unit, cur, max)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the Health element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
* cur - the unit's current health value (number)
|
||||
* max - the unit's maximum possible health value (number)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(unit, cur, max)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: Health.Override(self, event, unit)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* unit - the unit accompanying the event (string)
|
||||
--]]
|
||||
return (self.Health.Override or Update) (self, unpack(arg))
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
|
||||
end
|
||||
|
||||
local function onHealthUpdate()
|
||||
if(this.disconnected) then return end
|
||||
|
||||
local unit = this.__owner.unit
|
||||
local health = UnitHealth(unit)
|
||||
|
||||
if(health ~= this.min) then
|
||||
this.min = health
|
||||
|
||||
return Path(this.__owner, 'OnHealthUpdate', unit)
|
||||
end
|
||||
end
|
||||
|
||||
function updateFrequentUpdates(self, unit)
|
||||
if(not unit or string.match(unit, '%w+target$')) then return end
|
||||
|
||||
local element = self.Health
|
||||
if(element.frequentUpdates and not element:GetScript('OnUpdate')) then
|
||||
element:SetScript('OnUpdate', onHealthUpdate)
|
||||
|
||||
if((unit == 'party' or string.match(unit, 'party%d?$'))) then
|
||||
self:RegisterEvent('UNIT_HEALTH', Path)
|
||||
elseif(self:IsEventRegistered("UNIT_HEALTH")) then
|
||||
self:UnregisterEvent('UNIT_HEALTH', Path)
|
||||
end
|
||||
elseif(not element.frequentUpdates and element:GetScript('OnUpdate')) then
|
||||
element:SetScript('OnUpdate', nil)
|
||||
|
||||
self:RegisterEvent('UNIT_HEALTH', Path)
|
||||
end
|
||||
end
|
||||
|
||||
local function Enable(self, unit)
|
||||
local element = self.Health
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
element.__frequentUpdates = element.frequentUpdates
|
||||
updateFrequentUpdates(self, unit)
|
||||
|
||||
if(element.frequentUpdates and (unit and not string.match(unit, '%w+target$'))) then
|
||||
element:SetScript('OnUpdate', onHealthUpdate)
|
||||
|
||||
-- The party frames need this to handle disconnect states correctly.
|
||||
if(unit == 'party') then
|
||||
self:RegisterEvent('UNIT_HEALTH', Path)
|
||||
end
|
||||
else
|
||||
self:RegisterEvent('UNIT_HEALTH', Path)
|
||||
end
|
||||
|
||||
self:RegisterEvent('UNIT_MAXHEALTH', Path)
|
||||
self:RegisterEvent('UNIT_CONNECTION', Path)
|
||||
self:RegisterEvent('UNIT_FACTION', Path) -- For tapping
|
||||
self:RegisterEvent('UNIT_HAPPINESS', Path)
|
||||
|
||||
if(element:IsObjectType('StatusBar') and not element:GetStatusBarTexture()) then
|
||||
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
|
||||
end
|
||||
|
||||
if(not element.UpdateColor) then
|
||||
element.UpdateColor = UpdateColor
|
||||
end
|
||||
|
||||
element:Show()
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.Health
|
||||
if(element) then
|
||||
if(element:GetScript('OnUpdate')) then
|
||||
element:SetScript('OnUpdate', nil)
|
||||
end
|
||||
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('UNIT_HEALTH', Path)
|
||||
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
|
||||
self:UnregisterEvent('UNIT_CONNECTION', Path)
|
||||
self:UnregisterEvent('UNIT_FACTION', Path)
|
||||
self:UnregisterEvent('UNIT_HAPPINESS', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('Health', Path, Enable, Disable)
|
||||
@@ -0,0 +1,107 @@
|
||||
--[[
|
||||
# Element: Leader Indicator
|
||||
|
||||
Toggles the visibility of an indicator based on the unit's leader status.
|
||||
|
||||
## Widget
|
||||
|
||||
LeaderIndicator - Any UI widget.
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local LeaderIndicator = self:CreateTexture(nil, 'OVERLAY')
|
||||
LeaderIndicator:SetSize(16, 16)
|
||||
LeaderIndicator:SetPoint('BOTTOM', self, 'TOP')
|
||||
|
||||
-- Register it with oUF
|
||||
self.LeaderIndicator = LeaderIndicator
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local UnitInParty = UnitInParty
|
||||
local UnitInRaid = UnitInRaid
|
||||
local UnitIsPartyLeader = UnitIsPartyLeader
|
||||
|
||||
local function Update(self, event)
|
||||
local element = self.LeaderIndicator
|
||||
|
||||
--[[ Callback: LeaderIndicator:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the LeaderIndicator element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local unit = self.unit
|
||||
local isLeader = (UnitInParty(unit) or UnitInRaid(unit)) and UnitIsPartyLeader(unit)
|
||||
if(isLeader) then
|
||||
element:Show()
|
||||
else
|
||||
element:Hide()
|
||||
end
|
||||
|
||||
--[[ Callback: LeaderIndicator:PostUpdate(isLeader)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the LeaderIndicator element
|
||||
* isLeader - indicates whether the element is shown (boolean)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(isLeader)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: LeaderIndicator.Override(self, event, ...)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* ... - the arguments accompanying the event
|
||||
--]]
|
||||
return (self.LeaderIndicator.Override or Update) (self, unpack(arg))
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate')
|
||||
end
|
||||
|
||||
local function Enable(self)
|
||||
local element = self.LeaderIndicator
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('PARTY_LEADER_CHANGED', Path)
|
||||
self:RegisterEvent('PARTY_MEMBERS_CHANGED', Path)
|
||||
self:RegisterEvent('RAID_ROSTER_UPDATE', Path)
|
||||
|
||||
if(element:IsObjectType('Texture') and not element:GetTexture()) then
|
||||
element:SetTexture([[Interface\GroupFrame\UI-Group-LeaderIcon]])
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.LeaderIndicator
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('PARTY_LEADER_CHANGED', Path)
|
||||
self:UnregisterEvent('PARTY_MEMBERS_CHANGED', Path)
|
||||
self:UnregisterEvent('RAID_ROSTER_UPDATE', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('LeaderIndicator', Path, Enable, Disable)
|
||||
@@ -0,0 +1,126 @@
|
||||
--[[
|
||||
# Element: Master Looter Indicator
|
||||
|
||||
Toggles the visibility of an indicator based on the unit's master looter status.
|
||||
|
||||
## Widget
|
||||
|
||||
MasterLooterIndicator - Any UI widget.
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local MasterLooterIndicator = self:CreateTexture(nil, 'OVERLAY')
|
||||
MasterLooterIndicator:SetSize(16, 16)
|
||||
MasterLooterIndicator:SetPoint('TOPRIGHT', self)
|
||||
|
||||
-- Register it with oUF
|
||||
self.MasterLooterIndicator = MasterLooterIndicator
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local GetLootMethod = GetLootMethod
|
||||
local UnitInParty = UnitInParty
|
||||
local UnitInRaid = UnitInRaid
|
||||
local UnitIsUnit = UnitIsUnit
|
||||
|
||||
local function Update(self, event)
|
||||
local unit = self.unit
|
||||
local element = self.MasterLooterIndicator
|
||||
|
||||
--[[ Callback: MasterLooterIndicator:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the MasterLooterIndicator element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local isShown = false
|
||||
if(UnitInParty(unit) or UnitInRaid(unit)) then
|
||||
local method, partyIndex, raidIndex = GetLootMethod()
|
||||
if(method == 'master') then
|
||||
local mlUnit
|
||||
if(partyIndex) then
|
||||
if(partyIndex == 0) then
|
||||
mlUnit = 'player'
|
||||
else
|
||||
mlUnit = 'party' .. partyIndex
|
||||
end
|
||||
elseif(raidIndex) then
|
||||
mlUnit = 'raid' .. raidIndex
|
||||
end
|
||||
|
||||
if(mlUnit and UnitIsUnit(unit, mlUnit)) then
|
||||
isShown = true
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if isShown then
|
||||
element:Show()
|
||||
else
|
||||
element:Hide()
|
||||
end
|
||||
|
||||
--[[ Callback: MasterLooterIndicator:PostUpdate(isShown)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the MasterLooterIndicator element
|
||||
* isShown - indicates whether the element is shown (boolean)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(isShown)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: MasterLooterIndicator.Override(self, event, ...)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* ... - the arguments accompanying the event
|
||||
--]]
|
||||
return (self.MasterLooterIndicator.Override or Update) (self, unpack(arg))
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate')
|
||||
end
|
||||
|
||||
local function Enable(self, unit)
|
||||
local element = self.MasterLooterIndicator
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('PARTY_LOOT_METHOD_CHANGED', Path, true)
|
||||
self:RegisterEvent('PARTY_MEMBERS_CHANGED', Path, true)
|
||||
|
||||
if(element:IsObjectType('Texture') and not element:GetTexture()) then
|
||||
element:SetTexture([[Interface\GroupFrame\UI-Group-MasterLooter]])
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.MasterLooterIndicator
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('PARTY_LOOT_METHOD_CHANGED', Path)
|
||||
self:UnregisterEvent('PARTY_MEMBERS_CHANGED', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('MasterLooterIndicator', Path, Enable, Disable)
|
||||
@@ -0,0 +1,148 @@
|
||||
--[[
|
||||
# Element: Portraits
|
||||
|
||||
Handles the updating of the unit's portrait.
|
||||
|
||||
## Widget
|
||||
|
||||
Portrait - A `PlayerModel` or a `Texture` used to represent the unit's portrait.
|
||||
|
||||
## Notes
|
||||
|
||||
A question mark model will be used if the widget is a PlayerModel and the client doesn't have the model information for
|
||||
the unit.
|
||||
|
||||
## Examples
|
||||
|
||||
-- 3D Portrait
|
||||
-- Position and size
|
||||
local Portrait = CreateFrame('PlayerModel', nil, self)
|
||||
Portrait:SetSize(32, 32)
|
||||
Portrait:SetPoint('RIGHT', self, 'LEFT')
|
||||
|
||||
-- Register it with oUF
|
||||
self.Portrait = Portrait
|
||||
|
||||
-- 2D Portrait
|
||||
local Portrait = self:CreateTexture(nil, 'OVERLAY')
|
||||
Portrait:SetSize(32, 32)
|
||||
Portrait:SetPoint('RIGHT', self, 'LEFT')
|
||||
|
||||
-- Register it with oUF
|
||||
self.Portrait = Portrait
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local SetPortraitTexture = SetPortraitTexture
|
||||
local UnitExists = UnitExists
|
||||
local UnitName = UnitName
|
||||
local UnitIsConnected = UnitIsConnected
|
||||
local UnitIsUnit = UnitIsUnit
|
||||
local UnitIsVisible = UnitIsVisible
|
||||
|
||||
local function Update(self, event, unit)
|
||||
if(not unit or not UnitIsUnit(self.unit, unit)) then return end
|
||||
|
||||
local element = self.Portrait
|
||||
|
||||
--[[ Callback: Portrait:PreUpdate(unit)
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the Portrait element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
--]]
|
||||
if(element.PreUpdate) then element:PreUpdate(unit) end
|
||||
|
||||
local name = UnitName(unit)
|
||||
local isAvailable = UnitIsConnected(unit) and UnitIsVisible(unit)
|
||||
if(event ~= 'OnUpdate' or element.name ~= name or element.state ~= isAvailable) then
|
||||
if(element:IsObjectType('PlayerModel')) then
|
||||
if(not isAvailable) then
|
||||
element:SetModelScale(4.25)
|
||||
element:SetCamera(0)
|
||||
element:SetPosition(0, 0, -1.5)
|
||||
element:SetModel([[Interface\Buttons\TalkToMeQuestionMark.m2]])
|
||||
elseif(element.name ~= name or event == 'UNIT_MODEL_CHANGED') then
|
||||
element:ClearModel()
|
||||
element:SetUnit(unit)
|
||||
element:SetModelScale(1)
|
||||
element:SetCamera(0)
|
||||
element:SetPosition(0, 0, 0)
|
||||
else
|
||||
element:SetCamera(0)
|
||||
end
|
||||
else
|
||||
SetPortraitTexture(element, unit)
|
||||
end
|
||||
|
||||
element.name = name
|
||||
element.state = isAvailable
|
||||
end
|
||||
|
||||
--[[ Callback: Portrait:PostUpdate(unit)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the Portrait element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(unit)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: Portrait.Override(self, event, unit)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* unit - the unit accompanying the event (string)
|
||||
--]]
|
||||
return (self.Portrait.Override or Update) (self, unpack(arg))
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
|
||||
end
|
||||
|
||||
local function Enable(self, unit)
|
||||
local element = self.Portrait
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('UNIT_PORTRAIT_UPDATE', Path)
|
||||
self:RegisterEvent('UNIT_MODEL_CHANGED', Path)
|
||||
self:RegisterEvent('UNIT_CONNECTION', Path)
|
||||
|
||||
-- The quest log uses PARTY_MEMBER_{ENABLE,DISABLE} to handle updating of
|
||||
-- party members overlapping quests. This will probably be enough to handle
|
||||
-- model updating.
|
||||
--
|
||||
-- DISABLE isn't used as it fires when we most likely don't have the
|
||||
-- information we want.
|
||||
if(unit == 'party') then
|
||||
self:RegisterEvent('PARTY_MEMBER_ENABLE', Path)
|
||||
end
|
||||
|
||||
element:Show()
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.Portrait
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('UNIT_PORTRAIT_UPDATE', Path)
|
||||
self:UnregisterEvent('UNIT_MODEL_CHANGED', Path)
|
||||
self:UnregisterEvent('PARTY_MEMBER_ENABLE', Path)
|
||||
self:UnregisterEvent('UNIT_CONNECTION', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('Portrait', Path, Enable, Disable)
|
||||
@@ -0,0 +1,326 @@
|
||||
--[[
|
||||
# Element: Power Bar
|
||||
|
||||
Handles the updating of a status bar that displays the unit's power.
|
||||
|
||||
## Widget
|
||||
|
||||
Power - A `StatusBar` used to represent the unit's power.
|
||||
|
||||
## Sub-Widgets
|
||||
|
||||
.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied if the widget is a StatusBar and doesn't have a texture or a color set.
|
||||
|
||||
## Options
|
||||
|
||||
.frequentUpdates - Indicates whether to use OnUpdate script instead of UNIT_POWER to update the bar. Only valid for the
|
||||
player and pet units (boolean)
|
||||
.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
|
||||
|
||||
The following options are listed by priority. The first check that returns true decides the color of the bar.
|
||||
|
||||
.colorTapping - Use `self.colors.tapping` to color the bar if the unit isn't tapped by the player (boolean)
|
||||
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the unit is offline (boolean)
|
||||
.colorHappiness - Use `self.colors.happiness` to color the bar if the unit is pet based on pet happiness (boolean)
|
||||
.colorPower - Use `self.colors.power[token]` to color the bar based on the unit's power type. This method will
|
||||
fall-back to `:GetAlternativeColor()` if it can't find a color matching the token. If this function
|
||||
isn't defined, then it will attempt to color based upon the alternative power colors returned by
|
||||
[UnitPowerType](http://wowprogramming.com/docs/api/UnitPowerType). Finally, if these aren't
|
||||
defined, then it will attempt to color the bar based upon `self.colors.power[type]` (boolean)
|
||||
.colorClass - Use `self.colors.class[class]` to color the bar based on unit class. `class` is defined by the
|
||||
second return of [UnitClass](http://wowprogramming.com/docs/api/UnitClass) (boolean)
|
||||
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the unit is a NPC (boolean)
|
||||
.colorClassPet - Use `self.colors.class[class]` to color the bar if the unit is player controlled, but not a player
|
||||
(boolean)
|
||||
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar based on the player's reaction towards the
|
||||
unit. `reaction` is defined by the return value of
|
||||
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction) (boolean)
|
||||
.colorSmooth - Use `smoothGradient` if present or `self.colors.smooth` to color the bar with a smooth gradient
|
||||
based on the player's current power percentage (boolean)
|
||||
|
||||
## Sub-Widget Options
|
||||
|
||||
.multiplier - A multiplier used to tint the background based on the main widgets R, G and B values. Defaults to 1
|
||||
(number)[0-1]
|
||||
|
||||
## Attributes
|
||||
|
||||
.disconnected - Indicates whether the unit is disconnected (boolean)
|
||||
.tapped - Indicates whether the unit is tapped by the player (boolean)
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local Power = CreateFrame('StatusBar', nil, self)
|
||||
Power:SetHeight(20)
|
||||
Power:SetPoint('BOTTOM')
|
||||
Power:SetPoint('LEFT')
|
||||
Power:SetPoint('RIGHT')
|
||||
|
||||
-- Add a background
|
||||
local Background = Power:CreateTexture(nil, 'BACKGROUND')
|
||||
Background:SetAllPoints(Power)
|
||||
Background:SetTexture(1, 1, 1, .5)
|
||||
|
||||
-- Options
|
||||
Power.frequentUpdates = true
|
||||
Power.colorTapping = true
|
||||
Power.colorDisconnected = true
|
||||
Power.colorPower = true
|
||||
Power.colorClass = true
|
||||
Power.colorReaction = true
|
||||
|
||||
-- Make the background darker.
|
||||
Background.multiplier = .5
|
||||
|
||||
-- Register it with oUF
|
||||
Power.bg = Background
|
||||
self.Power = Power
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local unpack = unpack
|
||||
|
||||
local GetPetHappiness = GetPetHappiness
|
||||
local UnitClass = UnitClass
|
||||
local UnitIsConnected = UnitIsConnected
|
||||
local UnitIsPlayer = UnitIsPlayer
|
||||
local UnitIsTapped = UnitIsTapped
|
||||
local UnitIsTappedByPlayer = UnitIsTappedByPlayer
|
||||
local UnitIsUnit = UnitIsUnit
|
||||
local UnitMana = UnitMana
|
||||
local UnitManaMax = UnitManaMax
|
||||
local UnitPlayerControlled = UnitPlayerControlled
|
||||
local UnitPowerType = UnitPowerType
|
||||
local UnitReaction = UnitReaction
|
||||
|
||||
local updateFrequentUpdates
|
||||
|
||||
local function UpdateColor(element, unit, cur, min, max)
|
||||
local parent = element.__owner
|
||||
|
||||
if element.frequentUpdates ~= element.__frequentUpdates then
|
||||
element.__frequentUpdates = element.frequentUpdates
|
||||
updateFrequentUpdates(element, unit)
|
||||
end
|
||||
|
||||
local ptype = UnitPowerType(unit)
|
||||
local r, g, b, t
|
||||
if(element.colorTapping and element.tapped) then
|
||||
t = parent.colors.tapped
|
||||
elseif(element.colorDisconnected and element.disconnected) then
|
||||
t = parent.colors.disconnected
|
||||
elseif(element.colorHappiness and UnitIsUnit(unit, 'pet') and GetPetHappiness()) then
|
||||
t = parent.colors.happiness[GetPetHappiness()]
|
||||
elseif(element.colorPower) then
|
||||
t = parent.colors.power[ptype]
|
||||
elseif(element.colorClass and UnitIsPlayer(unit)) or
|
||||
(element.colorClassNPC and not UnitIsPlayer(unit)) or
|
||||
(element.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
|
||||
local _, class = UnitClass(unit)
|
||||
t = parent.colors.class[class]
|
||||
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
|
||||
t = parent.colors.reaction[UnitReaction(unit, 'player')]
|
||||
elseif(element.colorSmooth) then
|
||||
local adjust = 0 - (min or 0)
|
||||
r, g, b = parent.ColorGradient(cur + adjust, max + adjust, unpack(element.smoothGradient or parent.colors.smooth))
|
||||
end
|
||||
|
||||
if(t) then
|
||||
r, g, b = t[1], t[2], t[3]
|
||||
end
|
||||
|
||||
t = parent.colors.power[ptype]
|
||||
|
||||
element:SetStatusBarTexture(element.texture)
|
||||
|
||||
if(r or g or b) then
|
||||
element:SetStatusBarColor(r, g, b)
|
||||
end
|
||||
|
||||
local bg = element.bg
|
||||
if(bg and b) then
|
||||
local mu = bg.multiplier or 1
|
||||
bg:SetVertexColor(r * mu, g * mu, b * mu)
|
||||
end
|
||||
end
|
||||
|
||||
local function Update(self, event, unit)
|
||||
if(self.unit ~= unit) then return end
|
||||
local element = self.Power
|
||||
|
||||
--[[ Callback: Power:PreUpdate(unit)
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the Power element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate(unit)
|
||||
end
|
||||
|
||||
local cur, max = UnitMana(unit), UnitManaMax(unit)
|
||||
local disconnected = not UnitIsConnected(unit)
|
||||
local tapped = not UnitPlayerControlled(unit) and (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit))
|
||||
element:SetMinMaxValues(0, max)
|
||||
|
||||
if(disconnected) then
|
||||
element:SetValue(max)
|
||||
else
|
||||
element:SetValue(cur)
|
||||
end
|
||||
|
||||
element.disconnected = disconnected
|
||||
element.tapped = tapped
|
||||
|
||||
--[[ Override: Power:UpdateColor(unit, cur, max)
|
||||
Used to completely override the internal function for updating the widget's colors.
|
||||
|
||||
* self - the Power element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
* cur - the unit's current power value (number)
|
||||
* max - the unit's maximum possible power value (number)
|
||||
--]]
|
||||
element:UpdateColor(unit, cur, max)
|
||||
|
||||
--[[ Callback: Power:PostUpdate(unit, cur, max)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the Power element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
* cur - the unit's current power value (number)
|
||||
* max - the unit's maximum possible power value (number)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(unit, cur, max)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: Power.Override(self, event, unit, ...)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* unit - the unit accompanying the event (string)
|
||||
* ... - the arguments accompanying the event
|
||||
--]]
|
||||
return (self.Power.Override or Update) (self, unpack(arg))
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
|
||||
end
|
||||
|
||||
local function onPowerUpdate()
|
||||
if(this.disconnected) then return end
|
||||
|
||||
local unit = this.__owner.unit
|
||||
local power = UnitMana(unit)
|
||||
|
||||
if(power ~= this.min) then
|
||||
this.min = power
|
||||
|
||||
return Path(this.__owner, 'OnPowerUpdate', unit)
|
||||
end
|
||||
end
|
||||
|
||||
function updateFrequentUpdates(self, unit)
|
||||
if(not unit or (unit ~= 'player' and unit ~= 'pet')) then return end
|
||||
|
||||
local element = self.Power
|
||||
if(element.frequentUpdates and not element:GetScript('OnUpdate')) then
|
||||
element:SetScript('OnUpdate', onPowerUpdate)
|
||||
|
||||
self:UnregisterEvent('UNIT_MANA', Path)
|
||||
self:UnregisterEvent('UNIT_RAGE', Path)
|
||||
self:UnregisterEvent('UNIT_FOCUS', Path)
|
||||
self:UnregisterEvent('UNIT_ENERGY', Path)
|
||||
elseif(not element.frequentUpdates and element:GetScript('OnUpdate')) then
|
||||
element:SetScript('OnUpdate', nil)
|
||||
|
||||
self:RegisterEvent('UNIT_MANA', Path)
|
||||
self:RegisterEvent('UNIT_RAGE', Path)
|
||||
self:RegisterEvent('UNIT_FOCUS', Path)
|
||||
self:RegisterEvent('UNIT_ENERGY', Path)
|
||||
end
|
||||
end
|
||||
|
||||
local function Enable(self, unit)
|
||||
local element = self.Power
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
element.__frequentUpdates = element.frequentUpdates
|
||||
updateFrequentUpdates(self, unit)
|
||||
|
||||
if(element.frequentUpdates and (unit == 'player' or unit == 'pet')) then
|
||||
element:SetScript('OnUpdate', onPowerUpdate)
|
||||
else
|
||||
self:RegisterEvent('UNIT_MANA', Path)
|
||||
self:RegisterEvent('UNIT_RAGE', Path)
|
||||
self:RegisterEvent('UNIT_FOCUS', Path)
|
||||
self:RegisterEvent('UNIT_ENERGY', Path)
|
||||
end
|
||||
|
||||
self:RegisterEvent('UNIT_MAXMANA', Path)
|
||||
self:RegisterEvent('UNIT_MAXRAGE', Path)
|
||||
self:RegisterEvent('UNIT_MAXFOCUS', Path)
|
||||
self:RegisterEvent('UNIT_MAXENERGY', Path)
|
||||
self:RegisterEvent('UNIT_MAXRUNIC_POWER', Path)
|
||||
self:RegisterEvent('UNIT_DISPLAYPOWER', Path)
|
||||
|
||||
self:RegisterEvent('UNIT_CONNECTION', Path)
|
||||
self:RegisterEvent('UNIT_HAPPINESS', Path)
|
||||
self:RegisterEvent('UNIT_FACTION', Path) -- For tapping
|
||||
|
||||
if(element:IsObjectType('StatusBar')) then
|
||||
element.texture = element:GetStatusBarTexture() and element:GetStatusBarTexture():GetTexture() or [[Interface\TargetingFrame\UI-StatusBar]]
|
||||
element:SetStatusBarTexture(element.texture)
|
||||
end
|
||||
|
||||
if(not element.UpdateColor) then
|
||||
element.UpdateColor = UpdateColor
|
||||
end
|
||||
|
||||
element:Show()
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.Power
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
if(element:GetScript('OnUpdate')) then
|
||||
element:SetScript('OnUpdate', nil)
|
||||
else
|
||||
self:UnregisterEvent('UNIT_MANA', Path)
|
||||
self:UnregisterEvent('UNIT_RAGE', Path)
|
||||
self:UnregisterEvent('UNIT_FOCUS', Path)
|
||||
self:UnregisterEvent('UNIT_ENERGY', Path)
|
||||
self:UnregisterEvent('UNIT_RUNIC_POWER', Path)
|
||||
end
|
||||
|
||||
self:UnregisterEvent('UNIT_MAXMANA', Path)
|
||||
self:UnregisterEvent('UNIT_MAXRAGE', Path)
|
||||
self:UnregisterEvent('UNIT_MAXFOCUS', Path)
|
||||
self:UnregisterEvent('UNIT_MAXENERGY', Path)
|
||||
self:UnregisterEvent('UNIT_MAXRUNIC_POWER', Path)
|
||||
self:UnregisterEvent('UNIT_DISPLAYPOWER', Path)
|
||||
|
||||
self:UnregisterEvent('UNIT_CONNECTION', Path)
|
||||
self:UnregisterEvent('UNIT_HAPPINESS', Path)
|
||||
self:UnregisterEvent('UNIT_FACTION', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('Power', Path, Enable, Disable)
|
||||
@@ -0,0 +1,118 @@
|
||||
--[[
|
||||
# Element: PvP Icon
|
||||
|
||||
Handles the visibility and updating of an indicator based on the unit's PvP status.
|
||||
|
||||
## Widget
|
||||
|
||||
PvPIndicator - A `Texture` used to display faction, FFA PvP status icon.
|
||||
|
||||
## Notes
|
||||
|
||||
This element updates by changing the texture.
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local PvPIndicator = self:CreateTexture(nil, 'ARTWORK', nil, 1)
|
||||
PvPIndicator:SetSize(30, 30)
|
||||
PvPIndicator:SetPoint('RIGHT', self, 'LEFT')
|
||||
|
||||
-- Register it with oUF
|
||||
self.PvPIndicator = PvPIndicator
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local UnitFactionGroup = UnitFactionGroup
|
||||
local UnitIsPVP = UnitIsPVP
|
||||
local UnitIsPVPFreeForAll = UnitIsPVPFreeForAll
|
||||
|
||||
local FFA_ICON = [[Interface\TargetingFrame\UI-PVP-FFA]]
|
||||
local FACTION_ICON = [[Interface\TargetingFrame\UI-PVP-]]
|
||||
|
||||
local function Update(self, event, unit)
|
||||
if(unit ~= self.unit) then return end
|
||||
|
||||
local element = self.PvPIndicator
|
||||
|
||||
--[[ Callback: PvPIndicator:PreUpdate(unit)
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the PvPIndicator element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate(unit)
|
||||
end
|
||||
|
||||
local status
|
||||
local factionGroup = UnitFactionGroup(unit)
|
||||
|
||||
if(UnitIsPVPFreeForAll(unit)) then
|
||||
element:SetTexture(FFA_ICON)
|
||||
element:SetTexCoord(0, 0.65625, 0, 0.65625)
|
||||
status = 'ffa'
|
||||
elseif(factionGroup and factionGroup ~= 'Neutral' and UnitIsPVP(unit)) then
|
||||
element:SetTexture(FACTION_ICON .. factionGroup)
|
||||
element:SetTexCoord(0, 0.65625, 0, 0.65625)
|
||||
status = factionGroup
|
||||
end
|
||||
|
||||
if(status) then
|
||||
element:Show()
|
||||
else
|
||||
element:Hide()
|
||||
end
|
||||
|
||||
--[[ Callback: PvPIndicator:PostUpdate(unit, status)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the PvPIndicator element
|
||||
* unit - the unit for which the update has been triggered (string)
|
||||
* status - the unit's current PvP status or faction accounting for mercenary mode (string)['ffa', 'Alliance',
|
||||
'Horde']
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(unit, status)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[Override: PvPIndicator.Override(self, event, ...)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* ... - the arguments accompanying the event
|
||||
--]]
|
||||
return (self.PvPIndicator.Override or Update) (self, ...)
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
|
||||
end
|
||||
|
||||
local function Enable(self)
|
||||
local element = self.PvPIndicator
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('UNIT_FACTION', Path)
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.PvPIndicator
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('UNIT_FACTION', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('PvPIndicator', Path, Enable, Disable)
|
||||
@@ -0,0 +1,114 @@
|
||||
--[[
|
||||
# Element: Raid Role Indicator
|
||||
|
||||
Handles the visibility and updating of an indicator based on the unit's raid assignment (main tank or main assist).
|
||||
|
||||
## Widget
|
||||
|
||||
RaidRoleIndicator - A `Texture` representing the unit's raid assignment.
|
||||
|
||||
## Notes
|
||||
|
||||
This element updates by changing the texture.
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local RaidRoleIndicator = self:CreateTexture(nil, 'OVERLAY')
|
||||
RaidRoleIndicator:SetSize(16, 16)
|
||||
RaidRoleIndicator:SetPoint('TOPLEFT')
|
||||
|
||||
-- Register it with oUF
|
||||
self.RaidRoleIndicator = RaidRoleIndicator
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local GetPartyAssignment = GetPartyAssignment
|
||||
local UnitInRaid = UnitInRaid
|
||||
|
||||
local MAINTANK_ICON = [[Interface\GROUPFRAME\UI-GROUP-MAINTANKICON]]
|
||||
local MAINASSIST_ICON = [[Interface\GROUPFRAME\UI-GROUP-MAINASSISTICON]]
|
||||
|
||||
local function Update(self, event)
|
||||
local unit = self.unit
|
||||
|
||||
local element = self.RaidRoleIndicator
|
||||
|
||||
--[[ Callback: RaidRoleIndicator:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the RaidRoleIndicator element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local role, isShown
|
||||
if(UnitInRaid(unit)) then
|
||||
if(GetPartyAssignment('MAINTANK', unit)) then
|
||||
isShown = true
|
||||
element:SetTexture(MAINTANK_ICON)
|
||||
role = 'MAINTANK'
|
||||
elseif(GetPartyAssignment('MAINASSIST', unit)) then
|
||||
isShown = true
|
||||
element:SetTexture(MAINASSIST_ICON)
|
||||
role = 'MAINASSIST'
|
||||
end
|
||||
end
|
||||
|
||||
if isShown then
|
||||
element:Show()
|
||||
else
|
||||
element:Hide()
|
||||
end
|
||||
|
||||
--[[ Callback: RaidRoleIndicator:PostUpdate(role)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the RaidRoleIndicator element
|
||||
* role - the unit's raid assignment (string?)['MAINTANK', 'MAINASSIST']
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(role)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: RaidRoleIndicator.Override(self, event, ...)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* ... - the arguments accompanying the event
|
||||
--]]
|
||||
return (self.RaidRoleIndicator.Override or Update)(self, ...)
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate')
|
||||
end
|
||||
|
||||
local function Enable(self)
|
||||
local element = self.RaidRoleIndicator
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('PARTY_MEMBERS_CHANGED', Path, true)
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.RaidRoleIndicator
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('PARTY_MEMBERS_CHANGED', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('RaidRoleIndicator', Path, Enable, Disable)
|
||||
@@ -0,0 +1,102 @@
|
||||
--[[
|
||||
# Element: Raid Target Indicator
|
||||
|
||||
Handles the visibility and updating of an indicator based on the unit's raid target assignment.
|
||||
|
||||
## Widget
|
||||
|
||||
RaidTargetIndicator - A `Texture` used to display the raid target icon.
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied if the widget is a Texture and doesn't have a texture set.
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local RaidTargetIndicator = self:CreateTexture(nil, 'OVERLAY')
|
||||
RaidTargetIndicator:SetSize(16, 16)
|
||||
RaidTargetIndicator:SetPoint('TOPRIGHT', self)
|
||||
|
||||
-- Register it with oUF
|
||||
self.RaidTargetIndicator = RaidTargetIndicator
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local GetRaidTargetIndex = GetRaidTargetIndex
|
||||
local SetRaidTargetIconTexture = SetRaidTargetIconTexture
|
||||
|
||||
local function Update(self, event)
|
||||
local element = self.RaidTargetIndicator
|
||||
|
||||
--[[ Callback: RaidTargetIndicator:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the RaidTargetIndicator element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local index = GetRaidTargetIndex(self.unit)
|
||||
if(index) then
|
||||
SetRaidTargetIconTexture(element, index)
|
||||
element:Show()
|
||||
else
|
||||
element:Hide()
|
||||
end
|
||||
|
||||
--[[ Callback: RaidTargetIndicator:PostUpdate(index)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the RaidTargetIndicator element
|
||||
* index - the index of the raid target marker (number?)[1-8]
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(index)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: RaidTargetIndicator.Override(self, event)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
--]]
|
||||
return (self.RaidTargetIndicator.Override or Update) (self, unpack(arg))
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
if(not element.__owner.unit) then return end
|
||||
return Path(element.__owner, 'ForceUpdate')
|
||||
end
|
||||
|
||||
local function Enable(self)
|
||||
local element = self.RaidTargetIndicator
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('RAID_TARGET_UPDATE', Path, true)
|
||||
|
||||
if(element:IsObjectType('Texture') and not element:GetTexture()) then
|
||||
element:SetTexture([[Interface\TargetingFrame\UI-RaidTargetingIcons]])
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.RaidTargetIndicator
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('RAID_TARGET_UPDATE', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('RaidTargetIndicator', Path, Enable, Disable)
|
||||
@@ -0,0 +1,137 @@
|
||||
--[[
|
||||
# Element: Range Fader
|
||||
|
||||
Changes the opacity of a unit frame based on whether the frame's unit is in the player's range.
|
||||
|
||||
## Widget
|
||||
|
||||
Range - A table containing opacity values.
|
||||
|
||||
## Notes
|
||||
|
||||
Offline units are handled as if they are in range.
|
||||
|
||||
## Options
|
||||
|
||||
.outsideAlpha - Opacity when the unit is out of range. Defaults to 0.55 (number)[0-1].
|
||||
.insideAlpha - Opacity when the unit is within range. Defaults to 1 (number)[0-1].
|
||||
|
||||
## Examples
|
||||
|
||||
-- Register with oUF
|
||||
self.Range = {
|
||||
insideAlpha = 1,
|
||||
outsideAlpha = 1/2,
|
||||
}
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local _FRAMES = {}
|
||||
local OnRangeFrame
|
||||
|
||||
local UnitInRange, UnitIsConnected = UnitInRange, UnitIsConnected
|
||||
|
||||
local function Update(self, event)
|
||||
local element = self.Range
|
||||
local unit = self.unit
|
||||
|
||||
--[[ Callback: Range:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the Range element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local inRange
|
||||
local connected = UnitIsConnected(unit)
|
||||
if(connected) then
|
||||
inRange = UnitInRange(unit)
|
||||
if(not inRange) then
|
||||
self:SetAlpha(element.outsideAlpha)
|
||||
else
|
||||
self:SetAlpha(element.insideAlpha)
|
||||
end
|
||||
else
|
||||
self:SetAlpha(element.insideAlpha)
|
||||
end
|
||||
|
||||
--[[ Callback: Range:PostUpdate(object, inRange, isConnected)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the Range element
|
||||
* object - the parent object
|
||||
* inRange - indicates if the unit was within 40 yards of the player (boolean)
|
||||
* isConnected - indicates if the unit is online (boolean)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(self, inRange, connected)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: Range.Override(self, event)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
--]]
|
||||
return (self.Range.Override or Update) (self, ...)
|
||||
end
|
||||
|
||||
-- Internal updating method
|
||||
local timer = 0
|
||||
local function OnRangeUpdate(_, elapsed)
|
||||
timer = timer + elapsed
|
||||
|
||||
if(timer >= .20) then
|
||||
for _, object in next, _FRAMES do
|
||||
if(object:IsShown()) then
|
||||
Path(object, 'OnUpdate')
|
||||
end
|
||||
end
|
||||
|
||||
timer = 0
|
||||
end
|
||||
end
|
||||
|
||||
local function Enable(self)
|
||||
local element = self.Range
|
||||
if(element) then
|
||||
element.__owner = self
|
||||
element.insideAlpha = element.insideAlpha or 1
|
||||
element.outsideAlpha = element.outsideAlpha or 0.55
|
||||
|
||||
if(not OnRangeFrame) then
|
||||
OnRangeFrame = CreateFrame('Frame')
|
||||
OnRangeFrame:SetScript('OnUpdate', OnRangeUpdate)
|
||||
end
|
||||
|
||||
table.insert(_FRAMES, self)
|
||||
OnRangeFrame:Show()
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.Range
|
||||
if(element) then
|
||||
for index, frame in next, _FRAMES do
|
||||
if(frame == self) then
|
||||
table.remove(_FRAMES, index)
|
||||
break
|
||||
end
|
||||
end
|
||||
self:SetAlpha(element.insideAlpha)
|
||||
|
||||
if(#_FRAMES == 0) then
|
||||
OnRangeFrame:Hide()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('Range', nil, Enable, Disable)
|
||||
@@ -0,0 +1,150 @@
|
||||
--[[
|
||||
# Element: Ready Check Indicator
|
||||
|
||||
Handles the visibility and updating of an indicator based on the unit's ready check status.
|
||||
|
||||
## Widget
|
||||
|
||||
ReadyCheckIndicator - A `Texture` representing ready check status.
|
||||
|
||||
## Notes
|
||||
|
||||
This element updates by changing the texture.
|
||||
Default textures will be applied if the layout does not provide custom ones. See Options.
|
||||
|
||||
## Options
|
||||
|
||||
.finishedTime - For how many seconds the icon should stick after a check has completed. Defaults to 10 (number).
|
||||
.fadeTime - For how many seconds the icon should fade away after the stick duration has completed. Defaults to
|
||||
1.5 (number).
|
||||
.readyTexture - Path to an alternate texture for the ready check 'ready' status.
|
||||
.notReadyTexture - Path to an alternate texture for the ready check 'notready' status.
|
||||
.waitingTexture - Path to an alternate texture for the ready check 'waiting' status.
|
||||
|
||||
## Attributes
|
||||
|
||||
.status - the unit's ready check status (string?)['ready', 'noready', 'waiting']
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local ReadyCheckIndicator = self:CreateTexture(nil, 'OVERLAY')
|
||||
ReadyCheckIndicator:SetSize(16, 16)
|
||||
ReadyCheckIndicator:SetPoint('TOP')
|
||||
|
||||
-- Register with oUF
|
||||
self.ReadyCheckIndicator = ReadyCheckIndicator
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local GetReadyCheckStatus = GetReadyCheckStatus
|
||||
local UnitExists = UnitExists
|
||||
|
||||
local function OnFinished(self)
|
||||
local element = self:GetParent()
|
||||
element:Hide()
|
||||
|
||||
--[[ Callback: ReadyCheckIndicator:PostUpdateFadeOut()
|
||||
Called after the element has been faded out.
|
||||
|
||||
* self - the ReadyCheckIndicator element
|
||||
--]]
|
||||
if(element.PostUpdateFadeOut) then
|
||||
element:PostUpdateFadeOut()
|
||||
end
|
||||
end
|
||||
|
||||
local function Update(self, event)
|
||||
local element = self.ReadyCheckIndicator
|
||||
|
||||
--[[ Callback: ReadyCheckIndicator:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the ReadyCheckIndicator element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local unit = self.unit
|
||||
local status = GetReadyCheckStatus(unit)
|
||||
if(UnitExists(unit) and status) then
|
||||
if(status == 'ready') then
|
||||
element:SetTexture(element.readyTexture)
|
||||
elseif(status == 'notready') then
|
||||
element:SetTexture(element.notReadyTexture)
|
||||
else
|
||||
element:SetTexture(element.waitingTexture)
|
||||
end
|
||||
|
||||
element.status = status
|
||||
element:Show()
|
||||
elseif(event ~= 'READY_CHECK_FINISHED') then
|
||||
element.status = nil
|
||||
element:Hide()
|
||||
end
|
||||
|
||||
if(event == 'READY_CHECK_FINISHED') then
|
||||
if(element.status == 'waiting') then
|
||||
element:SetTexture(element.notReadyTexture)
|
||||
end
|
||||
end
|
||||
|
||||
--[[ Callback: ReadyCheckIndicator:PostUpdate(status)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the ReadyCheckIndicator element
|
||||
* status - the unit's ready check status (string?)['ready', 'notready', 'waiting']
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(status)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: ReadyCheckIndicator.Override(self, event, ...)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
* ... - the arguments accompanying the event
|
||||
--]]
|
||||
return (self.ReadyCheckIndicator.Override or Update) (self, ...)
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate')
|
||||
end
|
||||
|
||||
local function Enable(self, unit)
|
||||
local element = self.ReadyCheckIndicator
|
||||
if(element and (unit and (unit:sub(1, 5) == 'party' or unit:sub(1, 4) == 'raid'))) then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
element.readyTexture = element.readyTexture or READY_CHECK_READY_TEXTURE
|
||||
element.notReadyTexture = element.notReadyTexture or READY_CHECK_NOT_READY_TEXTURE
|
||||
element.waitingTexture = element.waitingTexture or READY_CHECK_WAITING_TEXTURE
|
||||
|
||||
self:RegisterEvent('READY_CHECK', Path, true)
|
||||
self:RegisterEvent('READY_CHECK_CONFIRM', Path, true)
|
||||
self:RegisterEvent('READY_CHECK_FINISHED', Path, true)
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.ReadyCheckIndicator
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('READY_CHECK', Path)
|
||||
self:UnregisterEvent('READY_CHECK_CONFIRM', Path)
|
||||
self:UnregisterEvent('READY_CHECK_FINISHED', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('ReadyCheckIndicator', Path, Enable, Disable)
|
||||
@@ -0,0 +1,100 @@
|
||||
--[[
|
||||
# Element: Resting Indicator
|
||||
|
||||
Toggles the visibility of an indicator based on the player's resting status.
|
||||
|
||||
## Widget
|
||||
|
||||
RestingIndicator - Any UI widget.
|
||||
|
||||
## Notes
|
||||
|
||||
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
|
||||
|
||||
## Examples
|
||||
|
||||
-- Position and size
|
||||
local RestingIndicator = self:CreateTexture(nil, 'OVERLAY')
|
||||
RestingIndicator:SetSize(16, 16)
|
||||
RestingIndicator:SetPoint('TOPLEFT', self)
|
||||
|
||||
-- Register it with oUF
|
||||
self.RestingIndicator = RestingIndicator
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local IsResting = IsResting
|
||||
|
||||
local function Update(self, event)
|
||||
local element = self.RestingIndicator
|
||||
|
||||
--[[ Callback: RestingIndicator:PreUpdate()
|
||||
Called before the element has been updated.
|
||||
|
||||
* self - the RestingIndicator element
|
||||
--]]
|
||||
if(element.PreUpdate) then
|
||||
element:PreUpdate()
|
||||
end
|
||||
|
||||
local isResting = IsResting()
|
||||
if(isResting) then
|
||||
element:Show()
|
||||
else
|
||||
element:Hide()
|
||||
end
|
||||
|
||||
--[[ Callback: RestingIndicator:PostUpdate(isResting)
|
||||
Called after the element has been updated.
|
||||
|
||||
* self - the RestingIndicator element
|
||||
* isResting - indicates if the player is resting (boolean)
|
||||
--]]
|
||||
if(element.PostUpdate) then
|
||||
return element:PostUpdate(isResting)
|
||||
end
|
||||
end
|
||||
|
||||
local function Path(self, ...)
|
||||
--[[ Override: RestingIndicator.Override(self, event)
|
||||
Used to completely override the internal update function.
|
||||
|
||||
* self - the parent object
|
||||
* event - the event triggering the update (string)
|
||||
--]]
|
||||
return (self.RestingIndicator.Override or Update) (self, unpack(arg))
|
||||
end
|
||||
|
||||
local function ForceUpdate(element)
|
||||
return Path(element.__owner, 'ForceUpdate')
|
||||
end
|
||||
|
||||
local function Enable(self, unit)
|
||||
local element = self.RestingIndicator
|
||||
if(element and unit == 'player') then
|
||||
element.__owner = self
|
||||
element.ForceUpdate = ForceUpdate
|
||||
|
||||
self:RegisterEvent('PLAYER_UPDATE_RESTING', Path, true)
|
||||
|
||||
if(element:IsObjectType('Texture') and not element:GetTexture()) then
|
||||
element:SetTexture([[Interface\CharacterFrame\UI-StateIcon]])
|
||||
element:SetTexCoord(0, 0.5, 0, 0.421875)
|
||||
end
|
||||
|
||||
return true
|
||||
end
|
||||
end
|
||||
|
||||
local function Disable(self)
|
||||
local element = self.RestingIndicator
|
||||
if(element) then
|
||||
element:Hide()
|
||||
|
||||
self:UnregisterEvent('PLAYER_UPDATE_RESTING', Path)
|
||||
end
|
||||
end
|
||||
|
||||
oUF:AddElement('RestingIndicator', Path, Enable, Disable)
|
||||
@@ -0,0 +1,828 @@
|
||||
-- Credits: Vika, Cladhaire, Tekkub
|
||||
--[[
|
||||
# Element: Tags
|
||||
|
||||
Provides a system for text-based display of information by binding a tag string to a font string widget which in turn is
|
||||
tied to a unit frame.
|
||||
|
||||
## Widget
|
||||
|
||||
A FontString to hold a tag string. Unlike other elements, this widget must not have a preset name.
|
||||
|
||||
## Notes
|
||||
|
||||
A `Tag` is a Lua string consisting of a function name surrounded by square brackets. The tag will be replaced by the
|
||||
output of the function and displayed as text on the font string widget with that the tag has been registered. Literals
|
||||
can be pre- or appended by separating them with a `>` before or `<` after the function name. The literals will be only
|
||||
displayed when the function returns a non-nil value. I.e. `"[perhp<%]"` will display the current health as a percentage
|
||||
of the maximum health followed by the % sign.
|
||||
|
||||
A `Tag String` is a Lua string consisting of one or multiple tags with optional literals between them. Each tag will be
|
||||
updated individually and the output will follow the tags order. Literals will be displayed in the output string
|
||||
regardless of whether the surrounding tag functions return a value. I.e. `"[curhp]/[maxhp]"` will resolve to something
|
||||
like `2453/5000`.
|
||||
|
||||
A `Tag Function` is used to replace a single tag in a tag string by its output. A tag function receives only two
|
||||
arguments - the unit and the realUnit of the unit frame used to register the tag (see Options for further details). The
|
||||
tag function is called when the unit frame is shown or when a specified event has fired. It the tag is registered on an
|
||||
eventless frame (i.e. one holding the unit "targettarget"), then the tag function is called in a set time interval.
|
||||
|
||||
A number of built-in tag functions exist. The layout can also define its own tag functions by adding them to the
|
||||
`oUF.Tags.Methods` table. The events upon which the function will be called are specified in a white-space separated
|
||||
list added to the `oUF.Tags.Events` table. Should an event fire without unit information, then it should also be listed
|
||||
in the `oUF.Tags.SharedEvents` table as follows: `oUF.Tags.SharedEvents.EVENT_NAME = true`.
|
||||
|
||||
## Options
|
||||
|
||||
.overrideUnit - if specified on the font string widget, the frame's realUnit will be passed as the second argument to
|
||||
every tag function whose name is contained in the relevant tag string. Otherwise the second argument
|
||||
is always nil (boolean)
|
||||
.frequentUpdates - defines how often the correspondig tag function(s) should be called. This will override the events for
|
||||
the tag(s), if any. If the value is a number, it is taken as a time interval in seconds. If the value
|
||||
is a boolean, the time interval is set to 0.5 seconds (number or boolean)
|
||||
|
||||
## Attributes
|
||||
|
||||
.parent - the unit frame on which the tag has been registered
|
||||
|
||||
## Examples
|
||||
|
||||
-- define the tag function
|
||||
oUF.Tags.Methods['mylayout:threatname'] = function(unit, realUnit)
|
||||
local color = _TAGS['threatcolor'](unit)
|
||||
local name = _TAGS['name'](unit, realUnit)
|
||||
return string.format('%s%s|r', color, name)
|
||||
end
|
||||
|
||||
-- add the events
|
||||
oUF.Tags.Events['mylayout:threatname'] = 'UNIT_NAME_UPDATE UNIT_THREAT_SITUATION_UPDATE'
|
||||
|
||||
-- create the text widget
|
||||
local info = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontNormal')
|
||||
info:SetPoint('LEFT')
|
||||
|
||||
-- register the tag on the text widget with oUF
|
||||
self:Tag(info, '[mylayout:threatname]')
|
||||
--]]
|
||||
|
||||
local ns = oUF
|
||||
local oUF = ns.oUF
|
||||
|
||||
local _G = _G
|
||||
local unpack = unpack
|
||||
local floor = math.floor
|
||||
local format = string.format
|
||||
local tinsert, tremove = table.insert, table.remove
|
||||
|
||||
local GetComboPoints = GetComboPoints
|
||||
local GetNumRaidMembers = GetNumRaidMembers
|
||||
local GetPetHappiness = GetPetHappiness
|
||||
local GetQuestDifficultyColor = GetQuestDifficultyColor
|
||||
local GetRaidRosterInfo = GetRaidRosterInfo
|
||||
local IsResting = IsResting
|
||||
local UnitCanAttack = UnitCanAttack
|
||||
local UnitClass = UnitClass
|
||||
local UnitClassification = UnitClassification
|
||||
local UnitCreatureFamily = UnitCreatureFamily
|
||||
local UnitCreatureType = UnitCreatureType
|
||||
local UnitFactionGroup = UnitFactionGroup
|
||||
local UnitIsConnected = UnitIsConnected
|
||||
local UnitIsDead = UnitIsDead
|
||||
local UnitIsGhost = UnitIsGhost
|
||||
local UnitIsPVP = UnitIsPVP
|
||||
local UnitIsPartyLeader = UnitIsPartyLeader
|
||||
local UnitIsPlayer = UnitIsPlayer
|
||||
local UnitLevel = UnitLevel
|
||||
local UnitMana = UnitMana
|
||||
local UnitManaMax = UnitManaMax
|
||||
local UnitName = UnitName
|
||||
local UnitPowerType = UnitPowerType
|
||||
local UnitRace = UnitRace
|
||||
local UnitSex = UnitSex
|
||||
|
||||
local _PATTERN = '%[..-%]+'
|
||||
|
||||
local _ENV = {
|
||||
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
|
||||
end
|
||||
if not r or type(r) == 'string' then
|
||||
return '|cffFFFFFF'
|
||||
end
|
||||
return format('|cff%02x%02x%02x', r * 255, g * 255, b * 255)
|
||||
end,
|
||||
ColorGradient = oUF.ColorGradient,
|
||||
}
|
||||
local _PROXY = setmetatable(_ENV, {__index = _G})
|
||||
|
||||
local tagStrings = {
|
||||
['creature'] = [[function(u)
|
||||
return UnitCreatureFamily(u) or UnitCreatureType(u)
|
||||
end]],
|
||||
|
||||
['dead'] = [[function(u)
|
||||
if(UnitIsDead(u)) then
|
||||
return 'Dead'
|
||||
elseif(UnitIsGhost(u)) then
|
||||
return 'Ghost'
|
||||
end
|
||||
end]],
|
||||
|
||||
['difficulty'] = [[function(u)
|
||||
if UnitCanAttack('player', u) then
|
||||
local l = UnitLevel(u)
|
||||
return Hex(GetQuestDifficultyColor((l > 0) and l or 999))
|
||||
end
|
||||
end]],
|
||||
|
||||
['leader'] = [[function(u)
|
||||
if(UnitIsPartyLeader(u)) then
|
||||
return 'L'
|
||||
end
|
||||
end]],
|
||||
|
||||
['leaderlong'] = [[function(u)
|
||||
if(UnitIsPartyLeader(u)) then
|
||||
return 'Leader'
|
||||
end
|
||||
end]],
|
||||
|
||||
['level'] = [[function(u)
|
||||
local l = UnitLevel(u)
|
||||
if(l > 0) then
|
||||
return l
|
||||
else
|
||||
return '??'
|
||||
end
|
||||
end]],
|
||||
|
||||
['missinghp'] = [[function(u)
|
||||
local current = UnitHealthMax(u) - UnitHealth(u)
|
||||
if(current > 0) then
|
||||
return current
|
||||
end
|
||||
end]],
|
||||
|
||||
['missingpp'] = [[function(u)
|
||||
local current = UnitManaMax(u) - UnitMana(u)
|
||||
if(current > 0) then
|
||||
return current
|
||||
end
|
||||
end]],
|
||||
|
||||
['name'] = [[function(u, r)
|
||||
return UnitName(r or u)
|
||||
end]],
|
||||
|
||||
['offline'] = [[function(u)
|
||||
if(not UnitIsConnected(u)) then
|
||||
return 'Offline'
|
||||
end
|
||||
end]],
|
||||
|
||||
['perhp'] = [[function(u)
|
||||
local m = UnitHealthMax(u)
|
||||
if(m == 0) then
|
||||
return 0
|
||||
else
|
||||
return floor(UnitHealth(u) / m * 100 + .5)
|
||||
end
|
||||
end]],
|
||||
|
||||
['perpp'] = [[function(u)
|
||||
local m = UnitManaMax(u)
|
||||
if(m == 0) then
|
||||
return 0
|
||||
else
|
||||
return floor(UnitMana(u) / m * 100 + .5)
|
||||
end
|
||||
end]],
|
||||
|
||||
['plus'] = [[function(u)
|
||||
local c = UnitClassification(u)
|
||||
if(c == 'elite' or c == 'rareelite') then
|
||||
return '+'
|
||||
end
|
||||
end]],
|
||||
|
||||
['pvp'] = [[function(u)
|
||||
if(UnitIsPVP(u)) then
|
||||
return 'PvP'
|
||||
end
|
||||
end]],
|
||||
|
||||
['raidcolor'] = [[function(u)
|
||||
local _, x = UnitClass(u)
|
||||
if(x) then
|
||||
return Hex(_COLORS.class[x])
|
||||
end
|
||||
end]],
|
||||
|
||||
['rare'] = [[function(u)
|
||||
local c = UnitClassification(u)
|
||||
if(c == 'rare' or c == 'rareelite') then
|
||||
return 'Rare'
|
||||
end
|
||||
end]],
|
||||
|
||||
['resting'] = [[function(u)
|
||||
if(u == 'player' and IsResting()) then
|
||||
return 'zzz'
|
||||
end
|
||||
end]],
|
||||
|
||||
['sex'] = [[function(u)
|
||||
local s = UnitSex(u)
|
||||
if(s == 2) then
|
||||
return 'Male'
|
||||
elseif(s == 3) then
|
||||
return 'Female'
|
||||
end
|
||||
end]],
|
||||
|
||||
['smartclass'] = [[function(u)
|
||||
if(UnitIsPlayer(u)) then
|
||||
return _TAGS['class'](u)
|
||||
end
|
||||
|
||||
return _TAGS['creature'](u)
|
||||
end]],
|
||||
|
||||
['status'] = [[function(u)
|
||||
if(UnitIsDead(u)) then
|
||||
return 'Dead'
|
||||
elseif(UnitIsGhost(u)) then
|
||||
return 'Ghost'
|
||||
elseif(not UnitIsConnected(u)) then
|
||||
return 'Offline'
|
||||
else
|
||||
return _TAGS['resting'](u)
|
||||
end
|
||||
end]],
|
||||
|
||||
['cpoints'] = [[function(u)
|
||||
local cp = GetComboPoints('player', 'target')
|
||||
if(cp > 0) then
|
||||
return cp
|
||||
end
|
||||
end]],
|
||||
|
||||
['smartlevel'] = [[function(u)
|
||||
local c = UnitClassification(u)
|
||||
if(c == 'worldboss') then
|
||||
return 'Boss'
|
||||
else
|
||||
local plus = _TAGS['plus'](u)
|
||||
local level = _TAGS['level'](u)
|
||||
if(plus) then
|
||||
return level .. plus
|
||||
else
|
||||
return level
|
||||
end
|
||||
end
|
||||
end]],
|
||||
|
||||
['classification'] = [[function(u)
|
||||
local c = UnitClassification(u)
|
||||
if(c == 'rare') then
|
||||
return 'Rare'
|
||||
elseif(c == 'rareelite') then
|
||||
return 'Rare Elite'
|
||||
elseif(c == 'elite') then
|
||||
return 'Elite'
|
||||
elseif(c == 'worldboss') then
|
||||
return 'Boss'
|
||||
end
|
||||
end]],
|
||||
|
||||
['shortclassification'] = [[function(u)
|
||||
local c = UnitClassification(u)
|
||||
if(c == 'rare') then
|
||||
return 'R'
|
||||
elseif(c == 'rareelite') then
|
||||
return 'R+'
|
||||
elseif(c == 'elite') then
|
||||
return '+'
|
||||
elseif(c == 'worldboss') then
|
||||
return 'B'
|
||||
end
|
||||
end]],
|
||||
|
||||
['group'] = [[function(unit)
|
||||
local name, server = UnitName(unit)
|
||||
if(server and server ~= '') then
|
||||
name = format('%s-%s', name, server)
|
||||
end
|
||||
|
||||
for i=1, GetNumRaidMembers() do
|
||||
local raidName, _, group = GetRaidRosterInfo(i)
|
||||
if(raidName == name) then
|
||||
return group
|
||||
end
|
||||
end
|
||||
end]],
|
||||
|
||||
['deficit:name'] = [[function(u)
|
||||
local missinghp = _TAGS['missinghp'](u)
|
||||
if(missinghp) then
|
||||
return '-' .. missinghp
|
||||
else
|
||||
return _TAGS['name'](u)
|
||||
end
|
||||
end]],
|
||||
|
||||
['curmana'] = [[function(unit)
|
||||
return UnitMana(unit, SPELL_POWER_MANA)
|
||||
end]],
|
||||
|
||||
['maxmana'] = [[function(unit)
|
||||
return UnitManaMax(unit, SPELL_POWER_MANA)
|
||||
end]],
|
||||
|
||||
['happiness'] = [[function(u)
|
||||
if(UnitIsUnit(u, 'pet')) then
|
||||
local happiness = GetPetHappiness()
|
||||
if(happiness == 1) then
|
||||
return ':<'
|
||||
elseif(happiness == 2) then
|
||||
return ':|'
|
||||
elseif(happiness == 3) then
|
||||
return ':D'
|
||||
end
|
||||
end
|
||||
end]],
|
||||
|
||||
['powercolor'] = [[function(u)
|
||||
local pType, pToken, altR, altG, altB = UnitPowerType(u)
|
||||
local t = _COLORS.power[pToken]
|
||||
|
||||
if(not t) then
|
||||
if(altR) then
|
||||
if(altR > 1 or altG > 1 or altB > 1) then
|
||||
return Hex(altR / 255, altG / 255, altB / 255)
|
||||
else
|
||||
return Hex(altR, altG, altB)
|
||||
end
|
||||
else
|
||||
return Hex(_COLORS.power[pType])
|
||||
end
|
||||
end
|
||||
|
||||
return Hex(t)
|
||||
end]],
|
||||
}
|
||||
|
||||
local tags = setmetatable(
|
||||
{
|
||||
curhp = UnitHealth,
|
||||
curpp = UnitMana,
|
||||
maxhp = UnitHealthMax,
|
||||
maxpp = UnitManaMax,
|
||||
class = UnitClass,
|
||||
faction = UnitFactionGroup,
|
||||
race = UnitRace,
|
||||
},
|
||||
{
|
||||
__index = function(self, key)
|
||||
local tagFunc = tagStrings[key]
|
||||
if(tagFunc) then
|
||||
local func, err = loadstring('return ' .. tagFunc)
|
||||
if(func) then
|
||||
func = func()
|
||||
|
||||
-- Want to trigger __newindex, so no rawset.
|
||||
self[key] = func
|
||||
tagStrings[key] = nil
|
||||
|
||||
return func
|
||||
else
|
||||
error(err, 3)
|
||||
end
|
||||
end
|
||||
end,
|
||||
__newindex = function(self, key, val)
|
||||
if(type(val) == 'string') then
|
||||
tagStrings[key] = val
|
||||
elseif(type(val) == 'function') then
|
||||
-- So we don't clash with any custom envs.
|
||||
if(getfenv(val) == _G) then
|
||||
setfenv(val, _PROXY)
|
||||
end
|
||||
|
||||
rawset(self, key, val)
|
||||
end
|
||||
end,
|
||||
}
|
||||
)
|
||||
|
||||
_ENV._TAGS = tags
|
||||
|
||||
local tagEvents = {
|
||||
['curhp'] = 'UNIT_HEALTH',
|
||||
['maxhp'] = 'UNIT_MAXHEALTH',
|
||||
['curpp'] = 'UNIT_ENERGY UNIT_FOCUS UNIT_MANA UNIT_RAGE',
|
||||
['maxpp'] = 'UNIT_MAXENERGY UNIT_MAXFOCUS UNIT_MAXMANA UNIT_MAXRAGE',
|
||||
['dead'] = 'UNIT_HEALTH',
|
||||
['leader'] = 'PARTY_LEADER_CHANGED',
|
||||
['leaderlong'] = 'PARTY_LEADER_CHANGED',
|
||||
['level'] = 'UNIT_LEVEL PLAYER_LEVEL_UP',
|
||||
['missinghp'] = 'UNIT_HEALTH UNIT_MAXHEALTH',
|
||||
['missingpp'] = 'UNIT_MAXENERGY UNIT_MAXFOCUS UNIT_MAXMANA UNIT_MAXRAGE UNIT_ENERGY UNIT_FOCUS UNIT_MANA UNIT_RAGE',
|
||||
['name'] = 'UNIT_NAME_UPDATE',
|
||||
['offline'] = 'UNIT_HEALTH',
|
||||
['perhp'] = 'UNIT_HEALTH UNIT_MAXHEALTH',
|
||||
['perpp'] = 'UNIT_MAXENERGY UNIT_MAXFOCUS UNIT_MAXMANA UNIT_MAXRAGE UNIT_ENERGY UNIT_FOCUS UNIT_MANA UNIT_RAGE',
|
||||
['plus'] = 'UNIT_CLASSIFICATION_CHANGED',
|
||||
['pvp'] = 'UNIT_FACTION',
|
||||
['rare'] = 'UNIT_CLASSIFICATION_CHANGED',
|
||||
['resting'] = 'PLAYER_UPDATE_RESTING',
|
||||
['status'] = 'UNIT_HEALTH PLAYER_UPDATE_RESTING',
|
||||
['cpoints'] = 'PLAYER_COMBO_POINTS PLAYER_TARGET_CHANGED',
|
||||
['smartlevel'] = 'UNIT_LEVEL PLAYER_LEVEL_UP UNIT_CLASSIFICATION_CHANGED',
|
||||
['classification'] = 'UNIT_CLASSIFICATION_CHANGED',
|
||||
['shortclassification'] = 'UNIT_CLASSIFICATION_CHANGED',
|
||||
['group'] = 'PARTY_MEMBERS_CHANGED RAID_ROSTER_UPDATE',
|
||||
['curmana'] = 'UNIT_MANA UNIT_MAXMANA',
|
||||
['maxmana'] = 'UNIT_MANA UNIT_MAXMANA',
|
||||
['happiness'] = 'UNIT_HAPPINESS',
|
||||
['powercolor'] = 'UNIT_DISPLAYPOWER',
|
||||
}
|
||||
|
||||
local unitlessEvents = {
|
||||
PLAYER_LEVEL_UP = true,
|
||||
PLAYER_UPDATE_RESTING = true,
|
||||
PLAYER_TARGET_CHANGED = true,
|
||||
|
||||
RAID_ROSTER_UPDATE = true,
|
||||
PARTY_MEMBERS_CHANGED = true,
|
||||
PARTY_LEADER_CHANGED = true,
|
||||
|
||||
PLAYER_COMBO_POINTS = true,
|
||||
}
|
||||
|
||||
local events = {}
|
||||
local frame = CreateFrame('Frame')
|
||||
frame:SetScript('OnEvent', function()
|
||||
local strings = events[event]
|
||||
if(strings) then
|
||||
for _, fontstring in next, strings do
|
||||
if(fontstring:IsVisible() and (unitlessEvents[event] or fontstring.parent.unit == arg1)) then
|
||||
fontstring:UpdateTag()
|
||||
end
|
||||
end
|
||||
end
|
||||
end)
|
||||
|
||||
local onUpdates = {}
|
||||
local eventlessUnits = {}
|
||||
|
||||
local function createOnUpdate(timer)
|
||||
local OnUpdate = onUpdates[timer]
|
||||
|
||||
if(not OnUpdate) then
|
||||
local total = timer
|
||||
local frame = CreateFrame('Frame')
|
||||
local strings = eventlessUnits[timer]
|
||||
|
||||
frame:SetScript('OnUpdate', function()
|
||||
if(total >= timer) then
|
||||
for _, fs in next, strings do
|
||||
if(fs.parent:IsShown() and UnitExists(fs.parent.unit)) then
|
||||
fs:UpdateTag()
|
||||
end
|
||||
end
|
||||
|
||||
total = 0
|
||||
end
|
||||
|
||||
total = total + arg1
|
||||
end)
|
||||
|
||||
onUpdates[timer] = frame
|
||||
end
|
||||
end
|
||||
|
||||
local function onShow(self)
|
||||
for _, fs in next, self.__tags do
|
||||
fs:UpdateTag()
|
||||
end
|
||||
end
|
||||
|
||||
local function getTagName(tag)
|
||||
local tagStart = (string.match(tag, '>+()') or 2)
|
||||
local tagEnd = string.match(tag, '.*()<+')
|
||||
tagEnd = (tagEnd and tagEnd - 1) or -2
|
||||
|
||||
return string.sub(tag, tagStart, tagEnd), tagStart, tagEnd
|
||||
end
|
||||
|
||||
local function registerEvent(fontstr, event)
|
||||
if(not events[event]) then events[event] = {} end
|
||||
|
||||
frame:RegisterEvent(event)
|
||||
tinsert(events[event], fontstr)
|
||||
end
|
||||
|
||||
local function registerEvents(fontstr, tagstr)
|
||||
for tag in string.gmatch(tagstr, _PATTERN) do
|
||||
tag = getTagName(tag)
|
||||
local tagevents = tagEvents[tag]
|
||||
if(tagevents) then
|
||||
for event in string.gmatch(tagevents, '%S+') do
|
||||
registerEvent(fontstr, event)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function unregisterEvents(fontstr)
|
||||
for event, data in next, events do
|
||||
for i, tagfsstr in next, data do
|
||||
if(tagfsstr == fontstr) then
|
||||
if(getn(data) == 1) then
|
||||
frame:UnregisterEvent(event)
|
||||
end
|
||||
|
||||
tremove(data, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local OnEnter = function(self)
|
||||
for _, fs in pairs(self.__mousetags) do
|
||||
fs:SetAlpha(1)
|
||||
end
|
||||
end
|
||||
|
||||
local OnLeave = function(self)
|
||||
for _, fs in pairs(self.__mousetags) do
|
||||
fs:SetAlpha(0)
|
||||
end
|
||||
end
|
||||
|
||||
local onUpdateDelay = {}
|
||||
local tagPool = {}
|
||||
local funcPool = {}
|
||||
local tmp = {}
|
||||
local escapeSequences = {
|
||||
["||c"] = "|c",
|
||||
["||r"] = "|r",
|
||||
["||T"] = "|T",
|
||||
["||t"] = "|t",
|
||||
}
|
||||
|
||||
--[[ Tags: frame:Tag(fs, tagstr)
|
||||
Used to register a tag on a unit frame.
|
||||
|
||||
* self - the unit frame on which to register the tag
|
||||
* fs - the font string to display the tag (FontString)
|
||||
* tagstr - the tag string (string)
|
||||
--]]
|
||||
local function Tag(self, fs, tagstr)
|
||||
if(not fs or not tagstr) then return end
|
||||
|
||||
if(not self.__tags) then
|
||||
self.__tags = {}
|
||||
self.__mousetags = {}
|
||||
tinsert(self.__elements, onShow)
|
||||
else
|
||||
-- Since people ignore everything that's good practice - unregister the tag
|
||||
-- if it already exists.
|
||||
for _, tag in pairs(self.__tags) do
|
||||
if(fs == tag) then
|
||||
-- We don't need to remove it from the __tags table as Untag handles
|
||||
-- that for us.
|
||||
self:Untag(fs)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
fs.parent = self
|
||||
|
||||
for escapeSequence, replacement in pairs(escapeSequences) do
|
||||
while string.find(tagstr, escapeSequence) do
|
||||
tagstr = string.gsub(tagstr, escapeSequence, replacement)
|
||||
end
|
||||
end
|
||||
|
||||
if string.find(tagstr, '%[mouseover%]') then
|
||||
tinsert(self.__mousetags, fs)
|
||||
fs:SetAlpha(0)
|
||||
if not self.__HookFunc then
|
||||
self:HookScript('OnEnter', OnEnter)
|
||||
self:HookScript('OnLeave', OnLeave)
|
||||
self.__HookFunc = true;
|
||||
end
|
||||
tagstr = string.gsub(tagstr, '%[mouseover%]', '')
|
||||
else
|
||||
for index, fontString in pairs(self.__mousetags) do
|
||||
if fontString == fs then
|
||||
self.__mousetags[index] = nil;
|
||||
fs:SetAlpha(1)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local containsOnUpdate
|
||||
for tag in string.gmatch(tagstr, _PATTERN) do
|
||||
tag = getTagName(tag)
|
||||
if not tagEvents[tag] then
|
||||
containsOnUpdate = onUpdateDelay[tag] or 0.15;
|
||||
end
|
||||
end
|
||||
|
||||
local func = tagPool[tagstr]
|
||||
if(not func) then
|
||||
local format, numTags = string.gsub(string.gsub(tagstr, '%%', '%%%%'), _PATTERN, '%%s')
|
||||
local args = {}
|
||||
|
||||
for bracket in string.gmatch(tagstr, _PATTERN) do
|
||||
local tagFunc = funcPool[bracket] or tags[string.sub(bracket, 2, -2)]
|
||||
if(not tagFunc) then
|
||||
local tagName, tagStart, tagEnd = getTagName(bracket)
|
||||
|
||||
local tag = tags[tagName]
|
||||
if(tag) then
|
||||
tagStart = tagStart - 2
|
||||
tagEnd = tagEnd + 2
|
||||
|
||||
if(tagStart ~= 0 and tagEnd ~= 0) then
|
||||
local prefix = string.sub(bracket, 2, tagStart)
|
||||
local suffix = string.sub(bracket, tagEnd, -2)
|
||||
|
||||
tagFunc = function(unit, realUnit)
|
||||
local str = tag(unit, realUnit)
|
||||
if(str) then
|
||||
return prefix .. str .. suffix
|
||||
end
|
||||
end
|
||||
elseif(tagStart ~= 0) then
|
||||
local prefix = string.sub(bracket, 2, tagStart)
|
||||
|
||||
tagFunc = function(unit, realUnit)
|
||||
local str = tag(unit, realUnit)
|
||||
if(str) then
|
||||
return prefix .. str
|
||||
end
|
||||
end
|
||||
elseif(tagEnd ~= 0) then
|
||||
local suffix = string.sub(bracket, tagEnd, -2)
|
||||
|
||||
tagFunc = function(unit, realUnit)
|
||||
local str = tag(unit, realUnit)
|
||||
if(str) then
|
||||
return str .. suffix
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
funcPool[bracket] = tagFunc
|
||||
end
|
||||
end
|
||||
|
||||
if(tagFunc) then
|
||||
tinsert(args, tagFunc)
|
||||
else
|
||||
numTags = -1
|
||||
func = function(self)
|
||||
return self:SetText(bracket)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if(numTags == 1) then
|
||||
func = function(self)
|
||||
local parent = self.parent
|
||||
local realUnit
|
||||
if(self.overrideUnit) then
|
||||
realUnit = parent.realUnit
|
||||
end
|
||||
|
||||
_ENV._COLORS = parent.colors
|
||||
return self:SetText(string.format(
|
||||
format,
|
||||
args[1](parent.unit, realUnit) or ''
|
||||
))
|
||||
end
|
||||
elseif(numTags == 2) then
|
||||
func = function(self)
|
||||
local parent = self.parent
|
||||
local unit = parent.unit
|
||||
local realUnit
|
||||
if(self.overrideUnit) then
|
||||
realUnit = parent.realUnit
|
||||
end
|
||||
|
||||
_ENV._COLORS = parent.colors
|
||||
return self:SetText(string.format(
|
||||
format,
|
||||
args[1](unit, realUnit) or '',
|
||||
args[2](unit, realUnit) or ''
|
||||
))
|
||||
end
|
||||
elseif(numTags == 3) then
|
||||
func = function(self)
|
||||
local parent = self.parent
|
||||
local unit = parent.unit
|
||||
local realUnit
|
||||
if(self.overrideUnit) then
|
||||
realUnit = parent.realUnit
|
||||
end
|
||||
|
||||
_ENV._COLORS = parent.colors
|
||||
return self:SetText(string.format(
|
||||
format,
|
||||
args[1](unit, realUnit) or '',
|
||||
args[2](unit, realUnit) or '',
|
||||
args[3](unit, realUnit) or ''
|
||||
))
|
||||
end
|
||||
elseif numTags ~= -1 then
|
||||
func = function(self)
|
||||
local parent = self.parent
|
||||
local unit = parent.unit
|
||||
local realUnit
|
||||
if(self.overrideUnit) then
|
||||
realUnit = parent.realUnit
|
||||
end
|
||||
|
||||
_ENV._COLORS = parent.colors
|
||||
for i, func in next, args do
|
||||
tmp[i] = func(unit, realUnit) or ''
|
||||
end
|
||||
|
||||
-- We do 1, numTags because tmp can hold several unneeded variables.
|
||||
return self:SetText(string.format(format, unpack(tmp, 1, numTags)))
|
||||
end
|
||||
end
|
||||
|
||||
if numTags ~= -1 then
|
||||
tagPool[tagstr] = func
|
||||
end
|
||||
end
|
||||
fs.UpdateTag = func
|
||||
|
||||
local unit = self.unit
|
||||
if(self.__eventless or fs.frequentUpdates) or containsOnUpdate then
|
||||
local timer
|
||||
if(type(fs.frequentUpdates) == 'number') then
|
||||
timer = fs.frequentUpdates
|
||||
elseif containsOnUpdate then
|
||||
timer = containsOnUpdate
|
||||
else
|
||||
timer = .5
|
||||
end
|
||||
|
||||
if(not eventlessUnits[timer]) then eventlessUnits[timer] = {} end
|
||||
tinsert(eventlessUnits[timer], fs)
|
||||
|
||||
createOnUpdate(timer)
|
||||
else
|
||||
registerEvents(fs, tagstr)
|
||||
end
|
||||
|
||||
tinsert(self.__tags, fs)
|
||||
end
|
||||
|
||||
--[[ Tags: frame:Untag(fs)
|
||||
Used to unregister a tag from a unit frame.
|
||||
|
||||
* self - the unit frame from which to unregister the tag
|
||||
* fs - the font string holding the tag (FontString)
|
||||
--]]
|
||||
local function Untag(self, fs)
|
||||
if(not fs) then return end
|
||||
|
||||
unregisterEvents(fs)
|
||||
for _, timers in next, eventlessUnits do
|
||||
for i, fontstr in next, timers do
|
||||
if(fs == fontstr) then
|
||||
tremove(timers, i)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
for i, fontstr in next, self.__tags do
|
||||
if(fontstr == fs) then
|
||||
tremove(self.__tags, i)
|
||||
end
|
||||
end
|
||||
|
||||
fs.UpdateTag = nil
|
||||
end
|
||||
|
||||
oUF.Tags = {
|
||||
Methods = tags,
|
||||
Events = tagEvents,
|
||||
SharedEvents = unitlessEvents,
|
||||
OnUpdateThrottle = onUpdateDelay,
|
||||
}
|
||||
|
||||
oUF:RegisterMetaFunction('Tag', Tag)
|
||||
oUF:RegisterMetaFunction('Untag', Untag)
|
||||
Reference in New Issue
Block a user