remove temp folder structure

This commit is contained in:
Crum
2018-02-19 21:03:21 -06:00
parent 85a2a5bcf7
commit 611f11aff9
408 changed files with 0 additions and 0 deletions
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--[[
# Element: Assistant Indicator
Toggles the visibility of an indicator based on the unit's raid assistant status.
## Widget
AssistantIndicator - 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 AssistantIndicator = self:CreateTexture(nil, 'OVERLAY')
AssistantIndicator:SetSize(16, 16)
AssistantIndicator:SetPoint('TOP', self)
-- Register it with oUF
self.AssistantIndicator = AssistantIndicator
--]]
local ns = oUF
local oUF = ns.oUF
local UnitInRaid = UnitInRaid
local UnitIsPartyLeader = UnitIsPartyLeader
local UnitIsRaidOfficer = UnitIsRaidOfficer
local function Update(self, event)
local element = self.AssistantIndicator
--[[ Callback: AssistantIndicator:PreUpdate()
Called before the element has been updated.
* self - the AssistantIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local unit = self.unit
local isAssistant = UnitInRaid(unit) and not UnitIsPartyLeader(unit)
if(isAssistant) then
element:Show()
else
element:Hide()
end
--[[ Callback: AssistantIndicator:PostUpdate(isAssistant)
Called after the element has been updated.
* self - the AssistantIndicator element
* isAssistant - indicates whether the unit is a raid assistant (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(isAssistant)
end
end
local function Path(self, ...)
--[[ Override: AssistantIndicator.Override(self, event, ...)
Used to completely override the element's update process.
* self - the parent object
* event - the event triggering the update (string)
* ... - the arguments accompanying the event (string)
--]]
return (self.AssistantIndicator.Override or Update) (self, unpack(arg))
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self)
local element = self.AssistantIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('PARTY_MEMBERS_CHANGED', Path)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\GroupFrame\UI-Group-AssistantIcon]])
end
return true
end
end
local function Disable(self)
local element = self.AssistantIndicator
if(element) then
element:Hide()
self:UnregisterEvent('PARTY_MEMBERS_CHANGED', Path)
end
end
oUF:AddElement('AssistantIndicator', Path, Enable, Disable)
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--[[
# Element: Auras
Handles creation and updating of aura icons.
## Widget
Auras - A Frame to hold `Button`s representing both buffs and debuffs.
Buffs - A Frame to hold `Button`s representing buffs.
Debuffs - A Frame to hold `Button`s representing debuffs.
## Notes
At least one of the above widgets must be present for the element to work.
## Options
.disableMouse - Disables mouse events (boolean)
.disableCooldown - Disables the cooldown spiral (boolean)
.size - Aura icon size. Defaults to 16 (number)
.spacing - Spacing between each icon. Defaults to 0 (number)
.['spacing-x'] - Horizontal spacing between each icon. Takes priority over `spacing` (number)
.['spacing-y'] - Vertical spacing between each icon. Takes priority over `spacing` (number)
.['growth-x'] - Horizontal growth direction. Defaults to 'RIGHT' (string)
.['growth-y'] - Vertical growth direction. Defaults to 'UP' (string)
.initialAnchor - Anchor point for the icons. Defaults to 'BOTTOMLEFT' (string)
.filter - Custom filter list for auras to display. Defaults to 'HELPFUL' for buffs and 'HARMFUL' for
debuffs (string)
## Options Auras
.numBuffs - The maximum number of buffs to display. Defaults to 32 (number)
.numDebuffs - The maximum number of debuffs to display. Defaults to 40 (number)
.numTotal - The maximum number of auras to display. Prioritizes buffs over debuffs. Defaults to the sum of
.numBuffs and .numDebuffs (number)
.gap - Controls the creation of an invisible icon between buffs and debuffs. Defaults to false (boolean)
.buffFilter - Custom filter list for buffs to display. Takes priority over `filter` (string)
.debuffFilter - Custom filter list for debuffs to display. Takes priority over `filter` (string)
## Options Buffs
.num - Number of buffs to display. Defaults to 32 (number)
## Options Debuffs
.num - Number of debuffs to display. Defaults to 40 (number)
## Attributes
button.filter - the filter list used to determine the visibility of the aura (string)
button.isDebuff - indicates if the button holds a debuff (boolean)
## Examples
-- Position and size
local Buffs = CreateFrame('Frame', nil, self)
Buffs:SetPoint('RIGHT', self, 'LEFT')
Buffs:SetSize(16 * 2, 16 * 16)
-- Register with oUF
self.Buffs = Buffs
--]]
local ns = oUF
local oUF = ns.oUF
local tinsert = table.insert
local floor = math.floor
local CreateFrame = CreateFrame
local GetTime = GetTime
local UnitAura = UnitAura
local VISIBLE = 1
local HIDDEN = 0
local function UpdateTooltip(self)
if self.filter == 'HELPFUL' then
GameTooltip:SetUnitBuff(self:GetParent().__owner.unit, self:GetID(), self.filter)
else
GameTooltip:SetUnitDebuff(self:GetParent().__owner.unit, self:GetID(), self.filter)
end
end
local function onEnter(self)
if(not self:IsVisible()) then return end
GameTooltip:SetOwner(self, 'ANCHOR_BOTTOMRIGHT')
self:UpdateTooltip()
end
local function onLeave()
GameTooltip:Hide()
end
local function createAuraIcon(element, index)
local button = CreateFrame('Button', '$parentButton' .. index, element)
button:RegisterForClicks('RightButtonUp')
local cd = CreateFrame('Cooldown', '$parentCooldown', button, 'oUF_CooldownFrameTemplate')
cd:SetAllPoints()
local icon = button:CreateTexture(nil, 'BORDER')
icon:SetAllPoints()
local count = button:CreateFontString(nil, 'OVERLAY', 'NumberFontNormal')
count:SetPoint('BOTTOMRIGHT', button, 'BOTTOMRIGHT', -1, 0)
local overlay = button:CreateTexture(nil, 'OVERLAY')
overlay:SetTexture([[Interface\Buttons\UI-Debuff-Overlays]])
overlay:SetAllPoints()
overlay:SetTexCoord(.296875, .5703125, 0, .515625)
button.overlay = overlay
button.UpdateTooltip = UpdateTooltip
button:SetScript('OnEnter', onEnter)
button:SetScript('OnLeave', onLeave)
button.icon = icon
button.count = count
button.cd = cd
--[[ Callback: Auras:PostCreateIcon(button)
Called after a new aura button has been created.
* self - the widget holding the aura buttons
* button - the newly created aura button (Button)
--]]
if(element.PostCreateIcon) then element:PostCreateIcon(button) end
return button
end
local function customFilter(element, unit, button, name)
if(name) then
return true
end
end
local function updateIcon(element, unit, index, offset, filter, isDebuff, visible)
local name, rank, texture, count, dispelType, duration, expiration = UnitAura(unit, index, filter)
if element.forceShow then
name, rank, texture = GetSpellInfo(26993)
count, dispelType, duration, expiration = 5, 'Magic', 0, 60
end
if(name) then
local position = visible + offset + 1
local button = element[position]
if(not button) then
--[[ Override: Auras:CreateIcon(position)
Used to create the aura button at a given position.
* self - the widget holding the aura buttons
* position - the position at which the aura button is to be created (number)
## Returns
* button - the button used to represent the aura (Button)
--]]
button = (element.CreateIcon or createAuraIcon) (element, position)
tinsert(element, button)
element.createdIcons = element.createdIcons + 1
end
button.filter = filter
button.isDebuff = isDebuff
--[[ Override: Auras:CustomFilter(unit, button, ...)
Defines a custom filter that controls if the aura button should be shown.
* self - the widget holding the aura buttons
* unit - the unit on which the aura is cast (string)
* button - the button displaying the aura (Button)
* ... - the return values from [UnitAura](http://wowprogramming.com/docs/api/UnitAura)
## Returns
* show - indicates whether the aura button should be shown (boolean)
--]]
local show = true
if not element.forceShow then
show = (element.CustomFilter or customFilter) (element, unit, button, name, rank, texture, count, dispelType, duration, expiration)
end
if(show) then
-- We might want to consider delaying the creation of an actual cooldown
-- object to this point, but I think that will just make things needlessly
-- complicated.
if(button.cd and not element.disableCooldown) then
if(duration and duration > 0) then
button.cd:SetCooldown(GetTime() - (duration - expiration), duration)
button.cd:Show()
else
button.cd:Hide()
end
end
if(button.overlay) then
if((isDebuff and element.showDebuffType) or (not isDebuff and element.showBuffType) or element.showType) then
local color = DebuffTypeColor[dispelType] or DebuffTypeColor.none
button.overlay:SetVertexColor(color.r, color.g, color.b)
button.overlay:Show()
else
button.overlay:Hide()
end
end
if(button.icon) then button.icon:SetTexture(texture) end
if(button.count) then button.count:SetText(count > 1 and count) end
local size = element.size or 16
button:SetSize(size, size)
button:EnableMouse(not element.disableMouse)
button:SetID(index)
button:Show()
--[[ Callback: Auras:PostUpdateIcon(unit, button, index, position)
Called after the aura button has been updated.
* self - the widget holding the aura buttons
* unit - the unit on which the aura is cast (string)
* button - the updated aura button (Button)
* index - the index of the aura (number)
* position - the actual position of the aura button (number)
--]]
if(element.PostUpdateIcon) then
element:PostUpdateIcon(unit, button, index, position)
end
return VISIBLE
else
return HIDDEN
end
end
end
local function SetPosition(element, from, to)
local sizex = (element.size or 16) + (element['spacing-x'] or element.spacing or 0)
local sizey = (element.size or 16) + (element['spacing-y'] or element.spacing or 0)
local anchor = element.initialAnchor or 'BOTTOMLEFT'
local growthx = (element['growth-x'] == 'LEFT' and -1) or 1
local growthy = (element['growth-y'] == 'DOWN' and -1) or 1
local cols = floor(element:GetWidth() / sizex + 0.5)
for i = from, to do
local button = element[i]
-- Bail out if the to range is out of scope.
if(not button) then break end
local col = (i - 1) % cols
local row = floor((i - 1) / cols)
button:ClearAllPoints()
button:SetPoint(anchor, element, anchor, col * sizex * growthx, row * sizey * growthy)
end
end
local function filterIcons(element, unit, filter, limit, isDebuff, offset, dontHide)
if(not offset) then offset = 0 end
local index = 1
local visible = 0
local hidden = 0
while(visible < limit) do
local result = updateIcon(element, unit, index, offset, filter, isDebuff, visible)
if(not result) then
break
elseif(result == VISIBLE) then
visible = visible + 1
elseif(result == HIDDEN) then
hidden = hidden + 1
end
index = index + 1
end
if(not dontHide) then
for i = visible + offset + 1, #element do
element[i]:Hide()
end
end
return visible, hidden
end
local function UpdateAuras(self, event, unit)
if(self.unit ~= unit) then return end
local auras = self.Auras
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
local numBuffs = auras.numBuffs or 32
local numDebuffs = auras.numDebuffs or 40
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
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)
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--[[
# 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)
+22
View File
@@ -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)
+292
View File
@@ -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)
+148
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@@ -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)
+326
View File
@@ -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)
+137
View File
@@ -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)
+828
View File
@@ -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)