mirror of
https://github.com/Bluewhale1337/ElvUIModernized.git
synced 2026-07-27 08:24:44 +00:00
remove temp folder structure
This commit is contained in:
@@ -0,0 +1,698 @@
|
||||
local ns = oUF
|
||||
|
||||
local oUF = ns.oUF
|
||||
local Private = oUF.Private
|
||||
|
||||
local argcheck = Private.argcheck
|
||||
|
||||
local print = Private.print
|
||||
local error = Private.error
|
||||
|
||||
local styles, style = {}
|
||||
local callback, units, objects, headers = {}, {}, {}, {}
|
||||
|
||||
local elements = {}
|
||||
local activeElements = {}
|
||||
|
||||
-- updating of "invalid" units.
|
||||
local function enableTargetUpdate(object)
|
||||
object.onUpdateFrequency = object.onUpdateFrequency or .5
|
||||
object.__eventless = true
|
||||
|
||||
local total = 0
|
||||
object:SetScript('OnUpdate', function()
|
||||
if not this.unit then
|
||||
return
|
||||
elseif total > this.onUpdateFrequency then
|
||||
this:UpdateAllElements('OnUpdate')
|
||||
total = 0
|
||||
end
|
||||
|
||||
total = total + GetTime()
|
||||
end)
|
||||
end
|
||||
Private.enableTargetUpdate = enableTargetUpdate
|
||||
|
||||
local function updateActiveUnit(self, event, unit)
|
||||
return true
|
||||
end
|
||||
|
||||
local function iterateChildren(...)
|
||||
for i = 1, table.getn(arg) do
|
||||
local obj = arg[i]
|
||||
|
||||
if(type(obj) == 'table' and obj.isChild) then
|
||||
updateActiveUnit(obj, 'iterateChildren')
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function onAttributeChanged(self, name, value)
|
||||
if(name == 'unit' and value) then
|
||||
if(self.hasChildren) then
|
||||
iterateChildren(self:GetChildren())
|
||||
end
|
||||
|
||||
if(not self.onlyProcessChildren) then
|
||||
updateActiveUnit(self, 'OnAttributeChanged')
|
||||
end
|
||||
--[[
|
||||
if(self.unit and self.unit == value) then
|
||||
return
|
||||
else
|
||||
if(self.hasChildren) then
|
||||
iterateChildren(self:GetChildren())
|
||||
end
|
||||
end
|
||||
]]
|
||||
end
|
||||
end
|
||||
|
||||
local frame_metatable = {
|
||||
__index = CreateFrame('Button')
|
||||
}
|
||||
Private.frame_metatable = frame_metatable
|
||||
|
||||
for k, v in next, {
|
||||
UpdateElement = function(self, name)
|
||||
local unit = self.unit
|
||||
if(not unit or not UnitExists(unit)) then return end
|
||||
|
||||
local element = elements[name]
|
||||
if(not element or not self:IsElementEnabled(name) or not activeElements[self]) then return end
|
||||
if(element.update) then
|
||||
element.update(self, 'OnShow', unit)
|
||||
end
|
||||
end,
|
||||
|
||||
UpdateElement = function(self, name)
|
||||
local unit = self.unit
|
||||
if(not unit or not UnitExists(unit)) then return end
|
||||
|
||||
local element = elements[name]
|
||||
if(not element or not self:IsElementEnabled(name) or not activeElements[self]) then return end
|
||||
if(element.update) then
|
||||
element.update(self, 'OnShow', unit)
|
||||
end
|
||||
end,
|
||||
|
||||
--[[ frame:EnableElement(name, unit)
|
||||
Used to activate an element for the given unit frame.
|
||||
|
||||
* self - unit frame for which the element should be enabled
|
||||
* name - name of the element to be enabled (string)
|
||||
* unit - unit to be passed to the element's Enable function. Defaults to the frame's unit (string?)
|
||||
--]]
|
||||
EnableElement = function(self, name, unit)
|
||||
local unit = unit or self.unit
|
||||
if not unit then return end
|
||||
|
||||
argcheck(name, 2, 'string')
|
||||
argcheck(unit or self.unit, 3, 'string', 'nil')
|
||||
|
||||
local element = elements[name]
|
||||
if(not element or self:IsElementEnabled(name) or not activeElements[self]) then return end
|
||||
|
||||
if(element.enable(self, unit or self.unit)) then
|
||||
activeElements[self][name] = true
|
||||
|
||||
if(element.update) then
|
||||
table.insert(self.__elements, element.update)
|
||||
end
|
||||
end
|
||||
end,
|
||||
|
||||
--[[ frame:DisableElement(name)
|
||||
Used to deactivate an element for the given unit frame.
|
||||
|
||||
* self - unit frame for which the element should be disabled
|
||||
* name - name of the element to be disabled (string)
|
||||
--]]
|
||||
DisableElement = function(self, name)
|
||||
argcheck(name, 2, 'string')
|
||||
|
||||
local enabled = self:IsElementEnabled(name)
|
||||
if(not enabled) then return end
|
||||
|
||||
local update = elements[name].update
|
||||
for k, func in next, self.__elements do
|
||||
if(func == update) then
|
||||
table.remove(self.__elements, k)
|
||||
break
|
||||
end
|
||||
end
|
||||
|
||||
activeElements[self][name] = nil
|
||||
|
||||
-- We need to run a new update cycle in-case we knocked ourself out of sync.
|
||||
-- The main reason we do this is to make sure the full update is completed
|
||||
-- if an element for some reason removes itself _during_ the update
|
||||
-- progress.
|
||||
self:UpdateAllElements('DisableElement')
|
||||
|
||||
return elements[name].disable(self)
|
||||
end,
|
||||
|
||||
--[[ frame:IsElementEnabled(name)
|
||||
Used to check if an element is enabled on the given frame.
|
||||
|
||||
* self - unit frame
|
||||
* name - name of the element (string)
|
||||
--]]
|
||||
IsElementEnabled = function(self, name)
|
||||
argcheck(name, 2, 'string')
|
||||
|
||||
local element = elements[name]
|
||||
if(not element) then return end
|
||||
|
||||
local active = activeElements[self]
|
||||
return active and active[name]
|
||||
end,
|
||||
|
||||
--[[ frame:Enable(asState)
|
||||
Used to toggle the visibility of a unit frame based on the existence of its unit. This is a reference to
|
||||
`RegisterUnitWatch`.
|
||||
|
||||
* self - unit frame
|
||||
* asState - if true, the frame's "state-unitexists" attribute will be set to a boolean value denoting whether the
|
||||
unit exists; if false, the frame will be shown if its unit exists, and hidden if it does not (boolean)
|
||||
--]]
|
||||
Enable = RegisterUnitWatch,
|
||||
--[[ frame:Disable()
|
||||
Used to UnregisterUnitWatch for the given frame and hide it.
|
||||
|
||||
* self - unit frame
|
||||
--]]
|
||||
Disable = function(self)
|
||||
UnregisterUnitWatch(self)
|
||||
self:Hide()
|
||||
end,
|
||||
|
||||
--[[ frame:UpdateAllElements(event)
|
||||
Used to update all enabled elements on the given frame.
|
||||
|
||||
* self - unit frame
|
||||
* event - event name to pass to the elements' update functions (string)
|
||||
--]]
|
||||
UpdateAllElements = function(self, event)
|
||||
local unit = self.unit
|
||||
if(not UnitExists(unit)) then return end
|
||||
|
||||
assert(type(event) == 'string', "Invalid argument 'event' in UpdateAllElements.")
|
||||
|
||||
if(self.PreUpdate) then
|
||||
self:PreUpdate(event)
|
||||
end
|
||||
|
||||
for _, func in next, self.__elements do
|
||||
func(self, event, unit)
|
||||
end
|
||||
|
||||
if(self.PostUpdate) then
|
||||
self:PostUpdate(event)
|
||||
end
|
||||
end,
|
||||
|
||||
SetUnit = function(self, unit)
|
||||
if unit ~= unit then
|
||||
self.unit = unit
|
||||
end
|
||||
end,
|
||||
} do
|
||||
frame_metatable.__index[k] = v
|
||||
end
|
||||
|
||||
local secureDropdown
|
||||
local function InitializeSecureMenu()
|
||||
local unit = SecureTemplatesDropdown.unit
|
||||
if(not unit) then return end
|
||||
|
||||
local unitType = string.match(unit, '^([a-z]+)[0-9]+$') or unit
|
||||
|
||||
local menu
|
||||
if(unitType == 'party') then
|
||||
menu = 'PARTY'
|
||||
elseif(UnitIsUnit(unit, 'player')) then
|
||||
menu = 'SELF'
|
||||
elseif(UnitIsUnit(unit, 'pet')) then
|
||||
menu = 'PET'
|
||||
elseif(UnitIsPlayer(unit)) then
|
||||
if(UnitInRaid(unit) or UnitInParty(unit)) then
|
||||
menu = 'PARTY'
|
||||
else
|
||||
menu = 'PLAYER'
|
||||
end
|
||||
elseif(UnitIsUnit(unit, 'target')) then
|
||||
menu = 'RAID_TARGET_ICON'
|
||||
end
|
||||
|
||||
if(menu) then
|
||||
UnitPopup_ShowMenu(SecureTemplatesDropdown, menu, unit)
|
||||
end
|
||||
end
|
||||
|
||||
local function togglemenu(self, unit)
|
||||
if(not secureDropdown) then
|
||||
secureDropdown = CreateFrame('Frame', 'SecureTemplatesDropdown', nil, 'UIDropDownMenuTemplate')
|
||||
secureDropdown:SetID(1)
|
||||
|
||||
table.insert(UnitPopupFrames, secureDropdown:GetName())
|
||||
UIDropDownMenu_Initialize(secureDropdown, InitializeSecureMenu, 'MENU')
|
||||
end
|
||||
|
||||
if(secureDropdown.openedFor and secureDropdown.openedFor ~= self) then
|
||||
CloseDropDownMenus()
|
||||
end
|
||||
|
||||
secureDropdown.unit = string.lower(unit)
|
||||
secureDropdown.openedFor = self
|
||||
|
||||
ToggleDropDownMenu(1, nil, secureDropdown, 'cursor')
|
||||
end
|
||||
|
||||
local function onShow()
|
||||
return this:UpdateAllElements('OnShow')
|
||||
end
|
||||
|
||||
local function initObject(unit, style, styleFunc, header, ...)
|
||||
local num = table.getn(arg)
|
||||
for i = 1, num do
|
||||
local object = arg[i]
|
||||
local objectUnit = object.guessUnit or unit
|
||||
local suffix = string.match(objectUnit or unit, '%w+target')
|
||||
|
||||
object.__elements = {}
|
||||
object.__registeredEvents = {}
|
||||
object.style = style
|
||||
object = setmetatable(object, frame_metatable)
|
||||
|
||||
-- Expose the frame through oUF.objects.
|
||||
table.insert(objects, object)
|
||||
|
||||
-- We have to force update the frames when PEW fires.
|
||||
object:RegisterEvent('PLAYER_ENTERING_WORLD', object.UpdateAllElements)
|
||||
|
||||
object:SetScript("OnClick", function()
|
||||
if arg1 == "RightButton" then
|
||||
togglemenu(this, object.unit)
|
||||
else
|
||||
TargetUnit(this.unit)
|
||||
end
|
||||
end)
|
||||
|
||||
if(not header) then
|
||||
-- Other target units are handled by :HandleUnit().
|
||||
if(suffix == 'target') then
|
||||
enableTargetUpdate(object)
|
||||
else
|
||||
oUF:HandleUnit(object, unit)
|
||||
end
|
||||
else
|
||||
-- Used to update frames when they change position in a group.
|
||||
object:RegisterEvent('RAID_ROSTER_UPDATE', object.UpdateAllElements)
|
||||
|
||||
if(num > 1) then
|
||||
if(object:GetParent() == header) then
|
||||
object.hasChildren = true
|
||||
else
|
||||
object.isChild = true
|
||||
end
|
||||
end
|
||||
|
||||
if(suffix == 'target') then
|
||||
enableTargetUpdate(object)
|
||||
end
|
||||
end
|
||||
|
||||
Private.UpdateUnits(object, objectUnit)
|
||||
|
||||
styleFunc(object, objectUnit, not header)
|
||||
|
||||
--object:SetScript('OnAttributeChanged', onAttributeChanged)
|
||||
object:SetScript('OnShow', onShow)
|
||||
|
||||
activeElements[object] = {}
|
||||
for element in next, elements do
|
||||
object:EnableElement(element, objectUnit)
|
||||
end
|
||||
|
||||
for _, func in next, callback do
|
||||
func(object)
|
||||
end
|
||||
|
||||
-- Make Clique kinda happy
|
||||
_G.ClickCastFrames = ClickCastFrames or {}
|
||||
ClickCastFrames[object] = true
|
||||
end
|
||||
end
|
||||
|
||||
local function walkObject(object, unit)
|
||||
local parent = object:GetParent()
|
||||
local style = parent.style or style
|
||||
local styleFunc = styles[style]
|
||||
|
||||
local header = parent.headerType and parent
|
||||
|
||||
-- Check if we should leave the main frame blank.
|
||||
if(object.onlyProcessChildren) then
|
||||
object.hasChildren = true
|
||||
--object:SetScript('OnAttributeChanged', onAttributeChanged)
|
||||
return initObject(unit, style, styleFunc, header, object:GetChildren())
|
||||
end
|
||||
|
||||
return initObject(unit, style, styleFunc, header, object, object:GetChildren())
|
||||
end
|
||||
|
||||
--[[ oUF:RegisterInitCallback(func)
|
||||
Used to add a function to a table to be executed upon unit frame/header initialization.
|
||||
|
||||
* self - the global oUF object
|
||||
* func - function to be added
|
||||
--]]
|
||||
function oUF:RegisterInitCallback(func)
|
||||
table.insert(callback, func)
|
||||
end
|
||||
|
||||
--[[ oUF:RegisterMetaFunction(name, func)
|
||||
Used to make a (table of) function(s) available to all unit frames.
|
||||
|
||||
* self - the global oUF object
|
||||
* name - unique name of the function (string)
|
||||
* func - function or a table of functions (function or table)
|
||||
--]]
|
||||
function oUF:RegisterMetaFunction(name, func)
|
||||
argcheck(name, 2, 'string')
|
||||
argcheck(func, 3, 'function', 'table')
|
||||
|
||||
if(frame_metatable.__index[name]) then
|
||||
return
|
||||
end
|
||||
|
||||
frame_metatable.__index[name] = func
|
||||
end
|
||||
|
||||
--[[ oUF:RegisterStyle(name, func)
|
||||
Used to register a style with oUF. This will also set the active style if it hasn't been set yet.
|
||||
|
||||
* self - the global oUF object
|
||||
* name - name of the style
|
||||
* func - function(s) defining the style (function or table)
|
||||
--]]
|
||||
function oUF:RegisterStyle(name, func)
|
||||
argcheck(name, 2, 'string')
|
||||
argcheck(func, 3, 'function', 'table')
|
||||
|
||||
if(styles[name]) then return error('Style [%s] already registered.', name) end
|
||||
if(not style) then style = name end
|
||||
|
||||
styles[name] = func
|
||||
end
|
||||
|
||||
--[[ oUF:SetActiveStyle(name)
|
||||
Used to set the active style.
|
||||
|
||||
* self - the global oUF object
|
||||
* name - name of the style (string)
|
||||
--]]
|
||||
function oUF:SetActiveStyle(name)
|
||||
argcheck(name, 2, 'string')
|
||||
if(not styles[name]) then return error('Style [%s] does not exist.', name) end
|
||||
|
||||
style = name
|
||||
end
|
||||
|
||||
do
|
||||
local function iter(_, n)
|
||||
-- don't expose the style functions.
|
||||
return (next(styles, n))
|
||||
end
|
||||
|
||||
--[[ oUF:IterateStyles()
|
||||
Returns an iterator over all registered styles.
|
||||
|
||||
* self - the global oUF object
|
||||
--]]
|
||||
function oUF.IterateStyles()
|
||||
return iter, nil, nil
|
||||
end
|
||||
end
|
||||
|
||||
local getCondition
|
||||
do
|
||||
local conditions = {
|
||||
raid40 = '[target=raid26,exists] show;',
|
||||
raid25 = '[target=raid11,exists] show;',
|
||||
raid10 = '[target=raid6,exists] show;',
|
||||
raid = '[group:raid] show;',
|
||||
party = '[group:party,nogroup:raid] show;',
|
||||
solo = '[target=player,exists,nogroup:party] show;',
|
||||
}
|
||||
|
||||
function getCondition(...)
|
||||
local cond = ''
|
||||
|
||||
for i = 1, select('#', arg) do
|
||||
local short = select(i, unpack(arg))
|
||||
|
||||
local condition = conditions[short]
|
||||
if(condition) then
|
||||
cond = cond .. condition
|
||||
end
|
||||
end
|
||||
|
||||
return cond .. 'hide'
|
||||
end
|
||||
end
|
||||
|
||||
local function generateName(unit, ...)
|
||||
local name = 'oUF_' .. style:gsub('^oUF_?', ''):gsub('[^%a%d_]+', '')
|
||||
|
||||
local raid, party, groupFilter
|
||||
for i = 1, select('#', arg), 2 do
|
||||
local att, val = select(i, unpack(arg))
|
||||
if(att == 'showRaid') then
|
||||
raid = true
|
||||
elseif(att == 'showParty') then
|
||||
party = true
|
||||
elseif(att == 'groupFilter') then
|
||||
groupFilter = val
|
||||
end
|
||||
end
|
||||
|
||||
local append
|
||||
if(raid) then
|
||||
if(groupFilter) then
|
||||
if(type(groupFilter) == 'number' and groupFilter > 0) then
|
||||
append = groupFilter
|
||||
elseif(groupFilter:match('TANK')) then
|
||||
append = 'MainTank'
|
||||
elseif(groupFilter:match('ASSIST')) then
|
||||
append = 'MainAssist'
|
||||
else
|
||||
local _, count = groupFilter:gsub(',', '')
|
||||
if(count == 0) then
|
||||
append = 'Raid' .. groupFilter
|
||||
else
|
||||
append = 'Raid'
|
||||
end
|
||||
end
|
||||
else
|
||||
append = 'Raid'
|
||||
end
|
||||
elseif(party) then
|
||||
append = 'Party'
|
||||
elseif(unit) then
|
||||
append = unit:gsub('^%l', string.upper)
|
||||
end
|
||||
|
||||
if(append) then
|
||||
name = name .. append
|
||||
end
|
||||
|
||||
local base = name
|
||||
local i = 2
|
||||
while(_G[name]) do
|
||||
name = base .. i
|
||||
i = i + 1
|
||||
end
|
||||
|
||||
return name
|
||||
end
|
||||
|
||||
do
|
||||
local function styleProxy(self, frame, ...)
|
||||
return walkObject(_G[frame])
|
||||
end
|
||||
|
||||
-- There has to be an easier way to do this.
|
||||
local initialConfigFunction = function(self)
|
||||
local header = self:GetParent()
|
||||
|
||||
local unit
|
||||
if(not self.onlyProcessChildren) then
|
||||
local groupFilter = header:GetAttribute('groupFilter')
|
||||
|
||||
if(header:GetAttribute('showRaid')) then
|
||||
unit = 'raid'
|
||||
elseif(header:GetAttribute('showParty')) then
|
||||
unit = 'party'
|
||||
end
|
||||
|
||||
self.menu = togglemenu
|
||||
--self:SetAttribute('type1', 'target')
|
||||
--self:SetAttribute('type2', 'menu')
|
||||
self.guessUnit = unit
|
||||
self.unit = "player"
|
||||
-- self.onlyProcessChildren =true
|
||||
end
|
||||
|
||||
styleProxy(nil, self:GetName())
|
||||
end
|
||||
|
||||
local setAttribute = function(self, name, value)
|
||||
if self.attributes[name] ~= value then
|
||||
self.attributes[name] = value
|
||||
|
||||
if self:IsVisible() then
|
||||
SecureGroupHeader_Update(self)
|
||||
end
|
||||
end
|
||||
end
|
||||
local getAttribute = function(self, name)
|
||||
return self.attributes[name]
|
||||
end
|
||||
--[[ oUF:SpawnHeader(overrideName, template, visibility, ...)
|
||||
Used to create a group header and apply the currently active style to it.
|
||||
|
||||
* self - the global oUF object
|
||||
* overrideName - unique global name to be used for the header. Defaults to an auto-generated name based on the name
|
||||
of the active style and other arguments passed to `:SpawnHeader` (string?)
|
||||
* template - name of a template to be used for creating the header. Defaults to `'oUF_GroupHeaderTemplate'`
|
||||
(string?)
|
||||
* visibility - macro conditional(s) which define when to display the header (string).
|
||||
* ... - further argument pairs. Consult [Group Headers](http://wowprogramming.com/docs/secure_template/Group_Headers)
|
||||
for possible values.
|
||||
|
||||
In addition to the standard group headers, oUF implements some of its own attributes. These can be supplied by the
|
||||
layout, but are optional.
|
||||
|
||||
* oUF-initialConfigFunction - can contain code that will be securely run at the end of the initial secure
|
||||
configuration (string?)
|
||||
* oUF-onlyProcessChildren - can be used to force headers to only process children (boolean?)
|
||||
--]]
|
||||
function oUF:SpawnHeader(overrideName, template, visibility, ...)
|
||||
if(not style) then return error('Unable to create frame. No styles have been registered.') end
|
||||
|
||||
template = (template or 'oUF_GroupHeaderTemplate')
|
||||
|
||||
local isPetHeader = string.match(template, 'PetHeader')
|
||||
local name = overrideName or generateName(nil, unpack(arg))
|
||||
local header = CreateFrame('Frame', name, UIParent, template)
|
||||
header:Hide()
|
||||
|
||||
header.attributes = {}
|
||||
header.SetAttribute = setAttribute
|
||||
header.GetAttribute = getAttribute
|
||||
|
||||
--header:SetAttribute('template', 'SecureUnitButtonTemplate')
|
||||
for i = 1, getn(arg), 2 do
|
||||
local att, val = select(i, unpack(arg))
|
||||
if(not att) then break end
|
||||
|
||||
header:SetAttribute(att, val)
|
||||
end
|
||||
|
||||
header.style = style
|
||||
header.styleFunction = styleProxy
|
||||
header.visibility = visibility
|
||||
|
||||
-- Expose the header through oUF.headers.
|
||||
table.insert(headers, header)
|
||||
|
||||
header.initialConfigFunction = initialConfigFunction
|
||||
header.headerType = isPetHeader and 'pet' or 'group'
|
||||
|
||||
if(header:GetAttribute('showParty')) then
|
||||
self:DisableBlizzard('party')
|
||||
end
|
||||
|
||||
|
||||
--[[if(visibility) then
|
||||
local type, list = string.split(' ', visibility, 2)
|
||||
if(list and type == 'custom') then
|
||||
RegisterStateDriver(header, 'visibility', list)
|
||||
header.visibility = list
|
||||
else
|
||||
local condition = getCondition(string.split(',', visibility))
|
||||
RegisterStateDriver(header, 'visibility', condition)
|
||||
header.visibility = condition
|
||||
end
|
||||
end]]
|
||||
|
||||
return header
|
||||
end
|
||||
end
|
||||
|
||||
--[[ oUF:Spawn(unit, overrideName)
|
||||
Used to create a single unit frame and apply the currently active style to it.
|
||||
|
||||
* self - the global oUF object
|
||||
* unit - the frame's unit (string)
|
||||
* overrideName - unique global name to use for the unit frame. Defaults to an auto-generated name based on the unit
|
||||
(string?)
|
||||
--]]
|
||||
function oUF:Spawn(unit, overrideName)
|
||||
argcheck(unit, 2, 'string')
|
||||
if(not style) then return error('Unable to create frame. No styles have been registered.') end
|
||||
|
||||
unit = string.lower(unit)
|
||||
|
||||
local name = overrideName or generateName(unit)
|
||||
local object = CreateFrame('Button', name, UIParent)
|
||||
object:Hide()
|
||||
Private.UpdateUnits(object, unit)
|
||||
|
||||
self:DisableBlizzard(unit)
|
||||
units[unit] = object
|
||||
walkObject(object, unit)
|
||||
|
||||
object.unit = unit
|
||||
|
||||
return object
|
||||
end
|
||||
|
||||
--[[ oUF:AddElement(name, update, enable, disable)
|
||||
Used to register an element with oUF.
|
||||
|
||||
* self - the global oUF object
|
||||
* name - unique name of the element (string)
|
||||
* update - used to update the element (function?)
|
||||
* enable - used to enable the element for a given unit frame and unit (function?)
|
||||
* disable - used to disable the element for a given unit frame (function?)
|
||||
--]]
|
||||
function oUF:AddElement(name, update, enable, disable)
|
||||
argcheck(name, 2, 'string')
|
||||
argcheck(update, 3, 'function', 'nil')
|
||||
argcheck(enable, 4, 'function', 'nil')
|
||||
argcheck(disable, 5, 'function', 'nil')
|
||||
|
||||
if(elements[name]) then return error('Element [%s] is already registered.', name) end
|
||||
elements[name] = {
|
||||
update = update;
|
||||
enable = enable;
|
||||
disable = disable;
|
||||
}
|
||||
end
|
||||
|
||||
--[[ oUF.units
|
||||
Array containing all unit frames with existing units created by oUF:Spawn.
|
||||
--]]
|
||||
oUF.units = units
|
||||
--[[ oUF.objects
|
||||
Array containing all unit frames created by `oUF:Spawn`.
|
||||
--]]
|
||||
oUF.objects = objects
|
||||
--[[ oUF.headers
|
||||
Array containing all group headers created by `oUF:SpawnHeader`.
|
||||
--]]
|
||||
oUF.headers = headers
|
||||
Reference in New Issue
Block a user