mirror of
https://github.com/Bluewhale1337/ElvUIModernized.git
synced 2026-07-27 16:34:45 +00:00
651 lines
17 KiB
Lua
651 lines
17 KiB
Lua
local ns = oUF
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local oUF = ns.oUF
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local Private = oUF.Private
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local argcheck = Private.argcheck
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local print = Private.print
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local error = Private.error
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local gsub, lower, match, split, upper = string.gsub, string.lower, string.match, string.split, string.upper
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local tinsert, tremove = table.insert, table.remove
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local styles, style = {}
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local callback, units, objects, headers = {}, {}, {}, {}
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local elements = {}
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local activeElements = {}
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-- updating of "invalid" units.
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local function enableTargetUpdate(object)
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object.onUpdateFrequency = object.onUpdateFrequency or .5
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object.__eventless = true
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local total = 0
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object:SetScript('OnUpdate', function()
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if(not this.unit) then
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return
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elseif(total > this.onUpdateFrequency) then
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this:UpdateAllElements('OnUpdate')
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total = 0
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end
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total = total + arg1
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end)
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end
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Private.enableTargetUpdate = enableTargetUpdate
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local frame_metatable = {
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__index = CreateFrame('Button')
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}
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Private.frame_metatable = frame_metatable
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for k, v in next, {
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UpdateElement = function(self, name)
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local unit = self.unit
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if(not unit or not UnitExists(unit)) then return end
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local element = elements[name]
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if(not element or not self:IsElementEnabled(name) or not activeElements[self]) then return end
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if(element.update) then
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element.update(self, 'OnShow', unit)
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end
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end,
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--[[ frame:EnableElement(name, unit)
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Used to activate an element for the given unit frame.
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* self - unit frame for which the element should be enabled
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* name - name of the element to be enabled (string)
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* unit - unit to be passed to the element's Enable function. Defaults to the frame's unit (string?)
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--]]
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EnableElement = function(self, name, unit)
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local unit = unit or self.unit
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if not unit then return end
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argcheck(name, 2, 'string')
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argcheck(unit or self.unit, 3, 'string', 'nil')
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local element = elements[name]
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if(not element or self:IsElementEnabled(name) or not activeElements[self]) then return end
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if(element.enable(self, unit or self.unit)) then
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activeElements[self][name] = true
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if(element.update) then
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tinsert(self.__elements, element.update)
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end
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end
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end,
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--[[ frame:DisableElement(name)
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Used to deactivate an element for the given unit frame.
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* self - unit frame for which the element should be disabled
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* name - name of the element to be disabled (string)
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--]]
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DisableElement = function(self, name)
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argcheck(name, 2, 'string')
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local enabled = self:IsElementEnabled(name)
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if(not enabled) then return end
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local update = elements[name].update
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for k, func in next, self.__elements do
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if(func == update) then
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tremove(self.__elements, k)
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break
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end
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end
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activeElements[self][name] = nil
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-- We need to run a new update cycle in-case we knocked ourself out of sync.
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-- The main reason we do this is to make sure the full update is completed
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-- if an element for some reason removes itself _during_ the update
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-- progress.
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self:UpdateAllElements('DisableElement')
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return elements[name].disable(self)
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end,
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--[[ frame:IsElementEnabled(name)
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Used to check if an element is enabled on the given frame.
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* self - unit frame
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* name - name of the element (string)
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--]]
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IsElementEnabled = function(self, name)
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argcheck(name, 2, 'string')
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local element = elements[name]
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if(not element) then return end
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local active = activeElements[self]
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return active and active[name]
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end,
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--[[ frame:Enable(asState)
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Used to toggle the visibility of a unit frame based on the existence of its unit. This is a reference to
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`RegisterUnitWatch`.
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* self - unit frame
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* asState - if true, the frame's "state-unitexists" attribute will be set to a boolean value denoting whether the
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unit exists; if false, the frame will be shown if its unit exists, and hidden if it does not (boolean)
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--]]
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Enable = RegisterUnitWatch,
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--[[ frame:Disable()
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Used to UnregisterUnitWatch for the given frame and hide it.
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* self - unit frame
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--]]
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Disable = function(self)
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UnregisterUnitWatch(self)
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self:Hide()
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end,
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--[[ frame:UpdateAllElements(event)
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Used to update all enabled elements on the given frame.
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* self - unit frame
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* event - event name to pass to the elements' update functions (string)
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--]]
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UpdateAllElements = function(self, event)
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local unit = self.unit
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if(not UnitExists(unit)) then return end
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assert(type(event) == 'string', "Invalid argument 'event' in UpdateAllElements.")
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if(self.PreUpdate) then
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self:PreUpdate(event)
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end
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for _, func in next, self.__elements do
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func(self, event, unit)
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end
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if(self.PostUpdate) then
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self:PostUpdate(event)
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end
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end,
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SetUnit = function(self, unit)
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if unit ~= unit then
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self.unit = unit
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end
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end,
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} do
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frame_metatable.__index[k] = v
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end
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local secureDropdown
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local function InitializeSecureMenu()
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local unit = SecureTemplatesDropdown.unit
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if(not unit) then return end
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local unitType = match(unit, '^([a-z]+)[0-9]+$') or unit
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local menu
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if(unitType == 'party') then
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menu = 'PARTY'
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elseif(UnitIsUnit(unit, 'player')) then
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menu = 'SELF'
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elseif(UnitIsUnit(unit, 'pet')) then
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menu = 'PET'
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elseif(UnitIsPlayer(unit)) then
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if(UnitInRaid(unit) or UnitInParty(unit)) then
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menu = 'PARTY'
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else
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menu = 'PLAYER'
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end
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elseif(UnitIsUnit(unit, 'target')) then
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menu = 'RAID_TARGET_ICON'
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end
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if(menu) then
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UnitPopup_ShowMenu(SecureTemplatesDropdown, menu, unit)
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end
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end
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local function togglemenu(self, unit)
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if(not secureDropdown) then
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secureDropdown = CreateFrame('Frame', 'SecureTemplatesDropdown', nil, 'UIDropDownMenuTemplate')
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secureDropdown:SetID(1)
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tinsert(UnitPopupFrames, secureDropdown:GetName())
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UIDropDownMenu_Initialize(secureDropdown, InitializeSecureMenu, 'MENU')
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end
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if(secureDropdown.openedFor and secureDropdown.openedFor ~= self) then
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CloseDropDownMenus()
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end
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secureDropdown.unit = lower(unit)
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secureDropdown.openedFor = self
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ToggleDropDownMenu(1, nil, secureDropdown, 'cursor')
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end
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local function onShow(self)
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return self:UpdateAllElements('OnShow')
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end
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local function initObject(unit, style, styleFunc, header, ...)
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local num = arg.n
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for i = 1, num do
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local object = arg[i]
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local objectUnit = object.guessUnit or unit
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local suffix = objectUnit and match(objectUnit or unit, '%w+target')
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object.__elements = {}
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object.__registeredEvents = {}
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object.style = style
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object = setmetatable(object, frame_metatable)
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-- Expose the frame through oUF.objects.
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tinsert(objects, object)
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-- We have to force update the frames when PEW fires.
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object:RegisterEvent('PLAYER_ENTERING_WORLD', object.UpdateAllElements)
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object:SetScript('OnClick', function()
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if arg1 == 'RightButton' then
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togglemenu(this, object.unit)
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else
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TargetUnit(this.unit)
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end
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end)
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if(not header) then
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-- Other target units are handled by :HandleUnit().
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if(suffix == 'target') then
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enableTargetUpdate(object)
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else
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oUF:HandleUnit(object, unit)
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end
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else
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-- Used to update frames when they change position in a group.
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object:RegisterEvent('RAID_ROSTER_UPDATE', object.UpdateAllElements)
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if(num > 1) then
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if(object:GetParent() == header) then
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object.hasChildren = true
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else
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object.isChild = true
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end
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end
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if(suffix == 'target') then
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enableTargetUpdate(object)
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end
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end
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Private.UpdateUnits(object, objectUnit)
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styleFunc(object, objectUnit, not header)
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object:SetScript('OnShow', function() onShow(this) end)
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activeElements[object] = {}
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for element in next, elements do
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object:EnableElement(element, objectUnit)
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end
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for _, func in next, callback do
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func(object)
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end
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-- Make Clique kinda happy
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_G.ClickCastFrames = ClickCastFrames or {}
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ClickCastFrames[object] = true
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end
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end
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local function walkObject(object, unit)
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local parent = object:GetParent()
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local style = parent.style or style
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local styleFunc = styles[style]
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local header = parent.headerType and parent
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-- Check if we should leave the main frame blank.
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if(object.onlyProcessChildren) then
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object.hasChildren = true
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return initObject(unit, style, styleFunc, header, object:GetChildren())
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end
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return initObject(unit, style, styleFunc, header, object, object:GetChildren())
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end
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--[[ oUF:RegisterInitCallback(func)
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Used to add a function to a table to be executed upon unit frame/header initialization.
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* self - the global oUF object
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* func - function to be added
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--]]
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function oUF:RegisterInitCallback(func)
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tinsert(callback, func)
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end
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--[[ oUF:RegisterMetaFunction(name, func)
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Used to make a (table of) function(s) available to all unit frames.
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* self - the global oUF object
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* name - unique name of the function (string)
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* func - function or a table of functions (function or table)
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--]]
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function oUF:RegisterMetaFunction(name, func)
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argcheck(name, 2, 'string')
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argcheck(func, 3, 'function', 'table')
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if(frame_metatable.__index[name]) then
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return
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end
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frame_metatable.__index[name] = func
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end
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--[[ oUF:RegisterStyle(name, func)
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Used to register a style with oUF. This will also set the active style if it hasn't been set yet.
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* self - the global oUF object
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* name - name of the style
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* func - function(s) defining the style (function or table)
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--]]
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function oUF:RegisterStyle(name, func)
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argcheck(name, 2, 'string')
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argcheck(func, 3, 'function', 'table')
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if(styles[name]) then return error('Style [%s] already registered.', name) end
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if(not style) then style = name end
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styles[name] = func
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end
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--[[ oUF:SetActiveStyle(name)
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Used to set the active style.
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* self - the global oUF object
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* name - name of the style (string)
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--]]
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function oUF:SetActiveStyle(name)
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argcheck(name, 2, 'string')
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if(not styles[name]) then return error('Style [%s] does not exist.', name) end
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style = name
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end
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do
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local function iter(_, n)
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-- don't expose the style functions.
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return (next(styles, n))
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end
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--[[ oUF:IterateStyles()
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Returns an iterator over all registered styles.
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* self - the global oUF object
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--]]
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function oUF.IterateStyles()
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return iter, nil, nil
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end
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end
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local getCondition
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do
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local conditions = {
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raid40 = '[target=raid26,exists] show;',
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raid25 = '[target=raid11,exists] show;',
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raid10 = '[target=raid6,exists] show;',
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raid = '[group:raid] show;',
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party = '[group:party,nogroup:raid] show;',
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solo = '[target=player,exists,nogroup:party] show;',
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}
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function getCondition(...)
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local cond = ''
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for i = 1, arg.n do
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local short = arg[i]
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local condition = conditions[short]
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if(condition) then
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cond = cond .. condition
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end
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end
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return cond .. 'hide'
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end
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end
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local function generateName(unit, ...)
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local name = 'oUF_' .. gsub(style, gsub('^oUF_?', ""), gsub('[^%a%d_]+', ''))
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local raid, party, groupFilter
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for i = 1, arg.n, 2 do
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local att, val = arg[i], arg[i+1]
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if(att == 'showRaid') then
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raid = true
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elseif(att == 'showParty') then
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party = true
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elseif(att == 'groupFilter') then
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groupFilter = val
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end
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end
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local append
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if(raid) then
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if(groupFilter) then
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if(type(groupFilter) == 'number' and groupFilter > 0) then
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append = groupFilter
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elseif(match(groupFilter, 'TANK')) then
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append = 'MainTank'
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elseif(match(groupFilter, 'ASSIST')) then
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append = 'MainAssist'
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else
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local _, count = gsub(groupFilter, ',', '')
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if(count == 0) then
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append = 'Raid' .. groupFilter
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else
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append = 'Raid'
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end
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end
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else
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append = 'Raid'
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end
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elseif(party) then
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append = 'Party'
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elseif(unit) then
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append = gsub(unit, '^%l', upper)
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end
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if(append) then
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name = name .. append
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end
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local base = name
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local i = 2
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while(_G[name]) do
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name = base .. i
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i = i + 1
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end
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return name
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end
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do
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local function styleProxy(self, frame, ...)
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return walkObject(_G[frame])
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end
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-- There has to be an easier way to do this.
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local initialConfigFunction = function(self)
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local header = self:GetParent()
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local unit
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if(not self.onlyProcessChildren) then
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local groupFilter = header:GetAttribute('groupFilter')
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if(header:GetAttribute('showRaid')) then
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unit = 'raid'
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elseif(header:GetAttribute('showParty')) then
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unit = 'party'
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end
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self.menu = togglemenu
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-- self:SetAttribute('type1', 'target')
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-- self:SetAttribute('type2', 'menu')
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self.guessUnit = unit
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self.unit = 'player'
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-- self.onlyProcessChildren = true
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end
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styleProxy(nil, self:GetName())
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end
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local setAttribute = function(self, name, value)
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if self.attributes[name] ~= value then
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self.attributes[name] = value
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if self:IsVisible() then
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SecureGroupHeader_Update(self)
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end
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end
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end
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local getAttribute = function(self, name)
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return self.attributes[name]
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end
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--[[ oUF:SpawnHeader(overrideName, template, visibility, ...)
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Used to create a group header and apply the currently active style to it.
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* self - the global oUF object
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* overrideName - unique global name to be used for the header. Defaults to an auto-generated name based on the name
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of the active style and other arguments passed to `:SpawnHeader` (string?)
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* template - name of a template to be used for creating the header. Defaults to `'oUF_GroupHeaderTemplate'`
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(string?)
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* visibility - macro conditional(s) which define when to display the header (string).
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* ... - further argument pairs. Consult [Group Headers](http://wowprogramming.com/docs/secure_template/Group_Headers)
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for possible values.
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In addition to the standard group headers, oUF implements some of its own attributes. These can be supplied by the
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layout, but are optional.
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* oUF-initialConfigFunction - can contain code that will be securely run at the end of the initial secure
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configuration (string?)
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* oUF-onlyProcessChildren - can be used to force headers to only process children (boolean?)
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--]]
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function oUF:SpawnHeader(overrideName, template, visibility, ...)
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if(not style) then return error('Unable to create frame. No styles have been registered.') end
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template = (template or 'oUF_GroupHeaderTemplate')
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local isPetHeader = match(template, 'PetHeader')
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local name = overrideName or generateName(nil, unpack(arg))
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local header = CreateFrame('Frame', name, UIParent, template)
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header:Hide()
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header.attributes = {}
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header.SetAttribute = setAttribute
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header.GetAttribute = getAttribute
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-- header:SetAttribute('template', 'SecureUnitButtonTemplate')
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for i = 1, arg.n, 2 do
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local att, val = arg[i], arg[i+1]
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if(not att) then break end
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header:SetAttribute(att, val)
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end
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header.style = style
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header.styleFunction = styleProxy
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header.visibility = visibility
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-- Expose the header through oUF.headers.
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tinsert(headers, header)
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header.initialConfigFunction = initialConfigFunction
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header.headerType = isPetHeader and 'pet' or 'group'
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if(header:GetAttribute('showParty')) then
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self:DisableBlizzard('party')
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end
|
|
|
|
if(visibility) then
|
|
local type, list = split(' ', visibility, 2)
|
|
if(list and type == 'custom') then
|
|
RegisterStateDriver(header, 'visibility', list)
|
|
header.visibility = list
|
|
else
|
|
local condition = getCondition(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 = 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 |