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https://github.com/brues-code/pfUI.git
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mapcolors: rewrite module implementation
This commit is contained in:
+141
-82
@@ -1,93 +1,152 @@
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-- adds class colored circles on world and battlefield map
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pfUI:RegisterModule("mapcolors", function ()
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pfUI.mapcolors = CreateFrame("Frame", nil, UIParent)
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pfUI.mapcolors:SetScript("OnUpdate", function()
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-- throttle to to one item per .1 second
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if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .1 end
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local frame, icon
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-- initialize all button names
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if not this.buttons then
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this.buttons = {}
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for i = 1, 4 do
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icon = string.format("WorldMapParty%d", i)
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this.buttons[icon] = string.format("party%d", i)
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end
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for i = 1, 4 do
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icon = string.format("BattlefieldMinimapParty%d", i)
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this.buttons[icon] = string.format("party%d", i)
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end
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for i = 1, 40 do
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icon = string.format("BattlefieldMinimapRaid%d", i)
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this.buttons[icon] = string.format("raid%d", i)
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end
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for i = 1, 40 do
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icon = string.format("WorldMapRaid%d", i)
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this.buttons[icon] = string.format("raid%d", i)
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end
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local button_cache = {}
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local function Initialize(unit_button_name)
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local texture_size = tonumber(C.appearance.worldmap.groupcircles)
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for i=1, MAX_PARTY_MEMBERS do
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local frame_name = unit_button_name.."Party"..i
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local frame = _G[frame_name]
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frame.icon = _G[frame_name.."Icon"]
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frame.icon:SetTexture(pfUI.media["img:circleparty"])
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frame.icon:SetVertexColor(.5, 1, .5)
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SetAllPointsOffset(frame.icon, frame, texture_size, -texture_size)
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-- populate cache to default values
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button_cache[frame_name] = {
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r = .5, g = 1, b = .5
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}
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end
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-- update all available buttons
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local ingroup
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for name, unitstr in pairs(this.buttons) do
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frame = _G[name]
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if frame and UnitExists(unitstr) then
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icon = _G[name.."Icon"]
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icon:SetTexture()
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-- create icon if not yet existing
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if not frame.pfIcon then
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frame.pfIcon = frame:CreateTexture(nil, "OVERLAY")
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SetAllPointsOffset(frame.pfIcon, frame, this.size, -this.size)
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end
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-- check if unit is in same group
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ingroup = nil
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for i=1,5 do -- check if unit is in group
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if UnitName(string.format("party%d", i)) == UnitName(unitstr) then
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ingroup = true
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for i=1, MAX_RAID_MEMBERS do
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local frame_name = unit_button_name.."Raid"..i
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local frame = _G[frame_name]
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frame.icon = _G[frame_name.."Icon"]
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frame.icon:SetTexture(pfUI.media["img:circleraid"])
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frame.icon:SetVertexColor(.5, 1, .5)
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SetAllPointsOffset(frame.icon, frame, texture_size, -texture_size)
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-- populate cache to default values
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button_cache[frame_name] = {
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inParty = false,
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r = .5, g = 1, b = .5
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}
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end
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end
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local function GetTextureColor(frame)
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if UnitExists(frame.unit) then
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local _, class = UnitClass(frame.unit)
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local color = RAID_CLASS_COLORS[class]
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return color.r, color.g, color.b
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else
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return .5, 1, .5
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end
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end
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local function UpdateTexture(frame, inParty)
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print('UpdateTexture', frame:GetName(), frame.unit, UnitName(frame.unit), UnitClass(frame.unit), inParty)
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if inParty then
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frame.icon:SetTexture(pfUI.media["img:circleparty"])
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else
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frame.icon:SetTexture(pfUI.media["img:circleraid"])
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end
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end
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local function UpdateTextureColor(frame, r, g, b)
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print('UpdateTextureColor', frame:GetName(), frame.unit, UnitName(frame.unit), UnitClass(frame.unit), r, g, b)
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frame.icon:SetVertexColor(r, g, b)
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end
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local function UpdateUnitFrames(unit_button_name)
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if GetNumRaidMembers() > 0 then
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for i=1, MAX_RAID_MEMBERS do
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local frame_name = unit_button_name.."Raid"..i
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local frame = _G[frame_name]
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local cache = button_cache[frame_name]
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if frame.unit then
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local inParty = UnitInParty(frame.unit)
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if inParty ~= cache.inParty then
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cache.inParty = inParty
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UpdateTexture(frame, cache.inParty)
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end
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local r, g, b = GetTextureColor(frame)
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if r ~= cache.r or g ~= cache.g or b ~= cache.b then
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cache.r, cache.g, cache.b = r, g, b
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UpdateTextureColor(frame, cache.r, cache.g, cache.b)
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end
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end
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-- update texture according to raid/group state
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if ingroup and frame.pfIcon.ingroup ~= "PARTY" then
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frame.pfIcon:SetTexture(pfUI.media["img:circleparty"])
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frame.pfIcon.ingroup = "PARTY"
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elseif not ingroup and frame.pfIcon.ingroup ~= "RAID" then
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frame.pfIcon:SetTexture(pfUI.media["img:circleraid"])
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frame.pfIcon.ingroup = "RAID"
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end
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-- detect unit class and set color
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local _, class = UnitClass(unitstr)
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local color = RAID_CLASS_COLORS[class]
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if color then
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frame.pfIcon:SetVertexColor(color.r, color.g, color.b)
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else
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frame.pfIcon:SetVertexColor(.5,1,.5)
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end
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end
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end
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end)
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pfUI.mapcolors.UpdateConfig = function()
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pfUI.mapcolors.size = tonumber(C.appearance.worldmap.groupcircles)
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if not pfUI.mapcolors.buttons then return end
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for name, unitstr in pairs(pfUI.mapcolors.buttons) do
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frame = _G[name]
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if frame and frame.pfIcon then
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SetAllPointsOffset(frame.pfIcon, frame, pfUI.mapcolors.size, -pfUI.mapcolors.size)
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elseif GetNumPartyMembers() > 0 then
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for i=1, MAX_PARTY_MEMBERS do
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local frame_name = unit_button_name.."Party"..i
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local frame = _G[frame_name]
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local cache = button_cache[frame_name]
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if frame.unit then
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local r, g, b = GetTextureColor(frame)
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if r ~= cache.r or g ~= cache.g or b ~= cache.b then
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cache.r, cache.g, cache.b = r, g, b
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UpdateTextureColor(frame, cache.r, cache.g, cache.b)
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end
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end
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end
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end
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end
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local function ColorizeName(frame)
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local _, class = UnitClass(frame.unit)
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local color = RAID_CLASS_COLORS[class]
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frame.name = frame.name or UnitName(frame.unit)
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frame.name = '|c'..color.colorStr..frame.name..'|r'
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end
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local function UpdateUnitColors(unit_button_name, tooltip)
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local tooltipText = ""
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if unit_button_name == 'WorldMap' then
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-- Check player
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if MouseIsOver(WorldMapPlayer) then
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ColorizeName(WorldMapPlayer)
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tooltipText = WorldMapPlayer.name
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end
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end
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-- Check party
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for i=1, MAX_PARTY_MEMBERS do
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local frame = _G[unit_button_name.."Party"..i]
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if frame:IsVisible() and MouseIsOver(frame) then
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ColorizeName(frame)
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tooltipText = tooltipText.."\n"..frame.name
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end
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end
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--Check Raid
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for i=1, MAX_RAID_MEMBERS do
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local frame = _G[unit_button_name.."Raid"..i]
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if frame:IsVisible() and MouseIsOver(frame) then
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ColorizeName(frame)
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tooltipText = tooltipText.."\n"..frame.name
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end
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end
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tooltip:SetText(tooltipText)
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tooltip:Show()
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end
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pfUI.mapcolors:UpdateConfig()
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-- WorldMap
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Initialize('WorldMap')
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hooksecurefunc('WorldMapButton_OnUpdate', function()
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-- throttle to to one item per 1 second
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if ( this.tick or .5) > GetTime() then return else this.tick = GetTime() + .5 end
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UpdateUnitFrames('WorldMap')
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end)
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if C.appearance.worldmap.colornames == "1" then
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hooksecurefunc('WorldMapUnit_OnEnter', function()
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-- throttle to to one item per 1 second
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if ( this.tick or .5) > GetTime() then return else this.tick = GetTime() + .5 end
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UpdateUnitColors('WorldMap', WorldMapTooltip)
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end)
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end
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-- BattlefieldMinimap
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HookAddonOrVariable("Blizzard_BattlefieldMinimap", function()
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Initialize('BattlefieldMinimap')
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hooksecurefunc('BattlefieldMinimap_OnUpdate', function()
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-- throttle to to one item per 1 second
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if ( this.tick or .5) > GetTime() then return else this.tick = GetTime() + .5 end
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UpdateUnitFrames('BattlefieldMinimap')
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end)
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if C.appearance.worldmap.colornames == "1" then
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hooksecurefunc('BattlefieldMinimapUnit_OnEnter', function()
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-- throttle to to one item per 1 second
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if ( this.tick or .5) > GetTime() then return else this.tick = GetTime() + .5 end
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UpdateUnitColors('BattlefieldMinimap', GameTooltip)
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end)
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end
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end)
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end)
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