Files
pfUI/modules/mapcolors.lua
T

94 lines
2.8 KiB
Lua

-- adds class colored circles on world and battlefield map
pfUI:RegisterModule("mapcolors", function ()
pfUI.mapcolors = CreateFrame("Frame", nil, UIParent)
pfUI.mapcolors:SetScript("OnUpdate", function()
-- throttle to to one item per .1 second
if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .1 end
local frame, icon
-- initialize all button names
if not this.buttons then
this.buttons = {}
for i = 1, 4 do
icon = string.format("WorldMapParty%d", i)
this.buttons[icon] = string.format("party%d", i)
end
for i = 1, 4 do
icon = string.format("BattlefieldMinimapParty%d", i)
this.buttons[icon] = string.format("party%d", i)
end
for i = 1, 40 do
icon = string.format("BattlefieldMinimapRaid%d", i)
this.buttons[icon] = string.format("raid%d", i)
end
for i = 1, 40 do
icon = string.format("WorldMapRaid%d", i)
this.buttons[icon] = string.format("raid%d", i)
end
end
-- update all available buttons
local ingroup
for name, unitstr in pairs(this.buttons) do
frame = _G[name]
if frame and UnitExists(unitstr) then
icon = _G[name.."Icon"]
icon:SetTexture()
-- create icon if not yet existing
if not frame.pfIcon then
frame.pfIcon = frame:CreateTexture(nil, "OVERLAY")
SetAllPointsOffset(frame.pfIcon, frame, this.size, -this.size)
end
-- check if unit is in same group
ingroup = nil
for i=1,5 do -- check if unit is in group
if UnitName(string.format("party%d", i)) == UnitName(unitstr) then
ingroup = true
end
end
-- update texture according to raid/group state
if ingroup and frame.pfIcon.ingroup ~= "PARTY" then
frame.pfIcon:SetTexture(pfUI.media["img:circleparty"])
frame.pfIcon.ingroup = "PARTY"
elseif not ingroup and frame.pfIcon.ingroup ~= "RAID" then
frame.pfIcon:SetTexture(pfUI.media["img:circleraid"])
frame.pfIcon.ingroup = "RAID"
end
-- detect unit class and set color
local _, class = UnitClass(unitstr)
local color = RAID_CLASS_COLORS[class]
if color then
frame.pfIcon:SetVertexColor(color.r, color.g, color.b)
else
frame.pfIcon:SetVertexColor(.5,1,.5)
end
end
end
end)
pfUI.mapcolors.UpdateConfig = function()
pfUI.mapcolors.size = tonumber(C.appearance.worldmap.groupcircles)
if not pfUI.mapcolors.buttons then return end
for name, unitstr in pairs(pfUI.mapcolors.buttons) do
frame = _G[name]
if frame and frame.pfIcon then
SetAllPointsOffset(frame.pfIcon, frame, pfUI.mapcolors.size, -pfUI.mapcolors.size)
end
end
end
pfUI.mapcolors:UpdateConfig()
end)