This commit is contained in:
Andrew6810
2022-10-21 07:09:01 -07:00
parent cbdabfbcca
commit 60ef8a38af
614 changed files with 138573 additions and 2 deletions
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--- **AceAddon-3.0** provides a template for creating addon objects.
-- It'll provide you with a set of callback functions that allow you to simplify the loading
-- process of your addon.\\
-- Callbacks provided are:\\
-- * **OnInitialize**, which is called directly after the addon is fully loaded.
-- * **OnEnable** which gets called during the PLAYER_LOGIN event, when most of the data provided by the game is already present.
-- * **OnDisable**, which is only called when your addon is manually being disabled.
-- @usage
-- -- A small (but complete) addon, that doesn't do anything,
-- -- but shows usage of the callbacks.
-- local MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon")
--
-- function MyAddon:OnInitialize()
-- -- do init tasks here, like loading the Saved Variables,
-- -- or setting up slash commands.
-- end
--
-- function MyAddon:OnEnable()
-- -- Do more initialization here, that really enables the use of your addon.
-- -- Register Events, Hook functions, Create Frames, Get information from
-- -- the game that wasn't available in OnInitialize
-- end
--
-- function MyAddon:OnDisable()
-- -- Unhook, Unregister Events, Hide frames that you created.
-- -- You would probably only use an OnDisable if you want to
-- -- build a "standby" mode, or be able to toggle modules on/off.
-- end
-- @class file
-- @name AceAddon-3.0.lua
-- @release $Id$
local MAJOR, MINOR = "AceAddon-3.0", 12
local AceAddon, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceAddon then return end -- No Upgrade needed.
AceAddon.frame = AceAddon.frame or CreateFrame("Frame", "AceAddon30Frame") -- Our very own frame
AceAddon.addons = AceAddon.addons or {} -- addons in general
AceAddon.statuses = AceAddon.statuses or {} -- statuses of addon.
AceAddon.initializequeue = AceAddon.initializequeue or {} -- addons that are new and not initialized
AceAddon.enablequeue = AceAddon.enablequeue or {} -- addons that are initialized and waiting to be enabled
AceAddon.embeds = AceAddon.embeds or setmetatable({}, {__index = function(tbl, key) tbl[key] = {} return tbl[key] end }) -- contains a list of libraries embedded in an addon
-- Lua APIs
local tinsert, tconcat, tremove = table.insert, table.concat, table.remove
local fmt, tostring = string.format, tostring
local select, pairs, next, type, unpack = select, pairs, next, type, unpack
local loadstring, assert, error = loadstring, assert, error
local setmetatable, getmetatable, rawset, rawget = setmetatable, getmetatable, rawset, rawget
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: LibStub, IsLoggedIn, geterrorhandler
--[[
xpcall safecall implementation
]]
local xpcall = xpcall
local function errorhandler(err)
return geterrorhandler()(err)
end
local function CreateDispatcher(argCount)
local code = [[
local xpcall, eh = ...
local method, ARGS
local function call() return method(ARGS) end
local function dispatch(func, ...)
method = func
if not method then return end
ARGS = ...
return xpcall(call, eh)
end
return dispatch
]]
local ARGS = {}
for i = 1, argCount do ARGS[i] = "arg"..i end
code = code:gsub("ARGS", tconcat(ARGS, ", "))
return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(xpcall, errorhandler)
end
local Dispatchers = setmetatable({}, {__index=function(self, argCount)
local dispatcher = CreateDispatcher(argCount)
rawset(self, argCount, dispatcher)
return dispatcher
end})
Dispatchers[0] = function(func)
return xpcall(func, errorhandler)
end
local function safecall(func, ...)
-- we check to see if the func is passed is actually a function here and don't error when it isn't
-- this safecall is used for optional functions like OnInitialize OnEnable etc. When they are not
-- present execution should continue without hinderance
if type(func) == "function" then
return Dispatchers[select('#', ...)](func, ...)
end
end
-- local functions that will be implemented further down
local Enable, Disable, EnableModule, DisableModule, Embed, NewModule, GetModule, GetName, SetDefaultModuleState, SetDefaultModuleLibraries, SetEnabledState, SetDefaultModulePrototype
-- used in the addon metatable
local function addontostring( self ) return self.name end
-- Check if the addon is queued for initialization
local function queuedForInitialization(addon)
for i = 1, #AceAddon.initializequeue do
if AceAddon.initializequeue[i] == addon then
return true
end
end
return false
end
--- Create a new AceAddon-3.0 addon.
-- Any libraries you specified will be embeded, and the addon will be scheduled for
-- its OnInitialize and OnEnable callbacks.
-- The final addon object, with all libraries embeded, will be returned.
-- @paramsig [object ,]name[, lib, ...]
-- @param object Table to use as a base for the addon (optional)
-- @param name Name of the addon object to create
-- @param lib List of libraries to embed into the addon
-- @usage
-- -- Create a simple addon object
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon", "AceEvent-3.0")
--
-- -- Create a Addon object based on the table of a frame
-- local MyFrame = CreateFrame("Frame")
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon(MyFrame, "MyAddon", "AceEvent-3.0")
function AceAddon:NewAddon(objectorname, ...)
local object,name
local i=1
if type(objectorname)=="table" then
object=objectorname
name=...
i=2
else
name=objectorname
end
if type(name)~="string" then
error(("Usage: NewAddon([object,] name, [lib, lib, lib, ...]): 'name' - string expected got '%s'."):format(type(name)), 2)
end
if self.addons[name] then
error(("Usage: NewAddon([object,] name, [lib, lib, lib, ...]): 'name' - Addon '%s' already exists."):format(name), 2)
end
object = object or {}
object.name = name
local addonmeta = {}
local oldmeta = getmetatable(object)
if oldmeta then
for k, v in pairs(oldmeta) do addonmeta[k] = v end
end
addonmeta.__tostring = addontostring
setmetatable( object, addonmeta )
self.addons[name] = object
object.modules = {}
object.orderedModules = {}
object.defaultModuleLibraries = {}
Embed( object ) -- embed NewModule, GetModule methods
self:EmbedLibraries(object, select(i,...))
-- add to queue of addons to be initialized upon ADDON_LOADED
tinsert(self.initializequeue, object)
return object
end
--- Get the addon object by its name from the internal AceAddon registry.
-- Throws an error if the addon object cannot be found (except if silent is set).
-- @param name unique name of the addon object
-- @param silent if true, the addon is optional, silently return nil if its not found
-- @usage
-- -- Get the Addon
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
function AceAddon:GetAddon(name, silent)
if not silent and not self.addons[name] then
error(("Usage: GetAddon(name): 'name' - Cannot find an AceAddon '%s'."):format(tostring(name)), 2)
end
return self.addons[name]
end
-- - Embed a list of libraries into the specified addon.
-- This function will try to embed all of the listed libraries into the addon
-- and error if a single one fails.
--
-- **Note:** This function is for internal use by :NewAddon/:NewModule
-- @paramsig addon, [lib, ...]
-- @param addon addon object to embed the libs in
-- @param lib List of libraries to embed into the addon
function AceAddon:EmbedLibraries(addon, ...)
for i=1,select("#", ... ) do
local libname = select(i, ...)
self:EmbedLibrary(addon, libname, false, 4)
end
end
-- - Embed a library into the addon object.
-- This function will check if the specified library is registered with LibStub
-- and if it has a :Embed function to call. It'll error if any of those conditions
-- fails.
--
-- **Note:** This function is for internal use by :EmbedLibraries
-- @paramsig addon, libname[, silent[, offset]]
-- @param addon addon object to embed the library in
-- @param libname name of the library to embed
-- @param silent marks an embed to fail silently if the library doesn't exist (optional)
-- @param offset will push the error messages back to said offset, defaults to 2 (optional)
function AceAddon:EmbedLibrary(addon, libname, silent, offset)
local lib = LibStub:GetLibrary(libname, true)
if not lib and not silent then
error(("Usage: EmbedLibrary(addon, libname, silent, offset): 'libname' - Cannot find a library instance of %q."):format(tostring(libname)), offset or 2)
elseif lib and type(lib.Embed) == "function" then
lib:Embed(addon)
tinsert(self.embeds[addon], libname)
return true
elseif lib then
error(("Usage: EmbedLibrary(addon, libname, silent, offset): 'libname' - Library '%s' is not Embed capable"):format(libname), offset or 2)
end
end
--- Return the specified module from an addon object.
-- Throws an error if the addon object cannot be found (except if silent is set)
-- @name //addon//:GetModule
-- @paramsig name[, silent]
-- @param name unique name of the module
-- @param silent if true, the module is optional, silently return nil if its not found (optional)
-- @usage
-- -- Get the Addon
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- -- Get the Module
-- MyModule = MyAddon:GetModule("MyModule")
function GetModule(self, name, silent)
if not self.modules[name] and not silent then
error(("Usage: GetModule(name, silent): 'name' - Cannot find module '%s'."):format(tostring(name)), 2)
end
return self.modules[name]
end
local function IsModuleTrue(self) return true end
--- Create a new module for the addon.
-- The new module can have its own embeded libraries and/or use a module prototype to be mixed into the module.\\
-- A module has the same functionality as a real addon, it can have modules of its own, and has the same API as
-- an addon object.
-- @name //addon//:NewModule
-- @paramsig name[, prototype|lib[, lib, ...]]
-- @param name unique name of the module
-- @param prototype object to derive this module from, methods and values from this table will be mixed into the module (optional)
-- @param lib List of libraries to embed into the addon
-- @usage
-- -- Create a module with some embeded libraries
-- MyModule = MyAddon:NewModule("MyModule", "AceEvent-3.0", "AceHook-3.0")
--
-- -- Create a module with a prototype
-- local prototype = { OnEnable = function(self) print("OnEnable called!") end }
-- MyModule = MyAddon:NewModule("MyModule", prototype, "AceEvent-3.0", "AceHook-3.0")
function NewModule(self, name, prototype, ...)
if type(name) ~= "string" then error(("Usage: NewModule(name, [prototype, [lib, lib, lib, ...]): 'name' - string expected got '%s'."):format(type(name)), 2) end
if type(prototype) ~= "string" and type(prototype) ~= "table" and type(prototype) ~= "nil" then error(("Usage: NewModule(name, [prototype, [lib, lib, lib, ...]): 'prototype' - table (prototype), string (lib) or nil expected got '%s'."):format(type(prototype)), 2) end
if self.modules[name] then error(("Usage: NewModule(name, [prototype, [lib, lib, lib, ...]): 'name' - Module '%s' already exists."):format(name), 2) end
-- modules are basically addons. We treat them as such. They will be added to the initializequeue properly as well.
-- NewModule can only be called after the parent addon is present thus the modules will be initialized after their parent is.
local module = AceAddon:NewAddon(fmt("%s_%s", self.name or tostring(self), name))
module.IsModule = IsModuleTrue
module:SetEnabledState(self.defaultModuleState)
module.moduleName = name
if type(prototype) == "string" then
AceAddon:EmbedLibraries(module, prototype, ...)
else
AceAddon:EmbedLibraries(module, ...)
end
AceAddon:EmbedLibraries(module, unpack(self.defaultModuleLibraries))
if not prototype or type(prototype) == "string" then
prototype = self.defaultModulePrototype or nil
end
if type(prototype) == "table" then
local mt = getmetatable(module)
mt.__index = prototype
setmetatable(module, mt) -- More of a Base class type feel.
end
safecall(self.OnModuleCreated, self, module) -- Was in Ace2 and I think it could be a cool thing to have handy.
self.modules[name] = module
tinsert(self.orderedModules, module)
return module
end
--- Returns the real name of the addon or module, without any prefix.
-- @name //addon//:GetName
-- @paramsig
-- @usage
-- print(MyAddon:GetName())
-- -- prints "MyAddon"
function GetName(self)
return self.moduleName or self.name
end
--- Enables the Addon, if possible, return true or false depending on success.
-- This internally calls AceAddon:EnableAddon(), thus dispatching a OnEnable callback
-- and enabling all modules of the addon (unless explicitly disabled).\\
-- :Enable() also sets the internal `enableState` variable to true
-- @name //addon//:Enable
-- @paramsig
-- @usage
-- -- Enable MyModule
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyModule = MyAddon:GetModule("MyModule")
-- MyModule:Enable()
function Enable(self)
self:SetEnabledState(true)
-- nevcairiel 2013-04-27: don't enable an addon/module if its queued for init still
-- it'll be enabled after the init process
if not queuedForInitialization(self) then
return AceAddon:EnableAddon(self)
end
end
--- Disables the Addon, if possible, return true or false depending on success.
-- This internally calls AceAddon:DisableAddon(), thus dispatching a OnDisable callback
-- and disabling all modules of the addon.\\
-- :Disable() also sets the internal `enableState` variable to false
-- @name //addon//:Disable
-- @paramsig
-- @usage
-- -- Disable MyAddon
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyAddon:Disable()
function Disable(self)
self:SetEnabledState(false)
return AceAddon:DisableAddon(self)
end
--- Enables the Module, if possible, return true or false depending on success.
-- Short-hand function that retrieves the module via `:GetModule` and calls `:Enable` on the module object.
-- @name //addon//:EnableModule
-- @paramsig name
-- @usage
-- -- Enable MyModule using :GetModule
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyModule = MyAddon:GetModule("MyModule")
-- MyModule:Enable()
--
-- -- Enable MyModule using the short-hand
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyAddon:EnableModule("MyModule")
function EnableModule(self, name)
local module = self:GetModule( name )
return module:Enable()
end
--- Disables the Module, if possible, return true or false depending on success.
-- Short-hand function that retrieves the module via `:GetModule` and calls `:Disable` on the module object.
-- @name //addon//:DisableModule
-- @paramsig name
-- @usage
-- -- Disable MyModule using :GetModule
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyModule = MyAddon:GetModule("MyModule")
-- MyModule:Disable()
--
-- -- Disable MyModule using the short-hand
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyAddon:DisableModule("MyModule")
function DisableModule(self, name)
local module = self:GetModule( name )
return module:Disable()
end
--- Set the default libraries to be mixed into all modules created by this object.
-- Note that you can only change the default module libraries before any module is created.
-- @name //addon//:SetDefaultModuleLibraries
-- @paramsig lib[, lib, ...]
-- @param lib List of libraries to embed into the addon
-- @usage
-- -- Create the addon object
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon")
-- -- Configure default libraries for modules (all modules need AceEvent-3.0)
-- MyAddon:SetDefaultModuleLibraries("AceEvent-3.0")
-- -- Create a module
-- MyModule = MyAddon:NewModule("MyModule")
function SetDefaultModuleLibraries(self, ...)
if next(self.modules) then
error("Usage: SetDefaultModuleLibraries(...): cannot change the module defaults after a module has been registered.", 2)
end
self.defaultModuleLibraries = {...}
end
--- Set the default state in which new modules are being created.
-- Note that you can only change the default state before any module is created.
-- @name //addon//:SetDefaultModuleState
-- @paramsig state
-- @param state Default state for new modules, true for enabled, false for disabled
-- @usage
-- -- Create the addon object
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon")
-- -- Set the default state to "disabled"
-- MyAddon:SetDefaultModuleState(false)
-- -- Create a module and explicilty enable it
-- MyModule = MyAddon:NewModule("MyModule")
-- MyModule:Enable()
function SetDefaultModuleState(self, state)
if next(self.modules) then
error("Usage: SetDefaultModuleState(state): cannot change the module defaults after a module has been registered.", 2)
end
self.defaultModuleState = state
end
--- Set the default prototype to use for new modules on creation.
-- Note that you can only change the default prototype before any module is created.
-- @name //addon//:SetDefaultModulePrototype
-- @paramsig prototype
-- @param prototype Default prototype for the new modules (table)
-- @usage
-- -- Define a prototype
-- local prototype = { OnEnable = function(self) print("OnEnable called!") end }
-- -- Set the default prototype
-- MyAddon:SetDefaultModulePrototype(prototype)
-- -- Create a module and explicitly Enable it
-- MyModule = MyAddon:NewModule("MyModule")
-- MyModule:Enable()
-- -- should print "OnEnable called!" now
-- @see NewModule
function SetDefaultModulePrototype(self, prototype)
if next(self.modules) then
error("Usage: SetDefaultModulePrototype(prototype): cannot change the module defaults after a module has been registered.", 2)
end
if type(prototype) ~= "table" then
error(("Usage: SetDefaultModulePrototype(prototype): 'prototype' - table expected got '%s'."):format(type(prototype)), 2)
end
self.defaultModulePrototype = prototype
end
--- Set the state of an addon or module
-- This should only be called before any enabling actually happend, e.g. in/before OnInitialize.
-- @name //addon//:SetEnabledState
-- @paramsig state
-- @param state the state of an addon or module (enabled=true, disabled=false)
function SetEnabledState(self, state)
self.enabledState = state
end
--- Return an iterator of all modules associated to the addon.
-- @name //addon//:IterateModules
-- @paramsig
-- @usage
-- -- Enable all modules
-- for name, module in MyAddon:IterateModules() do
-- module:Enable()
-- end
local function IterateModules(self) return pairs(self.modules) end
-- Returns an iterator of all embeds in the addon
-- @name //addon//:IterateEmbeds
-- @paramsig
local function IterateEmbeds(self) return pairs(AceAddon.embeds[self]) end
--- Query the enabledState of an addon.
-- @name //addon//:IsEnabled
-- @paramsig
-- @usage
-- if MyAddon:IsEnabled() then
-- MyAddon:Disable()
-- end
local function IsEnabled(self) return self.enabledState end
local mixins = {
NewModule = NewModule,
GetModule = GetModule,
Enable = Enable,
Disable = Disable,
EnableModule = EnableModule,
DisableModule = DisableModule,
IsEnabled = IsEnabled,
SetDefaultModuleLibraries = SetDefaultModuleLibraries,
SetDefaultModuleState = SetDefaultModuleState,
SetDefaultModulePrototype = SetDefaultModulePrototype,
SetEnabledState = SetEnabledState,
IterateModules = IterateModules,
IterateEmbeds = IterateEmbeds,
GetName = GetName,
}
local function IsModule(self) return false end
local pmixins = {
defaultModuleState = true,
enabledState = true,
IsModule = IsModule,
}
-- Embed( target )
-- target (object) - target object to embed aceaddon in
--
-- this is a local function specifically since it's meant to be only called internally
function Embed(target, skipPMixins)
for k, v in pairs(mixins) do
target[k] = v
end
if not skipPMixins then
for k, v in pairs(pmixins) do
target[k] = target[k] or v
end
end
end
-- - Initialize the addon after creation.
-- This function is only used internally during the ADDON_LOADED event
-- It will call the **OnInitialize** function on the addon object (if present),
-- and the **OnEmbedInitialize** function on all embeded libraries.
--
-- **Note:** Do not call this function manually, unless you're absolutely sure that you know what you are doing.
-- @param addon addon object to intialize
function AceAddon:InitializeAddon(addon)
safecall(addon.OnInitialize, addon)
local embeds = self.embeds[addon]
for i = 1, #embeds do
local lib = LibStub:GetLibrary(embeds[i], true)
if lib then safecall(lib.OnEmbedInitialize, lib, addon) end
end
-- we don't call InitializeAddon on modules specifically, this is handled
-- from the event handler and only done _once_
end
-- - Enable the addon after creation.
-- Note: This function is only used internally during the PLAYER_LOGIN event, or during ADDON_LOADED,
-- if IsLoggedIn() already returns true at that point, e.g. for LoD Addons.
-- It will call the **OnEnable** function on the addon object (if present),
-- and the **OnEmbedEnable** function on all embeded libraries.\\
-- This function does not toggle the enable state of the addon itself, and will return early if the addon is disabled.
--
-- **Note:** Do not call this function manually, unless you're absolutely sure that you know what you are doing.
-- Use :Enable on the addon itself instead.
-- @param addon addon object to enable
function AceAddon:EnableAddon(addon)
if type(addon) == "string" then addon = AceAddon:GetAddon(addon) end
if self.statuses[addon.name] or not addon.enabledState then return false end
-- set the statuses first, before calling the OnEnable. this allows for Disabling of the addon in OnEnable.
self.statuses[addon.name] = true
safecall(addon.OnEnable, addon)
-- make sure we're still enabled before continueing
if self.statuses[addon.name] then
local embeds = self.embeds[addon]
for i = 1, #embeds do
local lib = LibStub:GetLibrary(embeds[i], true)
if lib then safecall(lib.OnEmbedEnable, lib, addon) end
end
-- enable possible modules.
local modules = addon.orderedModules
for i = 1, #modules do
self:EnableAddon(modules[i])
end
end
return self.statuses[addon.name] -- return true if we're disabled
end
-- - Disable the addon
-- Note: This function is only used internally.
-- It will call the **OnDisable** function on the addon object (if present),
-- and the **OnEmbedDisable** function on all embeded libraries.\\
-- This function does not toggle the enable state of the addon itself, and will return early if the addon is still enabled.
--
-- **Note:** Do not call this function manually, unless you're absolutely sure that you know what you are doing.
-- Use :Disable on the addon itself instead.
-- @param addon addon object to enable
function AceAddon:DisableAddon(addon)
if type(addon) == "string" then addon = AceAddon:GetAddon(addon) end
if not self.statuses[addon.name] then return false end
-- set statuses first before calling OnDisable, this allows for aborting the disable in OnDisable.
self.statuses[addon.name] = false
safecall( addon.OnDisable, addon )
-- make sure we're still disabling...
if not self.statuses[addon.name] then
local embeds = self.embeds[addon]
for i = 1, #embeds do
local lib = LibStub:GetLibrary(embeds[i], true)
if lib then safecall(lib.OnEmbedDisable, lib, addon) end
end
-- disable possible modules.
local modules = addon.orderedModules
for i = 1, #modules do
self:DisableAddon(modules[i])
end
end
return not self.statuses[addon.name] -- return true if we're disabled
end
--- Get an iterator over all registered addons.
-- @usage
-- -- Print a list of all installed AceAddon's
-- for name, addon in AceAddon:IterateAddons() do
-- print("Addon: " .. name)
-- end
function AceAddon:IterateAddons() return pairs(self.addons) end
--- Get an iterator over the internal status registry.
-- @usage
-- -- Print a list of all enabled addons
-- for name, status in AceAddon:IterateAddonStatus() do
-- if status then
-- print("EnabledAddon: " .. name)
-- end
-- end
function AceAddon:IterateAddonStatus() return pairs(self.statuses) end
-- Following Iterators are deprecated, and their addon specific versions should be used
-- e.g. addon:IterateEmbeds() instead of :IterateEmbedsOnAddon(addon)
function AceAddon:IterateEmbedsOnAddon(addon) return pairs(self.embeds[addon]) end
function AceAddon:IterateModulesOfAddon(addon) return pairs(addon.modules) end
-- Event Handling
local function onEvent(this, event, arg1)
-- 2011-08-17 nevcairiel - ignore the load event of Blizzard_DebugTools, so a potential startup error isn't swallowed up
if (event == "ADDON_LOADED" and arg1 ~= "Blizzard_DebugTools") or event == "PLAYER_LOGIN" then
-- if a addon loads another addon, recursion could happen here, so we need to validate the table on every iteration
while(#AceAddon.initializequeue > 0) do
local addon = tremove(AceAddon.initializequeue, 1)
-- this might be an issue with recursion - TODO: validate
if event == "ADDON_LOADED" then addon.baseName = arg1 end
AceAddon:InitializeAddon(addon)
tinsert(AceAddon.enablequeue, addon)
end
if IsLoggedIn() then
while(#AceAddon.enablequeue > 0) do
local addon = tremove(AceAddon.enablequeue, 1)
AceAddon:EnableAddon(addon)
end
end
end
end
AceAddon.frame:RegisterEvent("ADDON_LOADED")
AceAddon.frame:RegisterEvent("PLAYER_LOGIN")
AceAddon.frame:SetScript("OnEvent", onEvent)
-- upgrade embeded
for name, addon in pairs(AceAddon.addons) do
Embed(addon, true)
end
-- 2010-10-27 nevcairiel - add new "orderedModules" table
if oldminor and oldminor < 10 then
for name, addon in pairs(AceAddon.addons) do
addon.orderedModules = {}
for module_name, module in pairs(addon.modules) do
tinsert(addon.orderedModules, module)
end
end
end
@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceAddon-3.0.lua"/>
</Ui>
@@ -0,0 +1,308 @@
--- **AceComm-3.0** allows you to send messages of unlimited length over the addon comm channels.
-- It'll automatically split the messages into multiple parts and rebuild them on the receiving end.\\
-- **ChatThrottleLib** is of course being used to avoid being disconnected by the server.
--
-- **AceComm-3.0** can be embeded into your addon, either explicitly by calling AceComm:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceComm itself.\\
-- It is recommended to embed AceComm, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceComm.
-- @class file
-- @name AceComm-3.0
-- @release $Id$
--[[ AceComm-3.0
TODO: Time out old data rotting around from dead senders? Not a HUGE deal since the number of possible sender names is somewhat limited.
]]
local CallbackHandler = LibStub("CallbackHandler-1.0")
local CTL = assert(ChatThrottleLib, "AceComm-3.0 requires ChatThrottleLib")
local MAJOR, MINOR = "AceComm-3.0", 12
local AceComm,oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceComm then return end
-- Lua APIs
local type, next, pairs, tostring = type, next, pairs, tostring
local strsub, strfind = string.sub, string.find
local tinsert, tconcat = table.insert, table.concat
local error, assert = error, assert
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: LibStub, DEFAULT_CHAT_FRAME, geterrorhandler
AceComm.embeds = AceComm.embeds or {}
-- for my sanity and yours, let's give the message type bytes some names
local MSG_MULTI_FIRST = "\001"
local MSG_MULTI_NEXT = "\002"
local MSG_MULTI_LAST = "\003"
AceComm.multipart_origprefixes = AceComm.multipart_origprefixes or {} -- e.g. "Prefix\001"="Prefix", "Prefix\002"="Prefix"
AceComm.multipart_reassemblers = AceComm.multipart_reassemblers or {} -- e.g. "Prefix\001"="OnReceiveMultipartFirst"
-- the multipart message spool: indexed by a combination of sender+distribution+
AceComm.multipart_spool = AceComm.multipart_spool or {}
--- Register for Addon Traffic on a specified prefix
-- @param prefix A printable character (\032-\255) classification of the message (typically AddonName or AddonNameEvent)
-- @param method Callback to call on message reception: Function reference, or method name (string) to call on self. Defaults to "OnCommReceived"
function AceComm:RegisterComm(prefix, method)
if method == nil then
method = "OnCommReceived"
end
return AceComm._RegisterComm(self, prefix, method) -- created by CallbackHandler
end
local warnedPrefix=false
--- Send a message over the Addon Channel
-- @param prefix A printable character (\032-\255) classification of the message (typically AddonName or AddonNameEvent)
-- @param text Data to send, nils (\000) not allowed. Any length.
-- @param distribution Addon channel, e.g. "RAID", "GUILD", etc; see SendAddonMessage API
-- @param target Destination for some distributions; see SendAddonMessage API
-- @param prio OPTIONAL: ChatThrottleLib priority, "BULK", "NORMAL" or "ALERT". Defaults to "NORMAL".
-- @param callbackFn OPTIONAL: callback function to be called as each chunk is sent. receives 3 args: the user supplied arg (see next), the number of bytes sent so far, and the number of bytes total to send.
-- @param callbackArg: OPTIONAL: first arg to the callback function. nil will be passed if not specified.
function AceComm:SendCommMessage(prefix, text, distribution, target, prio, callbackFn, callbackArg)
prio = prio or "NORMAL" -- pasta's reference implementation had different prio for singlepart and multipart, but that's a very bad idea since that can easily lead to out-of-sequence delivery!
if not( type(prefix)=="string" and
type(text)=="string" and
type(distribution)=="string" and
(target==nil or type(target)=="string" or type(target)=="number") and
(prio=="BULK" or prio=="NORMAL" or prio=="ALERT")
) then
error('Usage: SendCommMessage(addon, "prefix", "text", "distribution"[, "target"[, "prio"[, callbackFn, callbackarg]]])', 2)
end
if strfind(prefix, "[\001-\009]") then
if strfind(prefix, "[\001-\003]") then
error("SendCommMessage: Characters \\001--\\003 in prefix are reserved for AceComm metadata", 2)
elseif not warnedPrefix then
-- I have some ideas about future extensions that require more control characters /mikk, 20090808
geterrorhandler()("SendCommMessage: Heads-up developers: Characters \\004--\\009 in prefix are reserved for AceComm future extension")
warnedPrefix = true
end
end
local textlen = #text
local maxtextlen = 254 - #prefix -- 254 is the max length of prefix + text that can be sent in one message
local queueName = prefix..distribution..(target or "")
local ctlCallback = nil
if callbackFn then
ctlCallback = function(sent)
return callbackFn(callbackArg, sent, textlen)
end
end
if textlen <= maxtextlen then
-- fits all in one message
CTL:SendAddonMessage(prio, prefix, text, distribution, target, queueName, ctlCallback, textlen)
else
maxtextlen = maxtextlen - 1 -- 1 extra byte for part indicator in prefix
-- first part
local chunk = strsub(text, 1, maxtextlen)
CTL:SendAddonMessage(prio, prefix..MSG_MULTI_FIRST, chunk, distribution, target, queueName, ctlCallback, maxtextlen)
-- continuation
local pos = 1+maxtextlen
local prefix2 = prefix..MSG_MULTI_NEXT
while pos+maxtextlen <= textlen do
chunk = strsub(text, pos, pos+maxtextlen-1)
CTL:SendAddonMessage(prio, prefix2, chunk, distribution, target, queueName, ctlCallback, pos+maxtextlen-1)
pos = pos + maxtextlen
end
-- final part
chunk = strsub(text, pos)
CTL:SendAddonMessage(prio, prefix..MSG_MULTI_LAST, chunk, distribution, target, queueName, ctlCallback, textlen)
end
end
----------------------------------------
-- Message receiving
----------------------------------------
do
local compost = setmetatable({}, {__mode = "k"})
local function new()
local t = next(compost)
if t then
compost[t]=nil
for i=#t,3,-1 do -- faster than pairs loop. don't even nil out 1/2 since they'll be overwritten
t[i]=nil
end
return t
end
return {}
end
local function lostdatawarning(prefix,sender,where)
DEFAULT_CHAT_FRAME:AddMessage(MAJOR..": Warning: lost network data regarding '"..tostring(prefix).."' from '"..tostring(sender).."' (in "..where..")")
end
function AceComm:OnReceiveMultipartFirst(prefix, message, distribution, sender)
local key = prefix.."\t"..distribution.."\t"..sender -- a unique stream is defined by the prefix + distribution + sender
local spool = AceComm.multipart_spool
--[[
if spool[key] then
lostdatawarning(prefix,sender,"First")
-- continue and overwrite
end
--]]
spool[key] = message -- plain string for now
end
function AceComm:OnReceiveMultipartNext(prefix, message, distribution, sender)
local key = prefix.."\t"..distribution.."\t"..sender -- a unique stream is defined by the prefix + distribution + sender
local spool = AceComm.multipart_spool
local olddata = spool[key]
if not olddata then
--lostdatawarning(prefix,sender,"Next")
return
end
if type(olddata)~="table" then
-- ... but what we have is not a table. So make it one. (Pull a composted one if available)
local t = new()
t[1] = olddata -- add old data as first string
t[2] = message -- and new message as second string
spool[key] = t -- and put the table in the spool instead of the old string
else
tinsert(olddata, message)
end
end
function AceComm:OnReceiveMultipartLast(prefix, message, distribution, sender)
local key = prefix.."\t"..distribution.."\t"..sender -- a unique stream is defined by the prefix + distribution + sender
local spool = AceComm.multipart_spool
local olddata = spool[key]
if not olddata then
--lostdatawarning(prefix,sender,"End")
return
end
spool[key] = nil
if type(olddata) == "table" then
-- if we've received a "next", the spooled data will be a table for rapid & garbage-free tconcat
tinsert(olddata, message)
AceComm.callbacks:Fire(prefix, tconcat(olddata, ""), distribution, sender)
compost[olddata] = true
else
-- if we've only received a "first", the spooled data will still only be a string
AceComm.callbacks:Fire(prefix, olddata..message, distribution, sender)
end
end
end
----------------------------------------
-- Embed CallbackHandler
----------------------------------------
if not AceComm.callbacks then
-- ensure that 'prefix to watch' table is consistent with registered
-- callbacks
AceComm.__prefixes = {}
AceComm.callbacks = CallbackHandler:New(AceComm,
"_RegisterComm",
"UnregisterComm",
"UnregisterAllComm")
end
function AceComm.callbacks:OnUsed(target, prefix)
AceComm.multipart_origprefixes[prefix..MSG_MULTI_FIRST] = prefix
AceComm.multipart_reassemblers[prefix..MSG_MULTI_FIRST] = "OnReceiveMultipartFirst"
AceComm.multipart_origprefixes[prefix..MSG_MULTI_NEXT] = prefix
AceComm.multipart_reassemblers[prefix..MSG_MULTI_NEXT] = "OnReceiveMultipartNext"
AceComm.multipart_origprefixes[prefix..MSG_MULTI_LAST] = prefix
AceComm.multipart_reassemblers[prefix..MSG_MULTI_LAST] = "OnReceiveMultipartLast"
end
function AceComm.callbacks:OnUnused(target, prefix)
AceComm.multipart_origprefixes[prefix..MSG_MULTI_FIRST] = nil
AceComm.multipart_reassemblers[prefix..MSG_MULTI_FIRST] = nil
AceComm.multipart_origprefixes[prefix..MSG_MULTI_NEXT] = nil
AceComm.multipart_reassemblers[prefix..MSG_MULTI_NEXT] = nil
AceComm.multipart_origprefixes[prefix..MSG_MULTI_LAST] = nil
AceComm.multipart_reassemblers[prefix..MSG_MULTI_LAST] = nil
end
local function OnEvent(this, event, ...)
if event == "CHAT_MSG_ADDON" then
local prefix,message,distribution,sender = ...
local reassemblername = AceComm.multipart_reassemblers[prefix]
if reassemblername then
-- multipart: reassemble
local aceCommReassemblerFunc = AceComm[reassemblername]
local origprefix = AceComm.multipart_origprefixes[prefix]
aceCommReassemblerFunc(AceComm, origprefix, message, distribution, sender)
else
-- single part: fire it off immediately and let CallbackHandler decide if it's registered or not
AceComm.callbacks:Fire(prefix, message, distribution, sender)
end
else
assert(false, "Received "..tostring(event).." event?!")
end
end
AceComm.frame = AceComm.frame or CreateFrame("Frame", "AceComm30Frame")
AceComm.frame:SetScript("OnEvent", OnEvent)
AceComm.frame:UnregisterAllEvents()
AceComm.frame:RegisterEvent("CHAT_MSG_ADDON")
----------------------------------------
-- Base library stuff
----------------------------------------
local mixins = {
"RegisterComm",
"UnregisterComm",
"UnregisterAllComm",
"SendCommMessage",
}
-- Embeds AceComm-3.0 into the target object making the functions from the mixins list available on target:..
-- @param target target object to embed AceComm-3.0 in
function AceComm:Embed(target)
for k, v in pairs(mixins) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
function AceComm:OnEmbedDisable(target)
target:UnregisterAllComm()
end
-- Update embeds
for target, v in pairs(AceComm.embeds) do
AceComm:Embed(target)
end
@@ -0,0 +1,5 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="ChatThrottleLib.lua"/>
<Script file="AceComm-3.0.lua"/>
</Ui>
@@ -0,0 +1,517 @@
--
-- ChatThrottleLib by Mikk
--
-- Manages AddOn chat output to keep player from getting kicked off.
--
-- ChatThrottleLib:SendChatMessage/:SendAddonMessage functions that accept
-- a Priority ("BULK", "NORMAL", "ALERT") as well as prefix for SendChatMessage.
--
-- Priorities get an equal share of available bandwidth when fully loaded.
-- Communication channels are separated on extension+chattype+destination and
-- get round-robinned. (Destination only matters for whispers and channels,
-- obviously)
--
-- Will install hooks for SendChatMessage and SendAddonMessage to measure
-- bandwidth bypassing the library and use less bandwidth itself.
--
--
-- Fully embeddable library. Just copy this file into your addon directory,
-- add it to the .toc, and it's done.
--
-- Can run as a standalone addon also, but, really, just embed it! :-)
--
-- LICENSE: ChatThrottleLib is released into the Public Domain
--
local CTL_VERSION = 24
local _G = _G
if _G.ChatThrottleLib then
if _G.ChatThrottleLib.version >= CTL_VERSION then
-- There's already a newer (or same) version loaded. Buh-bye.
return
elseif not _G.ChatThrottleLib.securelyHooked then
print("ChatThrottleLib: Warning: There's an ANCIENT ChatThrottleLib.lua (pre-wow 2.0, <v16) in an addon somewhere. Get the addon updated or copy in a newer ChatThrottleLib.lua (>=v16) in it!")
-- ATTEMPT to unhook; this'll behave badly if someone else has hooked...
-- ... and if someone has securehooked, they can kiss that goodbye too... >.<
_G.SendChatMessage = _G.ChatThrottleLib.ORIG_SendChatMessage
if _G.ChatThrottleLib.ORIG_SendAddonMessage then
_G.SendAddonMessage = _G.ChatThrottleLib.ORIG_SendAddonMessage
end
end
_G.ChatThrottleLib.ORIG_SendChatMessage = nil
_G.ChatThrottleLib.ORIG_SendAddonMessage = nil
end
if not _G.ChatThrottleLib then
_G.ChatThrottleLib = {}
end
ChatThrottleLib = _G.ChatThrottleLib -- in case some addon does "local ChatThrottleLib" above us and we're copypasted (AceComm-2, sigh)
local ChatThrottleLib = _G.ChatThrottleLib
ChatThrottleLib.version = CTL_VERSION
------------------ TWEAKABLES -----------------
ChatThrottleLib.MAX_CPS = 800 -- 2000 seems to be safe if NOTHING ELSE is happening. let's call it 800.
ChatThrottleLib.MSG_OVERHEAD = 40 -- Guesstimate overhead for sending a message; source+dest+chattype+protocolstuff
ChatThrottleLib.BURST = 4000 -- WoW's server buffer seems to be about 32KB. 8KB should be safe, but seen disconnects on _some_ servers. Using 4KB now.
ChatThrottleLib.MIN_FPS = 20 -- Reduce output CPS to half (and don't burst) if FPS drops below this value
local setmetatable = setmetatable
local table_remove = table.remove
local tostring = tostring
local GetTime = GetTime
local math_min = math.min
local math_max = math.max
local next = next
local strlen = string.len
local GetFramerate = GetFramerate
local strlower = string.lower
local unpack,type,pairs,wipe = unpack,type,pairs,wipe
local UnitInRaid,GetNumPartyMembers = UnitInRaid,GetNumPartyMembers
-----------------------------------------------------------------------
-- Double-linked ring implementation
local Ring = {}
local RingMeta = { __index = Ring }
function Ring:New()
local ret = {}
setmetatable(ret, RingMeta)
return ret
end
function Ring:Add(obj) -- Append at the "far end" of the ring (aka just before the current position)
if self.pos then
obj.prev = self.pos.prev
obj.prev.next = obj
obj.next = self.pos
obj.next.prev = obj
else
obj.next = obj
obj.prev = obj
self.pos = obj
end
end
function Ring:Remove(obj)
obj.next.prev = obj.prev
obj.prev.next = obj.next
if self.pos == obj then
self.pos = obj.next
if self.pos == obj then
self.pos = nil
end
end
end
-----------------------------------------------------------------------
-- Recycling bin for pipes
-- A pipe is a plain integer-indexed queue of messages
-- Pipes normally live in Rings of pipes (3 rings total, one per priority)
ChatThrottleLib.PipeBin = nil -- pre-v19, drastically different
local PipeBin = setmetatable({}, {__mode="k"})
local function DelPipe(pipe)
PipeBin[pipe] = true
end
local function NewPipe()
local pipe = next(PipeBin)
if pipe then
wipe(pipe)
PipeBin[pipe] = nil
return pipe
end
return {}
end
-----------------------------------------------------------------------
-- Recycling bin for messages
ChatThrottleLib.MsgBin = nil -- pre-v19, drastically different
local MsgBin = setmetatable({}, {__mode="k"})
local function DelMsg(msg)
msg[1] = nil
-- there's more parameters, but they're very repetetive so the string pool doesn't suffer really, and it's faster to just not delete them.
MsgBin[msg] = true
end
local function NewMsg()
local msg = next(MsgBin)
if msg then
MsgBin[msg] = nil
return msg
end
return {}
end
-----------------------------------------------------------------------
-- ChatThrottleLib:Init
-- Initialize queues, set up frame for OnUpdate, etc
function ChatThrottleLib:Init()
-- Set up queues
if not self.Prio then
self.Prio = {}
self.Prio["ALERT"] = { ByName = {}, Ring = Ring:New(), avail = 0 }
self.Prio["NORMAL"] = { ByName = {}, Ring = Ring:New(), avail = 0 }
self.Prio["BULK"] = { ByName = {}, Ring = Ring:New(), avail = 0 }
end
-- v4: total send counters per priority
for _, Prio in pairs(self.Prio) do
Prio.nTotalSent = Prio.nTotalSent or 0
end
if not self.avail then
self.avail = 0 -- v5
end
if not self.nTotalSent then
self.nTotalSent = 0 -- v5
end
-- Set up a frame to get OnUpdate events
if not self.Frame then
self.Frame = CreateFrame("Frame")
self.Frame:Hide()
end
self.Frame:SetScript("OnUpdate", self.OnUpdate)
self.Frame:SetScript("OnEvent", self.OnEvent) -- v11: Monitor P_E_W so we can throttle hard for a few seconds
self.Frame:RegisterEvent("PLAYER_ENTERING_WORLD")
self.OnUpdateDelay = 0
self.LastAvailUpdate = GetTime()
self.HardThrottlingBeginTime = GetTime() -- v11: Throttle hard for a few seconds after startup
-- Hook SendChatMessage and SendAddonMessage so we can measure unpiped traffic and avoid overloads (v7)
if not self.securelyHooked then
-- Use secure hooks as of v16. Old regular hook support yanked out in v21.
self.securelyHooked = true
--SendChatMessage
hooksecurefunc("SendChatMessage", function(...)
return ChatThrottleLib.Hook_SendChatMessage(...)
end)
--SendAddonMessage
hooksecurefunc("SendAddonMessage", function(...)
return ChatThrottleLib.Hook_SendAddonMessage(...)
end)
end
self.nBypass = 0
end
-----------------------------------------------------------------------
-- ChatThrottleLib.Hook_SendChatMessage / .Hook_SendAddonMessage
local bMyTraffic = false
function ChatThrottleLib.Hook_SendChatMessage(text, chattype, language, destination, ...)
if bMyTraffic then
return
end
local self = ChatThrottleLib
local size = strlen(tostring(text or "")) + strlen(tostring(destination or "")) + self.MSG_OVERHEAD
self.avail = self.avail - size
self.nBypass = self.nBypass + size -- just a statistic
end
function ChatThrottleLib.Hook_SendAddonMessage(prefix, text, chattype, destination, ...)
if bMyTraffic then
return
end
local self = ChatThrottleLib
local size = tostring(text or ""):len() + tostring(prefix or ""):len();
size = size + tostring(destination or ""):len() + self.MSG_OVERHEAD
self.avail = self.avail - size
self.nBypass = self.nBypass + size -- just a statistic
end
-----------------------------------------------------------------------
-- ChatThrottleLib:UpdateAvail
-- Update self.avail with how much bandwidth is currently available
function ChatThrottleLib:UpdateAvail()
local now = GetTime()
local MAX_CPS = self.MAX_CPS;
local newavail = MAX_CPS * (now - self.LastAvailUpdate)
local avail = self.avail
if now - self.HardThrottlingBeginTime < 5 then
-- First 5 seconds after startup/zoning: VERY hard clamping to avoid irritating the server rate limiter, it seems very cranky then
avail = math_min(avail + (newavail*0.1), MAX_CPS*0.5)
self.bChoking = true
elseif GetFramerate() < self.MIN_FPS then -- GetFramerate call takes ~0.002 secs
avail = math_min(MAX_CPS, avail + newavail*0.5)
self.bChoking = true -- just a statistic
else
avail = math_min(self.BURST, avail + newavail)
self.bChoking = false
end
avail = math_max(avail, 0-(MAX_CPS*2)) -- Can go negative when someone is eating bandwidth past the lib. but we refuse to stay silent for more than 2 seconds; if they can do it, we can.
self.avail = avail
self.LastAvailUpdate = now
return avail
end
-----------------------------------------------------------------------
-- Despooling logic
-- Reminder:
-- - We have 3 Priorities, each containing a "Ring" construct ...
-- - ... made up of N "Pipe"s (1 for each destination/pipename)
-- - and each pipe contains messages
function ChatThrottleLib:Despool(Prio)
local ring = Prio.Ring
while ring.pos and Prio.avail > ring.pos[1].nSize do
local msg = table_remove(ring.pos, 1)
if not ring.pos[1] then -- did we remove last msg in this pipe?
local pipe = Prio.Ring.pos
Prio.Ring:Remove(pipe)
Prio.ByName[pipe.name] = nil
DelPipe(pipe)
else
Prio.Ring.pos = Prio.Ring.pos.next
end
local didSend=false
local lowerDest = strlower(msg[3] or "")
if lowerDest == "raid" and not UnitInRaid("player") then
-- do nothing
elseif lowerDest == "party" and GetNumPartyMembers() == 0 then
-- do nothing
else
Prio.avail = Prio.avail - msg.nSize
bMyTraffic = true
msg.f(unpack(msg, 1, msg.n))
bMyTraffic = false
Prio.nTotalSent = Prio.nTotalSent + msg.nSize
DelMsg(msg)
didSend = true
end
-- notify caller of delivery (even if we didn't send it)
if msg.callbackFn then
msg.callbackFn (msg.callbackArg, didSend)
end
-- USER CALLBACK MAY ERROR
end
end
function ChatThrottleLib.OnEvent(this,event)
-- v11: We know that the rate limiter is touchy after login. Assume that it's touchy after zoning, too.
local self = ChatThrottleLib
if event == "PLAYER_ENTERING_WORLD" then
self.HardThrottlingBeginTime = GetTime() -- Throttle hard for a few seconds after zoning
self.avail = 0
end
end
function ChatThrottleLib.OnUpdate(this,delay)
local self = ChatThrottleLib
self.OnUpdateDelay = self.OnUpdateDelay + delay
if self.OnUpdateDelay < 0.08 then
return
end
self.OnUpdateDelay = 0
self:UpdateAvail()
if self.avail < 0 then
return -- argh. some bastard is spewing stuff past the lib. just bail early to save cpu.
end
-- See how many of our priorities have queued messages (we only have 3, don't worry about the loop)
local n = 0
for prioname,Prio in pairs(self.Prio) do
if Prio.Ring.pos or Prio.avail < 0 then
n = n + 1
end
end
-- Anything queued still?
if n<1 then
-- Nope. Move spillover bandwidth to global availability gauge and clear self.bQueueing
for prioname, Prio in pairs(self.Prio) do
self.avail = self.avail + Prio.avail
Prio.avail = 0
end
self.bQueueing = false
self.Frame:Hide()
return
end
-- There's stuff queued. Hand out available bandwidth to priorities as needed and despool their queues
local avail = self.avail/n
self.avail = 0
for prioname, Prio in pairs(self.Prio) do
if Prio.Ring.pos or Prio.avail < 0 then
Prio.avail = Prio.avail + avail
if Prio.Ring.pos and Prio.avail > Prio.Ring.pos[1].nSize then
self:Despool(Prio)
-- Note: We might not get here if the user-supplied callback function errors out! Take care!
end
end
end
end
-----------------------------------------------------------------------
-- Spooling logic
function ChatThrottleLib:Enqueue(prioname, pipename, msg)
local Prio = self.Prio[prioname]
local pipe = Prio.ByName[pipename]
if not pipe then
self.Frame:Show()
pipe = NewPipe()
pipe.name = pipename
Prio.ByName[pipename] = pipe
Prio.Ring:Add(pipe)
end
pipe[#pipe + 1] = msg
self.bQueueing = true
end
function ChatThrottleLib:SendChatMessage(prio, prefix, text, chattype, language, destination, queueName, callbackFn, callbackArg)
if not self or not prio or not prefix or not text or not self.Prio[prio] then
error('Usage: ChatThrottleLib:SendChatMessage("{BULK||NORMAL||ALERT}", "prefix", "text"[, "chattype"[, "language"[, "destination"]]]', 2)
end
if callbackFn and type(callbackFn)~="function" then
error('ChatThrottleLib:ChatMessage(): callbackFn: expected function, got '..type(callbackFn), 2)
end
local nSize = text:len()
if nSize>255 then
error("ChatThrottleLib:SendChatMessage(): message length cannot exceed 255 bytes", 2)
end
nSize = nSize + self.MSG_OVERHEAD
-- Check if there's room in the global available bandwidth gauge to send directly
if not self.bQueueing and nSize < self:UpdateAvail() then
self.avail = self.avail - nSize
bMyTraffic = true
_G.SendChatMessage(text, chattype, language, destination)
bMyTraffic = false
self.Prio[prio].nTotalSent = self.Prio[prio].nTotalSent + nSize
if callbackFn then
callbackFn (callbackArg, true)
end
-- USER CALLBACK MAY ERROR
return
end
-- Message needs to be queued
local msg = NewMsg()
msg.f = _G.SendChatMessage
msg[1] = text
msg[2] = chattype or "SAY"
msg[3] = language
msg[4] = destination
msg.n = 4
msg.nSize = nSize
msg.callbackFn = callbackFn
msg.callbackArg = callbackArg
self:Enqueue(prio, queueName or (prefix..(chattype or "SAY")..(destination or "")), msg)
end
function ChatThrottleLib:SendAddonMessage(prio, prefix, text, chattype, target, queueName, callbackFn, callbackArg)
if not self or not prio or not prefix or not text or not chattype or not self.Prio[prio] then
error('Usage: ChatThrottleLib:SendAddonMessage("{BULK||NORMAL||ALERT}", "prefix", "text", "chattype"[, "target"])', 2)
end
if callbackFn and type(callbackFn)~="function" then
error('ChatThrottleLib:SendAddonMessage(): callbackFn: expected function, got '..type(callbackFn), 2)
end
local nSize = prefix:len() + 1 + text:len();
if nSize>255 then
error("ChatThrottleLib:SendAddonMessage(): prefix + message length cannot exceed 254 bytes", 2)
end
nSize = nSize + self.MSG_OVERHEAD;
-- Check if there's room in the global available bandwidth gauge to send directly
if not self.bQueueing and nSize < self:UpdateAvail() then
self.avail = self.avail - nSize
bMyTraffic = true
_G.SendAddonMessage(prefix, text, chattype, target)
bMyTraffic = false
self.Prio[prio].nTotalSent = self.Prio[prio].nTotalSent + nSize
if callbackFn then
callbackFn (callbackArg, true)
end
-- USER CALLBACK MAY ERROR
return
end
-- Message needs to be queued
local msg = NewMsg()
msg.f = _G.SendAddonMessage
msg[1] = prefix
msg[2] = text
msg[3] = chattype
msg[4] = target
msg.n = (target~=nil) and 4 or 3;
msg.nSize = nSize
msg.callbackFn = callbackFn
msg.callbackArg = callbackArg
self:Enqueue(prio, queueName or (prefix..chattype..(target or "")), msg)
end
-----------------------------------------------------------------------
-- Get the ball rolling!
ChatThrottleLib:Init()
--[[ WoWBench debugging snippet
if(WOWB_VER) then
local function SayTimer()
print("SAY: "..GetTime().." "..arg1)
end
ChatThrottleLib.Frame:SetScript("OnEvent", SayTimer)
ChatThrottleLib.Frame:RegisterEvent("CHAT_MSG_SAY")
end
]]
@@ -0,0 +1,250 @@
--- **AceConsole-3.0** provides registration facilities for slash commands.
-- You can register slash commands to your custom functions and use the `GetArgs` function to parse them
-- to your addons individual needs.
--
-- **AceConsole-3.0** can be embeded into your addon, either explicitly by calling AceConsole:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceConsole itself.\\
-- It is recommended to embed AceConsole, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceConsole.
-- @class file
-- @name AceConsole-3.0
-- @release $Id$
local MAJOR,MINOR = "AceConsole-3.0", 7
local AceConsole, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceConsole then return end -- No upgrade needed
AceConsole.embeds = AceConsole.embeds or {} -- table containing objects AceConsole is embedded in.
AceConsole.commands = AceConsole.commands or {} -- table containing commands registered
AceConsole.weakcommands = AceConsole.weakcommands or {} -- table containing self, command => func references for weak commands that don't persist through enable/disable
-- Lua APIs
local tconcat, tostring, select = table.concat, tostring, select
local type, pairs, error = type, pairs, error
local format, strfind, strsub = string.format, string.find, string.sub
local max = math.max
-- WoW APIs
local _G = _G
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: DEFAULT_CHAT_FRAME, SlashCmdList, hash_SlashCmdList
local tmp={}
local function Print(self,frame,...)
local n=0
if self ~= AceConsole then
n=n+1
tmp[n] = "|cff33ff99"..tostring( self ).."|r:"
end
for i=1, select("#", ...) do
n=n+1
tmp[n] = tostring(select(i, ...))
end
frame:AddMessage( tconcat(tmp," ",1,n) )
end
--- Print to DEFAULT_CHAT_FRAME or given ChatFrame (anything with an .AddMessage function)
-- @paramsig [chatframe ,] ...
-- @param chatframe Custom ChatFrame to print to (or any frame with an .AddMessage function)
-- @param ... List of any values to be printed
function AceConsole:Print(...)
local frame = ...
if type(frame) == "table" and frame.AddMessage then -- Is first argument something with an .AddMessage member?
return Print(self, frame, select(2,...))
else
return Print(self, DEFAULT_CHAT_FRAME, ...)
end
end
--- Formatted (using format()) print to DEFAULT_CHAT_FRAME or given ChatFrame (anything with an .AddMessage function)
-- @paramsig [chatframe ,] "format"[, ...]
-- @param chatframe Custom ChatFrame to print to (or any frame with an .AddMessage function)
-- @param format Format string - same syntax as standard Lua format()
-- @param ... Arguments to the format string
function AceConsole:Printf(...)
local frame = ...
if type(frame) == "table" and frame.AddMessage then -- Is first argument something with an .AddMessage member?
return Print(self, frame, format(select(2,...)))
else
return Print(self, DEFAULT_CHAT_FRAME, format(...))
end
end
--- Register a simple chat command
-- @param command Chat command to be registered WITHOUT leading "/"
-- @param func Function to call when the slash command is being used (funcref or methodname)
-- @param persist if false, the command will be soft disabled/enabled when aceconsole is used as a mixin (default: true)
function AceConsole:RegisterChatCommand( command, func, persist )
if type(command)~="string" then error([[Usage: AceConsole:RegisterChatCommand( "command", func[, persist ]): 'command' - expected a string]], 2) end
if persist==nil then persist=true end -- I'd rather have my addon's "/addon enable" around if the author screws up. Having some extra slash regged when it shouldnt be isn't as destructive. True is a better default. /Mikk
local name = "ACECONSOLE_"..command:upper()
if type( func ) == "string" then
SlashCmdList[name] = function(input, editBox)
self[func](self, input, editBox)
end
else
SlashCmdList[name] = func
end
_G["SLASH_"..name.."1"] = "/"..command:lower()
AceConsole.commands[command] = name
-- non-persisting commands are registered for enabling disabling
if not persist then
if not AceConsole.weakcommands[self] then AceConsole.weakcommands[self] = {} end
AceConsole.weakcommands[self][command] = func
end
return true
end
--- Unregister a chatcommand
-- @param command Chat command to be unregistered WITHOUT leading "/"
function AceConsole:UnregisterChatCommand( command )
local name = AceConsole.commands[command]
if name then
SlashCmdList[name] = nil
_G["SLASH_" .. name .. "1"] = nil
hash_SlashCmdList["/" .. command:upper()] = nil
AceConsole.commands[command] = nil
end
end
--- Get an iterator over all Chat Commands registered with AceConsole
-- @return Iterator (pairs) over all commands
function AceConsole:IterateChatCommands() return pairs(AceConsole.commands) end
local function nils(n, ...)
if n>1 then
return nil, nils(n-1, ...)
elseif n==1 then
return nil, ...
else
return ...
end
end
--- Retreive one or more space-separated arguments from a string.
-- Treats quoted strings and itemlinks as non-spaced.
-- @param str The raw argument string
-- @param numargs How many arguments to get (default 1)
-- @param startpos Where in the string to start scanning (default 1)
-- @return Returns arg1, arg2, ..., nextposition\\
-- Missing arguments will be returned as nils. 'nextposition' is returned as 1e9 at the end of the string.
function AceConsole:GetArgs(str, numargs, startpos)
numargs = numargs or 1
startpos = max(startpos or 1, 1)
local pos=startpos
-- find start of new arg
pos = strfind(str, "[^ ]", pos)
if not pos then -- whoops, end of string
return nils(numargs, 1e9)
end
if numargs<1 then
return pos
end
-- quoted or space separated? find out which pattern to use
local delim_or_pipe
local ch = strsub(str, pos, pos)
if ch=='"' then
pos = pos + 1
delim_or_pipe='([|"])'
elseif ch=="'" then
pos = pos + 1
delim_or_pipe="([|'])"
else
delim_or_pipe="([| ])"
end
startpos = pos
while true do
-- find delimiter or hyperlink
local ch,_
pos,_,ch = strfind(str, delim_or_pipe, pos)
if not pos then break end
if ch=="|" then
-- some kind of escape
if strsub(str,pos,pos+1)=="|H" then
-- It's a |H....|hhyper link!|h
pos=strfind(str, "|h", pos+2) -- first |h
if not pos then break end
pos=strfind(str, "|h", pos+2) -- second |h
if not pos then break end
elseif strsub(str,pos, pos+1) == "|T" then
-- It's a |T....|t texture
pos=strfind(str, "|t", pos+2)
if not pos then break end
end
pos=pos+2 -- skip past this escape (last |h if it was a hyperlink)
else
-- found delimiter, done with this arg
return strsub(str, startpos, pos-1), AceConsole:GetArgs(str, numargs-1, pos+1)
end
end
-- search aborted, we hit end of string. return it all as one argument. (yes, even if it's an unterminated quote or hyperlink)
return strsub(str, startpos), nils(numargs-1, 1e9)
end
--- embedding and embed handling
local mixins = {
"Print",
"Printf",
"RegisterChatCommand",
"UnregisterChatCommand",
"GetArgs",
}
-- Embeds AceConsole into the target object making the functions from the mixins list available on target:..
-- @param target target object to embed AceBucket in
function AceConsole:Embed( target )
for k, v in pairs( mixins ) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
function AceConsole:OnEmbedEnable( target )
if AceConsole.weakcommands[target] then
for command, func in pairs( AceConsole.weakcommands[target] ) do
target:RegisterChatCommand( command, func, false, true ) -- nonpersisting and silent registry
end
end
end
function AceConsole:OnEmbedDisable( target )
if AceConsole.weakcommands[target] then
for command, func in pairs( AceConsole.weakcommands[target] ) do
target:UnregisterChatCommand( command ) -- TODO: this could potentially unregister a command from another application in case of command conflicts. Do we care?
end
end
end
for addon in pairs(AceConsole.embeds) do
AceConsole:Embed(addon)
end
@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceConsole-3.0.lua"/>
</Ui>
@@ -0,0 +1,741 @@
--- **AceDB-3.0** manages the SavedVariables of your addon.
-- It offers profile management, smart defaults and namespaces for modules.\\
-- Data can be saved in different data-types, depending on its intended usage.
-- The most common data-type is the `profile` type, which allows the user to choose
-- the active profile, and manage the profiles of all of his characters.\\
-- The following data types are available:
-- * **char** Character-specific data. Every character has its own database.
-- * **realm** Realm-specific data. All of the players characters on the same realm share this database.
-- * **class** Class-specific data. All of the players characters of the same class share this database.
-- * **race** Race-specific data. All of the players characters of the same race share this database.
-- * **faction** Faction-specific data. All of the players characters of the same faction share this database.
-- * **factionrealm** Faction and realm specific data. All of the players characters on the same realm and of the same faction share this database.
-- * **locale** Locale specific data, based on the locale of the players game client.
-- * **global** Global Data. All characters on the same account share this database.
-- * **profile** Profile-specific data. All characters using the same profile share this database. The user can control which profile should be used.
--
-- Creating a new Database using the `:New` function will return a new DBObject. A database will inherit all functions
-- of the DBObjectLib listed here. \\
-- If you create a new namespaced child-database (`:RegisterNamespace`), you'll get a DBObject as well, but note
-- that the child-databases cannot individually change their profile, and are linked to their parents profile - and because of that,
-- the profile related APIs are not available. Only `:RegisterDefaults` and `:ResetProfile` are available on child-databases.
--
-- For more details on how to use AceDB-3.0, see the [[AceDB-3.0 Tutorial]].
--
-- You may also be interested in [[libdualspec-1-0|LibDualSpec-1.0]] to do profile switching automatically when switching specs.
--
-- @usage
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("DBExample")
--
-- -- declare defaults to be used in the DB
-- local defaults = {
-- profile = {
-- setting = true,
-- }
-- }
--
-- function MyAddon:OnInitialize()
-- -- Assuming the .toc says ## SavedVariables: MyAddonDB
-- self.db = LibStub("AceDB-3.0"):New("MyAddonDB", defaults, true)
-- end
-- @class file
-- @name AceDB-3.0.lua
-- @release $Id$
local ACEDB_MAJOR, ACEDB_MINOR = "AceDB-3.0", 27
local AceDB = LibStub:NewLibrary(ACEDB_MAJOR, ACEDB_MINOR)
if not AceDB then return end -- No upgrade needed
-- Lua APIs
local type, pairs, next, error = type, pairs, next, error
local setmetatable, rawset, rawget = setmetatable, rawset, rawget
-- WoW APIs
local _G = _G
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: LibStub
AceDB.db_registry = AceDB.db_registry or {}
AceDB.frame = AceDB.frame or CreateFrame("Frame")
local CallbackHandler
local CallbackDummy = { Fire = function() end }
local DBObjectLib = {}
--[[-------------------------------------------------------------------------
AceDB Utility Functions
---------------------------------------------------------------------------]]
-- Simple shallow copy for copying defaults
local function copyTable(src, dest)
if type(dest) ~= "table" then dest = {} end
if type(src) == "table" then
for k,v in pairs(src) do
if type(v) == "table" then
-- try to index the key first so that the metatable creates the defaults, if set, and use that table
v = copyTable(v, dest[k])
end
dest[k] = v
end
end
return dest
end
-- Called to add defaults to a section of the database
--
-- When a ["*"] default section is indexed with a new key, a table is returned
-- and set in the host table. These tables must be cleaned up by removeDefaults
-- in order to ensure we don't write empty default tables.
local function copyDefaults(dest, src)
-- this happens if some value in the SV overwrites our default value with a non-table
--if type(dest) ~= "table" then return end
for k, v in pairs(src) do
if k == "*" or k == "**" then
if type(v) == "table" then
-- This is a metatable used for table defaults
local mt = {
-- This handles the lookup and creation of new subtables
__index = function(t,k)
if k == nil then return nil end
local tbl = {}
copyDefaults(tbl, v)
rawset(t, k, tbl)
return tbl
end,
}
setmetatable(dest, mt)
-- handle already existing tables in the SV
for dk, dv in pairs(dest) do
if not rawget(src, dk) and type(dv) == "table" then
copyDefaults(dv, v)
end
end
else
-- Values are not tables, so this is just a simple return
local mt = {__index = function(t,k) return k~=nil and v or nil end}
setmetatable(dest, mt)
end
elseif type(v) == "table" then
if not rawget(dest, k) then rawset(dest, k, {}) end
if type(dest[k]) == "table" then
copyDefaults(dest[k], v)
if src['**'] then
copyDefaults(dest[k], src['**'])
end
end
else
if rawget(dest, k) == nil then
rawset(dest, k, v)
end
end
end
end
-- Called to remove all defaults in the default table from the database
local function removeDefaults(db, defaults, blocker)
-- remove all metatables from the db, so we don't accidentally create new sub-tables through them
setmetatable(db, nil)
-- loop through the defaults and remove their content
for k,v in pairs(defaults) do
if k == "*" or k == "**" then
if type(v) == "table" then
-- Loop through all the actual k,v pairs and remove
for key, value in pairs(db) do
if type(value) == "table" then
-- if the key was not explicitly specified in the defaults table, just strip everything from * and ** tables
if defaults[key] == nil and (not blocker or blocker[key] == nil) then
removeDefaults(value, v)
-- if the table is empty afterwards, remove it
if next(value) == nil then
db[key] = nil
end
-- if it was specified, only strip ** content, but block values which were set in the key table
elseif k == "**" then
removeDefaults(value, v, defaults[key])
end
end
end
elseif k == "*" then
-- check for non-table default
for key, value in pairs(db) do
if defaults[key] == nil and v == value then
db[key] = nil
end
end
end
elseif type(v) == "table" and type(db[k]) == "table" then
-- if a blocker was set, dive into it, to allow multi-level defaults
removeDefaults(db[k], v, blocker and blocker[k])
if next(db[k]) == nil then
db[k] = nil
end
else
-- check if the current value matches the default, and that its not blocked by another defaults table
if db[k] == defaults[k] and (not blocker or blocker[k] == nil) then
db[k] = nil
end
end
end
end
-- This is called when a table section is first accessed, to set up the defaults
local function initSection(db, section, svstore, key, defaults)
local sv = rawget(db, "sv")
local tableCreated
if not sv[svstore] then sv[svstore] = {} end
if not sv[svstore][key] then
sv[svstore][key] = {}
tableCreated = true
end
local tbl = sv[svstore][key]
if defaults then
copyDefaults(tbl, defaults)
end
rawset(db, section, tbl)
return tableCreated, tbl
end
-- Metatable to handle the dynamic creation of sections and copying of sections.
local dbmt = {
__index = function(t, section)
local keys = rawget(t, "keys")
local key = keys[section]
if key then
local defaultTbl = rawget(t, "defaults")
local defaults = defaultTbl and defaultTbl[section]
if section == "profile" then
local new = initSection(t, section, "profiles", key, defaults)
if new then
-- Callback: OnNewProfile, database, newProfileKey
t.callbacks:Fire("OnNewProfile", t, key)
end
elseif section == "profiles" then
local sv = rawget(t, "sv")
if not sv.profiles then sv.profiles = {} end
rawset(t, "profiles", sv.profiles)
elseif section == "global" then
local sv = rawget(t, "sv")
if not sv.global then sv.global = {} end
if defaults then
copyDefaults(sv.global, defaults)
end
rawset(t, section, sv.global)
else
initSection(t, section, section, key, defaults)
end
end
return rawget(t, section)
end
}
local function validateDefaults(defaults, keyTbl, offset)
if not defaults then return end
offset = offset or 0
for k in pairs(defaults) do
if not keyTbl[k] or k == "profiles" then
error(("Usage: AceDBObject:RegisterDefaults(defaults): '%s' is not a valid datatype."):format(k), 3 + offset)
end
end
end
local preserve_keys = {
["callbacks"] = true,
["RegisterCallback"] = true,
["UnregisterCallback"] = true,
["UnregisterAllCallbacks"] = true,
["children"] = true,
}
local realmKey = GetRealmName()
local charKey = UnitName("player") .. " - " .. realmKey
local _, classKey = UnitClass("player")
local _, raceKey = UnitRace("player")
local factionKey = UnitFactionGroup("player")
local factionrealmKey = factionKey .. " - " .. realmKey
local factionrealmregionKey = factionrealmKey .. " - " .. string.sub(GetCVar("realmList"), 1, 2):upper()
local localeKey = GetLocale():lower()
-- Actual database initialization function
local function initdb(sv, defaults, defaultProfile, olddb, parent)
-- Generate the database keys for each section
-- map "true" to our "Default" profile
if defaultProfile == true then defaultProfile = "Default" end
local profileKey
if not parent then
-- Make a container for profile keys
if not sv.profileKeys then sv.profileKeys = {} end
-- Try to get the profile selected from the char db
profileKey = sv.profileKeys[charKey] or defaultProfile or charKey
-- save the selected profile for later
sv.profileKeys[charKey] = profileKey
else
-- Use the profile of the parents DB
profileKey = parent.keys.profile or defaultProfile or charKey
-- clear the profileKeys in the DB, namespaces don't need to store them
sv.profileKeys = nil
end
-- This table contains keys that enable the dynamic creation
-- of each section of the table. The 'global' and 'profiles'
-- have a key of true, since they are handled in a special case
local keyTbl= {
["char"] = charKey,
["realm"] = realmKey,
["class"] = classKey,
["race"] = raceKey,
["faction"] = factionKey,
["factionrealm"] = factionrealmKey,
["factionrealmregion"] = factionrealmregionKey,
["profile"] = profileKey,
["locale"] = localeKey,
["global"] = true,
["profiles"] = true,
}
validateDefaults(defaults, keyTbl, 1)
-- This allows us to use this function to reset an entire database
-- Clear out the old database
if olddb then
for k,v in pairs(olddb) do if not preserve_keys[k] then olddb[k] = nil end end
end
-- Give this database the metatable so it initializes dynamically
local db = setmetatable(olddb or {}, dbmt)
if not rawget(db, "callbacks") then
-- try to load CallbackHandler-1.0 if it loaded after our library
if not CallbackHandler then CallbackHandler = LibStub:GetLibrary("CallbackHandler-1.0", true) end
db.callbacks = CallbackHandler and CallbackHandler:New(db) or CallbackDummy
end
-- Copy methods locally into the database object, to avoid hitting
-- the metatable when calling methods
if not parent then
for name, func in pairs(DBObjectLib) do
db[name] = func
end
else
-- hack this one in
db.RegisterDefaults = DBObjectLib.RegisterDefaults
db.ResetProfile = DBObjectLib.ResetProfile
end
-- Set some properties in the database object
db.profiles = sv.profiles
db.keys = keyTbl
db.sv = sv
--db.sv_name = name
db.defaults = defaults
db.parent = parent
-- store the DB in the registry
AceDB.db_registry[db] = true
return db
end
-- handle PLAYER_LOGOUT
-- strip all defaults from all databases
-- and cleans up empty sections
local function logoutHandler(frame, event)
if event == "PLAYER_LOGOUT" then
for db in pairs(AceDB.db_registry) do
db.callbacks:Fire("OnDatabaseShutdown", db)
db:RegisterDefaults(nil)
-- cleanup sections that are empty without defaults
local sv = rawget(db, "sv")
for section in pairs(db.keys) do
if rawget(sv, section) then
-- global is special, all other sections have sub-entrys
-- also don't delete empty profiles on main dbs, only on namespaces
if section ~= "global" and (section ~= "profiles" or rawget(db, "parent")) then
for key in pairs(sv[section]) do
if not next(sv[section][key]) then
sv[section][key] = nil
end
end
end
if not next(sv[section]) then
sv[section] = nil
end
end
end
end
end
end
AceDB.frame:RegisterEvent("PLAYER_LOGOUT")
AceDB.frame:SetScript("OnEvent", logoutHandler)
--[[-------------------------------------------------------------------------
AceDB Object Method Definitions
---------------------------------------------------------------------------]]
--- Sets the defaults table for the given database object by clearing any
-- that are currently set, and then setting the new defaults.
-- @param defaults A table of defaults for this database
function DBObjectLib:RegisterDefaults(defaults)
if defaults and type(defaults) ~= "table" then
error(("Usage: AceDBObject:RegisterDefaults(defaults): 'defaults' - table or nil expected, got %q."):format(type(defaults)), 2)
end
validateDefaults(defaults, self.keys)
-- Remove any currently set defaults
if self.defaults then
for section,key in pairs(self.keys) do
if self.defaults[section] and rawget(self, section) then
removeDefaults(self[section], self.defaults[section])
end
end
end
-- Set the DBObject.defaults table
self.defaults = defaults
-- Copy in any defaults, only touching those sections already created
if defaults then
for section,key in pairs(self.keys) do
if defaults[section] and rawget(self, section) then
copyDefaults(self[section], defaults[section])
end
end
end
end
--- Changes the profile of the database and all of it's namespaces to the
-- supplied named profile
-- @param name The name of the profile to set as the current profile
function DBObjectLib:SetProfile(name)
if type(name) ~= "string" then
error(("Usage: AceDBObject:SetProfile(name): 'name' - string expected, got %q."):format(type(name)), 2)
end
-- changing to the same profile, dont do anything
if name == self.keys.profile then return end
local oldProfile = self.profile
local defaults = self.defaults and self.defaults.profile
-- Callback: OnProfileShutdown, database
self.callbacks:Fire("OnProfileShutdown", self)
if oldProfile and defaults then
-- Remove the defaults from the old profile
removeDefaults(oldProfile, defaults)
end
self.profile = nil
self.keys["profile"] = name
-- if the storage exists, save the new profile
-- this won't exist on namespaces.
if self.sv.profileKeys then
self.sv.profileKeys[charKey] = name
end
-- populate to child namespaces
if self.children then
for _, db in pairs(self.children) do
DBObjectLib.SetProfile(db, name)
end
end
-- Callback: OnProfileChanged, database, newProfileKey
self.callbacks:Fire("OnProfileChanged", self, name)
end
--- Returns a table with the names of the existing profiles in the database.
-- You can optionally supply a table to re-use for this purpose.
-- @param tbl A table to store the profile names in (optional)
function DBObjectLib:GetProfiles(tbl)
if tbl and type(tbl) ~= "table" then
error(("Usage: AceDBObject:GetProfiles(tbl): 'tbl' - table or nil expected, got %q."):format(type(tbl)), 2)
end
-- Clear the container table
if tbl then
for k,v in pairs(tbl) do tbl[k] = nil end
else
tbl = {}
end
local curProfile = self.keys.profile
local i = 0
for profileKey in pairs(self.profiles) do
i = i + 1
tbl[i] = profileKey
if curProfile and profileKey == curProfile then curProfile = nil end
end
-- Add the current profile, if it hasn't been created yet
if curProfile then
i = i + 1
tbl[i] = curProfile
end
return tbl, i
end
--- Returns the current profile name used by the database
function DBObjectLib:GetCurrentProfile()
return self.keys.profile
end
--- Deletes a named profile. This profile must not be the active profile.
-- @param name The name of the profile to be deleted
-- @param silent If true, do not raise an error when the profile does not exist
function DBObjectLib:DeleteProfile(name, silent)
if type(name) ~= "string" then
error(("Usage: AceDBObject:DeleteProfile(name): 'name' - string expected, got %q."):format(type(name)), 2)
end
if self.keys.profile == name then
error(("Cannot delete the active profile (%q) in an AceDBObject."):format(name), 2)
end
if not rawget(self.profiles, name) and not silent then
error(("Cannot delete profile %q as it does not exist."):format(name), 2)
end
self.profiles[name] = nil
-- populate to child namespaces
if self.children then
for _, db in pairs(self.children) do
DBObjectLib.DeleteProfile(db, name, true)
end
end
-- switch all characters that use this profile back to the default
if self.sv.profileKeys then
for key, profile in pairs(self.sv.profileKeys) do
if profile == name then
self.sv.profileKeys[key] = nil
end
end
end
-- Callback: OnProfileDeleted, database, profileKey
self.callbacks:Fire("OnProfileDeleted", self, name)
end
--- Copies a named profile into the current profile, overwriting any conflicting
-- settings.
-- @param name The name of the profile to be copied into the current profile
-- @param silent If true, do not raise an error when the profile does not exist
function DBObjectLib:CopyProfile(name, silent)
if type(name) ~= "string" then
error(("Usage: AceDBObject:CopyProfile(name): 'name' - string expected, got %q."):format(type(name)), 2)
end
if name == self.keys.profile then
error(("Cannot have the same source and destination profiles (%q)."):format(name), 2)
end
if not rawget(self.profiles, name) and not silent then
error(("Cannot copy profile %q as it does not exist."):format(name), 2)
end
-- Reset the profile before copying
DBObjectLib.ResetProfile(self, nil, true)
local profile = self.profile
local source = self.profiles[name]
copyTable(source, profile)
-- populate to child namespaces
if self.children then
for _, db in pairs(self.children) do
DBObjectLib.CopyProfile(db, name, true)
end
end
-- Callback: OnProfileCopied, database, sourceProfileKey
self.callbacks:Fire("OnProfileCopied", self, name)
end
--- Resets the current profile to the default values (if specified).
-- @param noChildren if set to true, the reset will not be populated to the child namespaces of this DB object
-- @param noCallbacks if set to true, won't fire the OnProfileReset callback
function DBObjectLib:ResetProfile(noChildren, noCallbacks)
local profile = self.profile
for k,v in pairs(profile) do
profile[k] = nil
end
local defaults = self.defaults and self.defaults.profile
if defaults then
copyDefaults(profile, defaults)
end
-- populate to child namespaces
if self.children and not noChildren then
for _, db in pairs(self.children) do
DBObjectLib.ResetProfile(db, nil, noCallbacks)
end
end
-- Callback: OnProfileReset, database
if not noCallbacks then
self.callbacks:Fire("OnProfileReset", self)
end
end
--- Resets the entire database, using the string defaultProfile as the new default
-- profile.
-- @param defaultProfile The profile name to use as the default
function DBObjectLib:ResetDB(defaultProfile)
if defaultProfile and type(defaultProfile) ~= "string" then
error(("Usage: AceDBObject:ResetDB(defaultProfile): 'defaultProfile' - string or nil expected, got %q."):format(type(defaultProfile)), 2)
end
local sv = self.sv
for k,v in pairs(sv) do
sv[k] = nil
end
initdb(sv, self.defaults, defaultProfile, self)
-- fix the child namespaces
if self.children then
if not sv.namespaces then sv.namespaces = {} end
for name, db in pairs(self.children) do
if not sv.namespaces[name] then sv.namespaces[name] = {} end
initdb(sv.namespaces[name], db.defaults, self.keys.profile, db, self)
end
end
-- Callback: OnDatabaseReset, database
self.callbacks:Fire("OnDatabaseReset", self)
-- Callback: OnProfileChanged, database, profileKey
self.callbacks:Fire("OnProfileChanged", self, self.keys["profile"])
return self
end
--- Creates a new database namespace, directly tied to the database. This
-- is a full scale database in it's own rights other than the fact that
-- it cannot control its profile individually
-- @param name The name of the new namespace
-- @param defaults A table of values to use as defaults
function DBObjectLib:RegisterNamespace(name, defaults)
if type(name) ~= "string" then
error(("Usage: AceDBObject:RegisterNamespace(name, defaults): 'name' - string expected, got %q."):format(type(name)), 2)
end
if defaults and type(defaults) ~= "table" then
error(("Usage: AceDBObject:RegisterNamespace(name, defaults): 'defaults' - table or nil expected, got %q."):format(type(defaults)), 2)
end
if self.children and self.children[name] then
error(("Usage: AceDBObject:RegisterNamespace(name, defaults): 'name' - a namespace called %q already exists."):format(name), 2)
end
local sv = self.sv
if not sv.namespaces then sv.namespaces = {} end
if not sv.namespaces[name] then
sv.namespaces[name] = {}
end
local newDB = initdb(sv.namespaces[name], defaults, self.keys.profile, nil, self)
if not self.children then self.children = {} end
self.children[name] = newDB
return newDB
end
--- Returns an already existing namespace from the database object.
-- @param name The name of the new namespace
-- @param silent if true, the addon is optional, silently return nil if its not found
-- @usage
-- local namespace = self.db:GetNamespace('namespace')
-- @return the namespace object if found
function DBObjectLib:GetNamespace(name, silent)
if type(name) ~= "string" then
error(("Usage: AceDBObject:GetNamespace(name): 'name' - string expected, got %q."):format(type(name)), 2)
end
if not silent and not (self.children and self.children[name]) then
error(("Usage: AceDBObject:GetNamespace(name): 'name' - namespace %q does not exist."):format(name), 2)
end
if not self.children then self.children = {} end
return self.children[name]
end
--[[-------------------------------------------------------------------------
AceDB Exposed Methods
---------------------------------------------------------------------------]]
--- Creates a new database object that can be used to handle database settings and profiles.
-- By default, an empty DB is created, using a character specific profile.
--
-- You can override the default profile used by passing any profile name as the third argument,
-- or by passing //true// as the third argument to use a globally shared profile called "Default".
--
-- Note that there is no token replacement in the default profile name, passing a defaultProfile as "char"
-- will use a profile named "char", and not a character-specific profile.
-- @param tbl The name of variable, or table to use for the database
-- @param defaults A table of database defaults
-- @param defaultProfile The name of the default profile. If not set, a character specific profile will be used as the default.
-- You can also pass //true// to use a shared global profile called "Default".
-- @usage
-- -- Create an empty DB using a character-specific default profile.
-- self.db = LibStub("AceDB-3.0"):New("MyAddonDB")
-- @usage
-- -- Create a DB using defaults and using a shared default profile
-- self.db = LibStub("AceDB-3.0"):New("MyAddonDB", defaults, true)
function AceDB:New(tbl, defaults, defaultProfile)
if type(tbl) == "string" then
local name = tbl
tbl = _G[name]
if not tbl then
tbl = {}
_G[name] = tbl
end
end
if type(tbl) ~= "table" then
error(("Usage: AceDB:New(tbl, defaults, defaultProfile): 'tbl' - table expected, got %q."):format(type(tbl)), 2)
end
if defaults and type(defaults) ~= "table" then
error(("Usage: AceDB:New(tbl, defaults, defaultProfile): 'defaults' - table expected, got %q."):format(type(defaults)), 2)
end
if defaultProfile and type(defaultProfile) ~= "string" and defaultProfile ~= true then
error(("Usage: AceDB:New(tbl, defaults, defaultProfile): 'defaultProfile' - string or true expected, got %q."):format(type(defaultProfile)), 2)
end
return initdb(tbl, defaults, defaultProfile)
end
-- upgrade existing databases
for db in pairs(AceDB.db_registry) do
if not db.parent then
for name,func in pairs(DBObjectLib) do
db[name] = func
end
else
db.RegisterDefaults = DBObjectLib.RegisterDefaults
db.ResetProfile = DBObjectLib.ResetProfile
end
end
@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceDB-3.0.lua"/>
</Ui>
@@ -0,0 +1,126 @@
--- AceEvent-3.0 provides event registration and secure dispatching.
-- All dispatching is done using **CallbackHandler-1.0**. AceEvent is a simple wrapper around
-- CallbackHandler, and dispatches all game events or addon message to the registrees.
--
-- **AceEvent-3.0** can be embeded into your addon, either explicitly by calling AceEvent:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceEvent itself.\\
-- It is recommended to embed AceEvent, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceEvent.
-- @class file
-- @name AceEvent-3.0
-- @release $Id$
local CallbackHandler = LibStub("CallbackHandler-1.0")
local MAJOR, MINOR = "AceEvent-3.0", 4
local AceEvent = LibStub:NewLibrary(MAJOR, MINOR)
if not AceEvent then return end
-- Lua APIs
local pairs = pairs
AceEvent.frame = AceEvent.frame or CreateFrame("Frame", "AceEvent30Frame") -- our event frame
AceEvent.embeds = AceEvent.embeds or {} -- what objects embed this lib
-- APIs and registry for blizzard events, using CallbackHandler lib
if not AceEvent.events then
AceEvent.events = CallbackHandler:New(AceEvent,
"RegisterEvent", "UnregisterEvent", "UnregisterAllEvents")
end
function AceEvent.events:OnUsed(target, eventname)
AceEvent.frame:RegisterEvent(eventname)
end
function AceEvent.events:OnUnused(target, eventname)
AceEvent.frame:UnregisterEvent(eventname)
end
-- APIs and registry for IPC messages, using CallbackHandler lib
if not AceEvent.messages then
AceEvent.messages = CallbackHandler:New(AceEvent,
"RegisterMessage", "UnregisterMessage", "UnregisterAllMessages"
)
AceEvent.SendMessage = AceEvent.messages.Fire
end
--- embedding and embed handling
local mixins = {
"RegisterEvent", "UnregisterEvent",
"RegisterMessage", "UnregisterMessage",
"SendMessage",
"UnregisterAllEvents", "UnregisterAllMessages",
}
--- Register for a Blizzard Event.
-- The callback will be called with the optional `arg` as the first argument (if supplied), and the event name as the second (or first, if no arg was supplied)
-- Any arguments to the event will be passed on after that.
-- @name AceEvent:RegisterEvent
-- @class function
-- @paramsig event[, callback [, arg]]
-- @param event The event to register for
-- @param callback The callback function to call when the event is triggered (funcref or method, defaults to a method with the event name)
-- @param arg An optional argument to pass to the callback function
--- Unregister an event.
-- @name AceEvent:UnregisterEvent
-- @class function
-- @paramsig event
-- @param event The event to unregister
--- Register for a custom AceEvent-internal message.
-- The callback will be called with the optional `arg` as the first argument (if supplied), and the event name as the second (or first, if no arg was supplied)
-- Any arguments to the event will be passed on after that.
-- @name AceEvent:RegisterMessage
-- @class function
-- @paramsig message[, callback [, arg]]
-- @param message The message to register for
-- @param callback The callback function to call when the message is triggered (funcref or method, defaults to a method with the event name)
-- @param arg An optional argument to pass to the callback function
--- Unregister a message
-- @name AceEvent:UnregisterMessage
-- @class function
-- @paramsig message
-- @param message The message to unregister
--- Send a message over the AceEvent-3.0 internal message system to other addons registered for this message.
-- @name AceEvent:SendMessage
-- @class function
-- @paramsig message, ...
-- @param message The message to send
-- @param ... Any arguments to the message
-- Embeds AceEvent into the target object making the functions from the mixins list available on target:..
-- @param target target object to embed AceEvent in
function AceEvent:Embed(target)
for k, v in pairs(mixins) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
-- AceEvent:OnEmbedDisable( target )
-- target (object) - target object that is being disabled
--
-- Unregister all events messages etc when the target disables.
-- this method should be called by the target manually or by an addon framework
function AceEvent:OnEmbedDisable(target)
target:UnregisterAllEvents()
target:UnregisterAllMessages()
end
-- Script to fire blizzard events into the event listeners
local events = AceEvent.events
AceEvent.frame:SetScript("OnEvent", function(this, event, ...)
events:Fire(event, ...)
end)
--- Finally: upgrade our old embeds
for target, v in pairs(AceEvent.embeds) do
AceEvent:Embed(target)
end
@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceEvent-3.0.lua"/>
</Ui>
@@ -0,0 +1,511 @@
--- **AceHook-3.0** offers safe Hooking/Unhooking of functions, methods and frame scripts.
-- Using AceHook-3.0 is recommended when you need to unhook your hooks again, so the hook chain isn't broken
-- when you manually restore the original function.
--
-- **AceHook-3.0** can be embeded into your addon, either explicitly by calling AceHook:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceHook itself.\\
-- It is recommended to embed AceHook, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceHook.
-- @class file
-- @name AceHook-3.0
-- @release $Id$
local ACEHOOK_MAJOR, ACEHOOK_MINOR = "AceHook-3.0", 8
local AceHook, oldminor = LibStub:NewLibrary(ACEHOOK_MAJOR, ACEHOOK_MINOR)
if not AceHook then return end -- No upgrade needed
AceHook.embeded = AceHook.embeded or {}
AceHook.registry = AceHook.registry or setmetatable({}, {__index = function(tbl, key) tbl[key] = {} return tbl[key] end })
AceHook.handlers = AceHook.handlers or {}
AceHook.actives = AceHook.actives or {}
AceHook.scripts = AceHook.scripts or {}
AceHook.onceSecure = AceHook.onceSecure or {}
AceHook.hooks = AceHook.hooks or {}
-- local upvalues
local registry = AceHook.registry
local handlers = AceHook.handlers
local actives = AceHook.actives
local scripts = AceHook.scripts
local onceSecure = AceHook.onceSecure
-- Lua APIs
local pairs, next, type = pairs, next, type
local format = string.format
local assert, error = assert, error
-- WoW APIs
local issecurevariable, hooksecurefunc = issecurevariable, hooksecurefunc
local _G = _G
-- functions for later definition
local donothing, createHook, hook
local protectedScripts = {
OnClick = true,
}
-- upgrading of embeded is done at the bottom of the file
local mixins = {
"Hook", "SecureHook",
"HookScript", "SecureHookScript",
"Unhook", "UnhookAll",
"IsHooked",
"RawHook", "RawHookScript"
}
-- AceHook:Embed( target )
-- target (object) - target object to embed AceHook in
--
-- Embeds AceEevent into the target object making the functions from the mixins list available on target:..
function AceHook:Embed( target )
for k, v in pairs( mixins ) do
target[v] = self[v]
end
self.embeded[target] = true
-- inject the hooks table safely
target.hooks = target.hooks or {}
return target
end
-- AceHook:OnEmbedDisable( target )
-- target (object) - target object that is being disabled
--
-- Unhooks all hooks when the target disables.
-- this method should be called by the target manually or by an addon framework
function AceHook:OnEmbedDisable( target )
target:UnhookAll()
end
function createHook(self, handler, orig, secure, failsafe)
local uid
local method = type(handler) == "string"
if failsafe and not secure then
-- failsafe hook creation
uid = function(...)
if actives[uid] then
if method then
self[handler](self, ...)
else
handler(...)
end
end
return orig(...)
end
-- /failsafe hook
else
-- all other hooks
uid = function(...)
if actives[uid] then
if method then
return self[handler](self, ...)
else
return handler(...)
end
elseif not secure then -- backup on non secure
return orig(...)
end
end
-- /hook
end
return uid
end
function donothing() end
function hook(self, obj, method, handler, script, secure, raw, forceSecure, usage)
if not handler then handler = method end
-- These asserts make sure AceHooks's devs play by the rules.
assert(not script or type(script) == "boolean")
assert(not secure or type(secure) == "boolean")
assert(not raw or type(raw) == "boolean")
assert(not forceSecure or type(forceSecure) == "boolean")
assert(usage)
-- Error checking Battery!
if obj and type(obj) ~= "table" then
error(format("%s: 'object' - nil or table expected got %s", usage, type(obj)), 3)
end
if type(method) ~= "string" then
error(format("%s: 'method' - string expected got %s", usage, type(method)), 3)
end
if type(handler) ~= "string" and type(handler) ~= "function" then
error(format("%s: 'handler' - nil, string, or function expected got %s", usage, type(handler)), 3)
end
if type(handler) == "string" and type(self[handler]) ~= "function" then
error(format("%s: 'handler' - Handler specified does not exist at self[handler]", usage), 3)
end
if script then
if not obj or not obj.GetScript or not obj:HasScript(method) then
error(format("%s: You can only hook a script on a frame object", usage), 3)
end
if not secure and obj.IsProtected and obj:IsProtected() and protectedScripts[method] then
error(format("Cannot hook secure script %q; Use SecureHookScript(obj, method, [handler]) instead.", method), 3)
end
else
local issecure
if obj then
issecure = onceSecure[obj] and onceSecure[obj][method] or issecurevariable(obj, method)
else
issecure = onceSecure[method] or issecurevariable(method)
end
if issecure then
if forceSecure then
if obj then
onceSecure[obj] = onceSecure[obj] or {}
onceSecure[obj][method] = true
else
onceSecure[method] = true
end
elseif not secure then
error(format("%s: Attempt to hook secure function %s. Use `SecureHook' or add `true' to the argument list to override.", usage, method), 3)
end
end
end
local uid
if obj then
uid = registry[self][obj] and registry[self][obj][method]
else
uid = registry[self][method]
end
if uid then
if actives[uid] then
-- Only two sane choices exist here. We either a) error 100% of the time or b) always unhook and then hook
-- choice b would likely lead to odd debuging conditions or other mysteries so we're going with a.
error(format("Attempting to rehook already active hook %s.", method))
end
if handlers[uid] == handler then -- turn on a decative hook, note enclosures break this ability, small memory leak
actives[uid] = true
return
elseif obj then -- is there any reason not to call unhook instead of doing the following several lines?
if self.hooks and self.hooks[obj] then
self.hooks[obj][method] = nil
end
registry[self][obj][method] = nil
else
if self.hooks then
self.hooks[method] = nil
end
registry[self][method] = nil
end
handlers[uid], actives[uid], scripts[uid] = nil, nil, nil
uid = nil
end
local orig
if script then
orig = obj:GetScript(method) or donothing
elseif obj then
orig = obj[method]
else
orig = _G[method]
end
if not orig then
error(format("%s: Attempting to hook a non existing target", usage), 3)
end
uid = createHook(self, handler, orig, secure, not (raw or secure))
if obj then
self.hooks[obj] = self.hooks[obj] or {}
registry[self][obj] = registry[self][obj] or {}
registry[self][obj][method] = uid
if not secure then
self.hooks[obj][method] = orig
end
if script then
if not secure then
obj:SetScript(method, uid)
else
obj:HookScript(method, uid)
end
else
if not secure then
obj[method] = uid
else
hooksecurefunc(obj, method, uid)
end
end
else
registry[self][method] = uid
if not secure then
_G[method] = uid
self.hooks[method] = orig
else
hooksecurefunc(method, uid)
end
end
actives[uid], handlers[uid], scripts[uid] = true, handler, script and true or nil
end
--- Hook a function or a method on an object.
-- The hook created will be a "safe hook", that means that your handler will be called
-- before the hooked function ("Pre-Hook"), and you don't have to call the original function yourself,
-- however you cannot stop the execution of the function, or modify any of the arguments/return values.\\
-- This type of hook is typically used if you need to know if some function got called, and don't want to modify it.
-- @paramsig [object], method, [handler], [hookSecure]
-- @param object The object to hook a method from
-- @param method If object was specified, the name of the method, or the name of the function to hook.
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked function)
-- @param hookSecure If true, AceHook will allow hooking of secure functions.
-- @usage
-- -- create an addon with AceHook embeded
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("HookDemo", "AceHook-3.0")
--
-- function MyAddon:OnEnable()
-- -- Hook ActionButton_UpdateHotkeys, overwriting the secure status
-- self:Hook("ActionButton_UpdateHotkeys", true)
-- end
--
-- function MyAddon:ActionButton_UpdateHotkeys(button, type)
-- print(button:GetName() .. " is updating its HotKey")
-- end
function AceHook:Hook(object, method, handler, hookSecure)
if type(object) == "string" then
method, handler, hookSecure, object = object, method, handler, nil
end
if handler == true then
handler, hookSecure = nil, true
end
hook(self, object, method, handler, false, false, false, hookSecure or false, "Usage: Hook([object], method, [handler], [hookSecure])")
end
--- RawHook a function or a method on an object.
-- The hook created will be a "raw hook", that means that your handler will completly replace
-- the original function, and your handler has to call the original function (or not, depending on your intentions).\\
-- The original function will be stored in `self.hooks[object][method]` or `self.hooks[functionName]` respectively.\\
-- This type of hook can be used for all purposes, and is usually the most common case when you need to modify arguments
-- or want to control execution of the original function.
-- @paramsig [object], method, [handler], [hookSecure]
-- @param object The object to hook a method from
-- @param method If object was specified, the name of the method, or the name of the function to hook.
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked function)
-- @param hookSecure If true, AceHook will allow hooking of secure functions.
-- @usage
-- -- create an addon with AceHook embeded
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("HookDemo", "AceHook-3.0")
--
-- function MyAddon:OnEnable()
-- -- Hook ActionButton_UpdateHotkeys, overwriting the secure status
-- self:RawHook("ActionButton_UpdateHotkeys", true)
-- end
--
-- function MyAddon:ActionButton_UpdateHotkeys(button, type)
-- if button:GetName() == "MyButton" then
-- -- do stuff here
-- else
-- self.hooks.ActionButton_UpdateHotkeys(button, type)
-- end
-- end
function AceHook:RawHook(object, method, handler, hookSecure)
if type(object) == "string" then
method, handler, hookSecure, object = object, method, handler, nil
end
if handler == true then
handler, hookSecure = nil, true
end
hook(self, object, method, handler, false, false, true, hookSecure or false, "Usage: RawHook([object], method, [handler], [hookSecure])")
end
--- SecureHook a function or a method on an object.
-- This function is a wrapper around the `hooksecurefunc` function in the WoW API. Using AceHook
-- extends the functionality of secure hooks, and adds the ability to unhook once the hook isn't
-- required anymore, or the addon is being disabled.\\
-- Secure Hooks should be used if the secure-status of the function is vital to its function,
-- and taint would block execution. Secure Hooks are always called after the original function was called
-- ("Post Hook"), and you cannot modify the arguments, return values or control the execution.
-- @paramsig [object], method, [handler]
-- @param object The object to hook a method from
-- @param method If object was specified, the name of the method, or the name of the function to hook.
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked function)
function AceHook:SecureHook(object, method, handler)
if type(object) == "string" then
method, handler, object = object, method, nil
end
hook(self, object, method, handler, false, true, false, false, "Usage: SecureHook([object], method, [handler])")
end
--- Hook a script handler on a frame.
-- The hook created will be a "safe hook", that means that your handler will be called
-- before the hooked script ("Pre-Hook"), and you don't have to call the original function yourself,
-- however you cannot stop the execution of the function, or modify any of the arguments/return values.\\
-- This is the frame script equivalent of the :Hook safe-hook. It would typically be used to be notified
-- when a certain event happens to a frame.
-- @paramsig frame, script, [handler]
-- @param frame The Frame to hook the script on
-- @param script The script to hook
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked script)
-- @usage
-- -- create an addon with AceHook embeded
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("HookDemo", "AceHook-3.0")
--
-- function MyAddon:OnEnable()
-- -- Hook the OnShow of FriendsFrame
-- self:HookScript(FriendsFrame, "OnShow", "FriendsFrameOnShow")
-- end
--
-- function MyAddon:FriendsFrameOnShow(frame)
-- print("The FriendsFrame was shown!")
-- end
function AceHook:HookScript(frame, script, handler)
hook(self, frame, script, handler, true, false, false, false, "Usage: HookScript(object, method, [handler])")
end
--- RawHook a script handler on a frame.
-- The hook created will be a "raw hook", that means that your handler will completly replace
-- the original script, and your handler has to call the original script (or not, depending on your intentions).\\
-- The original script will be stored in `self.hooks[frame][script]`.\\
-- This type of hook can be used for all purposes, and is usually the most common case when you need to modify arguments
-- or want to control execution of the original script.
-- @paramsig frame, script, [handler]
-- @param frame The Frame to hook the script on
-- @param script The script to hook
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked script)
-- @usage
-- -- create an addon with AceHook embeded
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("HookDemo", "AceHook-3.0")
--
-- function MyAddon:OnEnable()
-- -- Hook the OnShow of FriendsFrame
-- self:RawHookScript(FriendsFrame, "OnShow", "FriendsFrameOnShow")
-- end
--
-- function MyAddon:FriendsFrameOnShow(frame)
-- -- Call the original function
-- self.hooks[frame].OnShow(frame)
-- -- Do our processing
-- -- .. stuff
-- end
function AceHook:RawHookScript(frame, script, handler)
hook(self, frame, script, handler, true, false, true, false, "Usage: RawHookScript(object, method, [handler])")
end
--- SecureHook a script handler on a frame.
-- This function is a wrapper around the `frame:HookScript` function in the WoW API. Using AceHook
-- extends the functionality of secure hooks, and adds the ability to unhook once the hook isn't
-- required anymore, or the addon is being disabled.\\
-- Secure Hooks should be used if the secure-status of the function is vital to its function,
-- and taint would block execution. Secure Hooks are always called after the original function was called
-- ("Post Hook"), and you cannot modify the arguments, return values or control the execution.
-- @paramsig frame, script, [handler]
-- @param frame The Frame to hook the script on
-- @param script The script to hook
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked script)
function AceHook:SecureHookScript(frame, script, handler)
hook(self, frame, script, handler, true, true, false, false, "Usage: SecureHookScript(object, method, [handler])")
end
--- Unhook from the specified function, method or script.
-- @paramsig [obj], method
-- @param obj The object or frame to unhook from
-- @param method The name of the method, function or script to unhook from.
function AceHook:Unhook(obj, method)
local usage = "Usage: Unhook([obj], method)"
if type(obj) == "string" then
method, obj = obj, nil
end
if obj and type(obj) ~= "table" then
error(format("%s: 'obj' - expecting nil or table got %s", usage, type(obj)), 2)
end
if type(method) ~= "string" then
error(format("%s: 'method' - expeting string got %s", usage, type(method)), 2)
end
local uid
if obj then
uid = registry[self][obj] and registry[self][obj][method]
else
uid = registry[self][method]
end
if not uid or not actives[uid] then
-- Declining to error on an unneeded unhook since the end effect is the same and this would just be annoying.
return false
end
actives[uid], handlers[uid] = nil, nil
if obj then
registry[self][obj][method] = nil
registry[self][obj] = next(registry[self][obj]) and registry[self][obj] or nil
-- if the hook reference doesnt exist, then its a secure hook, just bail out and dont do any unhooking
if not self.hooks[obj] or not self.hooks[obj][method] then return true end
if scripts[uid] and obj:GetScript(method) == uid then -- unhooks scripts
obj:SetScript(method, self.hooks[obj][method] ~= donothing and self.hooks[obj][method] or nil)
scripts[uid] = nil
elseif obj and self.hooks[obj] and self.hooks[obj][method] and obj[method] == uid then -- unhooks methods
obj[method] = self.hooks[obj][method]
end
self.hooks[obj][method] = nil
self.hooks[obj] = next(self.hooks[obj]) and self.hooks[obj] or nil
else
registry[self][method] = nil
-- if self.hooks[method] doesn't exist, then this is a SecureHook, just bail out
if not self.hooks[method] then return true end
if self.hooks[method] and _G[method] == uid then -- unhooks functions
_G[method] = self.hooks[method]
end
self.hooks[method] = nil
end
return true
end
--- Unhook all existing hooks for this addon.
function AceHook:UnhookAll()
for key, value in pairs(registry[self]) do
if type(key) == "table" then
for method in pairs(value) do
self:Unhook(key, method)
end
else
self:Unhook(key)
end
end
end
--- Check if the specific function, method or script is already hooked.
-- @paramsig [obj], method
-- @param obj The object or frame to unhook from
-- @param method The name of the method, function or script to unhook from.
function AceHook:IsHooked(obj, method)
-- we don't check if registry[self] exists, this is done by evil magicks in the metatable
if type(obj) == "string" then
if registry[self][obj] and actives[registry[self][obj]] then
return true, handlers[registry[self][obj]]
end
else
if registry[self][obj] and registry[self][obj][method] and actives[registry[self][obj][method]] then
return true, handlers[registry[self][obj][method]]
end
end
return false, nil
end
--- Upgrade our old embeded
for target, v in pairs( AceHook.embeded ) do
AceHook:Embed( target )
end
@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceHook-3.0.lua"/>
</Ui>
@@ -0,0 +1,143 @@
--- **AceLocale-3.0** manages localization in addons, allowing for multiple locale to be registered with fallback to the base locale for untranslated strings.
-- @class file
-- @name AceLocale-3.0
-- @release $Id$
local MAJOR,MINOR = "AceLocale-3.0-ElvUI", 6
local AceLocale, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceLocale then return end -- no upgrade needed
-- Lua APIs
local assert, tostring, error = assert, tostring, error
local getmetatable, setmetatable, rawset, rawget = getmetatable, setmetatable, rawset, rawget
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: GAME_LOCALE, geterrorhandler
local gameLocale = GetLocale()
if gameLocale == "enGB" then
gameLocale = "enUS"
end
AceLocale.apps = AceLocale.apps or {} -- array of ["AppName"]=localetableref
AceLocale.appnames = AceLocale.appnames or {} -- array of [localetableref]="AppName"
-- This metatable is used on all tables returned from GetLocale
local readmeta = {
__index = function(self, key) -- requesting totally unknown entries: fire off a nonbreaking error and return key
rawset(self, key, key) -- only need to see the warning once, really
geterrorhandler()(MAJOR..": "..tostring(AceLocale.appnames[self])..": Missing entry for '"..tostring(key).."'")
return key
end
}
-- This metatable is used on all tables returned from GetLocale if the silent flag is true, it does not issue a warning on unknown keys
local readmetasilent = {
__index = function(self, key) -- requesting totally unknown entries: return key
rawset(self, key, key) -- only need to invoke this function once
return key
end
}
-- Remember the locale table being registered right now (it gets set by :NewLocale())
-- NOTE: Do never try to register 2 locale tables at once and mix their definition.
local registering
-- local assert false function
local assertfalse = function() assert(false) end
-- This metatable proxy is used when registering nondefault locales
local writeproxy = setmetatable({}, {
__newindex = function(self, key, value)
rawset(registering, key, value == true and key or value) -- assigning values: replace 'true' with key string
end,
__index = assertfalse
})
-- This metatable proxy is used when registering the default locale.
-- It refuses to overwrite existing values
-- Reason 1: Allows loading locales in any order
-- Reason 2: If 2 modules have the same string, but only the first one to be
-- loaded has a translation for the current locale, the translation
-- doesn't get overwritten.
--
local writedefaultproxy = setmetatable({}, {
__newindex = function(self, key, value)
if not rawget(registering, key) then
rawset(registering, key, value == true and key or value)
end
end,
__index = assertfalse
})
--- Register a new locale (or extend an existing one) for the specified application.
-- :NewLocale will return a table you can fill your locale into, or nil if the locale isn't needed for the players
-- game locale.
-- @paramsig application, locale[, isDefault[, silent]]
-- @param application Unique name of addon / module
-- @param locale Name of the locale to register, e.g. "enUS", "deDE", etc.
-- @param isDefault If this is the default locale being registered (your addon is written in this language, generally enUS)
-- @param silent If true, the locale will not issue warnings for missing keys. Must be set on the first locale registered. If set to "raw", nils will be returned for unknown keys (no metatable used).
-- @usage
-- -- enUS.lua
-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "enUS", true)
-- L["string1"] = true
--
-- -- deDE.lua
-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "deDE")
-- if not L then return end
-- L["string1"] = "Zeichenkette1"
-- @return Locale Table to add localizations to, or nil if the current locale is not required.
function AceLocale:NewLocale(application, locale, isDefault, silent)
local app = AceLocale.apps[application]
if silent and app and getmetatable(app) ~= readmetasilent then
geterrorhandler()("Usage: NewLocale(application, locale[, isDefault[, silent]]): 'silent' must be specified for the first locale registered")
end
if not app then
if silent=="raw" then
app = {}
else
app = setmetatable({}, silent and readmetasilent or readmeta)
end
AceLocale.apps[application] = app
AceLocale.appnames[app] = application
end
-- ElvUI block
if (not app[locale]) or (app[locale] and type(app[locale]) ~= 'table') then
-- app[locale] = setmetatable({}, silent and readmetasilent or readmeta) -- To find missing keys
app[locale] = setmetatable({}, readmetasilent)
end
registering = app[locale] -- remember globally for writeproxy and writedefaultproxy
-- end block
if isDefault then
return writedefaultproxy
end
return writeproxy
end
--- Returns localizations for the current locale (or default locale if translations are missing).
-- Errors if nothing is registered (spank developer, not just a missing translation)
-- @param application Unique name of addon / module
-- @param silent If true, the locale is optional, silently return nil if it's not found (defaults to false, optional)
-- @return The locale table for the current language.
--- Modified by ElvUI to add `locale` as second arg
function AceLocale:GetLocale(application, locale, silent)
if type(locale) == "boolean" then
silent = locale
locale = gameLocale
end
if not silent and not AceLocale.apps[application] then
error("Usage: GetLocale(application[,locale[, silent]]): 'application' - No locales registered for '"..tostring(application).."'", 2)
end
return AceLocale.apps[application][locale] or AceLocale.apps[application][gameLocale] -- Just in case the table doesn't exist it reverts to default
end
@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceLocale-3.0.lua"/>
</Ui>
@@ -0,0 +1,281 @@
--- **AceSerializer-3.0** can serialize any variable (except functions or userdata) into a string format,
-- that can be send over the addon comm channel. AceSerializer was designed to keep all data intact, especially
-- very large numbers or floating point numbers, and table structures. The only caveat currently is, that multiple
-- references to the same table will be send individually.
--
-- **AceSerializer-3.0** can be embeded into your addon, either explicitly by calling AceSerializer:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceSerializer itself.\\
-- It is recommended to embed AceSerializer, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceSerializer.
-- @class file
-- @name AceSerializer-3.0
-- @release $Id$
local MAJOR,MINOR = "AceSerializer-3.0", 3
local AceSerializer, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceSerializer then return end
-- Lua APIs
local strbyte, strchar, gsub, gmatch, format = string.byte, string.char, string.gsub, string.gmatch, string.format
local assert, error, pcall = assert, error, pcall
local type, tostring, tonumber = type, tostring, tonumber
local pairs, select, frexp = pairs, select, math.frexp
local tconcat = table.concat
-- quick copies of string representations of wonky numbers
local serNaN = tostring(0/0)
local serInf = tostring(1/0)
local serNegInf = tostring(-1/0)
-- Serialization functions
local function SerializeStringHelper(ch) -- Used by SerializeValue for strings
-- We use \126 ("~") as an escape character for all nonprints plus a few more
local n = strbyte(ch)
if n==30 then -- v3 / ticket 115: catch a nonprint that ends up being "~^" when encoded... DOH
return "\126\122"
elseif n<=32 then -- nonprint + space
return "\126"..strchar(n+64)
elseif n==94 then -- value separator
return "\126\125"
elseif n==126 then -- our own escape character
return "\126\124"
elseif n==127 then -- nonprint (DEL)
return "\126\123"
else
assert(false) -- can't be reached if caller uses a sane regex
end
end
local function SerializeValue(v, res, nres)
-- We use "^" as a value separator, followed by one byte for type indicator
local t=type(v)
if t=="string" then -- ^S = string (escaped to remove nonprints, "^"s, etc)
res[nres+1] = "^S"
res[nres+2] = gsub(v,"[%c \94\126\127]", SerializeStringHelper)
nres=nres+2
elseif t=="number" then -- ^N = number (just tostring()ed) or ^F (float components)
local str = tostring(v)
if tonumber(str)==v or str==serNaN or str==serInf or str==serNegInf then
-- translates just fine, transmit as-is
res[nres+1] = "^N"
res[nres+2] = str
nres=nres+2
else
local m,e = frexp(v)
res[nres+1] = "^F"
res[nres+2] = format("%.0f",m*2^53) -- force mantissa to become integer (it's originally 0.5--0.9999)
res[nres+3] = "^f"
res[nres+4] = tostring(e-53) -- adjust exponent to counteract mantissa manipulation
nres=nres+4
end
elseif t=="table" then -- ^T...^t = table (list of key,value pairs)
nres=nres+1
res[nres] = "^T"
for k,v in pairs(v) do
nres = SerializeValue(k, res, nres)
nres = SerializeValue(v, res, nres)
end
nres=nres+1
res[nres] = "^t"
elseif t=="boolean" then -- ^B = true, ^b = false
nres=nres+1
if v then
res[nres] = "^B" -- true
else
res[nres] = "^b" -- false
end
elseif t=="nil" then -- ^Z = nil (zero, "N" was taken :P)
nres=nres+1
res[nres] = "^Z"
else
error(MAJOR..": Cannot serialize a value of type '"..t.."'") -- can't produce error on right level, this is wildly recursive
end
return nres
end
local serializeTbl = { "^1" } -- "^1" = Hi, I'm data serialized by AceSerializer protocol rev 1
--- Serialize the data passed into the function.
-- Takes a list of values (strings, numbers, booleans, nils, tables)
-- and returns it in serialized form (a string).\\
-- May throw errors on invalid data types.
-- @param ... List of values to serialize
-- @return The data in its serialized form (string)
function AceSerializer:Serialize(...)
local nres = 1
for i=1,select("#", ...) do
local v = select(i, ...)
nres = SerializeValue(v, serializeTbl, nres)
end
serializeTbl[nres+1] = "^^" -- "^^" = End of serialized data
return tconcat(serializeTbl, "", 1, nres+1)
end
-- Deserialization functions
local function DeserializeStringHelper(escape)
if escape<"~\122" then
return strchar(strbyte(escape,2,2)-64)
elseif escape=="~\122" then -- v3 / ticket 115: special case encode since 30+64=94 ("^") - OOPS.
return "\030"
elseif escape=="~\123" then
return "\127"
elseif escape=="~\124" then
return "\126"
elseif escape=="~\125" then
return "\94"
end
error("DeserializeStringHelper got called for '"..escape.."'?!?") -- can't be reached unless regex is screwed up
end
local function DeserializeNumberHelper(number)
if number == serNaN then
return 0/0
elseif number == serNegInf then
return -1/0
elseif number == serInf then
return 1/0
else
return tonumber(number)
end
end
-- DeserializeValue: worker function for :Deserialize()
-- It works in two modes:
-- Main (top-level) mode: Deserialize a list of values and return them all
-- Recursive (table) mode: Deserialize only a single value (_may_ of course be another table with lots of subvalues in it)
--
-- The function _always_ works recursively due to having to build a list of values to return
--
-- Callers are expected to pcall(DeserializeValue) to trap errors
local function DeserializeValue(iter,single,ctl,data)
if not single then
ctl,data = iter()
end
if not ctl then
error("Supplied data misses AceSerializer terminator ('^^')")
end
if ctl=="^^" then
-- ignore extraneous data
return
end
local res
if ctl=="^S" then
res = gsub(data, "~.", DeserializeStringHelper)
elseif ctl=="^N" then
res = DeserializeNumberHelper(data)
if not res then
error("Invalid serialized number: '"..tostring(data).."'")
end
elseif ctl=="^F" then -- ^F<mantissa>^f<exponent>
local ctl2,e = iter()
if ctl2~="^f" then
error("Invalid serialized floating-point number, expected '^f', not '"..tostring(ctl2).."'")
end
local m=tonumber(data)
e=tonumber(e)
if not (m and e) then
error("Invalid serialized floating-point number, expected mantissa and exponent, got '"..tostring(m).."' and '"..tostring(e).."'")
end
res = m*(2^e)
elseif ctl=="^B" then -- yeah yeah ignore data portion
res = true
elseif ctl=="^b" then -- yeah yeah ignore data portion
res = false
elseif ctl=="^Z" then -- yeah yeah ignore data portion
res = nil
elseif ctl=="^T" then
-- ignore ^T's data, future extensibility?
res = {}
local k,v
while true do
ctl,data = iter()
if ctl=="^t" then break end -- ignore ^t's data
k = DeserializeValue(iter,true,ctl,data)
if k==nil then
error("Invalid AceSerializer table format (no table end marker)")
end
ctl,data = iter()
v = DeserializeValue(iter,true,ctl,data)
if v==nil then
error("Invalid AceSerializer table format (no table end marker)")
end
res[k]=v
end
else
error("Invalid AceSerializer control code '"..ctl.."'")
end
if not single then
return res,DeserializeValue(iter)
else
return res
end
end
--- Deserializes the data into its original values.
-- Accepts serialized data, ignoring all control characters and whitespace.
-- @param str The serialized data (from :Serialize)
-- @return true followed by a list of values, OR false followed by an error message
function AceSerializer:Deserialize(str)
str = gsub(str, "[%c ]", "") -- ignore all control characters; nice for embedding in email and stuff
local iter = gmatch(str, "(^.)([^^]*)") -- Any ^x followed by string of non-^
local ctl,data = iter()
if not ctl or ctl~="^1" then
-- we purposefully ignore the data portion of the start code, it can be used as an extension mechanism
return false, "Supplied data is not AceSerializer data (rev 1)"
end
return pcall(DeserializeValue, iter)
end
----------------------------------------
-- Base library stuff
----------------------------------------
AceSerializer.internals = { -- for test scripts
SerializeValue = SerializeValue,
SerializeStringHelper = SerializeStringHelper,
}
local mixins = {
"Serialize",
"Deserialize",
}
AceSerializer.embeds = AceSerializer.embeds or {}
function AceSerializer:Embed(target)
for k, v in pairs(mixins) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
-- Update embeds
for target, v in pairs(AceSerializer.embeds) do
AceSerializer:Embed(target)
end
@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceSerializer-3.0.lua"/>
</Ui>
@@ -0,0 +1,327 @@
--- **AceTimer-3.0** provides a central facility for registering timers.
-- AceTimer supports one-shot timers and repeating timers. All timers are stored in an efficient
-- data structure that allows easy dispatching and fast rescheduling. Timers can be registered
-- or canceled at any time, even from within a running timer, without conflict or large overhead.\\
-- AceTimer is currently limited to firing timers at a frequency of 0.01s.
--
-- All `:Schedule` functions will return a handle to the current timer, which you will need to store if you
-- need to cancel the timer you just registered.
--
-- **AceTimer-3.0** can be embeded into your addon, either explicitly by calling AceTimer:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceTimer itself.\\
-- It is recommended to embed AceTimer, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceTimer.
-- @class file
-- @name AceTimer-3.0
-- @release $Id$
local MAJOR, MINOR = "AceTimer-3.0", 1017 -- Bump minor on changes
local AceTimer, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceTimer then return end -- No upgrade needed
AceTimer.frame = AceTimer.frame or CreateFrame("Frame", "AceTimer30Frame")
AceTimer.activeTimers = AceTimer.activeTimers or {} -- Active timer list
local activeTimers = AceTimer.activeTimers -- Upvalue our private data
-- Lua APIs
local assert, loadstring, rawset, tconcat = assert, loadstring, rawset, table.concat
local type, unpack, next, error, select = type, unpack, next, error, select
-- WoW APIs
local GetTime = GetTime
--[[
xpcall safecall implementation
]]
local xpcall = xpcall
local function errorhandler(err)
return geterrorhandler()(err)
end
local function CreateDispatcher(argCount)
local code = [[
local xpcall, eh = ...
local method, ARGS
local function call() return method(ARGS) end
local function dispatch(func, ...)
method = func
if not method then return end
ARGS = ...
return xpcall(call, eh)
end
return dispatch
]]
local ARGS = {}
for i = 1, argCount do ARGS[i] = "arg"..i end
code = code:gsub("ARGS", tconcat(ARGS, ", "))
return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(xpcall, errorhandler)
end
local Dispatchers = setmetatable({}, {__index=function(self, argCount)
local dispatcher = CreateDispatcher(argCount)
rawset(self, argCount, dispatcher)
return dispatcher
end})
Dispatchers[0] = function(func)
return xpcall(func, errorhandler)
end
local function safecall(func, ...)
return Dispatchers[select("#", ...)](func, ...)
end
local function new(self, loop, func, delay, ...)
if delay < 0.01 then
delay = 0.01 -- Restrict to the lowest time
end
local timer = {
object = self,
func = func,
looping = loop,
argsCount = select("#", ...),
delay = delay,
timeleft = delay,
ends = GetTime() + delay,
...
}
activeTimers[timer] = timer
return timer
end
--- Schedule a new one-shot timer.
-- The timer will fire once in `delay` seconds, unless canceled before.
-- @param callback Callback function for the timer pulse (funcref or method name).
-- @param delay Delay for the timer, in seconds.
-- @param ... An optional, unlimited amount of arguments to pass to the callback function.
-- @usage
-- MyAddOn = LibStub("AceAddon-3.0"):NewAddon("MyAddOn", "AceTimer-3.0")
--
-- function MyAddOn:OnEnable()
-- self:ScheduleTimer("TimerFeedback", 5)
-- end
--
-- function MyAddOn:TimerFeedback()
-- print("5 seconds passed")
-- end
function AceTimer:ScheduleTimer(func, delay, ...)
if not func or not delay then
error(MAJOR..": ScheduleTimer(callback, delay, args...): 'callback' and 'delay' must have set values.", 2)
end
if type(func) == "string" then
if type(self) ~= "table" then
error(MAJOR..": ScheduleTimer(callback, delay, args...): 'self' - must be a table.", 2)
elseif not self[func] then
error(MAJOR..": ScheduleTimer(callback, delay, args...): Tried to register '"..func.."' as the callback, but it doesn't exist in the module.", 2)
end
end
return new(self, nil, func, delay, ...)
end
--- Schedule a repeating timer.
-- The timer will fire every `delay` seconds, until canceled.
-- @param callback Callback function for the timer pulse (funcref or method name).
-- @param delay Delay for the timer, in seconds.
-- @param ... An optional, unlimited amount of arguments to pass to the callback function.
-- @usage
-- MyAddOn = LibStub("AceAddon-3.0"):NewAddon("MyAddOn", "AceTimer-3.0")
--
-- function MyAddOn:OnEnable()
-- self.timerCount = 0
-- self.testTimer = self:ScheduleRepeatingTimer("TimerFeedback", 5)
-- end
--
-- function MyAddOn:TimerFeedback()
-- self.timerCount = self.timerCount + 1
-- print(("%d seconds passed"):format(5 * self.timerCount))
-- -- run 30 seconds in total
-- if self.timerCount == 6 then
-- self:CancelTimer(self.testTimer)
-- end
-- end
function AceTimer:ScheduleRepeatingTimer(func, delay, ...)
if not func or not delay then
error(MAJOR..": ScheduleRepeatingTimer(callback, delay, args...): 'callback' and 'delay' must have set values.", 2)
end
if type(func) == "string" then
if type(self) ~= "table" then
error(MAJOR..": ScheduleRepeatingTimer(callback, delay, args...): 'self' - must be a table.", 2)
elseif not self[func] then
error(MAJOR..": ScheduleRepeatingTimer(callback, delay, args...): Tried to register '"..func.."' as the callback, but it doesn't exist in the module.", 2)
end
end
return new(self, true, func, delay, ...)
end
--- Cancels a timer with the given id, registered by the same addon object as used for `:ScheduleTimer`
-- Both one-shot and repeating timers can be canceled with this function, as long as the `id` is valid
-- and the timer has not fired yet or was canceled before.
-- @param id The id of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer`
function AceTimer:CancelTimer(id)
local timer = activeTimers[id]
if not timer then
return false
else
timer.cancelled = true
activeTimers[id] = nil
return true
end
end
--- Cancels all timers registered to the current addon object ('self')
function AceTimer:CancelAllTimers()
for k,v in next, activeTimers do
if v.object == self then
AceTimer.CancelTimer(self, k)
end
end
end
--- Returns the time left for a timer with the given id, registered by the current addon object ('self').
-- This function will return 0 when the id is invalid.
-- @param id The id of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer`
-- @return The time left on the timer.
function AceTimer:TimeLeft(id)
local timer = activeTimers[id]
if not timer then
return 0
else
return timer.ends - GetTime()
end
end
-- ---------------------------------------------------------------------
-- Upgrading
-- Upgrade from old hash-bucket based timers to C_Timer.After timers.
if oldminor and oldminor < 10 then
-- disable old timer logic
AceTimer.frame:SetScript("OnUpdate", nil)
AceTimer.frame:SetScript("OnEvent", nil)
AceTimer.frame:UnregisterAllEvents()
-- convert timers
for object,timers in next, AceTimer.selfs do
for handle,timer in next, timers do
if type(timer) == "table" and timer.callback then
local newTimer
if timer.delay then
newTimer = AceTimer.ScheduleRepeatingTimer(timer.object, timer.callback, timer.delay, timer.arg)
else
newTimer = AceTimer.ScheduleTimer(timer.object, timer.callback, timer.when - GetTime(), timer.arg)
end
-- Use the old handle for old timers
activeTimers[newTimer] = nil
activeTimers[handle] = newTimer
newTimer.handle = handle
end
end
end
AceTimer.selfs = nil
AceTimer.hash = nil
AceTimer.debug = nil
elseif oldminor and oldminor < 17 then
-- Upgrade from old animation based timers to C_Timer.After timers.
AceTimer.inactiveTimers = nil
local oldTimers = AceTimer.activeTimers
-- Clear old timer table and update upvalue
AceTimer.activeTimers = {}
activeTimers = AceTimer.activeTimers
for handle, timer in next, oldTimers do
local newTimer
-- Stop the old timer animation
local duration, elapsed = timer:GetDuration(), timer:GetElapsed()
timer:GetParent():Stop()
if timer.looping then
newTimer = AceTimer.ScheduleRepeatingTimer(timer.object, timer.func, duration, unpack(timer.args, 1, timer.argsCount))
else
newTimer = AceTimer.ScheduleTimer(timer.object, timer.func, duration - elapsed, unpack(timer.args, 1, timer.argsCount))
end
-- Use the old handle for old timers
activeTimers[newTimer] = nil
activeTimers[handle] = newTimer
newTimer.handle = handle
end
-- Migrate transitional handles
if oldminor < 13 and AceTimer.hashCompatTable then
for handle, id in next, AceTimer.hashCompatTable do
local t = activeTimers[id]
if t then
activeTimers[id] = nil
activeTimers[handle] = t
t.handle = handle
end
end
AceTimer.hashCompatTable = nil
end
end
-- ---------------------------------------------------------------------
-- Embed handling
AceTimer.embeds = AceTimer.embeds or {}
local mixins = {
"ScheduleTimer", "ScheduleRepeatingTimer",
"CancelTimer", "CancelAllTimers",
"TimeLeft"
}
function AceTimer:Embed(target)
AceTimer.embeds[target] = true
for _,v in next, mixins do
target[v] = AceTimer[v]
end
return target
end
-- AceTimer:OnEmbedDisable(target)
-- target (object) - target object that AceTimer is embedded in.
--
-- cancel all timers registered for the object
function AceTimer:OnEmbedDisable(target)
target:CancelAllTimers()
end
for addon in next, AceTimer.embeds do
AceTimer:Embed(addon)
end
AceTimer.frame:SetScript("OnUpdate", function(self, elapsed)
for _, timer in next, activeTimers do
if not timer.cancelled then
if timer.timeleft > elapsed then
timer.timeleft = timer.timeleft - elapsed
else
if type(timer.func) == "string" then
-- We manually set the unpack count to prevent issues with an arg set that contains nil and ends with nil
-- e.g. local t = {1, 2, nil, 3, nil} print(#t) will result in 2, instead of 5. This fixes said issue.
safecall(timer.object[timer.func], timer.object, unpack(timer, 1, timer.argsCount))
else
safecall(timer.func, unpack(timer, 1, timer.argsCount))
end
if timer.looping and not timer.cancelled then
-- Compensate delay to get a perfect average delay, even if individual times don't match up perfectly
-- due to fps differences
local time = GetTime()
local delay = timer.delay - (time - timer.ends)
-- Ensure the delay doesn't go below the threshold
if delay < 0.01 then delay = 0.01 end
timer.ends = time + delay
timer.timeleft = timer.delay
else
activeTimers[timer.handle or timer] = nil
end
end
end
end
end)
@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceTimer-3.0.lua"/>
</Ui>
@@ -0,0 +1,238 @@
--[[ $Id: CallbackHandler-1.0.lua 18 2014-10-16 02:52:20Z mikk $ ]]
local MAJOR, MINOR = "CallbackHandler-1.0", 6
local CallbackHandler = LibStub:NewLibrary(MAJOR, MINOR)
if not CallbackHandler then return end -- No upgrade needed
local meta = {__index = function(tbl, key) tbl[key] = {} return tbl[key] end}
-- Lua APIs
local tconcat = table.concat
local assert, error, loadstring = assert, error, loadstring
local setmetatable, rawset, rawget = setmetatable, rawset, rawget
local next, select, pairs, type, tostring = next, select, pairs, type, tostring
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: geterrorhandler
local xpcall = xpcall
local function errorhandler(err)
return geterrorhandler()(err)
end
local function CreateDispatcher(argCount)
local code = [[
local next, xpcall, eh = ...
local method, ARGS
local function call() method(ARGS) end
local function dispatch(handlers, ...)
local index
index, method = next(handlers)
if not method then return end
local OLD_ARGS = ARGS
ARGS = ...
repeat
xpcall(call, eh)
index, method = next(handlers, index)
until not method
ARGS = OLD_ARGS
end
return dispatch
]]
local ARGS, OLD_ARGS = {}, {}
for i = 1, argCount do ARGS[i], OLD_ARGS[i] = "arg"..i, "old_arg"..i end
code = code:gsub("OLD_ARGS", tconcat(OLD_ARGS, ", ")):gsub("ARGS", tconcat(ARGS, ", "))
return assert(loadstring(code, "safecall Dispatcher["..argCount.."]"))(next, xpcall, errorhandler)
end
local Dispatchers = setmetatable({}, {__index=function(self, argCount)
local dispatcher = CreateDispatcher(argCount)
rawset(self, argCount, dispatcher)
return dispatcher
end})
--------------------------------------------------------------------------
-- CallbackHandler:New
--
-- target - target object to embed public APIs in
-- RegisterName - name of the callback registration API, default "RegisterCallback"
-- UnregisterName - name of the callback unregistration API, default "UnregisterCallback"
-- UnregisterAllName - name of the API to unregister all callbacks, default "UnregisterAllCallbacks". false == don't publish this API.
function CallbackHandler:New(target, RegisterName, UnregisterName, UnregisterAllName)
RegisterName = RegisterName or "RegisterCallback"
UnregisterName = UnregisterName or "UnregisterCallback"
if UnregisterAllName==nil then -- false is used to indicate "don't want this method"
UnregisterAllName = "UnregisterAllCallbacks"
end
-- we declare all objects and exported APIs inside this closure to quickly gain access
-- to e.g. function names, the "target" parameter, etc
-- Create the registry object
local events = setmetatable({}, meta)
local registry = { recurse=0, events=events }
-- registry:Fire() - fires the given event/message into the registry
function registry:Fire(eventname, ...)
if not rawget(events, eventname) or not next(events[eventname]) then return end
local oldrecurse = registry.recurse
registry.recurse = oldrecurse + 1
Dispatchers[select('#', ...) + 1](events[eventname], eventname, ...)
registry.recurse = oldrecurse
if registry.insertQueue and oldrecurse==0 then
-- Something in one of our callbacks wanted to register more callbacks; they got queued
for eventname,callbacks in pairs(registry.insertQueue) do
local first = not rawget(events, eventname) or not next(events[eventname]) -- test for empty before. not test for one member after. that one member may have been overwritten.
for self,func in pairs(callbacks) do
events[eventname][self] = func
-- fire OnUsed callback?
if first and registry.OnUsed then
registry.OnUsed(registry, target, eventname)
first = nil
end
end
end
registry.insertQueue = nil
end
end
-- Registration of a callback, handles:
-- self["method"], leads to self["method"](self, ...)
-- self with function ref, leads to functionref(...)
-- "addonId" (instead of self) with function ref, leads to functionref(...)
-- all with an optional arg, which, if present, gets passed as first argument (after self if present)
target[RegisterName] = function(self, eventname, method, ... --[[actually just a single arg]])
if type(eventname) ~= "string" then
error("Usage: "..RegisterName.."(eventname, method[, arg]): 'eventname' - string expected.", 2)
end
method = method or eventname
local first = not rawget(events, eventname) or not next(events[eventname]) -- test for empty before. not test for one member after. that one member may have been overwritten.
if type(method) ~= "string" and type(method) ~= "function" then
error("Usage: "..RegisterName.."(\"eventname\", \"methodname\"): 'methodname' - string or function expected.", 2)
end
local regfunc
if type(method) == "string" then
-- self["method"] calling style
if type(self) ~= "table" then
error("Usage: "..RegisterName.."(\"eventname\", \"methodname\"): self was not a table?", 2)
elseif self==target then
error("Usage: "..RegisterName.."(\"eventname\", \"methodname\"): do not use Library:"..RegisterName.."(), use your own 'self'", 2)
elseif type(self[method]) ~= "function" then
error("Usage: "..RegisterName.."(\"eventname\", \"methodname\"): 'methodname' - method '"..tostring(method).."' not found on self.", 2)
end
if select("#",...)>=1 then -- this is not the same as testing for arg==nil!
local arg=select(1,...)
regfunc = function(...) self[method](self,arg,...) end
else
regfunc = function(...) self[method](self,...) end
end
else
-- function ref with self=object or self="addonId" or self=thread
if type(self)~="table" and type(self)~="string" and type(self)~="thread" then
error("Usage: "..RegisterName.."(self or \"addonId\", eventname, method): 'self or addonId': table or string or thread expected.", 2)
end
if select("#",...)>=1 then -- this is not the same as testing for arg==nil!
local arg=select(1,...)
regfunc = function(...) method(arg,...) end
else
regfunc = method
end
end
if events[eventname][self] or registry.recurse<1 then
-- if registry.recurse<1 then
-- we're overwriting an existing entry, or not currently recursing. just set it.
events[eventname][self] = regfunc
-- fire OnUsed callback?
if registry.OnUsed and first then
registry.OnUsed(registry, target, eventname)
end
else
-- we're currently processing a callback in this registry, so delay the registration of this new entry!
-- yes, we're a bit wasteful on garbage, but this is a fringe case, so we're picking low implementation overhead over garbage efficiency
registry.insertQueue = registry.insertQueue or setmetatable({},meta)
registry.insertQueue[eventname][self] = regfunc
end
end
-- Unregister a callback
target[UnregisterName] = function(self, eventname)
if not self or self==target then
error("Usage: "..UnregisterName.."(eventname): bad 'self'", 2)
end
if type(eventname) ~= "string" then
error("Usage: "..UnregisterName.."(eventname): 'eventname' - string expected.", 2)
end
if rawget(events, eventname) and events[eventname][self] then
events[eventname][self] = nil
-- Fire OnUnused callback?
if registry.OnUnused and not next(events[eventname]) then
registry.OnUnused(registry, target, eventname)
end
end
if registry.insertQueue and rawget(registry.insertQueue, eventname) and registry.insertQueue[eventname][self] then
registry.insertQueue[eventname][self] = nil
end
end
-- OPTIONAL: Unregister all callbacks for given selfs/addonIds
if UnregisterAllName then
target[UnregisterAllName] = function(...)
if select("#",...)<1 then
error("Usage: "..UnregisterAllName.."([whatFor]): missing 'self' or \"addonId\" to unregister events for.", 2)
end
if select("#",...)==1 and ...==target then
error("Usage: "..UnregisterAllName.."([whatFor]): supply a meaningful 'self' or \"addonId\"", 2)
end
for i=1,select("#",...) do
local self = select(i,...)
if registry.insertQueue then
for eventname, callbacks in pairs(registry.insertQueue) do
if callbacks[self] then
callbacks[self] = nil
end
end
end
for eventname, callbacks in pairs(events) do
if callbacks[self] then
callbacks[self] = nil
-- Fire OnUnused callback?
if registry.OnUnused and not next(callbacks) then
registry.OnUnused(registry, target, eventname)
end
end
end
end
end
end
return registry
end
-- CallbackHandler purposefully does NOT do explicit embedding. Nor does it
-- try to upgrade old implicit embeds since the system is selfcontained and
-- relies on closures to work.
+51
View File
@@ -0,0 +1,51 @@
-- $Id: LibStub.lua 103 2014-10-16 03:02:50Z mikk $
-- LibStub is a simple versioning stub meant for use in Libraries. http://www.wowace.com/addons/libstub/ for more info
-- LibStub is hereby placed in the Public Domain
-- Credits: Kaelten, Cladhaire, ckknight, Mikk, Ammo, Nevcairiel, joshborke
local LIBSTUB_MAJOR, LIBSTUB_MINOR = "LibStub", 2 -- NEVER MAKE THIS AN SVN REVISION! IT NEEDS TO BE USABLE IN ALL REPOS!
local LibStub = _G[LIBSTUB_MAJOR]
-- Check to see is this version of the stub is obsolete
if not LibStub or LibStub.minor < LIBSTUB_MINOR then
LibStub = LibStub or {libs = {}, minors = {} }
_G[LIBSTUB_MAJOR] = LibStub
LibStub.minor = LIBSTUB_MINOR
-- LibStub:NewLibrary(major, minor)
-- major (string) - the major version of the library
-- minor (string or number ) - the minor version of the library
--
-- returns nil if a newer or same version of the lib is already present
-- returns empty library object or old library object if upgrade is needed
function LibStub:NewLibrary(major, minor)
assert(type(major) == "string", "Bad argument #2 to `NewLibrary' (string expected)")
minor = assert(tonumber(strmatch(minor, "%d+")), "Minor version must either be a number or contain a number.")
local oldminor = self.minors[major]
if oldminor and oldminor >= minor then return nil end
self.minors[major], self.libs[major] = minor, self.libs[major] or {}
return self.libs[major], oldminor
end
-- LibStub:GetLibrary(major, [silent])
-- major (string) - the major version of the library
-- silent (boolean) - if true, library is optional, silently return nil if its not found
--
-- throws an error if the library can not be found (except silent is set)
-- returns the library object if found
function LibStub:GetLibrary(major, silent)
if not self.libs[major] and not silent then
error(("Cannot find a library instance of %q."):format(tostring(major)), 2)
end
return self.libs[major], self.minors[major]
end
-- LibStub:IterateLibraries()
--
-- Returns an iterator for the currently registered libraries
function LibStub:IterateLibraries()
return pairs(self.libs)
end
setmetatable(LibStub, { __call = LibStub.GetLibrary })
end
+542
View File
@@ -0,0 +1,542 @@
--[[
API:
* RegisterCallback(addon, callback)
`callback` is called whenever some heal state (new heal/ heal stop/ heal delay) changes.
callback`'s arguments will be all units affected by the change in heal state, e.g.,
`callback("Tankguy", "Dpsguy")`.
* UnregisterCallback(addon)
Remove all callbacks registered by `addon`.
* UnitGetIncomingHeals(unit[, healer])
Return predicted incoming heals on unit. If `healer`, only predict incoming heals from healer.
]]
local ADDON_NAME = "HealPredict"
-- Wow API
local CheckInteractDistance = CheckInteractDistance
local CreateFrame = CreateFrame
local GetInventoryItemLink = GetInventoryItemLink
local GetLocale = GetLocale
local GetNumRaidMembers = GetNumRaidMembers
local GetSpellInfo = GetSpellInfo
local GetTime = GetTime
local SendAddonMessage = SendAddonMessage
local strjoin = strjoin
local strsplit = strsplit
local UIParent = UIParent
local UnitBuff = UnitBuff
local UnitCanAssist =UnitCanAssist
local UnitCastingInfo = UnitCastingInfo
local UnitChannelInfo = UnitChannelInfo
local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local UnitInRaid = UnitInRaid
local UnitName = UnitName
local UnitIsDeadOrGhost = UnitIsDeadOrGhost
-- Addon message constants:
local HEALSTOP = "HealStop"
local HEALDELAY = "HealDelay"
local HEAL = "Heal"
local SEP = "/"
-- Localize spell names:
local BEACON_OF_LIGHT
do
local locales = {
deDE = "Flamme des Glaubens",
enUS = "Beacon of Light",
esES = "Señal de la Luz",
esMX = "Señal de la Luz",
frFR = "Guide de lumière",
itIT = "Faro di Luce",
koKR = "빛의 봉화",
ptBR = "Foco de Luz",
ruRU = "Частица Света",
zhCN = "圣光道标",
zhTW = "聖光信標",
}
BEACON_OF_LIGHT = locales[GetLocale()] or locales.enUS
end
local CHAIN_HEAL
do
local locales = {
deDE = "Kettenheilung",
enUS = "Chain Heal",
esES = "Sanación en cadena",
esMX = "Sanación en cadena",
frFR = "Salve de guérison",
itIT = "Catena di Guarigione",
koKR = "연쇄 치유",
ptBR = "Cura Encadeada",
ruRU = "Цепное исцеление",
zhCN = "治疗链",
zhTW = "治療鍊",
}
CHAIN_HEAL = locales[GetLocale()] or locales.enUS
end
local PRAYER_OF_HEALING
do
local locales = {
deDE = "Gebet der Heilung",
enUS = "Prayer of Healing",
esES = "Rezo de curación",
esMX = "Rezo de sanación",
frFR = "Prière de soins",
itIT = "Preghiera di Cura",
koKR = "치유의 기원",
ptBR = "Prece de Cura",
ruRU = "Молитва исцеления",
zhCN = "治疗祷言",
zhTW = "治療禱言",
}
PRAYER_OF_HEALING = locales[GetLocale()] or locales.enUS
end
local PRAYER_OF_PRESERVATION = "Prayer of Preservation"
local TRANQUILITY
do
local locales = {
deDE = "Gelassenheit",
enUS = "Tranquility",
esES = "Tranquilidad",
esMX = "Tranquilidad",
frFR = "Tranquillité",
itIT = "Tranquillità",
koKR = "평온",
ptBR = "Tranquilidade",
ruRU = "Спокойствие",
zhCN = "宁静",
zhTW = "寧靜",
}
TRANQUILITY = locales[GetLocale()] or locales.enUS
end
local SMART_HEALS = { }
SMART_HEALS[TRANQUILITY] = 5
SMART_HEALS[PRAYER_OF_PRESERVATION] = 5
SMART_HEALS[CHAIN_HEAL] = 3
-- Addon locals
local player = UnitName("player")
local heals, callbacks, cache, gear_string = { }, { }, { }, ""
local is_healing, beacon_info, current_target
-- API functions
local healpredict = CreateFrame("Frame")
function healpredict.UnitGetIncomingHeals(unit, healer)
if UnitIsDeadOrGhost(unit) then return 0 end
local name = UnitName(unit)
if not heals[name] then
return 0
end
local sumheal, time = 0, GetTime()
for sender, amount in pairs(heals[name]) do
if amount[2] <= time then
heals[name][sender] = nil
elseif not healer or sender == healer then
sumheal = sumheal + amount[1]
end
end
return sumheal
end
function healpredict.RegisterCallback(addon, callback)
callbacks[addon] = callback
end
function healpredict.UnregisterCallback(addon)
callbacks[addon] = nil
end
-- Private functions
local function UpdateCache(spell, heal)
--[[
cache total of all heals and number of casts
for calculating a rolling average of the heal
]]
local heal = tonumber(heal)
if not cache[spell] then
cache[spell] = {heal, 1}
else
cache[spell][1] = cache[spell][1] + heal
cache[spell][2] = cache[spell][2] + 1
end
end
local function handleCallbacks(...)
for _, v in pairs(callbacks) do
v(...)
end
end
local function Heal(sender, target, amount, duration)
heals[target] = heals[target] or { }
heals[target][sender] = {amount, GetTime() + duration / 1000}
handleCallbacks(target)
end
local function HealStop(sender)
local affected = { }
for target, _ in pairs(heals) do
for tsender in pairs(heals[target]) do
if sender == tsender then
heals[target][tsender] = nil
table.insert(affected, target)
end
end
end
handleCallbacks(unpack(affected))
end
local function HealDelay(sender, delay)
if type(delay) ~= "string" then
local delay = delay / 1000
local affected = { }
for target, _ in pairs(heals) do
for tsender, amount in pairs(heals[target]) do
if sender == tsender then
amount[2] = amount[2] + delay
table.insert(affected, target)
end
end
end
handleCallbacks(unpack(affected))
end
end
local function SendHealMsg(msg)
SendAddonMessage(ADDON_NAME, msg, "RAID")
SendAddonMessage(ADDON_NAME, msg, "BATTLEGROUND")
end
local function max(targets)
local currentmax = -1
local raidname
for name, pct in pairs(targets) do
if pct > currentmax then
currentmax = pct
raidname = name
end
end
return raidname
end
local function BeaconTarget()
if beacon_info then
local beacon_target, endtime = unpack(beacon_info)
if endtime > GetTime() then
beacon_info = nil
else
return beacon_target
end
end
end
local function GroupHeal(amount, casttime)
local partyN, partyname, beacon_found
local beacon_target = BeaconTarget()
for i=1,4 do
partyN = "party"..i
if CheckInteractDistance(partyN, 4) then
partyname = (UnitName(partyN))
if beacon_target and partyname == beacon_target then
beacon_found = true
Heal(player, partyname, amount * 1.4, casttime)
SendHealMsg(strjoin(SEP, HEAL, partyname, amount * 1.4, casttime))
elseif partyname then
Heal(player, partyname, amount, casttime)
SendHealMsg(strjoin(SEP, HEAL, partyname, amount, casttime))
end
end
end
if beacon_target and not beacon_found then
Heal(player, beacon_target, amount * .4, casttime)
SendHealMsg(strjoin(SEP, HEAL, beacon_target, amount * .4, casttime))
end
Heal(player, player, amount, casttime)
SendHealMsg(strjoin(SEP, HEAL, player, amount, casttime))
end
local function SmartHeal(amount, casttime, n)
if not UnitInRaid("player") then
return GroupHeal(amount, casttime)
end
local beacon_target = BeaconTarget()
local beacon_found
local healthpct, currentmax
local pcts = { }
local raidN, raidname
for i=1,GetNumRaidMembers() do
raidN = "raid"..i
if not UnitIsDeadOrGhost(raidN) and CheckInteractDistance(raidN, 4) then
raidname = (UnitName(raidN))
healthpct = UnitHealth(raidN) / UnitHealthMax(raidname)
if #pcts < n then
pcts[raidname] = healthpct
if not currentmax or healthpct > pcts[currentmax] then
currentmax = raidname
end
elseif healthpct < pcts[currentmax] then
pcts[currentmax] = nil
pcts[raidname] = healthpct
currentmax = max(pcts)
end
end
end
for target, _ in pairs(pcts) do
if beacon_target and target == beacon_target then
beacon_found = true
Heal(player, target, amount * 1.4, casttime)
SendHealMsg(strjoin(SEP, HEAL, target, amount * 1.4, casttime))
else
Heal(player, target, amount, casttime)
SendHealMsg(strjoin(SEP, HEAL, target, amount, casttime))
end
end
if beacon_target and not beacon_found then
Heal(player, beacon_target, amount * .4, casttime)
SendHealMsg(strjoin(SEP, HEAL, beacon_target, amount * .4, casttime))
end
end
local function UnitByName(name)
if name == player then
return "player"
end
local unit
if UnitInRaid("player") then
for i=1,GetNumRaidMembers() do
unit = "raid"..i
if (UnitName(unit)) == name then
return unit
end
end
end
for i=1,4 do
unit = "party"..i
if (UnitName(unit)) == name then
return unit
end
end
end
-- Message passing
healpredict:RegisterEvent("CHAT_MSG_ADDON")
healpredict:SetScript("OnEvent", function(_, _, prefix, msg, _, sender)
if prefix == ADDON_NAME then
local command, target_or_delay, amount, casttime = strsplit(SEP, msg)
if command == HEALSTOP then
HealStop(sender)
elseif command == HEAL then
Heal(sender, target_or_delay, amount, casttime)
elseif command == HEALDELAY then
HealDelay(sender, target_or_delay)
end
end
end)
-- Reset cache on skill or inventory change
local resetcache = CreateFrame("Frame")
resetcache:RegisterEvent("SKILL_LINES_CHANGED")
resetcache:RegisterEvent("UNIT_INVENTORY_CHANGED")
resetcache:SetScript("OnEvent", function(_, event, player)
if player ~= "player" then
return
end
if event == "UNIT_INVENTORY_CHANGED" then
local gear = ""
for id = 1, 18 do
gear = gear .. (GetInventoryItemLink("player",id) or "")
end
if gear == gear_string then
return
end
gear_string = gear
end
-- reset cache
cache = { }
end)
--Event handling
----------------
local eventhandler = CreateFrame("Frame", ADDON_NAME .. "EventHandler", UIParent)
eventhandler:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
function eventhandler.COMBAT_LOG_EVENT_UNFILTERED(_, subevent, _, sourcename, _, _, destname, _, spellid, spellname, _, amount)
if sourcename ~= player then return end
if subevent == "SPELL_HEAL" then
local _, rank = GetSpellInfo(spellid)
local spellrank = spellname..(rank or "")
UpdateCache(spellrank, amount)
if spellname == TRANQUILITY then
-- Need to re-acquire tranq targets
HealStop(player)
SendHealMsg(HEALSTOP)
local _, _, _, _, starttime, endtime = UnitChannelInfo("player")
if starttime ~= nil and endtime ~= nil then
local casttime = endtime - starttime
local total, casts = unpack(cache[spellrank])
local amount = total / casts
SmartHeal(amount, casttime, 5)
is_healing = true
end
end
elseif spellname == BEACON_OF_LIGHT then
if subevent == "SPELL_AURA_APPLIED" then
local unit = UnitByName(destname)
if not unit then
return
end
for i=1,40 do
local buff, _, _, _, _, endtime = UnitBuff(unit, i)
if buff == BEACON_OF_LIGHT then
beacon_info = {destname, endtime}
break
end
end
elseif subevent == "SPELL_AURA_REMOVED" then
beacon_info = nil
end
end
end
eventhandler:RegisterEvent("UNIT_SPELLCAST_SENT")
function eventhandler.UNIT_SPELLCAST_SENT(unit, _, _, target)
if unit == "player" then
if target == "" then
current_target = UnitCanAssist("player", "target") and UnitName("target") or player
else
current_target = target
end
end
end
eventhandler:RegisterEvent("UNIT_SPELLCAST_START")
function eventhandler.UNIT_SPELLCAST_START(unit)
if unit ~= "player" then return end
local spell, rank, _, _, starttime, endtime = UnitCastingInfo("player")
if not spell then
spell, rank, _, _, starttime, endtime = UnitChannelInfo("player")
end
local casttime = endtime - starttime
local spellrank = spell..(rank or "")
if cache[spellrank] then
local total, casts = unpack(cache[spellrank])
local amount = total / casts
if spell == PRAYER_OF_HEALING then
GroupHeal(amount, casttime)
elseif SMART_HEALS[spell] then
SmartHeal(amount, casttime, SMART_HEALS[spell])
else
local beacon_target = BeaconTarget()
if beacon_target then
if beacon_target ~= current_target then
Heal(player, current_target, amount, casttime)
SendHealMsg(strjoin(SEP, HEAL, current_target, amount, casttime))
Heal(player, beacon_target, amount * .4, casttime)
SendHealMsg(strjoin(SEP, HEAL, beacon_target, amount * .4, casttime))
else
Heal(player, beacon_target, amount * 1.4, casttime)
SendHealMsg(strjoin(SEP, HEAL, beacon_target, amount * 1.4, casttime))
end
else
Heal(player, current_target, amount, casttime)
SendHealMsg(strjoin(SEP, HEAL, current_target, amount, casttime))
end
end
is_healing = true
end
end
eventhandler:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START")
eventhandler.UNIT_SPELLCAST_CHANNEL_START = eventhandler.UNIT_SPELLCAST_START
eventhandler:RegisterEvent("UNIT_SPELLCAST_FAILED")
function eventhandler.UNIT_SPELLCAST_FAILED(unit)
if is_healing and unit == "player" then
HealStop(player)
SendHealMsg(HEALSTOP)
is_healing = nil
end
end
eventhandler:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
eventhandler.UNIT_SPELLCAST_INTERRUPTED = eventhandler.UNIT_SPELLCAST_FAILED
eventhandler:RegisterEvent("UNIT_SPELLCAST_STOP")
eventhandler.UNIT_SPELLCAST_STOP = eventhandler.UNIT_SPELLCAST_FAILED
eventhandler:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP")
eventhandler.UNIT_SPELLCAST_CHANNEL_STOP = eventhandler.UNIT_SPELLCAST_FAILED
eventhandler:RegisterEvent("UNIT_SPELLCAST_DELAYED")
function eventhandler.UNIT_SPELLCAST_DELAYED(unit, delay)
if is_healing and unit == "player" then
HealDelay(player, delay)
SendHealMsg(strjoin(SEP, HEALDELAY, delay))
end
end
eventhandler:SetScript("OnEvent", function(_, event, ...)
local handler = eventhandler[event]
if handler then
handler(...)
end
end)
_G[ADDON_NAME] = healpredict
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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="LibAuraInfo-1.0.lua" />
<Script file="spellIdData.lua" />
<!--@debug@
<Script file="otherSpellIDData.lua" />
@end-debug@-->
</Ui>
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,164 @@
--[[
Name: LibBase64-1.0
Author(s): ckknight (ckknight@gmail.com)
Website: http://www.wowace.com/projects/libbase64-1-0/
Description: A library to encode and decode Base64 strings
License: MIT
]]
local MAJOR, MINOR = 'LibBase64-1.0-ElvUI', 2
local LibBase64 = LibStub:NewLibrary(MAJOR, MINOR)
if not LibBase64 then return end
local wipe, type, error, format, strsub, strchar, strbyte, tconcat = wipe, type, error, format, strsub, strchar, strbyte, table.concat
local _chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
local byteToNum, numToChar = {}, {}
for i = 1, #_chars do
numToChar[i - 1] = strsub(_chars, i, i)
byteToNum[strbyte(_chars, i)] = i - 1
end
local t = {}
local equals_byte = strbyte("=")
local whitespace = {
[strbyte(" ")] = true,
[strbyte("\t")] = true,
[strbyte("\n")] = true,
[strbyte("\r")] = true,
}
--- Encode a normal bytestring into a Base64-encoded string
-- @param text a bytestring, can be binary data
-- @param maxLineLength This should be a multiple of 4, greater than 0 or nil. If non-nil, it will break up the output into lines no longer than the given number of characters. 76 is recommended.
-- @param lineEnding a string to end each line with. This is "\r\n" by default.
-- @usage LibBase64.Encode("Hello, how are you doing today?") == "SGVsbG8sIGhvdyBhcmUgeW91IGRvaW5nIHRvZGF5Pw=="
-- @return a Base64-encoded string
function LibBase64:Encode(text, maxLineLength, lineEnding)
if type(text) ~= "string" then
error(format("Bad argument #1 to `Encode'. Expected string, got %q", type(text)), 2)
end
if maxLineLength then
if type(maxLineLength) ~= "number" then
error(format("Bad argument #2 to `Encode'. Expected number or nil, got %q", type(maxLineLength)), 2)
elseif (maxLineLength % 4) ~= 0 then
error(format("Bad argument #2 to `Encode'. Expected a multiple of 4, got %s", maxLineLength), 2)
elseif maxLineLength <= 0 then
error(format("Bad argument #2 to `Encode'. Expected a number > 0, got %s", maxLineLength), 2)
end
end
if lineEnding == nil then
lineEnding = "\r\n"
elseif type(lineEnding) ~= "string" then
error(format("Bad argument #3 to `Encode'. Expected string, got %q", type(lineEnding)), 2)
end
local currentLength = 0
for i = 1, #text, 3 do
local a, b, c = strbyte(text, i, i+2)
local nilNum = 0
if not b then
nilNum, b, c = 2, 0, 0
elseif not c then
nilNum, c = 1, 0
end
local num = a * 2^16 + b * 2^8 + c
local d = num % 2^6;num = (num - d) / 2^6
c = num % 2^6;num = (num - c) / 2^6
b = num % 2^6;num = (num - b) / 2^6
a = num % 2^6
t[#t+1] = numToChar[a]
t[#t+1] = numToChar[b]
t[#t+1] = (nilNum >= 2) and "=" or numToChar[c]
t[#t+1] = (nilNum >= 1) and "=" or numToChar[d]
currentLength = currentLength + 4
if maxLineLength and (currentLength % maxLineLength) == 0 then
t[#t+1] = lineEnding
end
end
local s = tconcat(t)
wipe(t)
return s
end
local t2 = {}
--- Decode a Base64-encoded string into a bytestring
-- this will raise an error if the data passed in is not a Base64-encoded string
-- this will ignore whitespace, but not invalid characters
-- @param text a Base64-encoded string
-- @usage LibBase64.Encode("SGVsbG8sIGhvdyBhcmUgeW91IGRvaW5nIHRvZGF5Pw==") == "Hello, how are you doing today?"
-- @return a bytestring
function LibBase64:Decode(text)
if type(text) ~= "string" then
error(format("Bad argument #1 to `Decode'. Expected string, got %q", type(text)), 2)
end
for i = 1, #text do
local byte = strbyte(text, i)
if not (whitespace[byte] or byte == equals_byte) then
local num = byteToNum[byte]
if not num then
wipe(t2)
error(format("Bad argument #1 to `Decode'. Received an invalid char: %q", strsub(text, i, i)), 2)
end
t2[#t2+1] = num
end
end
for i = 1, #t2, 4 do
local a, b, c, d = t2[i], t2[i+1], t2[i+2], t2[i+3]
local nilNum = 0
if not c then
nilNum, c, d = 2, 0, 0
elseif not d then
nilNum, d = 1, 0
end
local num = a * 2^18 + b * 2^12 + c * 2^6 + d
c = num % 2^8;num = (num - c) / 2^8
b = num % 2^8;num = (num - b) / 2^8
a = num % 2^8
t[#t+1] = strchar(a)
if nilNum < 2 then t[#t+1] = strchar(b) end
if nilNum < 1 then t[#t+1] = strchar(c) end
end
wipe(t2)
local s = tconcat(t)
wipe(t)
return s
end
function LibBase64:IsBase64(text)
if type(text) ~= "string" then
error(format("Bad argument #1 to `IsBase64'. Expected string, got %q", type(text)), 2)
end
if #text % 4 ~= 0 then
return false
end
for i = 1, #text do
local byte = strbyte(text, i)
if not (whitespace[byte] or byte == equals_byte) then
local num = byteToNum[byte]
if not num then
return false
end
end
end
return true
end
@@ -0,0 +1,191 @@
local MAJOR, MINOR = "LibChatAnims", 1 -- Bump minor on changes
local LCA = LibStub:NewLibrary(MAJOR, MINOR)
if not LCA then return end -- No upgrade needed
LCA.animations = LCA.animations or {} -- Animation storage
local anims = LCA.animations
----------------------------------------------------
-- Note, most of this code is simply replicated from
-- Blizzard's FloatingChatFrame.lua file.
-- The only real changes are the creation and use
-- of animations vs the use of UIFrameFlash.
--
FCFDockOverflowButton_UpdatePulseState = function(self)
local dock = self:GetParent()
local shouldPulse = false
for _, chatFrame in pairs(FCFDock_GetChatFrames(dock)) do
local chatTab = _G[chatFrame:GetName().."Tab"]
if ( not chatFrame.isStaticDocked and chatTab.alerting) then
-- Make sure the rects are valid. (Not always the case when resizing the WoW client
if ( not chatTab:GetRight() or not dock.scrollFrame:GetRight() ) then
return false
end
-- Check if it's off the screen.
local DELTA = 3 -- Chosen through experimentation
if ( chatTab:GetRight() < (dock.scrollFrame:GetLeft() + DELTA) or chatTab:GetLeft() > (dock.scrollFrame:GetRight() - DELTA) ) then
shouldPulse = true
break
end
end
end
local tex = self:GetHighlightTexture()
if shouldPulse then
if not anims[tex] then
anims[tex] = tex:CreateAnimationGroup()
local fade1 = anims[tex]:CreateAnimation("Alpha")
fade1:SetDuration(1)
fade1:SetChange(1)
fade1:SetOrder(1)
local fade2 = anims[tex]:CreateAnimation("Alpha")
fade2:SetDuration(1)
fade2:SetChange(-1)
fade2:SetOrder(2)
end
tex:Show()
tex:SetAlpha(0)
anims[tex]:SetLooping("REPEAT")
anims[tex]:Play()
self:LockHighlight()
self.alerting = true
else
if anims[tex] then
anims[tex]:Stop()
end
self:UnlockHighlight()
tex:SetAlpha(1)
tex:Show()
self.alerting = false
end
if self.list:IsShown() then
FCFDockOverflowList_Update(self.list, dock)
end
return true
end
FCFDockOverflowListButton_SetValue = function(button, chatFrame)
local chatTab = _G[chatFrame:GetName().."Tab"]
button.chatFrame = chatFrame
button:SetText(chatFrame.name)
local colorTable = chatTab.selectedColorTable or DEFAULT_TAB_SELECTED_COLOR_TABLE
if chatTab.selectedColorTable then
button:GetFontString():SetTextColor(colorTable.r, colorTable.g, colorTable.b)
else
button:GetFontString():SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b)
end
button.glow:SetVertexColor(colorTable.r, colorTable.g, colorTable.b)
if chatTab.conversationIcon then
button.conversationIcon:SetVertexColor(colorTable.r, colorTable.g, colorTable.b)
button.conversationIcon:Show()
else
button.conversationIcon:Hide()
end
if chatTab.alerting then
button.alerting = true
if not anims[button.glow] then
anims[button.glow] = button.glow:CreateAnimationGroup()
local fade1 = anims[button.glow]:CreateAnimation("Alpha")
fade1:SetDuration(1)
fade1:SetChange(1)
fade1:SetOrder(1)
local fade2 = anims[button.glow]:CreateAnimation("Alpha")
fade2:SetDuration(1)
fade2:SetChange(-1)
fade2:SetOrder(2)
end
button.glow:Show()
button.glow:SetAlpha(0)
anims[button.glow]:SetLooping("REPEAT")
anims[button.glow]:Play()
else
button.alerting = false
if anims[button.glow] then
anims[button.glow]:Stop()
end
button.glow:Hide()
end
button:Show()
end
FCF_StartAlertFlash = function(chatFrame)
local chatTab = _G[chatFrame:GetName().."Tab"]
if chatFrame.minFrame then
if not anims[chatFrame.minFrame] then
anims[chatFrame.minFrame] = chatFrame.minFrame.glow:CreateAnimationGroup()
local fade1 = anims[chatFrame.minFrame]:CreateAnimation("Alpha")
fade1:SetDuration(1)
fade1:SetChange(1)
fade1:SetOrder(1)
local fade2 = anims[chatFrame.minFrame]:CreateAnimation("Alpha")
fade2:SetDuration(1)
fade2:SetChange(-1)
fade2:SetOrder(2)
end
chatFrame.minFrame.glow:Show()
chatFrame.minFrame.glow:SetAlpha(0)
anims[chatFrame.minFrame]:SetLooping("REPEAT")
anims[chatFrame.minFrame]:Play()
chatFrame.minFrame.alerting = true
end
if not anims[chatTab.glow] then
anims[chatTab.glow] = chatTab.glow:CreateAnimationGroup()
local fade1 = anims[chatTab.glow]:CreateAnimation("Alpha")
fade1:SetDuration(1)
fade1:SetChange(1)
fade1:SetOrder(1)
local fade2 = anims[chatTab.glow]:CreateAnimation("Alpha")
fade2:SetDuration(1)
fade2:SetChange(-1)
fade2:SetOrder(2)
end
chatTab.glow:Show()
chatTab.glow:SetAlpha(0)
anims[chatTab.glow]:SetLooping("REPEAT")
anims[chatTab.glow]:Play()
chatTab.alerting = true
FCFTab_UpdateAlpha(chatFrame)
FCFDockOverflowButton_UpdatePulseState(GENERAL_CHAT_DOCK.overflowButton)
end
FCF_StopAlertFlash = function(chatFrame)
local chatTab = _G[chatFrame:GetName().."Tab"]
if chatFrame.minFrame then
if anims[chatFrame.minFrame] then
anims[chatFrame.minFrame]:Stop()
end
chatFrame.minFrame.glow:Hide()
chatFrame.minFrame.alerting = false
end
if anims[chatTab.glow] then
anims[chatTab.glow]:Stop()
end
chatTab.glow:Hide()
chatTab.alerting = false
FCFTab_UpdateAlpha(chatFrame)
FCFDockOverflowButton_UpdatePulseState(GENERAL_CHAT_DOCK.overflowButton)
end
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,90 @@
assert(LibStub, "LibDataBroker-1.1 requires LibStub")
assert(LibStub:GetLibrary("CallbackHandler-1.0", true), "LibDataBroker-1.1 requires CallbackHandler-1.0")
local lib, oldminor = LibStub:NewLibrary("LibDataBroker-1.1", 4)
if not lib then return end
oldminor = oldminor or 0
lib.callbacks = lib.callbacks or LibStub:GetLibrary("CallbackHandler-1.0"):New(lib)
lib.attributestorage, lib.namestorage, lib.proxystorage = lib.attributestorage or {}, lib.namestorage or {}, lib.proxystorage or {}
local attributestorage, namestorage, callbacks = lib.attributestorage, lib.namestorage, lib.callbacks
if oldminor < 2 then
lib.domt = {
__metatable = "access denied",
__index = function(self, key) return attributestorage[self] and attributestorage[self][key] end,
}
end
if oldminor < 3 then
lib.domt.__newindex = function(self, key, value)
if not attributestorage[self] then attributestorage[self] = {} end
if attributestorage[self][key] == value then return end
attributestorage[self][key] = value
local name = namestorage[self]
if not name then return end
callbacks:Fire("LibDataBroker_AttributeChanged", name, key, value, self)
callbacks:Fire("LibDataBroker_AttributeChanged_"..name, name, key, value, self)
callbacks:Fire("LibDataBroker_AttributeChanged_"..name.."_"..key, name, key, value, self)
callbacks:Fire("LibDataBroker_AttributeChanged__"..key, name, key, value, self)
end
end
if oldminor < 2 then
function lib:NewDataObject(name, dataobj)
if self.proxystorage[name] then return end
if dataobj then
assert(type(dataobj) == "table", "Invalid dataobj, must be nil or a table")
self.attributestorage[dataobj] = {}
for i,v in pairs(dataobj) do
self.attributestorage[dataobj][i] = v
dataobj[i] = nil
end
end
dataobj = setmetatable(dataobj or {}, self.domt)
self.proxystorage[name], self.namestorage[dataobj] = dataobj, name
self.callbacks:Fire("LibDataBroker_DataObjectCreated", name, dataobj)
return dataobj
end
end
if oldminor < 1 then
function lib:DataObjectIterator()
return pairs(self.proxystorage)
end
function lib:GetDataObjectByName(dataobjectname)
return self.proxystorage[dataobjectname]
end
function lib:GetNameByDataObject(dataobject)
return self.namestorage[dataobject]
end
end
if oldminor < 4 then
local next = pairs(attributestorage)
function lib:pairs(dataobject_or_name)
local t = type(dataobject_or_name)
assert(t == "string" or t == "table", "Usage: ldb:pairs('dataobjectname') or ldb:pairs(dataobject)")
local dataobj = self.proxystorage[dataobject_or_name] or dataobject_or_name
assert(attributestorage[dataobj], "Data object not found")
return next, attributestorage[dataobj], nil
end
local ipairs_iter = ipairs(attributestorage)
function lib:ipairs(dataobject_or_name)
local t = type(dataobject_or_name)
assert(t == "string" or t == "table", "Usage: ldb:ipairs('dataobjectname') or ldb:ipairs(dataobject)")
local dataobj = self.proxystorage[dataobject_or_name] or dataobject_or_name
assert(attributestorage[dataobj], "Data object not found")
return ipairs_iter, attributestorage[dataobj], 0
end
end
@@ -0,0 +1,328 @@
--[[
LibDualSpec-1.0 - Adds dual spec support to individual AceDB-3.0 databases
Copyright (C) 2009 Adirelle
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Redistribution of a stand alone version is strictly prohibited without
prior written authorization from the LibDualSpec project manager.
* Neither the name of the LibDualSpec authors nor the names of its contributors
may be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--]]
local MAJOR, MINOR = "LibDualSpec-1.0", 4
assert(LibStub, MAJOR.." requires LibStub")
local lib = LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
-- ----------------------------------------------------------------------------
-- Library data
-- ----------------------------------------------------------------------------
lib.talentGroup = lib.talentGroup or GetActiveTalentGroup()
lib.eventFrame = lib.eventFrame or CreateFrame("Frame")
lib.registry = lib.registry or {}
lib.options = lib.options or {}
lib.mixin = lib.mixin or {}
-- ----------------------------------------------------------------------------
-- Locals
-- ----------------------------------------------------------------------------
local registry = lib.registry
local options = lib.options
local mixin = lib.mixin
-- "Externals"
local AceDB3 = LibStub('AceDB-3.0', true)
local AceDBOptions3 = LibStub('AceDBOptions-3.0', true)
-- ----------------------------------------------------------------------------
-- Localization
-- ----------------------------------------------------------------------------
local L_DUALSPEC_DESC, L_ENABLED, L_ENABLED_DESC, L_DUAL_PROFILE, L_DUAL_PROFILE_DESC
do
L_DUALSPEC_DESC = "When enabled, this feature allow you to select a different "..
"profile for each talent spec. The dual profile will be swapped with the "..
"current profile each time you switch from a talent spec to the other."
L_ENABLED = 'Enable dual profile'
L_ENABLED_DESC = 'Check this box to automatically swap profiles on talent switch.'
L_DUAL_PROFILE = 'Dual profile'
L_DUAL_PROFILE_DESC = 'Select the profile to swap with on talent switch.'
local locale = GetLocale()
if locale == "frFR" then
L_DUALSPEC_DESC = "Lorsqu'elle est activée, cette fonctionnalité vous permet de choisir un profil différent pour chaque spécialisation de talents. Le second profil sera échangé avec le profil courant chaque fois que vous passerez d'une spécialisation à l'autre."
L_DUAL_PROFILE = "Second profil"
L_DUAL_PROFILE_DESC = "Sélectionnez le profil à échanger avec le profil courant lors du changement de spécialisation."
L_ENABLED = "Activez le second profil"
L_ENABLED_DESC = "Cochez cette case pour échanger automatiquement les profils lors d'un changement de spécialisation."
elseif locale == "deDE" then
L_DUALSPEC_DESC = "Wenn aktiv, wechselt dieses Feature bei jedem Wechsel der dualen Talentspezialisierung das Profil. Das duale Profil wird beim Wechsel automatisch mit dem derzeit aktiven Profil getauscht."
L_DUAL_PROFILE = "Duales Profil"
L_DUAL_PROFILE_DESC = "Wähle das Profil, das beim Wechsel der Talente aktiviert wird."
L_ENABLED = "Aktiviere Duale Profile"
L_ENABLED_DESC = "Aktiviere diese Option, um beim Talentwechsel automatisch zwischen den Profilen zu wechseln."
elseif locale == "koKR" then
L_DUALSPEC_DESC = "|n전문화 변경 시 현재 프로필을 첫 번째 전문화 때에, 여기서 설정하는 프로필을 두 번째 전문화 때에 적용시킵니다.|n전문화별로 설정을 다르게 하고 싶을 때 아주 유용합니다."
L_DUAL_PROFILE = "두번째 전문화 때 프로필"
L_DUAL_PROFILE_DESC = "두번째 전문화 때 적용할 프로필을 선택하세요."
L_ENABLED = "이중 프로필 사용"
L_ENABLED_DESC = "전문화에 따라 다른 프로필을 적용시킵니다."
elseif locale == "ruRU" then
L_DUALSPEC_DESC = "Двойной профиль позволяет вам выбрать различные профили для каждой раскладки талантов. Профили будут переключаться каждый раз, когда вы переключаете раскладку талантов."
L_DUAL_PROFILE = "Второй профиль"
L_DUAL_PROFILE_DESC = "Выберите профиль, который необходимо активировать при переключениии талантов."
L_ENABLED = "Включить двойной профиль"
L_ENABLED_DESC = "Включите эту опцию для автоматического переключения между профилями при переключении раскладки талантов."
elseif locale == "zhCN" then
L_DUALSPEC_DESC = "启时,你可以为你的双天赋设定另一组配置文件,你的双重配置文件将在你转换天赋时自动与目前使用配置文件交换。"
L_DUAL_PROFILE = "双重配置文件"
L_DUAL_PROFILE_DESC = "选择转换天赋时所要使用的配置文件"
L_ENABLED = "开启双重配置文件"
L_ENABLED_DESC = "勾选以便转换天赋时自动交换配置文件。"
elseif locale == "zhTW" then
L_DUALSPEC_DESC = "啟用時,你可以為你的雙天賦設定另一組設定檔。你的雙設定檔將在你轉換天賦時自動與目前使用設定檔交換。"
L_DUAL_PROFILE = "雙設定檔"
L_DUAL_PROFILE_DESC = "選擇轉換天賦後所要使用的設定檔"
L_ENABLED = "啟用雙設定檔"
L_ENABLED_DESC = "勾選以在轉換天賦時自動交換設定檔"
elseif locale == "esES" then
L_DUALSPEC_DESC = "Si está activa, esta característica te permite seleccionar un perfil distinto para cada configuración de talentos. El perfil secundario será intercambiado por el activo cada vez que cambies de una configuración de talentos a otra."
L_DUAL_PROFILE = "Perfil secundario"
L_DUAL_PROFILE_DESC = "Elige el perfil secundario que se usará cuando cambies de talentos."
L_ENABLED = "Activar perfil secundario"
L_ENABLED_DESC = "Activa esta casilla para alternar automáticamente entre prefiles cuando cambies de talentos."
end
end
-- ----------------------------------------------------------------------------
-- Mixin
-- ----------------------------------------------------------------------------
--- Get dual spec feature status.
-- @return (boolean) true is dual spec feature enabled.
-- @name enhancedDB:IsDualSpecEnabled
function mixin:IsDualSpecEnabled()
return registry[self].db.char.enabled
end
--- Enable/disabled dual spec feature.
-- @param enabled (boolean) true to enable dual spec feature, false to disable it.
-- @name enhancedDB:SetDualSpecEnabled
function mixin:SetDualSpecEnabled(enabled)
local db = registry[self].db
if enabled and not db.char.talentGroup then
db.char.talentGroup = lib.talentGroup
db.char.profile = self:GetCurrentProfile()
db.char.enabled = true
else
db.char.enabled = enabled
self:CheckDualSpecState()
end
end
--- Get the alternate profile name.
-- Defaults to the current profile.
-- @return (string) Alternate profile name.
-- @name enhancedDB:GetDualSpecProfile
function mixin:GetDualSpecProfile()
return registry[self].db.char.profile or self:GetCurrentProfile()
end
--- Set the alternate profile name.
-- No validation are done to ensure the profile is valid.
-- @param profileName (string) the profile name to use.
-- @name enhancedDB:SetDualSpecProfile
function mixin:SetDualSpecProfile(profileName)
registry[self].db.char.profile = profileName
end
--- Check if a profile swap should occur.
-- Do nothing if the dual spec feature is disabled. In the other
-- case, if the internally stored talent spec is different from the
-- actual active talent spec, the database swaps to the alternate profile.
-- There is normally no reason to call this method directly as LibDualSpec
-- takes care of calling it at appropriate times.
-- @name enhancedDB:CheckDualSpecState
function mixin:CheckDualSpecState()
local db = registry[self].db
if db.char.enabled and db.char.talentGroup ~= lib.talentGroup then
local currentProfile = self:GetCurrentProfile()
local newProfile = db.char.profile
db.char.talentGroup = lib.talentGroup
if newProfile ~= currentProfile then
db.char.profile = currentProfile
self:SetProfile(newProfile)
end
end
end
-- ----------------------------------------------------------------------------
-- AceDB-3.0 support
-- ----------------------------------------------------------------------------
local function EmbedMixin(target)
for k,v in pairs(mixin) do
rawset(target, k, v)
end
end
-- Upgrade existing mixins
for target in pairs(registry) do
EmbedMixin(target)
end
-- Actually enhance the database
-- This is used on first initialization and everytime the database is reset using :ResetDB
function lib:_EnhanceDatabase(event, target)
registry[target].db = target:GetNamespace(MAJOR, true) or target:RegisterNamespace(MAJOR)
EmbedMixin(target)
target:CheckDualSpecState()
end
--- Embed dual spec feature into an existing AceDB-3.0 database.
-- LibDualSpec specific methods are added to the instance.
-- @name LibDualSpec:EnhanceDatabase
-- @param target (table) the AceDB-3.0 instance.
-- @param name (string) a user-friendly name of the database (best bet is the addon name).
function lib:EnhanceDatabase(target, name)
AceDB3 = AceDB3 or LibStub('AceDB-3.0', true)
if type(target) ~= "table" then
error("Usage: LibDualSpec:EnhanceDatabase(target, name): target should be a table.", 2)
elseif type(name) ~= "string" then
error("Usage: LibDualSpec:EnhanceDatabase(target, name): name should be a string.", 2)
elseif not AceDB3 or not AceDB3.db_registry[target] then
error("Usage: LibDualSpec:EnhanceDatabase(target, name): target should be an AceDB-3.0 database.", 2)
elseif target.parent then
error("Usage: LibDualSpec:EnhanceDatabase(target, name): cannot enhance a namespace.", 2)
elseif registry[target] then
return
end
registry[target] = { name = name }
lib:_EnhanceDatabase("EnhanceDatabase", target)
target.RegisterCallback(lib, "OnDatabaseReset", "_EnhanceDatabase")
end
-- ----------------------------------------------------------------------------
-- AceDBOptions-3.0 support
-- ----------------------------------------------------------------------------
local function NoDualSpec()
return GetNumTalentGroups() == 1
end
options.dualSpecDesc = {
name = L_DUALSPEC_DESC,
type = 'description',
order = 40.1,
hidden = NoDualSpec,
}
options.enabled = {
name = L_ENABLED,
desc = L_ENABLED_DESC,
type = 'toggle',
order = 40.2,
get = function(info) return info.handler.db:IsDualSpecEnabled() end,
set = function(info, value) info.handler.db:SetDualSpecEnabled(value) end,
hidden = NoDualSpec,
}
options.dualProfile = {
name = L_DUAL_PROFILE,
desc = L_DUAL_PROFILE_DESC,
type = 'select',
order = 40.3,
get = function(info) return info.handler.db:GetDualSpecProfile() end,
set = function(info, value) info.handler.db:SetDualSpecProfile(value) end,
values = "ListProfiles",
arg = "common",
hidden = NoDualSpec,
disabled = function(info) return not info.handler.db:IsDualSpecEnabled() end,
}
--- Embed dual spec options into an existing AceDBOptions-3.0 option table.
-- @name LibDualSpec:EnhanceOptions
-- @param optionTable (table) The option table returned by AceDBOptions-3.0.
-- @param target (table) The AceDB-3.0 the options operate on.
function lib:EnhanceOptions(optionTable, target)
AceDBOptions3 = AceDBOptions3 or LibStub('AceDBOptions-3.0', true)
if type(optionTable) ~= "table" then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): optionTable should be a table.", 2)
elseif type(target) ~= "table" then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): target should be a table.", 2)
elseif not (AceDBOptions3 and AceDBOptions3.optionTables[target]) then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): optionTable is not an AceDBOptions-3.0 table.", 2)
elseif optionTable.handler.db ~= target then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): optionTable must be the option table of target.", 2)
elseif not registry[target] then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): EnhanceDatabase should be called before EnhanceOptions(optionTable, target).", 2)
elseif optionTable.plugins and optionTable.plugins[MAJOR] then
return
end
if not optionTable.plugins then
optionTable.plugins = {}
end
optionTable.plugins[MAJOR] = options
end
-- ----------------------------------------------------------------------------
-- Inspection
-- ----------------------------------------------------------------------------
local function iterator(registry, key)
local data
key, data = next(registry, key)
if key then
return key, data.name
end
end
--- Iterate through enhanced AceDB3.0 instances.
-- The iterator returns (instance, name) pairs where instance and name are the
-- arguments that were provided to lib:EnhanceDatabase.
-- @name LibDualSpec:IterateDatabases
-- @return Values to be used in a for .. in .. do statement.
function lib:IterateDatabases()
return iterator, lib.registry
end
-- ----------------------------------------------------------------------------
-- Switching logic
-- ----------------------------------------------------------------------------
lib.eventFrame:RegisterEvent('PLAYER_TALENT_UPDATE')
lib.eventFrame:SetScript('OnEvent', function()
local newTalentGroup = GetActiveTalentGroup()
if lib.talentGroup ~= newTalentGroup then
lib.talentGroup = newTalentGroup
for target in pairs(registry) do
target:CheckDualSpecState()
end
end
end)
@@ -0,0 +1,335 @@
local MAJOR, MINOR = "LibElvUIPlugin-1.0", 31
local lib = LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
-- GLOBALS: ElvUI
--[[----------------------------
Plugin Table Format: (for reference only).
{
name - name of the plugin
callback - callback to call when ElvUI_OptionsUI is loaded
isLib - plugin is a library
version - version of the plugin (pulls version info from metadata, libraries can define their own)
-- After new version recieved from another user:
old - plugin is old version
newversion - newer version number
}
LibElvUIPlugin API:
RegisterPlugin(name, callback, isLib, libVersion)
-- Registers a module with the given name and option callback:
name - name of plugin
verion - version number
isLib - plugin is a library
libVersion - plugin library version (optional, defaults to 1)
HookInitialize(table, function)
-- Posthook ElvUI Initialize function:
table - addon table
function - function to call after Initialize (may be a string, that exists on the addons table: table['string'])
----------------------------]]--
local pairs, ipairs = pairs, ipairs
local tonumber, type = tonumber, type
local ceil = math.ceil
local format, gmatch, gsub, len, match, sub = string.format, string.gmatch, string.gsub, string.len, string.match, string.sub
local tinsert, wipe = table.insert, table.wipe
local GetAddOnMetadata = GetAddOnMetadata
local GetNumPartyMembers = GetNumRaidMembers
local GetNumRaidMembers = GetNumRaidMembers
local IsAddOnLoaded = IsAddOnLoaded
local IsInInstance = IsInInstance
local SendAddonMessage = SendAddonMessage
local UNKNOWN = UNKNOWN
lib.prefix = "ElvUIPluginVC"
lib.plugins = {}
lib.groupSize = 0
lib.index = 0
local MSG_OUTDATED = "Your version of %s %s is out of date (latest is version %s). You can download the latest version from https://github.com/BanditTech/ElvUI-Ascension/"
local HDR_CONFIG = "Plugins"
local HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - Plugins Loaded (Green means you have current version, Red means out of date)"
local INFO_BY = "by"
local INFO_VERSION = "Version:"
local INFO_NEW = "Newest:"
local LIBRARY = "Library"
local locale = GetLocale()
if locale == "deDE" then
MSG_OUTDATED = "Deine Version von %s %s ist veraltet (akutelle Version ist %s). Du kannst die aktuelle Version von https://github.com/BanditTech/ElvUI-Ascension/ herunterrladen."
HDR_CONFIG = "Plugins"
HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - Plugins geladen (Grün bedeutet du hast die aktuelle Version, Rot bedeutet es ist veraltet)"
INFO_BY = "von"
INFO_VERSION = "Version:"
INFO_NEW = "Neuste:"
LIBRARY = "Bibliothek"
elseif locale == "ruRU" then
MSG_OUTDATED = "Ваша версия %s %s устарела (последняя версия %s). Вы можете скачать последнюю версию на https://github.com/BanditTech/ElvUI-Ascension/"
HDR_CONFIG = "Плагины"
HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - загруженные плагины (зеленый означает, что у вас последняя версия, красный - устаревшая)"
INFO_BY = "от"
INFO_VERSION = "Версия:"
INFO_NEW = "Последняя:"
LIBRARY = "Библиотека"
elseif locale == "zhCN" then
MSG_OUTDATED = "你的 %s %s 版本已经过期 (最新版本是 %s)。你可以从 https://github.com/BanditTech/ElvUI-Ascension/ 下载最新版本"
HDR_CONFIG = "插件"
HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - 载入的插件 (绿色表示拥有当前版本, 红色表示版本已经过期)"
INFO_BY = "作者"
INFO_VERSION = "版本:"
INFO_NEW = "最新:"
LIBRARY = ""
elseif locale == "zhTW" then
MSG_OUTDATED = "你的 %s %s 版本已經過期 (最新版本為 %s)。你可以透過 https://github.com/BanditTech/ElvUI-Ascension/ 下載最新的版本"
HDR_CONFIG = "插件"
HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - 載入的插件 (綠色表示擁有當前版本, 紅色表示版本已經過期)"
INFO_BY = "作者"
INFO_VERSION = "版本:"
INFO_NEW = "最新:"
LIBRARY = ""
end
local E
local function checkElvUI()
if not E then
E = ElvUI[1]
assert(E, "ElvUI not found.")
end
end
function lib:RegisterPlugin(name, callback, isLib, libVersion)
checkElvUI()
local plugin = {
name = name,
callback = callback
}
if isLib then
plugin.isLib = true
plugin.version = libVersion or 1
else
plugin.version = (name == MAJOR and MINOR) or GetAddOnMetadata(name, "Version") or UNKNOWN
end
lib.plugins[name] = plugin
if not lib.registeredPrefix and E.global.general.versionCheck then
lib.VCFrame:RegisterEvent("CHAT_MSG_ADDON")
lib.VCFrame:RegisterEvent("RAID_ROSTER_UPDATE")
lib.VCFrame:RegisterEvent("PARTY_MEMBERS_CHANGED")
lib.VCFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
lib.registeredPrefix = true
end
local loaded = IsAddOnLoaded("ElvUI_OptionsUI")
if not loaded then
lib.CFFrame:RegisterEvent("ADDON_LOADED")
elseif loaded then
if name ~= MAJOR then
E.Options.args.plugins.args.plugins.name = lib:GeneratePluginList()
end
if callback then
callback()
end
end
return plugin
end
local function SendVersionCheckMessage()
lib:SendPluginVersionCheck(lib:GenerateVersionCheckMessage())
end
function lib:DelayedSendVersionCheck(delay)
if not E.SendPluginVersionCheck then
E.SendPluginVersionCheck = SendVersionCheckMessage
end
if not lib.SendMessageWaiting then
lib.SendMessageWaiting = E:Delay(delay or 10, E.SendPluginVersionCheck)
end
end
function lib:OptionsUILoaded(_, addon)
if addon == "ElvUI_OptionsUI" then
lib:GetPluginOptions()
for _, plugin in pairs(lib.plugins) do
if plugin.callback then
plugin.callback()
end
end
lib.CFFrame:UnregisterEvent("ADDON_LOADED")
end
end
function lib:GenerateVersionCheckMessage()
local list = ""
for _, plugin in pairs(lib.plugins) do
if plugin.name ~= MAJOR then
list = list .. plugin.name .. "=" .. plugin.version .. ";"
end
end
return list
end
function lib:GetPluginOptions()
E.Options.args.plugins = {
order = -10,
type = "group",
name = HDR_CONFIG,
guiInline = false,
args = {
pluginheader = {
order = 1,
type = "header",
name = format(HDR_INFORMATION, MINOR)
},
plugins = {
order = 2,
type = "description",
name = lib:GeneratePluginList()
}
}
}
end
do -- this will handle `8.1.5.0015` into `8.150015` etc
local verStrip = function(a, b) return a..gsub(b, "%.", "") end
function lib:StripVersion(version)
local ver = gsub(version, "(%d-%.)([%d%.]+)", verStrip)
return tonumber(ver)
end
end
function lib:VersionCheck(event, prefix, message, _, sender)
if (event == "CHAT_MSG_ADDON" and prefix == lib.prefix) and (sender and message and not match(message, "^%s-$")) then
if sender == E.myname then return end
if not E.pluginRecievedOutOfDateMessage then
for name, version in gmatch(message, "([^=]+)=([%d%p]+);") do
local plugin = (version and name) and lib.plugins[name]
if plugin and plugin.version then
local Pver, ver = lib:StripVersion(plugin.version), lib:StripVersion(version)
if (ver and Pver) and (ver > Pver) then
plugin.old, plugin.newversion = true, version
local title = GetAddOnMetadata(plugin.name, "Title") or plugin.name
E:Print(format(MSG_OUTDATED, title, plugin.version, plugin.newversion))
E.pluginRecievedOutOfDateMessage = true
end
end
end
end
elseif event == "PLAYER_ENTERING_WORLD" then
lib:DelayedSendVersionCheck()
else
local numRaid = GetNumRaidMembers()
local num = numRaid > 0 and numRaid or (GetNumPartyMembers() + 1)
if num ~= lib.groupSize then
if num > 1 and num > lib.groupSize then
lib:DelayedSendVersionCheck()
end
lib.groupSize = num
end
end
end
function lib:GeneratePluginList()
local list = ""
for _, plugin in pairs(lib.plugins) do
if plugin.name ~= MAJOR then
local author = GetAddOnMetadata(plugin.name, "Author")
local title = GetAddOnMetadata(plugin.name, "Title") or plugin.name
local color = (plugin.old and E:RGBToHex(1, 0, 0)) or E:RGBToHex(0, 1, 0)
list = list .. title
if author then list = list .. " " .. INFO_BY .. " " .. author end
list = list .. color .. (plugin.isLib and " " .. LIBRARY or " - " .. INFO_VERSION .. " " .. plugin.version)
if plugin.old then list = list .. " (" .. INFO_NEW .. plugin.newversion .. ")" end
list = list .. "|r\n"
end
end
return list
end
function lib:ClearSendMessageWait()
lib.SendMessageWaiting = nil
end
function lib:SendPluginVersionCheck(message)
if (not message) or match(message, "^%s-$") then
lib.ClearSendMessageWait()
return
end
local ChatType
if GetNumRaidMembers() > 1 then
local _, instanceType = IsInInstance()
ChatType = instanceType == "pvp" and "BATTLEGROUND" or "RAID"
elseif GetNumPartyMembers() > 0 then
ChatType = "PARTY"
end
if not ChatType then
lib.ClearSendMessageWait()
return
end
local maxChar, msgLength = 254 - len(lib.prefix), len(message)
if msgLength > maxChar then
local delay, splitMessage = 0
for _ = 1, ceil(msgLength / maxChar) do
splitMessage = match(sub(message, 1, maxChar), ".+;")
if splitMessage then -- incase the string is over `maxChar` but doesnt contain `;`
message = gsub(message, "^"..gsub(splitMessage, "([%-%.%+%[%]%(%)%$%^%%%?%*])", "%%%1"), "")
E:Delay(delay, SendAddonMessage, lib.prefix, splitMessage, ChatType)
delay = delay + 1
end
end
E:Delay(delay, lib.ClearSendMessageWait)
else
SendAddonMessage(lib.prefix, message, ChatType)
lib.ClearSendMessageWait()
end
end
function lib.Initialized()
if not lib.inits then return end
for _, initTbl in ipairs(lib.inits) do
initTbl[2](initTbl[1])
end
wipe(lib.inits)
end
function lib:HookInitialize(tbl, func)
if not (tbl and func) then return end
if type(func) == "string" then
func = tbl[func]
end
if not self.inits then
self.inits = {}
checkElvUI()
hooksecurefunc(E, "Initialize", self.Initialized)
end
tinsert(lib.inits, {tbl, func})
end
lib.VCFrame = CreateFrame("Frame")
lib.VCFrame:SetScript("OnEvent", lib.VersionCheck)
lib.CFFrame = CreateFrame("Frame")
lib.CFFrame:SetScript("OnEvent", lib.OptionsUILoaded)
@@ -0,0 +1,203 @@
--[[
Copyright 2013 João Cardoso
CustomSearch is distributed under the terms of the GNU General Public License (Version 3).
As a special exception, the copyright holders of this library give you permission to embed it
with independent modules to produce an addon, regardless of the license terms of these
independent modules, and to copy and distribute the resulting software under terms of your
choice, provided that you also meet, for each embedded independent module, the terms and
conditions of the license of that module. Permission is not granted to modify this library.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with the library. If not, see <http://www.gnu.org/licenses/gpl-3.0.txt>.
This file is part of CustomSearch.
--]]
local Lib = LibStub:NewLibrary('CustomSearch-1.0', 9)
if not Lib then
return
end
--[[ Parsing ]]--
function Lib:Matches(object, search, filters)
if object then
self.filters = filters
self.object = object
return self:MatchAll(search or '')
end
end
function Lib:MatchAll(search)
for phrase in self:Clean(search):gmatch('[^&]+') do
if not self:MatchAny(phrase) then
return
end
end
return true
end
function Lib:MatchAny(search)
for phrase in search:gmatch('[^|]+') do
if self:Match(phrase) then
return true
end
end
end
function Lib:Match(search)
local tag, rest = search:match('^%s*(%S+):(.*)$')
if tag then
tag = '^' .. tag
search = rest
end
local words = search:gmatch('%S+')
local failed
for word in words do
if word == self.OR then
if failed then
failed = false
else
break
end
else
local negate, rest = word:match('^([!~]=*)(.*)$')
if negate or word == self.NOT_MATCH then
word = rest and rest ~= '' and rest or words() or ''
negate = -1
else
negate = 1
end
local operator, rest = word:match('^(=*[<>]=*)(.*)$')
if operator then
word = rest ~= '' and rest or words()
end
local result = self:Filter(tag, operator, word) and 1 or -1
if result * negate ~= 1 then
failed = true
end
end
end
return not failed
end
--[[ Filtering ]]--
function Lib:Filter(tag, operator, search)
if not search then
return true
end
if tag then
for _, filter in pairs(self.filters) do
for _, value in pairs(filter.tags or {}) do
if value:find(tag) then
return self:UseFilter(filter, operator, search)
end
end
end
else
for _, filter in pairs(self.filters) do
if not filter.onlyTags and self:UseFilter(filter, operator, search) then
return true
end
end
end
end
function Lib:UseFilter(filter, operator, search)
local data = {filter:canSearch(operator, search, self.object)}
if data[1] then
return filter:match(self.object, operator, unpack(data))
end
end
--[[ Utilities ]]--
function Lib:Find(search, ...)
for i = 1, select('#', ...) do
local text = select(i, ...)
if text and self:Clean(text):find(search) then
return true
end
end
end
function Lib:Clean(string)
string = string:lower()
string = string:gsub('[%(%)%.%%%+%-%*%?%[%]%^%$]', function(c) return '%'..c end)
for accent, char in pairs(self.ACCENTS) do
string = string:gsub(accent, char)
end
return string
end
function Lib:Compare(op, a, b)
if op then
if op:find('<') then
if op:find('=') then
return a <= b
end
return a < b
end
if op:find('>')then
if op:find('=') then
return a >= b
end
return a > b
end
end
return a == b
end
--[[ Localization ]]--
do
local no = {enUS = 'Not', frFR = 'Pas', deDE = 'Nicht', ruRU = 'Нет'}
local just_or = {enUS = 'Or', frFR = 'Ou', deDE = 'Oder', ruRU = 'Или'}
local accents = {
a = {'à','â','ã','å'},
e = {'è','é','ê','ê','ë'},
i = {'ì', 'í', 'î', 'ï'},
o = {'ó','ò','ô','õ'},
u = {'ù', 'ú', 'û', 'ü'},
c = {'ç'}, n = {'ñ'}
}
Lib.ACCENTS = {}
for char, accents in pairs(accents) do
for _, accent in ipairs(accents) do
Lib.ACCENTS[accent] = char
end
end
Lib.OR = Lib:Clean(just_or[GetLocale()] or "")
Lib.NOT = no[GetLocale()] or NO
Lib.NOT_MATCH = Lib:Clean(Lib.NOT)
setmetatable(Lib, {__call = Lib.Matches})
end
return Lib
@@ -0,0 +1,287 @@
--[[
ItemSearch
An item text search engine of some sort
--]]
local Search = LibStub("CustomSearch-1.0")
local Unfit = LibStub("Unfit-1.0")
local Lib = LibStub:NewLibrary("LibItemSearch-1.2-ElvUI", 17)
if Lib then
Lib.Scanner = LibItemSearchTooltipScanner or CreateFrame("GameTooltip", "LibItemSearchTooltipScanner", UIParent, "GameTooltipTemplate")
Lib.Filters = {}
else
return
end
--[[ User API ]]--
function Lib:Matches(link, search)
return Search(link, search, self.Filters)
end
function Lib:Tooltip(link, search)
return link and self.Filters.tip:match(link, nil, search)
end
function Lib:TooltipPhrase(link, search)
return link and self.Filters.tipPhrases:match(link, nil, search)
end
function Lib:InSet(link, search)
if IsEquippableItem(link) then
local id = tonumber(link:match("item:(%-?%d+)"))
return self:BelongsToSet(id, (search or ""):lower())
end
end
--[[ Internal API ]]--
if IsAddOnLoaded("ItemRack") then
local sameID = ItemRack.SameID
function Lib:BelongsToSet(id, search)
for name, set in pairs(ItemRackUser.Sets) do
if name:sub(1,1) ~= "" and Search:Find(search, name) then
for _, item in pairs(set.equip) do
if sameID(id, item) then
return true
end
end
end
end
end
elseif IsAddOnLoaded("Wardrobe") then
function Lib:BelongsToSet(id, search)
for _, outfit in ipairs(Wardrobe.CurrentConfig.Outfit) do
local name = outfit.OutfitName
if Search:Find(search, name) then
for _, item in pairs(outfit.Item) do
if item.IsSlotUsed == 1 and item.ItemID == id then
return true
end
end
end
end
end
else
function Lib:BelongsToSet(id, search)
for i = 1, GetNumEquipmentSets() do
local name = GetEquipmentSetInfo(i)
if Search:Find(search, name) then
local items = GetEquipmentSetItemIDs(name)
for _, item in pairs(items) do
if id == item then
return true
end
end
end
end
end
end
--[[ General ]]--
Lib.Filters.name = {
tags = {"n", "name"},
canSearch = function(self, operator, search)
return not operator and search
end,
match = function(self, item, _, search)
local name = item:match("%[(.-)%]")
return Search:Find(search, name)
end
}
Lib.Filters.type = {
tags = {"t", "type", "s", "slot"},
canSearch = function(self, operator, search)
return not operator and search
end,
match = function(self, item, _, search)
local type, subType, _, equipSlot = select(6, GetItemInfo(item))
return Search:Find(search, type, subType, _G[equipSlot])
end
}
Lib.Filters.level = {
tags = {"l", "level", "lvl", "ilvl"},
canSearch = function(self, _, search)
return tonumber(search)
end,
match = function(self, link, operator, num)
local lvl = select(4, GetItemInfo(link))
if lvl then
return Search:Compare(operator, lvl, num)
end
end
}
Lib.Filters.requiredlevel = {
tags = {"r", "req", "rl", "reql", "reqlvl"},
canSearch = function(self, _, search)
return tonumber(search)
end,
match = function(self, link, operator, num)
local lvl = select(5, GetItemInfo(link))
if lvl then
return Search:Compare(operator, lvl, num)
end
end
}
Lib.Filters.sets = {
tags = {"s", "set"},
canSearch = function(self, operator, search)
return not operator and search
end,
match = function(self, link, _, search)
return Lib:InSet(link, search)
end,
}
Lib.Filters.quality = {
tags = {"q", "quality"},
keywords = {},
canSearch = function(self, _, search)
for quality, name in pairs(self.keywords) do
if name:find(search) then
return quality
end
end
end,
match = function(self, link, operator, num)
local quality = select(3, GetItemInfo(link))
return Search:Compare(operator, quality, num)
end,
}
--[[
0 Poor 9d9d9d
1 Common ffffff
2 Uncommon 1eff00
3 Rare 0070dd
4 Epic a335ee
5 Legendary ff8000
6 Artifact e6cc80
7 Heirloom 00ccff
]]
for i = 0, 7 do -- Ascension change: was `#ITEM_QUALITY_COLORS` now `7`
Lib.Filters.quality.keywords[i] = _G["ITEM_QUALITY" .. i .. "_DESC"]:lower()
end
--[[ Classic Keywords ]]--
Lib.Filters.items = {
keyword = ITEMS:lower(),
canSearch = function(self, operator, search)
return not operator and self.keyword:find(search)
end,
match = function(self, link)
return true
end
}
Lib.Filters.usable = {
keyword = USABLE_ITEMS:lower(),
canSearch = function(self, operator, search)
return not operator and self.keyword:find(search)
end,
match = function(self, link)
if not Unfit:IsItemUnusable(link) then
local lvl = select(5, GetItemInfo(link))
return lvl and (lvl ~= 0 and lvl <= UnitLevel("player"))
end
end
}
--[[ Tooltips ]]--
Lib.Filters.tip = {
tags = {"tt", "tip", "tooltip"},
onlyTags = true,
canSearch = function(self, _, search)
return search
end,
match = function(self, link, _, search)
if link:find("item:") then
Lib.Scanner:SetOwner(UIParent, "ANCHOR_NONE")
Lib.Scanner:SetHyperlink(link)
for i = 1, Lib.Scanner:NumLines() do
if Search:Find(search, _G[Lib.Scanner:GetName() .. "TextLeft" .. i]:GetText()) then
return true
end
end
end
end
}
Lib.Filters.tipPhrases = {
canSearch = function(self, _, search)
if #search >= 3 then
for key, query in pairs(self.keywords) do
if key:find(search) then
return query
end
end
end
end,
match = function(self, link, _, search)
local id = link:match("item:(%d+)")
if not id then
return
end
local cached = self.cache[search][id]
if cached ~= nil then
return cached
end
Lib.Scanner:SetOwner(UIParent, "ANCHOR_NONE")
Lib.Scanner:SetHyperlink(link)
local matches = false
for i = 1, Lib.Scanner:NumLines() do
if search == _G[Lib.Scanner:GetName() .. "TextLeft" .. i]:GetText() then
matches = true
break
end
end
self.cache[search][id] = matches
return matches
end,
cache = setmetatable({}, {__index = function(t, k) local v = {} t[k] = v return v end}),
keywords = {
[ITEM_SOULBOUND:lower()] = ITEM_BIND_ON_PICKUP,
[QUESTS_LABEL:lower()] = ITEM_BIND_QUEST,
["bound"] = ITEM_BIND_ON_PICKUP,
["bop"] = ITEM_BIND_ON_PICKUP,
["boe"] = ITEM_BIND_ON_EQUIP,
["bou"] = ITEM_BIND_ON_USE,
["boa"] = ITEM_BIND_TO_ACCOUNT,
}
}
@@ -0,0 +1,6 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="CustomSearch-1.0\CustomSearch-1.0.lua"/>
<Script file="Unfit-1.0\Unfit-1.0.lua"/>
<Script file="LibItemSearch-1.2.lua"/>
</Ui>
@@ -0,0 +1,40 @@
--[[
Copyright 2011-2016 João Cardoso
Unfit is distributed under the terms of the GNU General Public License (Version 3).
As a special exception, the copyright holders of this library give you permission to embed it
with independent modules to produce an addon, regardless of the license terms of these
independent modules, and to copy and distribute the resulting software under terms of your
choice, provided that you also meet, for each embedded independent module, the terms and
conditions of the license of that module. Permission is not granted to modify this library.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with the library. If not, see <http://www.gnu.org/licenses/gpl-3.0.txt>.
This file is part of Unfit.
--]]
local Lib = LibStub:NewLibrary('Unfit-1.0', 9)
if not Lib then
return
end
--[[ Data ]]--
Lib.unusable = {}
Lib.cannotDual = nil
--[[ API ]]--
function Lib:IsItemUnusable(...)
return false
end
function Lib:IsClassUnusable(subclass, slot)
return false
end
@@ -0,0 +1,245 @@
--[[
Name: LibSharedMedia-3.0
Revision: $Revision: 62 $
Author: Elkano (elkano@gmx.de)
Inspired By: SurfaceLib by Haste/Otravi (troeks@gmail.com)
Website: http://www.wowace.com/projects/libsharedmedia-3-0/
Description: Shared handling of media data (fonts, sounds, textures, ...) between addons.
Dependencies: LibStub, CallbackHandler-1.0
License: LGPL v2.1
]]
local MAJOR, MINOR = "LibSharedMedia-3.0", 3030001 -- 3.3.5 / increase manually on changes
local lib = LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
local _G = getfenv(0)
local pairs = _G.pairs
local type = _G.type
local band = _G.bit.band
local table_sort = _G.table.sort
local locale = GetLocale()
local locale_is_western
local LOCALE_MASK = 0
lib.LOCALE_BIT_koKR = 1
lib.LOCALE_BIT_ruRU = 2
lib.LOCALE_BIT_zhCN = 4
lib.LOCALE_BIT_zhTW = 8
lib.LOCALE_BIT_western = 128
local CallbackHandler = LibStub:GetLibrary("CallbackHandler-1.0")
lib.callbacks = lib.callbacks or CallbackHandler:New(lib)
lib.DefaultMedia = lib.DefaultMedia or {}
lib.MediaList = lib.MediaList or {}
lib.MediaTable = lib.MediaTable or {}
lib.MediaType = lib.MediaType or {}
lib.OverrideMedia = lib.OverrideMedia or {}
local defaultMedia = lib.DefaultMedia
local mediaList = lib.MediaList
local mediaTable = lib.MediaTable
local overrideMedia = lib.OverrideMedia
-- create mediatype constants
lib.MediaType.BACKGROUND = "background" -- background textures
lib.MediaType.BORDER = "border" -- border textures
lib.MediaType.FONT = "font" -- fonts
lib.MediaType.STATUSBAR = "statusbar" -- statusbar textures
lib.MediaType.SOUND = "sound" -- sound files
-- populate lib with default Blizzard data
-- BACKGROUND
if not lib.MediaTable.background then lib.MediaTable.background = {} end
lib.MediaTable.background["None"] = [[]]
lib.MediaTable.background["Blizzard Dialog Background"] = [[Interface\DialogFrame\UI-DialogBox-Background]]
lib.MediaTable.background["Blizzard Dialog Background Dark"] = [[Interface\DialogFrame\UI-DialogBox-Background-Dark]]
lib.MediaTable.background["Blizzard Dialog Background Gold"] = [[Interface\DialogFrame\UI-DialogBox-Gold-Background]]
lib.MediaTable.background["Blizzard Low Health"] = [[Interface\FullScreenTextures\LowHealth]]
lib.MediaTable.background["Blizzard Marble"] = [[Interface\FrameGeneral\UI-Background-Marble]]
lib.MediaTable.background["Blizzard Out of Control"] = [[Interface\FullScreenTextures\OutOfControl]]
lib.MediaTable.background["Blizzard Parchment"] = [[Interface\AchievementFrame\UI-Achievement-Parchment-Horizontal]]
lib.MediaTable.background["Blizzard Parchment 2"] = [[Interface\AchievementFrame\UI-GuildAchievement-Parchment-Horizontal]]
lib.MediaTable.background["Blizzard Rock"] = [[Interface\FrameGeneral\UI-Background-Rock]]
lib.MediaTable.background["Blizzard Tabard Background"] = [[Interface\TabardFrame\TabardFrameBackground]]
lib.MediaTable.background["Blizzard Tooltip"] = [[Interface\Tooltips\UI-Tooltip-Background]]
lib.MediaTable.background["Solid"] = [[Interface\Buttons\WHITE8X8]]
lib.DefaultMedia.background = "None"
-- BORDER
if not lib.MediaTable.border then lib.MediaTable.border = {} end
lib.MediaTable.border["None"] = [[]]
lib.MediaTable.border["Blizzard Achievement Wood"] = [[Interface\AchievementFrame\UI-Achievement-WoodBorder]]
lib.MediaTable.border["Blizzard Chat Bubble"] = [[Interface\Tooltips\ChatBubble-Backdrop]]
lib.MediaTable.border["Blizzard Dialog"] = [[Interface\DialogFrame\UI-DialogBox-Border]]
lib.MediaTable.border["Blizzard Dialog Gold"] = [[Interface\DialogFrame\UI-DialogBox-Gold-Border]]
lib.MediaTable.border["Blizzard Party"] = [[Interface\CHARACTERFRAME\UI-Party-Border]]
lib.MediaTable.border["Blizzard Tooltip"] = [[Interface\Tooltips\UI-Tooltip-Border]]
lib.DefaultMedia.border = "None"
-- FONT
if not lib.MediaTable.font then lib.MediaTable.font = {} end
local SML_MT_font = lib.MediaTable.font
if locale == "koKR" then
LOCALE_MASK = lib.LOCALE_BIT_koKR
--
SML_MT_font["굵은 글꼴"] = [[Fonts\2002B.TTF]]
SML_MT_font["기본 글꼴"] = [[Fonts\2002.TTF]]
SML_MT_font["데미지 글꼴"] = [[Fonts\K_Damage.TTF]]
SML_MT_font["퀘스트 글꼴"] = [[Fonts\K_Pagetext.TTF]]
--
lib.DefaultMedia["font"] = "기본 글꼴" -- someone from koKR please adjust if needed
--
elseif locale == "zhCN" then
LOCALE_MASK = lib.LOCALE_BIT_zhCN
--
SML_MT_font["伤害数字"] = [[Fonts\ZYKai_C.ttf]]
SML_MT_font["默认"] = [[Fonts\ZYKai_T.ttf]]
SML_MT_font["聊天"] = [[Fonts\ZYHei.ttf]]
--
lib.DefaultMedia["font"] = "默认" -- someone from zhCN please adjust if needed
--
elseif locale == "zhTW" then
LOCALE_MASK = lib.LOCALE_BIT_zhTW
--
SML_MT_font["提示訊息"] = [[Fonts\bHEI00M.ttf]]
SML_MT_font["聊天"] = [[Fonts\bHEI01B.ttf]]
SML_MT_font["傷害數字"] = [[Fonts\bKAI00M.ttf]]
SML_MT_font["預設"] = [[Fonts\bLEI00D.ttf]]
--
lib.DefaultMedia["font"] = "預設" -- someone from zhTW please adjust if needed
elseif locale == "ruRU" then
LOCALE_MASK = lib.LOCALE_BIT_ruRU
--
SML_MT_font["Arial Narrow"] = [[Fonts\ARIALN.TTF]]
SML_MT_font["Friz Quadrata TT"] = [[Fonts\FRIZQT__.TTF]]
SML_MT_font["Morpheus"] = [[Fonts\MORPHEUS.TTF]]
SML_MT_font["Nimrod MT"] = [[Fonts\NIM_____.ttf]]
SML_MT_font["Skurri"] = [[Fonts\SKURRI.TTF]]
--
lib.DefaultMedia.font = "Arial Narrow"
--
else
LOCALE_MASK = lib.LOCALE_BIT_western
locale_is_western = true
--
SML_MT_font["Arial Narrow"] = [[Fonts\ARIALN.TTF]]
SML_MT_font["Friz Quadrata TT"] = [[Fonts\FRIZQT__.TTF]]
SML_MT_font["Morpheus"] = [[Fonts\MORPHEUS.TTF]]
SML_MT_font["Skurri"] = [[Fonts\SKURRI.TTF]]
--
lib.DefaultMedia.font = "Friz Quadrata TT"
--
end
-- STATUSBAR
if not lib.MediaTable.statusbar then lib.MediaTable.statusbar = {} end
lib.MediaTable.statusbar["Blizzard"] = [[Interface\TargetingFrame\UI-StatusBar]]
lib.MediaTable.statusbar["Blizzard Character Skills Bar"] = [[Interface\PaperDollInfoFrame\UI-Character-Skills-Bar]]
lib.DefaultMedia.statusbar = "Blizzard"
-- SOUND
if not lib.MediaTable.sound then lib.MediaTable.sound = {} end
lib.MediaTable.sound["None"] = [[Interface\Quiet.ogg]] -- Relies on the fact that PlaySound[File] doesn't error on these values.
lib.DefaultMedia.sound = "None"
local function rebuildMediaList(mediatype)
local mtable = mediaTable[mediatype]
if not mtable then return end
if not mediaList[mediatype] then mediaList[mediatype] = {} end
local mlist = mediaList[mediatype]
-- list can only get larger, so simply overwrite it
local i = 0
for k in pairs(mtable) do
i = i + 1
mlist[i] = k
end
table_sort(mlist)
end
function lib:Register(mediatype, key, data, langmask)
if type(mediatype) ~= "string" then
error(MAJOR..":Register(mediatype, key, data, langmask) - mediatype must be string, got "..type(mediatype))
end
if type(key) ~= "string" then
error(MAJOR..":Register(mediatype, key, data, langmask) - key must be string, got "..type(key))
end
mediatype = mediatype:lower()
if mediatype == lib.MediaType.FONT and ((langmask and band(langmask, LOCALE_MASK) == 0) or not (langmask or locale_is_western)) then
-- ignore fonts that aren't flagged as supporting local glyphs on non-western clients
return false
end
if mediatype == lib.MediaType.SOUND and type(data) == "string" then
local path = data:lower()
if not path:find(".ogg", nil, true) and not path:find(".mp3", nil, true) and not path:find(".wav", nil, true) then
-- Only wav, ogg and mp3 are valid sounds.
return false
end
end
if not mediaTable[mediatype] then mediaTable[mediatype] = {} end
local mtable = mediaTable[mediatype]
if mtable[key] then return false end
mtable[key] = data
rebuildMediaList(mediatype)
self.callbacks:Fire("LibSharedMedia_Registered", mediatype, key)
return true
end
function lib:Fetch(mediatype, key, noDefault)
local mtt = mediaTable[mediatype]
local overridekey = overrideMedia[mediatype]
local result = mtt and ((overridekey and mtt[overridekey] or mtt[key]) or (not noDefault and defaultMedia[mediatype] and mtt[defaultMedia[mediatype]])) or nil
return result ~= "" and result or nil
end
function lib:IsValid(mediatype, key)
return mediaTable[mediatype] and (not key or mediaTable[mediatype][key]) and true or false
end
function lib:HashTable(mediatype)
return mediaTable[mediatype]
end
function lib:List(mediatype)
if not mediaTable[mediatype] then
return nil
end
if not mediaList[mediatype] then
rebuildMediaList(mediatype)
end
return mediaList[mediatype]
end
function lib:GetGlobal(mediatype)
return overrideMedia[mediatype]
end
function lib:SetGlobal(mediatype, key)
if not mediaTable[mediatype] then
return false
end
overrideMedia[mediatype] = (key and mediaTable[mediatype][key]) and key or nil
self.callbacks:Fire("LibSharedMedia_SetGlobal", mediatype, overrideMedia[mediatype])
return true
end
function lib:GetDefault(mediatype)
return defaultMedia[mediatype]
end
function lib:SetDefault(mediatype, key)
if mediaTable[mediatype] and mediaTable[mediatype][key] and not defaultMedia[mediatype] then
defaultMedia[mediatype] = key
return true
else
return false
end
end
@@ -0,0 +1,296 @@
--[[---------------------------------------------------------------------------------
General Library providing an alternate StartMoving() that allows you to
specify a number of frames to snap-to when moving the frame around
Example Usage:
<OnLoad>
this:RegisterForDrag("LeftButton")
</OnLoad>
<OnDragStart>
StickyFrames:StartMoving(this, {WatchDogFrame_player, WatchDogFrame_target, WatchDogFrame_party1, WatchDogFrame_party2, WatchDogFrame_party3, WatchDogFrame_party4},3,3,3,3)
</OnDragStart>
<OnDragStop>
StickyFrames:StopMoving(this)
StickyFrames:AnchorFrame(this)
</OnDragStop>
------------------------------------------------------------------------------------
This is a modified version by Elv for ElvUI
------------------------------------------------------------------------------------]]
local MAJOR, MINOR = "LibSimpleSticky-1.0", 2
local StickyFrames = LibStub:NewLibrary(MAJOR, MINOR)
if not StickyFrames then return end
local twipe = table.wipe
local GetCursorPosition = GetCursorPosition
local IsShiftKeyDown = IsShiftKeyDown
--[[---------------------------------------------------------------------------------
Class declaration, along with a temporary table to hold any existing OnUpdate
scripts.
------------------------------------------------------------------------------------]]
StickyFrames.scripts = StickyFrames.scripts or {}
StickyFrames.rangeX = 15
StickyFrames.rangeY = 15
StickyFrames.sticky = StickyFrames.sticky or {}
local groupBlacklist = {}
local function isGroupPoint(frame, frame2)
if groupBlacklist[frame2] then
return true
else
local _, point = frame2:GetPoint()
if groupBlacklist[point] or frame.parent == point then
groupBlacklist[frame2.parent] = true
return true
end
end
end
--[[---------------------------------------------------------------------------------
StickyFrames:StartMoving() - Sets a custom OnUpdate for the frame so it follows
the mouse and snaps to the frames you specify
frame: The frame we want to move. Is typically "this"
frameList: A integer indexed list of frames that the given frame should try to
stick to. These don't have to have anything special done to them,
and they don't really even need to exist. You can inclue the
moving frame in this list, it will be ignored. This helps you
if you have a number of frames, just make ONE list to pass.
{WatchDogFrame_player, WatchDogFrame_party1, .. WatchDogFrame_party4}
left: If your frame has a tranparent border around the entire frame
(think backdrops with borders). This can be used to fine tune the
edges when you're stickying groups. Refers to any offset on the
LEFT edge of the frame being moved.
top: same
right: same
bottom: same
------------------------------------------------------------------------------------]]
function StickyFrames:StartMoving(frame, frameList, left, top, right, bottom)
local x,y = GetCursorPosition()
local aX,aY = frame:GetCenter()
local aS = frame:GetEffectiveScale()
aX,aY = aX*aS,aY*aS
local xoffset,yoffset = (aX - x),(aY - y)
self.scripts[frame] = frame:GetScript("OnUpdate")
frame:SetScript("OnUpdate", self:GetUpdateFunc(frame, frameList, xoffset, yoffset, left, top, right, bottom))
end
--[[---------------------------------------------------------------------------------
This stops the OnUpdate, leaving the frame at its last position. This will
leave it anchored to UIParent. You can call StickyFrames:AnchorFrame() to
anchor it back "TOPLEFT" , "TOPLEFT" to the parent.
------------------------------------------------------------------------------------]]
function StickyFrames:StopMoving(frame)
frame:SetScript("OnUpdate", self.scripts[frame])
self.scripts[frame] = nil
twipe(groupBlacklist)
if StickyFrames.sticky[frame] then
local sticky = StickyFrames.sticky[frame]
StickyFrames.sticky[frame] = nil
return true, sticky
else
return false, nil
end
end
--[[---------------------------------------------------------------------------------
This can be called in conjunction with StickyFrames:StopMoving() to anchor the
frame right back to the parent, so you can manipulate its children as a group
(This is useful in WatchDog)
------------------------------------------------------------------------------------]]
function StickyFrames:AnchorFrame(frame)
local xA,yA = frame:GetCenter()
local parent = frame:GetParent() or UIParent
local xP,yP = parent:GetCenter()
local sA,sP = frame:GetEffectiveScale(), parent:GetEffectiveScale()
xP,yP = (xP*sP) / sA, (yP*sP) / sA
local xo,yo = (xP - xA)*-1, (yP - yA)*-1
frame:ClearAllPoints()
frame:SetPoint("CENTER", parent, "CENTER", xo, yo)
end
--[[---------------------------------------------------------------------------------
Internal Functions -- Do not call these.
------------------------------------------------------------------------------------]]
--[[---------------------------------------------------------------------------------
Returns an anonymous OnUpdate function for the frame in question. Need
to provide the frame, frameList along with the x and y offset (difference between
where the mouse picked up the frame, and the insets (left,top,right,bottom) in the
case of borders, etc.w
------------------------------------------------------------------------------------]]
function StickyFrames:GetUpdateFunc(frame, frameList, xoffset, yoffset, left, top, right, bottom)
return function()
local x,y = GetCursorPosition()
local s = frame:GetEffectiveScale()
x,y = x/s,y/s
frame:ClearAllPoints()
frame:SetPoint("CENTER", UIParent, "BOTTOMLEFT", x+xoffset, y+yoffset)
StickyFrames.sticky[frame] = nil
for i = 1, #frameList do
local v = frameList[i]
if frame ~= v and frame ~= v:GetParent() and not isGroupPoint(frame, v) and not IsShiftKeyDown() and v:IsVisible() then
if self:SnapFrame(frame, v, left, top, right, bottom) then
StickyFrames.sticky[frame] = v
break
end
end
end
end
end
--[[---------------------------------------------------------------------------------
Internal debug function.
------------------------------------------------------------------------------------]]
function StickyFrames:debug(msg)
DEFAULT_CHAT_FRAME:AddMessage("|cffffff00StickyFrames: |r"..tostring(msg))
end
--[[---------------------------------------------------------------------------------
This is called when finding an overlap between two sticky frame. If frameA is near
a sticky edge of frameB, then it will snap to that edge and return true. If there
is no sticky edge collision, will return false so we can test other frames for
stickyness.
------------------------------------------------------------------------------------]]
function StickyFrames:SnapFrame(frameA, frameB, left, top, right, bottom)
local sA, sB = frameA:GetEffectiveScale(), frameB:GetEffectiveScale()
local xA, yA = frameA:GetCenter()
local xB, yB = frameB:GetCenter()
local hA = frameA:GetHeight() / 2
local wA = frameA:GetWidth() / 2
local newX, newY = xA, yA
if not left then left = 0 end
if not top then top = 0 end
if not right then right = 0 end
if not bottom then bottom = 0 end
-- Lets translate B's coords into A's scale
if not xB or not yB or not sB or not sA or not sB then return end
xB, yB = (xB*sB) / sA, (yB*sB) / sA
-- Grab the edges of each frame, for easier comparison
local lA, tA, rA, bA = frameA:GetLeft(), frameA:GetTop(), frameA:GetRight(), frameA:GetBottom()
local lB, tB, rB, bB = frameB:GetLeft(), frameB:GetTop(), frameB:GetRight(), frameB:GetBottom()
local snap = nil
-- Translate into A's scale
lB, tB, rB, bB = (lB * sB) / sA, (tB * sB) / sA, (rB * sB) / sA, (bB * sB) / sA
if (bA <= tB and bB <= tA) then
-- Horizontal Centers
if xA <= (xB + StickyFrames.rangeX) and xA >= (xB - StickyFrames.rangeX) then
newX = xB
snap = true
end
-- Interior Left
if lA <= (lB + StickyFrames.rangeX) and lA >= (lB - StickyFrames.rangeX) then
newX = lB + wA
if frameB == UIParent or frameB == WorldFrame or frameB == ElvUIParent then
newX = newX + 4
end
snap = true
end
-- Interior Right
if rA <= (rB + StickyFrames.rangeX) and rA >= (rB - StickyFrames.rangeX) then
newX = rB - wA
if frameB == UIParent or frameB == WorldFrame or frameB == ElvUIParent then
newX = newX - 4
end
snap = true
end
-- Exterior Left to Right
if lA <= (rB + StickyFrames.rangeX) and lA >= (rB - StickyFrames.rangeX) then
newX = rB + (wA - left)
snap = true
end
-- Exterior Right to Left
if rA <= (lB + StickyFrames.rangeX) and rA >= (lB - StickyFrames.rangeX) then
newX = lB - (wA - right)
snap = true
end
end
if (lA <= rB and lB <= rA) then
-- Vertical Centers
if yA <= (yB + StickyFrames.rangeY) and yA >= (yB - StickyFrames.rangeY) then
newY = yB
snap = true
end
-- Interior Top
if tA <= (tB + StickyFrames.rangeY) and tA >= (tB - StickyFrames.rangeY) then
newY = tB - hA
if frameB == UIParent or frameB == WorldFrame or frameB == ElvUIParent then
newY = newY - 4
end
snap = true
end
-- Interior Bottom
if bA <= (bB + StickyFrames.rangeY) and bA >= (bB - StickyFrames.rangeY) then
newY = bB + hA
if frameB == UIParent or frameB == WorldFrame or frameB == ElvUIParent then
newY = newY + 4
end
snap = true
end
-- Exterior Top to Bottom
if tA <= (bB + StickyFrames.rangeY + bottom) and tA >= (bB - StickyFrames.rangeY + bottom) then
newY = bB - (hA - top)
snap = true
end
-- Exterior Bottom to Top
if bA <= (tB + StickyFrames.rangeY - top) and bA >= (tB - StickyFrames.rangeY - top) then
newY = tB + (hA - bottom)
snap = true
end
end
if snap then
frameA:ClearAllPoints()
frameA:SetPoint("CENTER", UIParent, "BOTTOMLEFT", newX, newY)
return true
end
end
@@ -0,0 +1,235 @@
--- = Background =
-- Blizzard's IsSpellInRange API has always been very limited - you either must have the name of the spell, or its spell book ID. Checking directly by spellID is simply not possible.
-- Now, in Mists of Pandaria, Blizzard changed the way that many talents and specialization spells work - instead of giving you a new spell when leaned, they replace existing spells. These replacement spells do not work with Blizzard's IsSpellInRange function whatsoever; this limitation is what prompted the creation of this lib.
-- = Usage =
-- **LibSpellRange-1.0** exposes an enhanced version of IsSpellInRange that:
-- * Allows ranged checking based on both spell name and spellID.
-- * Works correctly with replacement spells that will not work using Blizzard's IsSpellInRange method alone.
--
-- @class file
-- @name LibSpellRange-1.0.lua
local major = "SpellRange-1.0"
local minor = 19
assert(LibStub, format("%s requires LibStub.", major))
local Lib = LibStub:NewLibrary(major, minor)
if not Lib then return end
local tonumber = _G.tonumber
local strlower = _G.strlower
local wipe = _G.wipe
local type = _G.type
local GetSpellInfo = _G.GetSpellInfo
local GetSpellLink = _G.GetSpellLink
local GetSpellName = _G.GetSpellName
local GetSpellTabInfo = _G.GetSpellTabInfo
local IsSpellInRange = _G.IsSpellInRange
local SpellHasRange = _G.SpellHasRange
local MAX_SKILLLINE_TABS = _G.MAX_SKILLLINE_TABS
-- isNumber is basically a tonumber cache for maximum efficiency
Lib.isNumber = Lib.isNumber or setmetatable({}, {
__mode = "kv",
__index = function(t, i)
local o = tonumber(i) or false
t[i] = o
return o
end})
local isNumber = Lib.isNumber
-- strlower cache for maximum efficiency
Lib.strlowerCache = Lib.strlowerCache or setmetatable(
{}, {
__index = function(t, i)
if not i then return end
local o
if type(i) == "number" then
o = i
else
o = strlower(i)
end
t[i] = o
return o
end,
}) local strlowerCache = Lib.strlowerCache
-- Matches lowercase player spell names to their spellBookID
Lib.spellsByName_spell = Lib.spellsByName_spell or {}
local spellsByName_spell = Lib.spellsByName_spell
-- Matches player spellIDs to their spellBookID
Lib.spellsByID_spell = Lib.spellsByID_spell or {}
local spellsByID_spell = Lib.spellsByID_spell
-- Matches lowercase pet spell names to their spellBookID
Lib.spellsByName_pet = Lib.spellsByName_pet or {}
local spellsByName_pet = Lib.spellsByName_pet
-- Matches pet spellIDs to their spellBookID
Lib.spellsByID_pet = Lib.spellsByID_pet or {}
local spellsByID_pet = Lib.spellsByID_pet
local blacklistedIDs = {}
-- Updates spellsByName and spellsByID
local function UpdateBook(bookType)
local _, offs, numspells
local max = 0
for i = MAX_SKILLLINE_TABS, 1, -1 do
_, _, offs, numspells = GetSpellTabInfo(i)
if numspells > 0 then
max = offs + numspells
break
end
end
local spellsByName = Lib["spellsByName_" .. bookType]
local spellsByID = Lib["spellsByID_" .. bookType]
wipe(spellsByName)
wipe(spellsByID)
wipe(blacklistedIDs)
for spellBookID = 1, max do
local spellName, rank = GetSpellName(spellBookID, bookType)
if spellName and (rank == "" or rank:match("%d+")) then
local link = GetSpellLink(spellName, rank)
local spellID = tonumber(link and link:gsub("|", "||"):match("spell:(%d+)"))
if spellName then
spellsByName[strlower(spellName)] = spellBookID
end
if spellID then
spellsByID[spellID] = spellBookID
end
end
end
end
-- Handles updating spellsByName and spellsByID
if not Lib.updaterFrame then
Lib.updaterFrame = CreateFrame("Frame")
end
Lib.updaterFrame:UnregisterAllEvents()
Lib.updaterFrame:RegisterEvent("LEARNED_SPELL_IN_TAB")
Lib.updaterFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
local function UpdateSpells(_, event)
UpdateBook("spell")
UpdateBook("pet")
if event == "PLAYER_ENTERING_WORLD" then
Lib.updaterFrame:UnregisterEvent(event)
end
end
Lib.updaterFrame:SetScript("OnEvent", UpdateSpells)
UpdateSpells()
--- Improved spell range checking function.
-- @name SpellRange.IsSpellInRange
-- @paramsig spell, unit
-- @param spell Name or spellID of a spell that you wish to check the range of. The spell must be a spell that you have in your spellbook or your pet's spellbook.
-- @param unit UnitID of the spell that you wish to check the range on.
-- @return Exact same returns as http://wowprogramming.com/docs/api/IsSpellInRange
-- @usage
-- -- Check spell range by spell name on unit "target"
-- local SpellRange = LibStub("SpellRange-1.0")
-- local inRange = SpellRange.IsSpellInRange("Stormstrike", "target")
--
-- -- Check spell range by spellID on unit "mouseover"
-- local SpellRange = LibStub("SpellRange-1.0")
-- local inRange = SpellRange.IsSpellInRange(17364, "mouseover")
function Lib.IsSpellInRange(spellInput, unit)
if isNumber[spellInput] then
local spell = spellsByID_spell[spellInput]
if spell then
return IsSpellInRange(spell, "spell", unit)
else
spell = spellsByID_pet[spellInput]
if spell then
return IsSpellInRange(spell, "pet", unit)
elseif not blacklistedIDs[spellInput] then
spell = GetSpellInfo(spellInput)
if spell then
spell = strlowerCache[spell]
if spellsByName_spell[spell] then
local spellBookID = spellsByName_spell[spell]
Lib["spellsByID_spell"][spellInput] = spellBookID
return IsSpellInRange(spellBookID, "spell", unit)
elseif spellsByName_pet[spell] then
local spellBookID = spellsByName_pet[spell]
Lib["spellsByID_pet"][spellInput] = spellBookID
return IsSpellInRange(spellBookID, "pet", unit)
end
end
blacklistedIDs[spellInput] = true
return
end
end
else
spellInput = strlowerCache[spellInput]
local spell = spellsByName_spell[spellInput]
if spell then
return IsSpellInRange(spell, "spell", unit)
else
spell = spellsByName_pet[spellInput]
if spell then
return IsSpellInRange(spell, "pet", unit)
end
end
return IsSpellInRange(spellInput, unit)
end
end
--- Improved SpellHasRange.
-- @name SpellRange.SpellHasRange
-- @paramsig spell
-- @param spell Name or spellID of a spell that you wish to check for a range. The spell must be a spell that you have in your spellbook or your pet's spellbook.
-- @return Exact same returns as http://wowprogramming.com/docs/api/SpellHasRange
-- @usage
-- -- Check if a spell has a range by spell name
-- local SpellRange = LibStub("SpellRange-1.0")
-- local hasRange = SpellRange.SpellHasRange("Stormstrike")
--
-- -- Check if a spell has a range by spellID
-- local SpellRange = LibStub("SpellRange-1.0")
-- local hasRange = SpellRange.SpellHasRange(17364)
function Lib.SpellHasRange(spellInput)
if isNumber[spellInput] then
local spell = spellsByID_spell[spellInput]
if spell then
return SpellHasRange(spell, "spell")
else
spell = spellsByID_pet[spellInput]
if spell then
return SpellHasRange(spell, "pet")
end
end
else
spellInput = strlowerCache[spellInput]
local spell = spellsByName_spell[spellInput]
if spell then
return SpellHasRange(spell, "spell")
else
spell = spellsByName_pet[spellInput]
if spell then
return SpellHasRange(spell, "pet")
end
end
return SpellHasRange(spellInput)
end
end
@@ -0,0 +1,113 @@
local MAJOR_VERSION = "LibTranslit-1.0"
local MINOR_VERSION = 3
if not LibStub then
error(MAJOR_VERSION .. " requires LibStub.")
end
local lib = LibStub:NewLibrary(MAJOR_VERSION, MINOR_VERSION)
if not lib then
return
end
local CyrToLat = {
["А"] = "A",
["а"] = "a",
["Б"] = "B",
["б"] = "b",
["В"] = "V",
["в"] = "v",
["Г"] = "G",
["г"] = "g",
["Д"] = "D",
["д"] = "d",
["Е"] = "E",
["е"] = "e",
["Ё"] = "e",
["ё"] = "e",
["Ж"] = "Zh",
["ж"] = "zh",
["З"] = "Z",
["з"] = "z",
["И"] = "I",
["и"] = "i",
["Й"] = "Y",
["й"] = "y",
["К"] = "K",
["к"] = "k",
["Л"] = "L",
["л"] = "l",
["М"] = "M",
["м"] = "m",
["Н"] = "N",
["н"] = "n",
["О"] = "O",
["о"] = "o",
["П"] = "P",
["п"] = "p",
["Р"] = "R",
["р"] = "r",
["С"] = "S",
["с"] = "s",
["Т"] = "T",
["т"] = "t",
["У"] = "U",
["у"] = "u",
["Ф"] = "F",
["ф"] = "f",
["Х"] = "Kh",
["х"] = "kh",
["Ц"] = "Ts",
["ц"] = "ts",
["Ч"] = "Ch",
["ч"] = "ch",
["Ш"] = "Sh",
["ш"] = "sh",
["Щ"] = "Shch",
["щ"] = "shch",
["Ъ"] = "",
["ъ"] = "",
["Ы"] = "Y",
["ы"] = "y",
["Ь"] = "",
["ь"] = "",
["Э"] = "E",
["э"] = "e",
["Ю"] = "Yu",
["ю"] = "yu",
["Я"] = "Ya",
["я"] = "ya"
}
function lib:Transliterate(str, mark)
if not str then
return ""
end
local mark = mark or ""
local tstr = ""
local marked = false
local i = 1
while i <= string.len(str) do
local c = str:sub(i, i)
local b = string.byte(c)
if b == 208 or b == 209 then
if marked == false then
tstr = tstr .. mark
marked = true
end
c = str:sub(i + 1, i + 1)
tstr = tstr .. (CyrToLat[string.char(b, string.byte(c))] or string.char(b, string.byte(c)))
i = i + 2
else
if c == " " or c == "-" then
marked = false
end
tstr = tstr .. c
i = i + 1
end
end
return tstr
end
+31
View File
@@ -0,0 +1,31 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/">
<Script file="Ace3\LibStub\LibStub.lua"/>
<Script file="Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua"/>
<Include file="Ace3\AceAddon-3.0\AceAddon-3.0.xml"/>
<Include file="Ace3\AceEvent-3.0\AceEvent-3.0.xml"/>
<Include file="Ace3\AceTimer-3.0\AceTimer-3.0.xml"/>
<Include file="Ace3\AceHook-3.0\AceHook-3.0.xml"/>
<Include file="Ace3\AceDB-3.0\AceDB-3.0.xml"/>
<Include file="Ace3\AceLocale-3.0\AceLocale-3.0.xml"/>
<Include file="Ace3\AceConsole-3.0\AceConsole-3.0.xml"/>
<Include file="Ace3\AceComm-3.0\AceComm-3.0.xml"/>
<Include file="Ace3\AceSerializer-3.0\AceSerializer-3.0.xml"/>
<Script file="LibSharedMedia-3.0\LibSharedMedia-3.0.lua"/>
<Script file="LibSimpleSticky\LibSimpleSticky.lua"/>
<Script file="LibSpellRange-1.0\LibSpellRange-1.0.lua"/>
<Script file="HealPredict\healpredict.lua"/>
<Include file="oUF\oUF.xml"/>
<Include file="oUF_Plugins\oUF_Plugins.xml"/>
<Script file="LibDataBroker\LibDataBroker-1.1.lua"/>
<Script file="LibDualSpec-1.0\LibDualSpec-1.0.lua"/>
<Script file="LibElvUIPlugin-1.0\LibElvUIPlugin-1.0.lua"/>
<Include file="UTF8\UTF8.xml"/>
<Include file="LibItemSearch-1.2\LibItemSearch-1.2.xml"/>
<Script file="LibChatAnims\LibChatAnims.lua"/>
<Script file="LibCompress\LibCompress.lua"/>
<Script file="LibBase64-1.0\LibBase64-1.0.lua"/>
<Script file="LibAnim\LibAnim.lua"/>
<Script file="LibActionButton-1.0\LibActionButton-1.0.lua"/>
<Include file="LibAuraInfo-1.0\lib.xml"/>
<Script file="LibTranslit-1.0\LibTranslit-1.0.lua"/>
</Ui>
+5
View File
@@ -0,0 +1,5 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="utf8data.lua"/>
<Script file="utf8.lua"/>
</Ui>
+318
View File
@@ -0,0 +1,318 @@
-- $Id: utf8.lua 179 2009-04-03 18:10:03Z pasta $
--
-- Provides UTF-8 aware string functions implemented in pure lua:
-- * string.utf8len(s)
-- * string.utf8sub(s, i, j)
-- * string.utf8reverse(s)
--
-- If utf8data.lua (containing the lower<->upper case mappings) is loaded, these
-- additional functions are available:
-- * string.utf8upper(s)
-- * string.utf8lower(s)
--
-- All functions behave as their non UTF-8 aware counterparts with the exception
-- that UTF-8 characters are used instead of bytes for all units.
--[[
Copyright (c) 2006-2007, Kyle Smith
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the author nor the names of its contributors may be
used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--]]
-- ABNF from RFC 3629
--
-- UTF8-octets = *( UTF8-char )
-- UTF8-char = UTF8-1 / UTF8-2 / UTF8-3 / UTF8-4
-- UTF8-1 = %x00-7F
-- UTF8-2 = %xC2-DF UTF8-tail
-- UTF8-3 = %xE0 %xA0-BF UTF8-tail / %xE1-EC 2( UTF8-tail ) /
-- %xED %x80-9F UTF8-tail / %xEE-EF 2( UTF8-tail )
-- UTF8-4 = %xF0 %x90-BF 2( UTF8-tail ) / %xF1-F3 3( UTF8-tail ) /
-- %xF4 %x80-8F 2( UTF8-tail )
-- UTF8-tail = %x80-BF
--
local strbyte, strlen, strsub, type = string.byte, string.len, string.sub, type
-- returns the number of bytes used by the UTF-8 character at byte i in s
-- also doubles as a UTF-8 character validator
local function utf8charbytes(s, i)
-- argument defaults
i = i or 1
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8charbytes' (string expected, got ".. type(s).. ")")
end
if type(i) ~= "number" then
error("bad argument #2 to 'utf8charbytes' (number expected, got ".. type(i).. ")")
end
local c = strbyte(s, i)
-- determine bytes needed for character, based on RFC 3629
-- validate byte 1
if c > 0 and c <= 127 then
-- UTF8-1
return 1
elseif c >= 194 and c <= 223 then
-- UTF8-2
local c2 = strbyte(s, i + 1)
if not c2 then
error("UTF-8 string terminated early")
end
-- validate byte 2
if c2 < 128 or c2 > 191 then
error("Invalid UTF-8 character")
end
return 2
elseif c >= 224 and c <= 239 then
-- UTF8-3
local c2 = strbyte(s, i + 1)
local c3 = strbyte(s, i + 2)
if not c2 or not c3 then
error("UTF-8 string terminated early")
end
-- validate byte 2
if c == 224 and (c2 < 160 or c2 > 191) then
error("Invalid UTF-8 character")
elseif c == 237 and (c2 < 128 or c2 > 159) then
error("Invalid UTF-8 character")
elseif c2 < 128 or c2 > 191 then
error("Invalid UTF-8 character")
end
-- validate byte 3
if c3 < 128 or c3 > 191 then
error("Invalid UTF-8 character")
end
return 3
elseif c >= 240 and c <= 244 then
-- UTF8-4
local c2 = strbyte(s, i + 1)
local c3 = strbyte(s, i + 2)
local c4 = strbyte(s, i + 3)
if not c2 or not c3 or not c4 then
error("UTF-8 string terminated early")
end
-- validate byte 2
if c == 240 and (c2 < 144 or c2 > 191) then
error("Invalid UTF-8 character")
elseif c == 244 and (c2 < 128 or c2 > 143) then
error("Invalid UTF-8 character")
elseif c2 < 128 or c2 > 191 then
error("Invalid UTF-8 character")
end
-- validate byte 3
if c3 < 128 or c3 > 191 then
error("Invalid UTF-8 character")
end
-- validate byte 4
if c4 < 128 or c4 > 191 then
error("Invalid UTF-8 character")
end
return 4
else
error("Invalid UTF-8 character")
end
end
-- returns the number of characters in a UTF-8 string
local function utf8len(s)
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8len' (string expected, got ".. type(s).. ")")
end
local pos = 1
local bytes = strlen(s)
local len = 0
while pos <= bytes do
len = len + 1
pos = pos + utf8charbytes(s, pos)
end
return len
end
-- install in the string library
if not string.utf8len then
string.utf8len = utf8len
end
-- functions identically to string.sub except that i and j are UTF-8 characters
-- instead of bytes
local function utf8sub(s, i, j)
-- argument defaults
j = j or -1
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8sub' (string expected, got ".. type(s).. ")")
end
if type(i) ~= "number" then
error("bad argument #2 to 'utf8sub' (number expected, got ".. type(i).. ")")
end
if type(j) ~= "number" then
error("bad argument #3 to 'utf8sub' (number expected, got ".. type(j).. ")")
end
local pos = 1
local bytes = strlen(s)
local len = 0
-- only set l if i or j is negative
local l = (i >= 0 and j >= 0) or utf8len(s)
local startChar = (i >= 0) and i or l + i + 1
local endChar = (j >= 0) and j or l + j + 1
-- can't have start before end!
if startChar > endChar then
return ""
end
-- byte offsets to pass to string.sub
local startByte, endByte = 1, bytes
while pos <= bytes do
len = len + 1
if len == startChar then
startByte = pos
end
pos = pos + utf8charbytes(s, pos)
if len == endChar then
endByte = pos - 1
break
end
end
return strsub(s, startByte, endByte)
end
-- install in the string library
if not string.utf8sub then
string.utf8sub = utf8sub
end
-- replace UTF-8 characters based on a mapping table
local function utf8replace(s, mapping)
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8replace' (string expected, got ".. type(s).. ")")
end
if type(mapping) ~= "table" then
error("bad argument #2 to 'utf8replace' (table expected, got ".. type(mapping).. ")")
end
local pos = 1
local bytes = strlen(s)
local charbytes
local newstr = ""
while pos <= bytes do
charbytes = utf8charbytes(s, pos)
local c = strsub(s, pos, pos + charbytes - 1)
newstr = newstr .. (mapping[c] or c)
pos = pos + charbytes
end
return newstr
end
-- identical to string.upper except it knows about unicode simple case conversions
local function utf8upper(s)
return utf8replace(s, utf8_lc_uc)
end
-- install in the string library
if not string.utf8upper and utf8_lc_uc then
string.utf8upper = utf8upper
end
-- identical to string.lower except it knows about unicode simple case conversions
local function utf8lower(s)
return utf8replace(s, utf8_uc_lc)
end
-- install in the string library
if not string.utf8lower and utf8_uc_lc then
string.utf8lower = utf8lower
end
-- identical to string.reverse except that it supports UTF-8
local function utf8reverse(s)
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8reverse' (string expected, got ".. type(s).. ")")
end
local bytes = strlen(s)
local pos = bytes
local charbytes
local newstr = ""
local c
while pos > 0 do
c = strbyte(s, pos)
while c >= 128 and c <= 191 do
pos = pos - 1
c = strbyte(pos)
end
charbytes = utf8charbytes(s, pos)
newstr = newstr .. strsub(s, pos, pos + charbytes - 1)
pos = pos - 1
end
return newstr
end
-- install in the string library
if not string.utf8reverse then
string.utf8reverse = utf8reverse
end
File diff suppressed because it is too large Load Diff
+25
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@@ -0,0 +1,25 @@
Copyright (c) 2006-2017 Trond A Ekseth <troeks@gmail.com>
Copyright (c) 2016-2017 Val Voronov <i.lightspark@gmail.com>
Copyright (c) 2016-2017 Adrian L Lange <contact@p3lim.net>
Copyright (c) 2016-2017 Rainrider <rainrider.wow@gmail.com>
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
+112
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@@ -0,0 +1,112 @@
local parent, ns = ...
local oUF = ns.oUF
-- sourced from Blizzard_ArenaUI/Blizzard_ArenaUI.lua
local MAX_ARENA_ENEMIES = MAX_ARENA_ENEMIES or 5
-- sourced from FrameXML/TargetFrame.lua
local MAX_BOSS_FRAMES = MAX_BOSS_FRAMES or 4
-- sourced from FrameXML/PartyMemberFrame.lua
local MAX_PARTY_MEMBERS = MAX_PARTY_MEMBERS or 4
local hiddenParent = CreateFrame('Frame', nil, UIParent)
hiddenParent:SetAllPoints()
hiddenParent:Hide()
local function handleFrame(baseName)
local frame
if(type(baseName) == 'string') then
frame = _G[baseName]
else
frame = baseName
end
if(frame) then
frame:UnregisterAllEvents()
frame:Hide()
-- Keep frame hidden without causing taint
frame:SetParent(hiddenParent)
local health = frame.healthBar or frame.healthbar
if(health) then
health:UnregisterAllEvents()
end
local power = frame.manabar
if(power) then
power:UnregisterAllEvents()
end
local spell = frame.castBar or frame.spellbar
if(spell) then
spell:UnregisterAllEvents()
end
local buffFrame = frame.BuffFrame
if(buffFrame) then
buffFrame:UnregisterAllEvents()
end
end
end
function oUF:DisableBlizzard(unit)
if(not unit) then return end
if(unit == 'player') then
handleFrame(PlayerFrame)
-- For the damn vehicle support:
PlayerFrame:RegisterEvent('PLAYER_ENTERING_WORLD')
PlayerFrame:RegisterEvent('UNIT_ENTERING_VEHICLE')
PlayerFrame:RegisterEvent('UNIT_ENTERED_VEHICLE')
PlayerFrame:RegisterEvent('UNIT_EXITING_VEHICLE')
PlayerFrame:RegisterEvent('UNIT_EXITED_VEHICLE')
-- User placed frames don't animate
PlayerFrame:SetUserPlaced(true)
PlayerFrame:SetDontSavePosition(true)
elseif(unit == 'pet') then
handleFrame(PetFrame)
elseif(unit == 'target') then
handleFrame(TargetFrame)
handleFrame(ComboFrame)
elseif(unit == 'focus') then
handleFrame(FocusFrame)
handleFrame(TargetofFocusFrame)
elseif(unit == 'targettarget') then
handleFrame(TargetFrameToT)
elseif(unit:match('boss%d?$')) then
local id = unit:match('boss(%d)')
if(id) then
handleFrame('Boss' .. id .. 'TargetFrame')
else
for i = 1, MAX_BOSS_FRAMES do
handleFrame(string.format('Boss%dTargetFrame', i))
end
end
elseif(unit:match('party%d?$')) then
local id = unit:match('party(%d)')
if(id) then
handleFrame('PartyMemberFrame' .. id)
else
for i = 1, MAX_PARTY_MEMBERS do
handleFrame(string.format('PartyMemberFrame%d', i))
end
end
elseif(unit:match('arena%d?$')) then
local id = unit:match('arena(%d)')
if(id) then
handleFrame('ArenaEnemyFrame' .. id)
else
for i = 1, MAX_ARENA_ENEMIES do
handleFrame(string.format('ArenaEnemyFrame%d', i))
end
end
-- Blizzard_ArenaUI should not be loaded
Arena_LoadUI = function() end
SetCVar('showArenaEnemyFrames', '0', 'SHOW_ARENA_ENEMY_FRAMES_TEXT')
end
end
+212
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local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local frame_metatable = Private.frame_metatable
local colors = {
smooth = {
1, 0, 0,
1, 1, 0,
0, 1, 0
},
health = {49 / 255, 207 / 255, 37 / 255},
disconnected = {.6, .6, .6},
tapped = {.6, .6, .6},
threshold_20 = {1, 0, 0},
threshold_35 = {1, 0, 0.8},
threshold_50 = {1, 0.5, 0},
threshold_75 = {1, 1, 0},
runes = {
{1, 0, 0}, -- blood
{0, 0.5, 0}, -- unholy
{0, 1, 1}, -- frost
{0.9, 0.1, 1}, -- death
},
class = {},
debuff = {},
reaction = {},
power = {},
threat = {},
}
for debuffType, color in next, DebuffTypeColor do
colors.debuff[debuffType] = {color.r, color.g, color.b}
end
for eclass, color in next, FACTION_BAR_COLORS do
colors.reaction[eclass] = {color.r, color.g, color.b}
end
for power, color in next, PowerBarColor do
if (type(power) == 'string') then
if(type(select(2, next(color))) == 'table') then
colors.power[power] = {}
for index, color in next, color do
colors.power[power][index] = {color.r, color.g, color.b}
end
else
colors.power[power] = {color.r, color.g, color.b, atlas = color.atlas}
end
end
end
-- sourced from FrameXML/Constants.lua
colors.power[0] = colors.power.MANA
colors.power[1] = colors.power.RAGE
colors.power[2] = colors.power.FOCUS
colors.power[3] = colors.power.ENERGY
colors.power[4] = colors.power.HAPPINESS
colors.power[5] = colors.power.RUNES
colors.power[6] = colors.power.RUNIC_POWER
for i = 0, 3 do
colors.threat[i] = {GetThreatStatusColor(i)}
end
local function colorsAndPercent(a, b, ...)
if(a <= 0 or b == 0) then
return nil, ...
elseif(a >= b) then
return nil, select(-3, ...)
end
local num = select('#', ...) / 3
local segment, relperc = math.modf((a / b) * (num - 1))
return relperc, select((segment * 3) + 1, ...)
end
-- http://www.wowwiki.com/ColorGradient
--[[ Colors: oUF:RGBColorGradient(a, b, ...)
Used to convert a percent value (the quotient of `a` and `b`) into a gradient from 2 or more RGB colors. If more than 2
colors are passed, the gradient will be between the two colors which perc lies in an evenly divided range. A RGB color
is a sequence of 3 consecutive RGB percent values (in the range [0-1]). If `a` is negative or `b` is zero then the first
RGB color (the first 3 RGB values passed to the function) is returned. If `a` is bigger than or equal to `b`, then the
last 3 RGB values are returned.
* self - the global oUF object
* a - value used as numerator to calculate the percentage (number)
* b - value used as denominator to calculate the percentage (number)
* ... - a list of RGB percent values. At least 6 values should be passed (number [0-1])
--]]
function oUF:RGBColorGradient(...)
local relperc, r1, g1, b1, r2, g2, b2 = colorsAndPercent(...)
if(relperc) then
return r1 + (r2 - r1) * relperc, g1 + (g2 - g1) * relperc, b1 + (b2 - b1) * relperc
else
return r1, g1, b1
end
end
-- HCY functions are based on http://www.chilliant.com/rgb2hsv.html
local function getY(r, g, b)
return 0.299 * r + 0.587 * g + 0.114 * b
end
local function rgbToHCY(r, g, b)
local min, max = math.min(r, g, b), math.max(r, g, b)
local chroma = max - min
local hue
if(chroma > 0) then
if(r == max) then
hue = ((g - b) / chroma) % 6
elseif(g == max) then
hue = (b - r) / chroma + 2
elseif(b == max) then
hue = (r - g) / chroma + 4
end
hue = hue / 6
end
return hue, chroma, getY(r, g, b)
end
local function hcyToRGB(hue, chroma, luma)
local r, g, b = 0, 0, 0
if(hue and luma > 0) then
local h2 = hue * 6
local x = chroma * (1 - math.abs(h2 % 2 - 1))
if(h2 < 1) then
r, g, b = chroma, x, 0
elseif(h2 < 2) then
r, g, b = x, chroma, 0
elseif(h2 < 3) then
r, g, b = 0, chroma, x
elseif(h2 < 4) then
r, g, b = 0, x, chroma
elseif(h2 < 5) then
r, g, b = x, 0, chroma
else
r, g, b = chroma, 0, x
end
local y = getY(r, g, b)
if(luma < y) then
chroma = chroma * (luma / y)
elseif(y < 1) then
chroma = chroma * (1 - luma) / (1 - y)
end
r = (r - y) * chroma + luma
g = (g - y) * chroma + luma
b = (b - y) * chroma + luma
end
return r, g, b
end
--[[ Colors: oUF:HCYColorGradient(a, b, ...)
Used to convert a percent value (the quotient of `a` and `b`) into a gradient from 2 or more HCY colors. If more than 2
colors are passed, the gradient will be between the two colors which perc lies in an evenly divided range. A HCY color
is a sequence of 3 consecutive values in the range [0-1]. If `a` is negative or `b` is zero then the first
HCY color (the first 3 HCY values passed to the function) is returned. If `a` is bigger than or equal to `b`, then the
last 3 HCY values are returned.
* self - the global oUF object
* a - value used as numerator to calculate the percentage (number)
* b - value used as denominator to calculate the percentage (number)
* ... - a list of HCY color values. At least 6 values should be passed (number [0-1])
--]]
function oUF:HCYColorGradient(...)
local relperc, r1, g1, b1, r2, g2, b2 = colorsAndPercent(...)
if(not relperc) then
return r1, g1, b1
end
local h1, c1, y1 = rgbToHCY(r1, g1, b1)
local h2, c2, y2 = rgbToHCY(r2, g2, b2)
local c = c1 + (c2 - c1) * relperc
local y = y1 + (y2 - y1) * relperc
if(h1 and h2) then
local dh = h2 - h1
if(dh < -0.5) then
dh = dh + 1
elseif(dh > 0.5) then
dh = dh - 1
end
return hcyToRGB((h1 + dh * relperc) % 1, c, y)
else
return hcyToRGB(h1 or h2, c, y)
end
end
--[[ Colors: oUF:ColorGradient(a, b, ...) or frame:ColorGradient(a, b, ...)
Used as a proxy to call the proper gradient function depending on the user's preference. If `oUF.useHCYColorGradient` is
set to true, `:HCYColorGradient` will be called, else `:RGBColorGradient`.
* self - the global oUF object or a unit frame
* a - value used as numerator to calculate the percentage (number)
* b - value used as denominator to calculate the percentage (number)
* ... - a list of color values. At least 6 values should be passed (number [0-1])
--]]
function oUF:ColorGradient(...)
return (oUF.useHCYColorGradient and oUF.HCYColorGradient or oUF.RGBColorGradient)(self, ...)
end
oUF.colors = colors
oUF.useHCYColorGradient = false
frame_metatable.__index.colors = colors
frame_metatable.__index.ColorGradient = oUF.ColorGradient
@@ -0,0 +1,259 @@
--[[
# Element: Additional Power Bar
Handles the visibility and updating of a status bar that displays the player's additional power, such as Mana for druids.
## Widget
AdditionalPower - A `StatusBar` that is used to display the player's additional power.
## Sub-Widgets
.bg - A `Texture` used as a background. Inherits the widget's color.
## Notes
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
## Options
.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.
.colorPower - Use `self.colors.power[token]` to color the bar based on the player's additional 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.html) (boolean)
.colorSmooth - Use `self.colors.smooth` to color the bar with a smooth gradient based on the player's current
additional power percentage (boolean)
## Sub-Widget Options
.multiplier - Used to tint the background based on the widget's R, G and B values. Defaults to 1 (number)[0-1]
## Examples
-- Position and size
local AdditionalPower = CreateFrame('StatusBar', nil, self)
AdditionalPower:SetSize(20, 20)
AdditionalPower:SetPoint('TOP')
AdditionalPower:SetPoint('LEFT')
AdditionalPower:SetPoint('RIGHT')
-- Add a background
local Background = AdditionalPower:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(AdditionalPower)
Background:SetTexture(1, 1, 1, .5)
-- Register it with oUF
AdditionalPower.bg = Background
self.AdditionalPower = AdditionalPower
--]]
local _, ns = ...
local oUF = ns.oUF
-- ElvUI block
local unpack = unpack
local UnitIsPlayer = UnitIsPlayer
local UnitClass = UnitClass
local UnitPower = UnitPower
local UnitPowerMax = UnitPowerMax
local UnitHasVehicleUI = UnitHasVehicleUI
local UnitPowerType = UnitPowerType
-- end block
-- sourced from FrameXML/AlternatePowerBar.lua
local ADDITIONAL_POWER_BAR_NAME = ADDITIONAL_POWER_BAR_NAME or 'MANA'
local ADDITIONAL_POWER_BAR_INDEX = ADDITIONAL_POWER_BAR_INDEX or 0
local function UpdateColor(self, event, unit, powertype)
if(not (unit and unit == 'player') and powertype == ADDITIONAL_POWER_BAR_NAME) then return end
local element = self.AdditionalPower
local r, g, b, t
if(element.colorPower) then
t = self.colors.power[ADDITIONAL_POWER_BAR_INDEX]
elseif(element.colorClass and UnitIsPlayer(unit)) then
t = oUF.herocolor
elseif(element.colorSmooth) then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(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
if(element.PostUpdateColor) then
element:PostUpdateColor(unit, r, g, b)
end
end
local function ColorPath(self, ...)
--[[ Override: AdditionalPower.UpdateColor(self, event, unit, ...)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
(self.AdditionalPower.UpdateColor or UpdateColor) (self, ...)
end
local function Update(self, event, unit, powertype)
if(not (unit and unit == 'player') and powertype == ADDITIONAL_POWER_BAR_NAME) then return end
local element = self.AdditionalPower
--[[ Callback: AdditionalPower:PreUpdate(unit)
Called before the element has been updated.
* self - the AdditionalPower element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local cur = UnitPower('player', ADDITIONAL_POWER_BAR_INDEX)
local max = UnitPowerMax('player', ADDITIONAL_POWER_BAR_INDEX)
element:SetMinMaxValues(0, max)
element:SetValue(cur)
element.cur = cur
element.max = max
--[[ Callback: AdditionalPower:PostUpdate(unit, cur, max)
Called after the element has been updated.
* self - the AdditionalPower element
* unit - the unit for which the update has been triggered (string)
* cur - the current value of the player's additional power (number)
* max - the maximum value of the player's additional power (number)
--]]
if(element.PostUpdate) then
return element:PostUpdate(unit, cur, max, event) -- ElvUI adds event
end
end
local function Path(self, ...)
--[[ Override: AdditionalPower.Override(self, event, unit, ...)
Used to completely override the element's update process.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
(self.AdditionalPower.Override or Update) (self, ...)
ColorPath(self, ...)
end
local function ElementEnable(self)
local element = self.AdditionalPower
self:RegisterEvent('UNIT_MANA', Path)
self:RegisterEvent('UNIT_MAXMANA', Path)
element:Show()
-- ElvUI block
if element.PostUpdateVisibility then
element:PostUpdateVisibility(true, not element.isEnabled)
end
element.isEnabled = true
-- end block
Path(self, 'ElementEnable', 'player', ADDITIONAL_POWER_BAR_NAME)
end
local function ElementDisable(self)
self:UnregisterEvent('UNIT_MAXMANA', Path)
self:UnregisterEvent('UNIT_MANA', Path)
self.AdditionalPower:Hide()
-- ElvUI block
local element = self.AdditionalPower
if element.PostUpdateVisibility then
element:PostUpdateVisibility(false, element.isEnabled)
end
element.isEnabled = nil
-- end block
Path(self, 'ElementDisable', 'player', ADDITIONAL_POWER_BAR_NAME)
end
local function Visibility(self, event, unit)
local element = self.AdditionalPower
local shouldEnable
if(not UnitHasVehicleUI('player')) then
if((UnitPowerType('player') ~= ADDITIONAL_POWER_BAR_INDEX) and (UnitPowerMax('player', ADDITIONAL_POWER_BAR_INDEX) ~= 0)) then
shouldEnable = true
end
end
if(shouldEnable) then
ElementEnable(self)
else
ElementDisable(self)
end
end
local function VisibilityPath(self, ...)
--[[ Override: AdditionalPower.OverrideVisibility(self, event, unit)
Used to completely override the element's visibility update process.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.AdditionalPower.OverrideVisibility or Visibility) (self, ...)
end
local function ForceUpdate(element)
VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function Enable(self, unit)
local element = self.AdditionalPower
if(element and unit == 'player') then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
if(element:IsObjectType('StatusBar') and not element:GetStatusBarTexture()) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
return true
end
end
local function Disable(self)
local element = self.AdditionalPower
if(element) then
ElementDisable(self)
self:UnregisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
end
end
oUF:AddElement('AdditionalPower', VisibilityPath, Enable, Disable)
@@ -0,0 +1,103 @@
--[[
# 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 = ...
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 UnitIsRaidOfficer(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, ...)
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, true)
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)
+611
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@@ -0,0 +1,611 @@
--[[
# 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)
.onlyShowPlayer - Shows only auras created by player/vehicle (boolean)
.showStealableBuffs - Displays the stealable texture on buffs that can be stolen (boolean)
.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)
.tooltipAnchor - Anchor point for the tooltip. Defaults to 'ANCHOR_BOTTOMRIGHT', however, if a frame has anchoring
restrictions it will be set to 'ANCHOR_CURSOR' (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.caster - the unit who cast the aura (string)
button.filter - the filter list used to determine the visibility of the aura (string)
button.isDebuff - indicates if the button holds a debuff (boolean)
button.isPlayer - indicates if the aura caster is the player or their vehicle (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 = ...
local oUF = ns.oUF
local VISIBLE = 1
local HIDDEN = 0
-- ElvUI changed block
local CREATED = 2
local pcall = pcall
local tinsert = tinsert
local CreateFrame = CreateFrame
local GetSpellInfo = GetSpellInfo
local UnitAura = UnitAura
local UnitIsUnit = UnitIsUnit
local floor, min = math.floor, math.min
-- GLOBALS: GameTooltip
-- end block
local function UpdateTooltip(self)
GameTooltip:SetUnitAura(self:GetParent().__owner.unit, self:GetID(), self.filter)
end
local function onEnter(self)
if(not self:IsVisible()) then return end
GameTooltip:SetOwner(self, self:GetParent().tooltipAnchor)
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', '$parentCooldown', button, 'CooldownFrameTemplate')
cd:SetFrameLevel(button:GetFrameLevel() + 1)
cd:SetAllPoints()
local icon = button:CreateTexture(nil, 'BORDER')
icon:SetAllPoints()
local countFrame = CreateFrame('Frame', '$parentCount', button)
countFrame:SetAllPoints(button)
countFrame:SetFrameLevel(cd:GetFrameLevel() + 1)
local count = countFrame:CreateFontString(nil, 'OVERLAY', 'NumberFontNormal')
count:SetPoint('BOTTOMRIGHT', countFrame, '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
local stealable = button:CreateTexture(nil, 'OVERLAY')
stealable:SetTexture([[Interface\TargetingFrame\UI-TargetingFrame-Stealable]])
stealable:SetPoint('TOPLEFT', -3, 3)
stealable:SetPoint('BOTTOMRIGHT', 3, -3)
stealable:SetBlendMode('ADD')
button.stealable = stealable
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((element.onlyShowPlayer and button.isPlayer) or (not element.onlyShowPlayer and name)) then
return true
end
end
local function updateIcon(element, unit, index, offset, filter, isDebuff, visible)
local name, rank, texture, count, debuffType, duration, expiration, caster, isStealable, shouldConsolidate, spellID = UnitAura(unit, index, filter)
-- count may be nil sometimes
count = count or 0
-- ElvUI block
if element.forceShow or element.forceCreate then
spellID = 47540
name, rank, texture = GetSpellInfo(spellID)
if element.forceShow then
count, debuffType, duration, expiration, caster, isStealable, shouldConsolidate = 5, 'Magic', 0, 60, 'player', nil, nil
end
end
-- end Block
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.caster = caster
button.filter = filter
button.isDebuff = isDebuff
button.isPlayer = caster == 'player' or caster == 'vehicle'
--[[ 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.html)
## Returns
* show - indicates whether the aura button should be shown (boolean)
--]]
-- ElvUI changed block
local show = not element.forceCreate
if not (element.forceShow or element.forceCreate) then
show = (element.CustomFilter or customFilter) (element, unit, button, name, rank, texture, count, debuffType, duration, expiration, caster, isStealable, shouldConsolidate, spellID)
end
-- end block
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(expiration - duration, 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 = element.__owner.colors.debuff[debuffType] or element.__owner.colors.debuff.none
button.overlay:SetVertexColor(color[1], color[2], color[3])
button.overlay:Show()
else
button.overlay:Hide()
end
end
if(button.stealable) then
if(not isDebuff and isStealable and element.showStealableBuffs and not UnitIsUnit('player', unit)) then
button.stealable:Show()
else
button.stealable: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)
* duration - the aura duration in seconds (number?)
* expiration - the point in time when the aura will expire. Comparable to GetTime() (number)
* debuffType - the debuff type of the aura (string?)['Curse', 'Disease', 'Magic', 'Poison']
* isStealable - whether the aura can be stolen or purged (boolean)
--]]
if(element.PostUpdateIcon) then
element:PostUpdateIcon(unit, button, index, position, duration, expiration, debuffType, isStealable)
end
return VISIBLE
-- ElvUI changed block
elseif element.forceCreate then
local size = element.size or 16
button:SetSize(size, size)
button:Hide()
if element.PostUpdateIcon then
element:PostUpdateIcon(unit, button, index, position, duration, expiration, debuffType, isStealable)
end
return CREATED
-- end block
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
-- ElvUI changed block
local created = 0
-- end block
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
-- ElvUI changed block
elseif result == CREATED then
visible = visible + 1
created = created + 1
-- end block
end
index = index + 1
end
-- ElvUI changed block
visible = visible - created
-- end block
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 = filterIcons(auras, unit, auras.buffFilter or auras.filter or 'HELPFUL', 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 = filterIcons(auras, unit, auras.debuffFilter or auras.filter or 'HARMFUL', 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 = 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 = 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
-- Avoid parenting GameTooltip to frames with anchoring restrictions,
-- otherwise it'll inherit said restrictions which will cause issues
-- with its further positioning, clamping, etc
if(not pcall(self.GetCenter, self)) then
buffs.tooltipAnchor = 'ANCHOR_CURSOR'
else
buffs.tooltipAnchor = buffs.tooltipAnchor or 'ANCHOR_BOTTOMRIGHT'
end
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
-- Avoid parenting GameTooltip to frames with anchoring restrictions,
-- otherwise it'll inherit said restrictions which will cause issues
-- with its further positioning, clamping, etc
if(not pcall(self.GetCenter, self)) then
debuffs.tooltipAnchor = 'ANCHOR_CURSOR'
else
debuffs.tooltipAnchor = debuffs.tooltipAnchor or 'ANCHOR_BOTTOMRIGHT'
end
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
-- Avoid parenting GameTooltip to frames with anchoring restrictions,
-- otherwise it'll inherit said restrictions which will cause issues
-- with its further positioning, clamping, etc
if(not pcall(self.GetCenter, self)) then
auras.tooltipAnchor = 'ANCHOR_CURSOR'
else
auras.tooltipAnchor = auras.tooltipAnchor or 'ANCHOR_BOTTOMRIGHT'
end
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)
+544
View File
@@ -0,0 +1,544 @@
--[[
# Element: Castbar
Handles the visibility and updating of spell castbars.
## Widget
Castbar - A `StatusBar` to represent spell cast/channel progress.
## Sub-Widgets
.Icon - A `Texture` to represent spell icon.
.SafeZone - A `Texture` to represent latency.
.Shield - A `Texture` to represent if it's possible to interrupt or spell steal.
.Spark - A `Texture` to represent the castbar's edge.
.Text - A `FontString` to represent spell name.
.Time - A `FontString` to represent spell duration.
## 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)
.hideTradeSkills - Makes the element ignore casts related to crafting professions (boolean)
## Attributes
.castID - A globally unique identifier of the currently cast spell (string?)
.casting - Indicates whether the current spell is an ordinary cast (boolean)
.channeling - Indicates whether the current spell is a channeled cast (boolean)
.notInterruptible - Indicates whether the current spell is interruptible (boolean)
## 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')
Spark:SetPoint('CENTER', Castbar:GetStatusBarTexture(), 'RIGHT', 0, 0)
-- 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 Shield
local Shield = Castbar:CreateTexture(nil, 'OVERLAY')
Shield:SetSize(20, 20)
Shield:SetPoint('CENTER', Castbar)
-- 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.Shield = Shield
Castbar.SafeZone = SafeZone
self.Castbar = Castbar
--]]
local _, ns = ...
local oUF = ns.oUF
local select = select
local GetNetStats = GetNetStats
local GetTime = GetTime
local UnitCastingInfo = UnitCastingInfo
local UnitChannelInfo = UnitChannelInfo
local tradeskillCurrent, tradeskillTotal, mergeTradeskill = 0, 0, false -- ElvUI
local DEFAULT_ICON = [[Interface\ICONS\INV_Misc_QuestionMark]]
local function resetAttributes(self)
self.castID = nil
self.casting = nil
self.channeling = nil
self.notInterruptible = nil
self.spellName = nil -- ElvUI
end
-- ElvUI block
local UNIT_SPELLCAST_SENT = function (self, event, unit, _, _, target)
local castbar = self.Castbar
castbar.curTarget = (target and target ~= "") and target or nil
end
-- end block
local function CastStart(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Castbar
local name, _, _, texture, startTime, endTime, isTradeSkill, castID, notInterruptible = UnitCastingInfo(unit)
event = 'UNIT_SPELLCAST_START'
if(not name) then
name, _, _, texture, startTime, endTime, isTradeSkill, notInterruptible = UnitChannelInfo(unit)
event = 'UNIT_SPELLCAST_CHANNEL_START'
end
if(not name or (isTradeSkill and element.hideTradeSkills)) then
resetAttributes(element)
element:Hide()
return
end
endTime = endTime / 1000
startTime = startTime / 1000
element.max = endTime - startTime
element.startTime = startTime
element.delay = 0
element.casting = event == 'UNIT_SPELLCAST_START'
element.channeling = event == 'UNIT_SPELLCAST_CHANNEL_START'
element.notInterruptible = notInterruptible
element.holdTime = 0
element.castID = castID
element.spellName = name -- ElvUI
if(element.casting) then
element.duration = GetTime() - startTime
else
element.duration = endTime - GetTime()
end
if(mergeTradeskill and isTradeSkill and self.unit == 'player') then
element.duration = element.duration + (element.max * tradeskillCurrent)
element.max = element.max * tradeskillTotal
element.holdTime = 1
element.tradeSkillCastId = castID
if(unit == "player") then
tradeskillCurrent = tradeskillCurrent + 1
end
end
element:SetMinMaxValues(0, element.max)
element:SetValue(element.duration)
if(element.Icon) then element.Icon:SetTexture(texture or DEFAULT_ICON) end
if(element.Shield) then element.Shield:SetShown(notInterruptible) end
if(element.Spark) then element.Spark:Show() end
if(element.Text) then element.Text:SetText(name) end
if(element.Time) then element.Time:SetText() end
local safeZone = element.SafeZone
if(safeZone) then
local isHoriz = element:GetOrientation() == 'HORIZONTAL'
safeZone:ClearAllPoints()
safeZone:SetPoint(isHoriz and 'TOP' or 'LEFT')
safeZone:SetPoint(isHoriz and 'BOTTOM' or 'RIGHT')
if(element.casting) then
safeZone:SetPoint(isHoriz and 'RIGHT' or 'TOP')
else
safeZone:SetPoint(isHoriz and 'LEFT' or 'BOTTOM')
end
local ratio = (select(3, GetNetStats()) / 1000) / element.max
if(ratio > 1) then
ratio = 1
end
safeZone[isHoriz and 'SetWidth' or 'SetHeight'](safeZone, element[isHoriz and 'GetWidth' or 'GetHeight'](element) * ratio)
end
--[[ Callback: Castbar:PostCastStart(unit)
Called after the element has been updated upon a spell cast start.
* self - the Castbar widget
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PostCastStart) then
element:PostCastStart(unit)
end
element:Show()
end
local function CastUpdate(self, event, unit, _, _, castID)
if(self.unit ~= unit) then return end
local element = self.Castbar
if(not element:IsShown() or element.castID and element.castID ~= castID) then
return
end
local name, startTime, endTime, _
if(event == 'UNIT_SPELLCAST_DELAYED') then
name, _, _, _, startTime, endTime = UnitCastingInfo(unit)
else
name, _, _, _, startTime, endTime = UnitChannelInfo(unit)
end
if(not name) then return end
endTime = endTime / 1000
startTime = startTime / 1000
local delta
if(element.casting) then
delta = startTime - element.startTime
element.duration = GetTime() - startTime
else
delta = element.startTime - startTime
element.duration = endTime - GetTime()
end
if(delta < 0) then
delta = 0
end
element.max = endTime - startTime
element.startTime = startTime
element.delay = element.delay + delta
element:SetMinMaxValues(0, element.max)
element:SetValue(element.duration)
--[[ Callback: Castbar:PostCastUpdate(unit)
Called after the element has been updated when a spell cast has been updated.
* self - the Castbar widget
* unit - the unit that the update has been triggered (string)
--]]
if(element.PostCastUpdate) then
return element:PostCastUpdate(unit)
end
end
local function CastStop(self, event, unit, _, _, castID)
if(self.unit ~= unit) then return end
local element = self.Castbar
if(not element:IsShown() or element.castID and element.castID ~= castID) then
return
end
-- ElvUI block
if(mergeTradeskill and self.unit == 'player') then
if(tradeskillCurrent == tradeskillTotal) then
mergeTradeskill = false
end
end
-- end block
resetAttributes(element)
--[[ Callback: Castbar:PostCastStop(unit)
Called after the element has been updated when a spell cast has stopped.
* self - the Castbar widget
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PostCastStop) then
return element:PostCastStop(unit)
end
end
local function CastFail(self, event, unit, _, _, castID)
if(self.unit ~= unit) then return end
local element = self.Castbar
if(not element:IsShown() or element.castID ~= castID) then
return
end
if(element.Text) then
element.Text:SetText(event == 'UNIT_SPELLCAST_FAILED' and FAILED or INTERRUPTED)
end
if(element.Spark) then element.Spark:Hide() end
element.holdTime = element.timeToHold or 0
-- ElvUI block
if(mergeTradeskill and self.unit == 'player') then
mergeTradeskill = false
element.tradeSkillCastId = nil
end
-- end block
resetAttributes(element)
element:SetValue(element.max)
--[[ Callback: Castbar:PostCastFail(unit)
Called after the element has been updated upon a failed spell cast.
* self - the Castbar widget
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PostCastFail) then
return element:PostCastFail(unit)
end
end
local function CastInterruptible(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Castbar
if(not element:IsShown()) then return end
element.notInterruptible = event == 'UNIT_SPELLCAST_NOT_INTERRUPTIBLE'
if(element.Shield) then element.Shield:SetShown(element.notInterruptible) end
--[[ Callback: Castbar:PostCastInterruptible(unit)
Called after the element has been updated when a spell cast has become interruptible or uninterruptible.
* self - the Castbar widget
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PostCastInterruptible) then
return element:PostCastInterruptible(unit)
end
end
local function onUpdate(self, elapsed)
if(self.casting or self.channeling) then
local isCasting = self.casting
if(isCasting) then
self.duration = self.duration + elapsed
if(self.duration >= self.max) then
resetAttributes(self)
self:Hide()
if(self.PostCastStop) then
self:PostCastStop(self.__owner.unit)
end
return
end
else
self.duration = self.duration - elapsed
if(self.duration <= 0) then
resetAttributes(self)
self:Hide()
if(self.PostCastStop) then
self:PostCastStop(self.__owner.unit)
end
return
end
end
if(self.Time) then
if(self.delay ~= 0) then
if(self.CustomDelayText) then
self:CustomDelayText(self.duration)
else
self.Time:SetFormattedText('%.1f|cffff0000%s%.2f|r', self.duration, isCasting and '+' or '-', self.delay)
end
else
if(self.CustomTimeText) then
self:CustomTimeText(self.duration)
else
self.Time:SetFormattedText('%.1f', self.duration)
end
end
end
self:SetValue(self.duration)
elseif(self.holdTime > 0) then
self.holdTime = self.holdTime - elapsed
else
resetAttributes(self)
self:Hide()
end
end
local function Update(...)
CastStart(...)
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 and unit and not unit:match('%wtarget$')) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_SPELLCAST_START', CastStart)
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_START', CastStart)
self:RegisterEvent('UNIT_SPELLCAST_STOP', CastStop)
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_STOP', CastStop)
self:RegisterEvent('UNIT_SPELLCAST_DELAYED', CastUpdate)
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_UPDATE', CastUpdate)
self:RegisterEvent('UNIT_SPELLCAST_FAILED', CastFail)
self:RegisterEvent('UNIT_SPELLCAST_INTERRUPTED', CastFail)
self:RegisterEvent('UNIT_SPELLCAST_INTERRUPTIBLE', CastInterruptible)
self:RegisterEvent('UNIT_SPELLCAST_NOT_INTERRUPTIBLE', CastInterruptible)
-- ElvUI block
self:RegisterEvent('UNIT_SPELLCAST_SENT', UNIT_SPELLCAST_SENT, true)
-- end block
element.holdTime = 0
element:SetScript('OnUpdate', element.OnUpdate or onUpdate)
if(self.unit == 'player' and not (self.hasChildren or self.isChild)) then
CastingBarFrame_SetUnit(CastingBarFrame, nil)
CastingBarFrame_SetUnit(PetCastingBarFrame, nil)
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 shield = element.Shield
if(shield and shield:IsObjectType('Texture') and not shield:GetTexture()) then
shield:SetTexture([[Interface\CastingBar\UI-CastingBar-Small-Shield]])
end
local safeZone = element.SafeZone
if(safeZone and safeZone:IsObjectType('Texture') and not safeZone:GetTexture()) then
safeZone:SetColorTexture(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', CastStart)
self:UnregisterEvent('UNIT_SPELLCAST_CHANNEL_START', CastStart)
self:UnregisterEvent('UNIT_SPELLCAST_DELAYED', CastUpdate)
self:UnregisterEvent('UNIT_SPELLCAST_CHANNEL_UPDATE', CastUpdate)
self:UnregisterEvent('UNIT_SPELLCAST_STOP', CastStop)
self:UnregisterEvent('UNIT_SPELLCAST_CHANNEL_STOP', CastStop)
self:UnregisterEvent('UNIT_SPELLCAST_FAILED', CastFail)
self:UnregisterEvent('UNIT_SPELLCAST_INTERRUPTED', CastFail)
self:UnregisterEvent('UNIT_SPELLCAST_INTERRUPTIBLE', CastInterruptible)
self:UnregisterEvent('UNIT_SPELLCAST_NOT_INTERRUPTIBLE', CastInterruptible)
element:SetScript('OnUpdate', nil)
if(self.unit == 'player' and not (self.hasChildren or self.isChild)) then
CastingBarFrame_OnLoad(CastingBarFrame, 'player', true, false)
CastingBarFrame_SetUnit(CastingBarFrame, 'player', true, false)
PetCastingBarFrame_OnLoad(PetCastingBarFrame)
CastingBarFrame_SetUnit(PetCastingBarFrame, 'pet', false, false)
end
end
end
-- ElvUI block
hooksecurefunc('DoTradeSkill', function(_, num)
tradeskillCurrent = 0
tradeskillTotal = num or 1
mergeTradeskill = true
end)
-- end block
oUF:AddElement('Castbar', Update, Enable, Disable)
function CastingBarFrame_SetUnit(self, unit, showTradeSkills, showShield)
if(self.unit ~= unit) then
self.unit = unit
self.showTradeSkills = showTradeSkills
self.showShield = showShield
self.casting = nil
self.channeling = nil
self.holdTime = 0
self.fadeOut = nil
if(unit) then
self:RegisterEvent("UNIT_SPELLCAST_START")
self:RegisterEvent("UNIT_SPELLCAST_STOP")
self:RegisterEvent("UNIT_SPELLCAST_FAILED")
self:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
self:RegisterEvent("UNIT_SPELLCAST_DELAYED")
self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START")
self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_UPDATE")
self:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP")
self:RegisterEvent("UNIT_SPELLCAST_INTERRUPTIBLE")
self:RegisterEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE")
self:RegisterEvent("PLAYER_ENTERING_WORLD")
CastingBarFrame_OnEvent(self, "PLAYER_ENTERING_WORLD")
else
self:UnregisterEvent("UNIT_SPELLCAST_INTERRUPTED")
self:UnregisterEvent("UNIT_SPELLCAST_DELAYED")
self:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_START")
self:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_UPDATE")
self:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_STOP")
self:UnregisterEvent("UNIT_SPELLCAST_INTERRUPTIBLE")
self:UnregisterEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE")
self:UnregisterEvent("PLAYER_ENTERING_WORLD")
self:UnregisterEvent("UNIT_SPELLCAST_START")
self:UnregisterEvent("UNIT_SPELLCAST_STOP")
self:UnregisterEvent("UNIT_SPELLCAST_FAILED")
self:Hide()
end
end
end
@@ -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 = ...
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, ...)
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, true)
self:RegisterEvent('PLAYER_REGEN_ENABLED', Path, true)
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 +1,127 @@
--[[
# 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 = ...
local oUF = ns.oUF
local GetComboPoints = GetComboPoints
local UnitHasVehicleUI = UnitHasVehicleUI
local MAX_COMBO_POINTS = MAX_COMBO_POINTS
local function Update(self, event, unit)
if(unit == 'pet') then return end
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
if(UnitHasVehicleUI('player')) then
cp = GetComboPoints('vehicle', 'target')
else
cp = GetComboPoints('player', 'target')
end
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('UNIT_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('UNIT_COMBO_POINTS', Path)
self:UnregisterEvent('PLAYER_TARGET_CHANGED', Path)
end
end
oUF:AddElement('ComboPoints', Path, Enable, Disable)
@@ -0,0 +1,107 @@
--[[
# Element: Group Role Indicator
Toggles the visibility of an indicator based on the unit's current group role (tank, healer or damager).
## Widget
GroupRoleIndicator - A `Texture` used to display the group role icon.
## 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 GroupRoleIndicator = self:CreateTexture(nil, 'OVERLAY')
GroupRoleIndicator:SetSize(16, 16)
GroupRoleIndicator:SetPoint('LEFT', self)
-- Register it with oUF
self.GroupRoleIndicator = GroupRoleIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local UnitGroupRolesAssigned = UnitGroupRolesAssigned
local function Update(self, event)
local element = self.GroupRoleIndicator
--[[ Callback: GroupRoleIndicator:PreUpdate()
Called before the element has been updated.
* self - the GroupRoleIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local isTank, isHealer, isDamage = UnitGroupRolesAssigned(self.unit)
if(isTank or isHealer or isDamage) then
local role = isTank and "tank" or isHealer and "healer" or isDamage and "dps"
element:SetTexture("Interface\\AddOns\\ElvUI\\media\\textures\\" .. role)
element:Show()
else
element:Hide()
end
--[[ Callback: GroupRoleIndicator:PostUpdate(role)
Called after the element has been updated.
* self - the GroupRoleIndicator element
* isTank, isHealer, isDamage - the role as returned by [UnitGroupRolesAssigned](http://wowprogramming.com/docs/api/UnitGroupRolesAssigned)
--]]
if(element.PostUpdate) then
return element:PostUpdate(isTank, isHealer, isDamage)
end
end
local function Path(self, ...)
--[[ Override: GroupRoleIndicator.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.GroupRoleIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self)
local element = self.GroupRoleIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
if(self.unit == 'player') then
self:RegisterEvent('PLAYER_ROLES_ASSIGNED', Path, true)
else
self:RegisterEvent('PARTY_MEMBERS_CHANGED', Path, true)
end
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\LFGFrame\UI-LFG-ICON-PORTRAITROLES]])
end
return true
end
end
local function Disable(self)
local element = self.GroupRoleIndicator
if(element) then
element:Hide()
self:UnregisterEvent('PLAYER_ROLES_ASSIGNED', Path)
self:UnregisterEvent('PARTY_MEMBERS_CHANGED', Path)
end
end
oUF:AddElement('GroupRoleIndicator', Path, Enable, Disable)
@@ -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 = ...
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)
+380
View File
@@ -0,0 +1,380 @@
--[[
# 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)
.considerSelectionInCombatHostile - Indicates whether selection should be considered hostile while the unit is in
combat with the player (boolean)
The following options are listed by priority. The first check that returns true decides the color of the bar.
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the unit is offline (boolean)
.colorTapping - Use `self.colors.tapping` to color the bar if the unit isn't tapped by the player (boolean)
.colorHappiness - Use `self.colors.happiness` to color the bar if the unit is pet based on pet happiness (boolean)
.colorThreat - Use `self.colors.threat[threat]` to color the bar based on the unit's threat status. `threat` is
defined by the first return of [UnitThreatSituation](https://wow.gamepedia.com/API_UnitThreatSituation) (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.html) (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.html) (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 = ...
local oUF = ns.oUF
local Private = oUF.Private
local function UpdateColor(self, event, unit)
if(not unit or self.unit ~= unit) then return end
local element = self.Health
local r, g, b, t
if(element.colorDisconnected and element.disconnected) then
t = self.colors.disconnected
elseif(element.colorTapping and not UnitPlayerControlled(unit) and (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not UnitIsTappedByAllThreatList(unit))) then
t = self.colors.tapped
elseif(element.colorHappiness and UnitIsUnit(unit, 'pet') and GetPetHappiness()) then
t = self.colors.happiness[GetPetHappiness()]
elseif(element.colorThreat and not UnitPlayerControlled(unit) and UnitThreatSituation('player', unit)) then
t = self.colors.threat[UnitThreatSituation('player', unit)]
elseif(element.colorClass and UnitIsPlayer(unit)) or
(element.colorClassNPC and not UnitIsPlayer(unit)) or
(element.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
t = oUF.herocolor
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, 'player')]
elseif(element.colorSmooth) then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
elseif(element.colorHealth) then
t = self.colors.health
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(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
if(element.PostUpdateColor) then
element:PostUpdateColor(unit, r, g, b)
end
end
local function ColorPath(self, ...)
--[[ Override: Health.UpdateColor(self, event, unit)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Health.UpdateColor or UpdateColor) (self, ...)
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
if(cur == 0) then
cur = 0.0001
end
element:SetValue(cur)
end
element.cur = cur
element.max = max
element.disconnected = disconnected
--[[ 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
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)
--]]
(self.Health.Override or Update) (self, ...);
ColorPath(self, ...)
end
local function ForceUpdate(element)
Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
--[[ Health:SetColorDisconnected(state)
Used to toggle coloring if the unit is offline.
* self - the Health element
* state - the desired state (boolean)
--]]
local function SetColorDisconnected(element, state)
if(element.colorDisconnected ~= state) then
element.colorDisconnected = state
if(element.colorDisconnected) then
element.__owner:RegisterEvent('UNIT_CONNECTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_CONNECTION', ColorPath)
end
end
end
--[[ Health:SetColorHappiness(state)
Used to toggle coloring by the unit's happiness.
* self - the Health element
* state - the desired state (boolean)
--]]
local function SetColorHappiness(element, state)
if(element.colorHappiness ~= state) then
element.colorHappiness = state
if(element.colorHappiness) then
element.__owner:RegisterEvent('UNIT_HAPPINESS', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_HAPPINESS', ColorPath)
end
end
end
--[[ Health:SetColorTapping(state)
Used to toggle coloring if the unit isn't tapped by the player.
* self - the Health element
* state - the desired state (boolean)
--]]
local function SetColorTapping(element, state)
if(element.colorTapping ~= state) then
element.colorTapping = state
if(element.colorTapping) then
element.__owner:RegisterEvent('UNIT_FACTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FACTION', ColorPath)
end
end
end
--[[ Health:SetColorThreat(state)
Used to toggle coloring by the unit's threat status.
* self - the Health element
* state - the desired state (boolean)
--]]
local function SetColorThreat(element, state)
if(element.colorThreat ~= state) then
element.colorThreat = state
if(element.colorThreat) then
element.__owner:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
end
local function onHealthUpdate(self)
if(self.disconnected) then return end
local unit = self.__owner.unit
local health = UnitHealth(unit)
if(health ~= self.health) then
self.health = health
return Path(self.__owner, 'OnHealthUpdate', unit)
end
end
--[[ Health:SetFrequentUpdates(state)
Used to toggle frequent updates.
* self - the Health element
* state - the desired state (boolean)
--]]
local function SetFrequentUpdates(element, state)
if(element.frequentUpdates ~= state) then
element.frequentUpdates = state
if(element.frequentUpdates) then
element:SetScript('OnUpdate', onHealthUpdate)
local unit = element.__owner.unit
if((unit == 'party' or unit:match('party%d?$')) and not element:IsEventRegistered("UNIT_HEALTH")) then
element:RegisterEvent('UNIT_HEALTH', Path)
elseif(element:IsEventRegistered('UNIT_HEALTH')) then
element:UnregisterEvent('UNIT_HEALTH', Path)
end
else
element:SetScript('OnUpdate', nil)
element.__owner:RegisterEvent('UNIT_HEALTH', Path)
end
end
end
local function Enable(self, unit)
local element = self.Health
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.SetColorDisconnected = SetColorDisconnected
element.SetColorHappiness = SetColorHappiness
element.SetColorTapping = SetColorTapping
element.SetColorThreat = SetColorThreat
element.SetFrequentUpdates = SetFrequentUpdates
if(element.colorDisconnected) then
self:RegisterEvent('UNIT_CONNECTION', ColorPath)
end
if(element.colorHappiness) then
self:RegisterEvent('UNIT_HAPPINESS', ColorPath)
end
if(element.colorTapping) then
self:RegisterEvent('UNIT_FACTION', ColorPath)
end
if(element.colorThreat) then
self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
if(element.frequentUpdates and (unit and not unit:match('%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)
if(element:IsObjectType('StatusBar') and not element:GetStatusBarTexture()) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
element:Show()
return true
end
end
local function Disable(self)
local element = self.Health
if(element) then
element:Hide()
if(element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', nil)
end
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_CONNECTION', ColorPath)
self:UnregisterEvent('UNIT_FACTION', ColorPath)
self:UnregisterEvent('UNIT_HAPPINESS', ColorPath)
self:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
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 = ...
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, ...)
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, true)
self:RegisterEvent('PARTY_MEMBERS_CHANGED', Path, true)
self:RegisterEvent('RAID_ROSTER_UPDATE', Path, true)
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 +1,124 @@
--[[
# 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 = ...
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
isShown = mlUnit and UnitIsUnit(unit, mlUnit)
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, ...)
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
View File
@@ -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 = ...
local oUF = ns.oUF
local SetPortraitTexture = SetPortraitTexture
local UnitExists = UnitExists
local UnitGUID = UnitGUID
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 guid = UnitGUID(unit)
local isAvailable = UnitIsConnected(unit) and UnitIsVisible(unit)
if(event ~= 'OnUpdate' or element.guid ~= guid 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.guid ~= guid 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.guid = guid
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, ...)
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)
+427
View File
@@ -0,0 +1,427 @@
--[[
# 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 = ...
local oUF = ns.oUF
local unpack = unpack
local GetPetHappiness = GetPetHappiness
local UnitIsConnected = UnitIsConnected
local UnitIsPlayer = UnitIsPlayer
local UnitIsTapped = UnitIsTapped
local UnitIsTappedByPlayer = UnitIsTappedByPlayer
local UnitIsUnit = UnitIsUnit
local UnitPlayerControlled = UnitPlayerControlled
local UnitPower = UnitPower
local UnitPowerMax = UnitPowerMax
local UnitPowerType = UnitPowerType
local UnitReaction = UnitReaction
local function UpdateColor(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Power
local ptype, ptoken, altR, altG, altB = UnitPowerType(unit)
local r, g, b, t
if(element.colorDisconnected and element.disconnected) then
t = self.colors.disconnected
elseif(element.colorTapping and not UnitPlayerControlled(unit) and (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not UnitIsTappedByAllThreatList(unit))) then
t = self.colors.tapped
elseif(element.colorThreat and not UnitPlayerControlled(unit) and UnitThreatSituation('player', unit)) then
t = self.colors.threat[UnitThreatSituation('player', unit)]
elseif(element.colorHappiness and UnitIsUnit(unit, 'pet') and GetPetHappiness()) then
t = self.colors.happiness[GetPetHappiness()]
elseif(element.colorPower) then
t = self.colors.power[ptoken or ptype]
if(not t) then
if(element.GetAlternativeColor) then
r, g, b = element:GetAlternativeColor(unit, ptype, ptoken, altR, altG, altB)
elseif(altR) then
r, g, b = altR, altG, altB
end
end
elseif(element.colorClass and UnitIsPlayer(unit)) or
(element.colorClassNPC and not UnitIsPlayer(unit)) or
(element.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
t = oUF.herocolor
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, 'player')]
elseif(element.colorSmooth) then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
element:SetStatusBarTexture(element.texture)
if(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
if(element.PostUpdateColor) then
element:PostUpdateColor(unit, r, g, b)
end
end
local function ColorPath(self, ...)
--[[ Override: Power.UpdateColor(self, event, unit)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Power.UpdateColor or UpdateColor) (self, ...)
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 = UnitPower(unit), UnitPowerMax(unit)
local disconnected = not UnitIsConnected(unit)
if max == 0 then
max = 1
end
element:SetMinMaxValues(0, max)
if(disconnected) then
element:SetValue(max)
else
element:SetValue(cur)
end
element.cur = cur
element.max = max
element.disconnected = disconnected
--[[ 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
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
--]]
(self.Power.Override or Update) (self, ...);
ColorPath(self, ...)
end
local function ForceUpdate(element)
Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
--[[ Power:SetColorDisconnected(state)
Used to toggle coloring if the unit is offline.
* self - the Power element
* state - the desired state (boolean)
--]]
local function SetColorDisconnected(element, state)
if(element.colorDisconnected ~= state) then
element.colorDisconnected = state
if(element.colorDisconnected) then
element.__owner:RegisterEvent('UNIT_CONNECTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_CONNECTION', ColorPath)
end
end
end
--[[ Power:SetColorTapping(state)
Used to toggle coloring if the unit isn't tapped by the player.
* self - the Power element
* state - the desired state (boolean)
--]]
local function SetColorTapping(element, state)
if(element.colorTapping ~= state) then
element.colorTapping = state
if(element.colorTapping) then
element.__owner:RegisterEvent('UNIT_FACTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FACTION', ColorPath)
end
end
end
--[[ Power:SetColorThreat(state)
Used to toggle coloring by the unit's threat status.
* self - the Power element
* state - the desired state (boolean)
--]]
local function SetColorThreat(element, state)
if(element.colorThreat ~= state) then
element.colorThreat = state
if(element.colorThreat) then
element.__owner:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
end
--[[ Power:SetColorHappiness(state)
Used to toggle coloring by the unit's happiness status.
* self - the Power element
* state - the desired state (boolean)
--]]
local function SetColorHappiness(element, state)
if(element.colorHappiness ~= state) then
element.colorHappiness = state
if(element.colorHappiness) then
element.__owner:RegisterEvent('UNIT_HAPPINESS', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_HAPPINESS', ColorPath)
end
end
end
local function onPowerUpdate(self)
if(self.disconnected) then return end
local unit = self.__owner.unit
local power = UnitPower(unit)
if(power ~= self.power) then
self.power = power
return Path(self.__owner, 'OnPowerUpdate', unit)
end
end
--[[ Power:SetFrequentUpdates(state)
Used to toggle frequent updates.
* self - the Power element
* state - the desired state (boolean)
--]]
local function SetFrequentUpdates(element, state)
--if(not unit or (unit ~= 'player' and unit ~= 'pet')) then return end
if(element.frequentUpdates ~= state) then
element.frequentUpdates = state
if(element.frequentUpdates and not element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', onPowerUpdate)
element.__owner:UnregisterEvent('UNIT_MANA', Path)
element.__owner:UnregisterEvent('UNIT_RAGE', Path)
element.__owner:UnregisterEvent('UNIT_FOCUS', Path)
element.__owner:UnregisterEvent('UNIT_ENERGY', Path)
element.__owner:UnregisterEvent('UNIT_RUNIC_POWER', Path)
elseif(not element.frequentUpdates and element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', nil)
element.__owner:RegisterEvent('UNIT_MANA', Path)
element.__owner:RegisterEvent('UNIT_RAGE', Path)
element.__owner:RegisterEvent('UNIT_FOCUS', Path)
element.__owner:RegisterEvent('UNIT_ENERGY', Path)
element.__owner:RegisterEvent('UNIT_RUNIC_POWER', Path)
end
end
end
local function Enable(self, unit)
local element = self.Power
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.SetColorDisconnected = SetColorDisconnected
element.SetColorTapping = SetColorTapping
element.SetColorThreat = SetColorThreat
element.SetColorHappiness = SetColorHappiness
element.SetFrequentUpdates = SetFrequentUpdates
if(element.colorDisconnected) then
self:RegisterEvent('UNIT_CONNECTION', ColorPath)
end
if(element.colorTapping) then
self:RegisterEvent('UNIT_FACTION', ColorPath)
end
if(element.colorThreat) then
self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
if(element.colorHappiness) then
self:RegisterEvent('UNIT_HAPPINESS', ColorPath)
end
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)
self:RegisterEvent('UNIT_RUNIC_POWER', 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)
if(element:IsObjectType('StatusBar')) then
element.texture = element:GetStatusBarTexture() and element:GetStatusBarTexture():GetTexture() or [[Interface\TargetingFrame\UI-StatusBar]]
element:SetStatusBarTexture(element.texture)
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', ColorPath)
self:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
self:UnregisterEvent('UNIT_FACTION', ColorPath)
self:UnregisterEvent('UNIT_HAPPINESS', ColorPath)
end
end
oUF:AddElement('Power', Path, Enable, Disable)
@@ -0,0 +1,321 @@
local _, ns = ...
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 UnitPlayerControlled = UnitPlayerControlled
local UnitPower = UnitPower
local UnitPowerMax = UnitPowerMax
local UnitPowerType = UnitPowerType
local UnitReaction = UnitReaction
local function UpdateColor(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Energy
local ptype, ptoken, altR, altG, altB = UnitPowerType(unit)
local r, g, b
local t = self.colors.power["ENERGY"]
if(element.colorDisconnected and element.disconnected) then
t = self.colors.disconnected
elseif(element.colorTapping and not UnitPlayerControlled(unit) and (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not UnitIsTappedByAllThreatList(unit))) then
t = self.colors.tapped
elseif(element.colorThreat and not UnitPlayerControlled(unit) and UnitThreatSituation('player', unit)) then
t = self.colors.threat[UnitThreatSituation('player', unit)]
elseif(element.colorHappiness and UnitIsUnit(unit, 'pet') and GetPetHappiness()) then
t = self.colors.happiness[GetPetHappiness()]
elseif(element.colorPower) then
t = self.colors.power[ptoken or ptype]
if(not t) then
if(element.GetAlternativeColor) then
r, g, b = element:GetAlternativeColor(unit, ptype, ptoken, altR, altG, altB)
elseif(altR) then
r, g, b = altR, altG, altB
end
end
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 = self.colors.class[class]
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, 'player')]
elseif(element.colorSmooth) then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
element:SetStatusBarTexture(element.texture)
if(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
if(element.PostUpdateColor) then
element:PostUpdateColor(unit, r, g, b)
end
end
local function ColorPath(self, ...)
--[[ Override: Energy.UpdateColor(self, event, unit)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Energy.UpdateColor or UpdateColor) (self, ...)
end
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Energy
--[[ Callback: Energy:PreUpdate(unit)
Called before the element has been updated.
* self - the Energy element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local cur, max = UnitPower(unit, 3), UnitPowerMax(unit, 3)
local disconnected = not UnitIsConnected(unit)
if max == 0 then
max = 1
end
element:SetMinMaxValues(0, max)
if(disconnected) then
element:SetValue(max)
else
element:SetValue(cur)
end
element.cur = cur
element.max = max
element.disconnected = disconnected
--[[ Callback: Energy:PostUpdate(unit, cur, max)
Called after the element has been updated.
* self - the Energy element
* unit - the unit for which the update has been triggered (string)
* cur - the unit's current energy value (number)
* max - the unit's maximum possible energy value (number)
--]]
if(element.PostUpdate) then
element:PostUpdate(unit, cur, max)
end
end
local function Path(self, ...)
--[[ Override: Energy.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
--]]
(self.Energy.Override or Update) (self, ...);
ColorPath(self, ...)
end
local function ForceUpdate(element)
Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
--[[ Energy:SetColorDisconnected(state)
Used to toggle coloring if the unit is offline.
* self - the Energy element
* state - the desired state (boolean)
--]]
local function SetColorDisconnected(element, state)
if(element.colorDisconnected ~= state) then
element.colorDisconnected = state
if(element.colorDisconnected) then
element.__owner:RegisterEvent('UNIT_CONNECTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_CONNECTION', ColorPath)
end
end
end
--[[ Energy:SetColorTapping(state)
Used to toggle coloring if the unit isn't tapped by the player.
* self - the Energy element
* state - the desired state (boolean)
--]]
local function SetColorTapping(element, state)
if(element.colorTapping ~= state) then
element.colorTapping = state
if(element.colorTapping) then
element.__owner:RegisterEvent('UNIT_FACTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FACTION', ColorPath)
end
end
end
--[[ Energy:SetColorThreat(state)
Used to toggle coloring by the unit's threat status.
* self - the Energy element
* state - the desired state (boolean)
--]]
local function SetColorThreat(element, state)
if(element.colorThreat ~= state) then
element.colorThreat = state
if(element.colorThreat) then
element.__owner:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
end
--[[ Energy:SetColorHappiness(state)
Used to toggle coloring by the unit's happiness status.
* self - the Energy element
* state - the desired state (boolean)
--]]
local function SetColorHappiness(element, state)
if(element.colorHappiness ~= state) then
element.colorHappiness = state
if(element.colorHappiness) then
element.__owner:RegisterEvent('UNIT_HAPPINESS', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_HAPPINESS', ColorPath)
end
end
end
local function onEnergyUpdate(self)
if(self.disconnected) then return end
local unit = self.__owner.unit
local energy = UnitPower(unit, 3)
if(energy ~= self.energy) then
self.energy = energy
return Path(self.__owner, 'OnEnergyUpdate', unit)
end
end
--[[ Energy:SetFrequentUpdates(state)
Used to toggle frequent updates.
* self - the Energy element
* state - the desired state (boolean)
--]]
local function SetFrequentUpdates(element, state)
--if(not unit or (unit ~= 'player' and unit ~= 'pet')) then return end
if(element.frequentUpdates ~= state) then
element.frequentUpdates = state
if(element.frequentUpdates and not element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', onEnergyUpdate)
element.__owner:UnregisterEvent('UNIT_ENERGY', Path)
elseif(not element.frequentUpdates and element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', nil)
element.__owner:RegisterEvent('UNIT_ENERGY_FREQUENT', Path)
end
end
end
local function Enable(self, unit)
local element = self.Energy
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.SetColorDisconnected = SetColorDisconnected
element.SetColorTapping = SetColorTapping
element.SetColorThreat = SetColorThreat
element.SetColorHappiness = SetColorHappiness
element.SetFrequentUpdates = SetFrequentUpdates
if(element.colorDisconnected) then
self:RegisterEvent('UNIT_CONNECTION', ColorPath)
end
if(element.colorTapping) then
self:RegisterEvent('UNIT_FACTION', ColorPath)
end
if(element.colorThreat) then
self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
if(element.colorHappiness) then
self:RegisterEvent('UNIT_HAPPINESS', ColorPath)
end
-- if(element.frequentUpdates and (unit == 'player' or unit == 'pet')) then
if((unit == 'player' or unit == 'pet')) then
element:SetScript('OnUpdate', onEnergyUpdate)
else
self:RegisterEvent('UNIT_ENERGY', Path)
end
self:RegisterEvent('UNIT_MAXENERGY', Path)
if(element:IsObjectType('StatusBar')) then
element.texture = element:GetStatusBarTexture() and element:GetStatusBarTexture():GetTexture() or [[Interface\TargetingFrame\UI-StatusBar]]
element:SetStatusBarTexture(element.texture)
end
element:Show()
return true
end
end
local function Disable(self)
local element = self.Energy
if(element) then
element:Hide()
if(element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', nil)
else
self:UnregisterEvent('UNIT_ENERGY', Path)
end
self:UnregisterEvent('UNIT_MAXENERGY', Path)
self:UnregisterEvent('UNIT_CONNECTION', ColorPath)
self:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
self:UnregisterEvent('UNIT_FACTION', ColorPath)
self:UnregisterEvent('UNIT_HAPPINESS', ColorPath)
end
end
oUF:AddElement('Energy', Path, Enable, Disable)
+321
View File
@@ -0,0 +1,321 @@
local _, ns = ...
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 UnitPlayerControlled = UnitPlayerControlled
local UnitPower = UnitPower
local UnitPowerMax = UnitPowerMax
local UnitPowerType = UnitPowerType
local UnitReaction = UnitReaction
local function UpdateColor(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Rage
local ptype, ptoken, altR, altG, altB = UnitPowerType(unit)
local r, g, b
local t = self.colors.power["RAGE"]
if(element.colorDisconnected and element.disconnected) then
t = self.colors.disconnected
elseif(element.colorTapping and not UnitPlayerControlled(unit) and (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not UnitIsTappedByAllThreatList(unit))) then
t = self.colors.tapped
elseif(element.colorThreat and not UnitPlayerControlled(unit) and UnitThreatSituation('player', unit)) then
t = self.colors.threat[UnitThreatSituation('player', unit)]
elseif(element.colorHappiness and UnitIsUnit(unit, 'pet') and GetPetHappiness()) then
t = self.colors.happiness[GetPetHappiness()]
elseif(element.colorPower) then
t = self.colors.power[ptoken or ptype]
if(not t) then
if(element.GetAlternativeColor) then
r, g, b = element:GetAlternativeColor(unit, ptype, ptoken, altR, altG, altB)
elseif(altR) then
r, g, b = altR, altG, altB
end
end
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 = self.colors.class[class]
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, 'player')]
elseif(element.colorSmooth) then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
element:SetStatusBarTexture(element.texture)
if(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
if(element.PostUpdateColor) then
element:PostUpdateColor(unit, r, g, b)
end
end
local function ColorPath(self, ...)
--[[ Override: Rage.UpdateColor(self, event, unit)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Rage.UpdateColor or UpdateColor) (self, ...)
end
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Rage
--[[ Callback: Rage:PreUpdate(unit)
Called before the element has been updated.
* self - the Rage element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local cur, max = UnitPower(unit, 1), UnitPowerMax(unit, 1)
local disconnected = not UnitIsConnected(unit)
if max == 0 then
max = 1
end
element:SetMinMaxValues(0, max)
if(disconnected) then
element:SetValue(max)
else
element:SetValue(cur)
end
element.cur = cur
element.max = max
element.disconnected = disconnected
--[[ Callback: Rage:PostUpdate(unit, cur, max)
Called after the element has been updated.
* self - the Rage element
* unit - the unit for which the update has been triggered (string)
* cur - the unit's current rage value (number)
* max - the unit's maximum possible rage value (number)
--]]
if(element.PostUpdate) then
element:PostUpdate(unit, cur, max)
end
end
local function Path(self, ...)
--[[ Override: Rage.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
--]]
(self.Rage.Override or Update) (self, ...);
ColorPath(self, ...)
end
local function ForceUpdate(element)
Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
--[[ Rage:SetColorDisconnected(state)
Used to toggle coloring if the unit is offline.
* self - the Rage element
* state - the desired state (boolean)
--]]
local function SetColorDisconnected(element, state)
if(element.colorDisconnected ~= state) then
element.colorDisconnected = state
if(element.colorDisconnected) then
element.__owner:RegisterEvent('UNIT_CONNECTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_CONNECTION', ColorPath)
end
end
end
--[[ Rage:SetColorTapping(state)
Used to toggle coloring if the unit isn't tapped by the player.
* self - the Rage element
* state - the desired state (boolean)
--]]
local function SetColorTapping(element, state)
if(element.colorTapping ~= state) then
element.colorTapping = state
if(element.colorTapping) then
element.__owner:RegisterEvent('UNIT_FACTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FACTION', ColorPath)
end
end
end
--[[ Rage:SetColorThreat(state)
Used to toggle coloring by the unit's threat status.
* self - the Rage element
* state - the desired state (boolean)
--]]
local function SetColorThreat(element, state)
if(element.colorThreat ~= state) then
element.colorThreat = state
if(element.colorThreat) then
element.__owner:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
end
--[[ Rage:SetColorHappiness(state)
Used to toggle coloring by the unit's happiness status.
* self - the Rage element
* state - the desired state (boolean)
--]]
local function SetColorHappiness(element, state)
if(element.colorHappiness ~= state) then
element.colorHappiness = state
if(element.colorHappiness) then
element.__owner:RegisterEvent('UNIT_HAPPINESS', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_HAPPINESS', ColorPath)
end
end
end
local function onRageUpdate(self)
if(self.disconnected) then return end
local unit = self.__owner.unit
local rage = UnitPower(unit, 1)
if(rage ~= self.rage) then
self.rage = rage
return Path(self.__owner, 'OnRageUpdate', unit)
end
end
--[[ Rage:SetFrequentUpdates(state)
Used to toggle frequent updates.
* self - the Rage element
* state - the desired state (boolean)
--]]
local function SetFrequentUpdates(element, state)
--if(not unit or (unit ~= 'player' and unit ~= 'pet')) then return end
if(element.frequentUpdates ~= state) then
element.frequentUpdates = state
if(element.frequentUpdates and not element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', onRageUpdate)
element.__owner:UnregisterEvent('UNIT_RAGE', Path)
elseif(not element.frequentUpdates and element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', nil)
element.__owner:RegisterEvent('UNIT_RAGE', Path)
end
end
end
local function Enable(self, unit)
local element = self.Rage
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.SetColorDisconnected = SetColorDisconnected
element.SetColorTapping = SetColorTapping
element.SetColorThreat = SetColorThreat
element.SetColorHappiness = SetColorHappiness
element.SetFrequentUpdates = SetFrequentUpdates
if(element.colorDisconnected) then
self:RegisterEvent('UNIT_CONNECTION', ColorPath)
end
if(element.colorTapping) then
self:RegisterEvent('UNIT_FACTION', ColorPath)
end
if(element.colorThreat) then
self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
if(element.colorHappiness) then
self:RegisterEvent('UNIT_HAPPINESS', ColorPath)
end
-- if(element.frequentUpdates and (unit == 'player' or unit == 'pet')) then
if((unit == 'player' or unit == 'pet')) then
element:SetScript('OnUpdate', onRageUpdate)
else
self:RegisterEvent('UNIT_RAGE', Path)
end
self:RegisterEvent('UNIT_MAXRAGE', Path)
if(element:IsObjectType('StatusBar')) then
element.texture = element:GetStatusBarTexture() and element:GetStatusBarTexture():GetTexture() or [[Interface\TargetingFrame\UI-StatusBar]]
element:SetStatusBarTexture(element.texture)
end
element:Show()
return true
end
end
local function Disable(self)
local element = self.Rage
if(element) then
element:Hide()
if(element:GetScript('OnUpdate')) then
element:SetScript('OnUpdate', nil)
else
self:UnregisterEvent('UNIT_RAGE', Path)
end
self:UnregisterEvent('UNIT_MAXRAGE', Path)
self:UnregisterEvent('UNIT_CONNECTION', ColorPath)
self:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
self:UnregisterEvent('UNIT_FACTION', ColorPath)
self:UnregisterEvent('UNIT_HAPPINESS', ColorPath)
end
end
oUF:AddElement('Rage', 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 = ...
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 +1,115 @@
--[[
# 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 = ...
local oUF = ns.oUF
local GetPartyAssignment = GetPartyAssignment
local UnitHasVehicleUI = UnitHasVehicleUI
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) and not UnitHasVehicleUI(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 = ...
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, ...)
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
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@@ -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 = ...
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 +1,161 @@
--[[
# 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 = ...
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
element.Animation:Play()
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
local AnimationGroup = element:CreateAnimationGroup()
AnimationGroup:HookScript('OnFinished', OnFinished)
element.Animation = AnimationGroup
local Animation = AnimationGroup:CreateAnimation('Alpha')
Animation:SetChange(-1)
Animation:SetDuration(element.fadeTime or 1.5)
Animation:SetStartDelay(element.finishedTime or 10)
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 = ...
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, ...)
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)
+264
View File
@@ -0,0 +1,264 @@
--[[
# Element: Runes
Handles the visibility and updating of Death Knight's runes.
## Widget
Runes - An `table` holding `StatusBar`s.
## 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 sub-widgets are StatusBars and don't have a texture set.
## Options
.colorSpec - Use `self.colors.runes[specID]` to color the bar based on player's spec. `specID` is defined by the return
value of [GetSpecialization](http://wowprogramming.com/docs/api/GetSpecialization) (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]
## Examples
local Runes = {}
for index = 1, 6 do
-- Position and size of the rune bar indicators
local Rune = CreateFrame('StatusBar', nil, self)
Rune:SetSize(120 / 6, 20)
Rune:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * 120 / 6, 0)
Runes[index] = Rune
end
-- Register with oUF
self.Runes = Runes
--]]
if(select(2, UnitClass('player')) ~= 'DEATHKNIGHT') then return end
local _, ns = ...
local oUF = ns.oUF
local floor = math.floor
local GetRuneCooldown = GetRuneCooldown
local GetRuneType = GetRuneType
local GetTime = GetTime
local UnitHasVehicleUI = UnitHasVehicleUI
local runemap = {1, 2, 5, 6, 3, 4}
local VisibilityPath
local function onUpdate(self, elapsed)
local duration = self.duration + elapsed
self.duration = duration
self:SetValue(duration)
end
local function UpdateType(self, event, runeID, alt)
local element = self.Runes
local rune = element[runemap[runeID]]
local runeType = GetRuneType(runeID) or alt
if not runeType then return end
local color = self.colors.runes[runeType]
local r, g, b = color[1], color[2], color[3]
rune:SetStatusBarColor(r, g, b)
if(rune.bg) then
local mu = rune.bg.multiplier or 1
rune.bg:SetVertexColor(r * mu, g * mu, b * mu)
end
if(element.PostUpdateType) then
return element:PostUpdateType(rune, runeID, alt)
end
end
local function Update(self, event, runeID)
local element = self.Runes
local rune = element[runemap[runeID]]
if(not rune) then return end
local start, duration, runeReady
if(UnitHasVehicleUI('player')) then
rune:Hide()
else
start, duration, runeReady = GetRuneCooldown(runeID)
if(not start) then return end
if(runeReady) then
rune:SetMinMaxValues(0, 1)
rune:SetValue(1)
rune:SetScript('OnUpdate', nil)
else
rune.duration = GetTime() - start
rune.max = duration
rune:SetMinMaxValues(0, duration)
rune:SetValue(0)
rune:SetScript('OnUpdate', onUpdate)
end
rune:Show()
end
--[[ Callback: Runes:PostUpdate(rune, runeID, start, duration, isReady)
Called after the element has been updated.
* self - the Runes element
* rune - the updated rune (StatusBar)
* runeID - the index of the updated rune (number)
* start - the value of `GetTime()` when the rune cooldown started (0 for ready) (number)
* duration - the duration of the rune's cooldown (number)
* isReady - indicates if the rune is ready for use (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(rune, runeID, start, duration, runeReady)
end
end
local function Path(self, event, ...)
local element = self.Runes
--[[ Override: Runes.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
--]]
local UpdateMethod = element.Override or Update
if(event == 'RUNE_POWER_UPDATE') then
return UpdateMethod(self, event, ...)
else
--[[ Override: Runes:UpdateType(powerType)
Used to completely override the internal function for updating the widgets' colors.
* self - the Runes element
* index - the index of the updated rune (number)
--]]
local UpdateTypeMethod = element.UpdateType or UpdateType
for index = 1, #element do
UpdateTypeMethod(self, element, index)
UpdateMethod(self, event, index)
end
end
end
local function RunesEnable(self)
self:RegisterEvent('UNIT_ENTERED_VEHICLE', VisibilityPath)
self:UnregisterEvent('UNIT_EXITED_VEHICLE', VisibilityPath)
self.Runes:Show()
if self.Runes.PostUpdateVisibility then
self.Runes:PostUpdateVisibility(true, not self.Runes.isEnabled)
end
self.Runes.isEnabled = true
Path(self, 'RunesEnable')
end
local function RunesDisable(self)
self:UnregisterEvent('UNIT_ENTERED_VEHICLE', VisibilityPath)
self:RegisterEvent('UNIT_EXITED_VEHICLE', VisibilityPath)
self.Runes:Hide()
if self.Runes.PostUpdateVisibility then
self.Runes:PostUpdateVisibility(false, self.Runes.isEnabled)
end
self.Runes.isEnabled = false
Path(self, 'RunesDisable')
end
local function Visibility(self, event, ...)
local element = self.Runes
local shouldEnable
if not (UnitHasVehicleUI('player')) then
shouldEnable = true
end
local isEnabled = element.isEnabled
if(shouldEnable and not isEnabled) then
RunesEnable(self)
elseif(not shouldEnable and (isEnabled or isEnabled == nil)) then
RunesDisable(self)
elseif(shouldEnable and isEnabled) then
Path(self, event, ...)
end
end
VisibilityPath = function(self, ...)
return (self.Runes.OverrideVisibility or Visibility) (self, ...)
end
local ForceUpdate = function(element)
return VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function Enable(self, unit)
local element = self.Runes
if(element and unit == 'player') then
element.__owner = self
element.ForceUpdate = ForceUpdate
for i = 1, #element do
local rune = element[runemap[i]]
if(rune:IsObjectType('StatusBar') and not rune:GetStatusBarTexture()) then
rune:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
-- From my minor testing this is a okey solution. A full login always remove
-- the death runes, or at least the clients knowledge about them.
UpdateType(self, nil, i, floor((i + 1) / 2))
end
self:RegisterEvent('RUNE_POWER_UPDATE', Path, true)
self:RegisterEvent('RUNE_TYPE_UPDATE', UpdateType, true)
self:RegisterEvent('PLAYER_ENTERING_WORLD', Path)
-- oUF leaves the vehicle events registered on the player frame, so
-- buffs and such are correctly updated when entering/exiting vehicles.
--
-- This however makes the code also show/hide the RuneFrame.
RuneFrame.Show = RuneFrame.Hide
RuneFrame:Hide()
return true
end
end
local function Disable(self)
RuneFrame.Show = nil
RuneFrame:Show()
local element = self.Runes
if(element) then
for i = 1, #element do
element[i]:Hide()
end
self:SetScript('OnUpdate', nil)
self:UnregisterEvent('RUNE_POWER_UPDATE', Path)
self:UnregisterEvent('RUNE_TYPE_UPDATE', UpdateType)
self:UnregisterEvent('PLAYER_ENTERING_WORLD', Path)
RunesDisable(self)
end
end
oUF:AddElement('Runes', VisibilityPath, Enable, Disable)
+872
View File
@@ -0,0 +1,872 @@
-- 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 = ...
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 GetThreatStatusColor = GetThreatStatusColor
local IsResting = IsResting
local UnitCanAttack = UnitCanAttack
local UnitClass = UnitClass
local UnitClassification = UnitClassification
local UnitCreatureFamily = UnitCreatureFamily
local UnitCreatureType = UnitCreatureType
local UnitFactionGroup = UnitFactionGroup
local UnitHasVehicleUI = UnitHasVehicleUI
local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local UnitIsConnected = UnitIsConnected
local UnitIsDead = UnitIsDead
local UnitIsGhost = UnitIsGhost
local UnitIsPVP = UnitIsPVP
local UnitIsPartyLeader = UnitIsPartyLeader
local UnitIsPlayer = UnitIsPlayer
local UnitLevel = UnitLevel
local UnitName = UnitName
local UnitPower = UnitPower
local UnitPowerMax = UnitPowerMax
local UnitPowerType = UnitPowerType
local UnitRace = UnitRace
local UnitSex = UnitSex
local UnitThreatSituation = UnitThreatSituation
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 = UnitPowerMax(u) - UnitPower(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 = UnitPowerMax(u)
if(m == 0) then
return 0
else
return floor(UnitPower(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]],
['threat'] = [[function(u)
local s = UnitThreatSituation(u)
if(s == 1) then
return '++'
elseif(s == 2) then
return '--'
elseif(s == 3) then
return 'Aggro'
end
end]],
['threatcolor'] = [[function(u)
return Hex(GetThreatStatusColor(UnitThreatSituation(u)))
end]],
['cpoints'] = [[function(u)
local cp
if(UnitHasVehicleUI('player')) then
cp = GetComboPoints('vehicle', 'target')
else
cp = GetComboPoints('player', 'target')
end
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 UnitPower(unit, SPELL_POWER_MANA)
end]],
['maxmana'] = [[function(unit)
return UnitPowerMax(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
return Hex(altR, altG, altB)
end
return Hex(t)
end]],
['energycolor'] = [[function(u)
local pType, pToken, altR, altG, altB = UnitPowerType(u)
local t = _COLORS.power["ENERGY"]
if not t then
return Hex(altR, altG, altB)
end
return Hex(t)
end]],
['ragecolor'] = [[function(u)
local pType, pToken, altR, altG, altB = UnitPowerType(u)
local t = _COLORS.power["RAGE"]
if not t then
return Hex(altR, altG, altB)
end
return Hex(t)
end]],
}
local tags = setmetatable(
{
curhp = UnitHealth,
curpp = UnitPower,
maxhp = UnitHealthMax,
maxpp = UnitPowerMax,
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 UNIT_RUNIC_POWER',
['maxpp'] = 'UNIT_MAXENERGY UNIT_MAXFOCUS UNIT_MAXMANA UNIT_MAXRAGE UNIT_MAXRUNIC_POWER',
['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 UNIT_MAXRUNIC_POWER UNIT_RUNIC_POWER',
['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 UNIT_MAXRUNIC_POWER UNIT_RUNIC_POWER',
['plus'] = 'UNIT_CLASSIFICATION_CHANGED',
['pvp'] = 'UNIT_FACTION',
['rare'] = 'UNIT_CLASSIFICATION_CHANGED',
['resting'] = 'PLAYER_UPDATE_RESTING',
['status'] = 'UNIT_HEALTH PLAYER_UPDATE_RESTING',
['threat'] = 'UNIT_THREAT_SITUATION_UPDATE',
['threatcolor'] = 'UNIT_THREAT_SITUATION_UPDATE',
['cpoints'] = 'UNIT_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',
['energycolor'] = 'UNIT_DISPLAYPOWER',
['ragecolor'] = '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,
UNIT_COMBO_POINTS = true,
}
local events = {}
local frame = CreateFrame('Frame')
frame:SetScript('OnEvent', function(self, event, unit)
local strings = events[event]
if(strings) then
for _, fontstring in next, strings do
if(fontstring:IsVisible() and (unitlessEvents[event] or fontstring.parent.unit == unit)) 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(self, elapsed)
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 + elapsed
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 = (tag:match('>+()') or 2)
local tagEnd = tag:match('.*()<+')
tagEnd = (tagEnd and tagEnd - 1) or -2
return tag:sub(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 tagstr:gmatch(_PATTERN) do
tag = getTagName(tag)
local tagevents = tagEvents[tag]
if(tagevents) then
for event in tagevents:gmatch('%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(#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 tagstr:find(escapeSequence) do
tagstr = tagstr:gsub(escapeSequence, replacement)
end
end
if tagstr:find('%[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 = tagstr:gsub('%[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 tagstr:gmatch(_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 = tagstr:gsub('%%', '%%%%'):gsub(_PATTERN, '%%s')
local args = {}
for bracket in tagstr:gmatch(_PATTERN) do
local tagFunc = funcPool[bracket] or tags[bracket:sub(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 = bracket:sub(2, tagStart)
local suffix = bracket:sub(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 = bracket:sub(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 = bracket:sub(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:SetFormattedText(
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:SetFormattedText(
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:SetFormattedText(
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:SetFormattedText(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 = .1
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)
@@ -0,0 +1,134 @@
--[[
# Element: Threat Indicator
Handles the visibility and updating of an indicator based on the unit's current threat level.
## Widget
ThreatIndicator - A `Texture` used to display the current threat 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.
## Options
.feedbackUnit - The unit whose threat situation is being requested. If defined, it'll be passed as the first argument to
[GetThreatStatusColor](http://wowprogramming.com/docs/api/UnitThreatSituation).
## Examples
-- Position and size
local ThreatIndicator = self:CreateTexture(nil, 'OVERLAY')
ThreatIndicator:SetSize(16, 16)
ThreatIndicator:SetPoint('TOPRIGHT', self)
-- Register it with oUF
self.ThreatIndicator = ThreatIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local GetThreatStatusColor = GetThreatStatusColor
local UnitExists = UnitExists
local UnitThreatSituation = UnitThreatSituation
local function Update(self, event, unit)
if(not unit or self.unit ~= unit) then return end
local element = self.ThreatIndicator
--[[ Callback: ThreatIndicator:PreUpdate(unit)
Called before the element has been updated.
* self - the ThreatIndicator element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then element:PreUpdate(unit) end
local feedbackUnit = element.feedbackUnit
unit = unit or self.unit
local status
-- BUG: Non-existent '*target' or '*pet' units cause UnitThreatSituation() errors
if(UnitExists(unit)) then
if(feedbackUnit and feedbackUnit ~= unit and UnitExists(feedbackUnit)) then
status = UnitThreatSituation(feedbackUnit, unit)
else
status = UnitThreatSituation(unit)
end
end
local r, g, b
if(status and status > 0) then
r, g, b = GetThreatStatusColor(status)
if(element.SetVertexColor) then
element:SetVertexColor(r, g, b)
end
element:Show()
else
element:Hide()
end
--[[ Callback: ThreatIndicator:PostUpdate(unit, status, r, g, b)
Called after the element has been updated.
* self - the ThreatIndicator element
* unit - the unit for which the update has been triggered (string)
* status - the unit's threat status (see [UnitThreatSituation](http://wowprogramming.com/docs/api/UnitThreatSituation))
* r - the red color component based on the unit's threat status (number?)[0-1]
* g - the green color component based on the unit's threat status (number?)[0-1]
* b - the blue color component based on the unit's threat status (number?)[0-1]
--]]
if(element.PostUpdate) then
return element:PostUpdate(unit, status, r, g, b)
end
end
local function Path(self, ...)
--[[ Override: ThreatIndicator.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.ThreatIndicator.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.ThreatIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_THREAT_SITUATION_UPDATE', Path)
self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', Path)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\Minimap\ObjectIcons]])
element:SetTexCoord(6/8, 7/8, 1/8, 2/8)
end
return true
end
end
local function Disable(self)
local element = self.ThreatIndicator
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_THREAT_SITUATION_UPDATE', Path)
self:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', Path)
end
end
oUF:AddElement('ThreatIndicator', Path, Enable, Disable)
+120
View File
@@ -0,0 +1,120 @@
local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local argcheck = Private.argcheck
local error = Private.error
local frame_metatable = Private.frame_metatable
-- Original event methods
local registerEvent = frame_metatable.__index.RegisterEvent
local unregisterEvent = frame_metatable.__index.UnregisterEvent
function Private.UpdateUnits(frame, unit, realUnit)
if(unit == realUnit) then
realUnit = nil
end
if(frame.unit ~= unit or frame.realUnit ~= realUnit) then
frame.unit = unit
frame.realUnit = realUnit
frame.id = unit:match('^.-(%d+)')
return true
end
end
local function onEvent(self, event, ...)
if(self:IsVisible() or event == 'UNIT_COMBO_POINTS') then
return self[event](self, event, ...)
end
end
local event_metatable = {
__call = function(funcs, self, ...)
for _, func in next, funcs do
func(self, ...)
end
end,
}
--[[ Events: frame:RegisterEvent(event, func, unitless)
Used to register a frame for a game event and add an event handler. OnUpdate polled frames are prevented from
registering events.
* self - frame that will be registered for the given event.
* event - name of the event to register (string)
* func - function that will be executed when the event fires. If a string is passed, then a function by that name
must be defined on the frame. Multiple functions can be added for the same frame and event
(string or function)
* unitless - indicates that the event does not fire for a specific unit, so the event arguments won't be
matched to the frame unit(s). Events that do not start with UNIT_ or are not known to be unit events are
automatically considered unitless (boolean)
--]]
function frame_metatable.__index:RegisterEvent(event, func)
-- Block OnUpdate polled frames from registering events.
-- UNIT_PORTRAIT_UPDATE and UNIT_MODEL_CHANGED which are used for
-- portrait updates.
if(self.__eventless and event ~= 'UNIT_PORTRAIT_UPDATE' and event ~= 'UNIT_MODEL_CHANGED') then return end
argcheck(event, 2, 'string')
argcheck(func, 3, 'function')
local curev = self[event]
local kind = type(curev)
if(curev) then
if(kind == 'function' and curev ~= func) then
self[event] = setmetatable({curev, func}, event_metatable)
elseif(kind == 'table') then
for _, infunc in next, curev do
if(infunc == func) then return end
end
table.insert(curev, func)
end
else
self[event] = func
if(not self:GetScript('OnEvent')) then
self:SetScript('OnEvent', onEvent)
end
registerEvent(self, event)
end
end
--[[ Events: frame:UnregisterEvent(event, func)
Used to remove a function from the event handler list for a game event.
* self - the frame registered for the event
* event - name of the registered event (string)
* func - function to be removed from the list of event handlers. If this is the only handler for the given event, then
the frame will be unregistered for the event (function)
--]]
function frame_metatable.__index:UnregisterEvent(event, func)
argcheck(event, 2, 'string')
local cleanUp = false
local curev = self[event]
if(type(curev) == 'table' and func) then
for k, infunc in next, curev do
if(infunc == func) then
curev[k] = nil
break
end
end
if(not next(curev)) then
cleanUp = true
end
end
if(cleanUp or curev == func) then
self[event] = nil
if(self.unitEvents) then
self.unitEvents[event] = nil
end
unregisterEvent(self, event)
end
end
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local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local argcheck = Private.argcheck
local queue = {}
local factory = CreateFrame('Frame')
factory:SetScript('OnEvent', function(self, event, ...)
return self[event](self, event, ...)
end)
factory:RegisterEvent('PLAYER_LOGIN')
factory.active = true
function factory:PLAYER_LOGIN()
if(not self.active) then return end
for _, func in next, queue do
func(oUF)
end
-- Avoid creating dupes.
wipe(queue)
end
--[[ Factory: oUF:Factory(func)
Used to call a function directly if the current character is logged in and the factory is active. Else the function is
queued up to be executed at a later time (upon PLAYER_LOGIN by default).
* self - the global oUF object
* func - function to be executed or delayed (function)
--]]
function oUF:Factory(func)
argcheck(func, 2, 'function')
-- Call the function directly if we're active and logged in.
if(IsLoggedIn() and factory.active) then
return func(self)
else
table.insert(queue, func)
end
end
--[[ Factory: oUF:EnableFactory()
Used to enable the factory.
* self - the global oUF object
--]]
function oUF:EnableFactory()
factory.active = true
end
--[[ Factory: oUF:DisableFactory()
Used to disable the factory.
* self - the global oUF object
--]]
function oUF:DisableFactory()
factory.active = nil
end
--[[ Factory: oUF:RunFactoryQueue()
Used to try to execute queued up functions. The current player must be logged in and the factory must be active for
this to succeed.
* self - the global oUF object
--]]
function oUF:RunFactoryQueue()
factory:PLAYER_LOGIN()
end
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local parent, ns = ...
-- It's named Private for a reason!
ns.oUF.Private = nil
+3
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local parent, ns = ...
ns.oUF = {}
ns.oUF.Private = {}
+87
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<Ui xmlns="http://www.blizzard.com/wow/ui/">
<Script file="init.lua"/>
<Script file="private.lua"/>
<Script file="ouf.lua"/>
<Script file="events.lua"/>
<Script file="factory.lua"/>
<Script file="blizzard.lua"/>
<Script file="units.lua"/>
<Script file="colors.lua"/>
<Script file="finalize.lua"/>
<Script file="elements\additionalpower.lua"/>
<Script file="elements\power.lua"/>
<Script file="elements\powerenergy.lua"/>
<Script file="elements\powerrage.lua"/>
<Script file="elements\auras.lua"/>
<Script file="elements\health.lua"/>
<Script file="elements\raidtargetindicator.lua"/>
<Script file="elements\leaderindicator.lua"/>
<Script file="elements\combatindicator.lua"/>
<Script file="elements\restingindicator.lua"/>
<Script file="elements\pvpindicator.lua"/>
<Script file="elements\portrait.lua"/>
<Script file="elements\range.lua"/>
<Script file="elements\castbar.lua"/>
<Script file="elements\threatindicator.lua"/>
<Script file="elements\tags.lua"/>
<Script file="elements\masterlooterindicator.lua"/>
<Script file="elements\assistantindicator.lua"/>
<Script file="elements\runes.lua"/>
<Script file="elements\grouproleindicator.lua"/>
<Script file="elements\readycheckindicator.lua"/>
<Script file="elements\combopoints.lua"/>
<Script file="elements\raidroleindicator.lua"/>
<Script file="elements\happinessindicator.lua"/>
<!-- Clique support -->
<Button name="oUF_ClickCastUnitTemplate" virtual="true" inherits="SecureUnitButtonTemplate, SecureHandlerEnterLeaveTemplate">
<Attributes>
<Attribute name="_onenter" type="string" value="local snippet = self:GetAttribute('clickcast_onenter'); if snippet then self:Run(snippet) end"/>
<Attribute name="_onleave" type="string" value="local snippet = self:GetAttribute('clickcast_onleave'); if snippet then self:Run(snippet) end"/>
</Attributes>
</Button>
<!--
Sub-object as a child of the parent unit frame:
<Button name="oUF_HeaderTargetTemplate" inherits="SecureUnitButtonTemplate" virtual="true">
<Frames>
<Button name="$parentTarget" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="unitsuffix" type="string" value="target"/>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
</Frames>
</Button>
Separate unit template example:
<Button name="oUF_HeaderSeparateSubOjectsTemplate" inherits="SecureUnitButtonTemplate" virtual="true">
<Attributes>
<Attribute name="oUF-onlyProcessChildren" type="boolean" value="true"/>
</Attributes>
<Frames>
<Button name="$parentUnit" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
<Button name="$parentPet" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="unitsuffix" type="string" value="pet"/>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
<Button name="$parentTarget" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="unitsuffix" type="string" value="target"/>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
</Frames>
</Button>
-->
</Ui>
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local parent, ns = ...
local global = GetAddOnMetadata(parent, 'X-oUF')
local _VERSION = '@project-version@'
if(_VERSION:find('project%-version')) then
_VERSION = 'devel'
end
local oUF = ns.oUF
local Private = oUF.Private
local argcheck = Private.argcheck
local error = Private.error
local print = Private.print
local unitExists = Private.unitExists
local styles, style = {}
local callback, 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(self, elapsed)
if(not self.unit) then
return
elseif(total > self.onUpdateFrequency) then
self:UpdateAllElements('OnUpdate')
total = 0
end
total = total + elapsed
end)
end
Private.enableTargetUpdate = enableTargetUpdate
local function updateActiveUnit(self, event, unit)
-- Calculate units to work with
local realUnit, modUnit = SecureButton_GetUnit(self), SecureButton_GetModifiedUnit(self)
-- _GetUnit() doesn't rewrite playerpet -> pet like _GetModifiedUnit does.
if(realUnit == 'playerpet') then
realUnit = 'pet'
elseif(realUnit == 'playertarget') then
realUnit = 'target'
end
if(modUnit == 'pet' and realUnit ~= 'pet') then
modUnit = 'vehicle'
end
if(not UnitExists(modUnit)) then
if(modUnit ~= realUnit) then
modUnit = realUnit
else
return
end
end
-- Change the active unit and run a full update.
if(Private.UpdateUnits(self, modUnit, realUnit)) then
self:UpdateAllElements('RefreshUnit')
return true
end
end
local function iterateChildren(...)
for i = 1, select('#', ...) do
local obj = select(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,
--[[ 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)
argcheck(name, 2, 'string')
argcheck(unit, 3, 'string', 'nil')
local element = elements[name]
if(not element or self:IsElementEnabled(name)) 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:IsEnabled()
Used to check if a unit frame is registered with the unit existence monitor. This is a reference to
`UnitWatchRegistered`.
* self - unit frame
--]]
IsEnabled = UnitWatchRegistered,
--[[ 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
--[[ Callback: frame:PreUpdate(event)
Fired before the frame is updated.
* self - the unit frame
* event - the event triggering the update (string)
--]]
self:PreUpdate(event)
end
for _, func in next, self.__elements do
func(self, event, unit)
end
if(self.PostUpdate) then
--[[ Callback: frame:PostUpdate(event)
Fired after the frame is updated.
* self - the unit frame
* event - the event triggering the update (string)
--]]
self:PostUpdate(event)
end
end,
} do
frame_metatable.__index[k] = v
end
local secureDropdown
local function InitializeSecureMenu(self)
local unit = self.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(unitType == 'boss') then
menu = 'BOSS'
elseif(unitType == 'focus') then
menu = 'FOCUS'
elseif(unitType == 'arenapet' or unitType == 'arena') then
menu = 'ARENAENEMY'
elseif(UnitIsUnit(unit, 'player')) then
menu = 'SELF'
elseif(UnitIsUnit(unit, 'vehicle')) then
menu = 'VEHICLE'
elseif(UnitIsUnit(unit, 'pet')) then
menu = 'PET'
elseif(UnitIsPlayer(unit)) then
if(UnitInRaid(unit)) then
menu = 'RAID_PLAYER'
elseif(UnitInParty(unit)) then
menu = 'PARTY'
else
menu = 'PLAYER'
end
elseif(UnitIsUnit(unit, 'target')) then
menu = 'TARGET'
end
if(menu) then
UnitPopup_ShowMenu(self, 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(self)
if(not updateActiveUnit(self, 'OnShow')) then
return self:UpdateAllElements('OnShow')
end
end
local function updatePet(self, event, unit)
local petUnit
if(unit == 'target') then
return
elseif(unit == 'player') then
petUnit = 'pet'
else
-- Convert raid26 -> raidpet26
petUnit = unit:gsub('^(%a+)(%d+)', '%1pet%2')
end
if(self.unit ~= petUnit) then return end
if(not updateActiveUnit(self, event)) then
return self:UpdateAllElements(event)
end
end
local function updateRaid(self, event)
local unitGUID = UnitGUID(self.unit)
if(unitGUID and unitGUID ~= self.unitGUID) then
self.unitGUID = unitGUID
self:UpdateAllElements(event)
end
end
local function initObject(unit, style, styleFunc, header, ...)
local num = select('#', ...)
for i = 1, num do
local object = select(i, ...)
local objectUnit = object.guessUnit or unit
local suffix = object:GetAttribute('unitsuffix')
object.__elements = {}
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)
-- Handle the case where someone has modified the unitsuffix attribute in
-- oUF-initialConfigFunction.
if(suffix and objectUnit and not objectUnit:match(suffix)) then
objectUnit = objectUnit .. suffix
end
if(not (suffix == 'target' or objectUnit and objectUnit:match('target'))) then
object:RegisterEvent('UNIT_ENTERING_VEHICLE', updateActiveUnit)
object:RegisterEvent('UNIT_ENTERED_VEHICLE', updateActiveUnit)
object:RegisterEvent('UNIT_EXITING_VEHICLE', updateActiveUnit)
object:RegisterEvent('PLAYER_ENTERING_WORLD', updateActiveUnit)
-- We don't need to register UNIT_PET for the player unit. We register it
-- mainly because UNIT_EXITED_VEHICLE and UNIT_ENTERED_VEHICLE doesn't always
-- have pet information when they fire for party and raid units.
if(objectUnit ~= 'player') then
object:RegisterEvent('UNIT_PET', updatePet, true)
end
end
if(not header) then
-- No header means it's a frame created through :Spawn().
object.menu = togglemenu
object:SetAttribute('*type1', 'target')
object:SetAttribute('*type2', 'menu')
-- No need to enable this for *target frames.
if(not (unit:match('target') or suffix == 'target')) then
object:SetAttribute('toggleForVehicle', true)
end
-- Other boss and target units are handled by :HandleUnit().
if(suffix == 'target') then
enableTargetUpdate(object)
else
oUF:HandleUnit(object)
end
else
-- update the frame when its prev unit is replaced with a new one
-- updateRaid relies on UnitGUID to detect the unit change
object:RegisterEvent('RAID_ROSTER_UPDATE', updateRaid)
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
activeElements[object] = {} -- ElvUI: styleFunc on headers break before this is set when they try to enable elements before it's set.
Private.UpdateUnits(object, objectUnit)
styleFunc(object, objectUnit, not header)
object:HookScript('OnAttributeChanged', onAttributeChanged)
object:SetScript('OnShow', onShow)
for element in next, elements do
object:EnableElement(element, objectUnit)
end
for _, func in next, callback do
func(object)
end
-- ElvUI block
if object.PostCreate then
object:PostCreate(object)
end
-- end block
-- 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:HookScript('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 = '[@raid26,exists] show;',
raid25 = '[@raid11,exists] show;',
raid10 = '[@raid6,exists] show;',
raid = '[group:raid] show;',
party = '[group:party,nogroup:raid] show;',
solo = '[@player,exists,nogroup:party] show;',
}
function getCondition(...)
local cond = ''
for i = 1, select('#', ...) do
local short = select(i, ...)
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, unitsuffix
for i = 1, select('#', ...), 2 do
local att, val = select(i, ...)
if(att == 'showRaid') then
raid = val ~= false and val ~= nil
elseif(att == 'showParty') then
party = val ~= false and val ~= nil
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 = 'Raid' .. groupFilter
elseif(groupFilter:match('MAINTANK')) then
append = 'MainTank'
elseif(groupFilter:match('MAINASSIST')) 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()
for i = 1, select('#', self), 1 do
local frame = select(i, self)
local unit
-- There's no need to do anything on frames with onlyProcessChildren
if(not frame.onlyProcessChildren) then
-- Attempt to guess what the header is set to spawn.
local groupFilter = header:GetAttribute('groupFilter')
if(type(groupFilter) == 'string' and groupFilter:match('MAIN[AT]')) then
local role = groupFilter:match('MAIN([AT])')
if(role == 'T') then
unit = 'maintank'
else
unit = 'mainassist'
end
elseif(header:GetAttribute('showRaid')) then
unit = 'raid'
elseif(header:GetAttribute('showParty')) then
unit = 'party'
end
local headerType = header.headerType
local suffix = frame:GetAttribute('unitsuffix')
if(unit and suffix) then
if(headerType == 'pet' and suffix == 'target') then
unit = unit .. headerType .. suffix
else
unit = unit .. suffix
end
elseif(unit and headerType == 'pet') then
unit = unit .. headerType
end
frame.menu = togglemenu
frame:SetAttribute('*type1', 'target')
frame:SetAttribute('*type2', 'menu')
frame:SetAttribute('toggleForVehicle', true)
frame.guessUnit = unit
end
end
header:styleFunction(self:GetName())
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 `'SecureGroupHeaderTemplate'`
(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 'SecureGroupHeaderTemplate')
local isPetHeader = template:match('PetHeader')
local name = overrideName or generateName(nil, ...)
local header = CreateFrame('Frame', name, UIParent, template)
header:Hide()
header:SetAttribute('template', 'oUF_ClickCastUnitTemplate')
for i = 1, select('#', ...), 2 do
local att, val = select(i, ...)
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 = unit:lower()
local name = overrideName or generateName(unit)
local object = CreateFrame('Button', name, UIParent, 'SecureUnitButtonTemplate')
Private.UpdateUnits(object, unit)
self:DisableBlizzard(unit)
walkObject(object, unit)
object:SetAttribute('unit', unit)
RegisterUnitWatch(object)
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.version = _VERSION
--[[ 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
if(global) then
if(parent ~= 'oUF' and global == 'oUF') then
error('%s is doing it wrong and setting its global to "oUF".', parent)
elseif(_G[global]) then
error('%s is setting its global to an existing name "%s".', parent, global)
else
_G[global] = oUF
end
end
oUF.herocolor = {0.0, 1.0, 0.0}
+26
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@@ -0,0 +1,26 @@
local parent, ns = ...
local Private = ns.oUF.Private
function Private.argcheck(value, num, ...)
assert(type(num) == 'number', "Bad argument #2 to 'argcheck' (number expected, got " .. type(num) .. ')')
for i = 1, select('#', ...) do
if(type(value) == select(i, ...)) then return end
end
local types = strjoin(', ', ...)
local name = debugstack(2,2,0):match(": in function [`<](.-)['>]")
error(string.format("Bad argument #%d to '%s' (%s expected, got %s)", num, name, types, type(value)), 3)
end
function Private.print(...)
print('|cff33ff99oUF:|r', ...)
end
function Private.error(...)
Private.print('|cffff0000Error:|r ' .. string.format(...))
end
function Private.unitExists(unit)
return unit and UnitExists(unit)
end
+19
View File
@@ -0,0 +1,19 @@
local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local enableTargetUpdate = Private.enableTargetUpdate
-- Handles unit specific actions.
function oUF:HandleUnit(object, unit)
local unit = object.unit or unit
if(unit == 'target') then
object:RegisterEvent('PLAYER_TARGET_CHANGED', object.UpdateAllElements)
elseif(unit == 'mouseover') then
object:RegisterEvent('UPDATE_MOUSEOVER_UNIT', object.UpdateAllElements)
elseif(unit == 'focus') then
object:RegisterEvent('PLAYER_FOCUS_CHANGED', object.UpdateAllElements)
elseif(unit:match('%w+target') or unit:match('boss%d?$')) then
enableTargetUpdate(object)
end
end
@@ -0,0 +1,381 @@
local _, ns = ...
local oUF = oUF or ns.oUF
assert(oUF, "oUF_AuraBars was unable to locate oUF install.")
local type = type
local unpack = unpack
local floor, huge, min = math.floor, math.huge, math.min
local format = string.format
local tsort, tremove = table.sort, table.remove
local CreateFrame = CreateFrame
local GetTime = GetTime
local UnitAura = UnitAura
local UnitIsFriend = UnitIsFriend
local DAY, HOUR, MINUTE = 86400, 3600, 60
local function formatTime(s)
if s < MINUTE then
return format("%.1fs", s)
elseif s < HOUR then
return format("%dm %ds", s / 60 % 60, s % 60)
elseif s < DAY then
return format("%dh %dm", s / HOUR, s / 60 % 60)
else
return format("%dd %dh", s/DAY, (s / HOUR) - (floor(s / DAY) * 24))
end
end
local function UpdateTooltip(self)
GameTooltip:SetUnitAura(self.__unit, self:GetParent().aura.name, self:GetParent().aura.rank, self:GetParent().aura.filter)
end
local function OnEnter(self)
if not self:IsVisible() then return end
GameTooltip:SetOwner(self, "ANCHOR_BOTTOMRIGHT")
self:UpdateTooltip()
end
local function OnLeave(self)
GameTooltip:Hide()
end
local function SetAnchors(self)
local bars = self.bars
for i = 1, #bars do
local frame = bars[i]
local anchor = frame.anchor
frame:Height(self.auraBarHeight or 20)
frame:Width((self.auraBarWidth or self:GetWidth()) - (frame:GetHeight() + (self.gap or 0)))
frame.statusBar.iconHolder:Size(frame:GetHeight())
frame:ClearAllPoints()
if self.down then
if self == anchor then -- Root frame so indent for icon
frame:SetPoint("TOPLEFT", anchor, "TOPLEFT", (frame:GetHeight() + (self.gap or 0)), -1)
else
frame:SetPoint("TOPLEFT", anchor, "BOTTOMLEFT", 0, (-self.spacing or 0))
end
else
if self == anchor then -- Root frame so indent for icon
frame:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", (frame:GetHeight() + (self.gap or 0)), 1)
else
frame:SetPoint("BOTTOMLEFT", anchor, "TOPLEFT", 0, (self.spacing or 0))
end
end
end
end
local function CreateAuraBar(self, anchor)
local element = self.AuraBars
local frame = CreateFrame("Frame", nil, element)
frame:Height(element.auraBarHeight or 20)
frame:Width((element.auraBarWidth or element:GetWidth()) - (frame:GetHeight() + (element.gap or 0)))
frame.anchor = anchor
-- the main bar
local statusBar = CreateFrame("StatusBar", nil, frame)
statusBar:SetStatusBarTexture(element.auraBarTexture or [[Interface\TargetingFrame\UI-StatusBar]])
statusBar:SetAlpha(element.fgalpha or 1)
statusBar:SetAllPoints(frame)
frame.statusBar = statusBar
if element.down then
if element == anchor then -- Root frame so indent for icon
frame:SetPoint("TOPLEFT", anchor, "TOPLEFT", (frame:GetHeight() + (element.gap or 0)), -1)
else
frame:SetPoint("TOPLEFT", anchor, "BOTTOMLEFT", 0, (-element.spacing or 0))
end
else
if element == anchor then -- Root frame so indent for icon
frame:SetPoint("BOTTOMLEFT", anchor, "BOTTOMLEFT", (frame:GetHeight() + (element.gap or 0)), 1)
else
frame:SetPoint("BOTTOMLEFT", anchor, "TOPLEFT", 0, (element.spacing or 0))
end
end
local spark = statusBar:CreateTexture(nil, "OVERLAY", nil)
spark:SetTexture([[Interface\CastingBar\UI-CastingBar-Spark]])
spark:Width(12)
spark:SetBlendMode("ADD")
spark:SetPoint("CENTER", statusBar:GetStatusBarTexture(), "RIGHT")
statusBar.spark = spark
statusBar.iconHolder = CreateFrame("Button", nil, statusBar)
statusBar.iconHolder:Size(frame:GetHeight())
statusBar.iconHolder:SetPoint("BOTTOMRIGHT", frame, "BOTTOMLEFT", -element.gap, 0)
statusBar.iconHolder.__unit = self.unit
statusBar.iconHolder:SetScript("OnEnter", OnEnter)
statusBar.iconHolder:SetScript("OnLeave", OnLeave)
statusBar.iconHolder.UpdateTooltip = UpdateTooltip
statusBar.icon = statusBar.iconHolder:CreateTexture(nil, "BACKGROUND")
statusBar.icon:SetTexCoord(unpack(ElvUI[1].TexCoords))
statusBar.icon:SetAllPoints()
statusBar.spelltime = statusBar:CreateFontString(nil, "ARTWORK")
if element.spellTimeObject then
statusBar.spelltime:SetFontObject(element.spellTimeObject)
else
statusBar.spelltime:SetFont(element.spellTimeFont or [[Fonts\FRIZQT__.TTF]], element.spellTimeSize or 10)
end
statusBar.spelltime:SetTextColor(1, 1, 1)
statusBar.spelltime:SetJustifyH("RIGHT")
statusBar.spelltime:SetJustifyV("CENTER")
statusBar.spelltime:SetPoint("RIGHT")
statusBar.spellname = statusBar:CreateFontString(nil, "ARTWORK")
if element.spellNameObject then
statusBar.spellname:SetFontObject(element.spellNameObject)
else
statusBar.spellname:SetFont(element.spellNameFont or [[Fonts\FRIZQT__.TTF]], element.spellNameSize or 10)
end
statusBar.spellname:SetTextColor(1, 1, 1)
statusBar.spellname:SetJustifyH("LEFT")
statusBar.spellname:SetJustifyV("CENTER")
statusBar.spellname:SetPoint("LEFT")
statusBar.spellname:SetPoint("RIGHT", statusBar.spelltime, "LEFT")
if element.PostCreateBar then
element.PostCreateBar(frame)
end
return frame
end
local function UpdateBars(element)
local bars = element.bars
local currentTime = GetTime()
for i = 1, #bars do
local frame = bars[i]
if not frame:IsVisible() then break end
local bar = frame.statusBar
if bar.aura.noTime then
bar.spelltime:SetText()
bar.spark:Hide()
else
local timeleft = bar.aura.expirationTime - currentTime
bar:SetValue(timeleft)
bar.spelltime:SetText(formatTime(timeleft))
if element.spark == true then
if element.scaleTime and ((element.scaleTime <= 0) or (element.scaleTime > 0 and timeleft < element.scaleTime)) then
bar.spark:Show()
else
bar.spark:Hide()
end
end
end
end
end
local function DefaultFilter(self, unit, name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate)
if unitCaster == "player" and not shouldConsolidate then
return true
end
end
local function sortByTime(a, b)
local compa = a.noTime and huge or a.expirationTime
local compb = b.noTime and huge or b.expirationTime
return compa > compb
end
local function Update(self, event, unit)
if self.unit ~= unit then return end
local element = self.AuraBars
local helpOrHarm
local isFriend = UnitIsFriend("player", unit) == 1 and true or false
if element.friendlyAuraType and element.enemyAuraType then
if isFriend then
helpOrHarm = element.friendlyAuraType
else
helpOrHarm = element.enemyAuraType
end
else
helpOrHarm = isFriend and "HELPFUL" or "HARMFUL"
end
-- Create a table of auras to display
local auras = {}
local lastAuraIndex = 0
if element.forceShow then
local spellID = 47540
local name, rank, icon = GetSpellInfo(spellID)
local count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate = 5, "Magic", 0, 0, "player", nil, nil
for i = 1, element.maxBars do
lastAuraIndex = lastAuraIndex + 1
auras[lastAuraIndex] = {}
auras[lastAuraIndex].spellID = spellID
auras[lastAuraIndex].name = name
auras[lastAuraIndex].rank = rank
auras[lastAuraIndex].icon = icon
auras[lastAuraIndex].count = count
auras[lastAuraIndex].debuffType = debuffType
auras[lastAuraIndex].duration = duration
auras[lastAuraIndex].expirationTime = expirationTime
auras[lastAuraIndex].unitCaster = unitCaster
auras[lastAuraIndex].isStealable = isStealable
auras[lastAuraIndex].noTime = (duration == 0 and expirationTime == 0)
auras[lastAuraIndex].filter = helpOrHarm
auras[lastAuraIndex].shouldConsolidate = shouldConsolidate
end
else
local i = 0
while lastAuraIndex <= element.maxBars do
i = i + 1
local name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellID = UnitAura(unit, i, helpOrHarm)
if not name then break end
if (element.filter or DefaultFilter)(self, unit, name, rank, icon, count, debuffType, duration, expirationTime, unitCaster, isStealable, shouldConsolidate, spellID) then
lastAuraIndex = lastAuraIndex + 1
auras[lastAuraIndex] = {}
auras[lastAuraIndex].spellID = spellID
auras[lastAuraIndex].name = name
auras[lastAuraIndex].rank = rank
auras[lastAuraIndex].icon = icon
auras[lastAuraIndex].count = count
auras[lastAuraIndex].debuffType = debuffType
auras[lastAuraIndex].duration = duration
auras[lastAuraIndex].expirationTime = expirationTime
auras[lastAuraIndex].unitCaster = unitCaster
auras[lastAuraIndex].isStealable = isStealable
auras[lastAuraIndex].noTime = (duration == 0 and expirationTime == 0)
auras[lastAuraIndex].filter = helpOrHarm
auras[lastAuraIndex].shouldConsolidate = shouldConsolidate
end
end
end
if element.sort and not element.forceShow then
tsort(auras, type(element.sort) == "function" and element.sort or sortByTime)
end
-- Show and configure bars for buffs/debuffs.
local bars = element.bars
if lastAuraIndex == 0 then
element:Height(1)
end
local currentTime = GetTime()
for i = 1, lastAuraIndex do
if element:GetWidth() == 0 then break end
local aura = auras[i]
local frame = bars[i]
if not frame then
frame = CreateAuraBar(self, i == 1 and element or bars[i - 1])
bars[i] = frame
end
if i == lastAuraIndex then
if element.down then
element:Height(element:GetTop() - frame:GetBottom())
elseif frame:GetTop() and element:GetBottom() then
element:Height(frame:GetTop() - element:GetBottom())
else
element:Height(20)
end
end
local bar = frame.statusBar
frame.index = i
-- Backup the details of the aura onto the bar, so the OnUpdate function can use it
bar.aura = aura
-- Configure
if bar.aura.noTime then
bar:SetMinMaxValues(0, 1)
bar:SetValue(1)
else
if element.scaleTime and element.scaleTime > 0 then
local maxValue = min(element.scaleTime, bar.aura.duration)
bar:SetMinMaxValues(0, element.scaleTime)
bar:Width((maxValue / element.scaleTime) * ((element.auraBarWidth or element:GetWidth()) - (bar:GetHeight() + (element.gap or 0)))) -- icon size + gap
else
bar:SetMinMaxValues(0, bar.aura.duration)
end
bar:SetValue(bar.aura.expirationTime - currentTime)
end
bar.icon:SetTexture(bar.aura.icon)
bar.spellname:SetText(bar.aura.count > 1 and format("%s [%d]", bar.aura.name, bar.aura.count) or bar.aura.name)
bar.spelltime:SetText(not bar.noTime and formatTime(bar.aura.expirationTime - currentTime))
-- Colour bars
local r, g, b
if helpOrHarm == "HARMFUL" then
local debuffType = bar.aura.debuffType and bar.aura.debuffType or "none"
if element.debuffColor then
r, g, b = unpack(element.debuffColor)
elseif debuffType == "none" and element.defaultDebuffColor then
r, g, b = unpack(element.defaultDebuffColor)
else
r, g, b = DebuffTypeColor[debuffType].r, DebuffTypeColor[debuffType].g, DebuffTypeColor[debuffType].b
end
elseif element.buffColor then
r, g, b = unpack(element.buffColor)
else
-- buffs default
r, g, b = .2, .6, 1
end
bar:SetStatusBarColor(r, g, b)
frame:Show()
end
-- Hide unused bars
for i = lastAuraIndex + 1, #bars do
bars[i]:Hide()
end
if element.PostUpdate then
element:PostUpdate(event, unit)
end
end
local function Enable(self)
local element = self.AuraBars
if element then
self:RegisterEvent("UNIT_AURA", Update)
element.SetAnchors = SetAnchors
element.maxBars = element.maxBars or 40
element.bars = element.bars or {}
element:Height(1)
element:SetScript("OnUpdate", UpdateBars)
return true
end
end
local function Disable(self)
local element = self.AuraBars
if element then
element:SetScript("OnUpdate", nil)
self:UnregisterEvent("UNIT_AURA", Update)
end
end
oUF:AddElement("AuraBars", Update, Enable, Disable)
@@ -0,0 +1,424 @@
--[[------------------------------------------------------------------------------------------------------
oUF_AuraWatch by Astromech
Please leave comments, suggestions, and bug reports on this addon's WoWInterface page
To setup, create a table named AuraWatch in your unit frame. There are several options
you can specify, as explained below.
icons
Mandatory!
A table of frames to be used as icons. oUF_Aurawatch does not position
these frames, so you must do so yourself. Each icon needs a spellID entry,
which is the spell ID of the aura to watch. Table should be set up
such that values are icon frames, but the keys can be anything.
Note each icon can have several options set as well. See below.
strictMatching
Default: false
If true, AuraWatch will only show an icon if the specific aura
with the specified spell id is on the unit. If false, AuraWatch
will show the icon if any aura with the same name and icon texture
is on the unit. Strict matching can be undesireable because most
ranks of an aura have different spell ids.
missingAlpha
Default 0.75
The alpha value for icons of auras which have faded from the unit.
presentAlpha
Default 1
The alpha value for icons or auras present on the unit.
onlyShowMissing
Default false
If this is true, oUF_AW will hide icons if they are present on the unit.
onlyShowPresent
Default false
If this is true, oUF_AW will hide icons if they have expired from the unit.
hideCooldown
Default false
If this is true, oUF_AW will not create a cooldown frame
hideCount
Default false
If this is true, oUF_AW will not create a count fontstring
fromUnits
Default {["player"] = true, ["pet"] = true, ["vehicle"] = true}
A table of units from which auras can originate. Have the units be the keys
and "true" be the values.
anyUnit
Default false
Set to true for oUF_AW to to show an aura no matter what unit it
originates from. This will override any fromUnits setting.
decimalThreshold
Default 5
The threshold before timers go into decimal form. Set to -1 to disable decimals.
PostCreateIcon
Default nil
A function to call when an icon is created to modify it, such as adding
a border or repositioning the count fontstring. Leave as nil to ignore.
The arguements are: AuraWatch table, icon, auraSpellID, auraName, unitFrame
Below are options set on a per icon basis. Set these as fields in the icon frames.
The following settings can be overridden from the AuraWatch table on a per-aura basis:
onlyShowMissing
onlyShowPresent
hideCooldown
hideCount
fromUnits
anyUnit
decimalThreshold
The following settings are unique to icons:
spellID
Mandatory!
The spell id of the aura, as explained above.
icon
Default aura texture
A texture value for this icon.
overlay
Default Blizzard aura overlay
An overlay for the icon. This is not created if a custom icon texture is created.
count
Default A fontstring
An fontstring to show the stack count of an aura.
Here is an example of how to set oUF_AW up:
local createAuraWatch = function(self, unit)
local auras = {}
-- A table of spellIDs to create icons for
-- To find spellIDs, look up a spell on www.wowhead.com and look at the URL
-- http://www.wowhead.com/?spell=SPELL_ID
local spellIDs = { ... }
auras.presentAlpha = 1
auras.missingAlpha = .7
auras.PostCreateIcon = myCustomIconSkinnerFunction
-- Set any other AuraWatch settings
auras.icons = {}
for i, sid in pairs(spellIDs) do
local icon = CreateFrame("Frame", nil, auras)
icon.spellID = sid
-- set the dimensions and positions
icon:SetWidth(24)
icon:SetHeight(24)
icon:SetPoint("BOTTOM", self, "BOTTOM", 0, 28 * i)
auras.icons[sid] = icon
-- Set any other AuraWatch icon settings
end
self.AuraWatch = auras
end
-----------------------------------------------------------------------------------------------------------]]
local _, ns = ...
local oUF = oUF or ns.oUF
assert(oUF, "oUF_AuraWatch was unable to locate oUF install")
local next = next
local pairs = pairs
local CreateFrame = CreateFrame
local GetSpellInfo = GetSpellInfo
local GetTime = GetTime
local UnitAura = UnitAura
local UnitGUID = UnitGUID
local GUIDs = {}
local PLAYER_UNITS = {
player = true,
vehicle = true,
pet = true,
}
local setupGUID
do
local cache = setmetatable({}, {__type = "k"})
local frame = CreateFrame("Frame")
frame:SetScript("OnEvent", function(self, event)
for k, t in pairs(GUIDs) do
GUIDs[k] = nil
for a in pairs(t) do
t[a] = nil
end
cache[t] = true
end
end)
frame:RegisterEvent("PLAYER_REGEN_ENABLED")
frame:RegisterEvent("PLAYER_ENTERING_WORLD")
function setupGUID(guid)
local t = next(cache)
if t then
cache[t] = nil
else
t = {}
end
GUIDs[guid] = t
end
end
local DAY, HOUR, MINUTE = 86400, 3600, 60
local function formatTime(s, threshold)
if s >= DAY then
return format("%dd", ceil(s / HOUR))
elseif s >= HOUR then
return format("%dh", ceil(s / HOUR))
elseif s >= MINUTE then
return format("%dm", ceil(s / MINUTE))
elseif s >= threshold then
return floor(s)
end
return format("%.1f", s)
end
local function updateText(self, elapsed)
if self.timeLeft then
self.elapsed = self.elapsed + elapsed
if self.elapsed >= 0.1 then
if not self.first then
self.timeLeft = self.timeLeft - self.elapsed
else
self.timeLeft = self.timeLeft - GetTime()
self.first = false
end
if self.timeLeft > 0 then
if self.timeLeft <= self.textThreshold or self.textThreshold == -1 then
self.text:SetText(formatTime(self.timeLeft, self.decimalThreshold or 5))
else
self.text:SetText("")
end
else
self.text:SetText("")
self:SetScript("OnUpdate", nil)
end
self.elapsed = 0
end
end
end
local function resetIcon(icon, frame, count, duration, remaining)
if icon.onlyShowMissing then
icon:Hide()
else
if icon.cd then
if duration and duration > 0 and icon.style ~= "NONE" then
icon.cd:SetCooldown(remaining - duration, duration)
icon.cd:Show()
else
icon.cd:Hide()
end
end
if icon.displayText then
icon.timeLeft = remaining
icon.first = true
icon.elapsed = 0
icon:SetScript("OnUpdate", updateText)
end
if icon.count then
icon.count:SetText(count > 1 and count)
end
if icon.overlay then
icon.overlay:Hide()
end
icon:SetAlpha(icon.presentAlpha)
icon:Show()
end
end
local function expireIcon(icon, frame)
if icon.onlyShowPresent then
icon:Hide()
else
if icon.cd then
icon.cd:Hide()
end
if icon.count then
icon.count:SetText()
end
if icon.overlay then
icon.overlay:Show()
end
icon:SetAlpha(icon.missingAlpha)
icon:Show()
end
end
local found = {}
local function Update(self, event, unit)
if not unit or self.unit ~= unit then return end
local guid = UnitGUID(unit)
if not guid then return end
if not GUIDs[guid] then
setupGUID(guid)
end
local element = self.AuraWatch
local icons = element.watched
for _, icon in pairs(icons) do
if not icon.onlyShowMissing then
icon:Hide()
else
icon:Show()
end
end
local filter, index = "HELPFUL", 1
local _, name, texture, count, duration, remaining, caster, spellID
local key, icon
while true do
name, _, texture, count, _, duration, remaining, caster, _, _, spellID = UnitAura(unit, index, filter)
if not name then
if filter == "HELPFUL" then
filter = "HARMFUL"
index = 1
else
break
end
else
if element.strictMatching then
key = spellID
else
key = name..texture
end
icon = icons[key]
if icon and (icon.anyUnit or (caster and icon.fromUnits and icon.fromUnits[caster])) then
resetIcon(icon, element, count, duration, remaining)
GUIDs[guid][key] = true
found[key] = true
end
index = index + 1
end
end
for icon in pairs(GUIDs[guid]) do
if icons[icon] and not found[icon] then
expireIcon(icons[icon], element)
end
end
for k in pairs(found) do
found[k] = nil
end
end
local function setupIcons(self)
local element = self.AuraWatch
local icons = element.icons
element.watched = {}
for _, icon in pairs(icons) do
local name, _, image = GetSpellInfo(icon.spellID)
if name then
icon.name = name
if not icon.cd and not (element.hideCooldown or icon.hideCooldown) then
local cd = CreateFrame("Cooldown", nil, icon, "CooldownFrameTemplate")
cd:SetAllPoints(icon)
icon.cd = cd
end
if not icon.icon then
local tex = icon:CreateTexture(nil, "BACKGROUND")
tex:SetAllPoints(icon)
tex:SetTexture(image)
icon.icon = tex
if not icon.overlay then
local overlay = icon:CreateTexture(nil, "OVERLAY")
overlay:SetTexture("Interface\\Buttons\\UI-Debuff-Overlays")
overlay:SetAllPoints(icon)
overlay:SetTexCoord(.296875, .5703125, 0, .515625)
overlay:SetVertexColor(1, 0, 0)
icon.overlay = overlay
end
end
if not icon.count and not (element.hideCount or icon.hideCount) then
local count = icon:CreateFontString(nil, "OVERLAY")
count:SetFontObject(NumberFontNormal)
count:SetPoint("BOTTOMRIGHT", icon, "BOTTOMRIGHT", -1, 0)
icon.count = count
end
if icon.onlyShowMissing == nil then
icon.onlyShowMissing = element.onlyShowMissing
end
if icon.onlyShowPresent == nil then
icon.onlyShowPresent = element.onlyShowPresent
end
if icon.presentAlpha == nil then
icon.presentAlpha = element.presentAlpha
end
if icon.missingAlpha == nil then
icon.missingAlpha = element.missingAlpha
end
if icon.fromUnits == nil then
icon.fromUnits = element.fromUnits or PLAYER_UNITS
end
if icon.anyUnit == nil then
icon.anyUnit = element.anyUnit
end
if element.strictMatching then
element.watched[icon.spellID] = icon
else
element.watched[name..image] = icon
end
if element.PostCreateIcon then
element:PostCreateIcon(icon, icon.spellID, name, self)
end
else
print("oUF_AuraWatch error: no spell with "..tostring(icon.spellID).." spell ID exists")
end
end
end
local function Enable(self)
local element = self.AuraWatch
if element then
element.Update = setupIcons
self:RegisterEvent("UNIT_AURA", Update)
setupIcons(self)
return true
end
end
local function Disable(self)
local element = self.AuraWatch
if element then
self:UnregisterEvent("UNIT_AURA", Update)
for _, icon in pairs(element.icons) do
icon:Hide()
end
end
end
oUF:AddElement("AuraWatch", Update, Enable, Disable)
@@ -0,0 +1,298 @@
local _, ns = ...
local oUF = _G.oUF or ns.oUF
assert(oUF, "oUF_Cutaway was unable to locate oUF install.")
--[[
Configuration values for both health and power:
.enabled: enable cutaway for this element, defaults to disabled
.fadeOutTime: How long it takes the cutaway health to fade, defaults to 0.6 seconds
.lengthBeforeFade: How long it takes before the cutaway begins to fade, defaults to 0.3 seconds
]]
-- GLOBALS: ElvUI
local max = math.max
local UnitGUID = UnitGUID
local UnitHealthMax = UnitHealthMax
local UnitIsTapped = UnitIsTapped
local UnitIsTappedByAllThreatList = UnitIsTappedByAllThreatList
local UnitIsTappedByPlayer = UnitIsTappedByPlayer
local UnitPowerMax = UnitPowerMax
local hooksecurefunc = hooksecurefunc
local E -- placeholder
local function checkElvUI()
if not E then
E = _G.ElvUI[1]
assert(E, "oUF_Cutaway was not able to locate ElvUI and it is required.")
end
end
local function closureFunc(self)
self.ready = nil
self.playing = nil
self.cur = nil
end
local function fadeClosure(element)
if not element.FadeObject then
element.FadeObject = {
finishedFuncKeep = true,
finishedArg1 = element,
finishedFunc = closureFunc
}
end
E:UIFrameFadeOut(element, element.fadeOutTime, element.__parentElement:GetAlpha(), 0)
end
local function Shared_PreUpdate(self, element, unit)
element.unit = unit
local oldGUID, newGUID = element.guid, UnitGUID(unit)
element.guid = newGUID
if (not oldGUID or oldGUID ~= newGUID) then
return
end
element.cur = self.cur
element.ready = true
end
local function UpdateSize(self, element, curV, maxV)
local isVertical = self:GetOrientation() == "VERTICAL"
local pm = (isVertical and self:GetHeight()) or self:GetWidth()
local oum = (1 / maxV) * pm
local c = max(element.cur - curV, 0)
local mm = c * oum
if isVertical then
element:SetHeight(mm)
else
element:SetWidth(mm)
end
end
local PRE = 0
local POST = 1
local function Shared_UpdateCheckReturn(self, element, updateType, ...)
if not element:IsVisible() then
return true
end
if (updateType == PRE) then
local maxV = ...
return (not element.enabled or not self.cur) or element.ready or not maxV
elseif (updateType == POST) then
local curV, maxV, unit = ...
return (not element.enabled or not element.cur) or (not element.ready or not curV or not maxV) or element.unit ~= unit
else
return false
end
end
local function Health_PreUpdate(self, unit)
local element = self.__owner.Cutaway.Health
local maxV = UnitHealthMax(unit)
if Shared_UpdateCheckReturn(self, element, PRE, maxV) or (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not UnitIsTappedByAllThreatList(unit)) then return end
Shared_PreUpdate(self, element, unit)
end
local function Health_PostUpdate(self, unit, curHealth, maxHealth)
local element = self.__owner.Cutaway.Health
if Shared_UpdateCheckReturn(self, element, POST, curHealth, maxHealth, unit) then return end
UpdateSize(self, element, curHealth, maxHealth)
if element.playing then return end
if (element.cur - curHealth) > (maxHealth * 0.01) then
element:SetAlpha(self:GetAlpha())
E:Delay(element.lengthBeforeFade, fadeClosure, element)
element.playing = true
else
element:SetAlpha(0)
closureFunc(element)
end
end
local function Health_PostUpdateColor(self, _, _, _, _)
local r, g, b = self:GetStatusBarColor()
self.__owner.Cutaway.Health:SetVertexColor(r * 1.5, g * 1.5, b * 1.5)
end
local function Power_PreUpdate(self, unit)
local element = self.__owner.Cutaway.Power
local maxV = UnitPowerMax(unit)
if Shared_UpdateCheckReturn(self, element, PRE, maxV) then return end
Shared_PreUpdate(self, element, unit)
end
local function Power_PostUpdate(self, unit, curPower, maxPower)
local element = self.__owner.Cutaway.Power
if Shared_UpdateCheckReturn(self, element, POST, curPower, maxPower, unit) then return end
UpdateSize(self, element, curPower, maxPower)
if element.playing then return end
if (element.cur - curPower) > (maxPower * 0.01) then
element:SetAlpha(self:GetAlpha())
E:Delay(element.lengthBeforeFade, fadeClosure, element)
element.playing = true
else
element:SetAlpha(0)
closureFunc(element)
end
end
local function Power_PostUpdateColor(self, _, _, _, _)
local r, g, b = self:GetStatusBarColor()
self.__owner.Cutaway.Power:SetVertexColor(r * 1.5, g * 1.5, b * 1.5)
end
local defaults = {
health = {
enabled = false,
lengthBeforeFade = 0.3,
fadeOutTime = 0.6
},
power = {
enabled = false,
lengthBeforeFade = 0.3,
fadeOutTime = 0.6
}
}
local function UpdateConfigurationValues(self, db)
local hs, ps = false, false
if (self.Health) then
local health = self.Health
local hdb = db.health
hs = hdb.enabled
health.enabled = hs
if (hs) then
health.lengthBeforeFade = hdb.lengthBeforeFade
health.fadeOutTime = hdb.fadeOutTime
health:Show()
else
health:Hide()
end
end
if (self.Power) then
local power = self.Power
local pdb = db.power
ps = pdb.enabled
power.enabled = ps
if (ps) then
power.lengthBeforeFade = pdb.lengthBeforeFade
power.fadeOutTime = pdb.fadeOutTime
power:Show()
else
power:Hide()
end
end
return hs, ps
end
local function Enable(self)
local element = self and self.Cutaway
if (element) then
checkElvUI()
if (element.Health and element.Health:IsObjectType("Texture") and not element.Health:GetTexture()) then
element.Health:SetTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
if (element.Power and element.Power:IsObjectType("Texture") and not element.Power:GetTexture()) then
element.Power:SetTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
if (not element.defaultsSet) then
UpdateConfigurationValues(element, defaults)
element.defaultsSet = true
end
if element.Health and self.Health then
self.Health.__owner = self
element.Health.__parentElement = self.Health
element.Health:SetAlpha(0)
if not element.Health.hasCutawayHook then
if self.Health.PreUpdate then
hooksecurefunc(self.Health, "PreUpdate", Health_PreUpdate)
else
self.Health.PreUpdate = Health_PreUpdate
end
if self.Health.PostUpdate then
hooksecurefunc(self.Health, "PostUpdate", Health_PostUpdate)
else
self.Health.PostUpdate = Health_PostUpdate
end
if self.Health.PostUpdateColor then
hooksecurefunc(self.Health, "PostUpdateColor", Health_PostUpdateColor)
else
self.Health.PostUpdateColor = Health_PostUpdateColor
end
element.Health.hasCutawayHook = true
end
end
if element.Power and self.Power then
self.Power.__owner = self
element.Power.__parentElement = self.Power
element.Power:SetAlpha(0)
if not element.Power.hasCutawayHook then
if self.Power.PreUpdate then
hooksecurefunc(self.Power, "PreUpdate", Power_PreUpdate)
else
self.Power.PreUpdate = Power_PreUpdate
end
if self.Power.PostUpdate then
hooksecurefunc(self.Power, "PostUpdate", Power_PostUpdate)
else
self.Power.PostUpdate = Power_PostUpdate
end
if self.Power.PostUpdateColor then
hooksecurefunc(self.Power, "PostUpdateColor", Power_PostUpdateColor)
else
self.Power.PostUpdateColor = Power_PostUpdateColor
end
element.Power.hasCutawayHook = true
end
end
if not (element.UpdateConfigurationValues) then
element.UpdateConfigurationValues = UpdateConfigurationValues
end
return true
end
end
local function disableElement(element)
if element then
element.enabled = false
element:Hide()
end
end
local function Disable(self)
if self and self.Cutaway then
disableElement(self.Cutaway.Health)
disableElement(self.Cutaway.Power)
end
end
oUF:AddElement("Cutaway", nil, Enable, Disable)
@@ -0,0 +1,89 @@
local _, ns = ...
local oUF = oUF or ns.oUF
if not oUF then return end
local UnitAura = UnitAura
local UnitCanAssist = UnitCanAssist
local function GetDebuffType(unit, filterTable)
if not unit or not UnitCanAssist("player", unit) then return nil end
local i = 1
while true do
local name, _, texture, _, debufftype, _, _, _, _, _, spellID = UnitAura(unit, i, "HARMFUL")
if not texture then break end
local filterSpell = filterTable[spellID] or filterTable[name]
if filterTable and filterSpell and filterSpell.enable then
return debufftype, texture, true, filterSpell.style, filterSpell.color
elseif debufftype then
return debufftype, texture
end
i = i + 1
end
end
local function Update(object, event, unit)
if unit ~= object.unit then return end
local debuffType, texture, wasFiltered, style, color = GetDebuffType(unit, object.DebuffHighlightFilterTable)
if wasFiltered then
if style == "GLOW" and object.DBHGlow then
object.DBHGlow:Show()
object.DBHGlow:SetBackdropBorderColor(color.r, color.g, color.b)
elseif object.DBHGlow then
object.DBHGlow:Hide()
object.DebuffHighlight:SetVertexColor(color.r, color.g, color.b, color.a or object.DebuffHighlightAlpha or .5)
end
elseif debuffType then
color = DebuffTypeColor[debuffType]
if object.DebuffHighlightBackdrop and object.DBHGlow then
object.DBHGlow:Show()
object.DBHGlow:SetBackdropBorderColor(color.r, color.g, color.b)
elseif object.DebuffHighlightUseTexture then
object.DebuffHighlight:SetTexture(texture)
else
object.DebuffHighlight:SetVertexColor(color.r, color.g, color.b, object.DebuffHighlightAlpha or .5)
end
else
if object.DBHGlow then
object.DBHGlow:Hide()
end
if object.DebuffHighlightUseTexture then
object.DebuffHighlight:SetTexture(nil)
else
object.DebuffHighlight:SetVertexColor(0, 0, 0, 0)
end
end
if object.DebuffHighlight.PostUpdate then
object.DebuffHighlight:PostUpdate(object, debuffType, texture, wasFiltered, style, color)
end
end
local function Enable(object)
-- if we're not highlighting this unit return
if not object.DebuffHighlightBackdrop and not object.DebuffHighlight and not object.DBHGlow then
return
end
-- make sure aura scanning is active for this object
object:RegisterEvent("UNIT_AURA", Update)
return true
end
local function Disable(object)
object:UnregisterEvent("UNIT_AURA", Update)
if object.DBHGlow then
object.DBHGlow:Hide()
end
end
oUF:AddElement("DebuffHighlight", Update, Enable, Disable)
@@ -0,0 +1,342 @@
local _, ns = ...
local oUF = _G.oUF or ns.oUF
assert(oUF, "oUF_Fader cannot find an instance of oUF. If your oUF is embedded into a layout, it may not be embedded properly.")
-------------
-- Credits -- p3lim, Azilroka, Simpy
-------------
local _G = _G
local pairs, ipairs = pairs, ipairs
local next, tinsert, tremove = next, tinsert, tremove
local CreateFrame = CreateFrame
local GetMouseFocus = GetMouseFocus
local UnitAffectingCombat = UnitAffectingCombat
local UnitCastingInfo = UnitCastingInfo
local UnitChannelInfo = UnitChannelInfo
local UnitExists = UnitExists
local UnitHasVehicleUI = UnitHasVehicleUI
local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local UnitPower = UnitPower
local UnitPowerMax = UnitPowerMax
local UnitPowerType = UnitPowerType
-- These variables will be left-over when disabled if they were used (for reuse later if they become re-enabled):
---- Fader.HoverHooked, Fader.TargetHooked
local E -- ElvUI engine defined in ClearTimers
local MIN_ALPHA, MAX_ALPHA = .35, 1
local onRangeObjects, onRangeFrame = {}
local PowerTypesFull = {MANA = true, FOCUS = true, ENERGY = true}
local function ClearTimers(element)
if not E then E = _G.ElvUI[1] end
if element.configTimer then
E:CancelTimer(element.configTimer)
element.configTimer = nil
end
if element.delayTimer then
E:CancelTimer(element.delayTimer)
element.delayTimer = nil
end
end
local function ToggleAlpha(self, element, endAlpha)
element:ClearTimers()
if element.Smooth then
E:UIFrameFadeOut(self, element.Smooth, self:GetAlpha(), endAlpha)
else
self:SetAlpha(endAlpha)
end
end
local function Update(self, _, unit)
local element = self.Fader
if self.isForced or (not element or not element.count or element.count <= 0) then
self:SetAlpha(1)
return
end
unit = unit or self.unit
if self.unit ~= unit then return end
-- range fader
if element.Range then
if element.UpdateRange then
element.UpdateRange(self, unit)
end
if element.RangeAlpha then
ToggleAlpha(self, element, element.RangeAlpha)
end
return
end
-- normal fader
local _, powerType
if element.Power then
_, powerType = UnitPowerType(unit)
end
if
(element.Casting and (UnitCastingInfo(unit) or UnitChannelInfo(unit))) or
(element.Combat and UnitAffectingCombat(unit)) or
(element.PlayerTarget and UnitExists('target')) or
(element.UnitTarget and UnitExists(unit..'target')) or
(element.Focus and UnitExists('focus')) or
(element.Health and UnitHealth(unit) < UnitHealthMax(unit)) or
(element.Power and (PowerTypesFull[powerType] and UnitPower(unit) < UnitPowerMax(unit))) or
(element.Vehicle and UnitHasVehicleUI(unit)) or
(element.Hover and GetMouseFocus() == (self.__faderobject or self))
then
ToggleAlpha(self, element, element.MaxAlpha)
else
if element.Delay then
element:ClearTimers()
element.delayTimer = E:ScheduleTimer(ToggleAlpha, element.Delay, self, element, element.MinAlpha)
else
ToggleAlpha(self, element, element.MinAlpha)
end
end
end
local function ForceUpdate(element)
return Update(element.__owner, "ForceUpdate", element.__owner.unit)
end
local function onRangeUpdate(frame, elapsed)
frame.timer = (frame.timer or 0) + elapsed
if frame.timer >= .20 then
for _, object in next, onRangeObjects do
if object:IsVisible() then
object.Fader:ForceUpdate()
end
end
frame.timer = 0
end
end
local function HoverScript(self)
local Fader = self.__faderelement or self.Fader
if Fader and Fader.HoverHooked == 1 then
Fader:ForceUpdate()
end
end
local function TargetScript(self)
if self.Fader and self.Fader.TargetHooked == 1 then
if self:IsShown() then
self.Fader:ForceUpdate()
else
self:SetAlpha(0)
end
end
end
local options = {
Range = {
enable = function(self)
if not onRangeFrame then
onRangeFrame = CreateFrame('Frame')
onRangeFrame:SetScript('OnUpdate', onRangeUpdate)
end
onRangeFrame:Show()
tinsert(onRangeObjects, self)
end,
disable = function(self)
if onRangeFrame then
for idx, obj in next, onRangeObjects do
if obj == self then
self.Fader.RangeAlpha = nil
tremove(onRangeObjects, idx)
break
end
end
if #onRangeObjects == 0 then
onRangeFrame:Hide()
end
end
end
},
Hover = {
enable = function(self)
if not self.Fader.HoverHooked then
local Frame = self.__faderobject or self
Frame:HookScript('OnEnter', HoverScript)
Frame:HookScript('OnLeave', HoverScript)
end
self.Fader.HoverHooked = 1 -- on state
end,
disable = function(self)
if self.Fader.HoverHooked == 1 then
self.Fader.HoverHooked = 0 -- off state
end
end
},
Combat = {
enable = function(self)
self:RegisterEvent('PLAYER_REGEN_ENABLED', Update, true)
self:RegisterEvent('PLAYER_REGEN_DISABLED', Update, true)
self:RegisterEvent('UNIT_FLAGS', Update)
end,
events = {'PLAYER_REGEN_ENABLED','PLAYER_REGEN_DISABLED','UNIT_FLAGS'}
},
Target = { --[[ UnitTarget, PlayerTarget ]]
enable = function(self)
if not self.Fader.TargetHooked then
self:HookScript('OnShow', TargetScript)
self:HookScript('OnHide', TargetScript)
end
self.Fader.TargetHooked = 1 -- on state
if not self:IsShown() then
self:SetAlpha(0)
end
self:RegisterEvent('UNIT_TARGET', Update)
self:RegisterEvent('PLAYER_TARGET_CHANGED', Update, true)
self:RegisterEvent('PLAYER_FOCUS_CHANGED', Update, true)
end,
events = {'UNIT_TARGET','PLAYER_TARGET_CHANGED','PLAYER_FOCUS_CHANGED'},
disable = function(self)
if self.Fader.TargetHooked == 1 then
self.Fader.TargetHooked = 0 -- off state
end
end
},
Focus = {
enable = function(self)
self:RegisterEvent('PLAYER_FOCUS_CHANGED', Update, true)
end,
events = {'PLAYER_FOCUS_CHANGED'}
},
Health = {
enable = function(self)
self:RegisterEvent('UNIT_HEALTH', Update)
self:RegisterEvent('UNIT_MAXHEALTH', Update)
end,
events = {'UNIT_HEALTH','UNIT_MAXHEALTH'}
},
Power = {
enable = function(self)
self:RegisterEvent('UNIT_POWER_UPDATE', Update)
self:RegisterEvent('UNIT_MAXPOWER', Update)
end,
events = {'UNIT_POWER_UPDATE','UNIT_MAXPOWER'}
},
Vehicle = {
enable = function(self)
self:RegisterEvent('UNIT_ENTERED_VEHICLE', Update, true)
self:RegisterEvent('UNIT_EXITED_VEHICLE', Update, true)
end,
events = {'UNIT_ENTERED_VEHICLE','UNIT_EXITED_VEHICLE'}
},
Casting = {
enable = function(self)
self:RegisterEvent('UNIT_SPELLCAST_START', Update)
self:RegisterEvent('UNIT_SPELLCAST_FAILED', Update)
self:RegisterEvent('UNIT_SPELLCAST_STOP', Update)
self:RegisterEvent('UNIT_SPELLCAST_INTERRUPTED', Update)
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_START', Update)
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_STOP', Update)
end,
events = {'UNIT_SPELLCAST_START','UNIT_SPELLCAST_FAILED','UNIT_SPELLCAST_STOP','UNIT_SPELLCAST_INTERRUPTED','UNIT_SPELLCAST_CHANNEL_START','UNIT_SPELLCAST_CHANNEL_STOP'}
},
MinAlpha = {
countIgnored = true,
enable = function(self, state)
self.Fader.MinAlpha = state or MIN_ALPHA
end
},
MaxAlpha = {
countIgnored = true,
enable = function(self, state)
self.Fader.MaxAlpha = state or MAX_ALPHA
end
},
Smooth = {countIgnored = true},
Delay = {countIgnored = true},
}
local function CountOption(element, state, oldState)
if state and not oldState then
element.count = (element.count or 0) + 1
elseif oldState and element.count and not state then
element.count = element.count - 1
end
end
local function SetOption(element, opt, state)
local option = ((opt == 'UnitTarget' or opt == 'PlayerTarget') and 'Target') or opt
local oldState = element[opt]
if option and options[option] and (oldState ~= state) then
element[opt] = state
if state then
if type(state) == 'table' then
state.__faderelement = element
element.__owner.__faderobject = state
end
if options[option].enable then
options[option].enable(element.__owner, state)
end
else
if options[option].events and next(options[option].events) then
for _, event in ipairs(options[option].events) do
element.__owner:UnregisterEvent(event, Update)
end
end
if options[option].disable then
options[option].disable(element.__owner)
end
end
if not options[option].countIgnored then
CountOption(element, state, oldState)
end
end
end
local function Enable(self)
if self.Fader then
self.Fader.__owner = self
self.Fader.ForceUpdate = ForceUpdate
self.Fader.SetOption = SetOption
self.Fader.ClearTimers = ClearTimers
self.Fader.MinAlpha = MIN_ALPHA
self.Fader.MaxAlpha = MAX_ALPHA
return true
end
end
local function Disable(self)
if self.Fader then
for opt in pairs(options) do
if opt == 'Target' then
self.Fader:SetOption('UnitTarget')
self.Fader:SetOption('PlayerTarget')
else
self.Fader:SetOption(opt)
end
end
self.Fader.count = nil
self.Fader:ClearTimers()
end
end
oUF:AddElement('Fader', nil, Enable, Disable)
@@ -0,0 +1,178 @@
local _, ns = ...
local oUF = ns.oUF or oUF
assert(oUF, "oUF_GPS was unable to locate oUF install")
local atan2, cos, sin = math.atan2, math.cos, math.sin
local tremove = table.remove
local sqrt2 = math.sqrt(2)
local pi2 = math.pi / 2
local GetPlayerFacing = GetPlayerFacing
local GetPlayerMapPosition = GetPlayerMapPosition
local UnitInParty = UnitInParty
local UnitInRaid = UnitInRaid
local UnitInRange = UnitInRange
local UnitIsConnected = UnitIsConnected
local UnitIsUnit = UnitIsUnit
local function CalculateCorner(r)
return 0.5 + cos(r) / sqrt2, 0.5 + sin(r) / sqrt2
end
local function RotateTexture(texture, angle)
local LRx, LRy = CalculateCorner(angle + 0.785398163)
local LLx, LLy = CalculateCorner(angle + 2.35619449)
local ULx, ULy = CalculateCorner(angle + 3.92699082)
local URx, URy = CalculateCorner(angle - 0.785398163)
texture:SetTexCoord(ULx, ULy, LLx, LLy, URx, URy, LRx, LRy)
end
local function GetAngle(unit1, unit2)
local x1, y1 = GetPlayerMapPosition(unit1)
if x1 <= 0 and y1 <= 0 then return end
local x2, y2 = GetPlayerMapPosition(unit2)
if x2 <= 0 and y2 <= 0 then return end
return -pi2 - GetPlayerFacing() - atan2(y2 - y1, x2 - x1)
end
local function UpdateElement(element, unit)
if not unit or UnitIsUnit(unit, "player") or not UnitIsConnected(unit) or not (UnitInParty(unit) or UnitInRaid(unit)) or (element.outOfRange and UnitInRange(unit)) then
element:Hide()
else
local angle = GetAngle("player", unit)
if angle then
RotateTexture(element.Texture, angle)
element:Show()
else
element:Hide()
end
end
end
local _FRAMES = {}
local ListUpdateFrame
local function OnUpdateList(self, elapsed)
self.elapsed = self.elapsed + elapsed
if self.elapsed < 0.0333 then return end
self.elapsed = 0
for i = 1, #_FRAMES do
local object = _FRAMES[i]
if object:IsShown() then
UpdateElement(object.GPS, object.unit)
end
end
end
local function OnUpdateFrame(self, elapsed)
self.__elapsed = self.__elapsed + elapsed
if self.__elapsed < 0.0333 then return end
self.__elapsed = 0
UpdateElement(self.GPS, self.unit)
end
local function OnEnter(self)
if not self.__enabled then return end
self.__elapsed = 0
self:SetScript("OnUpdate", OnUpdateFrame)
end
local function OnLeave(self)
if not self.__enabled then return end
self:SetScript("OnUpdate", nil)
self.GPS:Hide()
end
local function disableHook(self, element)
if not element.__hooked then return end
self.__enabled = false
self:SetScript("OnUpdate", nil)
end
local function disableGlobal(self, element)
if not element.__global then return end
for i = 1, #_FRAMES do
if _FRAMES[i] == self then
tremove(_FRAMES, i)
element:Hide()
break
end
end
element.__global = nil
if #_FRAMES == 0 and ListUpdateFrame then
ListUpdateFrame:Hide()
end
end
local function UpdateState(self, disable)
local element = self.GPS
if not disable then
if element.onMouseOver then
disableGlobal(self, element)
if not element.__hooked then
self:HookScript("OnEnter", OnEnter)
self:HookScript("OnLeave", OnLeave)
element.__hooked = true
end
self.__enabled = true
else
disableHook(self, element)
if not element.__global then
_FRAMES[#_FRAMES + 1] = self
element.__global = true
if not ListUpdateFrame then
ListUpdateFrame = CreateFrame("Frame")
ListUpdateFrame:SetScript("OnUpdate", OnUpdateList)
ListUpdateFrame.elapsed = 0
end
ListUpdateFrame:Show()
end
end
else
disableGlobal(self, element)
disableHook(self, element)
end
end
local function Enable(self)
local element = self.GPS
if element then
element.UpdateState = UpdateState
UpdateState(self)
return true
end
end
local function Disable(self)
local element = self.GPS
if element then
UpdateState(self, true)
end
end
oUF:AddElement("GPS", nil, Enable, Disable)
File diff suppressed because it is too large Load Diff
@@ -0,0 +1,216 @@
--[[
# Element: Health Prediction Bars
Handles the visibility and updating of incoming heals and heal/damage absorbs.
## Widget
HealthPrediction - A `table` containing references to sub-widgets and options.
## Sub-Widgets
myBar - A `StatusBar` used to represent incoming heals from the player.
otherBar - A `StatusBar` used to represent incoming heals from others.
## Notes
A default texture will be applied to the StatusBar widgets if they don't have a texture set.
A default texture will be applied to the Texture widgets if they don't have a texture or a color set.
## Options
.maxOverflow - The maximum amount of overflow past the end of the health bar. Set this to 1 to disable the overflow.
Defaults to 1.05 (number)
## Examples
-- Position and size
local myBar = CreateFrame('StatusBar', nil, self.Health)
myBar:SetPoint('TOP')
myBar:SetPoint('BOTTOM')
myBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
myBar:SetWidth(200)
local otherBar = CreateFrame('StatusBar', nil, self.Health)
otherBar:SetPoint('TOP')
otherBar:SetPoint('BOTTOM')
otherBar:SetPoint('LEFT', myBar:GetStatusBarTexture(), 'RIGHT')
otherBar:SetWidth(200)
-- Register with oUF
self.HealthPrediction = {
myBar = myBar,
otherBar = otherBar,
maxOverflow = 1.05
}
--]]
local _, ns = ...
local oUF = ns.oUF or oUF
assert(oUF, "oUF_HealComm4 was unable to locate oUF install")
local healpredict = HealPredict
assert(healpredict, "oUF_HealComm4 was unable to locate HealPredict")
local UnitHealth = UnitHealth
local UnitHealthMax = UnitHealthMax
local UnitName = UnitName
local enabledUF, enabled = {}, nil
local function Update(self)
local unit = self.unit
local element = self.HealCommBar
--[[ Callback: HealthPrediction:PreUpdate(unit)
Called before the element has been updated.
* self - the HealthPrediction element
* unit - the unit for which the update has been triggered (string)
--]]
if element.PreUpdate then
element:PreUpdate(unit)
end
local myIncomingHeal = healpredict.UnitGetIncomingHeals(unit, UnitName("player")) or 0
local allIncomingHeal = healpredict.UnitGetIncomingHeals(unit) or 0
local health = UnitHealth(unit)
local maxHealth = UnitHealthMax(unit)
local maxOverflowHP = maxHealth * element.maxOverflow
local otherIncomingHeal = 0
if health + allIncomingHeal > maxOverflowHP then
allIncomingHeal = maxOverflowHP - health
end
if allIncomingHeal < myIncomingHeal then
myIncomingHeal = allIncomingHeal
else
otherIncomingHeal = allIncomingHeal - myIncomingHeal
end
if element.myBar then
element.myBar:SetMinMaxValues(0, maxHealth)
element.myBar:SetValue(myIncomingHeal)
element.myBar:Show()
end
if element.otherBar then
element.otherBar:SetMinMaxValues(0, maxHealth)
element.otherBar:SetValue(otherIncomingHeal)
element.otherBar:Show()
end
--[[ Callback: HealthPrediction:PostUpdate(unit, myIncomingHeal, otherIncomingHeal)
Called after the element has been updated.
* self - the HealthPrediction element
* unit - the unit for which the update has been triggered (string)
* myIncomingHeal - the amount of incoming healing done by the player (number)
* otherIncomingHeal - the amount of incoming healing done by others (number)
--]]
if element.PostUpdate then
return element:PostUpdate(unit, myIncomingHeal, otherIncomingHeal)
end
end
local function Path(self, ...)
--[[ Override: HealthPrediction.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
--]]
return (self.HealCommBar.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, "ForceUpdate", element.__owner.unit)
end
local function UpdateAllUnits(...)
local all_units = {...}
local units = { }
for _, unit in pairs(all_units) do
units[unit] = true
end
for j = 1, #enabledUF do
local frame = enabledUF[j]
if units[UnitName(frame.unit)] and frame:IsVisible() then
Path(frame)
end
end
end
local function ToggleCallbacks(toggle)
if toggle and not enabled and #enabledUF > 0 then
healpredict.RegisterCallback("oUF_HealComm", UpdateAllUnits)
enabled = true
elseif not toggle and enabled and #enabledUF == 0 then
healpredict.UnregisterCallback("oUF_HealComm")
enabled = nil
end
end
local function Enable(self)
local element = self.HealCommBar
if element then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent("UNIT_HEALTH", Path)
self:RegisterEvent("UNIT_MAXHEALTH", Path)
if not element.maxOverflow then
element.maxOverflow = 1.05
end
if element.myBar and element.myBar:IsObjectType("StatusBar") and not element.myBar:GetStatusBarTexture() then
element.myBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
if element.otherBar and element.otherBar:IsObjectType("StatusBar") and not element.otherBar:GetStatusBarTexture() then
element.otherBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
enabledUF[#enabledUF + 1] = self
ToggleCallbacks(true)
return true
end
end
local function Disable(self)
local element = self.HealCommBar
if element then
if element.myBar then
element.myBar:Hide()
end
if element.otherBar then
element.otherBar:Hide()
end
self:UnregisterEvent("UNIT_HEALTH", Path)
self:UnregisterEvent("UNIT_MAXHEALTH", Path)
for i = 1, #enabledUF do
if enabledUF[i] == self then
table.remove(enabledUF, i)
break
end
end
ToggleCallbacks(false)
end
end
oUF:AddElement("HealComm4", Path, Enable, Disable)
@@ -0,0 +1,3 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/..\FrameXML\UI.xsd">
<Script file="oUF_HealComm4.lua"/>
</Ui>
@@ -0,0 +1,12 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/">
<Script file="oUF_AuraBars\oUF_AuraBars.lua"/>
<Script file="oUF_AuraWatch\oUF_AuraWatch.lua"/>
<Script file="oUF_RaidDebuffs\oUF_RaidDebuffs.lua"/>
<Script file="oUF_DebuffHighlight\oUF_DebuffHighlight.lua"/>
<Script file="oUF_Trinkets\oUF_Trinkets.lua"/>
<Include file="oUF_HealComm4\oUF_HealComm4.xml"/>
<Include file="oUF_ResComm\oUF_ResComm.xml"/>
<Script file="oUF_GPS\oUF_GPS.lua"/>
<Script file="oUF_Fader\oUF_Fader.lua"/>
<Script file="oUF_Cutaway\oUF_Cutaway.lua"/>
</Ui>
@@ -0,0 +1,245 @@
local _, ns = ...
local oUF = ns.oUF or oUF
local select, pairs, type = select, pairs, type
local abs = math.abs
local format = string.format
local wipe = table.wipe
local GetSpellInfo = GetSpellInfo
local GetTime = GetTime
local UnitAura = UnitAura
local addon = {}
ns.oUF_RaidDebuffs = addon
oUF_RaidDebuffs = ns.oUF_RaidDebuffs
if not _G.oUF_RaidDebuffs then
_G.oUF_RaidDebuffs = addon
end
local debuff_data = {}
addon.DebuffData = debuff_data
addon.ShowDispellableDebuff = true
addon.MatchBySpellName = false
addon.priority = 10
local function add(spell, priority, stackThreshold)
if addon.MatchBySpellName and type(spell) == "number" then
spell = GetSpellInfo(spell)
end
if spell then
debuff_data[spell] = {
priority = (addon.priority + priority),
stackThreshold = (stackThreshold or 0),
}
end
end
function addon:RegisterDebuffs(t)
for spell, value in pairs(t) do
if type(value) == "boolean" then
t[spell] = {
["enable"] = value,
["priority"] = 0,
["stackThreshold"] = 0
}
else
if t[spell].enable then
add(spell, t[spell].priority, t[spell].stackThreshold)
end
end
end
end
function addon:ResetDebuffData()
wipe(debuff_data)
end
local DispellColor = {
["Magic"] = {.2, .6, 1},
["Curse"] = {.6, 0, 1},
["Disease"] = {.6, .4, 0},
["Poison"] = {0, .6, 0}
}
local DispellPriority = {
["Magic"] = 4,
["Curse"] = 3,
["Disease"] = 2,
["Poison"] = 1
}
local function formatTime(s)
if s < 10 then
return format("%.1f", s)
elseif s > 60 then
return format("%dm", s / 60)
else
return format("%d", s)
end
end
local function OnUpdate(self, elapsed)
self.elapsed = self.elapsed + elapsed
if self.elapsed >= 0.1 then
local timeLeft
if self.reverse then
timeLeft = abs((self.endTime - GetTime()) - self.duration)
else
timeLeft = self.endTime - GetTime()
end
if timeLeft > 0 then
self.time:SetText(formatTime(timeLeft))
else
self:SetScript("OnUpdate", nil)
self.time:Hide()
end
self.elapsed = 0
end
end
local function UpdateDebuff(self, name, icon, count, debuffType, duration, endTime, spellId, stackThreshold)
local element = self.RaidDebuffs
if name and count >= stackThreshold then
element.icon:SetTexture(icon)
element.icon:Show()
element.duration = duration
if element.count then
if count and count > 1 then
element.count:SetText(count)
element.count:Show()
else
element.count:SetText("")
element.count:Hide()
end
end
if spellId and ElvUI[1].ReverseTimer[spellId] then
element.reverse = true
else
element.reverse = nil
end
if element.time then
if duration and (duration > 0) then
element.endTime = endTime
element.nextUpdate = 0
element.elapsed = 0
element:SetScript("OnUpdate", OnUpdate)
element.time:Show()
else
element:SetScript("OnUpdate", nil)
element.time:Hide()
end
end
if element.cd then
if duration and (duration > 0) then
element.cd:SetCooldown(endTime - duration, duration)
element.cd:Show()
else
element.cd:Hide()
end
end
local c = DispellColor[debuffType] or ElvUI[1].media.bordercolor
element:SetBackdropBorderColor(c[1], c[2], c[3])
element:Show()
else
element:Hide()
end
end
local function Update(self, event, unit)
if unit ~= self.unit then return end
local element = self.RaidDebuffs
local _name, _icon, _count, _dtype, _duration, _endTime, _spellId
local _stackThreshold = 0
if element.forceShow then
_spellId = 47540
_name, _, _icon = GetSpellInfo(_spellId)
_count = 5
_dtype = "Magic"
_duration = 0
_endTime = 60
_stackThreshold = 0
else
local _, name, icon, count, debuffType, duration, expirationTime, spellId
local _priority, priority = 0, 0
for i = 1, 40 do
name, _, icon, count, debuffType, duration, expirationTime, _, _, _, spellId = UnitAura(unit, i, "HARMFUL")
if not name then break end
--we couldn't dispell if the unit its charmed, or its not friendly
if addon.ShowDispellableDebuff and (element.showDispellableDebuff ~= false) and debuffType then
priority = DispellPriority[debuffType] or 0
if priority > _priority then
_priority, _name, _icon, _count, _dtype, _duration, _endTime, _spellId = priority, name, icon, count, debuffType, duration, expirationTime, spellId
end
end
local debuff
if element.onlyMatchSpellID then
debuff = debuff_data[spellId]
else
if debuff_data[spellId] then
debuff = debuff_data[spellId]
else
debuff = debuff_data[name]
end
end
priority = debuff and debuff.priority
if priority and priority > _priority then
_priority, _name, _icon, _count, _dtype, _duration, _endTime, _spellId = priority, name, icon, count, debuffType, duration, expirationTime, spellId
end
end
end
if _name then
local data = debuff_data[addon.MatchBySpellName and _name or _spellId]
_stackThreshold = data and data.stackThreshold or _stackThreshold
end
UpdateDebuff(self, _name, _icon, _count, _dtype, _duration, _endTime, _spellId, _stackThreshold)
--Reset the DispellPriority
DispellPriority["Magic"] = 4
DispellPriority["Curse"] = 3
DispellPriority["Disease"] = 2
DispellPriority["Poison"] = 1
end
local function Enable(self)
if self.RaidDebuffs then
self:RegisterEvent("UNIT_AURA", Update)
return true
end
end
local function Disable(self)
if self.RaidDebuffs then
self:UnregisterEvent("UNIT_AURA", Update)
self.RaidDebuffs:Hide()
end
end
oUF:AddElement("RaidDebuffs", Update, Enable, Disable)
@@ -0,0 +1,411 @@
--[[
Name: LibResComm-1.0
Revision: $Revision: 91 $
Author(s): DathRarhek (Polleke) (polleke@gmail.com)
Documentation: http://www.wowace.com/index.php/LibResComm-1.0
SVN: svn://svn.wowace.com/wow/librescomm-1-0/mainline/trunk
Description: Keeps track of resurrection spells cast in the raid group
Dependencies: LibStub, CallbackHandler-1.0
]]
local MAJOR_VERSION = "LibResComm-1.0"
local MINOR_VERSION = 90000 + tonumber(("$Revision: 92 $"):match("%d+"))
local lib = LibStub:NewLibrary(MAJOR_VERSION, MINOR_VERSION)
if not lib then return end
if lib.disable then
lib.disable()
end
------------------------------------------------------------------------
-- Localization
--
local L = {
-- use global string for locale independence
CORPSE_OF = "^" .. CORPSE_TOOLTIP:gsub("%%s", "(.+)"),
-- needs to match return values from HasSoulstone()
["Reincarnate"] = "Reincarnate",
["Twisting Nether"] = "Twisting Nether",
["Use Soulstone"] = "Use Soulstone",
-- sensible text to show
["Soulstone"] = "Soulstone",
}
local LOCALE = GetLocale()
if LOCALE == "deDE" then
-- L["Reincarnate"] = "Reinkarnation"
L["Soulstone"] = "Seelenstein"
-- L["Twisting Nether"] = "Wirbelnder Nether"
-- L["Use Soulstone"] = "Seelenstein benutzen"
elseif LOCALE == "esES" or LOCALE == "esMX" then
-- L["Reincarnate"] = "Reencarnación"
L["Soulstone"] = "Piedra de alma"
-- L["Twisting Nether"] = "Vacío Abisal"
-- L["Use Soulstone"] = "Usar piedra de alma"
elseif LOCALE == "frFR" then
-- L["Reincarnate"] = "Réincarner"
L["Soulstone"] = "Pierre d'âme"
-- L["Twisting Nether"] = "Néant distordu"
-- L["Use Soulstone"] = "Utilisez Pierre d'âme"
elseif LOCALE == "ruRU" then
L.CORPSE_OF = "^" .. CORPSE_TOOLTIP:gsub("%|%S+%(%%s%)", "(.+)")
-- L["Reincarnate"] = "Возродиться"
L["Soulstone"] = "Камень души"
-- L["Twisting Nether"] = "Круговерть Пустоты"
-- L["Use Soulstone"] = "Использование камня души"
elseif LOCALE == "koKR" then
-- L["Reincarnate"] = "윤회"
L["Soulstone"] = "영혼석"
-- L["Twisting Nether"] = "뒤틀린 황천"
-- L["Use Soulstone"] = "영혼석 사용"
elseif LOCALE == "zhCN" then
-- L["Reincarnate"] = "复生"
L["Soulstone"] = "灵魂石"
-- L["Twisting Nether"] = "扭曲虚空"
-- L["Use Soulstone"] = "使用灵魂石"
elseif LOCALE == "zhTW" then
-- L["Reincarnate"] = "復生效果"
L["Soulstone"] = "靈魂石"
-- L["Twisting Nether"] = "扭曲虛空"
-- L["Use Soulstone"] = "靈魂石復活效果"
end
local soulstoneToken = {
[L["Use Soulstone"]] = "SS",
[L["Reincarnate"]] = "RE",
[L["Twisting Nether"]] = "TN",
}
local soulstoneText = {
["SS"] = L["Soulstone"],
["RE"] = GetSpellInfo(20608), -- just use Reincarnation spell name
["TN"] = L["Twisting Nether"],
}
------------------------------------------------------------------------
-- Event frame
--
lib.eventFrame = lib.eventFrame or CreateFrame("Frame")
lib.eventFrame:SetScript("OnEvent", function(this, event, ...)
this[event](this, ...)
end)
lib.eventFrame:UnregisterAllEvents()
------------------------------------------------------------------------
-- Embed CallbackHandler-1.0
--
if not lib.Callbacks then
lib.Callbacks = LibStub("CallbackHandler-1.0"):New(lib)
end
------------------------------------------------------------------------
-- Locals
--
local playerName = UnitName("player")
-- Last target name from UNIT_SPELLCAST_SENT
local sentTargetName = nil
-- Mouse down target
local mouseDownTarget = nil
local worldFrameHook = nil
-- Battleground/Arena/Group Indicators
local inBattlegroundOrArena = nil
-- For tracking STOP messages
local isCasting = nil
-- Tracking resses
local activeRes = {}
local resSpells = {
[GetSpellInfo(50769)]=true, -- Revive
[GetSpellInfo(20484)]=true, -- Rebirth
[GetSpellInfo(7328)]=true, -- Redemption
[GetSpellInfo(2006)]=true, -- Resurrection
[GetSpellInfo(2008)]=true, -- Ancestral Spirit
}
------------------------------------------------------------------------
-- Utilities
--
local function commSend(contents, distribution, target)
if not (oRA and oRA:HasModule("ParticipantPassive") and oRA:IsModuleActive("ParticipantPassive") or CT_RA_Stats) then
SendAddonMessage("CTRA", contents, distribution or (inBattlegroundOrArena and "BATTLEGROUND" or "RAID"), target)
end
end
------------------------------------------------------------------------
-- Event Handlers
--
function lib.eventFrame:UNIT_SPELLCAST_SENT(unit, _, _, targetName)
sentTargetName = targetName:match("^([^%-]+)")
end
function lib.eventFrame:UNIT_SPELLCAST_START(unit, spellName)
if unit ~= "player" then return end
if not resSpells[spellName] then return end
isCasting = true
local target = sentTargetName
if not sentTargetName or sentTargetName == UNKNOWN then
target = mouseDownTarget
end
if not target and GameTooltipTextLeft1:IsVisible() then
-- check tooltip in case of mouseover casting on a corpse whose spirit has been released
target = GameTooltipTextLeft1:GetText():match(L.CORPSE_OF)
end
if not target then
-- still nothing :(
return
end
local endTime = select(6, UnitCastingInfo(unit)) or (GetTime() + 10) * 1000
endTime = endTime / 1000
activeRes[playerName] = target
lib.Callbacks:Fire("ResComm_ResStart", playerName, endTime, target)
commSend(("RES %s"):format(target))
end
function lib.eventFrame:CHAT_MSG_ADDON(prefix, msg, distribution, sender)
if prefix ~= "CTRA" then return end
if sender == playerName then return end
sender = sender:match("^([^%-]+)")
local target
for cmd, targetName in msg:gmatch("(%a+)%s?([^#]*)") do
-- A lot of garbage can come in, make absolutely sure we have a decent message
if cmd == "RES" and targetName ~= "" and targetName ~= UNKNOWN then
local endTime = select(6, UnitCastingInfo(sender)) or (GetTime() + 10)*1000
if endTime and targetName then
endTime = endTime / 1000
activeRes[sender] = targetName
lib.Callbacks:Fire("ResComm_ResStart", sender, endTime, targetName)
end
elseif cmd == "RESNO" or cmd == "RESYES" then
if activeRes[sender] then
target = activeRes[sender]
activeRes[sender] = nil
end
lib.Callbacks:Fire("ResComm_ResEnd", sender, target, cmd == "RESYES" and true)
elseif cmd == "RESSED" then
if activeRes[sender] then
target = activeRes[sender]
activeRes[sender] = nil
end
lib.Callbacks:Fire("ResComm_Ressed", sender)
elseif cmd == "CANRES" then
lib.Callbacks:Fire("ResComm_CanRes", sender, targetName, targetName and soulstoneText[targetName]) -- send token and text with callback
elseif cmd == "NORESSED" then
lib.Callbacks:Fire("ResComm_ResExpired", sender)
end
end
end
function lib.eventFrame:UNIT_SPELLCAST_SUCCEEDED(unit, spellName)
if unit ~= "player" or not isCasting then return end
local target = activeRes[playerName]
if activeRes[playerName] then
activeRes[playerName] = nil
end
lib.Callbacks:Fire("ResComm_ResEnd", playerName, target, true)
commSend("RESYES")
isCasting = false
end
function lib.eventFrame:UNIT_SPELLCAST_STOP(unit, spellName)
if unit ~= "player" or not isCasting then return end
local target = activeRes[playerName]
if activeRes[playerName] then
activeRes[playerName] = nil
end
lib.Callbacks:Fire("ResComm_ResEnd", playerName, target, false)
commSend("RESNO")
isCasting = false
end
lib.eventFrame.UNIT_SPELLCAST_FAILED = lib.eventFrame.UNIT_SPELLCAST_STOP
lib.eventFrame.UNIT_SPELLCAST_INTERRUPTED = lib.eventFrame.UNIT_SPELLCAST_STOP
function lib.eventFrame:PLAYER_ENTERING_WORLD()
local it = select(2, IsInInstance())
inBattlegroundOrArena = (it == "pvp") or (it == "arena")
end
------------------------------------------------------------------------
-- Public Functions
--[[
IsUnitBeingRessed(unit)
Checks if a unit is being ressurected at that moment.
Arguments:
unit - string; name of a friendly player
Returns:
isBeingRessed - boolean; true when unit is being ressed, false otherwise
resser - string; name of the player ressing the unit
]]--
function lib:IsUnitBeingRessed(unit)
for resser, ressed in pairs(activeRes) do
if unit == ressed then
return true, resser
end
end
return false
end
------------------------------------------------------------------------
-- Hooks
--
-- Credits to Ora2
function lib:worldFrameOnMouseDown()
if GameTooltipTextLeft1:IsVisible() then
mouseDownTarget = GameTooltipTextLeft1:GetText():match(L.CORPSE_OF)
end
end
function lib:popupFuncRessed()
lib.Callbacks:Fire("ResComm_Ressed", playerName)
commSend("RESSED")
end
function lib:popupFuncCanRes()
local kind = HasSoulstone()
if not kind then return end
lib.Callbacks:Fire("ResComm_CanRes", playerName)
commSend("CANRES")
local token = soulstoneToken[kind]
if token then
-- send a second comm with a token representing the type of self-res available
commSend("CANRES " .. token)
end
end
function lib:popupFuncExpired()
lib.Callbacks:Fire("ResComm_ResExpired", playerName)
commSend("NORESSED")
end
function lib:noop()
end
------------------------------------------------------------------------
-- Register events and hooks
--
function lib:start()
lib.eventFrame:RegisterEvent("CHAT_MSG_ADDON")
lib.eventFrame:RegisterEvent("UNIT_SPELLCAST_FAILED")
lib.eventFrame:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED")
lib.eventFrame:RegisterEvent("UNIT_SPELLCAST_SENT")
lib.eventFrame:RegisterEvent("UNIT_SPELLCAST_START")
lib.eventFrame:RegisterEvent("UNIT_SPELLCAST_STOP")
lib.eventFrame:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED")
lib.eventFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
worldFrameHook = WorldFrame:GetScript("OnMouseDown")
if not worldFrameHook then
worldFrameHook = lib.noop
end
WorldFrame:SetScript("OnMouseDown", function(...)
lib:worldFrameOnMouseDown()
worldFrameHook(...)
end)
local res = StaticPopupDialogs["RESURRECT"].OnShow
StaticPopupDialogs["RESURRECT"].OnShow = function(...)
lib:popupFuncRessed()
res(...)
end
local resNoSick = StaticPopupDialogs["RESURRECT_NO_SICKNESS"].OnShow
StaticPopupDialogs["RESURRECT_NO_SICKNESS"].OnShow = function(...)
lib:popupFuncRessed()
resNoSick(...)
end
local resNoTimer = StaticPopupDialogs["RESURRECT_NO_TIMER"].OnShow
StaticPopupDialogs["RESURRECT_NO_TIMER"].OnShow = function(...)
lib:popupFuncRessed()
resNoTimer(...)
end
local death = StaticPopupDialogs["DEATH"].OnShow
StaticPopupDialogs["DEATH"].OnShow = function(...)
lib:popupFuncCanRes()
death(...)
end
if not StaticPopupDialogs["RESURRECT"].OnCancel then
StaticPopupDialogs["RESURRECT"].OnCancel = function() lib:popupFuncExpired() end
else
local resurrect = StaticPopupDialogs["RESURRECT"].OnCancel
StaticPopupDialogs["RESURRECT"].OnCancel = function(...)
lib:popupFuncExpired()
resurrect(...)
end
end
if not StaticPopupDialogs["RESURRECT_NO_SICKNESS"].OnCancel then
StaticPopupDialogs["RESURRECT_NO_SICKNESS"].OnCancel = function() lib:popupFuncExpired() end
else
local resNoSick = StaticPopupDialogs["RESURRECT_NO_SICKNESS"].OnCancel
StaticPopupDialogs["RESURRECT_NO_SICKNESS"].OnCancel = function(...)
lib:popupFuncExpired()
resNoSick(...)
end
end
if not StaticPopupDialogs["RESURRECT_NO_TIMER"].OnCancel then
StaticPopupDialogs["RESURRECT_NO_TIMER"].OnCancel = function()
if not StaticPopup_FindVisible("DEATH") then lib:popupFuncExpired() end
end
else
local resNoTimer = StaticPopupDialogs["RESURRECT_NO_TIMER"].OnCancel
StaticPopupDialogs["RESURRECT_NO_TIMER"].OnCancel = function(...)
if not StaticPopup_FindVisible("DEATH") then lib:popupFuncExpired() end
resNoTimer(...)
end
end
end
------------------------------------------------------------------------
-- Start library
--
lib.disable = function()
lib.worldFrameOnMouseDown = lib.noop
lib.popupFuncRessed = lib.noop
lib.popupFuncCanRes = lib.noop
lib.popupFuncExpired = lib.noop
lib.eventFrame:UnregisterAllEvents()
end
lib:start()
@@ -0,0 +1,175 @@
--[[
# Element: Resurrect Indicator
Handles the visibility and updating of an indicator based on the unit's incoming resurrect status.
## Widget
ResurrectIndicator - A `Texture` used to display if the unit has an incoming resurrect.
## 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 ResurrectIndicator = self:CreateTexture(nil, 'OVERLAY')
ResurrectIndicator:SetSize(16, 16)
ResurrectIndicator:SetPoint('TOPRIGHT', self)
-- Register it with oUF
self.ResurrectIndicator = ResurrectIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
assert(oUF, "oUF_ResComm was unable to locate oUF install")
local LRC = LibStub("LibResComm-1.0")
local tremove = table.remove
local UnitIsDead = UnitIsDead
local UnitIsGhost = UnitIsGhost
local UnitName = UnitName
local enabledUF, enabled = {}
local function Update(self, event, unit, succeeded)
if not unit or self.unit ~= unit then return end
local element = self.ResurrectIndicator
--[[ Callback: ResurrectIndicator:PreUpdate()
Called before the element has been updated.
* self - the ResurrectIndicator element
--]]
if element.PreUpdate then
element:PreUpdate()
end
local incomingResurrect
if UnitIsDead(unit) or UnitIsGhost(unit) then
if event == "ResComm_ResStart" or event == "ResComm_CanRes" or event == "ResComm_Ressed" or (event == "ResComm_ResEnd" and succeeded) then
if event ~= "ResComm_ResStart" then
element.ressed = true
end
element:Show()
incomingResurrect = true
elseif (event == "ResComm_ResEnd" and not succeeded and not element.ressed) or event == "ResComm_ResExpired" then
element:Hide()
element.ressed = nil
end
else
element:Hide()
end
--[[ Callback: ResurrectIndicator:PostUpdate(incomingResurrect)
Called after the element has been updated.
* self - the ResurrectIndicator element
* incomingResurrect - indicates if the unit has an incoming resurrection (boolean)
--]]
if element.PostUpdate then
return element:PostUpdate(incomingResurrect)
end
end
local function Path(self, ...)
--[[ Override: ResurrectIndicator.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.ResurrectIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, "ForceUpdate", element.__owner.unit)
end
local function ResComm_Update(event, ...)
local sender, endTime, target, succeeded
if event == "ResComm_ResStart" then
sender, endTime, target = ...
elseif event == "ResComm_ResEnd" then
sender, target, succeeded = ...
else
target = ...
end
for i = 1, #enabledUF do
local frame = enabledUF[i]
if frame.unit and UnitName(frame.unit) == target then
Path(frame, event, frame.unit, succeeded)
end
end
end
local function ToggleCallbacks(toggle)
if toggle and not enabled and #enabledUF > 0 then
LRC.RegisterCallback("oUF_ResComm", "ResComm_CanRes", ResComm_Update)
LRC.RegisterCallback("oUF_ResComm", "ResComm_Ressed", ResComm_Update)
LRC.RegisterCallback("oUF_ResComm", "ResComm_ResExpired", ResComm_Update)
LRC.RegisterCallback("oUF_ResComm", "ResComm_ResStart", ResComm_Update)
LRC.RegisterCallback("oUF_ResComm", "ResComm_ResEnd", ResComm_Update)
enabled = true
elseif not toggle and enabled and #enabledUF == 0 then
LRC.UnregisterCallback("oUF_ResComm", "ResComm_CanRes")
LRC.UnregisterCallback("oUF_ResComm", "ResComm_Ressed")
LRC.UnregisterCallback("oUF_ResComm", "ResComm_ResExpired")
LRC.UnregisterCallback("oUF_ResComm", "ResComm_ResStart")
LRC.UnregisterCallback("oUF_ResComm", "ResComm_ResEnd")
enabled = nil
end
end
local function Enable(self)
local element = self.ResurrectIndicator
if element then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent("UNIT_HEALTH", Path)
if element:IsObjectType("Texture") and not element:GetTexture() then
element:SetTexture([[Interface\Icons\Spell_Holy_Resurrection]])
end
enabledUF[#enabledUF + 1] = self
ToggleCallbacks(true)
return true
end
end
local function Disable(self)
local element = self.ResurrectIndicator
if element then
element:Hide()
self:UnregisterEvent("UNIT_HEALTH", Path)
for i = 1, #enabledUF do
if enabledUF[i] == self then
tremove(enabledUF, i)
break
end
end
ToggleCallbacks(false)
end
end
oUF:AddElement("ResurrectIndicator", Path, Enable, Disable)
@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/">
<Script file="LibResComm-1.0\LibResComm-1.0.lua"/>
<Script file="oUF_ResComm.lua"/>
</Ui>
@@ -0,0 +1,100 @@
local _, ns = ...
local oUF = ns.oUF or oUF
assert(oUF, "oUF_Trinkets was unable to locate oUF install")
local GetTime = GetTime
local IsInInstance = IsInInstance
local UnitExists = UnitExists
local UnitFactionGroup = UnitFactionGroup
local UnitIsPlayer = UnitIsPlayer
local UnitGUID = UnitGUID
local trinketSpells = {
[7744] = 45,
[42292] = 120,
[59752] = 120,
}
local function GetTrinketIcon(unit)
if UnitFactionGroup(unit) == "Horde" then
return "Interface\\Icons\\INV_Jewelry_TrinketPVP_02"
else
return "Interface\\Icons\\INV_Jewelry_TrinketPVP_01"
end
end
local function Update(self, event, ...)
local element = self.Trinket
local _, instanceType = IsInInstance()
if instanceType ~= "arena" then
element:Hide()
return
else
element:Show()
end
if element.PreUpdate then
element:PreUpdate(event)
end
if event == "COMBAT_LOG_EVENT_UNFILTERED" then
local _, eventType, sourceGUID, _, _, _, _, _, spellID = ...
if eventType == "SPELL_CAST_SUCCESS" and trinketSpells[spellID] and sourceGUID == UnitGUID(self.unit) then
CooldownFrame_SetTimer(element.cooldownFrame, GetTime(), trinketSpells[spellID], 1)
end
elseif event == "ARENA_OPPONENT_UPDATE" then
local unit, type = ...
if type == "seen" then
if UnitExists(unit) and UnitIsPlayer(unit) then
element.Icon:SetTexture(GetTrinketIcon(unit))
end
end
elseif event == "PLAYER_ENTERING_WORLD" then
CooldownFrame_SetTimer(element.cooldownFrame, 1, 1, 1)
end
if element.PostUpdate then
element:PostUpdate(event)
end
end
local function Enable(self)
local element = self.Trinket
if element then
self:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED", Update, true)
self:RegisterEvent("ARENA_OPPONENT_UPDATE", Update, true)
self:RegisterEvent("PLAYER_ENTERING_WORLD", Update, true)
if not element.cooldownFrame then
element.cooldownFrame = CreateFrame("Cooldown", nil, element)
element.cooldownFrame:SetAllPoints(element)
ElvUI[1]:RegisterCooldown(element.cooldownFrame)
end
if not element.Icon then
element.Icon = element:CreateTexture(nil, "BORDER")
element.Icon:SetAllPoints(element)
element.Icon:SetTexture(GetTrinketIcon("player"))
element.Icon:SetTexCoord(unpack(ElvUI[1].TexCoords))
end
return true
end
end
local function Disable(self)
local element = self.Trinket
if element then
self:UnregisterEvent("COMBAT_LOG_EVENT_UNFILTERED", Update)
self:UnregisterEvent("ARENA_OPPONENT_UPDATE", Update)
self:UnregisterEvent("PLAYER_ENTERING_WORLD", Update)
element:Hide()
end
end
oUF:AddElement("Trinket", Update, Enable, Disable)