init
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--[[
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# Element: Auras
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Handles creation and updating of aura icons.
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## Widget
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Auras - A Frame to hold `Button`s representing both buffs and debuffs.
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Buffs - A Frame to hold `Button`s representing buffs.
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Debuffs - A Frame to hold `Button`s representing debuffs.
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## Notes
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At least one of the above widgets must be present for the element to work.
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## Options
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.disableMouse - Disables mouse events (boolean)
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.disableCooldown - Disables the cooldown spiral (boolean)
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.size - Aura icon size. Defaults to 16 (number)
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.onlyShowPlayer - Shows only auras created by player/vehicle (boolean)
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.showStealableBuffs - Displays the stealable texture on buffs that can be stolen (boolean)
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.spacing - Spacing between each icon. Defaults to 0 (number)
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.['spacing-x'] - Horizontal spacing between each icon. Takes priority over `spacing` (number)
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.['spacing-y'] - Vertical spacing between each icon. Takes priority over `spacing` (number)
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.['growth-x'] - Horizontal growth direction. Defaults to 'RIGHT' (string)
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.['growth-y'] - Vertical growth direction. Defaults to 'UP' (string)
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.initialAnchor - Anchor point for the icons. Defaults to 'BOTTOMLEFT' (string)
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.filter - Custom filter list for auras to display. Defaults to 'HELPFUL' for buffs and 'HARMFUL' for
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debuffs (string)
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.tooltipAnchor - Anchor point for the tooltip. Defaults to 'ANCHOR_BOTTOMRIGHT', however, if a frame has anchoring
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restrictions it will be set to 'ANCHOR_CURSOR' (string)
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## Options Auras
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.numBuffs - The maximum number of buffs to display. Defaults to 32 (number)
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.numDebuffs - The maximum number of debuffs to display. Defaults to 40 (number)
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.numTotal - The maximum number of auras to display. Prioritizes buffs over debuffs. Defaults to the sum of
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.numBuffs and .numDebuffs (number)
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.gap - Controls the creation of an invisible icon between buffs and debuffs. Defaults to false (boolean)
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.buffFilter - Custom filter list for buffs to display. Takes priority over `filter` (string)
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.debuffFilter - Custom filter list for debuffs to display. Takes priority over `filter` (string)
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## Options Buffs
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.num - Number of buffs to display. Defaults to 32 (number)
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## Options Debuffs
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.num - Number of debuffs to display. Defaults to 40 (number)
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## Attributes
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button.caster - the unit who cast the aura (string)
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button.filter - the filter list used to determine the visibility of the aura (string)
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button.isDebuff - indicates if the button holds a debuff (boolean)
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button.isPlayer - indicates if the aura caster is the player or their vehicle (boolean)
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## Examples
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-- Position and size
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local Buffs = CreateFrame('Frame', nil, self)
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Buffs:SetPoint('RIGHT', self, 'LEFT')
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Buffs:SetSize(16 * 2, 16 * 16)
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-- Register with oUF
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self.Buffs = Buffs
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--]]
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local _, ns = ...
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local oUF = ns.oUF
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local VISIBLE = 1
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local HIDDEN = 0
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-- ElvUI changed block
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local CREATED = 2
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local pcall = pcall
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local tinsert = tinsert
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local CreateFrame = CreateFrame
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local GetSpellInfo = GetSpellInfo
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local UnitAura = UnitAura
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local UnitIsUnit = UnitIsUnit
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local floor, min = math.floor, math.min
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-- GLOBALS: GameTooltip
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-- end block
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local function UpdateTooltip(self)
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GameTooltip:SetUnitAura(self:GetParent().__owner.unit, self:GetID(), self.filter)
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end
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local function onEnter(self)
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if(not self:IsVisible()) then return end
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GameTooltip:SetOwner(self, self:GetParent().tooltipAnchor)
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self:UpdateTooltip()
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end
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local function onLeave()
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GameTooltip:Hide()
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end
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local function createAuraIcon(element, index)
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local button = CreateFrame('Button', '$parentButton' .. index, element)
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button:RegisterForClicks('RightButtonUp')
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local cd = CreateFrame('Cooldown', '$parentCooldown', button, 'CooldownFrameTemplate')
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cd:SetFrameLevel(button:GetFrameLevel() + 1)
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cd:SetAllPoints()
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local icon = button:CreateTexture(nil, 'BORDER')
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icon:SetAllPoints()
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local countFrame = CreateFrame('Frame', '$parentCount', button)
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countFrame:SetAllPoints(button)
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countFrame:SetFrameLevel(cd:GetFrameLevel() + 1)
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local count = countFrame:CreateFontString(nil, 'OVERLAY', 'NumberFontNormal')
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count:SetPoint('BOTTOMRIGHT', countFrame, 'BOTTOMRIGHT', -1, 0)
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local overlay = button:CreateTexture(nil, 'OVERLAY')
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overlay:SetTexture([[Interface\Buttons\UI-Debuff-Overlays]])
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overlay:SetAllPoints()
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overlay:SetTexCoord(.296875, .5703125, 0, .515625)
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button.overlay = overlay
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local stealable = button:CreateTexture(nil, 'OVERLAY')
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stealable:SetTexture([[Interface\TargetingFrame\UI-TargetingFrame-Stealable]])
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stealable:SetPoint('TOPLEFT', -3, 3)
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stealable:SetPoint('BOTTOMRIGHT', 3, -3)
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stealable:SetBlendMode('ADD')
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button.stealable = stealable
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button.UpdateTooltip = UpdateTooltip
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button:SetScript('OnEnter', onEnter)
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button:SetScript('OnLeave', onLeave)
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button.icon = icon
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button.count = count
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button.cd = cd
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--[[ Callback: Auras:PostCreateIcon(button)
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Called after a new aura button has been created.
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* self - the widget holding the aura buttons
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* button - the newly created aura button (Button)
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--]]
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if(element.PostCreateIcon) then element:PostCreateIcon(button) end
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return button
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end
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local function customFilter(element, unit, button, name)
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if((element.onlyShowPlayer and button.isPlayer) or (not element.onlyShowPlayer and name)) then
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return true
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end
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end
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local function updateIcon(element, unit, index, offset, filter, isDebuff, visible)
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local name, rank, texture, count, debuffType, duration, expiration, caster, isStealable, shouldConsolidate, spellID = UnitAura(unit, index, filter)
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-- count may be nil sometimes
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count = count or 0
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-- ElvUI block
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if element.forceShow or element.forceCreate then
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spellID = 47540
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name, rank, texture = GetSpellInfo(spellID)
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if element.forceShow then
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count, debuffType, duration, expiration, caster, isStealable, shouldConsolidate = 5, 'Magic', 0, 60, 'player', nil, nil
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end
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end
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-- end Block
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if(name) then
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local position = visible + offset + 1
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local button = element[position]
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if(not button) then
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--[[ Override: Auras:CreateIcon(position)
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Used to create the aura button at a given position.
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* self - the widget holding the aura buttons
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* position - the position at which the aura button is to be created (number)
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## Returns
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* button - the button used to represent the aura (Button)
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--]]
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button = (element.CreateIcon or createAuraIcon) (element, position)
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tinsert(element, button)
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element.createdIcons = element.createdIcons + 1
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end
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button.caster = caster
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button.filter = filter
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button.isDebuff = isDebuff
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button.isPlayer = caster == 'player' or caster == 'vehicle'
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--[[ Override: Auras:CustomFilter(unit, button, ...)
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Defines a custom filter that controls if the aura button should be shown.
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* self - the widget holding the aura buttons
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* unit - the unit on which the aura is cast (string)
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* button - the button displaying the aura (Button)
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* ... - the return values from [UnitAura](http://wowprogramming.com/docs/api/UnitAura.html)
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## Returns
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* show - indicates whether the aura button should be shown (boolean)
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--]]
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-- ElvUI changed block
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local show = not element.forceCreate
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if not (element.forceShow or element.forceCreate) then
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show = (element.CustomFilter or customFilter) (element, unit, button, name, rank, texture, count, debuffType, duration, expiration, caster, isStealable, shouldConsolidate, spellID)
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end
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-- end block
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if(show) then
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-- We might want to consider delaying the creation of an actual cooldown
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-- object to this point, but I think that will just make things needlessly
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-- complicated.
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if(button.cd and not element.disableCooldown) then
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if(duration and duration > 0) then
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button.cd:SetCooldown(expiration - duration, duration)
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button.cd:Show()
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else
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button.cd:Hide()
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end
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end
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if(button.overlay) then
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if((isDebuff and element.showDebuffType) or (not isDebuff and element.showBuffType) or element.showType) then
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local color = element.__owner.colors.debuff[debuffType] or element.__owner.colors.debuff.none
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button.overlay:SetVertexColor(color[1], color[2], color[3])
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button.overlay:Show()
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else
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button.overlay:Hide()
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end
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end
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if(button.stealable) then
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if(not isDebuff and isStealable and element.showStealableBuffs and not UnitIsUnit('player', unit)) then
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button.stealable:Show()
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else
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button.stealable:Hide()
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end
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end
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if(button.icon) then button.icon:SetTexture(texture) end
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if(button.count) then button.count:SetText(count > 1 and count) end
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local size = element.size or 16
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button:SetSize(size, size)
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button:EnableMouse(not element.disableMouse)
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button:SetID(index)
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button:Show()
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--[[ Callback: Auras:PostUpdateIcon(unit, button, index, position)
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Called after the aura button has been updated.
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* self - the widget holding the aura buttons
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* unit - the unit on which the aura is cast (string)
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* button - the updated aura button (Button)
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* index - the index of the aura (number)
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* position - the actual position of the aura button (number)
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* duration - the aura duration in seconds (number?)
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* expiration - the point in time when the aura will expire. Comparable to GetTime() (number)
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* debuffType - the debuff type of the aura (string?)['Curse', 'Disease', 'Magic', 'Poison']
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* isStealable - whether the aura can be stolen or purged (boolean)
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--]]
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if(element.PostUpdateIcon) then
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element:PostUpdateIcon(unit, button, index, position, duration, expiration, debuffType, isStealable)
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end
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return VISIBLE
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-- ElvUI changed block
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elseif element.forceCreate then
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local size = element.size or 16
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button:SetSize(size, size)
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button:Hide()
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if element.PostUpdateIcon then
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element:PostUpdateIcon(unit, button, index, position, duration, expiration, debuffType, isStealable)
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end
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return CREATED
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-- end block
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else
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return HIDDEN
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end
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end
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end
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local function SetPosition(element, from, to)
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local sizex = (element.size or 16) + (element['spacing-x'] or element.spacing or 0)
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local sizey = (element.size or 16) + (element['spacing-y'] or element.spacing or 0)
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local anchor = element.initialAnchor or 'BOTTOMLEFT'
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local growthx = (element['growth-x'] == 'LEFT' and -1) or 1
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local growthy = (element['growth-y'] == 'DOWN' and -1) or 1
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local cols = floor(element:GetWidth() / sizex + 0.5)
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for i = from, to do
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local button = element[i]
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-- Bail out if the to range is out of scope.
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if(not button) then break end
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local col = (i - 1) % cols
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local row = floor((i - 1) / cols)
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button:ClearAllPoints()
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button:SetPoint(anchor, element, anchor, col * sizex * growthx, row * sizey * growthy)
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end
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end
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local function filterIcons(element, unit, filter, limit, isDebuff, offset, dontHide)
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if(not offset) then offset = 0 end
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local index = 1
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local visible = 0
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local hidden = 0
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-- ElvUI changed block
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local created = 0
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-- end block
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while(visible < limit) do
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local result = updateIcon(element, unit, index, offset, filter, isDebuff, visible)
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if(not result) then
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break
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elseif(result == VISIBLE) then
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visible = visible + 1
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elseif(result == HIDDEN) then
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hidden = hidden + 1
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-- ElvUI changed block
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elseif result == CREATED then
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visible = visible + 1
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created = created + 1
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-- end block
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end
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index = index + 1
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end
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-- ElvUI changed block
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visible = visible - created
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-- end block
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if(not dontHide) then
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for i = visible + offset + 1, #element do
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element[i]:Hide()
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end
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end
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return visible, hidden
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end
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local function UpdateAuras(self, event, unit)
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if(self.unit ~= unit) then return end
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local auras = self.Auras
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if(auras) then
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--[[ Callback: Auras:PreUpdate(unit)
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Called before the element has been updated.
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* self - the widget holding the aura buttons
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* unit - the unit for which the update has been triggered (string)
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--]]
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if(auras.PreUpdate) then auras:PreUpdate(unit) end
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local numBuffs = auras.numBuffs or 32
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local numDebuffs = auras.numDebuffs or 40
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local max = auras.numTotal or numBuffs + numDebuffs
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local visibleBuffs = filterIcons(auras, unit, auras.buffFilter or auras.filter or 'HELPFUL', min(numBuffs, max), nil, 0, true)
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local hasGap
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if(visibleBuffs ~= 0 and auras.gap) then
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hasGap = true
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visibleBuffs = visibleBuffs + 1
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local button = auras[visibleBuffs]
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if(not button) then
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button = (auras.CreateIcon or createAuraIcon) (auras, visibleBuffs)
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tinsert(auras, button)
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auras.createdIcons = auras.createdIcons + 1
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end
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-- Prevent the button from displaying anything.
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if(button.cd) then button.cd:Hide() end
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if(button.icon) then button.icon:SetTexture() end
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if(button.overlay) then button.overlay:Hide() end
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if(button.stealable) then button.stealable:Hide() end
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if(button.count) then button.count:SetText() end
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button:EnableMouse(false)
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button:Show()
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--[[ Callback: Auras:PostUpdateGapIcon(unit, gapButton, visibleBuffs)
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Called after an invisible aura button has been created. Only used by Auras when the `gap` option is enabled.
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* self - the widget holding the aura buttons
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* unit - the unit that has the invisible aura button (string)
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* gapButton - the invisible aura button (Button)
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* visibleBuffs - the number of currently visible aura buttons (number)
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--]]
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if(auras.PostUpdateGapIcon) then
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auras:PostUpdateGapIcon(unit, button, visibleBuffs)
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end
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end
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local visibleDebuffs = filterIcons(auras, unit, auras.debuffFilter or auras.filter or 'HARMFUL', min(numDebuffs, max - visibleBuffs), true, visibleBuffs)
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auras.visibleDebuffs = visibleDebuffs
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if(hasGap and visibleDebuffs == 0) then
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auras[visibleBuffs]:Hide()
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visibleBuffs = visibleBuffs - 1
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end
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auras.visibleBuffs = visibleBuffs
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auras.visibleAuras = auras.visibleBuffs + auras.visibleDebuffs
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local fromRange, toRange
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--[[ Callback: Auras:PreSetPosition(max)
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Called before the aura buttons have been (re-)anchored.
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* self - the widget holding the aura buttons
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* max - the maximum possible number of aura buttons (number)
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## Returns
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* from - the offset of the first aura button to be (re-)anchored (number)
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* to - the offset of the last aura button to be (re-)anchored (number)
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--]]
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if(auras.PreSetPosition) then
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fromRange, toRange = auras:PreSetPosition(max)
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end
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if(fromRange or auras.createdIcons > auras.anchoredIcons) then
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--[[ Override: Auras:SetPosition(from, to)
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Used to (re-)anchor the aura buttons.
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Called when new aura buttons have been created or if :PreSetPosition is defined.
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* self - the widget that holds the aura buttons
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* from - the offset of the first aura button to be (re-)anchored (number)
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* to - the offset of the last aura button to be (re-)anchored (number)
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--]]
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(auras.SetPosition or SetPosition) (auras, fromRange or auras.anchoredIcons + 1, toRange or auras.createdIcons)
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auras.anchoredIcons = auras.createdIcons
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end
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--[[ Callback: Auras:PostUpdate(unit)
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Called after the element has been updated.
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* self - the widget holding the aura buttons
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* unit - the unit for which the update has been triggered (string)
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--]]
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if(auras.PostUpdate) then auras:PostUpdate(unit) end
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end
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local buffs = self.Buffs
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if(buffs) then
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if(buffs.PreUpdate) then buffs:PreUpdate(unit) end
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local numBuffs = buffs.num or 32
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local visibleBuffs = filterIcons(buffs, unit, buffs.filter or 'HELPFUL', numBuffs)
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buffs.visibleBuffs = visibleBuffs
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local fromRange, toRange
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if(buffs.PreSetPosition) then
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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)
|
||||
Reference in New Issue
Block a user