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--[[
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# Element: ComboPoints
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Handles the visibility and updating of the player's combo points.
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## Widget
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ComboPoints - An `table` consisting of as many Textures as the theoretical maximum return of [GetComboPoints](http://wowprogramming.com/docs/api/GetComboPoints).
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## Notes
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A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
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## Examples
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local ComboPoints = {}
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for index = 1, 10 do
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local Bar = CreateFrame('StatusBar', nil, self)
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-- Position and size.
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Bar:SetSize(16, 16)
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Bar:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', (index - 1) * Bar:GetWidth(), 0)
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ComboPoints[index] = Bar
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end
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-- Register with oUF
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self.ComboPoints = ComboPoints
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--]]
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local _, ns = ...
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local oUF = ns.oUF
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local GetComboPoints = GetComboPoints
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local UnitHasVehicleUI = UnitHasVehicleUI
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local MAX_COMBO_POINTS = MAX_COMBO_POINTS
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local function Update(self, event, unit)
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if(unit == 'pet') then return end
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local element = self.ComboPoints
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--[[ Callback: ComboPoints:PreUpdate()
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Called before the element has been updated.
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* self - the ComboPoints element
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--]]
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if(element.PreUpdate) then
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element:PreUpdate()
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end
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local cp
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if(UnitHasVehicleUI('player')) then
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cp = GetComboPoints('vehicle', 'target')
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else
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cp = GetComboPoints('player', 'target')
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end
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for i = 1, MAX_COMBO_POINTS do
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if(i <= cp) then
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element[i]:Show()
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else
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element[i]:Hide()
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end
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end
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--[[ Callback: ComboPoints:PostUpdate(role)
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Called after the element has been updated.
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* self - the ComboPoints element
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* cpoint - the current amount of combo points (number)
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--]]
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if(element.PostUpdate) then
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return element:PostUpdate(cp)
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end
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end
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local function Path(self, ...)
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--[[ Override: ComboPoints.Override(self, event, ...)
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Used to completely override the internal update function.
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* self - the parent object
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* event - the event triggering the update (string)
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* ... - the arguments accompanying the event
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--]]
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return (self.ComboPoints.Override or Update) (self, ...)
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end
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local function ForceUpdate(element)
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return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
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end
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local function Enable(self)
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local element = self.ComboPoints
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if(element) then
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element.__owner = self
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element.ForceUpdate = ForceUpdate
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self:RegisterEvent('UNIT_COMBO_POINTS', Path, true)
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self:RegisterEvent('PLAYER_TARGET_CHANGED', Path, true)
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for index = 1, MAX_COMBO_POINTS do
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local cp = element[index]
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if(cp:IsObjectType('Texture') and not cp:GetTexture()) then
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cp:SetTexture([[Interface\ComboFrame\ComboPoint]])
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cp:SetTexCoord(0, 0.375, 0, 1)
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end
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end
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return true
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end
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end
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local function Disable(self)
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local element = self.ComboPoints
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if(element) then
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for index = 1, MAX_COMBO_POINTS do
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element[index]:Hide()
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end
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self:UnregisterEvent('UNIT_COMBO_POINTS', Path)
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self:UnregisterEvent('PLAYER_TARGET_CHANGED', Path)
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end
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end
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oUF:AddElement('ComboPoints', Path, Enable, Disable)
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