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--[[
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# Element: HappinessIndicator
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Handles the visibility and updating of player pet happiness.
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## Widget
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HappinessIndicator - A `Texture` used to display the current happiness level.
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The element works by changing the texture's vertex color.
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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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-- Position and size
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local HappinessIndicator = self:CreateTexture(nil, 'OVERLAY')
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HappinessIndicator:SetSize(16, 16)
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HappinessIndicator:SetPoint('TOPRIGHT', self)
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-- Register it with oUF
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self.HappinessIndicator = HappinessIndicator
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--]]
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local _, ns = ...
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local oUF = ns.oUF
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local GetPetHappiness = GetPetHappiness
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local HasPetUI = HasPetUI
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local function Update(self, event, unit)
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if(not unit or self.unit ~= unit) then return end
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local element = self.HappinessIndicator
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--[[ Callback: HappinessIndicator: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 _, hunterPet = HasPetUI()
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local happiness, damagePercentage = GetPetHappiness()
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if(hunterPet and happiness) then
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if(happiness == 1) then
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element:SetTexCoord(0.375, 0.5625, 0, 0.359375)
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elseif(happiness == 2) then
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element:SetTexCoord(0.1875, 0.375, 0, 0.359375)
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elseif(happiness == 3) then
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element:SetTexCoord(0, 0.1875, 0, 0.359375)
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end
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element:Show()
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else
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return element:Hide()
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end
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--[[ Callback: HappinessIndicator: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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* unit - the unit for which the update has been triggered (string)
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* happiness - the numerical happiness value of the pet (1 = unhappy, 2 = content, 3 = happy) (number)
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* damagePercentage - damage modifier, happiness affects this (unhappy = 75%, content = 100%, happy = 125%) (number)
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--]]
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if(element.PostUpdate) then
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return element:PostUpdate(unit, happiness, damagePercentage)
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end
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end
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local function Path(self, ...)
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--[[ Override: HappinessIndicator.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.HappinessIndicator.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.HappinessIndicator
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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_HAPPINESS', Path)
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if(element:IsObjectType('Texture') and not element:GetTexture()) then
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element:SetTexture([[Interface\PetPaperDollFrame\UI-PetHappiness]])
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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.HappinessIndicator
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if(element) then
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element:Hide()
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self:UnregisterEvent('UNIT_HAPPINESS', Path)
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end
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end
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oUF:AddElement('HappinessIndicator', Path, Enable, Disable)
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