--[[ # 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)