Files
2024-04-19 09:05:57 -07:00

127 lines
2.9 KiB
Lua

--[[
# 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)