Files
Andrew6810 60ef8a38af init
2022-10-21 07:09:01 -07:00

120 lines
3.4 KiB
Lua

local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local argcheck = Private.argcheck
local error = Private.error
local frame_metatable = Private.frame_metatable
-- Original event methods
local registerEvent = frame_metatable.__index.RegisterEvent
local unregisterEvent = frame_metatable.__index.UnregisterEvent
function Private.UpdateUnits(frame, unit, realUnit)
if(unit == realUnit) then
realUnit = nil
end
if(frame.unit ~= unit or frame.realUnit ~= realUnit) then
frame.unit = unit
frame.realUnit = realUnit
frame.id = unit:match('^.-(%d+)')
return true
end
end
local function onEvent(self, event, ...)
if(self:IsVisible() or event == 'UNIT_COMBO_POINTS') then
return self[event](self, event, ...)
end
end
local event_metatable = {
__call = function(funcs, self, ...)
for _, func in next, funcs do
func(self, ...)
end
end,
}
--[[ Events: frame:RegisterEvent(event, func, unitless)
Used to register a frame for a game event and add an event handler. OnUpdate polled frames are prevented from
registering events.
* self - frame that will be registered for the given event.
* event - name of the event to register (string)
* func - function that will be executed when the event fires. If a string is passed, then a function by that name
must be defined on the frame. Multiple functions can be added for the same frame and event
(string or function)
* unitless - indicates that the event does not fire for a specific unit, so the event arguments won't be
matched to the frame unit(s). Events that do not start with UNIT_ or are not known to be unit events are
automatically considered unitless (boolean)
--]]
function frame_metatable.__index:RegisterEvent(event, func)
-- Block OnUpdate polled frames from registering events.
-- UNIT_PORTRAIT_UPDATE and UNIT_MODEL_CHANGED which are used for
-- portrait updates.
if(self.__eventless and event ~= 'UNIT_PORTRAIT_UPDATE' and event ~= 'UNIT_MODEL_CHANGED') then return end
argcheck(event, 2, 'string')
argcheck(func, 3, 'function')
local curev = self[event]
local kind = type(curev)
if(curev) then
if(kind == 'function' and curev ~= func) then
self[event] = setmetatable({curev, func}, event_metatable)
elseif(kind == 'table') then
for _, infunc in next, curev do
if(infunc == func) then return end
end
table.insert(curev, func)
end
else
self[event] = func
if(not self:GetScript('OnEvent')) then
self:SetScript('OnEvent', onEvent)
end
registerEvent(self, event)
end
end
--[[ Events: frame:UnregisterEvent(event, func)
Used to remove a function from the event handler list for a game event.
* self - the frame registered for the event
* event - name of the registered event (string)
* func - function to be removed from the list of event handlers. If this is the only handler for the given event, then
the frame will be unregistered for the event (function)
--]]
function frame_metatable.__index:UnregisterEvent(event, func)
argcheck(event, 2, 'string')
local cleanUp = false
local curev = self[event]
if(type(curev) == 'table' and func) then
for k, infunc in next, curev do
if(infunc == func) then
curev[k] = nil
break
end
end
if(not next(curev)) then
cleanUp = true
end
end
if(cleanUp or curev == func) then
self[event] = nil
if(self.unitEvents) then
self.unitEvents[event] = nil
end
unregisterEvent(self, event)
end
end