df7cc26a64
Fix remaining lua errors covered by ascension patches Add Addon Skins Add Enhanced Friends List
809 lines
22 KiB
Lua
809 lines
22 KiB
Lua
local parent, ns = ...
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local global = GetAddOnMetadata(parent, 'X-oUF')
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local _VERSION = '@project-version@'
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if(_VERSION:find('project%-version')) then
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_VERSION = 'devel'
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end
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local oUF = ns.oUF
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local Private = oUF.Private
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local argcheck = Private.argcheck
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local error = Private.error
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local print = Private.print
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local unitExists = Private.unitExists
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local styles, style = {}
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local callback, objects, headers = {}, {}, {}
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local elements = {}
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local activeElements = {}
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-- updating of "invalid" units.
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local function enableTargetUpdate(object)
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object.onUpdateFrequency = object.onUpdateFrequency or .5
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object.__eventless = true
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local total = 0
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object:SetScript('OnUpdate', function(self, elapsed)
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if(not self.unit) then
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return
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elseif(total > self.onUpdateFrequency) then
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self:UpdateAllElements('OnUpdate')
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total = 0
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end
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total = total + elapsed
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end)
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end
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Private.enableTargetUpdate = enableTargetUpdate
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local function updateActiveUnit(self, event, unit)
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-- Calculate units to work with
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local realUnit, modUnit = SecureButton_GetUnit(self), SecureButton_GetModifiedUnit(self)
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-- _GetUnit() doesn't rewrite playerpet -> pet like _GetModifiedUnit does.
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if(realUnit == 'playerpet') then
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realUnit = 'pet'
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elseif(realUnit == 'playertarget') then
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realUnit = 'target'
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end
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if(modUnit == 'pet' and realUnit ~= 'pet') then
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modUnit = 'vehicle'
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end
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if(not UnitExists(modUnit)) then
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if(modUnit ~= realUnit) then
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modUnit = realUnit
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else
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return
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end
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end
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-- Change the active unit and run a full update.
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if(Private.UpdateUnits(self, modUnit, realUnit)) then
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self:UpdateAllElements('RefreshUnit')
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return true
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end
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end
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local function iterateChildren(...)
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for i = 1, select('#', ...) do
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local obj = select(i, ...)
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if(type(obj) == 'table' and obj.isChild) then
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updateActiveUnit(obj, 'iterateChildren')
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end
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end
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end
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local function onAttributeChanged(self, name, value)
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if(name == 'unit' and value) then
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if(self.hasChildren) then
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iterateChildren(self:GetChildren())
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end
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if(not self.onlyProcessChildren) then
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updateActiveUnit(self, 'OnAttributeChanged')
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end
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--[[
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if(self.unit and self.unit == value) then
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return
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else
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if(self.hasChildren) then
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iterateChildren(self:GetChildren())
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end
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end
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]]
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end
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end
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local frame_metatable = {
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__index = CreateFrame('Button')
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}
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Private.frame_metatable = frame_metatable
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for k, v in next, {
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UpdateElement = function(self, name)
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local unit = self.unit
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if(not unit or not UnitExists(unit)) then return end
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local element = elements[name]
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if(not element or not self:IsElementEnabled(name) or not activeElements[self]) then return end
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if(element.update) then
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element.update(self, 'OnShow', unit)
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end
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end,
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--[[ frame:EnableElement(name, unit)
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Used to activate an element for the given unit frame.
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* self - unit frame for which the element should be enabled
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* name - name of the element to be enabled (string)
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* unit - unit to be passed to the element's Enable function. Defaults to the frame's unit (string?)
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--]]
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EnableElement = function(self, name, unit)
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argcheck(name, 2, 'string')
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argcheck(unit, 3, 'string', 'nil')
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local element = elements[name]
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if(not element or self:IsElementEnabled(name)) then return end
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if(element.enable(self, unit or self.unit)) then
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activeElements[self][name] = true
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if(element.update) then
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table.insert(self.__elements, element.update)
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end
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end
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end,
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--[[ frame:DisableElement(name)
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Used to deactivate an element for the given unit frame.
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* self - unit frame for which the element should be disabled
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* name - name of the element to be disabled (string)
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--]]
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DisableElement = function(self, name)
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argcheck(name, 2, 'string')
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local enabled = self:IsElementEnabled(name)
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if(not enabled) then return end
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local update = elements[name].update
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for k, func in next, self.__elements do
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if(func == update) then
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table.remove(self.__elements, k)
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break
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end
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end
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activeElements[self][name] = nil
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-- We need to run a new update cycle in-case we knocked ourself out of sync.
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-- The main reason we do this is to make sure the full update is completed
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-- if an element for some reason removes itself _during_ the update
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-- progress.
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self:UpdateAllElements('DisableElement')
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return elements[name].disable(self)
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end,
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--[[ frame:IsElementEnabled(name)
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Used to check if an element is enabled on the given frame.
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* self - unit frame
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* name - name of the element (string)
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--]]
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IsElementEnabled = function(self, name)
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argcheck(name, 2, 'string')
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local element = elements[name]
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if(not element) then return end
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local active = activeElements[self]
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return active and active[name]
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end,
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--[[ frame:Enable(asState)
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Used to toggle the visibility of a unit frame based on the existence of its unit. This is a reference to
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`RegisterUnitWatch`.
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* self - unit frame
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* asState - if true, the frame's "state-unitexists" attribute will be set to a boolean value denoting whether the
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unit exists; if false, the frame will be shown if its unit exists, and hidden if it does not (boolean)
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--]]
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Enable = RegisterUnitWatch,
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--[[ frame:Disable()
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Used to UnregisterUnitWatch for the given frame and hide it.
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* self - unit frame
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--]]
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Disable = function(self)
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UnregisterUnitWatch(self)
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self:Hide()
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end,
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--[[ frame:IsEnabled()
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Used to check if a unit frame is registered with the unit existence monitor. This is a reference to
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`UnitWatchRegistered`.
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* self - unit frame
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--]]
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IsEnabled = UnitWatchRegistered,
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--[[ frame:UpdateAllElements(event)
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Used to update all enabled elements on the given frame.
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* self - unit frame
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* event - event name to pass to the elements' update functions (string)
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--]]
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UpdateAllElements = function(self, event)
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local unit = self.unit
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if(not unitExists(unit)) then return end
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assert(type(event) == 'string', "Invalid argument 'event' in UpdateAllElements.")
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if(self.PreUpdate) then
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--[[ Callback: frame:PreUpdate(event)
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Fired before the frame is updated.
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* self - the unit frame
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* event - the event triggering the update (string)
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--]]
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self:PreUpdate(event)
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end
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for _, func in next, self.__elements do
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func(self, event, unit)
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end
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if(self.PostUpdate) then
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--[[ Callback: frame:PostUpdate(event)
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Fired after the frame is updated.
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* self - the unit frame
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* event - the event triggering the update (string)
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--]]
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self:PostUpdate(event)
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end
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end,
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} do
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frame_metatable.__index[k] = v
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end
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local secureDropdown
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local function InitializeSecureMenu(self)
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local unit = self.unit
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if(not unit) then return end
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local unitType = string.match(unit, '^([a-z]+)[0-9]+$') or unit
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local menu
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if(unitType == 'party') then
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menu = 'PARTY'
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elseif(unitType == 'boss') then
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menu = 'BOSS'
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elseif(unitType == 'focus') then
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menu = 'FOCUS'
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elseif(unitType == 'arenapet' or unitType == 'arena') then
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menu = 'ARENAENEMY'
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elseif(UnitIsUnit(unit, 'player')) then
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menu = 'SELF'
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elseif(UnitIsUnit(unit, 'vehicle')) then
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menu = 'VEHICLE'
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elseif(UnitIsUnit(unit, 'pet')) then
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menu = 'PET'
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elseif(UnitIsPlayer(unit)) then
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if(UnitInRaid(unit)) then
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menu = 'RAID_PLAYER'
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elseif(UnitInParty(unit)) then
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menu = 'PARTY'
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else
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menu = 'PLAYER'
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end
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elseif(UnitIsUnit(unit, 'target')) then
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menu = 'TARGET'
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end
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if(menu) then
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UnitPopup_ShowMenu(self, menu, unit)
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end
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end
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local function togglemenu(self, unit)
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if(not secureDropdown) then
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secureDropdown = CreateFrame('Frame', 'SecureTemplatesDropdown', nil, 'UIDropDownMenuTemplate')
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secureDropdown:SetID(1)
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table.insert(UnitPopupFrames, secureDropdown:GetName())
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UIDropDownMenu_Initialize(secureDropdown, InitializeSecureMenu, 'MENU')
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end
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if(secureDropdown.openedFor and secureDropdown.openedFor ~= self) then
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CloseDropDownMenus()
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end
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secureDropdown.unit = string.lower(unit)
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secureDropdown.openedFor = self
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ToggleDropDownMenu(1, nil, secureDropdown, 'cursor')
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end
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local function onShow(self)
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if(not updateActiveUnit(self, 'OnShow')) then
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return self:UpdateAllElements('OnShow')
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end
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end
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local function updatePet(self, event, unit)
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local petUnit
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if(unit == 'target') then
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return
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elseif(unit == 'player') then
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petUnit = 'pet'
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else
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-- Convert raid26 -> raidpet26
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petUnit = unit:gsub('^(%a+)(%d+)', '%1pet%2')
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end
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if(self.unit ~= petUnit) then return end
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if(not updateActiveUnit(self, event)) then
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return self:UpdateAllElements(event)
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end
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end
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local function updateRaid(self, event)
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local unitGUID = UnitGUID(self.unit)
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if(unitGUID and unitGUID ~= self.unitGUID) then
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self.unitGUID = unitGUID
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self:UpdateAllElements(event)
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end
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end
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local function initObject(unit, style, styleFunc, header, ...)
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local num = select('#', ...)
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for i = 1, num do
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local object = select(i, ...)
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local objectUnit = object.guessUnit or unit
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local suffix = object:GetAttribute('unitsuffix')
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object.__elements = {}
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object.style = style
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object = setmetatable(object, frame_metatable)
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-- Expose the frame through oUF.objects.
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table.insert(objects, object)
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-- We have to force update the frames when PEW fires.
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object:RegisterEvent('PLAYER_ENTERING_WORLD', object.UpdateAllElements)
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-- Handle the case where someone has modified the unitsuffix attribute in
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-- oUF-initialConfigFunction.
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if(suffix and objectUnit and not objectUnit:match(suffix)) then
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objectUnit = objectUnit .. suffix
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end
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if(not (suffix == 'target' or objectUnit and objectUnit:match('target'))) then
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object:RegisterEvent('UNIT_ENTERING_VEHICLE', updateActiveUnit)
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object:RegisterEvent('UNIT_ENTERED_VEHICLE', updateActiveUnit)
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object:RegisterEvent('UNIT_EXITING_VEHICLE', updateActiveUnit)
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object:RegisterEvent('PLAYER_ENTERING_WORLD', updateActiveUnit)
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-- We don't need to register UNIT_PET for the player unit. We register it
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-- mainly because UNIT_EXITED_VEHICLE and UNIT_ENTERED_VEHICLE doesn't always
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-- have pet information when they fire for party and raid units.
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if(objectUnit ~= 'player') then
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object:RegisterEvent('UNIT_PET', updatePet, true)
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end
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end
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if(not header) then
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-- No header means it's a frame created through :Spawn().
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object.menu = togglemenu
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object:SetAttribute('*type1', 'target')
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object:SetAttribute('*type2', 'menu')
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-- No need to enable this for *target frames.
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if(not (unit:match('target') or suffix == 'target')) then
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object:SetAttribute('toggleForVehicle', true)
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end
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-- Other boss and target units are handled by :HandleUnit().
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if(suffix == 'target') then
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enableTargetUpdate(object)
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else
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oUF:HandleUnit(object)
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end
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else
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-- update the frame when its prev unit is replaced with a new one
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-- updateRaid relies on UnitGUID to detect the unit change
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object:RegisterEvent('RAID_ROSTER_UPDATE', updateRaid)
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if(num > 1) then
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if(object:GetParent() == header) then
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object.hasChildren = true
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else
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object.isChild = true
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end
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end
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if(suffix == 'target') then
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enableTargetUpdate(object)
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end
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end
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activeElements[object] = {} -- ElvUI: styleFunc on headers break before this is set when they try to enable elements before it's set.
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Private.UpdateUnits(object, objectUnit)
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styleFunc(object, objectUnit, not header)
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object:HookScript('OnAttributeChanged', onAttributeChanged)
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object:SetScript('OnShow', onShow)
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for element in next, elements do
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object:EnableElement(element, objectUnit)
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end
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for _, func in next, callback do
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func(object)
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end
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-- ElvUI block
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if object.PostCreate then
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object:PostCreate(object)
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end
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-- end block
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-- Make Clique kinda happy
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_G.ClickCastFrames = ClickCastFrames or {}
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ClickCastFrames[object] = true
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end
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end
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local function walkObject(object, unit)
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local parent = object:GetParent()
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local style = parent.style or style
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local styleFunc = styles[style]
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local header = parent.headerType and parent
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-- Check if we should leave the main frame blank.
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if(object.onlyProcessChildren) then
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object.hasChildren = true
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object:HookScript('OnAttributeChanged', onAttributeChanged)
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return initObject(unit, style, styleFunc, header, object:GetChildren())
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end
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return initObject(unit, style, styleFunc, header, object, object:GetChildren())
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end
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--[[ oUF:RegisterInitCallback(func)
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Used to add a function to a table to be executed upon unit frame/header initialization.
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* self - the global oUF object
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* func - function to be added
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--]]
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function oUF:RegisterInitCallback(func)
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table.insert(callback, func)
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end
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--[[ oUF:RegisterMetaFunction(name, func)
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Used to make a (table of) function(s) available to all unit frames.
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* self - the global oUF object
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* name - unique name of the function (string)
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* func - function or a table of functions (function or table)
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--]]
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function oUF:RegisterMetaFunction(name, func)
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argcheck(name, 2, 'string')
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argcheck(func, 3, 'function', 'table')
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if(frame_metatable.__index[name]) then
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return
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end
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frame_metatable.__index[name] = func
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end
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--[[ oUF:RegisterStyle(name, func)
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Used to register a style with oUF. This will also set the active style if it hasn't been set yet.
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* self - the global oUF object
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* name - name of the style
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* func - function(s) defining the style (function or table)
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--]]
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function oUF:RegisterStyle(name, func)
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argcheck(name, 2, 'string')
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argcheck(func, 3, 'function', 'table')
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if(styles[name]) then return error('Style [%s] already registered.', name) end
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if(not style) then style = name end
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styles[name] = func
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end
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--[[ oUF:SetActiveStyle(name)
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Used to set the active style.
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* self - the global oUF object
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* name - name of the style (string)
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--]]
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function oUF:SetActiveStyle(name)
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argcheck(name, 2, 'string')
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if(not styles[name]) then return error('Style [%s] does not exist.', name) end
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style = name
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end
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do
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local function iter(_, n)
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-- don't expose the style functions.
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return (next(styles, n))
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end
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--[[ oUF:IterateStyles()
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Returns an iterator over all registered styles.
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* self - the global oUF object
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--]]
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function oUF.IterateStyles()
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return iter, nil, nil
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end
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end
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local getCondition
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do
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local conditions = {
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raid40 = '[@raid26,exists] show;',
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raid25 = '[@raid11,exists] show;',
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raid10 = '[@raid6,exists] show;',
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raid = '[group:raid] show;',
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party = '[group:party,nogroup:raid] show;',
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solo = '[@player,exists,nogroup:party] show;',
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}
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function getCondition(...)
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local cond = ''
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for i = 1, select('#', ...) do
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local short = select(i, ...)
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local condition = conditions[short]
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if(condition) then
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cond = cond .. condition
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end
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end
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return cond .. 'hide'
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end
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end
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local function generateName(unit, ...)
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local name = 'oUF_' .. style:gsub('^oUF_?', ''):gsub('[^%a%d_]+', '')
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local raid, party, groupFilter, unitsuffix
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for i = 1, select('#', ...), 2 do
|
|
local att, val = select(i, ...)
|
|
if(att == 'showRaid') then
|
|
raid = val ~= false and val ~= nil
|
|
elseif(att == 'showParty') then
|
|
party = val ~= false and val ~= nil
|
|
elseif(att == 'groupFilter') then
|
|
groupFilter = val
|
|
end
|
|
end
|
|
|
|
local append
|
|
if(raid) then
|
|
if(groupFilter) then
|
|
if(type(groupFilter) == 'number' and groupFilter > 0) then
|
|
append = 'Raid' .. groupFilter
|
|
elseif(groupFilter:match('MAINTANK')) then
|
|
append = 'MainTank'
|
|
elseif(groupFilter:match('MAINASSIST')) then
|
|
append = 'MainAssist'
|
|
else
|
|
local _, count = groupFilter:gsub(',', '')
|
|
if(count == 0) then
|
|
append = 'Raid' .. groupFilter
|
|
else
|
|
append = 'Raid'
|
|
end
|
|
end
|
|
else
|
|
append = 'Raid'
|
|
end
|
|
elseif(party) then
|
|
append = 'Party'
|
|
elseif(unit) then
|
|
append = unit:gsub('^%l', string.upper)
|
|
end
|
|
|
|
if(append) then
|
|
name = name .. append
|
|
end
|
|
|
|
local base = name
|
|
local i = 2
|
|
while(_G[name]) do
|
|
name = base .. i
|
|
i = i + 1
|
|
end
|
|
|
|
return name
|
|
end
|
|
|
|
do
|
|
local function styleProxy(self, frame, ...)
|
|
return walkObject(_G[frame])
|
|
end
|
|
|
|
-- There has to be an easier way to do this.
|
|
local initialConfigFunction = function(self)
|
|
local header = self:GetParent()
|
|
for i = 1, select('#', self), 1 do
|
|
local frame = select(i, self)
|
|
local unit
|
|
-- There's no need to do anything on frames with onlyProcessChildren
|
|
if(not frame.onlyProcessChildren) then
|
|
-- Attempt to guess what the header is set to spawn.
|
|
local groupFilter = header:GetAttribute('groupFilter')
|
|
|
|
if(type(groupFilter) == 'string' and groupFilter:match('MAIN[AT]')) then
|
|
local role = groupFilter:match('MAIN([AT])')
|
|
if(role == 'T') then
|
|
unit = 'maintank'
|
|
else
|
|
unit = 'mainassist'
|
|
end
|
|
elseif(header:GetAttribute('showRaid')) then
|
|
unit = 'raid'
|
|
elseif(header:GetAttribute('showParty')) then
|
|
unit = 'party'
|
|
end
|
|
|
|
local headerType = header.headerType
|
|
local suffix = frame:GetAttribute('unitsuffix')
|
|
if(unit and suffix) then
|
|
if(headerType == 'pet' and suffix == 'target') then
|
|
unit = unit .. headerType .. suffix
|
|
else
|
|
unit = unit .. suffix
|
|
end
|
|
elseif(unit and headerType == 'pet') then
|
|
unit = unit .. headerType
|
|
end
|
|
|
|
frame.menu = togglemenu
|
|
frame:SetAttribute('*type1', 'target')
|
|
frame:SetAttribute('*type2', 'menu')
|
|
frame:SetAttribute('toggleForVehicle', true)
|
|
frame.guessUnit = unit
|
|
end
|
|
end
|
|
|
|
header:styleFunction(self:GetName())
|
|
end
|
|
|
|
--[[ oUF:SpawnHeader(overrideName, template, visibility, ...)
|
|
Used to create a group header and apply the currently active style to it.
|
|
|
|
* self - the global oUF object
|
|
* overrideName - unique global name to be used for the header. Defaults to an auto-generated name based on the name
|
|
of the active style and other arguments passed to `:SpawnHeader` (string?)
|
|
* template - name of a template to be used for creating the header. Defaults to `'SecureGroupHeaderTemplate'`
|
|
(string?)
|
|
* visibility - macro conditional(s) which define when to display the header (string).
|
|
* ... - further argument pairs. Consult [Group Headers](http://wowprogramming.com/docs/secure_template/Group_Headers)
|
|
for possible values.
|
|
|
|
In addition to the standard group headers, oUF implements some of its own attributes. These can be supplied by the
|
|
layout, but are optional.
|
|
|
|
* oUF-initialConfigFunction - can contain code that will be securely run at the end of the initial secure
|
|
configuration (string?)
|
|
* oUF-onlyProcessChildren - can be used to force headers to only process children (boolean?)
|
|
--]]
|
|
function oUF:SpawnHeader(overrideName, template, visibility, ...)
|
|
if(not style) then return error('Unable to create frame. No styles have been registered.') end
|
|
|
|
template = (template or 'SecureGroupHeaderTemplate')
|
|
|
|
local isPetHeader = template:match('PetHeader')
|
|
local name = overrideName or generateName(nil, ...)
|
|
local header = CreateFrame('Frame', name, UIParent, template)
|
|
header:Hide()
|
|
|
|
header:SetAttribute('template', 'oUF_ClickCastUnitTemplate')
|
|
for i = 1, select('#', ...), 2 do
|
|
local att, val = select(i, ...)
|
|
if(not att) then break end
|
|
header:SetAttribute(att, val)
|
|
end
|
|
|
|
header.style = style
|
|
header.styleFunction = styleProxy
|
|
header.visibility = visibility
|
|
|
|
-- Expose the header through oUF.headers.
|
|
table.insert(headers, header)
|
|
|
|
header.initialConfigFunction = initialConfigFunction
|
|
header.headerType = isPetHeader and 'pet' or 'group'
|
|
|
|
if(header:GetAttribute('showParty')) then
|
|
self:DisableBlizzard('party')
|
|
end
|
|
|
|
if(visibility) then
|
|
local type, list = string.split(' ', visibility, 2)
|
|
if(list and type == 'custom') then
|
|
RegisterStateDriver(header, 'visibility', list)
|
|
header.visibility = list
|
|
else
|
|
local condition = getCondition(string.split(',', visibility))
|
|
RegisterStateDriver(header, 'visibility', condition)
|
|
header.visibility = condition
|
|
end
|
|
end
|
|
|
|
return header
|
|
end
|
|
end
|
|
|
|
--[[ oUF:Spawn(unit, overrideName)
|
|
Used to create a single unit frame and apply the currently active style to it.
|
|
|
|
* self - the global oUF object
|
|
* unit - the frame's unit (string)
|
|
* overrideName - unique global name to use for the unit frame. Defaults to an auto-generated name based on the unit
|
|
(string?)
|
|
--]]
|
|
function oUF:Spawn(unit, overrideName)
|
|
argcheck(unit, 2, 'string')
|
|
if(not style) then return error('Unable to create frame. No styles have been registered.') end
|
|
|
|
unit = unit:lower()
|
|
|
|
local name = overrideName or generateName(unit)
|
|
local object = CreateFrame('Button', name, UIParent, 'SecureUnitButtonTemplate')
|
|
Private.UpdateUnits(object, unit)
|
|
|
|
self:DisableBlizzard(unit)
|
|
walkObject(object, unit)
|
|
|
|
object:SetAttribute('unit', unit)
|
|
RegisterUnitWatch(object)
|
|
|
|
return object
|
|
end
|
|
|
|
--[[ oUF:AddElement(name, update, enable, disable)
|
|
Used to register an element with oUF.
|
|
|
|
* self - the global oUF object
|
|
* name - unique name of the element (string)
|
|
* update - used to update the element (function?)
|
|
* enable - used to enable the element for a given unit frame and unit (function?)
|
|
* disable - used to disable the element for a given unit frame (function?)
|
|
--]]
|
|
function oUF:AddElement(name, update, enable, disable)
|
|
argcheck(name, 2, 'string')
|
|
argcheck(update, 3, 'function', 'nil')
|
|
argcheck(enable, 4, 'function', 'nil')
|
|
argcheck(disable, 5, 'function', 'nil')
|
|
|
|
if(elements[name]) then return error('Element [%s] is already registered.', name) end
|
|
|
|
elements[name] = {
|
|
update = update;
|
|
enable = enable;
|
|
disable = disable;
|
|
}
|
|
end
|
|
|
|
oUF.version = _VERSION
|
|
--[[ oUF.objects
|
|
Array containing all unit frames created by `oUF:Spawn`.
|
|
--]]
|
|
oUF.objects = objects
|
|
--[[ oUF.headers
|
|
Array containing all group headers created by `oUF:SpawnHeader`.
|
|
--]]
|
|
oUF.headers = headers
|
|
|
|
if(global) then
|
|
if(parent ~= 'oUF' and global == 'oUF') then
|
|
error('%s is doing it wrong and setting its global to "oUF".', parent)
|
|
elseif(_G[global]) then
|
|
error('%s is setting its global to an existing name "%s".', parent, global)
|
|
else
|
|
_G[global] = oUF
|
|
end
|
|
end
|
|
|
|
local _, myClass = UnitClass("player")
|
|
oUF.herocolor = RAID_CLASS_COLORS[myClass] |