394 lines
14 KiB
Lua
394 lines
14 KiB
Lua
local Indicators = {list = {"status", "pvp", "leader", "masterLoot", "raidTarget", "happiness", "ready", "role", "lfdRole", "class"}}
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local leavingWorld
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ShadowUF:RegisterModule(Indicators, "indicators", ShadowUF.L["Indicators"])
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function Indicators:UpdateClass(frame)
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if( not frame.indicators.class or not frame.indicators.class.enabled ) then return end
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local class = select(2, UnitClass(frame.unit))
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if( UnitIsPlayer(frame.unit) and class ) then
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local coords = CLASS_BUTTONS[class]
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frame.indicators.class:SetTexture("Interface\\Glues\\CharacterCreate\\UI-CharacterCreate-Classes")
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frame.indicators.class:SetTexCoord(coords[1], coords[2], coords[3], coords[4])
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frame.indicators.class:Show()
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else
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frame.indicators.class:Hide()
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end
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end
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function Indicators:UpdateHappiness(frame)
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if( not frame.indicators.happiness or not frame.indicators.happiness.enabled ) then return end
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local happiness = GetPetHappiness()
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if( not happiness ) then
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frame.indicators.happiness:Hide()
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elseif( happiness == 3 ) then
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frame.indicators.happiness:SetTexCoord(0, 0.1875, 0, 0.359375)
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frame.indicators.happiness:Show()
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elseif( happiness == 2 ) then
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frame.indicators.happiness:SetTexCoord(0.1875, 0.375, 0, 0.359375)
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frame.indicators.happiness:Show()
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elseif( happiness == 1 ) then
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frame.indicators.happiness:SetTexCoord(0.375, 0.5625, 0, 0.359375)
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frame.indicators.happiness:Show()
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end
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end
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function Indicators:UpdateMasterLoot(frame)
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if( not frame.indicators.masterLoot or not frame.indicators.masterLoot.enabled ) then return end
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local lootType, partyID, raidID = GetLootMethod()
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if( lootType ~= "master" ) then
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frame.indicators.masterLoot:Hide()
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elseif( ( partyID and partyID == 0 and UnitIsUnit(frame.unit, "player") ) or ( partyID and partyID > 0 and UnitIsUnit(frame.unit, ShadowUF.partyUnits[partyID]) ) or ( raidID and raidID > 0 and UnitIsUnit(frame.unit, ShadowUF.raidUnits[raidID]) ) ) then
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frame.indicators.masterLoot:Show()
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else
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frame.indicators.masterLoot:Hide()
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end
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end
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function Indicators:UpdateRaidTarget(frame)
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if( not frame.indicators.raidTarget or not frame.indicators.raidTarget.enabled ) then return end
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if( UnitExists(frame.unit) and GetRaidTargetIndex(frame.unit) ) then
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SetRaidTargetIconTexture(frame.indicators.raidTarget, GetRaidTargetIndex(frame.unit))
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frame.indicators.raidTarget:Show()
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else
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frame.indicators.raidTarget:Hide()
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end
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end
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function Indicators:UpdateLFDRole(frame, event)
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if( not frame.indicators.lfdRole or not frame.indicators.lfdRole.enabled ) then return end
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local isTank, isHealer, isDamage = UnitGroupRolesAssigned(frame.unitOwner)
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if( isTank ) then
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frame.indicators.lfdRole:SetTexCoord(0, 19/64, 22/64, 41/64)
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frame.indicators.lfdRole:Show()
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elseif( isHealer ) then
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frame.indicators.lfdRole:SetTexCoord(20/64, 39/64, 1/64, 20/64)
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frame.indicators.lfdRole:Show()
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elseif( isDamage ) then
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frame.indicators.lfdRole:SetTexCoord(20/64, 39/64, 22/64, 41/64)
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frame.indicators.lfdRole:Show()
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else
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frame.indicators.lfdRole:Hide()
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end
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end
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function Indicators:UpdateRole(frame, event)
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if( not frame.indicators.role or not frame.indicators.role.enabled ) then return end
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if( leavingWorld or not UnitInRaid(frame.unit) and not UnitInParty(frame.unit) ) then
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frame.indicators.role:Hide()
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elseif( GetPartyAssignment("MAINTANK", frame.unit) ) then
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frame.indicators.role:SetTexture("Interface\\GroupFrame\\UI-Group-MainTankIcon")
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frame.indicators.role:Show()
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elseif( GetPartyAssignment("MAINASSIST", frame.unit) ) then
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frame.indicators.role:SetTexture("Interface\\GroupFrame\\UI-Group-MainAssistIcon")
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frame.indicators.role:Show()
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else
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frame.indicators.role:Hide()
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end
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end
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function Indicators:UpdateLeader(frame)
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self:UpdateMasterLoot(frame)
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self:UpdateRole(frame)
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self:UpdateLFDRole(frame)
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if( not frame.indicators.leader or not frame.indicators.leader.enabled ) then return end
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if( UnitIsPartyLeader(frame.unit) ) then
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frame.indicators.leader:Show()
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else
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frame.indicators.leader:Hide()
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end
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end
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function Indicators:UpdatePVPFlag(frame)
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if( not frame.indicators.pvp or not frame.indicators.pvp.enabled ) then return end
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if( UnitIsPVP(frame.unit) and UnitFactionGroup(frame.unit) ) then
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frame.indicators.pvp:SetTexture(string.format("Interface\\TargetingFrame\\UI-PVP-%s", UnitFactionGroup(frame.unit)))
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frame.indicators.pvp:Show()
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elseif( UnitIsPVPFreeForAll(frame.unit) ) then
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frame.indicators.pvp:SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA")
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frame.indicators.pvp:Show()
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else
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frame.indicators.pvp:Hide()
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end
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end
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-- Non-player units do not give events when they enter or leave combat, so polling is necessary
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local function combatMonitor(self, elapsed)
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self.timeElapsed = self.timeElapsed + elapsed
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if( self.timeElapsed < 1 ) then return end
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self.timeElapsed = self.timeElapsed - 1
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if( UnitAffectingCombat(self.parent.unit) ) then
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self.status:Show()
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else
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self.status:Hide()
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end
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end
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-- It looks like the combat check for players is a bit buggy when they are in a vehicle, so swap it to also check polling
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function Indicators:CheckVehicle(frame)
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frame.indicators.timeElapsed = 0
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frame.indicators:SetScript("OnUpdate", frame.inVehicle and combatMonitor or nil)
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end
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function Indicators:UpdateStatus(frame)
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if( not frame.indicators.status or not frame.indicators.status.enabled ) then return end
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if( UnitAffectingCombat(frame.unitOwner) ) then
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frame.indicators.status:SetTexCoord(0.50, 1.0, 0.0, 0.49)
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frame.indicators.status:Show()
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elseif( frame.unitRealType == "player" and IsResting() ) then
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frame.indicators.status:SetTexCoord(0.0, 0.50, 0.0, 0.421875)
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frame.indicators.status:Show()
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else
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frame.indicators.status:Hide()
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end
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end
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-- Ready check fading once the check complete
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local function fadeReadyStatus(self, elapsed)
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self.timeLeft = self.timeLeft - elapsed
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self.ready:SetAlpha(self.timeLeft / self.startTime)
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if( self.timeLeft <= 0 ) then
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self:SetScript("OnUpdate", nil)
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self.ready.status = nil
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self.ready:Hide()
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end
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end
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local FADEOUT_TIME = 6
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function Indicators:UpdateReadyCheck(frame, event)
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if( not frame.indicators.ready or not frame.indicators.ready.enabled ) then return end
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-- We're done, and should fade it out if it's shown
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if( event == "READY_CHECK_FINISHED" ) then
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if( not frame.indicators.ready:IsShown() ) then return end
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-- Create the central timer frame if ones not already made
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if( not self.fadeTimer ) then
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self.fadeTimer = CreateFrame("Frame", nil)
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self.fadeTimer.fadeList = {}
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self.fadeTimer:Hide()
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self.fadeTimer:SetScript("OnUpdate", function(self, elapsed)
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local hasTimer
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for frame, timeLeft in pairs(self.fadeList) do
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hasTimer = true
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self.fadeList[frame] = timeLeft - elapsed
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frame:SetAlpha(self.fadeList[frame] / FADEOUT_TIME)
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if( self.fadeList[frame] <= 0 ) then
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self.fadeList[frame] = nil
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frame:Hide()
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end
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end
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if( not hasTimer ) then self:Hide() end
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end)
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end
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-- Start the timer
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self.fadeTimer.fadeList[frame.indicators.ready] = FADEOUT_TIME
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self.fadeTimer:Show()
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-- Player never responded so they are AFK
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if( frame.indicators.ready.status == "waiting" ) then
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frame.indicators.ready:SetTexture("Interface\\RaidFrame\\ReadyCheck-NotReady")
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end
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return
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end
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-- Have a state change in ready status
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local status = GetReadyCheckStatus(frame.unit)
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if( not status ) then
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frame.indicators.ready.status = nil
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frame.indicators.ready:Hide()
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return
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end
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if( status == "ready" ) then
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frame.indicators.ready:SetTexture(READY_CHECK_READY_TEXTURE)
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elseif( status == "notready" ) then
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frame.indicators.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE)
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elseif( status == "waiting" ) then
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frame.indicators.ready:SetTexture(READY_CHECK_WAITING_TEXTURE)
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end
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frame.indicators:SetScript("OnUpdate", nil)
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frame.indicators.ready.status = status
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frame.indicators.ready:SetAlpha(1.0)
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frame.indicators.ready:Show()
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end
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function Indicators:OnEnable(frame)
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-- Forces the indicators to be above the bars/portraits/etc
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if( not frame.indicators ) then
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frame.indicators = CreateFrame("Frame", nil, frame)
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frame.indicators:SetFrameLevel(frame.topFrameLevel + 1)
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end
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-- Now lets enable all the indicators
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local config = ShadowUF.db.profile.units[frame.unitType]
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if( config.indicators.status and config.indicators.status.enabled ) then
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frame:RegisterUpdateFunc(self, "UpdateStatus")
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frame.indicators.status = frame.indicators.status or frame.indicators:CreateTexture(nil, "OVERLAY")
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frame.indicators.status:SetTexture("Interface\\CharacterFrame\\UI-StateIcon")
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frame.indicators.timeElapsed = 0
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frame.indicators.parent = frame
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if( frame.unitType == "player" ) then
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frame:RegisterUpdateFunc(self, "CheckVehicle")
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frame:RegisterNormalEvent("PLAYER_REGEN_ENABLED", self, "UpdateStatus")
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frame:RegisterNormalEvent("PLAYER_REGEN_DISABLED", self, "UpdateStatus")
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frame:RegisterNormalEvent("PLAYER_UPDATE_RESTING", self, "UpdateStatus")
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frame:RegisterNormalEvent("UPDATE_FACTION", self, "UpdateStatus")
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else
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frame.indicators.status:SetTexCoord(0.50, 1.0, 0.0, 0.49)
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frame.indicators:SetScript("OnUpdate", combatMonitor)
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end
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elseif( frame.indicators.status ) then
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frame.indicators:SetScript("OnUpdate", nil)
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end
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if( config.indicators.pvp and config.indicators.pvp.enabled ) then
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frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", self, "UpdatePVPFlag")
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frame:RegisterUnitEvent("UNIT_FACTION", self, "UpdatePVPFlag")
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frame:RegisterUpdateFunc(self, "UpdatePVPFlag")
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frame.indicators.pvp = frame.indicators.pvp or frame.indicators:CreateTexture(nil, "OVERLAY")
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end
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if( config.indicators.class and config.indicators.class.enabled ) then
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frame:RegisterUpdateFunc(self, "UpdateClass")
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frame.indicators.class = frame.indicators.class or frame.indicators:CreateTexture(nil, "OVERLAY")
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end
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if( config.indicators.leader and config.indicators.leader.enabled ) then
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frame:RegisterNormalEvent("PARTY_LEADER_CHANGED", self, "UpdateLeader")
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frame:RegisterUpdateFunc(self, "UpdateLeader")
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frame.indicators.leader = frame.indicators.leader or frame.indicators:CreateTexture(nil, "OVERLAY")
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frame.indicators.leader:SetTexture("Interface\\GroupFrame\\UI-Group-LeaderIcon")
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end
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if( config.indicators.masterLoot and config.indicators.masterLoot.enabled ) then
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frame:RegisterNormalEvent("PARTY_LOOT_METHOD_CHANGED", self, "UpdateMasterLoot")
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frame:RegisterNormalEvent("RAID_ROSTER_UPDATE", self, "UpdateMasterLoot")
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frame:RegisterUpdateFunc(self, "UpdateMasterLoot")
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frame.indicators.masterLoot = frame.indicators.masterLoot or frame.indicators:CreateTexture(nil, "OVERLAY")
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frame.indicators.masterLoot:SetTexture("Interface\\GroupFrame\\UI-Group-MasterLooter")
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end
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if( config.indicators.role and config.indicators.role.enabled ) then
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frame:RegisterUpdateFunc(self, "UpdateRole")
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frame.indicators.role = frame.indicators.role or frame.indicators:CreateTexture(nil, "OVERLAY")
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frame.indicators.role:SetTexture("Interface\\GroupFrame\\UI-Group-MainAssistIcon")
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-- Silly hack to fix the fact that Blizzard bugged an API and causes "<unit> is not in your party" errors
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if( not self.leavingFrame ) then
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self.leavingFrame = CreateFrame("Frame")
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self.leavingFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
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self.leavingFrame:RegisterEvent("PLAYER_LEAVING_WORLD")
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self.leavingFrame:SetScript("OnEvent", function(self, event)
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if( event == "PLAYER_LEAVING_WORLD" ) then
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leavingWorld = true
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else
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leavingWorld = nil
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for frame in pairs(ShadowUF.Units.frameList) do
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if( frame:IsVisible() and frame.indicators and frame.indicators.role and frame.indicators.role.enabled ) then
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Indicators:UpdateRole(frame)
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end
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end
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end
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end)
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end
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end
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if( config.indicators.raidTarget and config.indicators.raidTarget.enabled ) then
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frame:RegisterNormalEvent("RAID_TARGET_UPDATE", self, "UpdateRaidTarget")
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frame:RegisterUpdateFunc(self, "UpdateRaidTarget")
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frame.indicators.raidTarget = frame.indicators.raidTarget or frame.indicators:CreateTexture(nil, "OVERLAY")
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frame.indicators.raidTarget:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons")
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end
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if( config.indicators.ready and config.indicators.ready.enabled ) then
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frame:RegisterNormalEvent("READY_CHECK", self, "UpdateReadyCheck")
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frame:RegisterNormalEvent("READY_CHECK_CONFIRM", self, "UpdateReadyCheck")
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frame:RegisterNormalEvent("READY_CHECK_FINISHED", self, "UpdateReadyCheck")
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frame:RegisterUpdateFunc(self, "UpdateReadyCheck")
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frame.indicators.ready = frame.indicators.ready or frame.indicators:CreateTexture(nil, "OVERLAY")
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end
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if( config.indicators.happiness and config.indicators.happiness.enabled ) then
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frame:RegisterUnitEvent("UNIT_HAPPINESS", self, "UpdateHappiness")
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frame:RegisterUpdateFunc(self, "UpdateHappiness")
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frame.indicators.happiness = frame.indicators.happiness or frame.indicators:CreateTexture(nil, "OVERLAY")
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frame.indicators.happiness:SetTexture("Interface\\PetPaperDollFrame\\UI-PetHappiness")
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end
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if( config.indicators.lfdRole and config.indicators.lfdRole.enabled ) then
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if( frame.unit == "player" ) then
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frame:RegisterNormalEvent("PLAYER_ROLES_ASSIGNED", self, "UpdateLFDRole")
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end
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frame.indicators.lfdRole = frame.indicators.lfdRole or frame.indicators:CreateTexture(nil, "OVERLAY")
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frame.indicators.lfdRole:SetTexture("Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES")
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end
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-- As they all share the function, register it as long as one is active
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if( frame.indicators.leader or frame.indicators.masterLoot or frame.indicators.role or ( frame.unit ~= "player" and frame.indicators.lfdRole ) ) then
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frame:RegisterNormalEvent("PARTY_MEMBERS_CHANGED", self, "UpdateLeader")
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end
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end
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function Indicators:OnDisable(frame)
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frame:UnregisterAll(self)
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for _, key in pairs(self.list) do
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if( frame.indicators[key] ) then
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frame.indicators[key].enabled = nil
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frame.indicators[key]:Hide()
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end
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end
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end
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function Indicators:OnLayoutApplied(frame, config)
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if( frame.visibility.indicators ) then
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self:OnDisable(frame)
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self:OnEnable(frame)
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for _, key in pairs(self.list) do
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local indicator = frame.indicators[key]
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if( indicator and config.indicators[key].enabled and config.indicators[key].size ) then
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indicator.enabled = true
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indicator:SetHeight(config.indicators[key].size)
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indicator:SetWidth(config.indicators[key].size)
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ShadowUF.Layout:AnchorFrame(frame, indicator, config.indicators[key])
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elseif( indicator ) then
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indicator.enabled = nil
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indicator:Hide()
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end
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end
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-- Disable the polling
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if( config.indicators.status and not config.indicators.status.enabled and frame.indicators.status ) then
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frame.indicators:SetScript("OnUpdate", nil)
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end
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end
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end |