7c7869494e
Add methods to the states/allstates table that helps with creating,
updating or remove states in an optimized way
## Advantage of using this function instead of doing a states[key] = {
... }
- If already created, update existing state, and return true if any
value was changed, this can help reduce amount of resources an aura use
- Automatically `return true` when using these functions and any change
was made
## Examples
```Lua
function(states, event, ...)
if event == "PLAYER_TARGET_CHANGED" then
if UnitExists("target") then
-- if state exists it's updated, not replaced
-- show & changed fields can be skipped
states:Update("", {
name = UnitName("target"),
duration = 5,
expirationTime = GetTime() + 5,
progressType = "timed",
autoHide = true
})
else
-- wipe
states:RemoveAll()
end
end
-- no need to return true
end
```
with clones
```Lua
function(states, event, ...)
local currentEssence = UnitPower("player", Enum.PowerType.Essence)
local maxEssence = UnitPowerMax("player", Enum.PowerType.Essence)
for i = 1, 6 do
if i > maxEssence then
states:Remove(i) -- wipe allstates[6]
else
local value = currentEssence >= i and 1 or 0
local newState = {
progressType = "static",
value = value,
total = 1
}
states:Update(i, newState)
end
end
-- no need to return true
end
```
92 lines
1.8 KiB
Lua
92 lines
1.8 KiB
Lua
if not WeakAuras.IsLibsOK() then return end
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local AddonName, Private = ...
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local function fixMissingFields(state)
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if type(state) ~= "table" then return end
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-- set show
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if state.show == nil then
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state.show = true
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end
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end
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local remove = function(states, key)
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local changed = false
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local state = states[key]
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if state then
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state.show = false
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state.changed = true
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states.__changed = true
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changed = true
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end
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return changed
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end
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local removeAll = function(states)
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local changed = false
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for _, state in pairs(states) do
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state.show = false
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state.changed = true
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changed = true
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end
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if changed then
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states.__changed = true
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end
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return changed
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end
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local function recurseUpdate(t1, t2)
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local changed = false
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for k, v in pairs(t2) do
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if type(v) == "table" and type(t1[k]) == "table" then
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if recurseUpdate(t1[k], v) then
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changed = true
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end
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else
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if t1[k] ~= v then
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t1[k] = v
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changed = true
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end
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end
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end
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return changed
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end
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local update = function(states, key, newState)
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local changed = false
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local state = states[key]
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if state then
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fixMissingFields(newState)
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changed = recurseUpdate(state, newState)
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if changed then
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state.changed = true
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states.__changed = true
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end
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end
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return changed
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end
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local create = function(states, key, newState)
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states[key] = newState
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states[key].changed = true
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states.__changed = true
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fixMissingFields(states[key])
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return true
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end
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local createOrUpdate = function(states, key, newState)
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key = key or ""
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if states[key] then
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return update(states, key, newState)
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else
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return create(states, key, newState)
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end
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end
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Private.allstatesMetatable = {
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__index = {
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Update = createOrUpdate,
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Remove = remove,
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RemoveAll = removeAll
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}
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}
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