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2020-11-13 14:27:50 -05:00
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--- **AceAddon-3.0** provides a template for creating addon objects.
-- It'll provide you with a set of callback functions that allow you to simplify the loading
-- process of your addon.\\
-- Callbacks provided are:\\
-- * **OnInitialize**, which is called directly after the addon is fully loaded.
-- * **OnEnable** which gets called during the PLAYER_LOGIN event, when most of the data provided by the game is already present.
-- * **OnDisable**, which is only called when your addon is manually being disabled.
-- @usage
-- -- A small (but complete) addon, that doesn't do anything,
-- -- but shows usage of the callbacks.
-- local MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon")
--
-- function MyAddon:OnInitialize()
-- -- do init tasks here, like loading the Saved Variables,
-- -- or setting up slash commands.
-- end
--
-- function MyAddon:OnEnable()
-- -- Do more initialization here, that really enables the use of your addon.
-- -- Register Events, Hook functions, Create Frames, Get information from
-- -- the game that wasn't available in OnInitialize
-- end
--
-- function MyAddon:OnDisable()
-- -- Unhook, Unregister Events, Hide frames that you created.
-- -- You would probably only use an OnDisable if you want to
-- -- build a "standby" mode, or be able to toggle modules on/off.
-- end
-- @class file
-- @name AceAddon-3.0.lua
-- @release $Id$
local MAJOR, MINOR = "AceAddon-3.0", 13
local AceAddon, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceAddon then return end -- No Upgrade needed.
AceAddon.frame = AceAddon.frame or CreateFrame("Frame", "AceAddon30Frame") -- Our very own frame
AceAddon.addons = AceAddon.addons or {} -- addons in general
AceAddon.statuses = AceAddon.statuses or {} -- statuses of addon.
AceAddon.initializequeue = AceAddon.initializequeue or {} -- addons that are new and not initialized
AceAddon.enablequeue = AceAddon.enablequeue or {} -- addons that are initialized and waiting to be enabled
AceAddon.embeds = AceAddon.embeds or setmetatable({}, {__index = function(tbl, key) tbl[key] = {} return tbl[key] end }) -- contains a list of libraries embedded in an addon
-- Lua APIs
local tinsert, tconcat, tremove = table.insert, table.concat, table.remove
local fmt, tostring = string.format, tostring
local select, pairs, next, type, unpack = select, pairs, next, type, unpack
local loadstring, assert, error = loadstring, assert, error
local setmetatable, getmetatable, rawset, rawget = setmetatable, getmetatable, rawset, rawget
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: LibStub, IsLoggedIn, geterrorhandler
--[[
xpcall safecall implementation
]]
local xpcall = xpcall
local function errorhandler(err)
return geterrorhandler()(err)
end
local function safecall(func, ...)
-- we check to see if the func is passed is actually a function here and don't error when it isn't
-- this safecall is used for optional functions like OnInitialize OnEnable etc. When they are not
-- present execution should continue without hinderance
if type(func) == "function" then
return xpcall(func, errorhandler, ...)
end
end
-- local functions that will be implemented further down
local Enable, Disable, EnableModule, DisableModule, Embed, NewModule, GetModule, GetName, SetDefaultModuleState, SetDefaultModuleLibraries, SetEnabledState, SetDefaultModulePrototype
-- used in the addon metatable
local function addontostring( self ) return self.name end
-- Check if the addon is queued for initialization
local function queuedForInitialization(addon)
for i = 1, #AceAddon.initializequeue do
if AceAddon.initializequeue[i] == addon then
return true
end
end
return false
end
--- Create a new AceAddon-3.0 addon.
-- Any libraries you specified will be embeded, and the addon will be scheduled for
-- its OnInitialize and OnEnable callbacks.
-- The final addon object, with all libraries embeded, will be returned.
-- @paramsig [object ,]name[, lib, ...]
-- @param object Table to use as a base for the addon (optional)
-- @param name Name of the addon object to create
-- @param lib List of libraries to embed into the addon
-- @usage
-- -- Create a simple addon object
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon", "AceEvent-3.0")
--
-- -- Create a Addon object based on the table of a frame
-- local MyFrame = CreateFrame("Frame")
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon(MyFrame, "MyAddon", "AceEvent-3.0")
function AceAddon:NewAddon(objectorname, ...)
local object,name
local i=1
if type(objectorname)=="table" then
object=objectorname
name=...
i=2
else
name=objectorname
end
if type(name)~="string" then
error(("Usage: NewAddon([object,] name, [lib, lib, lib, ...]): 'name' - string expected got '%s'."):format(type(name)), 2)
end
if self.addons[name] then
error(("Usage: NewAddon([object,] name, [lib, lib, lib, ...]): 'name' - Addon '%s' already exists."):format(name), 2)
end
object = object or {}
object.name = name
local addonmeta = {}
local oldmeta = getmetatable(object)
if oldmeta then
for k, v in pairs(oldmeta) do addonmeta[k] = v end
end
addonmeta.__tostring = addontostring
setmetatable( object, addonmeta )
self.addons[name] = object
object.modules = {}
object.orderedModules = {}
object.defaultModuleLibraries = {}
Embed( object ) -- embed NewModule, GetModule methods
self:EmbedLibraries(object, select(i,...))
-- add to queue of addons to be initialized upon ADDON_LOADED
tinsert(self.initializequeue, object)
return object
end
--- Get the addon object by its name from the internal AceAddon registry.
-- Throws an error if the addon object cannot be found (except if silent is set).
-- @param name unique name of the addon object
-- @param silent if true, the addon is optional, silently return nil if its not found
-- @usage
-- -- Get the Addon
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
function AceAddon:GetAddon(name, silent)
if not silent and not self.addons[name] then
error(("Usage: GetAddon(name): 'name' - Cannot find an AceAddon '%s'."):format(tostring(name)), 2)
end
return self.addons[name]
end
-- - Embed a list of libraries into the specified addon.
-- This function will try to embed all of the listed libraries into the addon
-- and error if a single one fails.
--
-- **Note:** This function is for internal use by :NewAddon/:NewModule
-- @paramsig addon, [lib, ...]
-- @param addon addon object to embed the libs in
-- @param lib List of libraries to embed into the addon
function AceAddon:EmbedLibraries(addon, ...)
for i=1,select("#", ... ) do
local libname = select(i, ...)
self:EmbedLibrary(addon, libname, false, 4)
end
end
-- - Embed a library into the addon object.
-- This function will check if the specified library is registered with LibStub
-- and if it has a :Embed function to call. It'll error if any of those conditions
-- fails.
--
-- **Note:** This function is for internal use by :EmbedLibraries
-- @paramsig addon, libname[, silent[, offset]]
-- @param addon addon object to embed the library in
-- @param libname name of the library to embed
-- @param silent marks an embed to fail silently if the library doesn't exist (optional)
-- @param offset will push the error messages back to said offset, defaults to 2 (optional)
function AceAddon:EmbedLibrary(addon, libname, silent, offset)
local lib = LibStub:GetLibrary(libname, true)
if not lib and not silent then
error(("Usage: EmbedLibrary(addon, libname, silent, offset): 'libname' - Cannot find a library instance of %q."):format(tostring(libname)), offset or 2)
elseif lib and type(lib.Embed) == "function" then
lib:Embed(addon)
tinsert(self.embeds[addon], libname)
return true
elseif lib then
error(("Usage: EmbedLibrary(addon, libname, silent, offset): 'libname' - Library '%s' is not Embed capable"):format(libname), offset or 2)
end
end
--- Return the specified module from an addon object.
-- Throws an error if the addon object cannot be found (except if silent is set)
-- @name //addon//:GetModule
-- @paramsig name[, silent]
-- @param name unique name of the module
-- @param silent if true, the module is optional, silently return nil if its not found (optional)
-- @usage
-- -- Get the Addon
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- -- Get the Module
-- MyModule = MyAddon:GetModule("MyModule")
function GetModule(self, name, silent)
if not self.modules[name] and not silent then
error(("Usage: GetModule(name, silent): 'name' - Cannot find module '%s'."):format(tostring(name)), 2)
end
return self.modules[name]
end
local function IsModuleTrue(self) return true end
--- Create a new module for the addon.
-- The new module can have its own embeded libraries and/or use a module prototype to be mixed into the module.\\
-- A module has the same functionality as a real addon, it can have modules of its own, and has the same API as
-- an addon object.
-- @name //addon//:NewModule
-- @paramsig name[, prototype|lib[, lib, ...]]
-- @param name unique name of the module
-- @param prototype object to derive this module from, methods and values from this table will be mixed into the module (optional)
-- @param lib List of libraries to embed into the addon
-- @usage
-- -- Create a module with some embeded libraries
-- MyModule = MyAddon:NewModule("MyModule", "AceEvent-3.0", "AceHook-3.0")
--
-- -- Create a module with a prototype
-- local prototype = { OnEnable = function(self) print("OnEnable called!") end }
-- MyModule = MyAddon:NewModule("MyModule", prototype, "AceEvent-3.0", "AceHook-3.0")
function NewModule(self, name, prototype, ...)
if type(name) ~= "string" then error(("Usage: NewModule(name, [prototype, [lib, lib, lib, ...]): 'name' - string expected got '%s'."):format(type(name)), 2) end
if type(prototype) ~= "string" and type(prototype) ~= "table" and type(prototype) ~= "nil" then error(("Usage: NewModule(name, [prototype, [lib, lib, lib, ...]): 'prototype' - table (prototype), string (lib) or nil expected got '%s'."):format(type(prototype)), 2) end
if self.modules[name] then error(("Usage: NewModule(name, [prototype, [lib, lib, lib, ...]): 'name' - Module '%s' already exists."):format(name), 2) end
-- modules are basically addons. We treat them as such. They will be added to the initializequeue properly as well.
-- NewModule can only be called after the parent addon is present thus the modules will be initialized after their parent is.
local module = AceAddon:NewAddon(fmt("%s_%s", self.name or tostring(self), name))
module.IsModule = IsModuleTrue
module:SetEnabledState(self.defaultModuleState)
module.moduleName = name
if type(prototype) == "string" then
AceAddon:EmbedLibraries(module, prototype, ...)
else
AceAddon:EmbedLibraries(module, ...)
end
AceAddon:EmbedLibraries(module, unpack(self.defaultModuleLibraries))
if not prototype or type(prototype) == "string" then
prototype = self.defaultModulePrototype or nil
end
if type(prototype) == "table" then
local mt = getmetatable(module)
mt.__index = prototype
setmetatable(module, mt) -- More of a Base class type feel.
end
safecall(self.OnModuleCreated, self, module) -- Was in Ace2 and I think it could be a cool thing to have handy.
self.modules[name] = module
tinsert(self.orderedModules, module)
return module
end
--- Returns the real name of the addon or module, without any prefix.
-- @name //addon//:GetName
-- @paramsig
-- @usage
-- print(MyAddon:GetName())
-- -- prints "MyAddon"
function GetName(self)
return self.moduleName or self.name
end
--- Enables the Addon, if possible, return true or false depending on success.
-- This internally calls AceAddon:EnableAddon(), thus dispatching a OnEnable callback
-- and enabling all modules of the addon (unless explicitly disabled).\\
-- :Enable() also sets the internal `enableState` variable to true
-- @name //addon//:Enable
-- @paramsig
-- @usage
-- -- Enable MyModule
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyModule = MyAddon:GetModule("MyModule")
-- MyModule:Enable()
function Enable(self)
self:SetEnabledState(true)
-- nevcairiel 2013-04-27: don't enable an addon/module if its queued for init still
-- it'll be enabled after the init process
if not queuedForInitialization(self) then
return AceAddon:EnableAddon(self)
end
end
--- Disables the Addon, if possible, return true or false depending on success.
-- This internally calls AceAddon:DisableAddon(), thus dispatching a OnDisable callback
-- and disabling all modules of the addon.\\
-- :Disable() also sets the internal `enableState` variable to false
-- @name //addon//:Disable
-- @paramsig
-- @usage
-- -- Disable MyAddon
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyAddon:Disable()
function Disable(self)
self:SetEnabledState(false)
return AceAddon:DisableAddon(self)
end
--- Enables the Module, if possible, return true or false depending on success.
-- Short-hand function that retrieves the module via `:GetModule` and calls `:Enable` on the module object.
-- @name //addon//:EnableModule
-- @paramsig name
-- @usage
-- -- Enable MyModule using :GetModule
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyModule = MyAddon:GetModule("MyModule")
-- MyModule:Enable()
--
-- -- Enable MyModule using the short-hand
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyAddon:EnableModule("MyModule")
function EnableModule(self, name)
local module = self:GetModule( name )
return module:Enable()
end
--- Disables the Module, if possible, return true or false depending on success.
-- Short-hand function that retrieves the module via `:GetModule` and calls `:Disable` on the module object.
-- @name //addon//:DisableModule
-- @paramsig name
-- @usage
-- -- Disable MyModule using :GetModule
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyModule = MyAddon:GetModule("MyModule")
-- MyModule:Disable()
--
-- -- Disable MyModule using the short-hand
-- MyAddon = LibStub("AceAddon-3.0"):GetAddon("MyAddon")
-- MyAddon:DisableModule("MyModule")
function DisableModule(self, name)
local module = self:GetModule( name )
return module:Disable()
end
--- Set the default libraries to be mixed into all modules created by this object.
-- Note that you can only change the default module libraries before any module is created.
-- @name //addon//:SetDefaultModuleLibraries
-- @paramsig lib[, lib, ...]
-- @param lib List of libraries to embed into the addon
-- @usage
-- -- Create the addon object
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon")
-- -- Configure default libraries for modules (all modules need AceEvent-3.0)
-- MyAddon:SetDefaultModuleLibraries("AceEvent-3.0")
-- -- Create a module
-- MyModule = MyAddon:NewModule("MyModule")
function SetDefaultModuleLibraries(self, ...)
if next(self.modules) then
error("Usage: SetDefaultModuleLibraries(...): cannot change the module defaults after a module has been registered.", 2)
end
self.defaultModuleLibraries = {...}
end
--- Set the default state in which new modules are being created.
-- Note that you can only change the default state before any module is created.
-- @name //addon//:SetDefaultModuleState
-- @paramsig state
-- @param state Default state for new modules, true for enabled, false for disabled
-- @usage
-- -- Create the addon object
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("MyAddon")
-- -- Set the default state to "disabled"
-- MyAddon:SetDefaultModuleState(false)
-- -- Create a module and explicilty enable it
-- MyModule = MyAddon:NewModule("MyModule")
-- MyModule:Enable()
function SetDefaultModuleState(self, state)
if next(self.modules) then
error("Usage: SetDefaultModuleState(state): cannot change the module defaults after a module has been registered.", 2)
end
self.defaultModuleState = state
end
--- Set the default prototype to use for new modules on creation.
-- Note that you can only change the default prototype before any module is created.
-- @name //addon//:SetDefaultModulePrototype
-- @paramsig prototype
-- @param prototype Default prototype for the new modules (table)
-- @usage
-- -- Define a prototype
-- local prototype = { OnEnable = function(self) print("OnEnable called!") end }
-- -- Set the default prototype
-- MyAddon:SetDefaultModulePrototype(prototype)
-- -- Create a module and explicitly Enable it
-- MyModule = MyAddon:NewModule("MyModule")
-- MyModule:Enable()
-- -- should print "OnEnable called!" now
-- @see NewModule
function SetDefaultModulePrototype(self, prototype)
if next(self.modules) then
error("Usage: SetDefaultModulePrototype(prototype): cannot change the module defaults after a module has been registered.", 2)
end
if type(prototype) ~= "table" then
error(("Usage: SetDefaultModulePrototype(prototype): 'prototype' - table expected got '%s'."):format(type(prototype)), 2)
end
self.defaultModulePrototype = prototype
end
--- Set the state of an addon or module
-- This should only be called before any enabling actually happend, e.g. in/before OnInitialize.
-- @name //addon//:SetEnabledState
-- @paramsig state
-- @param state the state of an addon or module (enabled=true, disabled=false)
function SetEnabledState(self, state)
self.enabledState = state
end
--- Return an iterator of all modules associated to the addon.
-- @name //addon//:IterateModules
-- @paramsig
-- @usage
-- -- Enable all modules
-- for name, module in MyAddon:IterateModules() do
-- module:Enable()
-- end
local function IterateModules(self) return pairs(self.modules) end
-- Returns an iterator of all embeds in the addon
-- @name //addon//:IterateEmbeds
-- @paramsig
local function IterateEmbeds(self) return pairs(AceAddon.embeds[self]) end
--- Query the enabledState of an addon.
-- @name //addon//:IsEnabled
-- @paramsig
-- @usage
-- if MyAddon:IsEnabled() then
-- MyAddon:Disable()
-- end
local function IsEnabled(self) return self.enabledState end
local mixins = {
NewModule = NewModule,
GetModule = GetModule,
Enable = Enable,
Disable = Disable,
EnableModule = EnableModule,
DisableModule = DisableModule,
IsEnabled = IsEnabled,
SetDefaultModuleLibraries = SetDefaultModuleLibraries,
SetDefaultModuleState = SetDefaultModuleState,
SetDefaultModulePrototype = SetDefaultModulePrototype,
SetEnabledState = SetEnabledState,
IterateModules = IterateModules,
IterateEmbeds = IterateEmbeds,
GetName = GetName,
}
local function IsModule(self) return false end
local pmixins = {
defaultModuleState = true,
enabledState = true,
IsModule = IsModule,
}
-- Embed( target )
-- target (object) - target object to embed aceaddon in
--
-- this is a local function specifically since it's meant to be only called internally
function Embed(target, skipPMixins)
for k, v in pairs(mixins) do
target[k] = v
end
if not skipPMixins then
for k, v in pairs(pmixins) do
target[k] = target[k] or v
end
end
end
-- - Initialize the addon after creation.
-- This function is only used internally during the ADDON_LOADED event
-- It will call the **OnInitialize** function on the addon object (if present),
-- and the **OnEmbedInitialize** function on all embeded libraries.
--
-- **Note:** Do not call this function manually, unless you're absolutely sure that you know what you are doing.
-- @param addon addon object to intialize
function AceAddon:InitializeAddon(addon)
safecall(addon.OnInitialize, addon)
local embeds = self.embeds[addon]
for i = 1, #embeds do
local lib = LibStub:GetLibrary(embeds[i], true)
if lib then safecall(lib.OnEmbedInitialize, lib, addon) end
end
-- we don't call InitializeAddon on modules specifically, this is handled
-- from the event handler and only done _once_
end
-- - Enable the addon after creation.
-- Note: This function is only used internally during the PLAYER_LOGIN event, or during ADDON_LOADED,
-- if IsLoggedIn() already returns true at that point, e.g. for LoD Addons.
-- It will call the **OnEnable** function on the addon object (if present),
-- and the **OnEmbedEnable** function on all embeded libraries.\\
-- This function does not toggle the enable state of the addon itself, and will return early if the addon is disabled.
--
-- **Note:** Do not call this function manually, unless you're absolutely sure that you know what you are doing.
-- Use :Enable on the addon itself instead.
-- @param addon addon object to enable
function AceAddon:EnableAddon(addon)
if type(addon) == "string" then addon = AceAddon:GetAddon(addon) end
if self.statuses[addon.name] or not addon.enabledState then return false end
-- set the statuses first, before calling the OnEnable. this allows for Disabling of the addon in OnEnable.
self.statuses[addon.name] = true
safecall(addon.OnEnable, addon)
-- make sure we're still enabled before continueing
if self.statuses[addon.name] then
local embeds = self.embeds[addon]
for i = 1, #embeds do
local lib = LibStub:GetLibrary(embeds[i], true)
if lib then safecall(lib.OnEmbedEnable, lib, addon) end
end
-- enable possible modules.
local modules = addon.orderedModules
for i = 1, #modules do
self:EnableAddon(modules[i])
end
end
return self.statuses[addon.name] -- return true if we're disabled
end
-- - Disable the addon
-- Note: This function is only used internally.
-- It will call the **OnDisable** function on the addon object (if present),
-- and the **OnEmbedDisable** function on all embeded libraries.\\
-- This function does not toggle the enable state of the addon itself, and will return early if the addon is still enabled.
--
-- **Note:** Do not call this function manually, unless you're absolutely sure that you know what you are doing.
-- Use :Disable on the addon itself instead.
-- @param addon addon object to enable
function AceAddon:DisableAddon(addon)
if type(addon) == "string" then addon = AceAddon:GetAddon(addon) end
if not self.statuses[addon.name] then return false end
-- set statuses first before calling OnDisable, this allows for aborting the disable in OnDisable.
self.statuses[addon.name] = false
safecall( addon.OnDisable, addon )
-- make sure we're still disabling...
if not self.statuses[addon.name] then
local embeds = self.embeds[addon]
for i = 1, #embeds do
local lib = LibStub:GetLibrary(embeds[i], true)
if lib then safecall(lib.OnEmbedDisable, lib, addon) end
end
-- disable possible modules.
local modules = addon.orderedModules
for i = 1, #modules do
self:DisableAddon(modules[i])
end
end
return not self.statuses[addon.name] -- return true if we're disabled
end
--- Get an iterator over all registered addons.
-- @usage
-- -- Print a list of all installed AceAddon's
-- for name, addon in AceAddon:IterateAddons() do
-- print("Addon: " .. name)
-- end
function AceAddon:IterateAddons() return pairs(self.addons) end
--- Get an iterator over the internal status registry.
-- @usage
-- -- Print a list of all enabled addons
-- for name, status in AceAddon:IterateAddonStatus() do
-- if status then
-- print("EnabledAddon: " .. name)
-- end
-- end
function AceAddon:IterateAddonStatus() return pairs(self.statuses) end
-- Following Iterators are deprecated, and their addon specific versions should be used
-- e.g. addon:IterateEmbeds() instead of :IterateEmbedsOnAddon(addon)
function AceAddon:IterateEmbedsOnAddon(addon) return pairs(self.embeds[addon]) end
function AceAddon:IterateModulesOfAddon(addon) return pairs(addon.modules) end
-- Blizzard AddOns which can load very early in the loading process and mess with Ace3 addon loading
local BlizzardEarlyLoadAddons = {
Blizzard_DebugTools = true,
Blizzard_TimeManager = true,
Blizzard_BattlefieldMap = true,
Blizzard_MapCanvas = true,
Blizzard_SharedMapDataProviders = true,
Blizzard_CombatLog = true,
}
-- Event Handling
local function onEvent(this, event, arg1)
-- 2020-08-28 nevcairiel - ignore the load event of Blizzard addons which occur early in the loading process
if (event == "ADDON_LOADED" and (arg1 == nil or not BlizzardEarlyLoadAddons[arg1])) or event == "PLAYER_LOGIN" then
-- if a addon loads another addon, recursion could happen here, so we need to validate the table on every iteration
while(#AceAddon.initializequeue > 0) do
local addon = tremove(AceAddon.initializequeue, 1)
-- this might be an issue with recursion - TODO: validate
if event == "ADDON_LOADED" then addon.baseName = arg1 end
AceAddon:InitializeAddon(addon)
tinsert(AceAddon.enablequeue, addon)
end
if IsLoggedIn() then
while(#AceAddon.enablequeue > 0) do
local addon = tremove(AceAddon.enablequeue, 1)
AceAddon:EnableAddon(addon)
end
end
end
end
AceAddon.frame:RegisterEvent("ADDON_LOADED")
AceAddon.frame:RegisterEvent("PLAYER_LOGIN")
AceAddon.frame:SetScript("OnEvent", onEvent)
-- upgrade embeded
for name, addon in pairs(AceAddon.addons) do
Embed(addon, true)
end
-- 2010-10-27 nevcairiel - add new "orderedModules" table
if oldminor and oldminor < 10 then
for name, addon in pairs(AceAddon.addons) do
addon.orderedModules = {}
for module_name, module in pairs(addon.modules) do
tinsert(addon.orderedModules, module)
end
end
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceAddon-3.0.lua"/>
</Ui>

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--- **AceComm-3.0** allows you to send messages of unlimited length over the addon comm channels.
-- It'll automatically split the messages into multiple parts and rebuild them on the receiving end.\\
-- **ChatThrottleLib** is of course being used to avoid being disconnected by the server.
--
-- **AceComm-3.0** can be embeded into your addon, either explicitly by calling AceComm:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceComm itself.\\
-- It is recommended to embed AceComm, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceComm.
-- @class file
-- @name AceComm-3.0
-- @release $Id$
--[[ AceComm-3.0
TODO: Time out old data rotting around from dead senders? Not a HUGE deal since the number of possible sender names is somewhat limited.
]]
local CallbackHandler = LibStub("CallbackHandler-1.0")
local CTL = assert(ChatThrottleLib, "AceComm-3.0 requires ChatThrottleLib")
local MAJOR, MINOR = "AceComm-3.0", 12
local AceComm,oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceComm then return end
-- Lua APIs
local type, next, pairs, tostring = type, next, pairs, tostring
local strsub, strfind = string.sub, string.find
local match = string.match
local tinsert, tconcat = table.insert, table.concat
local error, assert = error, assert
-- WoW APIs
local Ambiguate = Ambiguate
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: LibStub, DEFAULT_CHAT_FRAME, geterrorhandler, RegisterAddonMessagePrefix
AceComm.embeds = AceComm.embeds or {}
-- for my sanity and yours, let's give the message type bytes some names
local MSG_MULTI_FIRST = "\001"
local MSG_MULTI_NEXT = "\002"
local MSG_MULTI_LAST = "\003"
local MSG_ESCAPE = "\004"
-- remove old structures (pre WoW 4.0)
AceComm.multipart_origprefixes = nil
AceComm.multipart_reassemblers = nil
-- the multipart message spool: indexed by a combination of sender+distribution+
AceComm.multipart_spool = AceComm.multipart_spool or {}
--- Register for Addon Traffic on a specified prefix
-- @param prefix A printable character (\032-\255) classification of the message (typically AddonName or AddonNameEvent), max 16 characters
-- @param method Callback to call on message reception: Function reference, or method name (string) to call on self. Defaults to "OnCommReceived"
function AceComm:RegisterComm(prefix, method)
if method == nil then
method = "OnCommReceived"
end
if #prefix > 16 then -- TODO: 15?
error("AceComm:RegisterComm(prefix,method): prefix length is limited to 16 characters")
end
if C_ChatInfo then
C_ChatInfo.RegisterAddonMessagePrefix(prefix)
else
RegisterAddonMessagePrefix(prefix)
end
return AceComm._RegisterComm(self, prefix, method) -- created by CallbackHandler
end
local warnedPrefix=false
--- Send a message over the Addon Channel
-- @param prefix A printable character (\032-\255) classification of the message (typically AddonName or AddonNameEvent)
-- @param text Data to send, nils (\000) not allowed. Any length.
-- @param distribution Addon channel, e.g. "RAID", "GUILD", etc; see SendAddonMessage API
-- @param target Destination for some distributions; see SendAddonMessage API
-- @param prio OPTIONAL: ChatThrottleLib priority, "BULK", "NORMAL" or "ALERT". Defaults to "NORMAL".
-- @param callbackFn OPTIONAL: callback function to be called as each chunk is sent. receives 3 args: the user supplied arg (see next), the number of bytes sent so far, and the number of bytes total to send.
-- @param callbackArg: OPTIONAL: first arg to the callback function. nil will be passed if not specified.
function AceComm:SendCommMessage(prefix, text, distribution, target, prio, callbackFn, callbackArg)
prio = prio or "NORMAL" -- pasta's reference implementation had different prio for singlepart and multipart, but that's a very bad idea since that can easily lead to out-of-sequence delivery!
if not( type(prefix)=="string" and
type(text)=="string" and
type(distribution)=="string" and
(target==nil or type(target)=="string" or type(target)=="number") and
(prio=="BULK" or prio=="NORMAL" or prio=="ALERT")
) then
error('Usage: SendCommMessage(addon, "prefix", "text", "distribution"[, "target"[, "prio"[, callbackFn, callbackarg]]])', 2)
end
local textlen = #text
local maxtextlen = 255 -- Yes, the max is 255 even if the dev post said 256. I tested. Char 256+ get silently truncated. /Mikk, 20110327
local queueName = prefix..distribution..(target or "")
local ctlCallback = nil
if callbackFn then
ctlCallback = function(sent)
return callbackFn(callbackArg, sent, textlen)
end
end
local forceMultipart
if match(text, "^[\001-\009]") then -- 4.1+: see if the first character is a control character
-- we need to escape the first character with a \004
if textlen+1 > maxtextlen then -- would we go over the size limit?
forceMultipart = true -- just make it multipart, no escape problems then
else
text = "\004" .. text
end
end
if not forceMultipart and textlen <= maxtextlen then
-- fits all in one message
CTL:SendAddonMessage(prio, prefix, text, distribution, target, queueName, ctlCallback, textlen)
else
maxtextlen = maxtextlen - 1 -- 1 extra byte for part indicator in prefix(4.0)/start of message(4.1)
-- first part
local chunk = strsub(text, 1, maxtextlen)
CTL:SendAddonMessage(prio, prefix, MSG_MULTI_FIRST..chunk, distribution, target, queueName, ctlCallback, maxtextlen)
-- continuation
local pos = 1+maxtextlen
while pos+maxtextlen <= textlen do
chunk = strsub(text, pos, pos+maxtextlen-1)
CTL:SendAddonMessage(prio, prefix, MSG_MULTI_NEXT..chunk, distribution, target, queueName, ctlCallback, pos+maxtextlen-1)
pos = pos + maxtextlen
end
-- final part
chunk = strsub(text, pos)
CTL:SendAddonMessage(prio, prefix, MSG_MULTI_LAST..chunk, distribution, target, queueName, ctlCallback, textlen)
end
end
----------------------------------------
-- Message receiving
----------------------------------------
do
local compost = setmetatable({}, {__mode = "k"})
local function new()
local t = next(compost)
if t then
compost[t]=nil
for i=#t,3,-1 do -- faster than pairs loop. don't even nil out 1/2 since they'll be overwritten
t[i]=nil
end
return t
end
return {}
end
local function lostdatawarning(prefix,sender,where)
DEFAULT_CHAT_FRAME:AddMessage(MAJOR..": Warning: lost network data regarding '"..tostring(prefix).."' from '"..tostring(sender).."' (in "..where..")")
end
function AceComm:OnReceiveMultipartFirst(prefix, message, distribution, sender)
local key = prefix.."\t"..distribution.."\t"..sender -- a unique stream is defined by the prefix + distribution + sender
local spool = AceComm.multipart_spool
--[[
if spool[key] then
lostdatawarning(prefix,sender,"First")
-- continue and overwrite
end
--]]
spool[key] = message -- plain string for now
end
function AceComm:OnReceiveMultipartNext(prefix, message, distribution, sender)
local key = prefix.."\t"..distribution.."\t"..sender -- a unique stream is defined by the prefix + distribution + sender
local spool = AceComm.multipart_spool
local olddata = spool[key]
if not olddata then
--lostdatawarning(prefix,sender,"Next")
return
end
if type(olddata)~="table" then
-- ... but what we have is not a table. So make it one. (Pull a composted one if available)
local t = new()
t[1] = olddata -- add old data as first string
t[2] = message -- and new message as second string
spool[key] = t -- and put the table in the spool instead of the old string
else
tinsert(olddata, message)
end
end
function AceComm:OnReceiveMultipartLast(prefix, message, distribution, sender)
local key = prefix.."\t"..distribution.."\t"..sender -- a unique stream is defined by the prefix + distribution + sender
local spool = AceComm.multipart_spool
local olddata = spool[key]
if not olddata then
--lostdatawarning(prefix,sender,"End")
return
end
spool[key] = nil
if type(olddata) == "table" then
-- if we've received a "next", the spooled data will be a table for rapid & garbage-free tconcat
tinsert(olddata, message)
AceComm.callbacks:Fire(prefix, tconcat(olddata, ""), distribution, sender)
compost[olddata] = true
else
-- if we've only received a "first", the spooled data will still only be a string
AceComm.callbacks:Fire(prefix, olddata..message, distribution, sender)
end
end
end
----------------------------------------
-- Embed CallbackHandler
----------------------------------------
if not AceComm.callbacks then
AceComm.callbacks = CallbackHandler:New(AceComm,
"_RegisterComm",
"UnregisterComm",
"UnregisterAllComm")
end
AceComm.callbacks.OnUsed = nil
AceComm.callbacks.OnUnused = nil
local function OnEvent(self, event, prefix, message, distribution, sender)
if event == "CHAT_MSG_ADDON" then
sender = Ambiguate(sender, "none")
local control, rest = match(message, "^([\001-\009])(.*)")
if control then
if control==MSG_MULTI_FIRST then
AceComm:OnReceiveMultipartFirst(prefix, rest, distribution, sender)
elseif control==MSG_MULTI_NEXT then
AceComm:OnReceiveMultipartNext(prefix, rest, distribution, sender)
elseif control==MSG_MULTI_LAST then
AceComm:OnReceiveMultipartLast(prefix, rest, distribution, sender)
elseif control==MSG_ESCAPE then
AceComm.callbacks:Fire(prefix, rest, distribution, sender)
else
-- unknown control character, ignore SILENTLY (dont warn unnecessarily about future extensions!)
end
else
-- single part: fire it off immediately and let CallbackHandler decide if it's registered or not
AceComm.callbacks:Fire(prefix, message, distribution, sender)
end
else
assert(false, "Received "..tostring(event).." event?!")
end
end
AceComm.frame = AceComm.frame or CreateFrame("Frame", "AceComm30Frame")
AceComm.frame:SetScript("OnEvent", OnEvent)
AceComm.frame:UnregisterAllEvents()
AceComm.frame:RegisterEvent("CHAT_MSG_ADDON")
----------------------------------------
-- Base library stuff
----------------------------------------
local mixins = {
"RegisterComm",
"UnregisterComm",
"UnregisterAllComm",
"SendCommMessage",
}
-- Embeds AceComm-3.0 into the target object making the functions from the mixins list available on target:..
-- @param target target object to embed AceComm-3.0 in
function AceComm:Embed(target)
for k, v in pairs(mixins) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
function AceComm:OnEmbedDisable(target)
target:UnregisterAllComm()
end
-- Update embeds
for target, v in pairs(AceComm.embeds) do
AceComm:Embed(target)
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="ChatThrottleLib.lua"/>
<Script file="AceComm-3.0.lua"/>
</Ui>

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--
-- ChatThrottleLib by Mikk
--
-- Manages AddOn chat output to keep player from getting kicked off.
--
-- ChatThrottleLib:SendChatMessage/:SendAddonMessage functions that accept
-- a Priority ("BULK", "NORMAL", "ALERT") as well as prefix for SendChatMessage.
--
-- Priorities get an equal share of available bandwidth when fully loaded.
-- Communication channels are separated on extension+chattype+destination and
-- get round-robinned. (Destination only matters for whispers and channels,
-- obviously)
--
-- Will install hooks for SendChatMessage and SendAddonMessage to measure
-- bandwidth bypassing the library and use less bandwidth itself.
--
--
-- Fully embeddable library. Just copy this file into your addon directory,
-- add it to the .toc, and it's done.
--
-- Can run as a standalone addon also, but, really, just embed it! :-)
--
-- LICENSE: ChatThrottleLib is released into the Public Domain
--
local CTL_VERSION = 24
local _G = _G
if _G.ChatThrottleLib then
if _G.ChatThrottleLib.version >= CTL_VERSION then
-- There's already a newer (or same) version loaded. Buh-bye.
return
elseif not _G.ChatThrottleLib.securelyHooked then
print("ChatThrottleLib: Warning: There's an ANCIENT ChatThrottleLib.lua (pre-wow 2.0, <v16) in an addon somewhere. Get the addon updated or copy in a newer ChatThrottleLib.lua (>=v16) in it!")
-- ATTEMPT to unhook; this'll behave badly if someone else has hooked...
-- ... and if someone has securehooked, they can kiss that goodbye too... >.<
_G.SendChatMessage = _G.ChatThrottleLib.ORIG_SendChatMessage
if _G.ChatThrottleLib.ORIG_SendAddonMessage then
_G.SendAddonMessage = _G.ChatThrottleLib.ORIG_SendAddonMessage
end
end
_G.ChatThrottleLib.ORIG_SendChatMessage = nil
_G.ChatThrottleLib.ORIG_SendAddonMessage = nil
end
if not _G.ChatThrottleLib then
_G.ChatThrottleLib = {}
end
ChatThrottleLib = _G.ChatThrottleLib -- in case some addon does "local ChatThrottleLib" above us and we're copypasted (AceComm-2, sigh)
local ChatThrottleLib = _G.ChatThrottleLib
ChatThrottleLib.version = CTL_VERSION
------------------ TWEAKABLES -----------------
ChatThrottleLib.MAX_CPS = 800 -- 2000 seems to be safe if NOTHING ELSE is happening. let's call it 800.
ChatThrottleLib.MSG_OVERHEAD = 40 -- Guesstimate overhead for sending a message; source+dest+chattype+protocolstuff
ChatThrottleLib.BURST = 4000 -- WoW's server buffer seems to be about 32KB. 8KB should be safe, but seen disconnects on _some_ servers. Using 4KB now.
ChatThrottleLib.MIN_FPS = 20 -- Reduce output CPS to half (and don't burst) if FPS drops below this value
local setmetatable = setmetatable
local table_remove = table.remove
local tostring = tostring
local GetTime = GetTime
local math_min = math.min
local math_max = math.max
local next = next
local strlen = string.len
local GetFramerate = GetFramerate
local strlower = string.lower
local unpack,type,pairs,wipe = unpack,type,pairs,wipe
local UnitInRaid,UnitInParty = UnitInRaid,UnitInParty
-----------------------------------------------------------------------
-- Double-linked ring implementation
local Ring = {}
local RingMeta = { __index = Ring }
function Ring:New()
local ret = {}
setmetatable(ret, RingMeta)
return ret
end
function Ring:Add(obj) -- Append at the "far end" of the ring (aka just before the current position)
if self.pos then
obj.prev = self.pos.prev
obj.prev.next = obj
obj.next = self.pos
obj.next.prev = obj
else
obj.next = obj
obj.prev = obj
self.pos = obj
end
end
function Ring:Remove(obj)
obj.next.prev = obj.prev
obj.prev.next = obj.next
if self.pos == obj then
self.pos = obj.next
if self.pos == obj then
self.pos = nil
end
end
end
-----------------------------------------------------------------------
-- Recycling bin for pipes
-- A pipe is a plain integer-indexed queue of messages
-- Pipes normally live in Rings of pipes (3 rings total, one per priority)
ChatThrottleLib.PipeBin = nil -- pre-v19, drastically different
local PipeBin = setmetatable({}, {__mode="k"})
local function DelPipe(pipe)
PipeBin[pipe] = true
end
local function NewPipe()
local pipe = next(PipeBin)
if pipe then
wipe(pipe)
PipeBin[pipe] = nil
return pipe
end
return {}
end
-----------------------------------------------------------------------
-- Recycling bin for messages
ChatThrottleLib.MsgBin = nil -- pre-v19, drastically different
local MsgBin = setmetatable({}, {__mode="k"})
local function DelMsg(msg)
msg[1] = nil
-- there's more parameters, but they're very repetetive so the string pool doesn't suffer really, and it's faster to just not delete them.
MsgBin[msg] = true
end
local function NewMsg()
local msg = next(MsgBin)
if msg then
MsgBin[msg] = nil
return msg
end
return {}
end
-----------------------------------------------------------------------
-- ChatThrottleLib:Init
-- Initialize queues, set up frame for OnUpdate, etc
function ChatThrottleLib:Init()
-- Set up queues
if not self.Prio then
self.Prio = {}
self.Prio["ALERT"] = { ByName = {}, Ring = Ring:New(), avail = 0 }
self.Prio["NORMAL"] = { ByName = {}, Ring = Ring:New(), avail = 0 }
self.Prio["BULK"] = { ByName = {}, Ring = Ring:New(), avail = 0 }
end
-- v4: total send counters per priority
for _, Prio in pairs(self.Prio) do
Prio.nTotalSent = Prio.nTotalSent or 0
end
if not self.avail then
self.avail = 0 -- v5
end
if not self.nTotalSent then
self.nTotalSent = 0 -- v5
end
-- Set up a frame to get OnUpdate events
if not self.Frame then
self.Frame = CreateFrame("Frame")
self.Frame:Hide()
end
self.Frame:SetScript("OnUpdate", self.OnUpdate)
self.Frame:SetScript("OnEvent", self.OnEvent) -- v11: Monitor P_E_W so we can throttle hard for a few seconds
self.Frame:RegisterEvent("PLAYER_ENTERING_WORLD")
self.OnUpdateDelay = 0
self.LastAvailUpdate = GetTime()
self.HardThrottlingBeginTime = GetTime() -- v11: Throttle hard for a few seconds after startup
-- Hook SendChatMessage and SendAddonMessage so we can measure unpiped traffic and avoid overloads (v7)
if not self.securelyHooked then
-- Use secure hooks as of v16. Old regular hook support yanked out in v21.
self.securelyHooked = true
--SendChatMessage
hooksecurefunc("SendChatMessage", function(...)
return ChatThrottleLib.Hook_SendChatMessage(...)
end)
--SendAddonMessage
if _G.C_ChatInfo then
hooksecurefunc(_G.C_ChatInfo, "SendAddonMessage", function(...)
return ChatThrottleLib.Hook_SendAddonMessage(...)
end)
else
hooksecurefunc("SendAddonMessage", function(...)
return ChatThrottleLib.Hook_SendAddonMessage(...)
end)
end
end
self.nBypass = 0
end
-----------------------------------------------------------------------
-- ChatThrottleLib.Hook_SendChatMessage / .Hook_SendAddonMessage
local bMyTraffic = false
function ChatThrottleLib.Hook_SendChatMessage(text, chattype, language, destination, ...)
if bMyTraffic then
return
end
local self = ChatThrottleLib
local size = strlen(tostring(text or "")) + strlen(tostring(destination or "")) + self.MSG_OVERHEAD
self.avail = self.avail - size
self.nBypass = self.nBypass + size -- just a statistic
end
function ChatThrottleLib.Hook_SendAddonMessage(prefix, text, chattype, destination, ...)
if bMyTraffic then
return
end
local self = ChatThrottleLib
local size = tostring(text or ""):len() + tostring(prefix or ""):len();
size = size + tostring(destination or ""):len() + self.MSG_OVERHEAD
self.avail = self.avail - size
self.nBypass = self.nBypass + size -- just a statistic
end
-----------------------------------------------------------------------
-- ChatThrottleLib:UpdateAvail
-- Update self.avail with how much bandwidth is currently available
function ChatThrottleLib:UpdateAvail()
local now = GetTime()
local MAX_CPS = self.MAX_CPS;
local newavail = MAX_CPS * (now - self.LastAvailUpdate)
local avail = self.avail
if now - self.HardThrottlingBeginTime < 5 then
-- First 5 seconds after startup/zoning: VERY hard clamping to avoid irritating the server rate limiter, it seems very cranky then
avail = math_min(avail + (newavail*0.1), MAX_CPS*0.5)
self.bChoking = true
elseif GetFramerate() < self.MIN_FPS then -- GetFrameRate call takes ~0.002 secs
avail = math_min(MAX_CPS, avail + newavail*0.5)
self.bChoking = true -- just a statistic
else
avail = math_min(self.BURST, avail + newavail)
self.bChoking = false
end
avail = math_max(avail, 0-(MAX_CPS*2)) -- Can go negative when someone is eating bandwidth past the lib. but we refuse to stay silent for more than 2 seconds; if they can do it, we can.
self.avail = avail
self.LastAvailUpdate = now
return avail
end
-----------------------------------------------------------------------
-- Despooling logic
-- Reminder:
-- - We have 3 Priorities, each containing a "Ring" construct ...
-- - ... made up of N "Pipe"s (1 for each destination/pipename)
-- - and each pipe contains messages
function ChatThrottleLib:Despool(Prio)
local ring = Prio.Ring
while ring.pos and Prio.avail > ring.pos[1].nSize do
local msg = table_remove(ring.pos, 1)
if not ring.pos[1] then -- did we remove last msg in this pipe?
local pipe = Prio.Ring.pos
Prio.Ring:Remove(pipe)
Prio.ByName[pipe.name] = nil
DelPipe(pipe)
else
Prio.Ring.pos = Prio.Ring.pos.next
end
local didSend=false
local lowerDest = strlower(msg[3] or "")
if lowerDest == "raid" and not UnitInRaid("player") then
-- do nothing
elseif lowerDest == "party" and not UnitInParty("player") then
-- do nothing
else
Prio.avail = Prio.avail - msg.nSize
bMyTraffic = true
msg.f(unpack(msg, 1, msg.n))
bMyTraffic = false
Prio.nTotalSent = Prio.nTotalSent + msg.nSize
DelMsg(msg)
didSend = true
end
-- notify caller of delivery (even if we didn't send it)
if msg.callbackFn then
msg.callbackFn (msg.callbackArg, didSend)
end
-- USER CALLBACK MAY ERROR
end
end
function ChatThrottleLib.OnEvent(this,event)
-- v11: We know that the rate limiter is touchy after login. Assume that it's touchy after zoning, too.
local self = ChatThrottleLib
if event == "PLAYER_ENTERING_WORLD" then
self.HardThrottlingBeginTime = GetTime() -- Throttle hard for a few seconds after zoning
self.avail = 0
end
end
function ChatThrottleLib.OnUpdate(this,delay)
local self = ChatThrottleLib
self.OnUpdateDelay = self.OnUpdateDelay + delay
if self.OnUpdateDelay < 0.08 then
return
end
self.OnUpdateDelay = 0
self:UpdateAvail()
if self.avail < 0 then
return -- argh. some bastard is spewing stuff past the lib. just bail early to save cpu.
end
-- See how many of our priorities have queued messages (we only have 3, don't worry about the loop)
local n = 0
for prioname,Prio in pairs(self.Prio) do
if Prio.Ring.pos or Prio.avail < 0 then
n = n + 1
end
end
-- Anything queued still?
if n<1 then
-- Nope. Move spillover bandwidth to global availability gauge and clear self.bQueueing
for prioname, Prio in pairs(self.Prio) do
self.avail = self.avail + Prio.avail
Prio.avail = 0
end
self.bQueueing = false
self.Frame:Hide()
return
end
-- There's stuff queued. Hand out available bandwidth to priorities as needed and despool their queues
local avail = self.avail/n
self.avail = 0
for prioname, Prio in pairs(self.Prio) do
if Prio.Ring.pos or Prio.avail < 0 then
Prio.avail = Prio.avail + avail
if Prio.Ring.pos and Prio.avail > Prio.Ring.pos[1].nSize then
self:Despool(Prio)
-- Note: We might not get here if the user-supplied callback function errors out! Take care!
end
end
end
end
-----------------------------------------------------------------------
-- Spooling logic
function ChatThrottleLib:Enqueue(prioname, pipename, msg)
local Prio = self.Prio[prioname]
local pipe = Prio.ByName[pipename]
if not pipe then
self.Frame:Show()
pipe = NewPipe()
pipe.name = pipename
Prio.ByName[pipename] = pipe
Prio.Ring:Add(pipe)
end
pipe[#pipe + 1] = msg
self.bQueueing = true
end
function ChatThrottleLib:SendChatMessage(prio, prefix, text, chattype, language, destination, queueName, callbackFn, callbackArg)
if not self or not prio or not prefix or not text or not self.Prio[prio] then
error('Usage: ChatThrottleLib:SendChatMessage("{BULK||NORMAL||ALERT}", "prefix", "text"[, "chattype"[, "language"[, "destination"]]]', 2)
end
if callbackFn and type(callbackFn)~="function" then
error('ChatThrottleLib:ChatMessage(): callbackFn: expected function, got '..type(callbackFn), 2)
end
local nSize = text:len()
if nSize>255 then
error("ChatThrottleLib:SendChatMessage(): message length cannot exceed 255 bytes", 2)
end
nSize = nSize + self.MSG_OVERHEAD
-- Check if there's room in the global available bandwidth gauge to send directly
if not self.bQueueing and nSize < self:UpdateAvail() then
self.avail = self.avail - nSize
bMyTraffic = true
_G.SendChatMessage(text, chattype, language, destination)
bMyTraffic = false
self.Prio[prio].nTotalSent = self.Prio[prio].nTotalSent + nSize
if callbackFn then
callbackFn (callbackArg, true)
end
-- USER CALLBACK MAY ERROR
return
end
-- Message needs to be queued
local msg = NewMsg()
msg.f = _G.SendChatMessage
msg[1] = text
msg[2] = chattype or "SAY"
msg[3] = language
msg[4] = destination
msg.n = 4
msg.nSize = nSize
msg.callbackFn = callbackFn
msg.callbackArg = callbackArg
self:Enqueue(prio, queueName or (prefix..(chattype or "SAY")..(destination or "")), msg)
end
function ChatThrottleLib:SendAddonMessage(prio, prefix, text, chattype, target, queueName, callbackFn, callbackArg)
if not self or not prio or not prefix or not text or not chattype or not self.Prio[prio] then
error('Usage: ChatThrottleLib:SendAddonMessage("{BULK||NORMAL||ALERT}", "prefix", "text", "chattype"[, "target"])', 2)
end
if callbackFn and type(callbackFn)~="function" then
error('ChatThrottleLib:SendAddonMessage(): callbackFn: expected function, got '..type(callbackFn), 2)
end
local nSize = text:len();
if C_ChatInfo or RegisterAddonMessagePrefix then
if nSize>255 then
error("ChatThrottleLib:SendAddonMessage(): message length cannot exceed 255 bytes", 2)
end
else
nSize = nSize + prefix:len() + 1
if nSize>255 then
error("ChatThrottleLib:SendAddonMessage(): prefix + message length cannot exceed 254 bytes", 2)
end
end
nSize = nSize + self.MSG_OVERHEAD;
-- Check if there's room in the global available bandwidth gauge to send directly
if not self.bQueueing and nSize < self:UpdateAvail() then
self.avail = self.avail - nSize
bMyTraffic = true
if _G.C_ChatInfo then
_G.C_ChatInfo.SendAddonMessage(prefix, text, chattype, target)
else
_G.SendAddonMessage(prefix, text, chattype, target)
end
bMyTraffic = false
self.Prio[prio].nTotalSent = self.Prio[prio].nTotalSent + nSize
if callbackFn then
callbackFn (callbackArg, true)
end
-- USER CALLBACK MAY ERROR
return
end
-- Message needs to be queued
local msg = NewMsg()
msg.f = _G.C_ChatInfo and _G.C_ChatInfo.SendAddonMessage or _G.SendAddonMessage
msg[1] = prefix
msg[2] = text
msg[3] = chattype
msg[4] = target
msg.n = (target~=nil) and 4 or 3;
msg.nSize = nSize
msg.callbackFn = callbackFn
msg.callbackArg = callbackArg
self:Enqueue(prio, queueName or (prefix..chattype..(target or "")), msg)
end
-----------------------------------------------------------------------
-- Get the ball rolling!
ChatThrottleLib:Init()
--[[ WoWBench debugging snippet
if(WOWB_VER) then
local function SayTimer()
print("SAY: "..GetTime().." "..arg1)
end
ChatThrottleLib.Frame:SetScript("OnEvent", SayTimer)
ChatThrottleLib.Frame:RegisterEvent("CHAT_MSG_SAY")
end
]]

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@@ -0,0 +1,250 @@
--- **AceConsole-3.0** provides registration facilities for slash commands.
-- You can register slash commands to your custom functions and use the `GetArgs` function to parse them
-- to your addons individual needs.
--
-- **AceConsole-3.0** can be embeded into your addon, either explicitly by calling AceConsole:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceConsole itself.\\
-- It is recommended to embed AceConsole, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceConsole.
-- @class file
-- @name AceConsole-3.0
-- @release $Id$
local MAJOR,MINOR = "AceConsole-3.0", 7
local AceConsole, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceConsole then return end -- No upgrade needed
AceConsole.embeds = AceConsole.embeds or {} -- table containing objects AceConsole is embedded in.
AceConsole.commands = AceConsole.commands or {} -- table containing commands registered
AceConsole.weakcommands = AceConsole.weakcommands or {} -- table containing self, command => func references for weak commands that don't persist through enable/disable
-- Lua APIs
local tconcat, tostring, select = table.concat, tostring, select
local type, pairs, error = type, pairs, error
local format, strfind, strsub = string.format, string.find, string.sub
local max = math.max
-- WoW APIs
local _G = _G
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: DEFAULT_CHAT_FRAME, SlashCmdList, hash_SlashCmdList
local tmp={}
local function Print(self,frame,...)
local n=0
if self ~= AceConsole then
n=n+1
tmp[n] = "|cff33ff99"..tostring( self ).."|r:"
end
for i=1, select("#", ...) do
n=n+1
tmp[n] = tostring(select(i, ...))
end
frame:AddMessage( tconcat(tmp," ",1,n) )
end
--- Print to DEFAULT_CHAT_FRAME or given ChatFrame (anything with an .AddMessage function)
-- @paramsig [chatframe ,] ...
-- @param chatframe Custom ChatFrame to print to (or any frame with an .AddMessage function)
-- @param ... List of any values to be printed
function AceConsole:Print(...)
local frame = ...
if type(frame) == "table" and frame.AddMessage then -- Is first argument something with an .AddMessage member?
return Print(self, frame, select(2,...))
else
return Print(self, DEFAULT_CHAT_FRAME, ...)
end
end
--- Formatted (using format()) print to DEFAULT_CHAT_FRAME or given ChatFrame (anything with an .AddMessage function)
-- @paramsig [chatframe ,] "format"[, ...]
-- @param chatframe Custom ChatFrame to print to (or any frame with an .AddMessage function)
-- @param format Format string - same syntax as standard Lua format()
-- @param ... Arguments to the format string
function AceConsole:Printf(...)
local frame = ...
if type(frame) == "table" and frame.AddMessage then -- Is first argument something with an .AddMessage member?
return Print(self, frame, format(select(2,...)))
else
return Print(self, DEFAULT_CHAT_FRAME, format(...))
end
end
--- Register a simple chat command
-- @param command Chat command to be registered WITHOUT leading "/"
-- @param func Function to call when the slash command is being used (funcref or methodname)
-- @param persist if false, the command will be soft disabled/enabled when aceconsole is used as a mixin (default: true)
function AceConsole:RegisterChatCommand( command, func, persist )
if type(command)~="string" then error([[Usage: AceConsole:RegisterChatCommand( "command", func[, persist ]): 'command' - expected a string]], 2) end
if persist==nil then persist=true end -- I'd rather have my addon's "/addon enable" around if the author screws up. Having some extra slash regged when it shouldnt be isn't as destructive. True is a better default. /Mikk
local name = "ACECONSOLE_"..command:upper()
if type( func ) == "string" then
SlashCmdList[name] = function(input, editBox)
self[func](self, input, editBox)
end
else
SlashCmdList[name] = func
end
_G["SLASH_"..name.."1"] = "/"..command:lower()
AceConsole.commands[command] = name
-- non-persisting commands are registered for enabling disabling
if not persist then
if not AceConsole.weakcommands[self] then AceConsole.weakcommands[self] = {} end
AceConsole.weakcommands[self][command] = func
end
return true
end
--- Unregister a chatcommand
-- @param command Chat command to be unregistered WITHOUT leading "/"
function AceConsole:UnregisterChatCommand( command )
local name = AceConsole.commands[command]
if name then
SlashCmdList[name] = nil
_G["SLASH_" .. name .. "1"] = nil
hash_SlashCmdList["/" .. command:upper()] = nil
AceConsole.commands[command] = nil
end
end
--- Get an iterator over all Chat Commands registered with AceConsole
-- @return Iterator (pairs) over all commands
function AceConsole:IterateChatCommands() return pairs(AceConsole.commands) end
local function nils(n, ...)
if n>1 then
return nil, nils(n-1, ...)
elseif n==1 then
return nil, ...
else
return ...
end
end
--- Retreive one or more space-separated arguments from a string.
-- Treats quoted strings and itemlinks as non-spaced.
-- @param str The raw argument string
-- @param numargs How many arguments to get (default 1)
-- @param startpos Where in the string to start scanning (default 1)
-- @return Returns arg1, arg2, ..., nextposition\\
-- Missing arguments will be returned as nils. 'nextposition' is returned as 1e9 at the end of the string.
function AceConsole:GetArgs(str, numargs, startpos)
numargs = numargs or 1
startpos = max(startpos or 1, 1)
local pos=startpos
-- find start of new arg
pos = strfind(str, "[^ ]", pos)
if not pos then -- whoops, end of string
return nils(numargs, 1e9)
end
if numargs<1 then
return pos
end
-- quoted or space separated? find out which pattern to use
local delim_or_pipe
local ch = strsub(str, pos, pos)
if ch=='"' then
pos = pos + 1
delim_or_pipe='([|"])'
elseif ch=="'" then
pos = pos + 1
delim_or_pipe="([|'])"
else
delim_or_pipe="([| ])"
end
startpos = pos
while true do
-- find delimiter or hyperlink
local ch,_
pos,_,ch = strfind(str, delim_or_pipe, pos)
if not pos then break end
if ch=="|" then
-- some kind of escape
if strsub(str,pos,pos+1)=="|H" then
-- It's a |H....|hhyper link!|h
pos=strfind(str, "|h", pos+2) -- first |h
if not pos then break end
pos=strfind(str, "|h", pos+2) -- second |h
if not pos then break end
elseif strsub(str,pos, pos+1) == "|T" then
-- It's a |T....|t texture
pos=strfind(str, "|t", pos+2)
if not pos then break end
end
pos=pos+2 -- skip past this escape (last |h if it was a hyperlink)
else
-- found delimiter, done with this arg
return strsub(str, startpos, pos-1), AceConsole:GetArgs(str, numargs-1, pos+1)
end
end
-- search aborted, we hit end of string. return it all as one argument. (yes, even if it's an unterminated quote or hyperlink)
return strsub(str, startpos), nils(numargs-1, 1e9)
end
--- embedding and embed handling
local mixins = {
"Print",
"Printf",
"RegisterChatCommand",
"UnregisterChatCommand",
"GetArgs",
}
-- Embeds AceConsole into the target object making the functions from the mixins list available on target:..
-- @param target target object to embed AceBucket in
function AceConsole:Embed( target )
for k, v in pairs( mixins ) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
function AceConsole:OnEmbedEnable( target )
if AceConsole.weakcommands[target] then
for command, func in pairs( AceConsole.weakcommands[target] ) do
target:RegisterChatCommand( command, func, false, true ) -- nonpersisting and silent registry
end
end
end
function AceConsole:OnEmbedDisable( target )
if AceConsole.weakcommands[target] then
for command, func in pairs( AceConsole.weakcommands[target] ) do
target:UnregisterChatCommand( command ) -- TODO: this could potentially unregister a command from another application in case of command conflicts. Do we care?
end
end
end
for addon in pairs(AceConsole.embeds) do
AceConsole:Embed(addon)
end

View File

@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceConsole-3.0.lua"/>
</Ui>

View File

@@ -0,0 +1,744 @@
--- **AceDB-3.0** manages the SavedVariables of your addon.
-- It offers profile management, smart defaults and namespaces for modules.\\
-- Data can be saved in different data-types, depending on its intended usage.
-- The most common data-type is the `profile` type, which allows the user to choose
-- the active profile, and manage the profiles of all of his characters.\\
-- The following data types are available:
-- * **char** Character-specific data. Every character has its own database.
-- * **realm** Realm-specific data. All of the players characters on the same realm share this database.
-- * **class** Class-specific data. All of the players characters of the same class share this database.
-- * **race** Race-specific data. All of the players characters of the same race share this database.
-- * **faction** Faction-specific data. All of the players characters of the same faction share this database.
-- * **factionrealm** Faction and realm specific data. All of the players characters on the same realm and of the same faction share this database.
-- * **locale** Locale specific data, based on the locale of the players game client.
-- * **global** Global Data. All characters on the same account share this database.
-- * **profile** Profile-specific data. All characters using the same profile share this database. The user can control which profile should be used.
--
-- Creating a new Database using the `:New` function will return a new DBObject. A database will inherit all functions
-- of the DBObjectLib listed here. \\
-- If you create a new namespaced child-database (`:RegisterNamespace`), you'll get a DBObject as well, but note
-- that the child-databases cannot individually change their profile, and are linked to their parents profile - and because of that,
-- the profile related APIs are not available. Only `:RegisterDefaults` and `:ResetProfile` are available on child-databases.
--
-- For more details on how to use AceDB-3.0, see the [[AceDB-3.0 Tutorial]].
--
-- You may also be interested in [[libdualspec-1-0|LibDualSpec-1.0]] to do profile switching automatically when switching specs.
--
-- @usage
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("DBExample")
--
-- -- declare defaults to be used in the DB
-- local defaults = {
-- profile = {
-- setting = true,
-- }
-- }
--
-- function MyAddon:OnInitialize()
-- -- Assuming the .toc says ## SavedVariables: MyAddonDB
-- self.db = LibStub("AceDB-3.0"):New("MyAddonDB", defaults, true)
-- end
-- @class file
-- @name AceDB-3.0.lua
-- @release $Id$
local ACEDB_MAJOR, ACEDB_MINOR = "AceDB-3.0", 27
local AceDB = LibStub:NewLibrary(ACEDB_MAJOR, ACEDB_MINOR)
if not AceDB then return end -- No upgrade needed
-- Lua APIs
local type, pairs, next, error = type, pairs, next, error
local setmetatable, rawset, rawget = setmetatable, rawset, rawget
-- WoW APIs
local _G = _G
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: LibStub
AceDB.db_registry = AceDB.db_registry or {}
AceDB.frame = AceDB.frame or CreateFrame("Frame")
local CallbackHandler
local CallbackDummy = { Fire = function() end }
local DBObjectLib = {}
--[[-------------------------------------------------------------------------
AceDB Utility Functions
---------------------------------------------------------------------------]]
-- Simple shallow copy for copying defaults
local function copyTable(src, dest)
if type(dest) ~= "table" then dest = {} end
if type(src) == "table" then
for k,v in pairs(src) do
if type(v) == "table" then
-- try to index the key first so that the metatable creates the defaults, if set, and use that table
v = copyTable(v, dest[k])
end
dest[k] = v
end
end
return dest
end
-- Called to add defaults to a section of the database
--
-- When a ["*"] default section is indexed with a new key, a table is returned
-- and set in the host table. These tables must be cleaned up by removeDefaults
-- in order to ensure we don't write empty default tables.
local function copyDefaults(dest, src)
-- this happens if some value in the SV overwrites our default value with a non-table
--if type(dest) ~= "table" then return end
for k, v in pairs(src) do
if k == "*" or k == "**" then
if type(v) == "table" then
-- This is a metatable used for table defaults
local mt = {
-- This handles the lookup and creation of new subtables
__index = function(t,k)
if k == nil then return nil end
local tbl = {}
copyDefaults(tbl, v)
rawset(t, k, tbl)
return tbl
end,
}
setmetatable(dest, mt)
-- handle already existing tables in the SV
for dk, dv in pairs(dest) do
if not rawget(src, dk) and type(dv) == "table" then
copyDefaults(dv, v)
end
end
else
-- Values are not tables, so this is just a simple return
local mt = {__index = function(t,k) return k~=nil and v or nil end}
setmetatable(dest, mt)
end
elseif type(v) == "table" then
if not rawget(dest, k) then rawset(dest, k, {}) end
if type(dest[k]) == "table" then
copyDefaults(dest[k], v)
if src['**'] then
copyDefaults(dest[k], src['**'])
end
end
else
if rawget(dest, k) == nil then
rawset(dest, k, v)
end
end
end
end
-- Called to remove all defaults in the default table from the database
local function removeDefaults(db, defaults, blocker)
-- remove all metatables from the db, so we don't accidentally create new sub-tables through them
setmetatable(db, nil)
-- loop through the defaults and remove their content
for k,v in pairs(defaults) do
if k == "*" or k == "**" then
if type(v) == "table" then
-- Loop through all the actual k,v pairs and remove
for key, value in pairs(db) do
if type(value) == "table" then
-- if the key was not explicitly specified in the defaults table, just strip everything from * and ** tables
if defaults[key] == nil and (not blocker or blocker[key] == nil) then
removeDefaults(value, v)
-- if the table is empty afterwards, remove it
if next(value) == nil then
db[key] = nil
end
-- if it was specified, only strip ** content, but block values which were set in the key table
elseif k == "**" then
removeDefaults(value, v, defaults[key])
end
end
end
elseif k == "*" then
-- check for non-table default
for key, value in pairs(db) do
if defaults[key] == nil and v == value then
db[key] = nil
end
end
end
elseif type(v) == "table" and type(db[k]) == "table" then
-- if a blocker was set, dive into it, to allow multi-level defaults
removeDefaults(db[k], v, blocker and blocker[k])
if next(db[k]) == nil then
db[k] = nil
end
else
-- check if the current value matches the default, and that its not blocked by another defaults table
if db[k] == defaults[k] and (not blocker or blocker[k] == nil) then
db[k] = nil
end
end
end
end
-- This is called when a table section is first accessed, to set up the defaults
local function initSection(db, section, svstore, key, defaults)
local sv = rawget(db, "sv")
local tableCreated
if not sv[svstore] then sv[svstore] = {} end
if not sv[svstore][key] then
sv[svstore][key] = {}
tableCreated = true
end
local tbl = sv[svstore][key]
if defaults then
copyDefaults(tbl, defaults)
end
rawset(db, section, tbl)
return tableCreated, tbl
end
-- Metatable to handle the dynamic creation of sections and copying of sections.
local dbmt = {
__index = function(t, section)
local keys = rawget(t, "keys")
local key = keys[section]
if key then
local defaultTbl = rawget(t, "defaults")
local defaults = defaultTbl and defaultTbl[section]
if section == "profile" then
local new = initSection(t, section, "profiles", key, defaults)
if new then
-- Callback: OnNewProfile, database, newProfileKey
t.callbacks:Fire("OnNewProfile", t, key)
end
elseif section == "profiles" then
local sv = rawget(t, "sv")
if not sv.profiles then sv.profiles = {} end
rawset(t, "profiles", sv.profiles)
elseif section == "global" then
local sv = rawget(t, "sv")
if not sv.global then sv.global = {} end
if defaults then
copyDefaults(sv.global, defaults)
end
rawset(t, section, sv.global)
else
initSection(t, section, section, key, defaults)
end
end
return rawget(t, section)
end
}
local function validateDefaults(defaults, keyTbl, offset)
if not defaults then return end
offset = offset or 0
for k in pairs(defaults) do
if not keyTbl[k] or k == "profiles" then
error(("Usage: AceDBObject:RegisterDefaults(defaults): '%s' is not a valid datatype."):format(k), 3 + offset)
end
end
end
local preserve_keys = {
["callbacks"] = true,
["RegisterCallback"] = true,
["UnregisterCallback"] = true,
["UnregisterAllCallbacks"] = true,
["children"] = true,
}
local realmKey = GetRealmName()
local charKey = UnitName("player") .. " - " .. realmKey
local _, classKey = UnitClass("player")
local _, raceKey = UnitRace("player")
local factionKey = UnitFactionGroup("player")
local factionrealmKey = factionKey .. " - " .. realmKey
local localeKey = GetLocale():lower()
local regionTable = { "US", "KR", "EU", "TW", "CN" }
local regionKey = regionTable[GetCurrentRegion()]
local factionrealmregionKey = factionrealmKey .. " - " .. regionKey
-- Actual database initialization function
local function initdb(sv, defaults, defaultProfile, olddb, parent)
-- Generate the database keys for each section
-- map "true" to our "Default" profile
if defaultProfile == true then defaultProfile = "Default" end
local profileKey
if not parent then
-- Make a container for profile keys
if not sv.profileKeys then sv.profileKeys = {} end
-- Try to get the profile selected from the char db
profileKey = sv.profileKeys[charKey] or defaultProfile or charKey
-- save the selected profile for later
sv.profileKeys[charKey] = profileKey
else
-- Use the profile of the parents DB
profileKey = parent.keys.profile or defaultProfile or charKey
-- clear the profileKeys in the DB, namespaces don't need to store them
sv.profileKeys = nil
end
-- This table contains keys that enable the dynamic creation
-- of each section of the table. The 'global' and 'profiles'
-- have a key of true, since they are handled in a special case
local keyTbl= {
["char"] = charKey,
["realm"] = realmKey,
["class"] = classKey,
["race"] = raceKey,
["faction"] = factionKey,
["factionrealm"] = factionrealmKey,
["factionrealmregion"] = factionrealmregionKey,
["profile"] = profileKey,
["locale"] = localeKey,
["global"] = true,
["profiles"] = true,
}
validateDefaults(defaults, keyTbl, 1)
-- This allows us to use this function to reset an entire database
-- Clear out the old database
if olddb then
for k,v in pairs(olddb) do if not preserve_keys[k] then olddb[k] = nil end end
end
-- Give this database the metatable so it initializes dynamically
local db = setmetatable(olddb or {}, dbmt)
if not rawget(db, "callbacks") then
-- try to load CallbackHandler-1.0 if it loaded after our library
if not CallbackHandler then CallbackHandler = LibStub:GetLibrary("CallbackHandler-1.0", true) end
db.callbacks = CallbackHandler and CallbackHandler:New(db) or CallbackDummy
end
-- Copy methods locally into the database object, to avoid hitting
-- the metatable when calling methods
if not parent then
for name, func in pairs(DBObjectLib) do
db[name] = func
end
else
-- hack this one in
db.RegisterDefaults = DBObjectLib.RegisterDefaults
db.ResetProfile = DBObjectLib.ResetProfile
end
-- Set some properties in the database object
db.profiles = sv.profiles
db.keys = keyTbl
db.sv = sv
--db.sv_name = name
db.defaults = defaults
db.parent = parent
-- store the DB in the registry
AceDB.db_registry[db] = true
return db
end
-- handle PLAYER_LOGOUT
-- strip all defaults from all databases
-- and cleans up empty sections
local function logoutHandler(frame, event)
if event == "PLAYER_LOGOUT" then
for db in pairs(AceDB.db_registry) do
db.callbacks:Fire("OnDatabaseShutdown", db)
db:RegisterDefaults(nil)
-- cleanup sections that are empty without defaults
local sv = rawget(db, "sv")
for section in pairs(db.keys) do
if rawget(sv, section) then
-- global is special, all other sections have sub-entrys
-- also don't delete empty profiles on main dbs, only on namespaces
if section ~= "global" and (section ~= "profiles" or rawget(db, "parent")) then
for key in pairs(sv[section]) do
if not next(sv[section][key]) then
sv[section][key] = nil
end
end
end
if not next(sv[section]) then
sv[section] = nil
end
end
end
end
end
end
AceDB.frame:RegisterEvent("PLAYER_LOGOUT")
AceDB.frame:SetScript("OnEvent", logoutHandler)
--[[-------------------------------------------------------------------------
AceDB Object Method Definitions
---------------------------------------------------------------------------]]
--- Sets the defaults table for the given database object by clearing any
-- that are currently set, and then setting the new defaults.
-- @param defaults A table of defaults for this database
function DBObjectLib:RegisterDefaults(defaults)
if defaults and type(defaults) ~= "table" then
error(("Usage: AceDBObject:RegisterDefaults(defaults): 'defaults' - table or nil expected, got %q."):format(type(defaults)), 2)
end
validateDefaults(defaults, self.keys)
-- Remove any currently set defaults
if self.defaults then
for section,key in pairs(self.keys) do
if self.defaults[section] and rawget(self, section) then
removeDefaults(self[section], self.defaults[section])
end
end
end
-- Set the DBObject.defaults table
self.defaults = defaults
-- Copy in any defaults, only touching those sections already created
if defaults then
for section,key in pairs(self.keys) do
if defaults[section] and rawget(self, section) then
copyDefaults(self[section], defaults[section])
end
end
end
end
--- Changes the profile of the database and all of it's namespaces to the
-- supplied named profile
-- @param name The name of the profile to set as the current profile
function DBObjectLib:SetProfile(name)
if type(name) ~= "string" then
error(("Usage: AceDBObject:SetProfile(name): 'name' - string expected, got %q."):format(type(name)), 2)
end
-- changing to the same profile, dont do anything
if name == self.keys.profile then return end
local oldProfile = self.profile
local defaults = self.defaults and self.defaults.profile
-- Callback: OnProfileShutdown, database
self.callbacks:Fire("OnProfileShutdown", self)
if oldProfile and defaults then
-- Remove the defaults from the old profile
removeDefaults(oldProfile, defaults)
end
self.profile = nil
self.keys["profile"] = name
-- if the storage exists, save the new profile
-- this won't exist on namespaces.
if self.sv.profileKeys then
self.sv.profileKeys[charKey] = name
end
-- populate to child namespaces
if self.children then
for _, db in pairs(self.children) do
DBObjectLib.SetProfile(db, name)
end
end
-- Callback: OnProfileChanged, database, newProfileKey
self.callbacks:Fire("OnProfileChanged", self, name)
end
--- Returns a table with the names of the existing profiles in the database.
-- You can optionally supply a table to re-use for this purpose.
-- @param tbl A table to store the profile names in (optional)
function DBObjectLib:GetProfiles(tbl)
if tbl and type(tbl) ~= "table" then
error(("Usage: AceDBObject:GetProfiles(tbl): 'tbl' - table or nil expected, got %q."):format(type(tbl)), 2)
end
-- Clear the container table
if tbl then
for k,v in pairs(tbl) do tbl[k] = nil end
else
tbl = {}
end
local curProfile = self.keys.profile
local i = 0
for profileKey in pairs(self.profiles) do
i = i + 1
tbl[i] = profileKey
if curProfile and profileKey == curProfile then curProfile = nil end
end
-- Add the current profile, if it hasn't been created yet
if curProfile then
i = i + 1
tbl[i] = curProfile
end
return tbl, i
end
--- Returns the current profile name used by the database
function DBObjectLib:GetCurrentProfile()
return self.keys.profile
end
--- Deletes a named profile. This profile must not be the active profile.
-- @param name The name of the profile to be deleted
-- @param silent If true, do not raise an error when the profile does not exist
function DBObjectLib:DeleteProfile(name, silent)
if type(name) ~= "string" then
error(("Usage: AceDBObject:DeleteProfile(name): 'name' - string expected, got %q."):format(type(name)), 2)
end
if self.keys.profile == name then
error(("Cannot delete the active profile (%q) in an AceDBObject."):format(name), 2)
end
if not rawget(self.profiles, name) and not silent then
error(("Cannot delete profile %q as it does not exist."):format(name), 2)
end
self.profiles[name] = nil
-- populate to child namespaces
if self.children then
for _, db in pairs(self.children) do
DBObjectLib.DeleteProfile(db, name, true)
end
end
-- switch all characters that use this profile back to the default
if self.sv.profileKeys then
for key, profile in pairs(self.sv.profileKeys) do
if profile == name then
self.sv.profileKeys[key] = nil
end
end
end
-- Callback: OnProfileDeleted, database, profileKey
self.callbacks:Fire("OnProfileDeleted", self, name)
end
--- Copies a named profile into the current profile, overwriting any conflicting
-- settings.
-- @param name The name of the profile to be copied into the current profile
-- @param silent If true, do not raise an error when the profile does not exist
function DBObjectLib:CopyProfile(name, silent)
if type(name) ~= "string" then
error(("Usage: AceDBObject:CopyProfile(name): 'name' - string expected, got %q."):format(type(name)), 2)
end
if name == self.keys.profile then
error(("Cannot have the same source and destination profiles (%q)."):format(name), 2)
end
if not rawget(self.profiles, name) and not silent then
error(("Cannot copy profile %q as it does not exist."):format(name), 2)
end
-- Reset the profile before copying
DBObjectLib.ResetProfile(self, nil, true)
local profile = self.profile
local source = self.profiles[name]
copyTable(source, profile)
-- populate to child namespaces
if self.children then
for _, db in pairs(self.children) do
DBObjectLib.CopyProfile(db, name, true)
end
end
-- Callback: OnProfileCopied, database, sourceProfileKey
self.callbacks:Fire("OnProfileCopied", self, name)
end
--- Resets the current profile to the default values (if specified).
-- @param noChildren if set to true, the reset will not be populated to the child namespaces of this DB object
-- @param noCallbacks if set to true, won't fire the OnProfileReset callback
function DBObjectLib:ResetProfile(noChildren, noCallbacks)
local profile = self.profile
for k,v in pairs(profile) do
profile[k] = nil
end
local defaults = self.defaults and self.defaults.profile
if defaults then
copyDefaults(profile, defaults)
end
-- populate to child namespaces
if self.children and not noChildren then
for _, db in pairs(self.children) do
DBObjectLib.ResetProfile(db, nil, noCallbacks)
end
end
-- Callback: OnProfileReset, database
if not noCallbacks then
self.callbacks:Fire("OnProfileReset", self)
end
end
--- Resets the entire database, using the string defaultProfile as the new default
-- profile.
-- @param defaultProfile The profile name to use as the default
function DBObjectLib:ResetDB(defaultProfile)
if defaultProfile and type(defaultProfile) ~= "string" then
error(("Usage: AceDBObject:ResetDB(defaultProfile): 'defaultProfile' - string or nil expected, got %q."):format(type(defaultProfile)), 2)
end
local sv = self.sv
for k,v in pairs(sv) do
sv[k] = nil
end
initdb(sv, self.defaults, defaultProfile, self)
-- fix the child namespaces
if self.children then
if not sv.namespaces then sv.namespaces = {} end
for name, db in pairs(self.children) do
if not sv.namespaces[name] then sv.namespaces[name] = {} end
initdb(sv.namespaces[name], db.defaults, self.keys.profile, db, self)
end
end
-- Callback: OnDatabaseReset, database
self.callbacks:Fire("OnDatabaseReset", self)
-- Callback: OnProfileChanged, database, profileKey
self.callbacks:Fire("OnProfileChanged", self, self.keys["profile"])
return self
end
--- Creates a new database namespace, directly tied to the database. This
-- is a full scale database in it's own rights other than the fact that
-- it cannot control its profile individually
-- @param name The name of the new namespace
-- @param defaults A table of values to use as defaults
function DBObjectLib:RegisterNamespace(name, defaults)
if type(name) ~= "string" then
error(("Usage: AceDBObject:RegisterNamespace(name, defaults): 'name' - string expected, got %q."):format(type(name)), 2)
end
if defaults and type(defaults) ~= "table" then
error(("Usage: AceDBObject:RegisterNamespace(name, defaults): 'defaults' - table or nil expected, got %q."):format(type(defaults)), 2)
end
if self.children and self.children[name] then
error(("Usage: AceDBObject:RegisterNamespace(name, defaults): 'name' - a namespace called %q already exists."):format(name), 2)
end
local sv = self.sv
if not sv.namespaces then sv.namespaces = {} end
if not sv.namespaces[name] then
sv.namespaces[name] = {}
end
local newDB = initdb(sv.namespaces[name], defaults, self.keys.profile, nil, self)
if not self.children then self.children = {} end
self.children[name] = newDB
return newDB
end
--- Returns an already existing namespace from the database object.
-- @param name The name of the new namespace
-- @param silent if true, the addon is optional, silently return nil if its not found
-- @usage
-- local namespace = self.db:GetNamespace('namespace')
-- @return the namespace object if found
function DBObjectLib:GetNamespace(name, silent)
if type(name) ~= "string" then
error(("Usage: AceDBObject:GetNamespace(name): 'name' - string expected, got %q."):format(type(name)), 2)
end
if not silent and not (self.children and self.children[name]) then
error(("Usage: AceDBObject:GetNamespace(name): 'name' - namespace %q does not exist."):format(name), 2)
end
if not self.children then self.children = {} end
return self.children[name]
end
--[[-------------------------------------------------------------------------
AceDB Exposed Methods
---------------------------------------------------------------------------]]
--- Creates a new database object that can be used to handle database settings and profiles.
-- By default, an empty DB is created, using a character specific profile.
--
-- You can override the default profile used by passing any profile name as the third argument,
-- or by passing //true// as the third argument to use a globally shared profile called "Default".
--
-- Note that there is no token replacement in the default profile name, passing a defaultProfile as "char"
-- will use a profile named "char", and not a character-specific profile.
-- @param tbl The name of variable, or table to use for the database
-- @param defaults A table of database defaults
-- @param defaultProfile The name of the default profile. If not set, a character specific profile will be used as the default.
-- You can also pass //true// to use a shared global profile called "Default".
-- @usage
-- -- Create an empty DB using a character-specific default profile.
-- self.db = LibStub("AceDB-3.0"):New("MyAddonDB")
-- @usage
-- -- Create a DB using defaults and using a shared default profile
-- self.db = LibStub("AceDB-3.0"):New("MyAddonDB", defaults, true)
function AceDB:New(tbl, defaults, defaultProfile)
if type(tbl) == "string" then
local name = tbl
tbl = _G[name]
if not tbl then
tbl = {}
_G[name] = tbl
end
end
if type(tbl) ~= "table" then
error(("Usage: AceDB:New(tbl, defaults, defaultProfile): 'tbl' - table expected, got %q."):format(type(tbl)), 2)
end
if defaults and type(defaults) ~= "table" then
error(("Usage: AceDB:New(tbl, defaults, defaultProfile): 'defaults' - table expected, got %q."):format(type(defaults)), 2)
end
if defaultProfile and type(defaultProfile) ~= "string" and defaultProfile ~= true then
error(("Usage: AceDB:New(tbl, defaults, defaultProfile): 'defaultProfile' - string or true expected, got %q."):format(type(defaultProfile)), 2)
end
return initdb(tbl, defaults, defaultProfile)
end
-- upgrade existing databases
for db in pairs(AceDB.db_registry) do
if not db.parent then
for name,func in pairs(DBObjectLib) do
db[name] = func
end
else
db.RegisterDefaults = DBObjectLib.RegisterDefaults
db.ResetProfile = DBObjectLib.ResetProfile
end
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceDB-3.0.lua"/>
</Ui>

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--- AceEvent-3.0 provides event registration and secure dispatching.
-- All dispatching is done using **CallbackHandler-1.0**. AceEvent is a simple wrapper around
-- CallbackHandler, and dispatches all game events or addon message to the registrees.
--
-- **AceEvent-3.0** can be embeded into your addon, either explicitly by calling AceEvent:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceEvent itself.\\
-- It is recommended to embed AceEvent, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceEvent.
-- @class file
-- @name AceEvent-3.0
-- @release $Id$
local CallbackHandler = LibStub("CallbackHandler-1.0")
local MAJOR, MINOR = "AceEvent-3.0", 4
local AceEvent = LibStub:NewLibrary(MAJOR, MINOR)
if not AceEvent then return end
-- Lua APIs
local pairs = pairs
AceEvent.frame = AceEvent.frame or CreateFrame("Frame", "AceEvent30Frame") -- our event frame
AceEvent.embeds = AceEvent.embeds or {} -- what objects embed this lib
-- APIs and registry for blizzard events, using CallbackHandler lib
if not AceEvent.events then
AceEvent.events = CallbackHandler:New(AceEvent,
"RegisterEvent", "UnregisterEvent", "UnregisterAllEvents")
end
function AceEvent.events:OnUsed(target, eventname)
AceEvent.frame:RegisterEvent(eventname)
end
function AceEvent.events:OnUnused(target, eventname)
AceEvent.frame:UnregisterEvent(eventname)
end
-- APIs and registry for IPC messages, using CallbackHandler lib
if not AceEvent.messages then
AceEvent.messages = CallbackHandler:New(AceEvent,
"RegisterMessage", "UnregisterMessage", "UnregisterAllMessages"
)
AceEvent.SendMessage = AceEvent.messages.Fire
end
--- embedding and embed handling
local mixins = {
"RegisterEvent", "UnregisterEvent",
"RegisterMessage", "UnregisterMessage",
"SendMessage",
"UnregisterAllEvents", "UnregisterAllMessages",
}
--- Register for a Blizzard Event.
-- The callback will be called with the optional `arg` as the first argument (if supplied), and the event name as the second (or first, if no arg was supplied)
-- Any arguments to the event will be passed on after that.
-- @name AceEvent:RegisterEvent
-- @class function
-- @paramsig event[, callback [, arg]]
-- @param event The event to register for
-- @param callback The callback function to call when the event is triggered (funcref or method, defaults to a method with the event name)
-- @param arg An optional argument to pass to the callback function
--- Unregister an event.
-- @name AceEvent:UnregisterEvent
-- @class function
-- @paramsig event
-- @param event The event to unregister
--- Register for a custom AceEvent-internal message.
-- The callback will be called with the optional `arg` as the first argument (if supplied), and the event name as the second (or first, if no arg was supplied)
-- Any arguments to the event will be passed on after that.
-- @name AceEvent:RegisterMessage
-- @class function
-- @paramsig message[, callback [, arg]]
-- @param message The message to register for
-- @param callback The callback function to call when the message is triggered (funcref or method, defaults to a method with the event name)
-- @param arg An optional argument to pass to the callback function
--- Unregister a message
-- @name AceEvent:UnregisterMessage
-- @class function
-- @paramsig message
-- @param message The message to unregister
--- Send a message over the AceEvent-3.0 internal message system to other addons registered for this message.
-- @name AceEvent:SendMessage
-- @class function
-- @paramsig message, ...
-- @param message The message to send
-- @param ... Any arguments to the message
-- Embeds AceEvent into the target object making the functions from the mixins list available on target:..
-- @param target target object to embed AceEvent in
function AceEvent:Embed(target)
for k, v in pairs(mixins) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
-- AceEvent:OnEmbedDisable( target )
-- target (object) - target object that is being disabled
--
-- Unregister all events messages etc when the target disables.
-- this method should be called by the target manually or by an addon framework
function AceEvent:OnEmbedDisable(target)
target:UnregisterAllEvents()
target:UnregisterAllMessages()
end
-- Script to fire blizzard events into the event listeners
local events = AceEvent.events
AceEvent.frame:SetScript("OnEvent", function(this, event, ...)
events:Fire(event, ...)
end)
--- Finally: upgrade our old embeds
for target, v in pairs(AceEvent.embeds) do
AceEvent:Embed(target)
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceEvent-3.0.lua"/>
</Ui>

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@@ -0,0 +1,511 @@
--- **AceHook-3.0** offers safe Hooking/Unhooking of functions, methods and frame scripts.
-- Using AceHook-3.0 is recommended when you need to unhook your hooks again, so the hook chain isn't broken
-- when you manually restore the original function.
--
-- **AceHook-3.0** can be embeded into your addon, either explicitly by calling AceHook:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceHook itself.\\
-- It is recommended to embed AceHook, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceHook.
-- @class file
-- @name AceHook-3.0
-- @release $Id$
local ACEHOOK_MAJOR, ACEHOOK_MINOR = "AceHook-3.0", 8
local AceHook, oldminor = LibStub:NewLibrary(ACEHOOK_MAJOR, ACEHOOK_MINOR)
if not AceHook then return end -- No upgrade needed
AceHook.embeded = AceHook.embeded or {}
AceHook.registry = AceHook.registry or setmetatable({}, {__index = function(tbl, key) tbl[key] = {} return tbl[key] end })
AceHook.handlers = AceHook.handlers or {}
AceHook.actives = AceHook.actives or {}
AceHook.scripts = AceHook.scripts or {}
AceHook.onceSecure = AceHook.onceSecure or {}
AceHook.hooks = AceHook.hooks or {}
-- local upvalues
local registry = AceHook.registry
local handlers = AceHook.handlers
local actives = AceHook.actives
local scripts = AceHook.scripts
local onceSecure = AceHook.onceSecure
-- Lua APIs
local pairs, next, type = pairs, next, type
local format = string.format
local assert, error = assert, error
-- WoW APIs
local issecurevariable, hooksecurefunc = issecurevariable, hooksecurefunc
local _G = _G
-- functions for later definition
local donothing, createHook, hook
local protectedScripts = {
OnClick = true,
}
-- upgrading of embeded is done at the bottom of the file
local mixins = {
"Hook", "SecureHook",
"HookScript", "SecureHookScript",
"Unhook", "UnhookAll",
"IsHooked",
"RawHook", "RawHookScript"
}
-- AceHook:Embed( target )
-- target (object) - target object to embed AceHook in
--
-- Embeds AceEevent into the target object making the functions from the mixins list available on target:..
function AceHook:Embed( target )
for k, v in pairs( mixins ) do
target[v] = self[v]
end
self.embeded[target] = true
-- inject the hooks table safely
target.hooks = target.hooks or {}
return target
end
-- AceHook:OnEmbedDisable( target )
-- target (object) - target object that is being disabled
--
-- Unhooks all hooks when the target disables.
-- this method should be called by the target manually or by an addon framework
function AceHook:OnEmbedDisable( target )
target:UnhookAll()
end
function createHook(self, handler, orig, secure, failsafe)
local uid
local method = type(handler) == "string"
if failsafe and not secure then
-- failsafe hook creation
uid = function(...)
if actives[uid] then
if method then
self[handler](self, ...)
else
handler(...)
end
end
return orig(...)
end
-- /failsafe hook
else
-- all other hooks
uid = function(...)
if actives[uid] then
if method then
return self[handler](self, ...)
else
return handler(...)
end
elseif not secure then -- backup on non secure
return orig(...)
end
end
-- /hook
end
return uid
end
function donothing() end
function hook(self, obj, method, handler, script, secure, raw, forceSecure, usage)
if not handler then handler = method end
-- These asserts make sure AceHooks's devs play by the rules.
assert(not script or type(script) == "boolean")
assert(not secure or type(secure) == "boolean")
assert(not raw or type(raw) == "boolean")
assert(not forceSecure or type(forceSecure) == "boolean")
assert(usage)
-- Error checking Battery!
if obj and type(obj) ~= "table" then
error(format("%s: 'object' - nil or table expected got %s", usage, type(obj)), 3)
end
if type(method) ~= "string" then
error(format("%s: 'method' - string expected got %s", usage, type(method)), 3)
end
if type(handler) ~= "string" and type(handler) ~= "function" then
error(format("%s: 'handler' - nil, string, or function expected got %s", usage, type(handler)), 3)
end
if type(handler) == "string" and type(self[handler]) ~= "function" then
error(format("%s: 'handler' - Handler specified does not exist at self[handler]", usage), 3)
end
if script then
if not obj or not obj.GetScript or not obj:HasScript(method) then
error(format("%s: You can only hook a script on a frame object", usage), 3)
end
if not secure and obj.IsProtected and obj:IsProtected() and protectedScripts[method] then
error(format("Cannot hook secure script %q; Use SecureHookScript(obj, method, [handler]) instead.", method), 3)
end
else
local issecure
if obj then
issecure = onceSecure[obj] and onceSecure[obj][method] or issecurevariable(obj, method)
else
issecure = onceSecure[method] or issecurevariable(method)
end
if issecure then
if forceSecure then
if obj then
onceSecure[obj] = onceSecure[obj] or {}
onceSecure[obj][method] = true
else
onceSecure[method] = true
end
elseif not secure then
error(format("%s: Attempt to hook secure function %s. Use `SecureHook' or add `true' to the argument list to override.", usage, method), 3)
end
end
end
local uid
if obj then
uid = registry[self][obj] and registry[self][obj][method]
else
uid = registry[self][method]
end
if uid then
if actives[uid] then
-- Only two sane choices exist here. We either a) error 100% of the time or b) always unhook and then hook
-- choice b would likely lead to odd debuging conditions or other mysteries so we're going with a.
error(format("Attempting to rehook already active hook %s.", method))
end
if handlers[uid] == handler then -- turn on a decative hook, note enclosures break this ability, small memory leak
actives[uid] = true
return
elseif obj then -- is there any reason not to call unhook instead of doing the following several lines?
if self.hooks and self.hooks[obj] then
self.hooks[obj][method] = nil
end
registry[self][obj][method] = nil
else
if self.hooks then
self.hooks[method] = nil
end
registry[self][method] = nil
end
handlers[uid], actives[uid], scripts[uid] = nil, nil, nil
uid = nil
end
local orig
if script then
orig = obj:GetScript(method) or donothing
elseif obj then
orig = obj[method]
else
orig = _G[method]
end
if not orig then
error(format("%s: Attempting to hook a non existing target", usage), 3)
end
uid = createHook(self, handler, orig, secure, not (raw or secure))
if obj then
self.hooks[obj] = self.hooks[obj] or {}
registry[self][obj] = registry[self][obj] or {}
registry[self][obj][method] = uid
if not secure then
self.hooks[obj][method] = orig
end
if script then
if not secure then
obj:SetScript(method, uid)
else
obj:HookScript(method, uid)
end
else
if not secure then
obj[method] = uid
else
hooksecurefunc(obj, method, uid)
end
end
else
registry[self][method] = uid
if not secure then
_G[method] = uid
self.hooks[method] = orig
else
hooksecurefunc(method, uid)
end
end
actives[uid], handlers[uid], scripts[uid] = true, handler, script and true or nil
end
--- Hook a function or a method on an object.
-- The hook created will be a "safe hook", that means that your handler will be called
-- before the hooked function ("Pre-Hook"), and you don't have to call the original function yourself,
-- however you cannot stop the execution of the function, or modify any of the arguments/return values.\\
-- This type of hook is typically used if you need to know if some function got called, and don't want to modify it.
-- @paramsig [object], method, [handler], [hookSecure]
-- @param object The object to hook a method from
-- @param method If object was specified, the name of the method, or the name of the function to hook.
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked function)
-- @param hookSecure If true, AceHook will allow hooking of secure functions.
-- @usage
-- -- create an addon with AceHook embeded
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("HookDemo", "AceHook-3.0")
--
-- function MyAddon:OnEnable()
-- -- Hook ActionButton_UpdateHotkeys, overwriting the secure status
-- self:Hook("ActionButton_UpdateHotkeys", true)
-- end
--
-- function MyAddon:ActionButton_UpdateHotkeys(button, type)
-- print(button:GetName() .. " is updating its HotKey")
-- end
function AceHook:Hook(object, method, handler, hookSecure)
if type(object) == "string" then
method, handler, hookSecure, object = object, method, handler, nil
end
if handler == true then
handler, hookSecure = nil, true
end
hook(self, object, method, handler, false, false, false, hookSecure or false, "Usage: Hook([object], method, [handler], [hookSecure])")
end
--- RawHook a function or a method on an object.
-- The hook created will be a "raw hook", that means that your handler will completly replace
-- the original function, and your handler has to call the original function (or not, depending on your intentions).\\
-- The original function will be stored in `self.hooks[object][method]` or `self.hooks[functionName]` respectively.\\
-- This type of hook can be used for all purposes, and is usually the most common case when you need to modify arguments
-- or want to control execution of the original function.
-- @paramsig [object], method, [handler], [hookSecure]
-- @param object The object to hook a method from
-- @param method If object was specified, the name of the method, or the name of the function to hook.
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked function)
-- @param hookSecure If true, AceHook will allow hooking of secure functions.
-- @usage
-- -- create an addon with AceHook embeded
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("HookDemo", "AceHook-3.0")
--
-- function MyAddon:OnEnable()
-- -- Hook ActionButton_UpdateHotkeys, overwriting the secure status
-- self:RawHook("ActionButton_UpdateHotkeys", true)
-- end
--
-- function MyAddon:ActionButton_UpdateHotkeys(button, type)
-- if button:GetName() == "MyButton" then
-- -- do stuff here
-- else
-- self.hooks.ActionButton_UpdateHotkeys(button, type)
-- end
-- end
function AceHook:RawHook(object, method, handler, hookSecure)
if type(object) == "string" then
method, handler, hookSecure, object = object, method, handler, nil
end
if handler == true then
handler, hookSecure = nil, true
end
hook(self, object, method, handler, false, false, true, hookSecure or false, "Usage: RawHook([object], method, [handler], [hookSecure])")
end
--- SecureHook a function or a method on an object.
-- This function is a wrapper around the `hooksecurefunc` function in the WoW API. Using AceHook
-- extends the functionality of secure hooks, and adds the ability to unhook once the hook isn't
-- required anymore, or the addon is being disabled.\\
-- Secure Hooks should be used if the secure-status of the function is vital to its function,
-- and taint would block execution. Secure Hooks are always called after the original function was called
-- ("Post Hook"), and you cannot modify the arguments, return values or control the execution.
-- @paramsig [object], method, [handler]
-- @param object The object to hook a method from
-- @param method If object was specified, the name of the method, or the name of the function to hook.
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked function)
function AceHook:SecureHook(object, method, handler)
if type(object) == "string" then
method, handler, object = object, method, nil
end
hook(self, object, method, handler, false, true, false, false, "Usage: SecureHook([object], method, [handler])")
end
--- Hook a script handler on a frame.
-- The hook created will be a "safe hook", that means that your handler will be called
-- before the hooked script ("Pre-Hook"), and you don't have to call the original function yourself,
-- however you cannot stop the execution of the function, or modify any of the arguments/return values.\\
-- This is the frame script equivalent of the :Hook safe-hook. It would typically be used to be notified
-- when a certain event happens to a frame.
-- @paramsig frame, script, [handler]
-- @param frame The Frame to hook the script on
-- @param script The script to hook
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked script)
-- @usage
-- -- create an addon with AceHook embeded
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("HookDemo", "AceHook-3.0")
--
-- function MyAddon:OnEnable()
-- -- Hook the OnShow of FriendsFrame
-- self:HookScript(FriendsFrame, "OnShow", "FriendsFrameOnShow")
-- end
--
-- function MyAddon:FriendsFrameOnShow(frame)
-- print("The FriendsFrame was shown!")
-- end
function AceHook:HookScript(frame, script, handler)
hook(self, frame, script, handler, true, false, false, false, "Usage: HookScript(object, method, [handler])")
end
--- RawHook a script handler on a frame.
-- The hook created will be a "raw hook", that means that your handler will completly replace
-- the original script, and your handler has to call the original script (or not, depending on your intentions).\\
-- The original script will be stored in `self.hooks[frame][script]`.\\
-- This type of hook can be used for all purposes, and is usually the most common case when you need to modify arguments
-- or want to control execution of the original script.
-- @paramsig frame, script, [handler]
-- @param frame The Frame to hook the script on
-- @param script The script to hook
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked script)
-- @usage
-- -- create an addon with AceHook embeded
-- MyAddon = LibStub("AceAddon-3.0"):NewAddon("HookDemo", "AceHook-3.0")
--
-- function MyAddon:OnEnable()
-- -- Hook the OnShow of FriendsFrame
-- self:RawHookScript(FriendsFrame, "OnShow", "FriendsFrameOnShow")
-- end
--
-- function MyAddon:FriendsFrameOnShow(frame)
-- -- Call the original function
-- self.hooks[frame].OnShow(frame)
-- -- Do our processing
-- -- .. stuff
-- end
function AceHook:RawHookScript(frame, script, handler)
hook(self, frame, script, handler, true, false, true, false, "Usage: RawHookScript(object, method, [handler])")
end
--- SecureHook a script handler on a frame.
-- This function is a wrapper around the `frame:HookScript` function in the WoW API. Using AceHook
-- extends the functionality of secure hooks, and adds the ability to unhook once the hook isn't
-- required anymore, or the addon is being disabled.\\
-- Secure Hooks should be used if the secure-status of the function is vital to its function,
-- and taint would block execution. Secure Hooks are always called after the original function was called
-- ("Post Hook"), and you cannot modify the arguments, return values or control the execution.
-- @paramsig frame, script, [handler]
-- @param frame The Frame to hook the script on
-- @param script The script to hook
-- @param handler The handler for the hook, a funcref or a method name. (Defaults to the name of the hooked script)
function AceHook:SecureHookScript(frame, script, handler)
hook(self, frame, script, handler, true, true, false, false, "Usage: SecureHookScript(object, method, [handler])")
end
--- Unhook from the specified function, method or script.
-- @paramsig [obj], method
-- @param obj The object or frame to unhook from
-- @param method The name of the method, function or script to unhook from.
function AceHook:Unhook(obj, method)
local usage = "Usage: Unhook([obj], method)"
if type(obj) == "string" then
method, obj = obj, nil
end
if obj and type(obj) ~= "table" then
error(format("%s: 'obj' - expecting nil or table got %s", usage, type(obj)), 2)
end
if type(method) ~= "string" then
error(format("%s: 'method' - expeting string got %s", usage, type(method)), 2)
end
local uid
if obj then
uid = registry[self][obj] and registry[self][obj][method]
else
uid = registry[self][method]
end
if not uid or not actives[uid] then
-- Declining to error on an unneeded unhook since the end effect is the same and this would just be annoying.
return false
end
actives[uid], handlers[uid] = nil, nil
if obj then
registry[self][obj][method] = nil
registry[self][obj] = next(registry[self][obj]) and registry[self][obj] or nil
-- if the hook reference doesnt exist, then its a secure hook, just bail out and dont do any unhooking
if not self.hooks[obj] or not self.hooks[obj][method] then return true end
if scripts[uid] and obj:GetScript(method) == uid then -- unhooks scripts
obj:SetScript(method, self.hooks[obj][method] ~= donothing and self.hooks[obj][method] or nil)
scripts[uid] = nil
elseif obj and self.hooks[obj] and self.hooks[obj][method] and obj[method] == uid then -- unhooks methods
obj[method] = self.hooks[obj][method]
end
self.hooks[obj][method] = nil
self.hooks[obj] = next(self.hooks[obj]) and self.hooks[obj] or nil
else
registry[self][method] = nil
-- if self.hooks[method] doesn't exist, then this is a SecureHook, just bail out
if not self.hooks[method] then return true end
if self.hooks[method] and _G[method] == uid then -- unhooks functions
_G[method] = self.hooks[method]
end
self.hooks[method] = nil
end
return true
end
--- Unhook all existing hooks for this addon.
function AceHook:UnhookAll()
for key, value in pairs(registry[self]) do
if type(key) == "table" then
for method in pairs(value) do
self:Unhook(key, method)
end
else
self:Unhook(key)
end
end
end
--- Check if the specific function, method or script is already hooked.
-- @paramsig [obj], method
-- @param obj The object or frame to unhook from
-- @param method The name of the method, function or script to unhook from.
function AceHook:IsHooked(obj, method)
-- we don't check if registry[self] exists, this is done by evil magicks in the metatable
if type(obj) == "string" then
if registry[self][obj] and actives[registry[self][obj]] then
return true, handlers[registry[self][obj]]
end
else
if registry[self][obj] and registry[self][obj][method] and actives[registry[self][obj][method]] then
return true, handlers[registry[self][obj][method]]
end
end
return false, nil
end
--- Upgrade our old embeded
for target, v in pairs( AceHook.embeded ) do
AceHook:Embed( target )
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceHook-3.0.lua"/>
</Ui>

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--- **AceLocale-3.0** manages localization in addons, allowing for multiple locale to be registered with fallback to the base locale for untranslated strings.
-- @class file
-- @name AceLocale-3.0
-- @release $Id$
local MAJOR,MINOR = "AceLocale-3.0-ElvUI", 8
local AceLocale, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceLocale then return end -- no upgrade needed
-- Lua APIs
local assert, tostring, error, type, pairs = assert, tostring, error, type, pairs
local getmetatable, setmetatable, rawset, rawget = getmetatable, setmetatable, rawset, rawget
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: GAME_LOCALE, geterrorhandler
local gameLocale = GetLocale()
if gameLocale == "enGB" then
gameLocale = "enUS"
end
AceLocale.apps = AceLocale.apps or {} -- array of ["AppName"]=localetableref
AceLocale.appnames = AceLocale.appnames or {} -- array of [localetableref]="AppName"
-- This metatable is used on all tables returned from GetLocale
local readmeta = {
__index = function(self, key) -- requesting totally unknown entries: fire off a nonbreaking error and return key
rawset(self, key, key) -- only need to see the warning once, really
geterrorhandler()(MAJOR..": "..tostring(AceLocale.appnames[self])..": Missing entry for '"..tostring(key).."'")
return key
end
}
-- This metatable is used on all tables returned from GetLocale if the silent flag is true, it does not issue a warning on unknown keys
local readmetasilent = {
__index = function(self, key) -- requesting totally unknown entries: return key
rawset(self, key, key) -- only need to invoke this function once
return key
end
}
-- Remember the locale table being registered right now (it gets set by :NewLocale())
-- NOTE: Do never try to register 2 locale tables at once and mix their definition.
local registering
-- local assert false function
local assertfalse = function() assert(false) end
-- This metatable proxy is used when registering nondefault locales
local writeproxy = setmetatable({}, {
__newindex = function(self, key, value)
rawset(registering, key, value == true and key or value) -- assigning values: replace 'true' with key string
end,
__index = assertfalse
})
-- This metatable proxy is used when registering the default locale.
-- It refuses to overwrite existing values
-- Reason 1: Allows loading locales in any order
-- Reason 2: If 2 modules have the same string, but only the first one to be
-- loaded has a translation for the current locale, the translation
-- doesn't get overwritten.
--
local writedefaultproxy = setmetatable({}, {
__newindex = function(self, key, value)
if not rawget(registering, key) then
rawset(registering, key, value == true and key or value)
end
end,
__index = assertfalse
})
-- ElvUI block
local function BackfillTable(currentTable, defaultTable)
if type(currentTable) ~= 'table' and type(defaultTable) ~= 'table' then
return
end
for option, value in pairs(defaultTable) do
if type(value) == 'table' then
value = BackfillTable(currentTable[option], value)
end
if currentTable[option] ~= defaultTable[option] and currentTable[option] == option then
currentTable[option] = value == true and option or value
end
end
end
-- end block
--- Register a new locale (or extend an existing one) for the specified application.
-- :NewLocale will return a table you can fill your locale into, or nil if the locale isn't needed for the players
-- game locale.
-- @paramsig application, locale[, isDefault[, silent]]
-- @param application Unique name of addon / module
-- @param locale Name of the locale to register, e.g. "enUS", "deDE", etc.
-- @param isDefault If this is the default locale being registered (your addon is written in this language, generally enUS)
-- @param silent If true, the locale will not issue warnings for missing keys. Must be set on the first locale registered. If set to "raw", nils will be returned for unknown keys (no metatable used).
-- @usage
-- -- enUS.lua
-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "enUS", true)
-- L["string1"] = true
--
-- -- deDE.lua
-- local L = LibStub("AceLocale-3.0"):NewLocale("TestLocale", "deDE")
-- if not L then return end
-- L["string1"] = "Zeichenkette1"
function AceLocale:NewLocale(application, locale, isDefault, silent)
local app = AceLocale.apps[application]
if silent and app and getmetatable(app) ~= readmetasilent then
geterrorhandler()("Usage: NewLocale(application, locale[, isDefault[, silent]]): 'silent' must be specified for the first locale registered")
end
if not app then
if silent=="raw" then
app = {}
else
app = setmetatable({}, silent and readmetasilent or readmeta)
end
AceLocale.apps[application] = app
AceLocale.appnames[app] = application
end
-- ElvUI block
if (not app[locale]) or (app[locale] and type(app[locale]) ~= 'table') then
-- app[locale] = setmetatable({}, silent and readmetasilent or readmeta) -- To find missing keys
app[locale] = setmetatable({}, readmetasilent)
end
registering = app[locale] -- remember globally for writeproxy and writedefaultproxy
-- end block
if isDefault and (not app.defaultLocale or app.defaultLocale == 'defaultLocale') then -- ElvUI
app.defaultLocale = locale
return writedefaultproxy
end
return writeproxy
end
--- Returns localizations for the current locale (or default locale if translations are missing).
-- Errors if nothing is registered (spank developer, not just a missing translation)
-- @param application Unique name of addon / module
-- @param silent If true, the locale is optional, silently return nil if it's not found (defaults to false, optional)
-- @return The locale table for the current language.
--- Modified by ElvUI to add `locale` as second arg and the CopyTable section
function AceLocale:GetLocale(application, locale, silent)
if type(locale) == "boolean" then
silent = locale
locale = gameLocale
end
if not silent and not AceLocale.apps[application] then
error("Usage: GetLocale(application[,locale[, silent]]): 'application' - No locales registered for '"..tostring(application).."'", 2)
end
if locale ~= AceLocale.apps[application].defaultLocale then
BackfillTable(AceLocale.apps[application][locale], AceLocale.apps[application][AceLocale.apps[application].defaultLocale])
end
return AceLocale.apps[application][locale] or AceLocale.apps[application][gameLocale] -- Just in case the table doesn't exist it reverts to default
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceLocale-3.0.lua"/>
</Ui>

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--- **AceSerializer-3.0** can serialize any variable (except functions or userdata) into a string format,
-- that can be send over the addon comm channel. AceSerializer was designed to keep all data intact, especially
-- very large numbers or floating point numbers, and table structures. The only caveat currently is, that multiple
-- references to the same table will be send individually.
--
-- **AceSerializer-3.0** can be embeded into your addon, either explicitly by calling AceSerializer:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceSerializer itself.\\
-- It is recommended to embed AceSerializer, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceSerializer.
-- @class file
-- @name AceSerializer-3.0
-- @release $Id$
local MAJOR,MINOR = "AceSerializer-3.0", 5
local AceSerializer, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceSerializer then return end
-- Lua APIs
local strbyte, strchar, gsub, gmatch, format = string.byte, string.char, string.gsub, string.gmatch, string.format
local assert, error, pcall = assert, error, pcall
local type, tostring, tonumber = type, tostring, tonumber
local pairs, select, frexp = pairs, select, math.frexp
local tconcat = table.concat
-- quick copies of string representations of wonky numbers
local inf = math.huge
local serNaN -- can't do this in 4.3, see ace3 ticket 268
local serInf, serInfMac = "1.#INF", "inf"
local serNegInf, serNegInfMac = "-1.#INF", "-inf"
-- Serialization functions
local function SerializeStringHelper(ch) -- Used by SerializeValue for strings
-- We use \126 ("~") as an escape character for all nonprints plus a few more
local n = strbyte(ch)
if n==30 then -- v3 / ticket 115: catch a nonprint that ends up being "~^" when encoded... DOH
return "\126\122"
elseif n<=32 then -- nonprint + space
return "\126"..strchar(n+64)
elseif n==94 then -- value separator
return "\126\125"
elseif n==126 then -- our own escape character
return "\126\124"
elseif n==127 then -- nonprint (DEL)
return "\126\123"
else
assert(false) -- can't be reached if caller uses a sane regex
end
end
local function SerializeValue(v, res, nres)
-- We use "^" as a value separator, followed by one byte for type indicator
local t=type(v)
if t=="string" then -- ^S = string (escaped to remove nonprints, "^"s, etc)
res[nres+1] = "^S"
res[nres+2] = gsub(v,"[%c \94\126\127]", SerializeStringHelper)
nres=nres+2
elseif t=="number" then -- ^N = number (just tostring()ed) or ^F (float components)
local str = tostring(v)
if tonumber(str)==v --[[not in 4.3 or str==serNaN]] then
-- translates just fine, transmit as-is
res[nres+1] = "^N"
res[nres+2] = str
nres=nres+2
elseif v == inf or v == -inf then
res[nres+1] = "^N"
res[nres+2] = v == inf and serInf or serNegInf
nres=nres+2
else
local m,e = frexp(v)
res[nres+1] = "^F"
res[nres+2] = format("%.0f",m*2^53) -- force mantissa to become integer (it's originally 0.5--0.9999)
res[nres+3] = "^f"
res[nres+4] = tostring(e-53) -- adjust exponent to counteract mantissa manipulation
nres=nres+4
end
elseif t=="table" then -- ^T...^t = table (list of key,value pairs)
nres=nres+1
res[nres] = "^T"
for k,v in pairs(v) do
nres = SerializeValue(k, res, nres)
nres = SerializeValue(v, res, nres)
end
nres=nres+1
res[nres] = "^t"
elseif t=="boolean" then -- ^B = true, ^b = false
nres=nres+1
if v then
res[nres] = "^B" -- true
else
res[nres] = "^b" -- false
end
elseif t=="nil" then -- ^Z = nil (zero, "N" was taken :P)
nres=nres+1
res[nres] = "^Z"
else
error(MAJOR..": Cannot serialize a value of type '"..t.."'") -- can't produce error on right level, this is wildly recursive
end
return nres
end
local serializeTbl = { "^1" } -- "^1" = Hi, I'm data serialized by AceSerializer protocol rev 1
--- Serialize the data passed into the function.
-- Takes a list of values (strings, numbers, booleans, nils, tables)
-- and returns it in serialized form (a string).\\
-- May throw errors on invalid data types.
-- @param ... List of values to serialize
-- @return The data in its serialized form (string)
function AceSerializer:Serialize(...)
local nres = 1
for i=1,select("#", ...) do
local v = select(i, ...)
nres = SerializeValue(v, serializeTbl, nres)
end
serializeTbl[nres+1] = "^^" -- "^^" = End of serialized data
return tconcat(serializeTbl, "", 1, nres+1)
end
-- Deserialization functions
local function DeserializeStringHelper(escape)
if escape<"~\122" then
return strchar(strbyte(escape,2,2)-64)
elseif escape=="~\122" then -- v3 / ticket 115: special case encode since 30+64=94 ("^") - OOPS.
return "\030"
elseif escape=="~\123" then
return "\127"
elseif escape=="~\124" then
return "\126"
elseif escape=="~\125" then
return "\94"
end
error("DeserializeStringHelper got called for '"..escape.."'?!?") -- can't be reached unless regex is screwed up
end
local function DeserializeNumberHelper(number)
--[[ not in 4.3 if number == serNaN then
return 0/0
else]]if number == serNegInf or number == serNegInfMac then
return -inf
elseif number == serInf or number == serInfMac then
return inf
else
return tonumber(number)
end
end
-- DeserializeValue: worker function for :Deserialize()
-- It works in two modes:
-- Main (top-level) mode: Deserialize a list of values and return them all
-- Recursive (table) mode: Deserialize only a single value (_may_ of course be another table with lots of subvalues in it)
--
-- The function _always_ works recursively due to having to build a list of values to return
--
-- Callers are expected to pcall(DeserializeValue) to trap errors
local function DeserializeValue(iter,single,ctl,data)
if not single then
ctl,data = iter()
end
if not ctl then
error("Supplied data misses AceSerializer terminator ('^^')")
end
if ctl=="^^" then
-- ignore extraneous data
return
end
local res
if ctl=="^S" then
res = gsub(data, "~.", DeserializeStringHelper)
elseif ctl=="^N" then
res = DeserializeNumberHelper(data)
if not res then
error("Invalid serialized number: '"..tostring(data).."'")
end
elseif ctl=="^F" then -- ^F<mantissa>^f<exponent>
local ctl2,e = iter()
if ctl2~="^f" then
error("Invalid serialized floating-point number, expected '^f', not '"..tostring(ctl2).."'")
end
local m=tonumber(data)
e=tonumber(e)
if not (m and e) then
error("Invalid serialized floating-point number, expected mantissa and exponent, got '"..tostring(m).."' and '"..tostring(e).."'")
end
res = m*(2^e)
elseif ctl=="^B" then -- yeah yeah ignore data portion
res = true
elseif ctl=="^b" then -- yeah yeah ignore data portion
res = false
elseif ctl=="^Z" then -- yeah yeah ignore data portion
res = nil
elseif ctl=="^T" then
-- ignore ^T's data, future extensibility?
res = {}
local k,v
while true do
ctl,data = iter()
if ctl=="^t" then break end -- ignore ^t's data
k = DeserializeValue(iter,true,ctl,data)
if k==nil then
error("Invalid AceSerializer table format (no table end marker)")
end
ctl,data = iter()
v = DeserializeValue(iter,true,ctl,data)
if v==nil then
error("Invalid AceSerializer table format (no table end marker)")
end
res[k]=v
end
else
error("Invalid AceSerializer control code '"..ctl.."'")
end
if not single then
return res,DeserializeValue(iter)
else
return res
end
end
--- Deserializes the data into its original values.
-- Accepts serialized data, ignoring all control characters and whitespace.
-- @param str The serialized data (from :Serialize)
-- @return true followed by a list of values, OR false followed by an error message
function AceSerializer:Deserialize(str)
str = gsub(str, "[%c ]", "") -- ignore all control characters; nice for embedding in email and stuff
local iter = gmatch(str, "(^.)([^^]*)") -- Any ^x followed by string of non-^
local ctl,data = iter()
if not ctl or ctl~="^1" then
-- we purposefully ignore the data portion of the start code, it can be used as an extension mechanism
return false, "Supplied data is not AceSerializer data (rev 1)"
end
return pcall(DeserializeValue, iter)
end
----------------------------------------
-- Base library stuff
----------------------------------------
AceSerializer.internals = { -- for test scripts
SerializeValue = SerializeValue,
SerializeStringHelper = SerializeStringHelper,
}
local mixins = {
"Serialize",
"Deserialize",
}
AceSerializer.embeds = AceSerializer.embeds or {}
function AceSerializer:Embed(target)
for k, v in pairs(mixins) do
target[v] = self[v]
end
self.embeds[target] = true
return target
end
-- Update embeds
for target, v in pairs(AceSerializer.embeds) do
AceSerializer:Embed(target)
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceSerializer-3.0.lua"/>
</Ui>

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--- **AceTimer-3.0** provides a central facility for registering timers.
-- AceTimer supports one-shot timers and repeating timers. All timers are stored in an efficient
-- data structure that allows easy dispatching and fast rescheduling. Timers can be registered
-- or canceled at any time, even from within a running timer, without conflict or large overhead.\\
-- AceTimer is currently limited to firing timers at a frequency of 0.01s as this is what the WoW timer API
-- restricts us to.
--
-- All `:Schedule` functions will return a handle to the current timer, which you will need to store if you
-- need to cancel the timer you just registered.
--
-- **AceTimer-3.0** can be embeded into your addon, either explicitly by calling AceTimer:Embed(MyAddon) or by
-- specifying it as an embeded library in your AceAddon. All functions will be available on your addon object
-- and can be accessed directly, without having to explicitly call AceTimer itself.\\
-- It is recommended to embed AceTimer, otherwise you'll have to specify a custom `self` on all calls you
-- make into AceTimer.
-- @class file
-- @name AceTimer-3.0
-- @release $Id$
local MAJOR, MINOR = "AceTimer-3.0", 17 -- Bump minor on changes
local AceTimer, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not AceTimer then return end -- No upgrade needed
AceTimer.activeTimers = AceTimer.activeTimers or {} -- Active timer list
local activeTimers = AceTimer.activeTimers -- Upvalue our private data
-- Lua APIs
local type, unpack, next, error, select = type, unpack, next, error, select
-- WoW APIs
local GetTime, C_TimerAfter = GetTime, C_Timer.After
local function new(self, loop, func, delay, ...)
if delay < 0.01 then
delay = 0.01 -- Restrict to the lowest time that the C_Timer API allows us
end
local timer = {
object = self,
func = func,
looping = loop,
argsCount = select("#", ...),
delay = delay,
ends = GetTime() + delay,
...
}
activeTimers[timer] = timer
-- Create new timer closure to wrap the "timer" object
timer.callback = function()
if not timer.cancelled then
if type(timer.func) == "string" then
-- We manually set the unpack count to prevent issues with an arg set that contains nil and ends with nil
-- e.g. local t = {1, 2, nil, 3, nil} print(#t) will result in 2, instead of 5. This fixes said issue.
timer.object[timer.func](timer.object, unpack(timer, 1, timer.argsCount))
else
timer.func(unpack(timer, 1, timer.argsCount))
end
if timer.looping and not timer.cancelled then
-- Compensate delay to get a perfect average delay, even if individual times don't match up perfectly
-- due to fps differences
local time = GetTime()
local delay = timer.delay - (time - timer.ends)
-- Ensure the delay doesn't go below the threshold
if delay < 0.01 then delay = 0.01 end
C_TimerAfter(delay, timer.callback)
timer.ends = time + delay
else
activeTimers[timer.handle or timer] = nil
end
end
end
C_TimerAfter(delay, timer.callback)
return timer
end
--- Schedule a new one-shot timer.
-- The timer will fire once in `delay` seconds, unless canceled before.
-- @param callback Callback function for the timer pulse (funcref or method name).
-- @param delay Delay for the timer, in seconds.
-- @param ... An optional, unlimited amount of arguments to pass to the callback function.
-- @usage
-- MyAddOn = LibStub("AceAddon-3.0"):NewAddon("MyAddOn", "AceTimer-3.0")
--
-- function MyAddOn:OnEnable()
-- self:ScheduleTimer("TimerFeedback", 5)
-- end
--
-- function MyAddOn:TimerFeedback()
-- print("5 seconds passed")
-- end
function AceTimer:ScheduleTimer(func, delay, ...)
if not func or not delay then
error(MAJOR..": ScheduleTimer(callback, delay, args...): 'callback' and 'delay' must have set values.", 2)
end
if type(func) == "string" then
if type(self) ~= "table" then
error(MAJOR..": ScheduleTimer(callback, delay, args...): 'self' - must be a table.", 2)
elseif not self[func] then
error(MAJOR..": ScheduleTimer(callback, delay, args...): Tried to register '"..func.."' as the callback, but it doesn't exist in the module.", 2)
end
end
return new(self, nil, func, delay, ...)
end
--- Schedule a repeating timer.
-- The timer will fire every `delay` seconds, until canceled.
-- @param callback Callback function for the timer pulse (funcref or method name).
-- @param delay Delay for the timer, in seconds.
-- @param ... An optional, unlimited amount of arguments to pass to the callback function.
-- @usage
-- MyAddOn = LibStub("AceAddon-3.0"):NewAddon("MyAddOn", "AceTimer-3.0")
--
-- function MyAddOn:OnEnable()
-- self.timerCount = 0
-- self.testTimer = self:ScheduleRepeatingTimer("TimerFeedback", 5)
-- end
--
-- function MyAddOn:TimerFeedback()
-- self.timerCount = self.timerCount + 1
-- print(("%d seconds passed"):format(5 * self.timerCount))
-- -- run 30 seconds in total
-- if self.timerCount == 6 then
-- self:CancelTimer(self.testTimer)
-- end
-- end
function AceTimer:ScheduleRepeatingTimer(func, delay, ...)
if not func or not delay then
error(MAJOR..": ScheduleRepeatingTimer(callback, delay, args...): 'callback' and 'delay' must have set values.", 2)
end
if type(func) == "string" then
if type(self) ~= "table" then
error(MAJOR..": ScheduleRepeatingTimer(callback, delay, args...): 'self' - must be a table.", 2)
elseif not self[func] then
error(MAJOR..": ScheduleRepeatingTimer(callback, delay, args...): Tried to register '"..func.."' as the callback, but it doesn't exist in the module.", 2)
end
end
return new(self, true, func, delay, ...)
end
--- Cancels a timer with the given id, registered by the same addon object as used for `:ScheduleTimer`
-- Both one-shot and repeating timers can be canceled with this function, as long as the `id` is valid
-- and the timer has not fired yet or was canceled before.
-- @param id The id of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer`
function AceTimer:CancelTimer(id)
local timer = activeTimers[id]
if not timer then
return false
else
timer.cancelled = true
activeTimers[id] = nil
return true
end
end
--- Cancels all timers registered to the current addon object ('self')
function AceTimer:CancelAllTimers()
for k,v in next, activeTimers do
if v.object == self then
AceTimer.CancelTimer(self, k)
end
end
end
--- Returns the time left for a timer with the given id, registered by the current addon object ('self').
-- This function will return 0 when the id is invalid.
-- @param id The id of the timer, as returned by `:ScheduleTimer` or `:ScheduleRepeatingTimer`
-- @return The time left on the timer.
function AceTimer:TimeLeft(id)
local timer = activeTimers[id]
if not timer then
return 0
else
return timer.ends - GetTime()
end
end
-- ---------------------------------------------------------------------
-- Upgrading
-- Upgrade from old hash-bucket based timers to C_Timer.After timers.
if oldminor and oldminor < 10 then
-- disable old timer logic
AceTimer.frame:SetScript("OnUpdate", nil)
AceTimer.frame:SetScript("OnEvent", nil)
AceTimer.frame:UnregisterAllEvents()
-- convert timers
for object,timers in next, AceTimer.selfs do
for handle,timer in next, timers do
if type(timer) == "table" and timer.callback then
local newTimer
if timer.delay then
newTimer = AceTimer.ScheduleRepeatingTimer(timer.object, timer.callback, timer.delay, timer.arg)
else
newTimer = AceTimer.ScheduleTimer(timer.object, timer.callback, timer.when - GetTime(), timer.arg)
end
-- Use the old handle for old timers
activeTimers[newTimer] = nil
activeTimers[handle] = newTimer
newTimer.handle = handle
end
end
end
AceTimer.selfs = nil
AceTimer.hash = nil
AceTimer.debug = nil
elseif oldminor and oldminor < 17 then
-- Upgrade from old animation based timers to C_Timer.After timers.
AceTimer.inactiveTimers = nil
AceTimer.frame = nil
local oldTimers = AceTimer.activeTimers
-- Clear old timer table and update upvalue
AceTimer.activeTimers = {}
activeTimers = AceTimer.activeTimers
for handle, timer in next, oldTimers do
local newTimer
-- Stop the old timer animation
local duration, elapsed = timer:GetDuration(), timer:GetElapsed()
timer:GetParent():Stop()
if timer.looping then
newTimer = AceTimer.ScheduleRepeatingTimer(timer.object, timer.func, duration, unpack(timer.args, 1, timer.argsCount))
else
newTimer = AceTimer.ScheduleTimer(timer.object, timer.func, duration - elapsed, unpack(timer.args, 1, timer.argsCount))
end
-- Use the old handle for old timers
activeTimers[newTimer] = nil
activeTimers[handle] = newTimer
newTimer.handle = handle
end
-- Migrate transitional handles
if oldminor < 13 and AceTimer.hashCompatTable then
for handle, id in next, AceTimer.hashCompatTable do
local t = activeTimers[id]
if t then
activeTimers[id] = nil
activeTimers[handle] = t
t.handle = handle
end
end
AceTimer.hashCompatTable = nil
end
end
-- ---------------------------------------------------------------------
-- Embed handling
AceTimer.embeds = AceTimer.embeds or {}
local mixins = {
"ScheduleTimer", "ScheduleRepeatingTimer",
"CancelTimer", "CancelAllTimers",
"TimeLeft"
}
function AceTimer:Embed(target)
AceTimer.embeds[target] = true
for _,v in next, mixins do
target[v] = AceTimer[v]
end
return target
end
-- AceTimer:OnEmbedDisable(target)
-- target (object) - target object that AceTimer is embedded in.
--
-- cancel all timers registered for the object
function AceTimer:OnEmbedDisable(target)
target:CancelAllTimers()
end
for addon in next, AceTimer.embeds do
AceTimer:Embed(addon)
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="AceTimer-3.0.lua"/>
</Ui>

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--[[ $Id$ ]]
local MAJOR, MINOR = "CallbackHandler-1.0", 7
local CallbackHandler = LibStub:NewLibrary(MAJOR, MINOR)
if not CallbackHandler then return end -- No upgrade needed
local meta = {__index = function(tbl, key) tbl[key] = {} return tbl[key] end}
-- Lua APIs
local tconcat = table.concat
local assert, error, loadstring = assert, error, loadstring
local setmetatable, rawset, rawget = setmetatable, rawset, rawget
local next, select, pairs, type, tostring = next, select, pairs, type, tostring
-- Global vars/functions that we don't upvalue since they might get hooked, or upgraded
-- List them here for Mikk's FindGlobals script
-- GLOBALS: geterrorhandler
local xpcall = xpcall
local function errorhandler(err)
return geterrorhandler()(err)
end
local function Dispatch(handlers, ...)
local index, method = next(handlers)
if not method then return end
repeat
xpcall(method, errorhandler, ...)
index, method = next(handlers, index)
until not method
end
--------------------------------------------------------------------------
-- CallbackHandler:New
--
-- target - target object to embed public APIs in
-- RegisterName - name of the callback registration API, default "RegisterCallback"
-- UnregisterName - name of the callback unregistration API, default "UnregisterCallback"
-- UnregisterAllName - name of the API to unregister all callbacks, default "UnregisterAllCallbacks". false == don't publish this API.
function CallbackHandler:New(target, RegisterName, UnregisterName, UnregisterAllName)
RegisterName = RegisterName or "RegisterCallback"
UnregisterName = UnregisterName or "UnregisterCallback"
if UnregisterAllName==nil then -- false is used to indicate "don't want this method"
UnregisterAllName = "UnregisterAllCallbacks"
end
-- we declare all objects and exported APIs inside this closure to quickly gain access
-- to e.g. function names, the "target" parameter, etc
-- Create the registry object
local events = setmetatable({}, meta)
local registry = { recurse=0, events=events }
-- registry:Fire() - fires the given event/message into the registry
function registry:Fire(eventname, ...)
if not rawget(events, eventname) or not next(events[eventname]) then return end
local oldrecurse = registry.recurse
registry.recurse = oldrecurse + 1
Dispatch(events[eventname], eventname, ...)
registry.recurse = oldrecurse
if registry.insertQueue and oldrecurse==0 then
-- Something in one of our callbacks wanted to register more callbacks; they got queued
for eventname,callbacks in pairs(registry.insertQueue) do
local first = not rawget(events, eventname) or not next(events[eventname]) -- test for empty before. not test for one member after. that one member may have been overwritten.
for self,func in pairs(callbacks) do
events[eventname][self] = func
-- fire OnUsed callback?
if first and registry.OnUsed then
registry.OnUsed(registry, target, eventname)
first = nil
end
end
end
registry.insertQueue = nil
end
end
-- Registration of a callback, handles:
-- self["method"], leads to self["method"](self, ...)
-- self with function ref, leads to functionref(...)
-- "addonId" (instead of self) with function ref, leads to functionref(...)
-- all with an optional arg, which, if present, gets passed as first argument (after self if present)
target[RegisterName] = function(self, eventname, method, ... --[[actually just a single arg]])
if type(eventname) ~= "string" then
error("Usage: "..RegisterName.."(eventname, method[, arg]): 'eventname' - string expected.", 2)
end
method = method or eventname
local first = not rawget(events, eventname) or not next(events[eventname]) -- test for empty before. not test for one member after. that one member may have been overwritten.
if type(method) ~= "string" and type(method) ~= "function" then
error("Usage: "..RegisterName.."(\"eventname\", \"methodname\"): 'methodname' - string or function expected.", 2)
end
local regfunc
if type(method) == "string" then
-- self["method"] calling style
if type(self) ~= "table" then
error("Usage: "..RegisterName.."(\"eventname\", \"methodname\"): self was not a table?", 2)
elseif self==target then
error("Usage: "..RegisterName.."(\"eventname\", \"methodname\"): do not use Library:"..RegisterName.."(), use your own 'self'", 2)
elseif type(self[method]) ~= "function" then
error("Usage: "..RegisterName.."(\"eventname\", \"methodname\"): 'methodname' - method '"..tostring(method).."' not found on self.", 2)
end
if select("#",...)>=1 then -- this is not the same as testing for arg==nil!
local arg=select(1,...)
regfunc = function(...) self[method](self,arg,...) end
else
regfunc = function(...) self[method](self,...) end
end
else
-- function ref with self=object or self="addonId" or self=thread
if type(self)~="table" and type(self)~="string" and type(self)~="thread" then
error("Usage: "..RegisterName.."(self or \"addonId\", eventname, method): 'self or addonId': table or string or thread expected.", 2)
end
if select("#",...)>=1 then -- this is not the same as testing for arg==nil!
local arg=select(1,...)
regfunc = function(...) method(arg,...) end
else
regfunc = method
end
end
if events[eventname][self] or registry.recurse<1 then
-- if registry.recurse<1 then
-- we're overwriting an existing entry, or not currently recursing. just set it.
events[eventname][self] = regfunc
-- fire OnUsed callback?
if registry.OnUsed and first then
registry.OnUsed(registry, target, eventname)
end
else
-- we're currently processing a callback in this registry, so delay the registration of this new entry!
-- yes, we're a bit wasteful on garbage, but this is a fringe case, so we're picking low implementation overhead over garbage efficiency
registry.insertQueue = registry.insertQueue or setmetatable({},meta)
registry.insertQueue[eventname][self] = regfunc
end
end
-- Unregister a callback
target[UnregisterName] = function(self, eventname)
if not self or self==target then
error("Usage: "..UnregisterName.."(eventname): bad 'self'", 2)
end
if type(eventname) ~= "string" then
error("Usage: "..UnregisterName.."(eventname): 'eventname' - string expected.", 2)
end
if rawget(events, eventname) and events[eventname][self] then
events[eventname][self] = nil
-- Fire OnUnused callback?
if registry.OnUnused and not next(events[eventname]) then
registry.OnUnused(registry, target, eventname)
end
end
if registry.insertQueue and rawget(registry.insertQueue, eventname) and registry.insertQueue[eventname][self] then
registry.insertQueue[eventname][self] = nil
end
end
-- OPTIONAL: Unregister all callbacks for given selfs/addonIds
if UnregisterAllName then
target[UnregisterAllName] = function(...)
if select("#",...)<1 then
error("Usage: "..UnregisterAllName.."([whatFor]): missing 'self' or \"addonId\" to unregister events for.", 2)
end
if select("#",...)==1 and ...==target then
error("Usage: "..UnregisterAllName.."([whatFor]): supply a meaningful 'self' or \"addonId\"", 2)
end
for i=1,select("#",...) do
local self = select(i,...)
if registry.insertQueue then
for eventname, callbacks in pairs(registry.insertQueue) do
if callbacks[self] then
callbacks[self] = nil
end
end
end
for eventname, callbacks in pairs(events) do
if callbacks[self] then
callbacks[self] = nil
-- Fire OnUnused callback?
if registry.OnUnused and not next(callbacks) then
registry.OnUnused(registry, target, eventname)
end
end
end
end
end
end
return registry
end
-- CallbackHandler purposefully does NOT do explicit embedding. Nor does it
-- try to upgrade old implicit embeds since the system is selfcontained and
-- relies on closures to work.

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="CallbackHandler-1.0.lua"/>
</Ui>

View File

@@ -0,0 +1,29 @@
Copyright (c) 2007, Ace3 Development Team
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Redistribution of a stand alone version is strictly prohibited without
prior written authorization from the Lead of the Ace3 Development Team.
* Neither the name of the Ace3 Development Team nor the names of its contributors
may be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

View File

@@ -0,0 +1,30 @@
-- LibStub is a simple versioning stub meant for use in Libraries. http://www.wowace.com/wiki/LibStub for more info
-- LibStub is hereby placed in the Public Domain Credits: Kaelten, Cladhaire, ckknight, Mikk, Ammo, Nevcairiel, joshborke
local LIBSTUB_MAJOR, LIBSTUB_MINOR = "LibStub", 2 -- NEVER MAKE THIS AN SVN REVISION! IT NEEDS TO BE USABLE IN ALL REPOS!
local LibStub = _G[LIBSTUB_MAJOR]
if not LibStub or LibStub.minor < LIBSTUB_MINOR then
LibStub = LibStub or {libs = {}, minors = {} }
_G[LIBSTUB_MAJOR] = LibStub
LibStub.minor = LIBSTUB_MINOR
function LibStub:NewLibrary(major, minor)
assert(type(major) == "string", "Bad argument #2 to `NewLibrary' (string expected)")
minor = assert(tonumber(strmatch(minor, "%d+")), "Minor version must either be a number or contain a number.")
local oldminor = self.minors[major]
if oldminor and oldminor >= minor then return nil end
self.minors[major], self.libs[major] = minor, self.libs[major] or {}
return self.libs[major], oldminor
end
function LibStub:GetLibrary(major, silent)
if not self.libs[major] and not silent then
error(("Cannot find a library instance of %q."):format(tostring(major)), 2)
end
return self.libs[major], self.minors[major]
end
function LibStub:IterateLibraries() return pairs(self.libs) end
setmetatable(LibStub, { __call = LibStub.GetLibrary })
end

File diff suppressed because it is too large Load Diff

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="LibButtonGlow-1.0\LibButtonGlow-1.0.lua"/>
<Script file="LibActionButton-1.0.lua"/>
</Ui>

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@@ -0,0 +1,256 @@
--[[
Copyright (c) 2015-2020, Hendrik "nevcairiel" Leppkes <h.leppkes@gmail.com>
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Neither the name of the developer nor the names of its contributors
may be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
]]
local MAJOR_VERSION = "LibButtonGlow-1.0"
local MINOR_VERSION = 7
if not LibStub then error(MAJOR_VERSION .. " requires LibStub.") end
local lib, oldversion = LibStub:NewLibrary(MAJOR_VERSION, MINOR_VERSION)
if not lib then return end
local Masque = LibStub("Masque", true)
lib.unusedOverlays = lib.unusedOverlays or {}
lib.numOverlays = lib.numOverlays or 0
local tinsert, tremove, tostring = table.insert, table.remove, tostring
local function OverlayGlowAnimOutFinished(animGroup)
local overlay = animGroup:GetParent()
local frame = overlay:GetParent()
overlay:Hide()
tinsert(lib.unusedOverlays, overlay)
frame.__LBGoverlay = nil
end
local function OverlayGlow_OnHide(self)
if self.animOut:IsPlaying() then
self.animOut:Stop()
OverlayGlowAnimOutFinished(self.animOut)
end
end
local function OverlayGlow_OnUpdate(self, elapsed)
AnimateTexCoords(self.ants, 256, 256, 48, 48, 22, elapsed, 0.01)
local cooldown = self:GetParent().cooldown
-- we need some threshold to avoid dimming the glow during the gdc
-- (using 1500 exactly seems risky, what if casting speed is slowed or something?)
if cooldown and cooldown:IsShown() and cooldown:GetCooldownDuration() > 3000 then
self:SetAlpha(0.5)
else
self:SetAlpha(1.0)
end
end
local function CreateScaleAnim(group, target, order, duration, x, y, delay)
local scale = group:CreateAnimation("Scale")
scale:SetTarget(target:GetName())
scale:SetOrder(order)
scale:SetDuration(duration)
scale:SetScale(x, y)
if delay then
scale:SetStartDelay(delay)
end
end
local function CreateAlphaAnim(group, target, order, duration, fromAlpha, toAlpha, delay)
local alpha = group:CreateAnimation("Alpha")
alpha:SetTarget(target:GetName())
alpha:SetOrder(order)
alpha:SetDuration(duration)
alpha:SetFromAlpha(fromAlpha)
alpha:SetToAlpha(toAlpha)
if delay then
alpha:SetStartDelay(delay)
end
end
local function AnimIn_OnPlay(group)
local frame = group:GetParent()
local frameWidth, frameHeight = frame:GetSize()
frame.spark:SetSize(frameWidth, frameHeight)
frame.spark:SetAlpha(0.3)
frame.innerGlow:SetSize(frameWidth / 2, frameHeight / 2)
frame.innerGlow:SetAlpha(1.0)
frame.innerGlowOver:SetAlpha(1.0)
frame.outerGlow:SetSize(frameWidth * 2, frameHeight * 2)
frame.outerGlow:SetAlpha(1.0)
frame.outerGlowOver:SetAlpha(1.0)
frame.ants:SetSize(frameWidth * 0.85, frameHeight * 0.85)
frame.ants:SetAlpha(0)
frame:Show()
end
local function AnimIn_OnFinished(group)
local frame = group:GetParent()
local frameWidth, frameHeight = frame:GetSize()
frame.spark:SetAlpha(0)
frame.innerGlow:SetAlpha(0)
frame.innerGlow:SetSize(frameWidth, frameHeight)
frame.innerGlowOver:SetAlpha(0.0)
frame.outerGlow:SetSize(frameWidth, frameHeight)
frame.outerGlowOver:SetAlpha(0.0)
frame.outerGlowOver:SetSize(frameWidth, frameHeight)
frame.ants:SetAlpha(1.0)
end
local function CreateOverlayGlow()
lib.numOverlays = lib.numOverlays + 1
-- create frame and textures
local name = "ButtonGlowOverlay" .. tostring(lib.numOverlays)
local overlay = CreateFrame("Frame", name, UIParent)
-- spark
overlay.spark = overlay:CreateTexture(name .. "Spark", "BACKGROUND")
overlay.spark:SetPoint("CENTER")
overlay.spark:SetAlpha(0)
overlay.spark:SetTexture([[Interface\SpellActivationOverlay\IconAlert]])
overlay.spark:SetTexCoord(0.00781250, 0.61718750, 0.00390625, 0.26953125)
-- inner glow
overlay.innerGlow = overlay:CreateTexture(name .. "InnerGlow", "ARTWORK")
overlay.innerGlow:SetPoint("CENTER")
overlay.innerGlow:SetAlpha(0)
overlay.innerGlow:SetTexture([[Interface\SpellActivationOverlay\IconAlert]])
overlay.innerGlow:SetTexCoord(0.00781250, 0.50781250, 0.27734375, 0.52734375)
-- inner glow over
overlay.innerGlowOver = overlay:CreateTexture(name .. "InnerGlowOver", "ARTWORK")
overlay.innerGlowOver:SetPoint("TOPLEFT", overlay.innerGlow, "TOPLEFT")
overlay.innerGlowOver:SetPoint("BOTTOMRIGHT", overlay.innerGlow, "BOTTOMRIGHT")
overlay.innerGlowOver:SetAlpha(0)
overlay.innerGlowOver:SetTexture([[Interface\SpellActivationOverlay\IconAlert]])
overlay.innerGlowOver:SetTexCoord(0.00781250, 0.50781250, 0.53515625, 0.78515625)
-- outer glow
overlay.outerGlow = overlay:CreateTexture(name .. "OuterGlow", "ARTWORK")
overlay.outerGlow:SetPoint("CENTER")
overlay.outerGlow:SetAlpha(0)
overlay.outerGlow:SetTexture([[Interface\SpellActivationOverlay\IconAlert]])
overlay.outerGlow:SetTexCoord(0.00781250, 0.50781250, 0.27734375, 0.52734375)
-- outer glow over
overlay.outerGlowOver = overlay:CreateTexture(name .. "OuterGlowOver", "ARTWORK")
overlay.outerGlowOver:SetPoint("TOPLEFT", overlay.outerGlow, "TOPLEFT")
overlay.outerGlowOver:SetPoint("BOTTOMRIGHT", overlay.outerGlow, "BOTTOMRIGHT")
overlay.outerGlowOver:SetAlpha(0)
overlay.outerGlowOver:SetTexture([[Interface\SpellActivationOverlay\IconAlert]])
overlay.outerGlowOver:SetTexCoord(0.00781250, 0.50781250, 0.53515625, 0.78515625)
-- ants
overlay.ants = overlay:CreateTexture(name .. "Ants", "OVERLAY")
overlay.ants:SetPoint("CENTER")
overlay.ants:SetAlpha(0)
overlay.ants:SetTexture([[Interface\SpellActivationOverlay\IconAlertAnts]])
-- setup antimations
overlay.animIn = overlay:CreateAnimationGroup()
CreateScaleAnim(overlay.animIn, overlay.spark, 1, 0.2, 1.5, 1.5)
CreateAlphaAnim(overlay.animIn, overlay.spark, 1, 0.2, 0, 1)
CreateScaleAnim(overlay.animIn, overlay.innerGlow, 1, 0.3, 2, 2)
CreateScaleAnim(overlay.animIn, overlay.innerGlowOver, 1, 0.3, 2, 2)
CreateAlphaAnim(overlay.animIn, overlay.innerGlowOver, 1, 0.3, 1, 0)
CreateScaleAnim(overlay.animIn, overlay.outerGlow, 1, 0.3, 0.5, 0.5)
CreateScaleAnim(overlay.animIn, overlay.outerGlowOver, 1, 0.3, 0.5, 0.5)
CreateAlphaAnim(overlay.animIn, overlay.outerGlowOver, 1, 0.3, 1, 0)
CreateScaleAnim(overlay.animIn, overlay.spark, 1, 0.2, 2/3, 2/3, 0.2)
CreateAlphaAnim(overlay.animIn, overlay.spark, 1, 0.2, 1, 0, 0.2)
CreateAlphaAnim(overlay.animIn, overlay.innerGlow, 1, 0.2, 1, 0, 0.3)
CreateAlphaAnim(overlay.animIn, overlay.ants, 1, 0.2, 0, 1, 0.3)
overlay.animIn:SetScript("OnPlay", AnimIn_OnPlay)
overlay.animIn:SetScript("OnFinished", AnimIn_OnFinished)
overlay.animOut = overlay:CreateAnimationGroup()
CreateAlphaAnim(overlay.animOut, overlay.outerGlowOver, 1, 0.2, 0, 1)
CreateAlphaAnim(overlay.animOut, overlay.ants, 1, 0.2, 1, 0)
CreateAlphaAnim(overlay.animOut, overlay.outerGlowOver, 2, 0.2, 1, 0)
CreateAlphaAnim(overlay.animOut, overlay.outerGlow, 2, 0.2, 1, 0)
overlay.animOut:SetScript("OnFinished", OverlayGlowAnimOutFinished)
-- scripts
overlay:SetScript("OnUpdate", OverlayGlow_OnUpdate)
overlay:SetScript("OnHide", OverlayGlow_OnHide)
overlay.__LBGVersion = MINOR_VERSION
return overlay
end
local function GetOverlayGlow()
local overlay = tremove(lib.unusedOverlays)
if not overlay then
overlay = CreateOverlayGlow()
end
return overlay
end
function lib.ShowOverlayGlow(frame)
if frame.__LBGoverlay then
if frame.__LBGoverlay.animOut:IsPlaying() then
frame.__LBGoverlay.animOut:Stop()
frame.__LBGoverlay.animIn:Play()
end
else
local overlay = GetOverlayGlow()
local frameWidth, frameHeight = frame:GetSize()
overlay:SetParent(frame)
overlay:SetFrameLevel(frame:GetFrameLevel() + 5)
overlay:ClearAllPoints()
--Make the height/width available before the next frame:
overlay:SetSize(frameWidth * 1.4, frameHeight * 1.4)
overlay:SetPoint("TOPLEFT", frame, "TOPLEFT", -frameWidth * 0.2, frameHeight * 0.2)
overlay:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", frameWidth * 0.2, -frameHeight * 0.2)
overlay.animIn:Play()
frame.__LBGoverlay = overlay
if Masque and Masque.UpdateSpellAlert and (not frame.overlay or not issecurevariable(frame, "overlay")) then
local old_overlay = frame.overlay
frame.overlay = overlay
Masque:UpdateSpellAlert(frame)
frame.overlay = old_overlay
end
end
end
function lib.HideOverlayGlow(frame)
if frame.__LBGoverlay then
if frame.__LBGoverlay.animIn:IsPlaying() then
frame.__LBGoverlay.animIn:Stop()
end
if frame:IsVisible() then
frame.__LBGoverlay.animOut:Play()
else
OverlayGlowAnimOutFinished(frame.__LBGoverlay.animOut)
end
end
end

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## Interface: 60200
## Author: Hydra
## Version: 2.01
## Title: LibAnim
## Notes: Animations!
LibAnim.lua

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--[[
Name: LibBase64-1.0
Author(s): ckknight (ckknight@gmail.com)
Website: http://www.wowace.com/projects/libbase64-1-0/
Description: A library to encode and decode Base64 strings
License: MIT
]]
local MAJOR, MINOR = 'LibBase64-1.0-ElvUI', 2
local LibBase64 = LibStub:NewLibrary(MAJOR, MINOR)
if not LibBase64 then return end
local wipe, type, error, format, strsub, strchar, strbyte, tconcat = wipe, type, error, format, strsub, strchar, strbyte, table.concat
local _chars = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
local byteToNum, numToChar = {}, {}
for i = 1, #_chars do
numToChar[i - 1] = strsub(_chars, i, i)
byteToNum[strbyte(_chars, i)] = i - 1
end
local t = {}
local equals_byte = strbyte("=")
local whitespace = {
[strbyte(" ")] = true,
[strbyte("\t")] = true,
[strbyte("\n")] = true,
[strbyte("\r")] = true,
}
--- Encode a normal bytestring into a Base64-encoded string
-- @param text a bytestring, can be binary data
-- @param maxLineLength This should be a multiple of 4, greater than 0 or nil. If non-nil, it will break up the output into lines no longer than the given number of characters. 76 is recommended.
-- @param lineEnding a string to end each line with. This is "\r\n" by default.
-- @usage LibBase64.Encode("Hello, how are you doing today?") == "SGVsbG8sIGhvdyBhcmUgeW91IGRvaW5nIHRvZGF5Pw=="
-- @return a Base64-encoded string
function LibBase64:Encode(text, maxLineLength, lineEnding)
if type(text) ~= "string" then
error(format("Bad argument #1 to `Encode'. Expected string, got %q", type(text)), 2)
end
if maxLineLength then
if type(maxLineLength) ~= "number" then
error(format("Bad argument #2 to `Encode'. Expected number or nil, got %q", type(maxLineLength)), 2)
elseif (maxLineLength % 4) ~= 0 then
error(format("Bad argument #2 to `Encode'. Expected a multiple of 4, got %s", maxLineLength), 2)
elseif maxLineLength <= 0 then
error(format("Bad argument #2 to `Encode'. Expected a number > 0, got %s", maxLineLength), 2)
end
end
if lineEnding == nil then
lineEnding = "\r\n"
elseif type(lineEnding) ~= "string" then
error(format("Bad argument #3 to `Encode'. Expected string, got %q", type(lineEnding)), 2)
end
local currentLength = 0
for i = 1, #text, 3 do
local a, b, c = strbyte(text, i, i+2)
local nilNum = 0
if not b then
nilNum, b, c = 2, 0, 0
elseif not c then
nilNum, c = 1, 0
end
local num = a * 2^16 + b * 2^8 + c
local d = num % 2^6;num = (num - d) / 2^6
c = num % 2^6;num = (num - c) / 2^6
b = num % 2^6;num = (num - b) / 2^6
a = num % 2^6
t[#t+1] = numToChar[a]
t[#t+1] = numToChar[b]
t[#t+1] = (nilNum >= 2) and "=" or numToChar[c]
t[#t+1] = (nilNum >= 1) and "=" or numToChar[d]
currentLength = currentLength + 4
if maxLineLength and (currentLength % maxLineLength) == 0 then
t[#t+1] = lineEnding
end
end
local s = tconcat(t)
wipe(t)
return s
end
local t2 = {}
--- Decode a Base64-encoded string into a bytestring
-- this will raise an error if the data passed in is not a Base64-encoded string
-- this will ignore whitespace, but not invalid characters
-- @param text a Base64-encoded string
-- @usage LibBase64.Encode("SGVsbG8sIGhvdyBhcmUgeW91IGRvaW5nIHRvZGF5Pw==") == "Hello, how are you doing today?"
-- @return a bytestring
function LibBase64:Decode(text)
if type(text) ~= "string" then
error(format("Bad argument #1 to `Decode'. Expected string, got %q", type(text)), 2)
end
for i = 1, #text do
local byte = strbyte(text, i)
if not (whitespace[byte] or byte == equals_byte) then
local num = byteToNum[byte]
if not num then
wipe(t2)
error(format("Bad argument #1 to `Decode'. Received an invalid char: %q", strsub(text, i, i)), 2)
end
t2[#t2+1] = num
end
end
for i = 1, #t2, 4 do
local a, b, c, d = t2[i], t2[i+1], t2[i+2], t2[i+3]
local nilNum = 0
if not c then
nilNum, c, d = 2, 0, 0
elseif not d then
nilNum, d = 1, 0
end
local num = a * 2^18 + b * 2^12 + c * 2^6 + d
c = num % 2^8;num = (num - c) / 2^8
b = num % 2^8;num = (num - b) / 2^8
a = num % 2^8
t[#t+1] = strchar(a)
if nilNum < 2 then t[#t+1] = strchar(b) end
if nilNum < 1 then t[#t+1] = strchar(c) end
end
wipe(t2)
local s = tconcat(t)
wipe(t)
return s
end
function LibBase64:IsBase64(text)
if type(text) ~= "string" then
error(format("Bad argument #1 to `IsBase64'. Expected string, got %q", type(text)), 2)
end
if #text % 4 ~= 0 then
return false
end
for i = 1, #text do
local byte = strbyte(text, i)
if not (whitespace[byte] or byte == equals_byte) then
local num = byteToNum[byte]
if not num then
return false
end
end
end
return true
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="LibBase64-1.0.lua" />
</Ui>

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local MAJOR, MINOR = "LibChatAnims", 2 -- Bump minor on changes
local LCA = LibStub:NewLibrary(MAJOR, MINOR)
if not LCA then return end -- No upgrade needed
LCA.animations = LCA.animations or {} -- Animation storage
local anims = LCA.animations
----------------------------------------------------
-- Note, most of this code is simply replicated from
-- Blizzard's FloatingChatFrame.lua file.
-- The only real changes are the creation and use
-- of animations vs the use of UIFrameFlash.
--
FCFDockOverflowButton_UpdatePulseState = function(self)
local dock = self:GetParent()
local shouldPulse = false
for _, chatFrame in pairs(FCFDock_GetChatFrames(dock)) do
local chatTab = _G[chatFrame:GetName().."Tab"]
if ( not chatFrame.isStaticDocked and chatTab.alerting) then
-- Make sure the rects are valid. (Not always the case when resizing the WoW client
if ( not chatTab:GetRight() or not dock.scrollFrame:GetRight() ) then
return false
end
-- Check if it's off the screen.
local DELTA = 3 -- Chosen through experimentation
if ( chatTab:GetRight() < (dock.scrollFrame:GetLeft() + DELTA) or chatTab:GetLeft() > (dock.scrollFrame:GetRight() - DELTA) ) then
shouldPulse = true
break
end
end
end
local tex = self:GetHighlightTexture()
if shouldPulse then
if not anims[tex] then
anims[tex] = tex:CreateAnimationGroup()
local fade1 = anims[tex]:CreateAnimation("Alpha")
fade1:SetDuration(1)
fade1:SetFromAlpha(0)
fade1:SetToAlpha(1)
fade1:SetOrder(1)
local fade2 = anims[tex]:CreateAnimation("Alpha")
fade2:SetDuration(1)
fade2:SetFromAlpha(1)
fade2:SetToAlpha(0)
fade2:SetOrder(2)
end
tex:Show()
tex:SetAlpha(0)
anims[tex]:SetLooping("REPEAT")
anims[tex]:Play()
self:LockHighlight()
self.alerting = true
else
if anims[tex] then
anims[tex]:Stop()
end
self:UnlockHighlight()
tex:SetAlpha(1)
tex:Show()
self.alerting = false
end
if self.list:IsShown() then
FCFDockOverflowList_Update(self.list, dock)
end
return true
end
FCFDockOverflowListButton_SetValue = function(button, chatFrame)
local chatTab = _G[chatFrame:GetName().."Tab"]
button.chatFrame = chatFrame
button:SetText(chatFrame.name)
local colorTable = chatTab.selectedColorTable or DEFAULT_TAB_SELECTED_COLOR_TABLE
if chatTab.selectedColorTable then
button:GetFontString():SetTextColor(colorTable.r, colorTable.g, colorTable.b)
else
button:GetFontString():SetTextColor(NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b)
end
button.glow:SetVertexColor(colorTable.r, colorTable.g, colorTable.b)
if chatTab.conversationIcon then
button.conversationIcon:SetVertexColor(colorTable.r, colorTable.g, colorTable.b)
button.conversationIcon:Show()
else
button.conversationIcon:Hide()
end
if chatTab.alerting then
button.alerting = true
if not anims[button.glow] then
anims[button.glow] = button.glow:CreateAnimationGroup()
local fade1 = anims[button.glow]:CreateAnimation("Alpha")
fade1:SetDuration(1)
fade1:SetFromAlpha(0)
fade1:SetToAlpha(1)
fade1:SetOrder(1)
local fade2 = anims[button.glow]:CreateAnimation("Alpha")
fade2:SetDuration(1)
fade2:SetFromAlpha(1)
fade2:SetToAlpha(0)
fade2:SetOrder(2)
end
button.glow:Show()
button.glow:SetAlpha(0)
anims[button.glow]:SetLooping("REPEAT")
anims[button.glow]:Play()
else
button.alerting = false
if anims[button.glow] then
anims[button.glow]:Stop()
end
button.glow:Hide()
end
button:Show()
end
FCF_StartAlertFlash = function(chatFrame)
local chatTab = _G[chatFrame:GetName().."Tab"]
if chatFrame.minFrame then
if not anims[chatFrame.minFrame] then
anims[chatFrame.minFrame] = chatFrame.minFrame.glow:CreateAnimationGroup()
local fade1 = anims[chatFrame.minFrame]:CreateAnimation("Alpha")
fade1:SetDuration(1)
fade1:SetFromAlpha(0)
fade1:SetToAlpha(1)
fade1:SetOrder(1)
local fade2 = anims[chatFrame.minFrame]:CreateAnimation("Alpha")
fade2:SetDuration(1)
fade2:SetFromAlpha(1)
fade2:SetToAlpha(0)
fade2:SetOrder(2)
end
chatFrame.minFrame.glow:Show()
chatFrame.minFrame.glow:SetAlpha(0)
anims[chatFrame.minFrame]:SetLooping("REPEAT")
anims[chatFrame.minFrame]:Play()
chatFrame.minFrame.alerting = true
end
if not anims[chatTab.glow] then
anims[chatTab.glow] = chatTab.glow:CreateAnimationGroup()
local fade1 = anims[chatTab.glow]:CreateAnimation("Alpha")
fade1:SetDuration(1)
fade1:SetFromAlpha(0)
fade1:SetToAlpha(1)
fade1:SetOrder(1)
local fade2 = anims[chatTab.glow]:CreateAnimation("Alpha")
fade2:SetDuration(1)
fade2:SetFromAlpha(1)
fade2:SetToAlpha(0)
fade2:SetOrder(2)
end
chatTab.glow:Show()
chatTab.glow:SetAlpha(0)
anims[chatTab.glow]:SetLooping("REPEAT")
anims[chatTab.glow]:Play()
chatTab.alerting = true
FCFTab_UpdateAlpha(chatFrame)
FCFDockOverflowButton_UpdatePulseState(GENERAL_CHAT_DOCK.overflowButton)
end
FCF_StopAlertFlash = function(chatFrame)
local chatTab = _G[chatFrame:GetName().."Tab"]
if chatFrame.minFrame then
if anims[chatFrame.minFrame] then
anims[chatFrame.minFrame]:Stop()
end
chatFrame.minFrame.glow:Hide()
chatFrame.minFrame.alerting = false
end
if anims[chatTab.glow] then
anims[chatTab.glow]:Stop()
end
chatTab.glow:Hide()
chatTab.alerting = false
FCFTab_UpdateAlpha(chatFrame)
FCFDockOverflowButton_UpdatePulseState(GENERAL_CHAT_DOCK.overflowButton)
end

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<script file="LibChatAnims.lua"/>
</Ui>

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="LibCompress.lua" />
</Ui>

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assert(LibStub, "LibDataBroker-1.1 requires LibStub")
assert(LibStub:GetLibrary("CallbackHandler-1.0", true), "LibDataBroker-1.1 requires CallbackHandler-1.0")
local lib, oldminor = LibStub:NewLibrary("LibDataBroker-1.1", 4)
if not lib then return end
oldminor = oldminor or 0
lib.callbacks = lib.callbacks or LibStub:GetLibrary("CallbackHandler-1.0"):New(lib)
lib.attributestorage, lib.namestorage, lib.proxystorage = lib.attributestorage or {}, lib.namestorage or {}, lib.proxystorage or {}
local attributestorage, namestorage, callbacks = lib.attributestorage, lib.namestorage, lib.callbacks
if oldminor < 2 then
lib.domt = {
__metatable = "access denied",
__index = function(self, key) return attributestorage[self] and attributestorage[self][key] end,
}
end
if oldminor < 3 then
lib.domt.__newindex = function(self, key, value)
if not attributestorage[self] then attributestorage[self] = {} end
if attributestorage[self][key] == value then return end
attributestorage[self][key] = value
local name = namestorage[self]
if not name then return end
callbacks:Fire("LibDataBroker_AttributeChanged", name, key, value, self)
callbacks:Fire("LibDataBroker_AttributeChanged_"..name, name, key, value, self)
callbacks:Fire("LibDataBroker_AttributeChanged_"..name.."_"..key, name, key, value, self)
callbacks:Fire("LibDataBroker_AttributeChanged__"..key, name, key, value, self)
end
end
if oldminor < 2 then
function lib:NewDataObject(name, dataobj)
if self.proxystorage[name] then return end
if dataobj then
assert(type(dataobj) == "table", "Invalid dataobj, must be nil or a table")
self.attributestorage[dataobj] = {}
for i,v in pairs(dataobj) do
self.attributestorage[dataobj][i] = v
dataobj[i] = nil
end
end
dataobj = setmetatable(dataobj or {}, self.domt)
self.proxystorage[name], self.namestorage[dataobj] = dataobj, name
self.callbacks:Fire("LibDataBroker_DataObjectCreated", name, dataobj)
return dataobj
end
end
if oldminor < 1 then
function lib:DataObjectIterator()
return pairs(self.proxystorage)
end
function lib:GetDataObjectByName(dataobjectname)
return self.proxystorage[dataobjectname]
end
function lib:GetNameByDataObject(dataobject)
return self.namestorage[dataobject]
end
end
if oldminor < 4 then
local next = pairs(attributestorage)
function lib:pairs(dataobject_or_name)
local t = type(dataobject_or_name)
assert(t == "string" or t == "table", "Usage: ldb:pairs('dataobjectname') or ldb:pairs(dataobject)")
local dataobj = self.proxystorage[dataobject_or_name] or dataobject_or_name
assert(attributestorage[dataobj], "Data object not found")
return next, attributestorage[dataobj], nil
end
local ipairs_iter = ipairs(attributestorage)
function lib:ipairs(dataobject_or_name)
local t = type(dataobject_or_name)
assert(t == "string" or t == "table", "Usage: ldb:ipairs('dataobjectname') or ldb:ipairs(dataobject)")
local dataobj = self.proxystorage[dataobject_or_name] or dataobject_or_name
assert(attributestorage[dataobj], "Data object not found")
return ipairs_iter, attributestorage[dataobj], 0
end
end

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--[[
LibDualSpec-1.0 - Adds dual spec support to individual AceDB-3.0 databases
Copyright (C) 2009-2012 Adirelle
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright notice,
this list of conditions and the following disclaimer in the documentation
and/or other materials provided with the distribution.
* Redistribution of a stand alone version is strictly prohibited without
prior written authorization from the LibDualSpec project manager.
* Neither the name of the LibDualSpec authors nor the names of its contributors
may be used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
"AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--]]
local MAJOR, MINOR = "LibDualSpec-1.0", 17
assert(LibStub, MAJOR.." requires LibStub")
local lib, minor = LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
-- ----------------------------------------------------------------------------
-- Library data
-- ----------------------------------------------------------------------------
lib.eventFrame = lib.eventFrame or CreateFrame("Frame")
lib.registry = lib.registry or {}
lib.options = lib.options or {}
lib.mixin = lib.mixin or {}
lib.upgrades = lib.upgrades or {}
lib.currentSpec = lib.currentSpec or 0
if minor and minor < 15 then
lib.talentsLoaded, lib.talentGroup = nil, nil
lib.specLoaded, lib.specGroup = nil, nil
lib.eventFrame:UnregisterAllEvents()
wipe(lib.options)
end
-- ----------------------------------------------------------------------------
-- Locals
-- ----------------------------------------------------------------------------
local registry = lib.registry
local options = lib.options
local mixin = lib.mixin
local upgrades = lib.upgrades
-- "Externals"
local AceDB3 = LibStub('AceDB-3.0', true)
local AceDBOptions3 = LibStub('AceDBOptions-3.0', true)
local AceConfigRegistry3 = LibStub('AceConfigRegistry-3.0', true)
-- classId specialization functions don't require player data to be loaded
local _, _, classId = UnitClass("player")
local numSpecs = GetNumSpecializationsForClassID(classId)
-- ----------------------------------------------------------------------------
-- Localization
-- ----------------------------------------------------------------------------
local L_ENABLED = "Enable spec profiles"
local L_ENABLED_DESC = "When enabled, your profile will be set to the specified profile when you change specialization."
local L_CURRENT = "%s (Current)" -- maybe something like >> %s << and/or coloring to avoid localization?
do
local locale = GetLocale()
if locale == "frFR" then
-- L_ENABLED = "Enable spec profiles"
-- L_ENABLED_DESC = "When enabled, your profile will be set to the specified profile when you change specialization."
-- L_CURRENT = "%s (Current)"
elseif locale == "deDE" then
L_ENABLED = "Spezialisierungsprofile aktivieren"
L_ENABLED_DESC = "Falls diese Option aktiviert ist, wird dein Profil auf das angegebene Profil gesetzt, wenn du die Spezialisierung wechselst."
L_CURRENT = "%s (Momentan)"
elseif locale == "koKR" then
-- L_ENABLED = "Enable spec profiles"
-- L_ENABLED_DESC = "When enabled, your profile will be set to the specified profile when you change specialization."
-- L_CURRENT = "%s (Current)"
elseif locale == "ruRU" then
L_ENABLED = "Включить профили специализации"
L_ENABLED_DESC = "Если включено, ваш профиль будет зависеть от выбранной специализации."
L_CURRENT = "%s (Текущий)"
elseif locale == "zhCN" then
L_ENABLED = "启用专精配置文件"
L_ENABLED_DESC = "当启用后,当切换专精时配置文件将设置为专精配置文件。"
L_CURRENT = "%s当前"
elseif locale == "zhTW" then
L_ENABLED = "啟用專精設定檔"
L_ENABLED_DESC = "當啟用後,當你切換專精時設定檔會設定為專精設定檔。"
L_CURRENT = "%s (目前) "
elseif locale == "esES" or locale == "esMX" then
-- L_ENABLED = "Enable spec profiles"
-- L_ENABLED_DESC = "When enabled, your profile will be set to the specified profile when you change specialization."
-- L_CURRENT = "%s (Current)"
elseif locale == "ptBR" then
-- L_ENABLED = "Enable spec profiles"
-- L_ENABLED_DESC = "When enabled, your profile will be set to the specified profile when you change specialization."
-- L_CURRENT = "%s (Current)"
elseif locale == "itIT" then
-- L_ENABLED = "Enable spec profiles"
-- L_ENABLED_DESC = "When enabled, your profile will be set to the specified profile when you change specialization."
-- L_CURRENT = "%s (Current)"
end
end
-- ----------------------------------------------------------------------------
-- Mixin
-- ----------------------------------------------------------------------------
--- Get dual spec feature status.
-- @return (boolean) true is dual spec feature enabled.
-- @name enhancedDB:IsDualSpecEnabled
function mixin:IsDualSpecEnabled()
return registry[self].db.char.enabled
end
--- Enable/disabled dual spec feature.
-- @param enabled (boolean) true to enable dual spec feature, false to disable it.
-- @name enhancedDB:SetDualSpecEnabled
function mixin:SetDualSpecEnabled(enabled)
local db = registry[self].db.char
db.enabled = not not enabled
local currentProfile = self:GetCurrentProfile()
for i = 1, numSpecs do
-- nil out entries on disable, set nil entries to the current profile on enable
db[i] = enabled and (db[i] or currentProfile) or nil
end
self:CheckDualSpecState()
end
--- Get the profile assigned to a specialization.
-- Defaults to the current profile.
-- @param spec (number) the specialization index.
-- @return (string) the profile name.
-- @name enhancedDB:GetDualSpecProfile
function mixin:GetDualSpecProfile(spec)
return registry[self].db.char[spec or lib.currentSpec] or self:GetCurrentProfile()
end
--- Set the profile assigned to a specialization.
-- No validation are done to ensure the profile is valid.
-- @param profileName (string) the profile name to use.
-- @param spec (number) the specialization index.
-- @name enhancedDB:SetDualSpecProfile
function mixin:SetDualSpecProfile(profileName, spec)
spec = spec or lib.currentSpec
if spec < 1 or spec > numSpecs then return end
registry[self].db.char[spec] = profileName
self:CheckDualSpecState()
end
--- Check if a profile swap should occur.
-- There is normally no reason to call this method directly as LibDualSpec
-- takes care of calling it at the appropriate time.
-- @name enhancedDB:CheckDualSpecState
function mixin:CheckDualSpecState()
if not registry[self].db.char.enabled then return end
if lib.currentSpec == 0 then return end
local profileName = self:GetDualSpecProfile()
if profileName ~= self:GetCurrentProfile() then
self:SetProfile(profileName)
end
end
-- ----------------------------------------------------------------------------
-- AceDB-3.0 support
-- ----------------------------------------------------------------------------
local function EmbedMixin(target)
for k,v in next, mixin do
rawset(target, k, v)
end
end
-- Upgrade settings from current/alternate system.
-- This sets the current profile as the profile for your current spec and your
-- swapped profile as the profile for the rest of your specs.
local function UpgradeDatabase(target)
if lib.currentSpec == 0 then
upgrades[target] = true
return
end
local db = target:GetNamespace(MAJOR, true)
if db and db.char.profile then
for i = 1, numSpecs do
if i == lib.currentSpec then
db.char[i] = target:GetCurrentProfile()
else
db.char[i] = db.char.profile
end
end
db.char.profile = nil
db.char.specGroup = nil
end
end
-- Reset a spec profile to the current one if its profile is deleted.
function lib:OnProfileDeleted(event, target, profileName)
local db = registry[target].db.char
if not db.enabled then return end
for i = 1, numSpecs do
if db[i] == profileName then
db[i] = target:GetCurrentProfile()
end
end
end
-- Actually enhance the database
-- This is used on first initialization and everytime the database is reset using :ResetDB
function lib:_EnhanceDatabase(event, target)
registry[target].db = target:GetNamespace(MAJOR, true) or target:RegisterNamespace(MAJOR)
EmbedMixin(target)
target:CheckDualSpecState()
end
--- Embed dual spec feature into an existing AceDB-3.0 database.
-- LibDualSpec specific methods are added to the instance.
-- @name LibDualSpec:EnhanceDatabase
-- @param target (table) the AceDB-3.0 instance.
-- @param name (string) a user-friendly name of the database (best bet is the addon name).
function lib:EnhanceDatabase(target, name)
AceDB3 = AceDB3 or LibStub('AceDB-3.0', true)
if type(target) ~= "table" then
error("Usage: LibDualSpec:EnhanceDatabase(target, name): target should be a table.", 2)
elseif type(name) ~= "string" then
error("Usage: LibDualSpec:EnhanceDatabase(target, name): name should be a string.", 2)
elseif not AceDB3 or not AceDB3.db_registry[target] then
error("Usage: LibDualSpec:EnhanceDatabase(target, name): target should be an AceDB-3.0 database.", 2)
elseif target.parent then
error("Usage: LibDualSpec:EnhanceDatabase(target, name): cannot enhance a namespace.", 2)
elseif registry[target] then
return
end
registry[target] = { name = name }
UpgradeDatabase(target)
lib:_EnhanceDatabase("EnhanceDatabase", target)
target.RegisterCallback(lib, "OnDatabaseReset", "_EnhanceDatabase")
target.RegisterCallback(lib, "OnProfileDeleted")
end
-- ----------------------------------------------------------------------------
-- AceDBOptions-3.0 support
-- ----------------------------------------------------------------------------
options.new = {
name = "New",
type = "input",
order = 30,
get = false,
set = function(info, value)
local db = info.handler.db
if db:IsDualSpecEnabled() then
db:SetDualSpecProfile(value, lib.currentSpec)
else
db:SetProfile(value)
end
end,
}
options.choose = {
name = "Existing Profiles",
type = "select",
order = 40,
get = "GetCurrentProfile",
set = "SetProfile",
values = "ListProfiles",
arg = "common",
disabled = function(info)
return info.handler.db:IsDualSpecEnabled()
end
}
options.enabled = {
name = "|cffffd200"..L_ENABLED.."|r",
desc = L_ENABLED_DESC,
descStyle = "inline",
type = "toggle",
order = 41,
width = "full",
get = function(info) return info.handler.db:IsDualSpecEnabled() end,
set = function(info, value) info.handler.db:SetDualSpecEnabled(value) end,
}
for i = 1, numSpecs do
local _, specName = GetSpecializationInfoForClassID(classId, i)
options["specProfile" .. i] = {
type = "select",
name = function() return lib.currentSpec == i and L_CURRENT:format(specName) or specName end,
order = 42 + i,
get = function(info) return info.handler.db:GetDualSpecProfile(i) end,
set = function(info, value) info.handler.db:SetDualSpecProfile(value, i) end,
values = "ListProfiles",
arg = "common",
disabled = function(info) return not info.handler.db:IsDualSpecEnabled() end,
}
end
--- Embed dual spec options into an existing AceDBOptions-3.0 option table.
-- @name LibDualSpec:EnhanceOptions
-- @param optionTable (table) The option table returned by AceDBOptions-3.0.
-- @param target (table) The AceDB-3.0 the options operate on.
function lib:EnhanceOptions(optionTable, target)
AceDBOptions3 = AceDBOptions3 or LibStub('AceDBOptions-3.0', true)
AceConfigRegistry3 = AceConfigRegistry3 or LibStub('AceConfigRegistry-3.0', true)
if type(optionTable) ~= "table" then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): optionTable should be a table.", 2)
elseif type(target) ~= "table" then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): target should be a table.", 2)
elseif not AceDBOptions3 or not AceDBOptions3.optionTables[target] then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): optionTable is not an AceDBOptions-3.0 table.", 2)
elseif optionTable.handler.db ~= target then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): optionTable must be the option table of target.", 2)
elseif not registry[target] then
error("Usage: LibDualSpec:EnhanceOptions(optionTable, target): EnhanceDatabase should be called before EnhanceOptions(optionTable, target).", 2)
end
-- localize our replacements
options.new.name = optionTable.args.new.name
options.new.desc = optionTable.args.new.desc
options.choose.name = optionTable.args.choose.name
options.choose.desc = optionTable.args.choose.desc
-- add our new options
if not optionTable.plugins then
optionTable.plugins = {}
end
optionTable.plugins[MAJOR] = options
end
-- ----------------------------------------------------------------------------
-- Upgrade existing
-- ----------------------------------------------------------------------------
for target in next, registry do
UpgradeDatabase(target)
EmbedMixin(target)
target:CheckDualSpecState()
local optionTable = AceDBOptions3 and AceDBOptions3.optionTables[target]
if optionTable then
lib:EnhanceOptions(optionTable, target)
end
end
-- ----------------------------------------------------------------------------
-- Inspection
-- ----------------------------------------------------------------------------
local function iterator(registry, key)
local data
key, data = next(registry, key)
if key then
return key, data.name
end
end
--- Iterate through enhanced AceDB3.0 instances.
-- The iterator returns (instance, name) pairs where instance and name are the
-- arguments that were provided to lib:EnhanceDatabase.
-- @name LibDualSpec:IterateDatabases
-- @return Values to be used in a for .. in .. do statement.
function lib:IterateDatabases()
return iterator, lib.registry
end
-- ----------------------------------------------------------------------------
-- Switching logic
-- ----------------------------------------------------------------------------
local function eventHandler(self, event)
lib.currentSpec = GetSpecialization() or 0
if event == "PLAYER_LOGIN" then
self:UnregisterEvent(event)
self:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED")
end
if lib.currentSpec > 0 and next(upgrades) then
for target in next, upgrades do
UpgradeDatabase(target)
end
wipe(upgrades)
end
for target in next, registry do
target:CheckDualSpecState()
end
if AceConfigRegistry3 and next(registry) then
-- Update the "Current" text in options
-- We don't get the key for the actual registered options table, and we can't
-- really check for our enhanced options without walking every options table,
-- so just refresh anything.
for appName in AceConfigRegistry3:IterateOptionsTables() do
AceConfigRegistry3:NotifyChange(appName)
end
end
end
lib.eventFrame:SetScript("OnEvent", eventHandler)
if IsLoggedIn() then
eventHandler(lib.eventFrame, "PLAYER_LOGIN")
else
lib.eventFrame:RegisterEvent("PLAYER_LOGIN")
end

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@@ -0,0 +1,329 @@
local MAJOR, MINOR = "LibElvUIPlugin-1.0", 36
local lib = _G.LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
-- GLOBALS: ElvUI
--[[----------------------------
Plugin Table Format: (for reference only).
{
name - name of the plugin
callback - callback to call when ElvUI_OptionsUI is loaded
isLib - plugin is a library
version - version of the plugin (pulls version info from metadata, libraries can define their own)
-- After new version recieved from another user:
old - plugin is old version
newversion - newer version number
}
LibElvUIPlugin API:
RegisterPlugin(name, callback, isLib, libVersion)
-- Registers a module with the given name and option callback:
name - name of plugin
verion - version number
isLib - plugin is a library
libVersion - plugin library version (optional, defaults to 1)
HookInitialize(table, function)
-- Posthook ElvUI Initialize function:
table - addon table
function - function to call after Initialize (may be a string, that exists on the addons table: table['string'])
----------------------------]]--
local assert, pairs, ipairs, strlen = assert, pairs, ipairs, strlen
local tonumber, strmatch, strsub, tinsert = tonumber, strmatch, strsub, tinsert
local format, wipe, type, gmatch, gsub, ceil = format, wipe, type, gmatch, gsub, ceil
local hooksecurefunc = hooksecurefunc
local GetAddOnMetadata = GetAddOnMetadata
local GetNumGroupMembers = GetNumGroupMembers
local GetLocale, IsInGuild = GetLocale, IsInGuild
local CreateFrame, IsAddOnLoaded = CreateFrame, IsAddOnLoaded
local IsInRaid, IsInGroup = IsInRaid, IsInGroup
local C_ChatInfo_RegisterAddonMessagePrefix = C_ChatInfo.RegisterAddonMessagePrefix
local C_ChatInfo_SendAddonMessage = C_ChatInfo.SendAddonMessage
local LE_PARTY_CATEGORY_HOME = LE_PARTY_CATEGORY_HOME
local LE_PARTY_CATEGORY_INSTANCE = LE_PARTY_CATEGORY_INSTANCE
local UNKNOWN = UNKNOWN
lib.prefix = "ElvUIPluginVC"
lib.plugins = {}
lib.groupSize = 0
lib.index = 0
local MSG_OUTDATED = "Your version of %s %s is out of date (latest is version %s). You can download the latest version from http://www.tukui.org"
local HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - Plugins Loaded (Green means you have current version, Red means out of date)"
local INFO_BY = "by"
local INFO_VERSION = "Version:"
local INFO_NEW = "Newest:"
local LIBRARY = "Library"
local locale = GetLocale()
if locale == "deDE" then
MSG_OUTDATED = "Deine Version von %s %s ist veraltet (akutelle Version ist %s). Du kannst die aktuelle Version von http://www.tukui.org herunterrladen."
HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - Plugins geladen (Grün bedeutet du hast die aktuelle Version, Rot bedeutet es ist veraltet)"
INFO_BY = "von"
INFO_VERSION = "Version:"
INFO_NEW = "Neuste:"
LIBRARY = "Bibliothek"
elseif locale == "ruRU" then
MSG_OUTDATED = "Ваша версия %s %s устарела (последняя версия %s). Вы можете скачать последнюю версию на http://www.tukui.org"
HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - загруженные плагины (зеленый означает, что у вас последняя версия, красный - устаревшая)"
INFO_BY = "от"
INFO_VERSION = "Версия:"
INFO_NEW = "Последняя:"
LIBRARY = "Библиотека"
elseif locale == "zhCN" then
MSG_OUTDATED = "你的 %s %s 版本已经过期 (最新版本是 %s)。你可以从 http://www.tukui.org 下载最新版本"
HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - 载入的插件 (绿色表示拥有当前版本, 红色表示版本已经过期)"
INFO_BY = "作者"
INFO_VERSION = "版本:"
INFO_NEW = "最新:"
LIBRARY = ""
elseif locale == "zhTW" then
MSG_OUTDATED = "你的 %s %s 版本已經過期 (最新版本為 %s)。你可以透過 http://www.tukui.org 下載最新的版本"
HDR_INFORMATION = "LibElvUIPlugin-1.0.%d - 載入的插件 (綠色表示擁有當前版本, 紅色表示版本已經過期)"
INFO_BY = "作者"
INFO_VERSION = "版本:"
INFO_NEW = "最新:"
LIBRARY = ""
end
local E, L
local function checkElvUI()
if not E then
if ElvUI then
E = ElvUI[1]
L = ElvUI[2]
end
assert(E, "ElvUI not found.")
end
end
function lib:RegisterPlugin(name, callback, isLib, libVersion)
checkElvUI()
local plugin = {
name = name,
callback = callback,
title = GetAddOnMetadata(name, "Title"),
author = GetAddOnMetadata(name, "Author")
}
if isLib then
plugin.isLib = true
plugin.version = libVersion or 1
else
plugin.version = (name == MAJOR and MINOR) or GetAddOnMetadata(name, "Version") or UNKNOWN
end
lib.plugins[name] = plugin
if not lib.registeredPrefix then
C_ChatInfo_RegisterAddonMessagePrefix(lib.prefix)
lib.VCFrame:RegisterEvent("CHAT_MSG_ADDON")
lib.VCFrame:RegisterEvent("GROUP_ROSTER_UPDATE")
lib.VCFrame:RegisterEvent("PLAYER_ENTERING_WORLD")
lib.registeredPrefix = true
end
local loaded = IsAddOnLoaded("ElvUI_OptionsUI")
if not loaded then
lib.CFFrame:RegisterEvent("ADDON_LOADED")
elseif loaded then
if name ~= MAJOR then
E.Options.args.plugins.args.plugins.name = lib:GeneratePluginList()
end
if callback then
callback()
end
end
return plugin
end
local function SendVersionCheckMessage()
lib:SendPluginVersionCheck(lib:GenerateVersionCheckMessage())
end
function lib:DelayedSendVersionCheck(delay)
if not E.SendPluginVersionCheck then
E.SendPluginVersionCheck = SendVersionCheckMessage
end
if not lib.SendMessageWaiting then
lib.SendMessageWaiting = E:Delay(delay or 10, E.SendPluginVersionCheck)
end
end
function lib:OptionsUILoaded(_, addon)
if addon == "ElvUI_OptionsUI" then
lib:GetPluginOptions()
for _, plugin in pairs(lib.plugins) do
if plugin.callback then
plugin.callback()
end
end
lib.CFFrame:UnregisterEvent("ADDON_LOADED")
end
end
function lib:GenerateVersionCheckMessage()
local list = ""
for _, plugin in pairs(lib.plugins) do
if plugin.name ~= MAJOR then
list = list .. plugin.name .. "=" .. plugin.version .. ";"
end
end
return list
end
function lib:GetPluginOptions()
E.Options.args.plugins = {
order = 3,
type = "group",
name = L["Plugins"],
inline = false,
args = {
pluginheader = E.Libs.ACH:Header(format(HDR_INFORMATION, MINOR), 1),
plugins = {
order = 2,
type = "description",
name = lib:GeneratePluginList()
}
}
}
end
do -- this will handle `8.1.5.0015` into `8.150015` etc
local verStrip = function(a, b) return a..gsub(b,'%.', '') end
function lib:StripVersion(version)
local ver = gsub(version, '(%d-%.)([%d%.]+)', verStrip)
return tonumber(ver)
end
end
function lib:VersionCheck(event, prefix, message, _, sender)
if (event == "CHAT_MSG_ADDON" and prefix == lib.prefix) and (sender and message and not strmatch(message, "^%s-$")) then
if not lib.myName then lib.myName = format('%s-%s', E.myname, E:ShortenRealm(E.myrealm)) end
if sender == lib.myName then return end
if not E.pluginRecievedOutOfDateMessage then
for name, version in gmatch(message, "([^=]+)=([%d%p]+);") do
local plugin = (version and name) and lib.plugins[name]
if plugin and plugin.version then
local Pver, ver = lib:StripVersion(plugin.version), lib:StripVersion(version)
if (ver and Pver) and (ver > Pver) then
plugin.old, plugin.newversion = true, version
E:Print(format(MSG_OUTDATED, plugin.title or plugin.name, plugin.version, plugin.newversion))
E.pluginRecievedOutOfDateMessage = true
end
end
end
end
elseif event == "GROUP_ROSTER_UPDATE" then
local num = GetNumGroupMembers()
if num ~= lib.groupSize then
if num > 1 and num > lib.groupSize then
lib:DelayedSendVersionCheck()
end
lib.groupSize = num
end
elseif event == "PLAYER_ENTERING_WORLD" then
lib:DelayedSendVersionCheck()
end
end
function lib:GeneratePluginList()
local list = ""
for _, plugin in pairs(lib.plugins) do
if plugin.name ~= MAJOR then
local color = (plugin.old and E:RGBToHex(1, 0, 0)) or E:RGBToHex(0, 1, 0)
list = list .. (plugin.title or plugin.name)
if plugin.author then list = list .. " " .. INFO_BY .. " " .. plugin.author end
list = list .. color .. (plugin.isLib and " " .. LIBRARY or " - " .. INFO_VERSION .. " " .. plugin.version)
if plugin.old then list = list .. " (" .. INFO_NEW .. plugin.newversion .. ")" end
list = list .. "|r\n"
end
end
return list
end
function lib:ClearSendMessageWait()
lib.SendMessageWaiting = nil
end
function lib:SendPluginVersionCheck(message)
if (not message) or strmatch(message, "^%s-$") then
lib.ClearSendMessageWait()
return
end
local ChatType
if IsInRaid() then
ChatType = (not IsInRaid(LE_PARTY_CATEGORY_HOME) and IsInRaid(LE_PARTY_CATEGORY_INSTANCE)) and "INSTANCE_CHAT" or "RAID"
elseif IsInGroup() then
ChatType = (not IsInGroup(LE_PARTY_CATEGORY_HOME) and IsInGroup(LE_PARTY_CATEGORY_INSTANCE)) and "INSTANCE_CHAT" or "PARTY"
elseif IsInGuild() then
ChatType = "GUILD"
end
if not ChatType then
lib.ClearSendMessageWait()
return
end
local delay, maxChar, msgLength = 0, 250, strlen(message)
if msgLength > maxChar then
local splitMessage
for _ = 1, ceil(msgLength / maxChar) do
splitMessage = strmatch(strsub(message, 1, maxChar), ".+;")
if splitMessage then -- incase the string is over 250 but doesnt contain `;`
message = gsub(message, "^" .. E:EscapeString(splitMessage), "")
E:Delay(delay, C_ChatInfo_SendAddonMessage, lib.prefix, splitMessage, ChatType)
delay = delay + 1
end
end
E:Delay(delay, lib.ClearSendMessageWait)
else
C_ChatInfo_SendAddonMessage(lib.prefix, message, ChatType)
lib.ClearSendMessageWait()
end
end
function lib.Initialized()
if not lib.inits then return end
for _, initTbl in ipairs(lib.inits) do
initTbl[2](initTbl[1])
end
wipe(lib.inits)
end
function lib:HookInitialize(tbl, func)
if not (tbl and func) then return end
if type(func) == "string" then
func = tbl[func]
end
if not self.inits then
self.inits = {}
checkElvUI()
hooksecurefunc(E, "Initialize", self.Initialized)
end
tinsert(lib.inits, { tbl, func })
end
lib.VCFrame = CreateFrame("Frame")
lib.VCFrame:SetScript("OnEvent", lib.VersionCheck)
lib.CFFrame = CreateFrame("Frame")
lib.CFFrame:SetScript("OnEvent", lib.OptionsUILoaded)

View File

@@ -0,0 +1,202 @@
--[[
Copyright 2013-2018 João Cardoso
CustomSearch is distributed under the terms of the GNU General Public License (Version 3).
As a special exception, the copyright holders of this library give you permission to embed it
with independent modules to produce an addon, regardless of the license terms of these
independent modules, and to copy and distribute the resulting software under terms of your
choice, provided that you also meet, for each embedded independent module, the terms and
conditions of the license of that module. Permission is not granted to modify this library.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with the library. If not, see <http://www.gnu.org/licenses/gpl-3.0.txt>.
This file is part of CustomSearch.
--]]
local Lib = LibStub:NewLibrary('CustomSearch-1.0', 9)
if not Lib then
return
end
--[[ Parsing ]]--
function Lib:Matches(object, search, filters)
if object then
self.filters = filters
self.object = object
return self:MatchAll(search or '')
end
end
function Lib:MatchAll(search)
for phrase in self:Clean(search):gmatch('[^&]+') do
if not self:MatchAny(phrase) then
return
end
end
return true
end
function Lib:MatchAny(search)
for phrase in search:gmatch('[^|]+') do
if self:Match(phrase) then
return true
end
end
end
function Lib:Match(search)
local tag, rest = search:match('^%s*(%S+):(.*)$')
if tag then
tag = '^' .. tag
search = rest
end
local words = search:gmatch('%S+')
local failed
for word in words do
if word == self.OR then
if failed then
failed = false
else
break
end
else
local negate, rest = word:match('^([!~]=*)(.*)$')
if negate or word == self.NOT_MATCH then
word = rest and rest ~= '' and rest or words() or ''
negate = -1
else
negate = 1
end
local operator, rest = word:match('^(=*[<>]=*)(.*)$')
if operator then
word = rest ~= '' and rest or words()
end
local result = self:Filter(tag, operator, word) and 1 or -1
if result * negate ~= 1 then
failed = true
end
end
end
return not failed
end
--[[ Filtering ]]--
function Lib:Filter(tag, operator, search)
if not search then
return true
end
if tag then
for _, filter in pairs(self.filters) do
for _, value in pairs(filter.tags or {}) do
if value:find(tag) then
return self:UseFilter(filter, operator, search)
end
end
end
else
for _, filter in pairs(self.filters) do
if not filter.onlyTags and self:UseFilter(filter, operator, search) then
return true
end
end
end
end
function Lib:UseFilter(filter, operator, search)
local data = {filter:canSearch(operator, search, self.object)}
if data[1] then
return filter:match(self.object, operator, unpack(data))
end
end
--[[ Utilities ]]--
function Lib:Find(search, ...)
for i = 1, select('#', ...) do
local text = select(i, ...)
if text and self:Clean(text):find(search) then
return true
end
end
end
function Lib:Clean(string)
string = string:lower()
string = string:gsub('[%(%)%.%%%+%-%*%?%[%]%^%$]', function(c) return '%'..c end)
for accent, char in pairs(self.ACCENTS) do
string = string:gsub(accent, char)
end
return string
end
function Lib:Compare(op, a, b)
if op then
if op:find('<') then
if op:find('=') then
return a <= b
end
return a < b
end
if op:find('>')then
if op:find('=') then
return a >= b
end
return a > b
end
end
return a == b
end
--[[ Localization ]]--
do
local no = {enUS = 'Not', frFR = 'Pas', deDE = 'Nicht'}
local accents = {
a = {'à','â','ã','å'},
e = {'è','é','ê','ê','ë'},
i = {'ì', 'í', 'î', 'ï'},
o = {'ó','ò','ô','õ'},
u = {'ù', 'ú', 'û', 'ü'},
c = {'ç'}, n = {'ñ'}
}
Lib.ACCENTS = {}
for char, accents in pairs(accents) do
for _, accent in ipairs(accents) do
Lib.ACCENTS[accent] = char
end
end
Lib.OR = Lib:Clean(JUST_OR)
Lib.NOT = no[GetLocale()] or NO
Lib.NOT_MATCH = Lib:Clean(Lib.NOT)
setmetatable(Lib, {__call = Lib.Matches})
end
return Lib

View File

@@ -0,0 +1,363 @@
--[[
ItemSearch
An item text search engine of some sort
--]]
local Search = LibStub('CustomSearch-1.0')
local Unfit = LibStub('Unfit-1.0')
local Lib = LibStub:NewLibrary('LibItemSearch-1.2-ElvUI', 9)
if Lib then
Lib.Scanner = LibItemSearchTooltipScanner or CreateFrame('GameTooltip', 'LibItemSearchTooltipScanner', UIParent, 'GameTooltipTemplate')
Lib.Filters = {}
else
return
end
--[[ User API ]]--
function Lib:Matches(link, search)
return Search(link, search, self.Filters)
end
function Lib:Tooltip(link, search)
return link and self.Filters.tip:match(link, nil, search)
end
function Lib:TooltipPhrase(link, search)
return link and self.Filters.tipPhrases:match(link, nil, search)
end
function Lib:InSet(link, search)
if IsEquippableItem(link) then
local id = tonumber(link:match('item:(%-?%d+)'))
return self:BelongsToSet(id, (search or ''):lower())
end
end
--[[ Internal API ]]--
function Lib:TooltipLine(link, line)
self.Scanner:SetOwner(UIParent, 'ANCHOR_NONE')
self.Scanner:SetHyperlink(link)
return _G[self.Scanner:GetName() .. 'TextLeft' .. line]:GetText()
end
if IsAddOnLoaded('ItemRack') then
local sameID = ItemRack.SameID
function Lib:BelongsToSet(id, search)
for name, set in pairs(ItemRackUser.Sets) do
if name:sub(1,1) ~= '' and Search:Find(search, name) then
for _, item in pairs(set.equip) do
if sameID(id, item) then
return true
end
end
end
end
end
elseif IsAddOnLoaded('Wardrobe') then
function Lib:BelongsToSet(id, search)
for _, outfit in ipairs(Wardrobe.CurrentConfig.Outfit) do
local name = outfit.OutfitName
if Search:Find(search, name) then
for _, item in pairs(outfit.Item) do
if item.IsSlotUsed == 1 and item.ItemID == id then
return true
end
end
end
end
end
elseif C_EquipmentSet then
function Lib:BelongsToSet(id, search)
for i, setID in pairs(C_EquipmentSet.GetEquipmentSetIDs()) do
local name = C_EquipmentSet.GetEquipmentSetInfo(setID)
if Search:Find(search, name) then
local items = C_EquipmentSet.GetItemIDs(setID)
for _, item in pairs(items) do
if id == item then
return true
end
end
end
end
end
else
function Lib:BelongsToSet() end
end
--[[ General Filters]]--
Lib.Filters.name = {
tags = {'n', 'name'},
canSearch = function(self, operator, search)
return not operator and search
end,
match = function(self, item, _, search)
-- Modified: C_Item.GetItemNameByID returns nil for M+ keystones, a fallback is needed
return Search:Find(search, C_Item.GetItemNameByID(item) or item:match('%[(.-)%]'))
end
}
Lib.Filters.type = {
tags = {'t', 'type', 's', 'slot'},
canSearch = function(self, operator, search)
return not operator and search
end,
match = function(self, item, _, search)
local type, subType, _, equipSlot = select(6, GetItemInfo(item))
return Search:Find(search, type, subType, _G[equipSlot])
end
}
Lib.Filters.level = {
tags = {'l', 'level', 'lvl', 'ilvl'},
canSearch = function(self, _, search)
return tonumber(search)
end,
match = function(self, link, operator, num)
local lvl = select(4, GetItemInfo(link))
if lvl then
return Search:Compare(operator, lvl, num)
end
end
}
Lib.Filters.requiredlevel = {
tags = {'r', 'req', 'rl', 'reql', 'reqlvl'},
canSearch = function(self, _, search)
return tonumber(search)
end,
match = function(self, link, operator, num)
local lvl = select(5, GetItemInfo(link))
if lvl then
return Search:Compare(operator, lvl, num)
end
end
}
Lib.Filters.sets = {
tags = {'s', 'set'},
canSearch = function(self, operator, search)
return not operator and search
end,
match = function(self, link, _, search)
return Lib:InSet(link, search)
end,
}
Lib.Filters.quality = {
tags = {'q', 'quality'},
keywords = {},
canSearch = function(self, _, search)
for quality, name in pairs(self.keywords) do
if name:find(search) then
return quality
end
end
end,
match = function(self, link, operator, num)
local quality = link:sub(1, 9) == 'battlepet' and tonumber(link:match('%d+:%d+:(%d+)')) or C_Item.GetItemQualityByID(link)
return Search:Compare(operator, quality, num)
end,
}
for i = 0, #ITEM_QUALITY_COLORS do
Lib.Filters.quality.keywords[i] = _G['ITEM_QUALITY' .. i .. '_DESC']:lower()
end
--[[ Classic Keywords ]]--
Lib.Filters.items = {
keyword = ITEMS:lower(),
canSearch = function(self, operator, search)
return not operator and self.keyword:find(search)
end,
match = function(self, link)
return true
end
}
Lib.Filters.usable = {
keyword = USABLE_ITEMS:lower(),
canSearch = function(self, operator, search)
return not operator and self.keyword:find(search)
end,
match = function(self, link)
if not Unfit:IsItemUnusable(link) then
local lvl = select(5, GetItemInfo(link))
return lvl and (lvl == 0 or lvl > UnitLevel('player'))
end
end
}
--[[ Retail Keywords ]]--
if C_ArtifactUI then
Lib.Filters.artifact = {
keyword1 = ITEM_QUALITY6_DESC:lower(),
keyword2 = RELICSLOT:lower(),
canSearch = function(self, operator, search)
return not operator and self.keyword1:find(search) or self.keyword2:find(search)
end,
match = function(self, link)
local id = link:match('item:(%d+)')
return id and C_ArtifactUI.GetRelicInfoByItemID(id)
end
}
end
if C_AzeriteItem then
Lib.Filters.azerite = {
keyword = C_CurrencyInfo.GetBasicCurrencyInfo(C_CurrencyInfo.GetAzeriteCurrencyID()).name:lower(),
canSearch = function(self, operator, search)
return not operator and self.keyword:find(search)
end,
match = function(self, link)
return C_AzeriteItem.IsAzeriteItemByID(link) or C_AzeriteEmpoweredItem.IsAzeriteEmpoweredItemByID(link)
end
}
end
Lib.Filters.keystone = {
keyword1 = CHALLENGES:lower(), --English: "mythic keystone" (localized)
keyword2 = "mythic keystone", --unlocalized
canSearch = function(self, operator, search)
return not operator and self.keyword1:find(search) or self.keyword2:find(search)
end,
match = function(self, link)
local id = link:match('item:(%d+)')
return id and (select(12, GetItemInfo(id)) == 5 and select(13, GetItemInfo(id)) == 1) --itemClassID 5 and itemSubClassID 1 which translates to "Keystone"
end
}
--[[ Tooltips ]]--
Lib.Filters.tip = {
tags = {'tt', 'tip', 'tooltip'},
onlyTags = true,
canSearch = function(self, _, search)
return search
end,
match = function(self, link, _, search)
if link:find('item:') then
Lib.Scanner:SetOwner(UIParent, 'ANCHOR_NONE')
Lib.Scanner:SetHyperlink(link)
for i = 1, Lib.Scanner:NumLines() do
if Search:Find(search, _G[Lib.Scanner:GetName() .. 'TextLeft' .. i]:GetText()) then
return true
end
end
end
end
}
local escapes = {
["|c%x%x%x%x%x%x%x%x"] = "", -- color start
["|r"] = "", -- color end
}
local function CleanString(str)
for k, v in pairs(escapes) do
str = str:gsub(k, v)
end
return str
end
Lib.Filters.tipPhrases = {
canSearch = function(self, _, search)
if #search >= 3 then
for key, query in pairs(self.keywords) do
if key:find(search) then
return query
end
end
end
end,
match = function(self, link, _, search)
local id = link:match('item:(%d+)')
if not id then
return
end
local cached = self.cache[search][id]
if cached ~= nil then
return cached
end
Lib.Scanner:SetOwner(UIParent, 'ANCHOR_NONE')
Lib.Scanner:SetHyperlink(link)
local matches = false
for i = 1, Lib.Scanner:NumLines() do
local text = _G[Lib.Scanner:GetName() .. 'TextLeft' .. i]:GetText()
text = CleanString(text)
if search == text then
matches = true
break
end
end
self.cache[search][id] = matches
return matches
end,
cache = setmetatable({}, {__index = function(t, k) local v = {} t[k] = v return v end}),
keywords = {
[ITEM_SOULBOUND:lower()] = ITEM_BIND_ON_PICKUP,
[QUESTS_LABEL:lower()] = ITEM_BIND_QUEST,
[GetItemClassInfo(LE_ITEM_CLASS_QUESTITEM):lower()] = ITEM_BIND_QUEST,
[PROFESSIONS_USED_IN_COOKING:lower()] = PROFESSIONS_USED_IN_COOKING,
[TOY:lower()] = TOY,
[FOLLOWERLIST_LABEL_CHAMPIONS:lower()] = Lib:TooltipLine('item:147556', 2),
[GARRISON_FOLLOWERS:lower()] = Lib:TooltipLine('item:147556', 2),
['soulbound'] = ITEM_BIND_ON_PICKUP,
['bound'] = ITEM_BIND_ON_PICKUP,
['bop'] = ITEM_BIND_ON_PICKUP,
['boe'] = ITEM_BIND_ON_EQUIP,
['bou'] = ITEM_BIND_ON_USE,
['boa'] = ITEM_BIND_TO_BNETACCOUNT,
['quests'] = ITEM_BIND_QUEST,
['crafting reagent'] = PROFESSIONS_USED_IN_COOKING,
['toy'] = TOY,
['champions'] = Lib:TooltipLine('item:147556', 2),
['followers'] = Lib:TooltipLine('item:147556', 2),
}
}

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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="CustomSearch-1.0\CustomSearch-1.0.lua"/>
<Script file="Unfit-1.0\Unfit-1.0.lua"/>
<Script file="LibItemSearch-1.2.lua"/>
</Ui>

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[InternetShortcut]
URL=http://www.gnu.org/licenses/gpl-3.0.txt

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--[[
Copyright 2011-2018 João Cardoso
Unfit is distributed under the terms of the GNU General Public License (Version 3).
As a special exception, the copyright holders of this library give you permission to embed it
with independent modules to produce an addon, regardless of the license terms of these
independent modules, and to copy and distribute the resulting software under terms of your
choice, provided that you also meet, for each embedded independent module, the terms and
conditions of the license of that module. Permission is not granted to modify this library.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
This file is part of Unfit.
--]]
local Lib = LibStub:NewLibrary('Unfit-1.0', 9)
if not Lib then
return
end
--[[ Data ]]--
do
local _, Class = UnitClass('player')
local Unusable
if Class == 'DEATHKNIGHT' then
Unusable = { -- weapon, armor, dual-wield
{LE_ITEM_WEAPON_BOWS, LE_ITEM_WEAPON_GUNS, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_STAFF,LE_ITEM_WEAPON_UNARMED, LE_ITEM_WEAPON_DAGGER, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_CROSSBOW, LE_ITEM_WEAPON_WAND},
{LE_ITEM_ARMOR_SHIELD}
}
elseif Class == 'DEMONHUNTER' then
Unusable = {
{LE_ITEM_WEAPON_AXE2H, LE_ITEM_WEAPON_BOWS, LE_ITEM_WEAPON_GUNS, LE_ITEM_WEAPON_MACE1H, LE_ITEM_WEAPON_MACE2H, LE_ITEM_WEAPON_POLEARM, LE_ITEM_WEAPON_SWORD2H, LE_ITEM_WEAPON_STAFF, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_CROSSBOW, LE_ITEM_WEAPON_WAND},
{LE_ITEM_ARMOR_MAIL, LE_ITEM_ARMOR_PLATE, LE_ITEM_ARMOR_SHIELD}
}
elseif Class == 'DRUID' then
Unusable = {
{LE_ITEM_WEAPON_AXE1H, LE_ITEM_WEAPON_AXE2H, LE_ITEM_WEAPON_BOWS, LE_ITEM_WEAPON_GUNS, LE_ITEM_WEAPON_SWORD1H, LE_ITEM_WEAPON_SWORD2H, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_CROSSBOW, LE_ITEM_WEAPON_WAND},
{LE_ITEM_ARMOR_MAIL, LE_ITEM_ARMOR_PLATE, LE_ITEM_ARMOR_SHIELD},
true
}
elseif Class == 'HUNTER' then
Unusable = {
{LE_ITEM_WEAPON_MACE1H, LE_ITEM_WEAPON_MACE2H, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_WAND},
{LE_ITEM_ARMOR_PLATE, LE_ITEM_ARMOR_SHIELD}
}
elseif Class == 'MAGE' then
Unusable = {
{LE_ITEM_WEAPON_AXE1H, LE_ITEM_WEAPON_AXE2H, LE_ITEM_WEAPON_BOWS, LE_ITEM_WEAPON_GUNS, LE_ITEM_WEAPON_MACE1H, LE_ITEM_WEAPON_MACE2H, LE_ITEM_WEAPON_POLEARM, LE_ITEM_WEAPON_SWORD2H, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_UNARMED, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_CROSSBOW},
{LE_ITEM_ARMOR_LEATHER, LE_ITEM_ARMOR_MAIL, LE_ITEM_ARMOR_PLATE, LE_ITEM_ARMOR_SHIELD},
true
}
elseif Class == 'MONK' then
Unusable = {
{LE_ITEM_WEAPON_AXE2H, LE_ITEM_WEAPON_BOWS, LE_ITEM_WEAPON_GUNS, LE_ITEM_WEAPON_MACE2H, LE_ITEM_WEAPON_SWORD2H, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_DAGGER, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_CROSSBOW, LE_ITEM_WEAPON_WAND},
{LE_ITEM_ARMOR_MAIL, LE_ITEM_ARMOR_PLATE, LE_ITEM_ARMOR_SHIELD}
}
elseif Class == 'PALADIN' then
Unusable = {
{LE_ITEM_WEAPON_BOWS, LE_ITEM_WEAPON_GUNS, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_STAFF, LE_ITEM_WEAPON_UNARMED, LE_ITEM_WEAPON_DAGGER, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_CROSSBOW, LE_ITEM_WEAPON_WAND},
{},
true
}
elseif Class == 'PRIEST' then
Unusable = {
{LE_ITEM_WEAPON_AXE1H, LE_ITEM_WEAPON_AXE2H, LE_ITEM_WEAPON_BOWS, LE_ITEM_WEAPON_GUNS, LE_ITEM_WEAPON_MACE2H, LE_ITEM_WEAPON_POLEARM, LE_ITEM_WEAPON_SWORD1H, LE_ITEM_WEAPON_SWORD2H, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_UNARMED, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_CROSSBOW},
{LE_ITEM_ARMOR_LEATHER, LE_ITEM_ARMOR_MAIL, LE_ITEM_ARMOR_PLATE, LE_ITEM_ARMOR_SHIELD},
true
}
elseif Class == 'ROGUE' then
Unusable = {
{LE_ITEM_WEAPON_AXE2H, LE_ITEM_WEAPON_MACE2H, LE_ITEM_WEAPON_POLEARM, LE_ITEM_WEAPON_SWORD2H, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_STAFF, LE_ITEM_WEAPON_WAND},
{LE_ITEM_ARMOR_MAIL, LE_ITEM_ARMOR_PLATE, LE_ITEM_ARMOR_SHIELD}
}
elseif Class == 'SHAMAN' then
Unusable = {
{LE_ITEM_WEAPON_BOWS, LE_ITEM_WEAPON_GUNS, LE_ITEM_WEAPON_POLEARM, LE_ITEM_WEAPON_SWORD1H, LE_ITEM_WEAPON_SWORD2H, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_CROSSBOW, LE_ITEM_WEAPON_WAND},
{LE_ITEM_ARMOR_PLATE}
}
elseif Class == 'WARLOCK' then
Unusable = {
{LE_ITEM_WEAPON_AXE1H, LE_ITEM_WEAPON_AXE2H, LE_ITEM_WEAPON_BOWS, LE_ITEM_WEAPON_GUNS, LE_ITEM_WEAPON_MACE1H, LE_ITEM_WEAPON_MACE2H, LE_ITEM_WEAPON_POLEARM, LE_ITEM_WEAPON_SWORD2H, LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_UNARMED, LE_ITEM_WEAPON_THROWN, LE_ITEM_WEAPON_CROSSBOW},
{LE_ITEM_ARMOR_LEATHER, LE_ITEM_ARMOR_MAIL, LE_ITEM_ARMOR_PLATE, LE_ITEM_ARMOR_SHIELD},
true
}
elseif Class == 'WARRIOR' then
Unusable = {{LE_ITEM_WEAPON_WARGLAIVE, LE_ITEM_WEAPON_WAND}, {}}
else
Unusable = {{}, {}}
end
Lib.unusable = {}
Lib.cannotDual = Unusable[3]
for i, class in ipairs({LE_ITEM_CLASS_WEAPON, LE_ITEM_CLASS_ARMOR}) do
local list = {}
for _, subclass in ipairs(Unusable[i]) do
list[subclass] = true
end
Lib.unusable[class] = list
end
end
--[[ API ]]--
function Lib:IsItemUnusable(...)
if ... then
local slot, _,_, class, subclass = select(9, GetItemInfo(...))
return Lib:IsClassUnusable(class, subclass, slot)
end
end
function Lib:IsClassUnusable(class, subclass, slot)
if class and subclass and Lib.unusable[class] then
return slot ~= '' and Lib.unusable[class][subclass] or slot == 'INVTYPE_WEAPONOFFHAND' and Lib.cannotDual
end
end

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--[[
Name: LibSharedMedia-3.0
Revision: $Revision: 113 $
Author: Elkano (elkano@gmx.de)
Inspired By: SurfaceLib by Haste/Otravi (troeks@gmail.com)
Website: http://www.wowace.com/projects/libsharedmedia-3-0/
Description: Shared handling of media data (fonts, sounds, textures, ...) between addons.
Dependencies: LibStub, CallbackHandler-1.0
License: LGPL v2.1
]]
local MAJOR, MINOR = "LibSharedMedia-3.0", 8020002 -- 8.2.0 v2 / increase manually on changes
local lib = LibStub:NewLibrary(MAJOR, MINOR)
if not lib then return end
local _G = getfenv(0)
local pairs = _G.pairs
local type = _G.type
local band = _G.bit.band
local table_sort = _G.table.sort
local RESTRICTED_FILE_ACCESS = not not C_RaidLocks -- starting with 8.2, some rules for file access have changed; classic still uses the old way
local locale = GetLocale()
local locale_is_western
local LOCALE_MASK = 0
lib.LOCALE_BIT_koKR = 1
lib.LOCALE_BIT_ruRU = 2
lib.LOCALE_BIT_zhCN = 4
lib.LOCALE_BIT_zhTW = 8
lib.LOCALE_BIT_western = 128
local CallbackHandler = LibStub:GetLibrary("CallbackHandler-1.0")
lib.callbacks = lib.callbacks or CallbackHandler:New(lib)
lib.DefaultMedia = lib.DefaultMedia or {}
lib.MediaList = lib.MediaList or {}
lib.MediaTable = lib.MediaTable or {}
lib.MediaType = lib.MediaType or {}
lib.OverrideMedia = lib.OverrideMedia or {}
local defaultMedia = lib.DefaultMedia
local mediaList = lib.MediaList
local mediaTable = lib.MediaTable
local overrideMedia = lib.OverrideMedia
-- create mediatype constants
lib.MediaType.BACKGROUND = "background" -- background textures
lib.MediaType.BORDER = "border" -- border textures
lib.MediaType.FONT = "font" -- fonts
lib.MediaType.STATUSBAR = "statusbar" -- statusbar textures
lib.MediaType.SOUND = "sound" -- sound files
-- populate lib with default Blizzard data
-- BACKGROUND
if not lib.MediaTable.background then lib.MediaTable.background = {} end
lib.MediaTable.background["None"] = [[]]
lib.MediaTable.background["Blizzard Collections Background"] = [[Interface\Collections\CollectionsBackgroundTile]]
lib.MediaTable.background["Blizzard Dialog Background"] = [[Interface\DialogFrame\UI-DialogBox-Background]]
lib.MediaTable.background["Blizzard Dialog Background Dark"] = [[Interface\DialogFrame\UI-DialogBox-Background-Dark]]
lib.MediaTable.background["Blizzard Dialog Background Gold"] = [[Interface\DialogFrame\UI-DialogBox-Gold-Background]]
lib.MediaTable.background["Blizzard Garrison Background"] = [[Interface\Garrison\GarrisonUIBackground]]
lib.MediaTable.background["Blizzard Garrison Background 2"] = [[Interface\Garrison\GarrisonUIBackground2]]
lib.MediaTable.background["Blizzard Garrison Background 3"] = [[Interface\Garrison\GarrisonMissionUIInfoBoxBackgroundTile]]
lib.MediaTable.background["Blizzard Low Health"] = [[Interface\FullScreenTextures\LowHealth]]
lib.MediaTable.background["Blizzard Marble"] = [[Interface\FrameGeneral\UI-Background-Marble]]
lib.MediaTable.background["Blizzard Out of Control"] = [[Interface\FullScreenTextures\OutOfControl]]
lib.MediaTable.background["Blizzard Parchment"] = [[Interface\AchievementFrame\UI-Achievement-Parchment-Horizontal]]
lib.MediaTable.background["Blizzard Parchment 2"] = [[Interface\AchievementFrame\UI-GuildAchievement-Parchment-Horizontal]]
lib.MediaTable.background["Blizzard Rock"] = [[Interface\FrameGeneral\UI-Background-Rock]]
lib.MediaTable.background["Blizzard Tabard Background"] = [[Interface\TabardFrame\TabardFrameBackground]]
lib.MediaTable.background["Blizzard Tooltip"] = [[Interface\Tooltips\UI-Tooltip-Background]]
lib.MediaTable.background["Solid"] = [[Interface\Buttons\WHITE8X8]]
lib.DefaultMedia.background = "None"
-- BORDER
if not lib.MediaTable.border then lib.MediaTable.border = {} end
lib.MediaTable.border["None"] = [[]]
lib.MediaTable.border["Blizzard Achievement Wood"] = [[Interface\AchievementFrame\UI-Achievement-WoodBorder]]
lib.MediaTable.border["Blizzard Chat Bubble"] = [[Interface\Tooltips\ChatBubble-Backdrop]]
lib.MediaTable.border["Blizzard Dialog"] = [[Interface\DialogFrame\UI-DialogBox-Border]]
lib.MediaTable.border["Blizzard Dialog Gold"] = [[Interface\DialogFrame\UI-DialogBox-Gold-Border]]
lib.MediaTable.border["Blizzard Party"] = [[Interface\CHARACTERFRAME\UI-Party-Border]]
lib.MediaTable.border["Blizzard Tooltip"] = [[Interface\Tooltips\UI-Tooltip-Border]]
lib.DefaultMedia.border = "None"
-- FONT
if not lib.MediaTable.font then lib.MediaTable.font = {} end
local SML_MT_font = lib.MediaTable.font
--[[
All font files are currently in all clients, the following table depicts which font supports which charset as of 5.0.4
Fonts were checked using langcover.pl from DejaVu fonts (http://sourceforge.net/projects/dejavu/) and FontForge (http://fontforge.org/)
latin means check for: de, en, es, fr, it, pt
file name latin koKR ruRU zhCN zhTW
2002.ttf 2002 X X X - -
2002B.ttf 2002 Bold X X X - -
ARHei.ttf AR CrystalzcuheiGBK Demibold X - X X X
ARIALN.TTF Arial Narrow X - X - -
ARKai_C.ttf AR ZhongkaiGBK Medium (Combat) X - X X X
ARKai_T.ttf AR ZhongkaiGBK Medium X - X X X
bHEI00M.ttf AR Heiti2 Medium B5 - - - - X
bHEI01B.ttf AR Heiti2 Bold B5 - - - - X
bKAI00M.ttf AR Kaiti Medium B5 - - - - X
bLEI00D.ttf AR Leisu Demi B5 - - - - X
FRIZQT__.TTF Friz Quadrata TT X - - - -
FRIZQT___CYR.TTF FrizQuadrataCTT x - X - -
K_Damage.TTF YDIWingsM - X X - -
K_Pagetext.TTF MoK X X X - -
MORPHEUS.TTF Morpheus X - - - -
MORPHEUS_CYR.TTF Morpheus X - X - -
NIM_____.ttf Nimrod MT X - X - -
SKURRI.TTF Skurri X - - - -
SKURRI_CYR.TTF Skurri X - X - -
WARNING: Although FRIZQT___CYR is available on western clients, it doesn't support special European characters e.g. é, ï, ö
Due to this, we cannot use it as a replacement for FRIZQT__.TTF
]]
if locale == "koKR" then
LOCALE_MASK = lib.LOCALE_BIT_koKR
--
SML_MT_font["굵은 글꼴"] = [[Fonts\2002B.TTF]]
SML_MT_font["기본 글꼴"] = [[Fonts\2002.TTF]]
SML_MT_font["데미지 글꼴"] = [[Fonts\K_Damage.TTF]]
SML_MT_font["퀘스트 글꼴"] = [[Fonts\K_Pagetext.TTF]]
--
lib.DefaultMedia["font"] = "기본 글꼴" -- someone from koKR please adjust if needed
--
elseif locale == "zhCN" then
LOCALE_MASK = lib.LOCALE_BIT_zhCN
--
SML_MT_font["伤害数字"] = [[Fonts\ARKai_C.ttf]]
SML_MT_font["默认"] = [[Fonts\ARKai_T.ttf]]
SML_MT_font["聊天"] = [[Fonts\ARHei.ttf]]
--
lib.DefaultMedia["font"] = "默认" -- someone from zhCN please adjust if needed
--
elseif locale == "zhTW" then
LOCALE_MASK = lib.LOCALE_BIT_zhTW
--
SML_MT_font["提示訊息"] = [[Fonts\bHEI00M.ttf]]
SML_MT_font["聊天"] = [[Fonts\bHEI01B.ttf]]
SML_MT_font["傷害數字"] = [[Fonts\bKAI00M.ttf]]
SML_MT_font["預設"] = [[Fonts\bLEI00D.ttf]]
--
lib.DefaultMedia["font"] = "預設" -- someone from zhTW please adjust if needed
elseif locale == "ruRU" then
LOCALE_MASK = lib.LOCALE_BIT_ruRU
--
SML_MT_font["2002"] = [[Fonts\2002.TTF]]
SML_MT_font["2002 Bold"] = [[Fonts\2002B.TTF]]
SML_MT_font["AR CrystalzcuheiGBK Demibold"] = [[Fonts\ARHei.TTF]]
SML_MT_font["AR ZhongkaiGBK Medium (Combat)"] = [[Fonts\ARKai_C.TTF]]
SML_MT_font["AR ZhongkaiGBK Medium"] = [[Fonts\ARKai_T.TTF]]
SML_MT_font["Arial Narrow"] = [[Fonts\ARIALN.TTF]]
SML_MT_font["Friz Quadrata TT"] = [[Fonts\FRIZQT___CYR.TTF]]
SML_MT_font["MoK"] = [[Fonts\K_Pagetext.TTF]]
SML_MT_font["Morpheus"] = [[Fonts\MORPHEUS_CYR.TTF]]
SML_MT_font["Nimrod MT"] = [[Fonts\NIM_____.ttf]]
SML_MT_font["Skurri"] = [[Fonts\SKURRI_CYR.TTF]]
--
lib.DefaultMedia.font = "Friz Quadrata TT"
--
else
LOCALE_MASK = lib.LOCALE_BIT_western
locale_is_western = true
--
SML_MT_font["2002"] = [[Fonts\2002.TTF]]
SML_MT_font["2002 Bold"] = [[Fonts\2002B.TTF]]
SML_MT_font["AR CrystalzcuheiGBK Demibold"] = [[Fonts\ARHei.TTF]]
SML_MT_font["AR ZhongkaiGBK Medium (Combat)"] = [[Fonts\ARKai_C.TTF]]
SML_MT_font["AR ZhongkaiGBK Medium"] = [[Fonts\ARKai_T.TTF]]
SML_MT_font["Arial Narrow"] = [[Fonts\ARIALN.TTF]]
SML_MT_font["Friz Quadrata TT"] = [[Fonts\FRIZQT__.TTF]]
SML_MT_font["MoK"] = [[Fonts\K_Pagetext.TTF]]
SML_MT_font["Morpheus"] = [[Fonts\MORPHEUS_CYR.TTF]]
SML_MT_font["Nimrod MT"] = [[Fonts\NIM_____.ttf]]
SML_MT_font["Skurri"] = [[Fonts\SKURRI_CYR.TTF]]
--
lib.DefaultMedia.font = "Friz Quadrata TT"
--
end
-- STATUSBAR
if not lib.MediaTable.statusbar then lib.MediaTable.statusbar = {} end
lib.MediaTable.statusbar["Blizzard"] = [[Interface\TargetingFrame\UI-StatusBar]]
lib.MediaTable.statusbar["Blizzard Character Skills Bar"] = [[Interface\PaperDollInfoFrame\UI-Character-Skills-Bar]]
lib.MediaTable.statusbar["Blizzard Raid Bar"] = [[Interface\RaidFrame\Raid-Bar-Hp-Fill]]
lib.MediaTable.statusbar["Solid"] = [[Interface\Buttons\WHITE8X8]]
lib.DefaultMedia.statusbar = "Blizzard"
-- SOUND
if not lib.MediaTable.sound then lib.MediaTable.sound = {} end
lib.MediaTable.sound["None"] = RESTRICTED_FILE_ACCESS and 1 or [[Interface\Quiet.ogg]] -- Relies on the fact that PlaySound[File] doesn't error on these values.
lib.DefaultMedia.sound = "None"
local function rebuildMediaList(mediatype)
local mtable = mediaTable[mediatype]
if not mtable then return end
if not mediaList[mediatype] then mediaList[mediatype] = {} end
local mlist = mediaList[mediatype]
-- list can only get larger, so simply overwrite it
local i = 0
for k in pairs(mtable) do
i = i + 1
mlist[i] = k
end
table_sort(mlist)
end
function lib:Register(mediatype, key, data, langmask)
if type(mediatype) ~= "string" then
error(MAJOR..":Register(mediatype, key, data, langmask) - mediatype must be string, got "..type(mediatype))
end
if type(key) ~= "string" then
error(MAJOR..":Register(mediatype, key, data, langmask) - key must be string, got "..type(key))
end
mediatype = mediatype:lower()
if mediatype == lib.MediaType.FONT and ((langmask and band(langmask, LOCALE_MASK) == 0) or not (langmask or locale_is_western)) then
-- ignore fonts that aren't flagged as supporting local glyphs on non-western clients
return false
end
if type(data) == "string" and (mediatype == lib.MediaType.BACKGROUND or mediatype == lib.MediaType.BORDER or mediatype == lib.MediaType.STATUSBAR or mediatype == lib.MediaType.SOUND) then
local path = data:lower()
if RESTRICTED_FILE_ACCESS and not path:find("^interface") then
-- files accessed via path only allowed from interface folder
return false
end
if mediatype == lib.MediaType.SOUND and not (path:find(".ogg", nil, true) or not path:find(".mp3", nil, true)) then
-- Only ogg and mp3 are valid sounds.
return false
end
end
if not mediaTable[mediatype] then mediaTable[mediatype] = {} end
local mtable = mediaTable[mediatype]
if mtable[key] then return false end
mtable[key] = data
rebuildMediaList(mediatype)
self.callbacks:Fire("LibSharedMedia_Registered", mediatype, key)
return true
end
function lib:Fetch(mediatype, key, noDefault)
local mtt = mediaTable[mediatype]
local overridekey = overrideMedia[mediatype]
local result = mtt and ((overridekey and mtt[overridekey] or mtt[key]) or (not noDefault and defaultMedia[mediatype] and mtt[defaultMedia[mediatype]])) or nil
return result ~= "" and result or nil
end
function lib:IsValid(mediatype, key)
return mediaTable[mediatype] and (not key or mediaTable[mediatype][key]) and true or false
end
function lib:HashTable(mediatype)
return mediaTable[mediatype]
end
function lib:List(mediatype)
if not mediaTable[mediatype] then
return nil
end
if not mediaList[mediatype] then
rebuildMediaList(mediatype)
end
return mediaList[mediatype]
end
function lib:GetGlobal(mediatype)
return overrideMedia[mediatype]
end
function lib:SetGlobal(mediatype, key)
if not mediaTable[mediatype] then
return false
end
overrideMedia[mediatype] = (key and mediaTable[mediatype][key]) and key or nil
self.callbacks:Fire("LibSharedMedia_SetGlobal", mediatype, overrideMedia[mediatype])
return true
end
function lib:GetDefault(mediatype)
return defaultMedia[mediatype]
end
function lib:SetDefault(mediatype, key)
if mediaTable[mediatype] and mediaTable[mediatype][key] and not defaultMedia[mediatype] then
defaultMedia[mediatype] = key
return true
else
return false
end
end

View File

@@ -0,0 +1,4 @@
<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="LibSharedMedia-3.0.lua" />
</Ui>

View File

@@ -0,0 +1,280 @@
--[[---------------------------------------------------------------------------------
General Library providing an alternate StartMoving() that allows you to
specify a number of frames to snap-to when moving the frame around
Example Usage:
<OnLoad>
this:RegisterForDrag("LeftButton")
</OnLoad>
<OnDragStart>
StickyFrames:StartMoving(this, {WatchDogFrame_player, WatchDogFrame_target, WatchDogFrame_party1, WatchDogFrame_party2, WatchDogFrame_party3, WatchDogFrame_party4},3,3,3,3)
</OnDragStart>
<OnDragStop>
StickyFrames:StopMoving(this)
StickyFrames:AnchorFrame(this)
</OnDragStop>
------------------------------------------------------------------------------------
This is a modified version by Elv for ElvUI
------------------------------------------------------------------------------------]]
local MAJOR, MINOR = "LibSimpleSticky-1.0", 2
local StickyFrames, oldminor = LibStub:NewLibrary(MAJOR, MINOR)
if not StickyFrames then return end
--[[---------------------------------------------------------------------------------
Class declaration, along with a temporary table to hold any existing OnUpdate
scripts.
------------------------------------------------------------------------------------]]
StickyFrames.scripts = StickyFrames.scripts or {}
StickyFrames.rangeX = 15
StickyFrames.rangeY = 15
StickyFrames.sticky = StickyFrames.sticky or {}
--[[---------------------------------------------------------------------------------
StickyFrames:StartMoving() - Sets a custom OnUpdate for the frame so it follows
the mouse and snaps to the frames you specify
frame: The frame we want to move. Is typically "this"
frameList: A integer indexed list of frames that the given frame should try to
stick to. These don't have to have anything special done to them,
and they don't really even need to exist. You can inclue the
moving frame in this list, it will be ignored. This helps you
if you have a number of frames, just make ONE list to pass.
{WatchDogFrame_player, WatchDogFrame_party1, .. WatchDogFrame_party4}
left: If your frame has a tranparent border around the entire frame
(think backdrops with borders). This can be used to fine tune the
edges when you're stickying groups. Refers to any offset on the
LEFT edge of the frame being moved.
top: same
right: same
bottom: same
------------------------------------------------------------------------------------]]
function StickyFrames:StartMoving(frame, frameList, left, top, right, bottom)
local x,y = GetCursorPosition()
local aX,aY = frame:GetCenter()
local aS = frame:GetEffectiveScale()
aX,aY = aX*aS,aY*aS
local xoffset,yoffset = (aX - x),(aY - y)
self.scripts[frame] = frame:GetScript("OnUpdate")
frame:SetScript("OnUpdate", self:GetUpdateFunc(frame, frameList, xoffset, yoffset, left, top, right, bottom))
end
--[[---------------------------------------------------------------------------------
This stops the OnUpdate, leaving the frame at its last position. This will
leave it anchored to UIParent. You can call StickyFrames:AnchorFrame() to
anchor it back "TOPLEFT" , "TOPLEFT" to the parent.
------------------------------------------------------------------------------------]]
function StickyFrames:StopMoving(frame)
frame:SetScript("OnUpdate", self.scripts[frame])
self.scripts[frame] = nil
if StickyFrames.sticky[frame] then
local sticky = StickyFrames.sticky[frame]
StickyFrames.sticky[frame] = nil
return true, sticky
else
return false, nil
end
end
--[[---------------------------------------------------------------------------------
This can be called in conjunction with StickyFrames:StopMoving() to anchor the
frame right back to the parent, so you can manipulate its children as a group
(This is useful in WatchDog)
------------------------------------------------------------------------------------]]
function StickyFrames:AnchorFrame(frame)
local xA,yA = frame:GetCenter()
local parent = frame:GetParent() or UIParent
local xP,yP = parent:GetCenter()
local sA,sP = frame:GetEffectiveScale(), parent:GetEffectiveScale()
xP,yP = (xP*sP) / sA, (yP*sP) / sA
local xo,yo = (xP - xA)*-1, (yP - yA)*-1
frame:ClearAllPoints()
frame:SetPoint("CENTER", parent, "CENTER", xo, yo)
end
--[[---------------------------------------------------------------------------------
Internal Functions -- Do not call these.
------------------------------------------------------------------------------------]]
--[[---------------------------------------------------------------------------------
Returns an anonymous OnUpdate function for the frame in question. Need
to provide the frame, frameList along with the x and y offset (difference between
where the mouse picked up the frame, and the insets (left,top,right,bottom) in the
case of borders, etc.w
------------------------------------------------------------------------------------]]
function StickyFrames:GetUpdateFunc(frame, frameList, xoffset, yoffset, left, top, right, bottom)
return function()
local x,y = GetCursorPosition()
local s = frame:GetEffectiveScale()
local sticky = nil
x,y = x/s,y/s
frame:ClearAllPoints()
frame:SetPoint("CENTER", UIParent, "BOTTOMLEFT", x+xoffset, y+yoffset)
StickyFrames.sticky[frame] = nil
for i = 1, #frameList do
local v = frameList[i]
if frame ~= v and frame ~= v:GetParent() and not IsShiftKeyDown() and v:IsVisible() then
if self:SnapFrame(frame, v, left, top, right, bottom) then
StickyFrames.sticky[frame] = v
break
end
end
end
end
end
--[[---------------------------------------------------------------------------------
Internal debug function.
------------------------------------------------------------------------------------]]
function StickyFrames:debug(msg)
DEFAULT_CHAT_FRAME:AddMessage("|cffffff00StickyFrames: |r"..tostring(msg))
end
--[[---------------------------------------------------------------------------------
This is called when finding an overlap between two sticky frame. If frameA is near
a sticky edge of frameB, then it will snap to that edge and return true. If there
is no sticky edge collision, will return false so we can test other frames for
stickyness.
------------------------------------------------------------------------------------]]
function StickyFrames:SnapFrame(frameA, frameB, left, top, right, bottom)
local sA, sB = frameA:GetEffectiveScale(), frameB:GetEffectiveScale()
local xA, yA = frameA:GetCenter()
local xB, yB = frameB:GetCenter()
local hA, hB = frameA:GetHeight() / 2, ((frameB:GetHeight() * sB) / sA) / 2
local wA, wB = frameA:GetWidth() / 2, ((frameB:GetWidth() * sB) / sA) / 2
local newX, newY = xA, yA
if not left then left = 0 end
if not top then top = 0 end
if not right then right = 0 end
if not bottom then bottom = 0 end
-- Lets translate B's coords into A's scale
if not xB or not yB or not sB or not sA or not sB then return end
xB, yB = (xB*sB) / sA, (yB*sB) / sA
local stickyAx, stickyAy = wA * 0.75, hA * 0.75
local stickyBx, stickyBy = wB * 0.75, hB * 0.75
-- Grab the edges of each frame, for easier comparison
local lA, tA, rA, bA = frameA:GetLeft(), frameA:GetTop(), frameA:GetRight(), frameA:GetBottom()
local lB, tB, rB, bB = frameB:GetLeft(), frameB:GetTop(), frameB:GetRight(), frameB:GetBottom()
local snap = nil
-- Translate into A's scale
lB, tB, rB, bB = (lB * sB) / sA, (tB * sB) / sA, (rB * sB) / sA, (bB * sB) / sA
if (bA <= tB and bB <= tA) then
-- Horizontal Centers
if xA <= (xB + StickyFrames.rangeX) and xA >= (xB - StickyFrames.rangeX) then
newX = xB
snap = true
end
-- Interior Left
if lA <= (lB + StickyFrames.rangeX) and lA >= (lB - StickyFrames.rangeX) then
newX = lB + wA
if frameB == UIParent or frameB == WorldFrame or frameB == ElvUIParent then
newX = newX + 4
end
snap = true
end
-- Interior Right
if rA <= (rB + StickyFrames.rangeX) and rA >= (rB - StickyFrames.rangeX) then
newX = rB - wA
if frameB == UIParent or frameB == WorldFrame or frameB == ElvUIParent then
newX = newX - 4
end
snap = true
end
-- Exterior Left to Right
if lA <= (rB + StickyFrames.rangeX) and lA >= (rB - StickyFrames.rangeX) then
newX = rB + (wA - left)
snap = true
end
-- Exterior Right to Left
if rA <= (lB + StickyFrames.rangeX) and rA >= (lB - StickyFrames.rangeX) then
newX = lB - (wA - right)
snap = true
end
end
if (lA <= rB and lB <= rA) then
-- Vertical Centers
if yA <= (yB + StickyFrames.rangeY) and yA >= (yB - StickyFrames.rangeY) then
newY = yB
snap = true
end
-- Interior Top
if tA <= (tB + StickyFrames.rangeY) and tA >= (tB - StickyFrames.rangeY) then
newY = tB - hA
if frameB == UIParent or frameB == WorldFrame or frameB == ElvUIParent then
newY = newY - 4
end
snap = true
end
-- Interior Bottom
if bA <= (bB + StickyFrames.rangeY) and bA >= (bB - StickyFrames.rangeY) then
newY = bB + hA
if frameB == UIParent or frameB == WorldFrame or frameB == ElvUIParent then
newY = newY + 4
end
snap = true
end
-- Exterior Top to Bottom
if tA <= (bB + StickyFrames.rangeY + bottom) and tA >= (bB - StickyFrames.rangeY + bottom) then
newY = bB - (hA - top)
snap = true
end
-- Exterior Bottom to Top
if bA <= (tB + StickyFrames.rangeY - top) and bA >= (tB - StickyFrames.rangeY - top) then
newY = tB + (hA - bottom)
snap = true
end
end
if snap then
frameA:ClearAllPoints()
frameA:SetPoint("CENTER", UIParent, "BOTTOMLEFT", newX, newY)
return true
end
end

View File

@@ -0,0 +1,232 @@
--- = Background =
-- Blizzard's IsSpellInRange API has always been very limited - you either must have the name of the spell, or its spell book ID. Checking directly by spellID is simply not possible.
-- Now, in Mists of Pandaria, Blizzard changed the way that many talents and specialization spells work - instead of giving you a new spell when leaned, they replace existing spells. These replacement spells do not work with Blizzard's IsSpellInRange function whatsoever; this limitation is what prompted the creation of this lib.
-- = Usage =
-- **LibSpellRange-1.0** exposes an enhanced version of IsSpellInRange that:
-- * Allows ranged checking based on both spell name and spellID.
-- * Works correctly with replacement spells that will not work using Blizzard's IsSpellInRange method alone.
--
-- @class file
-- @name LibSpellRange-1.0.lua
local major = "SpellRange-1.0"
local minor = 13
assert(LibStub, format("%s requires LibStub.", major))
local Lib = LibStub:NewLibrary(major, minor)
if not Lib then return end
local tonumber = _G.tonumber
local strlower = _G.strlower
local wipe = _G.wipe
local type = _G.type
local GetSpellTabInfo = _G.GetSpellTabInfo
local GetNumSpellTabs = _G.GetNumSpellTabs
local GetSpellBookItemInfo = _G.GetSpellBookItemInfo
local GetSpellBookItemName = _G.GetSpellBookItemName
local GetSpellLink = _G.GetSpellLink
local GetSpellInfo = _G.GetSpellInfo
local IsSpellInRange = _G.IsSpellInRange
local SpellHasRange = _G.SpellHasRange
-- isNumber is basically a tonumber cache for maximum efficiency
Lib.isNumber = Lib.isNumber or setmetatable({}, {
__mode = "kv",
__index = function(t, i)
local o = tonumber(i) or false
t[i] = o
return o
end})
local isNumber = Lib.isNumber
-- strlower cache for maximum efficiency
Lib.strlowerCache = Lib.strlowerCache or setmetatable(
{}, {
__index = function(t, i)
if not i then return end
local o
if type(i) == "number" then
o = i
else
o = strlower(i)
end
t[i] = o
return o
end,
}) local strlowerCache = Lib.strlowerCache
-- Matches lowercase player spell names to their spellBookID
Lib.spellsByName_spell = Lib.spellsByName_spell or {}
local spellsByName_spell = Lib.spellsByName_spell
-- Matches player spellIDs to their spellBookID
Lib.spellsByID_spell = Lib.spellsByID_spell or {}
local spellsByID_spell = Lib.spellsByID_spell
-- Matches lowercase pet spell names to their spellBookID
Lib.spellsByName_pet = Lib.spellsByName_pet or {}
local spellsByName_pet = Lib.spellsByName_pet
-- Matches pet spellIDs to their spellBookID
Lib.spellsByID_pet = Lib.spellsByID_pet or {}
local spellsByID_pet = Lib.spellsByID_pet
-- Updates spellsByName and spellsByID
local function UpdateBook(bookType)
local _, _, offs, numspells = GetSpellTabInfo(3)
local max = offs -- The offset of the next tab is the max ID of the previous tab.
if numspells == 0 then
-- New characters pre level 10 only have 2 tabs.
local _, _, offs, numspells = GetSpellTabInfo(2)
max = offs + numspells
end
local spellsByName = Lib["spellsByName_" .. bookType]
local spellsByID = Lib["spellsByID_" .. bookType]
wipe(spellsByName)
wipe(spellsByID)
for spellBookID = 1, max do
local type, baseSpellID = GetSpellBookItemInfo(spellBookID, bookType)
if type == "SPELL" or type == "PETACTION" then
local currentSpellName = GetSpellBookItemName(spellBookID, bookType)
local link = GetSpellLink(currentSpellName)
local currentSpellID = tonumber(link and link:gsub("|", "||"):match("spell:(%d+)"))
-- For each entry we add to a table,
-- only add it if there isn't anything there already.
-- This prevents weird passives from overwriting real, legit spells.
-- For example, in WoW 7.3.5 the ret paladin mastery
-- was coming back with a base spell named "Judgement",
-- which was overwriting the real "Judgement".
-- Passives usually come last in the spellbook,
-- so this should work just fine as a workaround.
-- This issue with "Judgement" is gone in BFA because the mastery changed.
if currentSpellName and not spellsByName[strlower(currentSpellName)] then
spellsByName[strlower(currentSpellName)] = spellBookID
end
if currentSpellID and not spellsByID[currentSpellID] then
spellsByID[currentSpellID] = spellBookID
end
if type == "SPELL" then
-- PETACTION (pet abilities) don't return a spellID for baseSpellID,
-- so base spells only work for proper player spells.
local baseSpellName = GetSpellInfo(baseSpellID)
if baseSpellName and not spellsByName[strlower(baseSpellName)] then
spellsByName[strlower(baseSpellName)] = spellBookID
end
if baseSpellID and not spellsByID[baseSpellID] then
spellsByID[baseSpellID] = spellBookID
end
end
end
end
end
-- Handles updating spellsByName and spellsByID
if not Lib.updaterFrame then
Lib.updaterFrame = CreateFrame("Frame")
end
Lib.updaterFrame:UnregisterAllEvents()
Lib.updaterFrame:RegisterEvent("SPELLS_CHANGED")
local function UpdateSpells()
UpdateBook("spell")
UpdateBook("pet")
end
Lib.updaterFrame:SetScript("OnEvent", UpdateSpells)
UpdateSpells()
--- Improved spell range checking function.
-- @name SpellRange.IsSpellInRange
-- @paramsig spell, unit
-- @param spell Name or spellID of a spell that you wish to check the range of. The spell must be a spell that you have in your spellbook or your pet's spellbook.
-- @param unit UnitID of the spell that you wish to check the range on.
-- @return Exact same returns as http://wowprogramming.com/docs/api/IsSpellInRange
-- @usage
-- -- Check spell range by spell name on unit "target"
-- local SpellRange = LibStub("SpellRange-1.0")
-- local inRange = SpellRange.IsSpellInRange("Stormstrike", "target")
--
-- -- Check spell range by spellID on unit "mouseover"
-- local SpellRange = LibStub("SpellRange-1.0")
-- local inRange = SpellRange.IsSpellInRange(17364, "mouseover")
function Lib.IsSpellInRange(spellInput, unit)
if isNumber[spellInput] then
local spell = spellsByID_spell[spellInput]
if spell then
return IsSpellInRange(spell, "spell", unit)
else
local spell = spellsByID_pet[spellInput]
if spell then
return IsSpellInRange(spell, "pet", unit)
end
end
else
local spellInput = strlowerCache[spellInput]
local spell = spellsByName_spell[spellInput]
if spell then
return IsSpellInRange(spell, "spell", unit)
else
local spell = spellsByName_pet[spellInput]
if spell then
return IsSpellInRange(spell, "pet", unit)
end
end
return IsSpellInRange(spellInput, unit)
end
end
--- Improved SpellHasRange.
-- @name SpellRange.SpellHasRange
-- @paramsig spell
-- @param spell Name or spellID of a spell that you wish to check for a range. The spell must be a spell that you have in your spellbook or your pet's spellbook.
-- @return Exact same returns as http://wowprogramming.com/docs/api/SpellHasRange
-- @usage
-- -- Check if a spell has a range by spell name
-- local SpellRange = LibStub("SpellRange-1.0")
-- local hasRange = SpellRange.SpellHasRange("Stormstrike")
--
-- -- Check if a spell has a range by spellID
-- local SpellRange = LibStub("SpellRange-1.0")
-- local hasRange = SpellRange.SpellHasRange(17364)
function Lib.SpellHasRange(spellInput)
if isNumber[spellInput] then
local spell = spellsByID_spell[spellInput]
if spell then
return SpellHasRange(spell, "spell")
else
local spell = spellsByID_pet[spellInput]
if spell then
return SpellHasRange(spell, "pet")
end
end
else
local spellInput = strlowerCache[spellInput]
local spell = spellsByName_spell[spellInput]
if spell then
return SpellHasRange(spell, "spell")
else
local spell = spellsByName_pet[spellInput]
if spell then
return SpellHasRange(spell, "pet")
end
end
return SpellHasRange(spellInput)
end
end

View File

@@ -0,0 +1,3 @@
<Ui>
<Script file="LibSpellRange-1.0.lua"/>
</Ui>

View File

@@ -0,0 +1,113 @@
local MAJOR_VERSION = "LibTranslit-1.0"
local MINOR_VERSION = 3
if not LibStub then
error(MAJOR_VERSION .. " requires LibStub.")
end
local lib = LibStub:NewLibrary(MAJOR_VERSION, MINOR_VERSION)
if not lib then
return
end
local CyrToLat = {
["А"] = "A",
["а"] = "a",
["Б"] = "B",
["б"] = "b",
["В"] = "V",
["в"] = "v",
["Г"] = "G",
["г"] = "g",
["Д"] = "D",
["д"] = "d",
["Е"] = "E",
["е"] = "e",
["Ё"] = "e",
["ё"] = "e",
["Ж"] = "Zh",
["ж"] = "zh",
["З"] = "Z",
["з"] = "z",
["И"] = "I",
["и"] = "i",
["Й"] = "Y",
["й"] = "y",
["К"] = "K",
["к"] = "k",
["Л"] = "L",
["л"] = "l",
["М"] = "M",
["м"] = "m",
["Н"] = "N",
["н"] = "n",
["О"] = "O",
["о"] = "o",
["П"] = "P",
["п"] = "p",
["Р"] = "R",
["р"] = "r",
["С"] = "S",
["с"] = "s",
["Т"] = "T",
["т"] = "t",
["У"] = "U",
["у"] = "u",
["Ф"] = "F",
["ф"] = "f",
["Х"] = "Kh",
["х"] = "kh",
["Ц"] = "Ts",
["ц"] = "ts",
["Ч"] = "Ch",
["ч"] = "ch",
["Ш"] = "Sh",
["ш"] = "sh",
["Щ"] = "Shch",
["щ"] = "shch",
["Ъ"] = "",
["ъ"] = "",
["Ы"] = "Y",
["ы"] = "y",
["Ь"] = "",
["ь"] = "",
["Э"] = "E",
["э"] = "e",
["Ю"] = "Yu",
["ю"] = "yu",
["Я"] = "Ya",
["я"] = "ya"
}
function lib:Transliterate(str, mark)
if not str then
return ""
end
local mark = mark or ""
local tstr = ""
local marked = false
local i = 1
while i <= string.len(str) do
local c = str:sub(i, i)
local b = string.byte(c)
if b == 208 or b == 209 then
if marked == false then
tstr = tstr .. mark
marked = true
end
c = str:sub(i + 1, i + 1)
tstr = tstr .. (CyrToLat[string.char(b, string.byte(c))] or string.char(b, string.byte(c)))
i = i + 2
else
if c == " " or c == "-" then
marked = false
end
tstr = tstr .. c
i = i + 1
end
end
return tstr
end

View File

@@ -0,0 +1,29 @@
<Ui xmlns='http://www.blizzard.com/wow/ui/'>
<Script file='Ace3\LibStub\LibStub.lua'/>
<Script file='Ace3\CallbackHandler-1.0\CallbackHandler-1.0.lua'/>
<Include file='Ace3\AceAddon-3.0\AceAddon-3.0.xml'/>
<Include file='Ace3\AceEvent-3.0\AceEvent-3.0.xml'/>
<Include file='Ace3\AceConsole-3.0\AceConsole-3.0.xml'/>
<Include file='Ace3\AceDB-3.0\AceDB-3.0.xml'/>
<Include file='Ace3\AceLocale-3.0\AceLocale-3.0.xml'/>
<Include file='Ace3\AceComm-3.0\AceComm-3.0.xml'/>
<Include file='Ace3\AceSerializer-3.0\AceSerializer-3.0.xml'/>
<Include file='Ace3\AceTimer-3.0\AceTimer-3.0.xml'/>
<Include file='Ace3\AceHook-3.0\AceHook-3.0.xml'/>
<Include file='LibSpellRange-1.0\lib.xml'/>
<Include file='LibSharedMedia-3.0\lib.xml'/>
<Script file='LibSimpleSticky\LibSimpleSticky.lua'/>
<Include file='oUF\oUF.xml'/>
<Include file='oUF_Plugins\oUF_Plugins.xml'/>
<Include file='LibActionButton-1.0\LibActionButton-1.0.xml'/>
<Script file='LibDataBroker\LibDataBroker-1.1.lua'/>
<Script file='LibDualSpec-1.0\LibDualSpec-1.0.lua'/>
<Script file='LibElvUIPlugin-1.0\LibElvUIPlugin-1.0.lua'/>
<Include file='UTF8\UTF8.xml'/>
<Include file='LibItemSearch-1.2\LibItemSearch-1.2.xml'/>
<Include file='LibChatAnims\LibChatAnims.xml'/>
<Include file='LibCompress\lib.xml'/>
<Include file='LibBase64-1.0\lib.xml'/>
<Script file='LibAnim\LibAnim.lua'/>
<Script file='LibTranslit-1.0\LibTranslit-1.0.lua'/>
</Ui>

5
Libraries/UTF8/UTF8.xml Normal file
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<Ui xmlns="http://www.blizzard.com/wow/ui/" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:schemaLocation="http://www.blizzard.com/wow/ui/
..\FrameXML\UI.xsd">
<Script file="utf8data.lua"/>
<Script file="utf8.lua"/>
</Ui>

318
Libraries/UTF8/utf8.lua Normal file
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-- $Id: utf8.lua 179 2009-04-03 18:10:03Z pasta $
--
-- Provides UTF-8 aware string functions implemented in pure lua:
-- * string.utf8len(s)
-- * string.utf8sub(s, i, j)
-- * string.utf8reverse(s)
--
-- If utf8data.lua (containing the lower<->upper case mappings) is loaded, these
-- additional functions are available:
-- * string.utf8upper(s)
-- * string.utf8lower(s)
--
-- All functions behave as their non UTF-8 aware counterparts with the exception
-- that UTF-8 characters are used instead of bytes for all units.
--[[
Copyright (c) 2006-2007, Kyle Smith
All rights reserved.
Redistribution and use in source and binary forms, with or without
modification, are permitted provided that the following conditions are met:
* Redistributions of source code must retain the above copyright notice,
this list of conditions and the following disclaimer.
* Redistributions in binary form must reproduce the above copyright
notice, this list of conditions and the following disclaimer in the
documentation and/or other materials provided with the distribution.
* Neither the name of the author nor the names of its contributors may be
used to endorse or promote products derived from this software without
specific prior written permission.
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE
FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
--]]
-- ABNF from RFC 3629
--
-- UTF8-octets = *( UTF8-char )
-- UTF8-char = UTF8-1 / UTF8-2 / UTF8-3 / UTF8-4
-- UTF8-1 = %x00-7F
-- UTF8-2 = %xC2-DF UTF8-tail
-- UTF8-3 = %xE0 %xA0-BF UTF8-tail / %xE1-EC 2( UTF8-tail ) /
-- %xED %x80-9F UTF8-tail / %xEE-EF 2( UTF8-tail )
-- UTF8-4 = %xF0 %x90-BF 2( UTF8-tail ) / %xF1-F3 3( UTF8-tail ) /
-- %xF4 %x80-8F 2( UTF8-tail )
-- UTF8-tail = %x80-BF
--
local strbyte, strlen, strsub, type = string.byte, string.len, string.sub, type
-- returns the number of bytes used by the UTF-8 character at byte i in s
-- also doubles as a UTF-8 character validator
local function utf8charbytes(s, i)
-- argument defaults
i = i or 1
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8charbytes' (string expected, got ".. type(s).. ")")
end
if type(i) ~= "number" then
error("bad argument #2 to 'utf8charbytes' (number expected, got ".. type(i).. ")")
end
local c = strbyte(s, i)
-- determine bytes needed for character, based on RFC 3629
-- validate byte 1
if c > 0 and c <= 127 then
-- UTF8-1
return 1
elseif c >= 194 and c <= 223 then
-- UTF8-2
local c2 = strbyte(s, i + 1)
if not c2 then
error("UTF-8 string terminated early")
end
-- validate byte 2
if c2 < 128 or c2 > 191 then
error("Invalid UTF-8 character")
end
return 2
elseif c >= 224 and c <= 239 then
-- UTF8-3
local c2 = strbyte(s, i + 1)
local c3 = strbyte(s, i + 2)
if not c2 or not c3 then
error("UTF-8 string terminated early")
end
-- validate byte 2
if c == 224 and (c2 < 160 or c2 > 191) then
error("Invalid UTF-8 character")
elseif c == 237 and (c2 < 128 or c2 > 159) then
error("Invalid UTF-8 character")
elseif c2 < 128 or c2 > 191 then
error("Invalid UTF-8 character")
end
-- validate byte 3
if c3 < 128 or c3 > 191 then
error("Invalid UTF-8 character")
end
return 3
elseif c >= 240 and c <= 244 then
-- UTF8-4
local c2 = strbyte(s, i + 1)
local c3 = strbyte(s, i + 2)
local c4 = strbyte(s, i + 3)
if not c2 or not c3 or not c4 then
error("UTF-8 string terminated early")
end
-- validate byte 2
if c == 240 and (c2 < 144 or c2 > 191) then
error("Invalid UTF-8 character")
elseif c == 244 and (c2 < 128 or c2 > 143) then
error("Invalid UTF-8 character")
elseif c2 < 128 or c2 > 191 then
error("Invalid UTF-8 character")
end
-- validate byte 3
if c3 < 128 or c3 > 191 then
error("Invalid UTF-8 character")
end
-- validate byte 4
if c4 < 128 or c4 > 191 then
error("Invalid UTF-8 character")
end
return 4
else
error("Invalid UTF-8 character")
end
end
-- returns the number of characters in a UTF-8 string
local function utf8len(s)
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8len' (string expected, got ".. type(s).. ")")
end
local pos = 1
local bytes = strlen(s)
local len = 0
while pos <= bytes do
len = len + 1
pos = pos + utf8charbytes(s, pos)
end
return len
end
-- install in the string library
if not string.utf8len then
string.utf8len = utf8len
end
-- functions identically to string.sub except that i and j are UTF-8 characters
-- instead of bytes
local function utf8sub(s, i, j)
-- argument defaults
j = j or -1
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8sub' (string expected, got ".. type(s).. ")")
end
if type(i) ~= "number" then
error("bad argument #2 to 'utf8sub' (number expected, got ".. type(i).. ")")
end
if type(j) ~= "number" then
error("bad argument #3 to 'utf8sub' (number expected, got ".. type(j).. ")")
end
local pos = 1
local bytes = strlen(s)
local len = 0
-- only set l if i or j is negative
local l = (i >= 0 and j >= 0) or utf8len(s)
local startChar = (i >= 0) and i or l + i + 1
local endChar = (j >= 0) and j or l + j + 1
-- can't have start before end!
if startChar > endChar then
return ""
end
-- byte offsets to pass to string.sub
local startByte, endByte = 1, bytes
while pos <= bytes do
len = len + 1
if len == startChar then
startByte = pos
end
pos = pos + utf8charbytes(s, pos)
if len == endChar then
endByte = pos - 1
break
end
end
return strsub(s, startByte, endByte)
end
-- install in the string library
if not string.utf8sub then
string.utf8sub = utf8sub
end
-- replace UTF-8 characters based on a mapping table
local function utf8replace(s, mapping)
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8replace' (string expected, got ".. type(s).. ")")
end
if type(mapping) ~= "table" then
error("bad argument #2 to 'utf8replace' (table expected, got ".. type(mapping).. ")")
end
local pos = 1
local bytes = strlen(s)
local charbytes
local newstr = ""
while pos <= bytes do
charbytes = utf8charbytes(s, pos)
local c = strsub(s, pos, pos + charbytes - 1)
newstr = newstr .. (mapping[c] or c)
pos = pos + charbytes
end
return newstr
end
-- identical to string.upper except it knows about unicode simple case conversions
local function utf8upper(s)
return utf8replace(s, utf8_lc_uc)
end
-- install in the string library
if not string.utf8upper and utf8_lc_uc then
string.utf8upper = utf8upper
end
-- identical to string.lower except it knows about unicode simple case conversions
local function utf8lower(s)
return utf8replace(s, utf8_uc_lc)
end
-- install in the string library
if not string.utf8lower and utf8_uc_lc then
string.utf8lower = utf8lower
end
-- identical to string.reverse except that it supports UTF-8
local function utf8reverse(s)
-- argument checking
if type(s) ~= "string" then
error("bad argument #1 to 'utf8reverse' (string expected, got ".. type(s).. ")")
end
local bytes = strlen(s)
local pos = bytes
local charbytes
local newstr = ""
local c
while pos > 0 do
c = strbyte(s, pos)
while c >= 128 and c <= 191 do
pos = pos - 1
c = strbyte(pos)
end
charbytes = utf8charbytes(s, pos)
newstr = newstr .. strsub(s, pos, pos + charbytes - 1)
pos = pos - 1
end
return newstr
end
-- install in the string library
if not string.utf8reverse then
string.utf8reverse = utf8reverse
end

1859
Libraries/UTF8/utf8data.lua Normal file

File diff suppressed because it is too large Load Diff

25
Libraries/oUF/LICENSE Normal file
View File

@@ -0,0 +1,25 @@
Copyright (c) 2006-2020 Trond A Ekseth <troeks@gmail.com>
Copyright (c) 2016-2020 Val Voronov <i.lightspark@gmail.com>
Copyright (c) 2016-2020 Adrian L Lange <contact@p3lim.net>
Copyright (c) 2016-2020 Rainrider <rainrider.wow@gmail.com>
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.

132
Libraries/oUF/blizzard.lua Normal file
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local parent, ns = ...
local oUF = ns.oUF
-- sourced from Blizzard_ArenaUI/Blizzard_ArenaUI.lua
local MAX_ARENA_ENEMIES = MAX_ARENA_ENEMIES or 5
-- sourced from FrameXML/TargetFrame.lua
local MAX_BOSS_FRAMES = MAX_BOSS_FRAMES or 5
-- sourced from FrameXML/PartyMemberFrame.lua
local MAX_PARTY_MEMBERS = MAX_PARTY_MEMBERS or 4
local hiddenParent = CreateFrame('Frame', nil, UIParent)
hiddenParent:SetAllPoints()
hiddenParent:Hide()
local function insecureOnShow(self)
self:Hide()
end
local function handleFrame(baseName, doNotReparent)
local frame
if(type(baseName) == 'string') then
frame = _G[baseName]
else
frame = baseName
end
if(frame) then
frame:UnregisterAllEvents()
frame:Hide()
if(not doNotReparent) then
frame:SetParent(hiddenParent)
end
local health = frame.healthBar or frame.healthbar
if(health) then
health:UnregisterAllEvents()
end
local power = frame.manabar
if(power) then
power:UnregisterAllEvents()
end
local spell = frame.castBar or frame.spellbar
if(spell) then
spell:UnregisterAllEvents()
end
local altpowerbar = frame.powerBarAlt
if(altpowerbar) then
altpowerbar:UnregisterAllEvents()
end
local buffFrame = frame.BuffFrame
if(buffFrame) then
buffFrame:UnregisterAllEvents()
end
end
end
function oUF:DisableBlizzard(unit)
if(not unit) then return end
if(unit == 'player') then
handleFrame(PlayerFrame)
-- For the damn vehicle support:
PlayerFrame:RegisterEvent('PLAYER_ENTERING_WORLD')
PlayerFrame:RegisterEvent('UNIT_ENTERING_VEHICLE')
PlayerFrame:RegisterEvent('UNIT_ENTERED_VEHICLE')
PlayerFrame:RegisterEvent('UNIT_EXITING_VEHICLE')
PlayerFrame:RegisterEvent('UNIT_EXITED_VEHICLE')
-- User placed frames don't animate
PlayerFrame:SetUserPlaced(true)
PlayerFrame:SetDontSavePosition(true)
elseif(unit == 'pet') then
handleFrame(PetFrame)
elseif(unit == 'target') then
handleFrame(TargetFrame)
handleFrame(ComboFrame)
elseif(unit == 'focus') then
handleFrame(FocusFrame)
handleFrame(TargetofFocusFrame)
elseif(unit == 'targettarget') then
handleFrame(TargetFrameToT)
elseif(unit:match('boss%d?$')) then
local id = unit:match('boss(%d)')
if(id) then
handleFrame('Boss' .. id .. 'TargetFrame')
else
for i = 1, MAX_BOSS_FRAMES do
handleFrame(string.format('Boss%dTargetFrame', i))
end
end
elseif(unit:match('party%d?$')) then
local id = unit:match('party(%d)')
if(id) then
handleFrame('PartyMemberFrame' .. id)
else
for i = 1, MAX_PARTY_MEMBERS do
handleFrame(string.format('PartyMemberFrame%d', i))
end
end
elseif(unit:match('arena%d?$')) then
local id = unit:match('arena(%d)')
if(id) then
handleFrame('ArenaEnemyFrame' .. id)
else
for i = 1, MAX_ARENA_ENEMIES do
handleFrame(string.format('ArenaEnemyFrame%d', i))
end
end
-- Blizzard_ArenaUI should not be loaded
Arena_LoadUI = function() end
SetCVar('showArenaEnemyFrames', '0', 'SHOW_ARENA_ENEMY_FRAMES_TEXT')
elseif(unit:match('nameplate%d+$')) then
local frame = C_NamePlate.GetNamePlateForUnit(unit)
if(frame and frame.UnitFrame) then
if(not frame.UnitFrame.isHooked) then
frame.UnitFrame:HookScript('OnShow', insecureOnShow)
frame.UnitFrame.isHooked = true
end
handleFrame(frame.UnitFrame, true)
end
end
end

272
Libraries/oUF/colors.lua Normal file
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local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local frame_metatable = Private.frame_metatable
local colors = {
smooth = {
1, 0, 0,
1, 1, 0,
0, 1, 0
},
health = {49 / 255, 207 / 255, 37 / 255},
disconnected = {0.6, 0.6, 0.6},
tapped = {0.6, 0.6, 0.6},
runes = {
{247 / 255, 65 / 255, 57 / 255}, -- blood
{148 / 255, 203 / 255, 247 / 255}, -- frost
{173 / 255, 235 / 255, 66 / 255}, -- unholy
},
selection = {
[ 0] = {255 / 255, 0 / 255, 0 / 255}, -- HOSTILE
[ 1] = {255 / 255, 129 / 255, 0 / 255}, -- UNFRIENDLY
[ 2] = {255 / 255, 255 / 255, 0 / 255}, -- NEUTRAL
[ 3] = {0 / 255, 255 / 255, 0 / 255}, -- FRIENDLY
[ 4] = {0 / 255, 0 / 255, 255 / 255}, -- PLAYER_SIMPLE
[ 5] = {96 / 255, 96 / 255, 255 / 255}, -- PLAYER_EXTENDED
[ 6] = {170 / 255, 170 / 255, 255 / 255}, -- PARTY
[ 7] = {170 / 255, 255 / 255, 170 / 255}, -- PARTY_PVP
[ 8] = {83 / 255, 201 / 255, 255 / 255}, -- FRIEND
[ 9] = {128 / 255, 128 / 255, 128 / 255}, -- DEAD
-- [10] = {}, -- COMMENTATOR_TEAM_1, unavailable to players
-- [11] = {}, -- COMMENTATOR_TEAM_2, unavailable to players
[12] = {255 / 255, 255 / 255, 139 / 255}, -- SELF, buggy
[13] = {0 / 255, 153 / 255, 0 / 255}, -- BATTLEGROUND_FRIENDLY_PVP
},
class = {},
debuff = {},
reaction = {},
power = {},
threat = {},
}
-- We do this because people edit the vars directly, and changing the default
-- globals makes SPICE FLOW!
local function customClassColors()
if(CUSTOM_CLASS_COLORS) then
local function updateColors()
for classToken, color in next, CUSTOM_CLASS_COLORS do
colors.class[classToken] = {color.r, color.g, color.b}
end
for _, obj in next, oUF.objects do
obj:UpdateAllElements('CUSTOM_CLASS_COLORS')
end
end
updateColors()
CUSTOM_CLASS_COLORS:RegisterCallback(updateColors)
return true
end
end
if(not customClassColors()) then
for classToken, color in next, RAID_CLASS_COLORS do
colors.class[classToken] = {color.r, color.g, color.b}
end
local eventHandler = CreateFrame('Frame')
eventHandler:RegisterEvent('ADDON_LOADED')
eventHandler:SetScript('OnEvent', function(self)
if(customClassColors()) then
self:UnregisterEvent('ADDON_LOADED')
self:SetScript('OnEvent', nil)
end
end)
end
for debuffType, color in next, DebuffTypeColor do
colors.debuff[debuffType] = {color.r, color.g, color.b}
end
for eclass, color in next, FACTION_BAR_COLORS do
colors.reaction[eclass] = {color.r, color.g, color.b}
end
for power, color in next, PowerBarColor do
if (type(power) == 'string') then
if(type(select(2, next(color))) == 'table') then
colors.power[power] = {}
for index, color in next, color do
colors.power[power][index] = {color.r, color.g, color.b}
end
else
colors.power[power] = {color.r, color.g, color.b, atlas = color.atlas}
end
end
end
-- sourced from FrameXML/Constants.lua
colors.power[0] = colors.power.MANA
colors.power[1] = colors.power.RAGE
colors.power[2] = colors.power.FOCUS
colors.power[3] = colors.power.ENERGY
colors.power[4] = colors.power.COMBO_POINTS
colors.power[5] = colors.power.RUNES
colors.power[6] = colors.power.RUNIC_POWER
colors.power[7] = colors.power.SOUL_SHARDS
colors.power[8] = colors.power.LUNAR_POWER
colors.power[9] = colors.power.HOLY_POWER
colors.power[11] = colors.power.MAELSTROM
colors.power[12] = colors.power.CHI
colors.power[13] = colors.power.INSANITY
colors.power[16] = colors.power.ARCANE_CHARGES
colors.power[17] = colors.power.FURY
colors.power[18] = colors.power.PAIN
-- alternate power, sourced from FrameXML/CompactUnitFrame.lua
colors.power.ALTERNATE = {0.7, 0.7, 0.6}
colors.power[10] = colors.power.ALTERNATE
for i = 0, 3 do
colors.threat[i] = {GetThreatStatusColor(i)}
end
local function colorsAndPercent(a, b, ...)
if(a <= 0 or b == 0) then
return nil, ...
elseif(a >= b) then
return nil, select(-3, ...)
end
local num = select('#', ...) / 3
local segment, relperc = math.modf((a / b) * (num - 1))
return relperc, select((segment * 3) + 1, ...)
end
-- http://www.wowwiki.com/ColorGradient
--[[ Colors: oUF:RGBColorGradient(a, b, ...)
Used to convert a percent value (the quotient of `a` and `b`) into a gradient from 2 or more RGB colors. If more than 2
colors are passed, the gradient will be between the two colors which perc lies in an evenly divided range. A RGB color
is a sequence of 3 consecutive RGB percent values (in the range [0-1]). If `a` is negative or `b` is zero then the first
RGB color (the first 3 RGB values passed to the function) is returned. If `a` is bigger than or equal to `b`, then the
last 3 RGB values are returned.
* self - the global oUF object
* a - value used as numerator to calculate the percentage (number)
* b - value used as denominator to calculate the percentage (number)
* ... - a list of RGB percent values. At least 6 values should be passed (number [0-1])
--]]
function oUF:RGBColorGradient(...)
local relperc, r1, g1, b1, r2, g2, b2 = colorsAndPercent(...)
if(relperc) then
return r1 + (r2 - r1) * relperc, g1 + (g2 - g1) * relperc, b1 + (b2 - b1) * relperc
else
return r1, g1, b1
end
end
-- HCY functions are based on http://www.chilliant.com/rgb2hsv.html
local function getY(r, g, b)
return 0.299 * r + 0.587 * g + 0.114 * b
end
local function rgbToHCY(r, g, b)
local min, max = math.min(r, g, b), math.max(r, g, b)
local chroma = max - min
local hue
if(chroma > 0) then
if(r == max) then
hue = ((g - b) / chroma) % 6
elseif(g == max) then
hue = (b - r) / chroma + 2
elseif(b == max) then
hue = (r - g) / chroma + 4
end
hue = hue / 6
end
return hue, chroma, getY(r, g, b)
end
local function hcyToRGB(hue, chroma, luma)
local r, g, b = 0, 0, 0
if(hue and luma > 0) then
local h2 = hue * 6
local x = chroma * (1 - math.abs(h2 % 2 - 1))
if(h2 < 1) then
r, g, b = chroma, x, 0
elseif(h2 < 2) then
r, g, b = x, chroma, 0
elseif(h2 < 3) then
r, g, b = 0, chroma, x
elseif(h2 < 4) then
r, g, b = 0, x, chroma
elseif(h2 < 5) then
r, g, b = x, 0, chroma
else
r, g, b = chroma, 0, x
end
local y = getY(r, g, b)
if(luma < y) then
chroma = chroma * (luma / y)
elseif(y < 1) then
chroma = chroma * (1 - luma) / (1 - y)
end
r = (r - y) * chroma + luma
g = (g - y) * chroma + luma
b = (b - y) * chroma + luma
end
return r, g, b
end
--[[ Colors: oUF:HCYColorGradient(a, b, ...)
Used to convert a percent value (the quotient of `a` and `b`) into a gradient from 2 or more HCY colors. If more than 2
colors are passed, the gradient will be between the two colors which perc lies in an evenly divided range. A HCY color
is a sequence of 3 consecutive values in the range [0-1]. If `a` is negative or `b` is zero then the first
HCY color (the first 3 HCY values passed to the function) is returned. If `a` is bigger than or equal to `b`, then the
last 3 HCY values are returned.
* self - the global oUF object
* a - value used as numerator to calculate the percentage (number)
* b - value used as denominator to calculate the percentage (number)
* ... - a list of HCY color values. At least 6 values should be passed (number [0-1])
--]]
function oUF:HCYColorGradient(...)
local relperc, r1, g1, b1, r2, g2, b2 = colorsAndPercent(...)
if(not relperc) then
return r1, g1, b1
end
local h1, c1, y1 = rgbToHCY(r1, g1, b1)
local h2, c2, y2 = rgbToHCY(r2, g2, b2)
local c = c1 + (c2 - c1) * relperc
local y = y1 + (y2 - y1) * relperc
if(h1 and h2) then
local dh = h2 - h1
if(dh < -0.5) then
dh = dh + 1
elseif(dh > 0.5) then
dh = dh - 1
end
return hcyToRGB((h1 + dh * relperc) % 1, c, y)
else
return hcyToRGB(h1 or h2, c, y)
end
end
--[[ Colors: oUF:ColorGradient(a, b, ...) or frame:ColorGradient(a, b, ...)
Used as a proxy to call the proper gradient function depending on the user's preference. If `oUF.useHCYColorGradient` is
set to true, `:HCYColorGradient` will be called, else `:RGBColorGradient`.
* self - the global oUF object or a unit frame
* a - value used as numerator to calculate the percentage (number)
* b - value used as denominator to calculate the percentage (number)
* ... - a list of color values. At least 6 values should be passed (number [0-1])
--]]
function oUF:ColorGradient(...)
return (oUF.useHCYColorGradient and oUF.HCYColorGradient or oUF.RGBColorGradient)(self, ...)
end
oUF.colors = colors
oUF.useHCYColorGradient = false
frame_metatable.__index.colors = colors
frame_metatable.__index.ColorGradient = oUF.ColorGradient

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--[[
# Element: Additional Power Bar
Handles the visibility and updating of a status bar that displays the player's additional power, such as Mana for
Balance druids.
## Widget
AdditionalPower - A `StatusBar` that is used to display the player's additional power.
## Sub-Widgets
.bg - A `Texture` used as a background. Inherits the widget's color.
## Notes
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
## Options
.frequentUpdates - Indicates whether to use UNIT_POWER_FREQUENT instead UNIT_POWER_UPDATE to update the bar (boolean)
.displayPairs - Use to override display pairs. (table)
.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
The following options are listed by priority. The first check that returns true decides the color of the bar.
.colorPower - Use `self.colors.power[token]` to color the bar based on the player's additional power type
(boolean)
.colorClass - Use `self.colors.class[class]` to color the bar based on unit class. `class` is defined by the
second return of [UnitClass](http://wowprogramming.com/docs/api/UnitClass.html) (boolean)
.colorSmooth - Use `self.colors.smooth` to color the bar with a smooth gradient based on the player's current
additional power percentage (boolean)
## Sub-Widget Options
.multiplier - Used to tint the background based on the widget's R, G and B values. Defaults to 1 (number)[0-1]
## Examples
-- Position and size
local AdditionalPower = CreateFrame('StatusBar', nil, self)
AdditionalPower:SetSize(20, 20)
AdditionalPower:SetPoint('TOP')
AdditionalPower:SetPoint('LEFT')
AdditionalPower:SetPoint('RIGHT')
-- Add a background
local Background = AdditionalPower:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(AdditionalPower)
Background:SetTexture(1, 1, 1, .5)
-- Register it with oUF
AdditionalPower.bg = Background
self.AdditionalPower = AdditionalPower
--]]
local _, ns = ...
local oUF = ns.oUF
local _, playerClass = UnitClass('player')
-- ElvUI block
local unpack = unpack
local CopyTable = CopyTable
local UnitIsUnit = UnitIsUnit
local UnitPlayerControlled = UnitPlayerControlled
local UnitIsTapDenied = UnitIsTapDenied
local UnitThreatSituation = UnitThreatSituation
local UnitIsPlayer = UnitIsPlayer
local UnitClass = UnitClass
local UnitSelectionType = UnitSelectionType
local UnitReaction = UnitReaction
local UnitPower = UnitPower
local UnitPowerMax = UnitPowerMax
local UnitIsConnected = UnitIsConnected
local UnitHasVehicleUI = UnitHasVehicleUI
local UnitPowerType = UnitPowerType
-- end block
-- sourced from FrameXML/AlternatePowerBar.lua
local ADDITIONAL_POWER_BAR_NAME = ADDITIONAL_POWER_BAR_NAME or 'MANA'
local ADDITIONAL_POWER_BAR_INDEX = ADDITIONAL_POWER_BAR_INDEX or 0
local ALT_MANA_BAR_PAIR_DISPLAY_INFO = ALT_MANA_BAR_PAIR_DISPLAY_INFO
local function UpdateColor(self, event, unit, powerType)
if(not (unit and UnitIsUnit(unit, 'player') and powerType == ADDITIONAL_POWER_BAR_NAME)) then return end
local element = self.AdditionalPower
local r, g, b, t
if(element.colorPower) then
t = self.colors.power[ADDITIONAL_POWER_BAR_INDEX]
elseif(element.colorClass) then
t = self.colors.class[playerClass]
elseif(element.colorSmooth) then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(b) then
element:SetStatusBarColor(r, g, b)
local bg = element.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
--[[ Callback: AdditionalPower:PostUpdateColor(r, g, b)
Called after the element color has been updated.
* self - the AdditionalPower element
* r - the red component of the used color (number)[0-1]
* g - the green component of the used color (number)[0-1]
* b - the blue component of the used color (number)[0-1]
--]]
if(element.PostUpdateColor) then
element:PostUpdateColor(r, g, b)
end
end
local function Update(self, event, unit, powerType)
if(not (unit and UnitIsUnit(unit, 'player') and powerType == ADDITIONAL_POWER_BAR_NAME)) then return end
local element = self.AdditionalPower
--[[ Callback: AdditionalPower:PreUpdate(unit)
Called before the element has been updated.
* self - the AdditionalPower element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local cur, max = UnitPower('player', ADDITIONAL_POWER_BAR_INDEX), UnitPowerMax('player', ADDITIONAL_POWER_BAR_INDEX)
element:SetMinMaxValues(0, max)
element:SetValue(cur)
element.cur = cur
element.max = max
--[[ Callback: AdditionalPower:PostUpdate(cur, max)
Called after the element has been updated.
* self - the AdditionalPower element
* cur - the current value of the player's additional power (number)
* max - the maximum value of the player's additional power (number)
--]]
if(element.PostUpdate) then
return element:PostUpdate(cur, max, event) -- ElvUI adds event
end
end
local function Path(self, ...)
--[[ Override: AdditionalPower.Override(self, event, unit, ...)
Used to completely override the element's update process.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
(self.AdditionalPower.Override or Update) (self, ...);
--[[ Override: AdditionalPower.UpdateColor(self, event, unit, ...)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
(self.AdditionalPower.UpdateColor or UpdateColor) (self, ...)
end
local function ElementEnable(self)
local element = self.AdditionalPower
if(element.frequentUpdates) then
self:RegisterEvent('UNIT_POWER_FREQUENT', Path)
else
self:RegisterEvent('UNIT_POWER_UPDATE', Path)
end
self:RegisterEvent('UNIT_MAXPOWER', Path)
element:Show()
element.__isEnabled = true
Path(self, 'ElementEnable', 'player', ADDITIONAL_POWER_BAR_NAME)
end
local function ElementDisable(self)
local element = self.AdditionalPower
self:UnregisterEvent('UNIT_MAXPOWER', Path)
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
self:UnregisterEvent('UNIT_POWER_UPDATE', Path)
element:Hide()
element.__isEnabled = false
Path(self, 'ElementDisable', 'player', ADDITIONAL_POWER_BAR_NAME)
end
local function Visibility(self, event, unit)
local element = self.AdditionalPower
local shouldEnable
if(not UnitHasVehicleUI('player')) then
if(UnitPowerMax(unit, ADDITIONAL_POWER_BAR_INDEX) ~= 0) then
if(element.displayPairs[playerClass]) then
local powerType = UnitPowerType(unit)
shouldEnable = element.displayPairs[playerClass][powerType]
end
end
end
local isEnabled = element.__isEnabled
if(shouldEnable and not isEnabled) then
ElementEnable(self)
--[[ Callback: AdditionalPower:PostVisibility(isVisible)
Called after the element's visibility has been changed.
* self - the AdditionalPower element
* isVisible - the current visibility state of the element (boolean)
--]]
if(element.PostVisibility) then
element:PostVisibility(true)
end
elseif(not shouldEnable and (isEnabled or isEnabled == nil)) then
ElementDisable(self)
if(element.PostVisibility) then
element:PostVisibility(false)
end
elseif(shouldEnable and isEnabled) then
Path(self, event, unit, ADDITIONAL_POWER_BAR_NAME)
end
end
local function VisibilityPath(self, ...)
--[[ Override: AdditionalPower.OverrideVisibility(self, event, unit)
Used to completely override the element's visibility update process.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.AdditionalPower.OverrideVisibility or Visibility) (self, ...)
end
local function ForceUpdate(element)
VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end
--[[ Power:SetFrequentUpdates(state, isForced)
Used to toggle frequent updates.
* self - the Power element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetFrequentUpdates(element, state, isForced)
if(element.frequentUpdates ~= state or isForced) then
element.frequentUpdates = state
if(state) then
element.__owner:UnregisterEvent('UNIT_POWER_UPDATE', Path)
element.__owner:RegisterEvent('UNIT_POWER_FREQUENT', Path)
else
element.__owner:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
element.__owner:RegisterEvent('UNIT_POWER_UPDATE', Path)
end
end
end
local function Enable(self, unit)
local element = self.AdditionalPower
if(element and UnitIsUnit(unit, 'player')) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.SetFrequentUpdates = SetFrequentUpdates
self:RegisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
if(not element.displayPairs) then
element.displayPairs = CopyTable(ALT_MANA_BAR_PAIR_DISPLAY_INFO)
end
if(element:IsObjectType('StatusBar') and not (element:GetStatusBarTexture() or element:GetStatusBarAtlas())) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
return true
end
end
local function Disable(self)
local element = self.AdditionalPower
if(element) then
ElementDisable(self)
self:UnregisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
end
end
oUF:AddElement('AdditionalPower', VisibilityPath, Enable, Disable)

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--[[
# Element: Alternative Power Bar
Handles the visibility and updating of a status bar that displays encounter- or quest-related power information, such as
the number of hour glass charges during the Murozond encounter in the dungeon End Time.
## Widget
AlternativePower - A `StatusBar` used to represent the unit's alternative power.
## Notes
If mouse interactivity is enabled for the widget, `OnEnter` and/or `OnLeave` handlers will be set to display a tooltip.
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
## Options
.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
.considerSelectionInCombatHostile - Indicates whether selection should be considered hostile while the unit is in
combat with the player (boolean)
The following options are listed by priority. The first check that returns true decides the color of the bar.
.colorThreat - Use `self.colors.threat[threat]` to color the bar based on the unit's threat status. `threat` is
defined by the first return of [UnitThreatSituation](https://wow.gamepedia.com/API_UnitThreatSituation) (boolean)
.colorPower - Use `self.colors.power[token]` to color the bar based on the unit's alternative power type
(boolean)
.colorClass - Use `self.colors.class[class]` to color the bar based on unit class. `class` is defined by the
second return of [UnitClass](http://wowprogramming.com/docs/api/UnitClass.html) (boolean)
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the unit is a NPC (boolean)
.colorSelection - Use `self.colors.selection[selection]` to color the bar based on the unit's selection color.
`selection` is defined by the return value of Private.unitSelectionType, a wrapper function
for [UnitSelectionType](https://wow.gamepedia.com/API_UnitSelectionType) (boolean)
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar based on the player's reaction towards the
unit. `reaction` is defined by the return value of
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction.html) (boolean)
.colorSmooth - Use `self.colors.smooth` to color the bar with a smooth gradient based on the unit's current
alternative power percentage (boolean)
## Examples
-- Position and size
local AlternativePower = CreateFrame('StatusBar', nil, self)
AlternativePower:SetHeight(20)
AlternativePower:SetPoint('BOTTOM')
AlternativePower:SetPoint('LEFT')
AlternativePower:SetPoint('RIGHT')
-- Register with oUF
self.AlternativePower = AlternativePower
--]]
local _, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local unitSelectionType = Private.unitSelectionType
-- sourced from FrameXML/UnitPowerBarAlt.lua
local ALTERNATE_POWER_INDEX = Enum.PowerType.Alternate or 10
local ALTERNATE_POWER_NAME = 'ALTERNATE'
local GameTooltip = GameTooltip
local function updateTooltip(self)
if GameTooltip:IsForbidden() then return end
local name, tooltip = GetUnitPowerBarStringsByID(self.__barID)
GameTooltip:SetText(name or '', 1, 1, 1)
GameTooltip:AddLine(tooltip or '', nil, nil, nil, true)
GameTooltip:Show()
end
local function onEnter(self)
if GameTooltip:IsForbidden() or not self:IsVisible() then return end
GameTooltip:ClearAllPoints()
GameTooltip_SetDefaultAnchor(GameTooltip, self)
self:UpdateTooltip()
end
local function onLeave()
if GameTooltip:IsForbidden() then return end
GameTooltip:Hide()
end
local function UpdateColor(self, event, unit, powerType)
if(self.unit ~= unit or powerType ~= ALTERNATE_POWER_NAME) then return end
local element = self.AlternativePower
local r, g, b, t
if(element.colorThreat and not UnitPlayerControlled(unit) and UnitThreatSituation('player', unit)) then
t = self.colors.threat[UnitThreatSituation('player', unit)]
elseif(element.colorPower) then
t = self.colors.power[ALTERNATE_POWER_INDEX]
elseif(element.colorClass and UnitIsPlayer(unit))
or (element.colorClassNPC and not UnitIsPlayer(unit)) then
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif(element.colorSelection and unitSelectionType(unit, element.considerSelectionInCombatHostile)) then
t = self.colors.selection[unitSelectionType(unit, element.considerSelectionInCombatHostile)]
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, 'player')]
elseif(element.colorSmooth) then
local adjust = 0 - (element.min or 0)
r, g, b = self:ColorGradient((element.cur or 1) + adjust, (element.max or 1) + adjust, unpack(element.smoothGradient or self.colors.smooth))
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(b) then
element:SetStatusBarColor(r, g, b)
local bg = element.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
--[[ Callback: AlternativePower:PostUpdateColor(unit, r, g, b)
Called after the element color has been updated.
* self - the AlternativePower element
* unit - the unit for which the update has been triggered (string)
* r - the red component of the used color (number)[0-1]
* g - the green component of the used color (number)[0-1]
* b - the blue component of the used color (number)[0-1]
--]]
if(element.PostUpdateColor) then
element:PostUpdateColor(unit, r, g, b)
end
end
local function Update(self, event, unit, powerType)
if(self.unit ~= unit or powerType ~= ALTERNATE_POWER_NAME) then return end
local element = self.AlternativePower
--[[ Callback: AlternativePower:PreUpdate()
Called before the element has been updated.
* self - the AlternativePower element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local min, max, cur = 0
local barInfo = element.__barInfo
if(barInfo) then
cur = UnitPower(unit, ALTERNATE_POWER_INDEX)
max = UnitPowerMax(unit, ALTERNATE_POWER_INDEX)
if barInfo.minPower then
min = barInfo.minPower
end
element:SetMinMaxValues(min, max)
element:SetValue(cur)
end
element.cur = cur
element.min = min
element.max = max
--[[ Callback: AlternativePower:PostUpdate(unit, cur, min, max)
Called after the element has been updated.
* self - the AlternativePower element
* unit - the unit for which the update has been triggered (string)
* cur - the current value of the unit's alternative power (number?)
* min - the minimum value of the unit's alternative power (number?)
* max - the maximum value of the unit's alternative power (number?)
--]]
if(element.PostUpdate) then
return element:PostUpdate(unit, cur, min, max)
end
end
local function Path(self, ...)
--[[ Override: AlternativePower.Override(self, event, unit, ...)
Used to completely override the element's update process.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
(self.AlternativePower.Override or Update) (self, ...);
--[[ Override: AlternativePower.UpdateColor(self, event, unit, ...)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
(self.AlternativePower.UpdateColor or UpdateColor) (self, ...)
end
local function Visibility(self, event, unit)
if(unit ~= self.unit) then return end
local element = self.AlternativePower
local barID = UnitPowerBarID(unit)
local barInfo = GetUnitPowerBarInfoByID(barID)
element.__barID = barID
element.__barInfo = barInfo
if(barInfo and (barInfo.showOnRaid and (UnitInParty(unit) or UnitInRaid(unit))
or not barInfo.hideFromOthers
or UnitIsUnit(unit, 'player')))
then
self:RegisterEvent('UNIT_POWER_UPDATE', Path)
self:RegisterEvent('UNIT_MAXPOWER', Path)
element:Show()
Path(self, event, unit, ALTERNATE_POWER_NAME)
else
self:UnregisterEvent('UNIT_POWER_UPDATE', Path)
self:UnregisterEvent('UNIT_MAXPOWER', Path)
element:Hide()
Path(self, event, unit, ALTERNATE_POWER_NAME)
end
end
local function VisibilityPath(self, ...)
--[[ Override: AlternativePower.OverrideVisibility(self, event, unit)
Used to completely override the element's visibility update process.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
return (self.AlternativePower.OverrideVisibility or Visibility) (self, ...)
end
local function ForceUpdate(element)
return VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function Enable(self, unit)
local element = self.AlternativePower
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_POWER_BAR_SHOW', VisibilityPath)
self:RegisterEvent('UNIT_POWER_BAR_HIDE', VisibilityPath)
if(element:IsObjectType('StatusBar') and not (element:GetStatusBarTexture() or element:GetStatusBarAtlas())) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
if(element:IsMouseEnabled()) then
if(not element:GetScript('OnEnter')) then
element:SetScript('OnEnter', onEnter)
end
if(not element:GetScript('OnLeave')) then
element:SetScript('OnLeave', onLeave)
end
--[[ Override: AlternativePower:UpdateTooltip()
Called when the mouse is over the widget. Used to populate its tooltip.
* self - the AlternativePower element
--]]
if(not element.UpdateTooltip) then
element.UpdateTooltip = updateTooltip
end
end
if(unit == 'player') then
PlayerPowerBarAlt:UnregisterEvent('UNIT_POWER_BAR_SHOW')
PlayerPowerBarAlt:UnregisterEvent('UNIT_POWER_BAR_HIDE')
PlayerPowerBarAlt:UnregisterEvent('PLAYER_ENTERING_WORLD')
end
return true
end
end
local function Disable(self, unit)
local element = self.AlternativePower
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_POWER_BAR_SHOW', VisibilityPath)
self:UnregisterEvent('UNIT_POWER_BAR_HIDE', VisibilityPath)
if(unit == 'player') then
PlayerPowerBarAlt:RegisterEvent('UNIT_POWER_BAR_SHOW')
PlayerPowerBarAlt:RegisterEvent('UNIT_POWER_BAR_HIDE')
PlayerPowerBarAlt:RegisterEvent('PLAYER_ENTERING_WORLD')
end
end
end
oUF:AddElement('AlternativePower', VisibilityPath, Enable, Disable)

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--[[
# Element: Assistant Indicator
Toggles the visibility of an indicator based on the unit's raid assistant status.
## Widget
AssistantIndicator - Any UI widget.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
## Examples
-- Position and size
local AssistantIndicator = self:CreateTexture(nil, 'OVERLAY')
AssistantIndicator:SetSize(16, 16)
AssistantIndicator:SetPoint('TOP', self)
-- Register it with oUF
self.AssistantIndicator = AssistantIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event)
local element = self.AssistantIndicator
local unit = self.unit
--[[ Callback: AssistantIndicator:PreUpdate()
Called before the element has been updated.
* self - the AssistantIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local isAssistant = UnitInRaid(unit) and UnitIsGroupAssistant(unit) and not UnitIsGroupLeader(unit)
if(isAssistant) then
element:Show()
else
element:Hide()
end
--[[ Callback: AssistantIndicator:PostUpdate(isAssistant)
Called after the element has been updated.
* self - the AssistantIndicator element
* isAssistant - indicates whether the unit is a raid assistant (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(isAssistant)
end
end
local function Path(self, ...)
--[[ Override: AssistantIndicator.Override(self, event, ...)
Used to completely override the element's update process.
* self - the parent object
* event - the event triggering the update (string)
* ... - the arguments accompanying the event (string)
--]]
return (self.AssistantIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self)
local element = self.AssistantIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('GROUP_ROSTER_UPDATE', Path, true)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\GroupFrame\UI-Group-AssistantIcon]])
end
return true
end
end
local function Disable(self)
local element = self.AssistantIndicator
if(element) then
element:Hide()
self:UnregisterEvent('GROUP_ROSTER_UPDATE', Path)
end
end
oUF:AddElement('AssistantIndicator', Path, Enable, Disable)

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--[[
# Element: Auras
Handles creation and updating of aura icons.
## Widget
Auras - A Frame to hold `Button`s representing both buffs and debuffs.
Buffs - A Frame to hold `Button`s representing buffs.
Debuffs - A Frame to hold `Button`s representing debuffs.
## Notes
At least one of the above widgets must be present for the element to work.
## Options
.disableMouse - Disables mouse events (boolean)
.disableCooldown - Disables the cooldown spiral (boolean)
.size - Aura icon size. Defaults to 16 (number)
.onlyShowPlayer - Shows only auras created by player/vehicle (boolean)
.showStealableBuffs - Displays the stealable texture on buffs that can be stolen (boolean)
.spacing - Spacing between each icon. Defaults to 0 (number)
.['spacing-x'] - Horizontal spacing between each icon. Takes priority over `spacing` (number)
.['spacing-y'] - Vertical spacing between each icon. Takes priority over `spacing` (number)
.['growth-x'] - Horizontal growth direction. Defaults to 'RIGHT' (string)
.['growth-y'] - Vertical growth direction. Defaults to 'UP' (string)
.initialAnchor - Anchor point for the icons. Defaults to 'BOTTOMLEFT' (string)
.filter - Custom filter list for auras to display. Defaults to 'HELPFUL' for buffs and 'HARMFUL' for
debuffs (string)
.tooltipAnchor - Anchor point for the tooltip. Defaults to 'ANCHOR_BOTTOMRIGHT', however, if a frame has anchoring
restrictions it will be set to 'ANCHOR_CURSOR' (string)
## Options Auras
.numBuffs - The maximum number of buffs to display. Defaults to 32 (number)
.numDebuffs - The maximum number of debuffs to display. Defaults to 40 (number)
.numTotal - The maximum number of auras to display. Prioritizes buffs over debuffs. Defaults to the sum of
.numBuffs and .numDebuffs (number)
.gap - Controls the creation of an invisible icon between buffs and debuffs. Defaults to false (boolean)
.buffFilter - Custom filter list for buffs to display. Takes priority over `filter` (string)
.debuffFilter - Custom filter list for debuffs to display. Takes priority over `filter` (string)
## Options Buffs
.num - Number of buffs to display. Defaults to 32 (number)
## Options Debuffs
.num - Number of debuffs to display. Defaults to 40 (number)
## Attributes
button.caster - the unit who cast the aura (string)
button.filter - the filter list used to determine the visibility of the aura (string)
button.isDebuff - indicates if the button holds a debuff (boolean)
button.isPlayer - indicates if the aura caster is the player or their vehicle (boolean)
## Examples
-- Position and size
local Buffs = CreateFrame('Frame', nil, self)
Buffs:SetPoint('RIGHT', self, 'LEFT')
Buffs:SetSize(16 * 2, 16 * 16)
-- Register with oUF
self.Buffs = Buffs
--]]
local _, ns = ...
local oUF = ns.oUF
local VISIBLE = 1
local HIDDEN = 0
-- ElvUI changed block
local CREATED = 2
local pcall = pcall
local tinsert = tinsert
local CreateFrame = CreateFrame
local GetSpellInfo = GetSpellInfo
local UnitAura = UnitAura
local UnitIsUnit = UnitIsUnit
local GameTooltip = GameTooltip
local floor, min = math.floor, math.min
-- end block
-- ElvUI adds IsForbidden checks
local function UpdateTooltip(self)
if GameTooltip:IsForbidden() then return end
GameTooltip:SetUnitAura(self:GetParent().__owner.unit, self:GetID(), self.filter)
end
local function onEnter(self)
if GameTooltip:IsForbidden() or not self:IsVisible() then return end
GameTooltip:SetOwner(self, self:GetParent().tooltipAnchor)
self:UpdateTooltip()
end
local function onLeave()
if GameTooltip:IsForbidden() then return end
GameTooltip:Hide()
end
local function createAuraIcon(element, index)
local button = CreateFrame('Button', element:GetName() .. 'Button' .. index, element, "BackdropTemplate")
button:RegisterForClicks('RightButtonUp')
local cd = CreateFrame('Cooldown', '$parentCooldown', button, 'CooldownFrameTemplate')
cd:SetAllPoints()
local icon = button:CreateTexture(nil, 'BORDER')
icon:SetAllPoints()
local countFrame = CreateFrame('Frame', nil, button)
countFrame:SetAllPoints(button)
countFrame:SetFrameLevel(cd:GetFrameLevel() + 1)
local count = countFrame:CreateFontString(nil, 'OVERLAY', 'NumberFontNormal')
count:SetPoint('BOTTOMRIGHT', countFrame, 'BOTTOMRIGHT', -1, 0)
local overlay = button:CreateTexture(nil, 'OVERLAY')
overlay:SetTexture([[Interface\Buttons\UI-Debuff-Overlays]])
overlay:SetAllPoints()
overlay:SetTexCoord(.296875, .5703125, 0, .515625)
button.overlay = overlay
local stealable = button:CreateTexture(nil, 'OVERLAY')
stealable:SetTexture([[Interface\TargetingFrame\UI-TargetingFrame-Stealable]])
stealable:SetPoint('TOPLEFT', -3, 3)
stealable:SetPoint('BOTTOMRIGHT', 3, -3)
stealable:SetBlendMode('ADD')
button.stealable = stealable
button.UpdateTooltip = UpdateTooltip
button:SetScript('OnEnter', onEnter)
button:SetScript('OnLeave', onLeave)
button.icon = icon
button.count = count
button.cd = cd
--[[ Callback: Auras:PostCreateIcon(button)
Called after a new aura button has been created.
* self - the widget holding the aura buttons
* button - the newly created aura button (Button)
--]]
if(element.PostCreateIcon) then element:PostCreateIcon(button) end
return button
end
local function customFilter(element, unit, button, name)
if((element.onlyShowPlayer and button.isPlayer) or (not element.onlyShowPlayer and name)) then
return true
end
end
local function updateIcon(element, unit, index, offset, filter, isDebuff, visible)
local name, texture, count, debuffType, duration, expiration, caster, isStealable,
nameplateShowSelf, spellID, canApply, isBossDebuff, casterIsPlayer, nameplateShowAll,
timeMod, effect1, effect2, effect3 = UnitAura(unit, index, filter)
-- ElvUI changed block
if element.forceShow or element.forceCreate then
spellID = 47540
name, _, texture = GetSpellInfo(spellID)
if element.forceShow then
count, debuffType, duration, expiration, caster, isStealable, nameplateShowSelf, isBossDebuff = 5, "Magic", 0, 60, "player", nil, nil, nil
end
end
if isStealable then
element.hasStealable = true -- for Style Filters
end
-- end Block
if(name) then
local position = visible + offset + 1
local button = element[position]
if(not button) then
--[[ Override: Auras:CreateIcon(position)
Used to create the aura button at a given position.
* self - the widget holding the aura buttons
* position - the position at which the aura button is to be created (number)
## Returns
* button - the button used to represent the aura (Button)
--]]
button = (element.CreateIcon or createAuraIcon) (element, position)
tinsert(element, button)
element.createdIcons = element.createdIcons + 1
end
button.caster = caster
button.filter = filter
button.isDebuff = isDebuff
button.isPlayer = caster == 'player' or caster == 'vehicle'
--[[ Override: Auras:CustomFilter(unit, button, ...)
Defines a custom filter that controls if the aura button should be shown.
* self - the widget holding the aura buttons
* unit - the unit on which the aura is cast (string)
* button - the button displaying the aura (Button)
* ... - the return values from [UnitAura](http://wowprogramming.com/docs/api/UnitAura.html)
## Returns
* show - indicates whether the aura button should be shown (boolean)
--]]
-- ElvUI changed block
local show = not element.forceCreate
if not (element.forceShow or element.forceCreate) then
show = (element.CustomFilter or customFilter) (element, unit, button, name, texture,
count, debuffType, duration, expiration, caster, isStealable, nameplateShowSelf, spellID,
canApply, isBossDebuff, casterIsPlayer, nameplateShowAll,timeMod, effect1, effect2, effect3)
end
-- end block
if(show) then
-- We might want to consider delaying the creation of an actual cooldown
-- object to this point, but I think that will just make things needlessly
-- complicated.
if(button.cd and not element.disableCooldown) then
if(duration and duration > 0) then
button.cd:SetCooldown(expiration - duration, duration)
button.cd:Show()
else
button.cd:Hide()
end
end
if(button.overlay) then
if((isDebuff and element.showDebuffType) or (not isDebuff and element.showBuffType) or element.showType) then
local color = element.__owner.colors.debuff[debuffType] or element.__owner.colors.debuff.none
button.overlay:SetVertexColor(color[1], color[2], color[3])
button.overlay:Show()
else
button.overlay:Hide()
end
end
if(button.stealable) then
if(not isDebuff and isStealable and element.showStealableBuffs and not UnitIsUnit('player', unit)) then
button.stealable:Show()
else
button.stealable:Hide()
end
end
if(button.icon) then button.icon:SetTexture(texture) end
if(button.count) then button.count:SetText(count > 1 and count) end
local size = element.size or 16
button:SetSize(size, size)
button:EnableMouse(not element.disableMouse)
button:SetID(index)
button:Show()
--[[ Callback: Auras:PostUpdateIcon(unit, button, index, position)
Called after the aura button has been updated.
* self - the widget holding the aura buttons
* unit - the unit on which the aura is cast (string)
* button - the updated aura button (Button)
* index - the index of the aura (number)
* position - the actual position of the aura button (number)
* duration - the aura duration in seconds (number?)
* expiration - the point in time when the aura will expire. Comparable to GetTime() (number)
* debuffType - the debuff type of the aura (string?)['Curse', 'Disease', 'Magic', 'Poison']
* isStealable - whether the aura can be stolen or purged (boolean)
--]]
if(element.PostUpdateIcon) then
element:PostUpdateIcon(unit, button, index, position, duration, expiration, debuffType, isStealable)
end
return VISIBLE
-- ElvUI changed block
elseif element.forceCreate then
local size = element.size or 16
button:SetSize(size, size)
button:Hide()
if element.PostUpdateIcon then
element:PostUpdateIcon(unit, button, index, position, duration, expiration, debuffType, isStealable)
end
return CREATED
-- end block
else
return HIDDEN
end
end
end
local function SetPosition(element, from, to)
local sizex = (element.size or 16) + (element['spacing-x'] or element.spacing or 0)
local sizey = (element.size or 16) + (element['spacing-y'] or element.spacing or 0)
local anchor = element.initialAnchor or 'BOTTOMLEFT'
local growthx = (element['growth-x'] == 'LEFT' and -1) or 1
local growthy = (element['growth-y'] == 'DOWN' and -1) or 1
local cols = floor(element:GetWidth() / sizex + 0.5)
for i = from, to do
local button = element[i]
-- Bail out if the to range is out of scope.
if(not button) then break end
local col = (i - 1) % cols
local row = floor((i - 1) / cols)
button:ClearAllPoints()
button:SetPoint(anchor, element, anchor, col * sizex * growthx, row * sizey * growthy)
end
end
local function filterIcons(element, unit, filter, limit, isDebuff, offset, dontHide)
if(not offset) then offset = 0 end
local index = 1
local visible = 0
local hidden = 0
local created = 0 -- ElvUI
element.hasStealable = nil -- ElvUI
while(visible < limit) do
local result = updateIcon(element, unit, index, offset, filter, isDebuff, visible)
if(not result) then
break
elseif(result == VISIBLE) then
visible = visible + 1
elseif(result == HIDDEN) then
hidden = hidden + 1
-- ElvUI changed block
elseif result == CREATED then
visible = visible + 1
created = created + 1
-- end block
end
index = index + 1
end
visible = visible - created -- ElvUI changed
if(not dontHide) then
for i = visible + offset + 1, #element do
element[i]:Hide()
end
end
return visible, hidden
end
local function UpdateAuras(self, event, unit)
if(self.unit ~= unit) then return end
local auras = self.Auras
if(auras) then
--[[ Callback: Auras:PreUpdate(unit)
Called before the element has been updated.
* self - the widget holding the aura buttons
* unit - the unit for which the update has been triggered (string)
--]]
if(auras.PreUpdate) then auras:PreUpdate(unit) end
local numBuffs = auras.numBuffs or 32
local numDebuffs = auras.numDebuffs or 40
local max = auras.numTotal or numBuffs + numDebuffs
local visibleBuffs = filterIcons(auras, unit, auras.buffFilter or auras.filter or 'HELPFUL', min(numBuffs, max), nil, 0, true)
local hasGap
if(visibleBuffs ~= 0 and auras.gap) then
hasGap = true
visibleBuffs = visibleBuffs + 1
local button = auras[visibleBuffs]
if(not button) then
button = (auras.CreateIcon or createAuraIcon) (auras, visibleBuffs)
tinsert(auras, button)
auras.createdIcons = auras.createdIcons + 1
end
-- Prevent the button from displaying anything.
if(button.cd) then button.cd:Hide() end
if(button.icon) then button.icon:SetTexture() end
if(button.overlay) then button.overlay:Hide() end
if(button.stealable) then button.stealable:Hide() end
if(button.count) then button.count:SetText() end
button:EnableMouse(false)
button:Show()
--[[ Callback: Auras:PostUpdateGapIcon(unit, gapButton, visibleBuffs)
Called after an invisible aura button has been created. Only used by Auras when the `gap` option is enabled.
* self - the widget holding the aura buttons
* unit - the unit that has the invisible aura button (string)
* gapButton - the invisible aura button (Button)
* visibleBuffs - the number of currently visible aura buttons (number)
--]]
if(auras.PostUpdateGapIcon) then
auras:PostUpdateGapIcon(unit, button, visibleBuffs)
end
end
local visibleDebuffs = filterIcons(auras, unit, auras.debuffFilter or auras.filter or 'HARMFUL', min(numDebuffs, max - visibleBuffs), true, visibleBuffs)
auras.visibleDebuffs = visibleDebuffs
if(hasGap and visibleDebuffs == 0) then
auras[visibleBuffs]:Hide()
visibleBuffs = visibleBuffs - 1
end
auras.visibleBuffs = visibleBuffs
auras.visibleAuras = auras.visibleBuffs + auras.visibleDebuffs
local fromRange, toRange
--[[ Callback: Auras:PreSetPosition(max)
Called before the aura buttons have been (re-)anchored.
* self - the widget holding the aura buttons
* max - the maximum possible number of aura buttons (number)
## Returns
* from - the offset of the first aura button to be (re-)anchored (number)
* to - the offset of the last aura button to be (re-)anchored (number)
--]]
if(auras.PreSetPosition) then
fromRange, toRange = auras:PreSetPosition(max)
end
if(fromRange or auras.createdIcons > auras.anchoredIcons) then
--[[ Override: Auras:SetPosition(from, to)
Used to (re-)anchor the aura buttons.
Called when new aura buttons have been created or if :PreSetPosition is defined.
* self - the widget that holds the aura buttons
* from - the offset of the first aura button to be (re-)anchored (number)
* to - the offset of the last aura button to be (re-)anchored (number)
--]]
(auras.SetPosition or SetPosition) (auras, fromRange or auras.anchoredIcons + 1, toRange or auras.createdIcons)
auras.anchoredIcons = auras.createdIcons
end
--[[ Callback: Auras:PostUpdate(unit)
Called after the element has been updated.
* self - the widget holding the aura buttons
* unit - the unit for which the update has been triggered (string)
--]]
if(auras.PostUpdate) then auras:PostUpdate(unit) end
end
local buffs = self.Buffs
if(buffs) then
if(buffs.PreUpdate) then buffs:PreUpdate(unit) end
local numBuffs = buffs.num or 32
local visibleBuffs = filterIcons(buffs, unit, buffs.filter or 'HELPFUL', numBuffs)
buffs.visibleBuffs = visibleBuffs
local fromRange, toRange
if(buffs.PreSetPosition) then
fromRange, toRange = buffs:PreSetPosition(numBuffs)
end
if(fromRange or buffs.createdIcons > buffs.anchoredIcons) then
(buffs.SetPosition or SetPosition) (buffs, fromRange or buffs.anchoredIcons + 1, toRange or buffs.createdIcons)
buffs.anchoredIcons = buffs.createdIcons
end
if(buffs.PostUpdate) then buffs:PostUpdate(unit) end
end
local debuffs = self.Debuffs
if(debuffs) then
if(debuffs.PreUpdate) then debuffs:PreUpdate(unit) end
local numDebuffs = debuffs.num or 40
local visibleDebuffs = filterIcons(debuffs, unit, debuffs.filter or 'HARMFUL', numDebuffs, true)
debuffs.visibleDebuffs = visibleDebuffs
local fromRange, toRange
if(debuffs.PreSetPosition) then
fromRange, toRange = debuffs:PreSetPosition(numDebuffs)
end
if(fromRange or debuffs.createdIcons > debuffs.anchoredIcons) then
(debuffs.SetPosition or SetPosition) (debuffs, fromRange or debuffs.anchoredIcons + 1, toRange or debuffs.createdIcons)
debuffs.anchoredIcons = debuffs.createdIcons
end
if(debuffs.PostUpdate) then debuffs:PostUpdate(unit) end
end
end
local function Update(self, event, unit)
if (self.isForced and event ~= 'ElvUI_UpdateAllElements') or (self.unit ~= unit) then return end -- ElvUI changed
-- Assume no event means someone wants to re-anchor things. This is usually done by UpdateAllElements and :ForceUpdate.
if not event or event == 'ForceUpdate' or event == 'ElvUI_UpdateAllElements' then -- ElvUI changed
if self.Buffs then self.Buffs.anchoredIcons = 0 end
if self.Debuffs then self.Debuffs.anchoredIcons = 0 end
if self.Auras then self.Auras.anchoredIcons = 0 end
end
UpdateAuras(self, event, unit)
end
local function ForceUpdate(element)
return Update(element.__owner, 'ForceUpdate', element.__owner.unit)
end
-- ElvUI changed block
local onUpdateElapsed, onUpdateWait = 0, 0.25
local function onUpdateAuras(self, elapsed)
if onUpdateElapsed > onUpdateWait then
Update(self.__owner, 'OnUpdate', self.__owner.unit)
onUpdateElapsed = 0
else
onUpdateElapsed = onUpdateElapsed + elapsed
end
end
local function SetAuraUpdateSpeed(self, state)
onUpdateWait = state
end
local function SetAuraUpdateMethod(self, state, force)
if self.effectiveAura ~= state or force then
self.effectiveAura = state
if state then
self.updateAurasFrame:SetScript('OnUpdate', onUpdateAuras)
self:UnregisterEvent('UNIT_AURA', UpdateAuras)
else
self.updateAurasFrame:SetScript('OnUpdate', nil)
self:RegisterEvent('UNIT_AURA', UpdateAuras)
end
end
end
-- end block
local function Enable(self)
-- ElvUI changed block
if not self.updateAurasFrame then
self.updateAurasFrame = CreateFrame('Frame', nil, self)
self.updateAurasFrame.__owner = self
end
-- end block
if(self.Buffs or self.Debuffs or self.Auras) then
-- ElvUI changed block
self.SetAuraUpdateSpeed = SetAuraUpdateSpeed
self.SetAuraUpdateMethod = SetAuraUpdateMethod
SetAuraUpdateMethod(self, self.effectiveAura, true)
-- end block
local buffs = self.Buffs
if(buffs) then
buffs.__owner = self
buffs.ForceUpdate = ForceUpdate
buffs.createdIcons = buffs.createdIcons or 0
buffs.anchoredIcons = 0
-- Avoid parenting GameTooltip to frames with anchoring restrictions,
-- otherwise it'll inherit said restrictions which will cause issues
-- with its further positioning, clamping, etc
if(not pcall(self.GetCenter, self)) then
buffs.tooltipAnchor = 'ANCHOR_CURSOR'
else
buffs.tooltipAnchor = buffs.tooltipAnchor or 'ANCHOR_BOTTOMRIGHT'
end
buffs:Show()
end
local debuffs = self.Debuffs
if(debuffs) then
debuffs.__owner = self
debuffs.ForceUpdate = ForceUpdate
debuffs.createdIcons = debuffs.createdIcons or 0
debuffs.anchoredIcons = 0
-- Avoid parenting GameTooltip to frames with anchoring restrictions,
-- otherwise it'll inherit said restrictions which will cause issues
-- with its further positioning, clamping, etc
if(not pcall(self.GetCenter, self)) then
debuffs.tooltipAnchor = 'ANCHOR_CURSOR'
else
debuffs.tooltipAnchor = debuffs.tooltipAnchor or 'ANCHOR_BOTTOMRIGHT'
end
debuffs:Show()
end
local auras = self.Auras
if(auras) then
auras.__owner = self
auras.ForceUpdate = ForceUpdate
auras.createdIcons = auras.createdIcons or 0
auras.anchoredIcons = 0
-- Avoid parenting GameTooltip to frames with anchoring restrictions,
-- otherwise it'll inherit said restrictions which will cause issues
-- with its further positioning, clamping, etc
if(not pcall(self.GetCenter, self)) then
auras.tooltipAnchor = 'ANCHOR_CURSOR'
else
auras.tooltipAnchor = auras.tooltipAnchor or 'ANCHOR_BOTTOMRIGHT'
end
auras:Show()
end
return true
end
end
local function Disable(self)
-- ElvUI changed block
if self.updateAurasFrame then
self.updateAurasFrame:SetScript('OnUpdate', nil)
end
-- end block
if(self.Buffs or self.Debuffs or self.Auras) then
self:UnregisterEvent('UNIT_AURA', UpdateAuras)
if(self.Buffs) then self.Buffs:Hide() end
if(self.Debuffs) then self.Debuffs:Hide() end
if(self.Auras) then self.Auras:Hide() end
end
end
oUF:AddElement('Auras', Update, Enable, Disable)

View File

@@ -0,0 +1,518 @@
--[[
# Element: Castbar
Handles the visibility and updating of spell castbars.
## Widget
Castbar - A `StatusBar` to represent spell cast/channel progress.
## Sub-Widgets
.Icon - A `Texture` to represent spell icon.
.SafeZone - A `Texture` to represent latency.
.Shield - A `Texture` to represent if it's possible to interrupt or spell steal.
.Spark - A `Texture` to represent the castbar's edge.
.Text - A `FontString` to represent spell name.
.Time - A `FontString` to represent spell duration.
## Notes
A default texture will be applied to the StatusBar and Texture widgets if they don't have a texture or a color set.
## Options
.timeToHold - Indicates for how many seconds the castbar should be visible after a _FAILED or _INTERRUPTED
event. Defaults to 0 (number)
.hideTradeSkills - Makes the element ignore casts related to crafting professions (boolean)
## Attributes
.castID - A globally unique identifier of the currently cast spell (string?)
.casting - Indicates whether the current spell is an ordinary cast (boolean)
.channeling - Indicates whether the current spell is a channeled cast (boolean)
.notInterruptible - Indicates whether the current spell is interruptible (boolean)
.spellID - The spell identifier of the currently cast/channeled spell (number)
## Examples
-- Position and size
local Castbar = CreateFrame('StatusBar', nil, self)
Castbar:SetSize(20, 20)
Castbar:SetPoint('TOP')
Castbar:SetPoint('LEFT')
Castbar:SetPoint('RIGHT')
-- Add a background
local Background = Castbar:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(Castbar)
Background:SetTexture(1, 1, 1, .5)
-- Add a spark
local Spark = Castbar:CreateTexture(nil, 'OVERLAY')
Spark:SetSize(20, 20)
Spark:SetBlendMode('ADD')
Spark:SetPoint('CENTER', Castbar:GetStatusBarTexture(), 'RIGHT', 0, 0)
-- Add a timer
local Time = Castbar:CreateFontString(nil, 'OVERLAY', 'GameFontNormalSmall')
Time:SetPoint('RIGHT', Castbar)
-- Add spell text
local Text = Castbar:CreateFontString(nil, 'OVERLAY', 'GameFontNormalSmall')
Text:SetPoint('LEFT', Castbar)
-- Add spell icon
local Icon = Castbar:CreateTexture(nil, 'OVERLAY')
Icon:SetSize(20, 20)
Icon:SetPoint('TOPLEFT', Castbar, 'TOPLEFT')
-- Add Shield
local Shield = Castbar:CreateTexture(nil, 'OVERLAY')
Shield:SetSize(20, 20)
Shield:SetPoint('CENTER', Castbar)
-- Add safezone
local SafeZone = Castbar:CreateTexture(nil, 'OVERLAY')
-- Register it with oUF
Castbar.bg = Background
Castbar.Spark = Spark
Castbar.Time = Time
Castbar.Text = Text
Castbar.Icon = Icon
Castbar.Shield = Shield
Castbar.SafeZone = SafeZone
self.Castbar = Castbar
--]]
local _, ns = ...
local oUF = ns.oUF
local FALLBACK_ICON = 136243 -- Interface\ICONS\Trade_Engineering
-- ElvUI block
local select = select
local FAILED = FAILED
local INTERRUPTED = INTERRUPTED
local GetNetStats = GetNetStats
local UnitCastingInfo = UnitCastingInfo
local UnitChannelInfo = UnitChannelInfo
local UnitIsUnit = UnitIsUnit
local GetTime = GetTime
-- GLOBALS: PetCastingBarFrame, PetCastingBarFrame_OnLoad
-- GLOBALS: CastingBarFrame, CastingBarFrame_OnLoad, CastingBarFrame_SetUnit
local tradeskillCurrent, tradeskillTotal, mergeTradeskill = 0, 0, false
local UNIT_SPELLCAST_SENT = function (self, event, unit, target, castID, spellID)
local castbar = self.Castbar
castbar.curTarget = (target and target ~= "") and target or nil
if castbar.isTradeSkill then
castbar.tradeSkillCastId = castID
end
end
-- end block
local function resetAttributes(self)
self.castID = nil
self.casting = nil
self.channeling = nil
self.notInterruptible = nil
self.spellID = nil
self.spellName = nil -- ElvUI
end
local function CastStart(self, real, unit, castGUID)
if self.unit ~= unit then return end
if real == 'UNIT_SPELLCAST_START' and not castGUID then return end
local element = self.Castbar
local name, _, texture, startTime, endTime, isTradeSkill, castID, notInterruptible, spellID = UnitCastingInfo(unit)
local event = 'UNIT_SPELLCAST_START'
if(not name) then
name, _, texture, startTime, endTime, isTradeSkill, notInterruptible, spellID = UnitChannelInfo(unit)
event = 'UNIT_SPELLCAST_CHANNEL_START'
end
if(not name or (isTradeSkill and element.hideTradeSkills)) then
resetAttributes(element)
element:Hide()
return
end
endTime = endTime / 1000
startTime = startTime / 1000
element.max = endTime - startTime
element.startTime = startTime
element.delay = 0
element.casting = event == 'UNIT_SPELLCAST_START'
element.channeling = event == 'UNIT_SPELLCAST_CHANNEL_START'
element.notInterruptible = notInterruptible
element.holdTime = 0
element.castID = castID
element.spellID = spellID
element.spellName = name -- ElvUI
if(element.casting) then
element.duration = GetTime() - startTime
else
element.duration = endTime - GetTime()
end
-- ElvUI block
if(mergeTradeskill and isTradeSkill and UnitIsUnit(unit, "player")) then
element.duration = element.duration + (element.max * tradeskillCurrent);
element.max = element.max * tradeskillTotal;
element.holdTime = 1
if(unit == "player") then
tradeskillCurrent = tradeskillCurrent + 1;
end
end
-- end block
element:SetMinMaxValues(0, element.max)
element:SetValue(element.duration)
if(element.Icon) then element.Icon:SetTexture(texture or FALLBACK_ICON) end
if(element.Shield) then element.Shield:SetShown(notInterruptible) end
if(element.Spark) then element.Spark:Show() end
if(element.Text) then element.Text:SetText(name) end
if(element.Time) then element.Time:SetText() end
local safeZone = element.SafeZone
if(safeZone) then
local isHoriz = element:GetOrientation() == 'HORIZONTAL'
safeZone:ClearAllPoints()
safeZone:SetPoint(isHoriz and 'TOP' or 'LEFT')
safeZone:SetPoint(isHoriz and 'BOTTOM' or 'RIGHT')
if(element.casting) then
safeZone:SetPoint(element:GetReverseFill() and (isHoriz and 'LEFT' or 'BOTTOM') or (isHoriz and 'RIGHT' or 'TOP'))
else
safeZone:SetPoint(element:GetReverseFill() and (isHoriz and 'RIGHT' or 'TOP') or (isHoriz and 'LEFT' or 'BOTTOM'))
end
local ratio = (select(4, GetNetStats()) / 1000) / element.max
if(ratio > 1) then
ratio = 1
end
safeZone[isHoriz and 'SetWidth' or 'SetHeight'](safeZone, element[isHoriz and 'GetWidth' or 'GetHeight'](element) * ratio)
end
--[[ Callback: Castbar:PostCastStart(unit)
Called after the element has been updated upon a spell cast or channel start.
* self - the Castbar widget
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PostCastStart) then
element:PostCastStart(unit)
end
element:Show()
end
local function CastUpdate(self, event, unit, castID, spellID)
if(self.unit ~= unit) then return end
local element = self.Castbar
if(not element:IsShown() or element.castID ~= castID or element.spellID ~= spellID) then
return
end
local name, startTime, endTime, _
if(event == 'UNIT_SPELLCAST_DELAYED') then
name, _, _, startTime, endTime = UnitCastingInfo(unit)
else
name, _, _, startTime, endTime = UnitChannelInfo(unit)
end
if(not name) then return end
endTime = endTime / 1000
startTime = startTime / 1000
local delta
if(element.casting) then
delta = startTime - element.startTime
element.duration = GetTime() - startTime
else
delta = element.startTime - startTime
element.duration = endTime - GetTime()
end
if(delta < 0) then
delta = 0
end
element.max = endTime - startTime
element.startTime = startTime
element.delay = element.delay + delta
element:SetMinMaxValues(0, element.max)
element:SetValue(element.duration)
--[[ Callback: Castbar:PostCastUpdate(unit)
Called after the element has been updated when a spell cast or channel has been updated.
* self - the Castbar widget
* unit - the unit that the update has been triggered (string)
--]]
if(element.PostCastUpdate) then
return element:PostCastUpdate(unit)
end
end
local function CastStop(self, event, unit, castID, spellID)
if(self.unit ~= unit) then return end
local element = self.Castbar
if(not element:IsShown() or element.castID ~= castID or element.spellID ~= spellID) then
return
end
-- ElvUI block
if mergeTradeskill and UnitIsUnit(unit, "player") then
if tradeskillCurrent == tradeskillTotal then
mergeTradeskill = false
end
end
-- end block
resetAttributes(element)
--[[ Callback: Castbar:PostCastStop(unit, spellID)
Called after the element has been updated when a spell cast or channel has stopped.
* self - the Castbar widget
* unit - the unit for which the update has been triggered (string)
* spellID - the ID of the spell (number)
--]]
if(element.PostCastStop) then
return element:PostCastStop(unit, spellID)
end
end
local function CastFail(self, event, unit, castID, spellID)
if(self.unit ~= unit) then return end
local element = self.Castbar
if(not element:IsShown() or element.castID ~= castID or element.spellID ~= spellID) then
return
end
if(element.Text) then
element.Text:SetText(event == 'UNIT_SPELLCAST_FAILED' and FAILED or INTERRUPTED)
end
if(element.Spark) then element.Spark:Hide() end
element.holdTime = element.timeToHold or 0
-- ElvUI block
if mergeTradeskill and UnitIsUnit(unit, "player") then
mergeTradeskill = false
element.tradeSkillCastId = nil
end
-- end block
resetAttributes(element)
element:SetValue(element.max)
--[[ Callback: Castbar:PostCastFail(unit, spellID)
Called after the element has been updated upon a failed or interrupted spell cast.
* self - the Castbar widget
* unit - the unit for which the update has been triggered (string)
* spellID - the ID of the spell (number)
--]]
if(element.PostCastFail) then
return element:PostCastFail(unit, spellID)
end
end
local function CastInterruptible(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Castbar
if(not element:IsShown()) then return end
element.notInterruptible = event == 'UNIT_SPELLCAST_NOT_INTERRUPTIBLE'
if(element.Shield) then element.Shield:SetShown(element.notInterruptible) end
--[[ Callback: Castbar:PostCastInterruptible(unit)
Called after the element has been updated when a spell cast has become interruptible or uninterruptible.
* self - the Castbar widget
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PostCastInterruptible) then
return element:PostCastInterruptible(unit)
end
end
local function onUpdate(self, elapsed)
if(self.casting or self.channeling) then
local isCasting = self.casting
if(isCasting) then
self.duration = self.duration + elapsed
if(self.duration >= self.max) then
local spellID = self.spellID
resetAttributes(self)
self:Hide()
if(self.PostCastStop) then
self:PostCastStop(self.__owner.unit, spellID)
end
return
end
else
self.duration = self.duration - elapsed
if(self.duration <= 0) then
local spellID = self.spellID
resetAttributes(self)
self:Hide()
if(self.PostCastStop) then
self:PostCastStop(self.__owner.unit, spellID)
end
return
end
end
if(self.Time) then
if(self.delay ~= 0) then
if(self.CustomDelayText) then
self:CustomDelayText(self.duration)
else
self.Time:SetFormattedText('%.1f|cffff0000%s%.2f|r', self.duration, isCasting and '+' or '-', self.delay)
end
else
if(self.CustomTimeText) then
self:CustomTimeText(self.duration)
else
self.Time:SetFormattedText('%.1f', self.duration)
end
end
end
self:SetValue(self.duration)
elseif(self.holdTime > 0) then
self.holdTime = self.holdTime - elapsed
else
resetAttributes(self)
self:Hide()
end
end
local function Update(...)
CastStart(...)
end
local function ForceUpdate(element)
return Update(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function Enable(self, unit)
local element = self.Castbar
if(element and unit and not unit:match('%wtarget$')) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_SPELLCAST_START', CastStart)
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_START', CastStart)
self:RegisterEvent('UNIT_SPELLCAST_STOP', CastStop)
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_STOP', CastStop)
self:RegisterEvent('UNIT_SPELLCAST_DELAYED', CastUpdate)
self:RegisterEvent('UNIT_SPELLCAST_CHANNEL_UPDATE', CastUpdate)
self:RegisterEvent('UNIT_SPELLCAST_FAILED', CastFail)
self:RegisterEvent('UNIT_SPELLCAST_INTERRUPTED', CastFail)
self:RegisterEvent('UNIT_SPELLCAST_INTERRUPTIBLE', CastInterruptible)
self:RegisterEvent('UNIT_SPELLCAST_NOT_INTERRUPTIBLE', CastInterruptible)
-- ElvUI block
self:RegisterEvent('UNIT_SPELLCAST_SENT', UNIT_SPELLCAST_SENT, true)
-- end block
element.holdTime = 0
element:SetScript('OnUpdate', element.OnUpdate or onUpdate)
if(self.unit == 'player' and not (self.hasChildren or self.isChild or self.isNamePlate)) then
CastingBarFrame_SetUnit(CastingBarFrame, nil)
CastingBarFrame_SetUnit(PetCastingBarFrame, nil)
end
if(element:IsObjectType('StatusBar') and not element:GetStatusBarTexture()) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
local spark = element.Spark
if(spark and spark:IsObjectType('Texture') and not spark:GetTexture()) then
spark:SetTexture([[Interface\CastingBar\UI-CastingBar-Spark]])
end
local shield = element.Shield
if(shield and shield:IsObjectType('Texture') and not shield:GetTexture()) then
shield:SetTexture([[Interface\CastingBar\UI-CastingBar-Small-Shield]])
end
local safeZone = element.SafeZone
if(safeZone and safeZone:IsObjectType('Texture') and not safeZone:GetTexture()) then
safeZone:SetColorTexture(1, 0, 0)
end
element:Hide()
return true
end
end
local function Disable(self)
local element = self.Castbar
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_SPELLCAST_START', CastStart)
self:UnregisterEvent('UNIT_SPELLCAST_CHANNEL_START', CastStart)
self:UnregisterEvent('UNIT_SPELLCAST_DELAYED', CastUpdate)
self:UnregisterEvent('UNIT_SPELLCAST_CHANNEL_UPDATE', CastUpdate)
self:UnregisterEvent('UNIT_SPELLCAST_STOP', CastStop)
self:UnregisterEvent('UNIT_SPELLCAST_CHANNEL_STOP', CastStop)
self:UnregisterEvent('UNIT_SPELLCAST_FAILED', CastFail)
self:UnregisterEvent('UNIT_SPELLCAST_INTERRUPTED', CastFail)
self:UnregisterEvent('UNIT_SPELLCAST_INTERRUPTIBLE', CastInterruptible)
self:UnregisterEvent('UNIT_SPELLCAST_NOT_INTERRUPTIBLE', CastInterruptible)
element:SetScript('OnUpdate', nil)
if(self.unit == 'player' and not (self.hasChildren or self.isChild or self.isNamePlate)) then
CastingBarFrame_OnLoad(CastingBarFrame, 'player', true, false)
PetCastingBarFrame_OnLoad(PetCastingBarFrame)
end
end
end
-- ElvUI block
hooksecurefunc(C_TradeSkillUI, "CraftRecipe", function(_, num)
tradeskillCurrent = 0
tradeskillTotal = num or 1
mergeTradeskill = true
end)
-- end block
oUF:AddElement('Castbar', Update, Enable, Disable)

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--[[
# Element: ClassPower
Handles the visibility and updating of the player's class resources (like Chi Orbs or Holy Power) and combo points.
## Widget
ClassPower - An `table` consisting of as many StatusBars as the theoretical maximum return of [UnitPowerMax](http://wowprogramming.com/docs/api/UnitPowerMax.html).
## Sub-Widgets
.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.
## Sub-Widget Options
.multiplier - Used to tint the background based on the widget's R, G and B values. Defaults to 1 (number)[0-1]
## Notes
A default texture will be applied if the sub-widgets are StatusBars and don't have a texture set.
If the sub-widgets are StatusBars, their minimum and maximum values will be set to 0 and 1 respectively.
Supported class powers:
- All - Combo Points
- Mage - Arcane Charges
- Monk - Chi Orbs
- Paladin - Holy Power
- Warlock - Soul Shards
## Examples
local ClassPower = {}
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)
ClassPower[index] = Bar
end
-- Register with oUF
self.ClassPower = ClassPower
--]]
local _, ns = ...
local oUF = ns.oUF
local _, PlayerClass = UnitClass('player')
-- sourced from FrameXML/Constants.lua
local SPEC_MAGE_ARCANE = SPEC_MAGE_ARCANE or 1
local SPEC_MONK_WINDWALKER = SPEC_MONK_WINDWALKER or 3
local SPEC_PALADIN_RETRIBUTION = SPEC_PALADIN_RETRIBUTION or 3
local SPEC_WARLOCK_DESTRUCTION = SPEC_WARLOCK_DESTRUCTION or 3
local SPELL_POWER_ENERGY = Enum.PowerType.Energy or 3
local SPELL_POWER_COMBO_POINTS = Enum.PowerType.ComboPoints or 4
local SPELL_POWER_SOUL_SHARDS = Enum.PowerType.SoulShards or 7
local SPELL_POWER_HOLY_POWER = Enum.PowerType.HolyPower or 9
local SPELL_POWER_CHI = Enum.PowerType.Chi or 12
local SPELL_POWER_ARCANE_CHARGES = Enum.PowerType.ArcaneCharges or 16
-- Holds the class specific stuff.
local ClassPowerID, ClassPowerType
local ClassPowerEnable, ClassPowerDisable
local RequireSpec, RequirePower, RequireSpell
local function UpdateColor(element, powerType)
local color = element.__owner.colors.power[powerType]
local r, g, b = color[1], color[2], color[3]
for i = 1, #element do
local bar = element[i]
bar:SetStatusBarColor(r, g, b)
local bg = bar.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
--[[ Callback: ClassPower:PostUpdateColor(r, g, b)
Called after the element color has been updated.
* self - the ClassPower element
* r - the red component of the used color (number)[0-1]
* g - the green component of the used color (number)[0-1]
* b - the blue component of the used color (number)[0-1]
--]]
if(element.PostUpdateColor) then
element:PostUpdateColor(r, g, b)
end
end
local function Update(self, event, unit, powerType)
if(not (unit and (UnitIsUnit(unit, 'player') and (not powerType or powerType == ClassPowerType)
or unit == 'vehicle' and powerType == 'COMBO_POINTS'))) then
return
end
local element = self.ClassPower
--[[ Callback: ClassPower:PreUpdate(event)
Called before the element has been updated.
* self - the ClassPower element
]]
if(element.PreUpdate) then
element:PreUpdate()
end
local cur, max, mod, oldMax, chargedIndex
if(event ~= 'ClassPowerDisable') then
local powerID = unit == 'vehicle' and SPELL_POWER_COMBO_POINTS or ClassPowerID
cur = UnitPower(unit, powerID, true)
max = UnitPowerMax(unit, powerID)
mod = UnitPowerDisplayMod(powerID)
-- mod should never be 0, but according to Blizz code it can actually happen
cur = mod == 0 and 0 or cur / mod
-- BUG: Destruction is supposed to show partial soulshards, but Affliction and Demonology should only show full ones
if(ClassPowerType == 'SOUL_SHARDS' and GetSpecialization() ~= SPEC_WARLOCK_DESTRUCTION) then
cur = cur - cur % 1
end
if(PlayerClass == 'ROGUE') then
local chargedPoints = GetUnitChargedPowerPoints(unit)
-- according to Blizzard there will only be one
chargedIndex = chargedPoints and chargedPoints[1]
end
local numActive = cur + 0.9
for i = 1, max do
if(i > numActive) then
element[i]:Hide()
element[i]:SetValue(0)
else
element[i]:Show()
element[i]:SetValue(cur - i + 1)
end
end
oldMax = element.__max
if(max ~= oldMax) then
if(max < oldMax) then
for i = max + 1, oldMax do
element[i]:Hide()
element[i]:SetValue(0)
end
end
element.__max = max
end
end
--[[ Callback: ClassPower:PostUpdate(cur, max, hasMaxChanged, powerType)
Called after the element has been updated.
* self - the ClassPower element
* cur - the current amount of power (number)
* max - the maximum amount of power (number)
* hasMaxChanged - indicates whether the maximum amount has changed since the last update (boolean)
* powerType - the active power type (string)
* chargedIndex - the index of the currently charged power point (number?)
--]]
if(element.PostUpdate) then
return element:PostUpdate(cur, max, oldMax ~= max, powerType, chargedIndex)
end
end
local function Path(self, ...)
--[[ Override: ClassPower.Override(self, event, unit, ...)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
return (self.ClassPower.Override or Update) (self, ...)
end
local function Visibility(self, event, unit)
local element = self.ClassPower
local shouldEnable
if(UnitHasVehicleUI('player')) then
shouldEnable = PlayerVehicleHasComboPoints()
unit = 'vehicle'
elseif(ClassPowerID) then
if(not RequireSpec or RequireSpec == GetSpecialization()) then
-- use 'player' instead of unit because 'SPELLS_CHANGED' is a unitless event
if(not RequirePower or RequirePower == UnitPowerType('player')) then
if(not RequireSpell or IsPlayerSpell(RequireSpell)) then
self:UnregisterEvent('SPELLS_CHANGED', Visibility)
shouldEnable = true
unit = 'player'
else
self:RegisterEvent('SPELLS_CHANGED', Visibility, true)
end
end
end
end
local isEnabled = element.__isEnabled
local powerType = unit == 'vehicle' and 'COMBO_POINTS' or ClassPowerType
if(shouldEnable) then
--[[ Override: ClassPower:UpdateColor(powerType)
Used to completely override the internal function for updating the widgets' colors.
* self - the ClassPower element
* powerType - the active power type (string)
--]]
(element.UpdateColor or UpdateColor) (element, powerType)
end
if(shouldEnable and not isEnabled) then
ClassPowerEnable(self)
--[[ Callback: ClassPower:PostVisibility(isVisible)
Called after the element's visibility has been changed.
* self - the ClassPower element
* isVisible - the current visibility state of the element (boolean)
--]]
if(element.PostVisibility) then
element:PostVisibility(true)
end
elseif(not shouldEnable and (isEnabled or isEnabled == nil)) then
ClassPowerDisable(self)
if(element.PostVisibility) then
element:PostVisibility(false)
end
elseif(shouldEnable and isEnabled) then
Path(self, event, unit, powerType)
end
end
local function VisibilityPath(self, ...)
--[[ Override: ClassPower.OverrideVisibility(self, event, unit)
Used to completely override the internal visibility function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
return (self.ClassPower.OverrideVisibility or Visibility) (self, ...)
end
local function ForceUpdate(element)
return VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end
do
function ClassPowerEnable(self)
self:RegisterEvent('UNIT_POWER_FREQUENT', Path)
self:RegisterEvent('UNIT_MAXPOWER', Path)
if(PlayerClass == 'ROGUE') then
self:RegisterEvent('UNIT_POWER_POINT_CHARGE', Path)
end
self.ClassPower.__isEnabled = true
if(UnitHasVehicleUI('player')) then
Path(self, 'ClassPowerEnable', 'vehicle', 'COMBO_POINTS')
else
Path(self, 'ClassPowerEnable', 'player', ClassPowerType)
end
end
function ClassPowerDisable(self)
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
self:UnregisterEvent('UNIT_MAXPOWER', Path)
self:UnregisterEvent('UNIT_POWER_POINT_CHARGE', Path)
local element = self.ClassPower
for i = 1, #element do
element[i]:Hide()
end
element.__isEnabled = false
Path(self, 'ClassPowerDisable', 'player', ClassPowerType)
end
if(PlayerClass == 'MONK') then
ClassPowerID = SPELL_POWER_CHI
ClassPowerType = 'CHI'
RequireSpec = SPEC_MONK_WINDWALKER
elseif(PlayerClass == 'PALADIN') then
ClassPowerID = SPELL_POWER_HOLY_POWER
ClassPowerType = 'HOLY_POWER'
elseif(PlayerClass == 'WARLOCK') then
ClassPowerID = SPELL_POWER_SOUL_SHARDS
ClassPowerType = 'SOUL_SHARDS'
elseif(PlayerClass == 'ROGUE' or PlayerClass == 'DRUID') then
ClassPowerID = SPELL_POWER_COMBO_POINTS
ClassPowerType = 'COMBO_POINTS'
if(PlayerClass == 'DRUID') then
RequirePower = SPELL_POWER_ENERGY
RequireSpell = 5221 -- Shred
end
elseif(PlayerClass == 'MAGE') then
ClassPowerID = SPELL_POWER_ARCANE_CHARGES
ClassPowerType = 'ARCANE_CHARGES'
RequireSpec = SPEC_MAGE_ARCANE
end
end
local function Enable(self, unit)
local element = self.ClassPower
if(element and UnitIsUnit(unit, 'player')) then
element.__owner = self
element.__max = #element
element.ForceUpdate = ForceUpdate
if(RequireSpec or RequireSpell) then
self:RegisterEvent('PLAYER_TALENT_UPDATE', VisibilityPath, true)
end
if(RequirePower) then
self:RegisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
end
element.ClassPowerEnable = ClassPowerEnable
element.ClassPowerDisable = ClassPowerDisable
for i = 1, #element do
local bar = element[i]
if(bar:IsObjectType('StatusBar')) then
if(not (bar:GetStatusBarTexture() or bar:GetStatusBarAtlas())) then
bar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
bar:SetMinMaxValues(0, 1)
end
end
return true
end
end
local function Disable(self)
if(self.ClassPower) then
ClassPowerDisable(self)
self:UnregisterEvent('PLAYER_TALENT_UPDATE', VisibilityPath)
self:UnregisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
self:UnregisterEvent('SPELLS_CHANGED', Visibility)
end
end
oUF:AddElement('ClassPower', VisibilityPath, Enable, Disable)

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--[[
# Element: Combat Indicator
Toggles the visibility of an indicator based on the player's combat status.
## Widget
CombatIndicator - Any UI widget.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
## Examples
-- Position and size
local CombatIndicator = self:CreateTexture(nil, 'OVERLAY')
CombatIndicator:SetSize(16, 16)
CombatIndicator:SetPoint('TOP', self)
-- Register it with oUF
self.CombatIndicator = CombatIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event, unit)
if not unit or self.unit ~= unit then return end
local element = self.CombatIndicator
--[[ Callback: CombatIndicator:PreUpdate()
Called before the element has been updated.
* self - the CombatIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local inCombat = UnitAffectingCombat(unit)
if(inCombat) then
element:Show()
else
element:Hide()
end
--[[ Callback: CombatIndicator:PostUpdate(inCombat)
Called after the element has been updated.
* self - the CombatIndicator element
* inCombat - indicates if the player is affecting combat (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(inCombat)
end
end
local function Path(self, ...)
--[[ Override: CombatIndicator.Override(self, event)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
--]]
return (self.CombatIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self, unit)
local element = self.CombatIndicator
if element then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_COMBAT', Path)
self:RegisterEvent('UNIT_FLAGS', Path)
self:RegisterEvent('PLAYER_REGEN_DISABLED', Path, true)
self:RegisterEvent('PLAYER_REGEN_ENABLED', Path, true)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\CharacterFrame\UI-StateIcon]])
element:SetTexCoord(.5, 1, 0, .49)
end
return true
end
end
local function Disable(self)
local element = self.CombatIndicator
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_COMBAT', Path)
self:UnregisterEvent('UNIT_FLAGS', Path)
self:UnregisterEvent('PLAYER_REGEN_DISABLED', Path)
self:UnregisterEvent('PLAYER_REGEN_ENABLED', Path)
end
end
oUF:AddElement('CombatIndicator', Path, Enable, Disable)

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--[[
# Element: Group Role Indicator
Toggles the visibility of an indicator based on the unit's current group role (tank, healer or damager).
## Widget
GroupRoleIndicator - A `Texture` used to display the group role icon.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
## Examples
-- Position and size
local GroupRoleIndicator = self:CreateTexture(nil, 'OVERLAY')
GroupRoleIndicator:SetSize(16, 16)
GroupRoleIndicator:SetPoint('LEFT', self)
-- Register it with oUF
self.GroupRoleIndicator = GroupRoleIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event)
local element = self.GroupRoleIndicator
--[[ Callback: GroupRoleIndicator:PreUpdate()
Called before the element has been updated.
* self - the GroupRoleIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local role = UnitGroupRolesAssigned(self.unit)
if(role == 'TANK' or role == 'HEALER' or role == 'DAMAGER') then
element:SetTexCoord(GetTexCoordsForRoleSmallCircle(role))
element:Show()
else
element:Hide()
end
--[[ Callback: GroupRoleIndicator:PostUpdate(role)
Called after the element has been updated.
* self - the GroupRoleIndicator element
* role - the role as returned by [UnitGroupRolesAssigned](http://wowprogramming.com/docs/api/UnitGroupRolesAssigned.html)
--]]
if(element.PostUpdate) then
return element:PostUpdate(role)
end
end
local function Path(self, ...)
--[[ Override: GroupRoleIndicator.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.GroupRoleIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self)
local element = self.GroupRoleIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
if(self.unit == 'player') then
self:RegisterEvent('PLAYER_ROLES_ASSIGNED', Path, true)
else
self:RegisterEvent('GROUP_ROSTER_UPDATE', Path, true)
end
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\LFGFrame\UI-LFG-ICON-PORTRAITROLES]])
end
return true
end
end
local function Disable(self)
local element = self.GroupRoleIndicator
if(element) then
element:Hide()
self:UnregisterEvent('PLAYER_ROLES_ASSIGNED', Path)
self:UnregisterEvent('GROUP_ROSTER_UPDATE', Path, true)
end
end
oUF:AddElement('GroupRoleIndicator', Path, Enable, Disable)

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--[[
# Element: Health Bar
Handles the updating of a status bar that displays the unit's health.
## Widget
Health - A `StatusBar` used to represent the unit's health.
## Sub-Widgets
.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.
## Notes
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
## Options
.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
.considerSelectionInCombatHostile - Indicates whether selection should be considered hostile while the unit is in
combat with the player (boolean)
The following options are listed by priority. The first check that returns true decides the color of the bar.
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the unit is offline (boolean)
.colorTapping - Use `self.colors.tapping` to color the bar if the unit isn't tapped by the player (boolean)
.colorThreat - Use `self.colors.threat[threat]` to color the bar based on the unit's threat status. `threat` is
defined by the first return of [UnitThreatSituation](https://wow.gamepedia.com/API_UnitThreatSituation) (boolean)
.colorClass - Use `self.colors.class[class]` to color the bar based on unit class. `class` is defined by the
second return of [UnitClass](http://wowprogramming.com/docs/api/UnitClass.html) (boolean)
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the unit is a NPC (boolean)
.colorClassPet - Use `self.colors.class[class]` to color the bar if the unit is player controlled, but not a player
(boolean)
.colorSelection - Use `self.colors.selection[selection]` to color the bar based on the unit's selection color.
`selection` is defined by the return value of Private.unitSelectionType, a wrapper function
for [UnitSelectionType](https://wow.gamepedia.com/API_UnitSelectionType) (boolean)
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar based on the player's reaction towards the
unit. `reaction` is defined by the return value of
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction.html) (boolean)
.colorSmooth - Use `smoothGradient` if present or `self.colors.smooth` to color the bar with a smooth gradient
based on the player's current health percentage (boolean)
.colorHealth - Use `self.colors.health` to color the bar. This flag is used to reset the bar color back to default
if none of the above conditions are met (boolean)
## Sub-Widgets Options
.multiplier - Used to tint the background based on the main widgets R, G and B values. Defaults to 1 (number)[0-1]
## Examples
-- Position and size
local Health = CreateFrame('StatusBar', nil, self)
Health:SetHeight(20)
Health:SetPoint('TOP')
Health:SetPoint('LEFT')
Health:SetPoint('RIGHT')
-- Add a background
local Background = Health:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(Health)
Background:SetTexture(1, 1, 1, .5)
-- Options
Health.colorTapping = true
Health.colorDisconnected = true
Health.colorClass = true
Health.colorReaction = true
Health.colorHealth = true
-- Make the background darker.
Background.multiplier = .5
-- Register it with oUF
Health.bg = Background
self.Health = Health
--]]
local _, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local unitSelectionType = Private.unitSelectionType
local function UpdateColor(self, event, unit)
if(not unit or self.unit ~= unit) then return end
local element = self.Health
local r, g, b, t
if(element.colorDisconnected and not UnitIsConnected(unit)) then
t = self.colors.disconnected
elseif(element.colorTapping and not UnitPlayerControlled(unit) and UnitIsTapDenied(unit)) then
t = self.colors.tapped
elseif(element.colorThreat and not UnitPlayerControlled(unit) and UnitThreatSituation('player', unit)) then
t = self.colors.threat[UnitThreatSituation('player', unit)]
elseif(element.colorClass and UnitIsPlayer(unit))
or (element.colorClassNPC and not UnitIsPlayer(unit))
or ((element.colorClassPet or element.colorPetByUnitClass) and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
if element.colorPetByUnitClass then unit = unit == 'pet' and 'player' or gsub(unit, 'pet', '') end
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif(element.colorSelection and unitSelectionType(unit, element.considerSelectionInCombatHostile)) then
t = self.colors.selection[unitSelectionType(unit, element.considerSelectionInCombatHostile)]
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, 'player')]
elseif(element.colorSmooth) then
r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
elseif(element.colorHealth) then
t = self.colors.health
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(b) then
element:SetStatusBarColor(r, g, b)
local bg = element.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
--[[ Callback: Health:PostUpdateColor(unit, r, g, b)
Called after the element color has been updated.
* self - the Health element
* unit - the unit for which the update has been triggered (string)
* r - the red component of the used color (number)[0-1]
* g - the green component of the used color (number)[0-1]
* b - the blue component of the used color (number)[0-1]
--]]
if(element.PostUpdateColor) then
element:PostUpdateColor(unit, r, g, b)
end
end
local function ColorPath(self, ...)
--[[ Override: Health.UpdateColor(self, event, unit)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Health.UpdateColor or UpdateColor) (self, ...)
end
local function Update(self, event, unit)
if(not unit or self.unit ~= unit) then return end
local element = self.Health
--[[ Callback: Health:PreUpdate(unit)
Called before the element has been updated.
* self - the Health element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local cur, max = UnitHealth(unit), UnitHealthMax(unit)
element:SetMinMaxValues(0, max)
if(UnitIsConnected(unit)) then
element:SetValue(cur)
else
element:SetValue(max)
end
element.cur = cur
element.max = max
--[[ Callback: Health:PostUpdate(unit, cur, max)
Called after the element has been updated.
* self - the Health element
* unit - the unit for which the update has been triggered (string)
* cur - the unit's current health value (number)
* max - the unit's maximum possible health value (number)
--]]
if(element.PostUpdate) then
element:PostUpdate(unit, cur, max)
end
end
local function Path(self, event, ...)
if (self.isForced and event ~= 'ElvUI_UpdateAllElements') then return end -- ElvUI changed
--[[ Override: Health.Override(self, event, unit)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Health.Override or Update) (self, event, ...);
ColorPath(self, event, ...)
end
local function ForceUpdate(element)
Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
--[[ Health:SetColorDisconnected(state, isForced)
Used to toggle coloring if the unit is offline.
* self - the Health element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorDisconnected(element, state, isForced)
if(element.colorDisconnected ~= state or isForced) then
element.colorDisconnected = state
if(state) then
element.__owner:RegisterEvent('UNIT_CONNECTION', ColorPath)
element.__owner:RegisterEvent('PARTY_MEMBER_ENABLE', ColorPath)
element.__owner:RegisterEvent('PARTY_MEMBER_DISABLE', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_CONNECTION', ColorPath)
element.__owner:UnregisterEvent('PARTY_MEMBER_ENABLE', ColorPath)
element.__owner:UnregisterEvent('PARTY_MEMBER_DISABLE', ColorPath)
end
end
end
--[[ Health:SetColorSelection(state, isForced)
Used to toggle coloring by the unit's selection.
* self - the Health element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorSelection(element, state, isForced)
if(element.colorSelection ~= state or isForced) then
element.colorSelection = state
if(state) then
element.__owner:RegisterEvent('UNIT_FLAGS', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FLAGS', ColorPath)
end
end
end
--[[ Health:SetColorTapping(state, isForced)
Used to toggle coloring if the unit isn't tapped by the player.
* self - the Health element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorTapping(element, state, isForced)
if(element.colorTapping ~= state or isForced) then
element.colorTapping = state
if(state) then
element.__owner:RegisterEvent('UNIT_FACTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FACTION', ColorPath)
end
end
end
--[[ Health:SetColorThreat(state, isForced)
Used to toggle coloring by the unit's threat status.
* self - the Health element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorThreat(element, state, isForced)
if(element.colorThreat ~= state or isForced) then
element.colorThreat = state
if(state) then
element.__owner:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
end
-- ElvUI changed block
local onUpdateElapsed, onUpdateWait = 0, 0.25
local function onUpdateHealth(self, elapsed)
if onUpdateElapsed > onUpdateWait then
Path(self.__owner, 'OnUpdate', self.__owner.unit)
onUpdateElapsed = 0
else
onUpdateElapsed = onUpdateElapsed + elapsed
end
end
local function SetHealthUpdateSpeed(self, state)
onUpdateWait = state
end
local function SetHealthUpdateMethod(self, state, force)
if self.effectiveHealth ~= state or force then
self.effectiveHealth = state
if state then
self.Health:SetScript('OnUpdate', onUpdateHealth)
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
else
self.Health:SetScript('OnUpdate', nil)
self:RegisterEvent('UNIT_HEALTH', Path)
self:RegisterEvent('UNIT_MAXHEALTH', Path)
end
end
end
-- end block
local function Enable(self, unit)
local element = self.Health
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.SetColorDisconnected = SetColorDisconnected
element.SetColorSelection = SetColorSelection
element.SetColorTapping = SetColorTapping
element.SetColorThreat = SetColorThreat
-- ElvUI changed block
self.SetHealthUpdateSpeed = SetHealthUpdateSpeed
self.SetHealthUpdateMethod = SetHealthUpdateMethod
SetHealthUpdateMethod(self, self.effectiveHealth, true)
-- end block
if(element.colorDisconnected) then
self:RegisterEvent('UNIT_CONNECTION', ColorPath)
self:RegisterEvent('PARTY_MEMBER_ENABLE', ColorPath)
self:RegisterEvent('PARTY_MEMBER_DISABLE', ColorPath)
end
if(element.colorSelection) then
self:RegisterEvent('UNIT_FLAGS', ColorPath)
end
if(element.colorTapping) then
self:RegisterEvent('UNIT_FACTION', ColorPath)
end
if(element.colorThreat) then
self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
if(element:IsObjectType('StatusBar') and not (element:GetStatusBarTexture() or element:GetStatusBarAtlas())) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
element:Show()
return true
end
end
local function Disable(self)
local element = self.Health
if(element) then
element:Hide()
element:SetScript('OnUpdate', nil) -- ElvUI changed
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_CONNECTION', ColorPath)
self:UnregisterEvent('UNIT_FACTION', ColorPath)
self:UnregisterEvent('UNIT_FLAGS', ColorPath)
self:UnregisterEvent('PARTY_MEMBER_ENABLE', ColorPath)
self:UnregisterEvent('PARTY_MEMBER_DISABLE', ColorPath)
self:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
oUF:AddElement('Health', Path, Enable, Disable)

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--[[
# Element: Health Prediction Bars
Handles the visibility and updating of incoming heals and heal/damage absorbs.
## Widget
HealthPrediction - A `table` containing references to sub-widgets and options.
## Sub-Widgets
myBar - A `StatusBar` used to represent incoming heals from the player.
otherBar - A `StatusBar` used to represent incoming heals from others.
absorbBar - A `StatusBar` used to represent damage absorbs.
healAbsorbBar - A `StatusBar` used to represent heal absorbs.
overAbsorb - A `Texture` used to signify that the amount of damage absorb is greater than the unit's missing health.
overHealAbsorb - A `Texture` used to signify that the amount of heal absorb is greater than the unit's current health.
## Notes
A default texture will be applied to the StatusBar widgets if they don't have a texture set.
A default texture will be applied to the Texture widgets if they don't have a texture or a color set.
## Options
.maxOverflow - The maximum amount of overflow past the end of the health bar. Set this to 1 to disable the overflow.
Defaults to 1.05 (number)
## Examples
-- Position and size
local myBar = CreateFrame('StatusBar', nil, self.Health)
myBar:SetPoint('TOP')
myBar:SetPoint('BOTTOM')
myBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
myBar:SetWidth(200)
local otherBar = CreateFrame('StatusBar', nil, self.Health)
otherBar:SetPoint('TOP')
otherBar:SetPoint('BOTTOM')
otherBar:SetPoint('LEFT', myBar:GetStatusBarTexture(), 'RIGHT')
otherBar:SetWidth(200)
local absorbBar = CreateFrame('StatusBar', nil, self.Health)
absorbBar:SetPoint('TOP')
absorbBar:SetPoint('BOTTOM')
absorbBar:SetPoint('LEFT', otherBar:GetStatusBarTexture(), 'RIGHT')
absorbBar:SetWidth(200)
local healAbsorbBar = CreateFrame('StatusBar', nil, self.Health)
healAbsorbBar:SetPoint('TOP')
healAbsorbBar:SetPoint('BOTTOM')
healAbsorbBar:SetPoint('RIGHT', self.Health:GetStatusBarTexture())
healAbsorbBar:SetWidth(200)
healAbsorbBar:SetReverseFill(true)
local overAbsorb = self.Health:CreateTexture(nil, "OVERLAY")
overAbsorb:SetPoint('TOP')
overAbsorb:SetPoint('BOTTOM')
overAbsorb:SetPoint('LEFT', self.Health, 'RIGHT')
overAbsorb:SetWidth(10)
local overHealAbsorb = self.Health:CreateTexture(nil, "OVERLAY")
overHealAbsorb:SetPoint('TOP')
overHealAbsorb:SetPoint('BOTTOM')
overHealAbsorb:SetPoint('RIGHT', self.Health, 'LEFT')
overHealAbsorb:SetWidth(10)
-- Register with oUF
self.HealthPrediction = {
myBar = myBar,
otherBar = otherBar,
absorbBar = absorbBar,
healAbsorbBar = healAbsorbBar,
overAbsorb = overAbsorb,
overHealAbsorb = overHealAbsorb,
maxOverflow = 1.05,
}
--]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.HealthPrediction
--[[ Callback: HealthPrediction:PreUpdate(unit)
Called before the element has been updated.
* self - the HealthPrediction element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local myIncomingHeal = UnitGetIncomingHeals(unit, 'player') or 0
local allIncomingHeal = UnitGetIncomingHeals(unit) or 0
local absorb = UnitGetTotalAbsorbs(unit) or 0
local healAbsorb = UnitGetTotalHealAbsorbs(unit) or 0
local health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
local otherIncomingHeal = 0
local hasOverHealAbsorb = false
if(healAbsorb > allIncomingHeal) then
healAbsorb = healAbsorb - allIncomingHeal
allIncomingHeal = 0
myIncomingHeal = 0
if(health < healAbsorb) then
hasOverHealAbsorb = true
end
else
allIncomingHeal = allIncomingHeal - healAbsorb
healAbsorb = 0
if(health + allIncomingHeal > maxHealth * element.maxOverflow) then
allIncomingHeal = maxHealth * element.maxOverflow - health
end
if(allIncomingHeal < myIncomingHeal) then
myIncomingHeal = allIncomingHeal
else
otherIncomingHeal = allIncomingHeal - myIncomingHeal
end
end
local hasOverAbsorb = false
if(health + allIncomingHeal + absorb >= maxHealth) and (absorb > 0) then
hasOverAbsorb = true
end
if(element.myBar) then
element.myBar:SetMinMaxValues(0, maxHealth)
element.myBar:SetValue(myIncomingHeal)
element.myBar:Show()
end
if(element.otherBar) then
element.otherBar:SetMinMaxValues(0, maxHealth)
element.otherBar:SetValue(otherIncomingHeal)
element.otherBar:Show()
end
if(element.absorbBar) then
element.absorbBar:SetMinMaxValues(0, maxHealth)
element.absorbBar:SetValue(absorb)
element.absorbBar:Show()
end
if(element.healAbsorbBar) then
element.healAbsorbBar:SetMinMaxValues(0, maxHealth)
element.healAbsorbBar:SetValue(healAbsorb)
element.healAbsorbBar:Show()
end
if(element.overAbsorb) then
if(hasOverAbsorb) then
element.overAbsorb:Show()
else
element.overAbsorb:Hide()
end
end
if(element.overHealAbsorb) then
if(hasOverHealAbsorb) then
element.overHealAbsorb:Show()
else
element.overHealAbsorb:Hide()
end
end
--[[ Callback: HealthPrediction:PostUpdate(unit, myIncomingHeal, otherIncomingHeal, absorb, healAbsorb, hasOverAbsorb, hasOverHealAbsorb)
Called after the element has been updated.
* self - the HealthPrediction element
* unit - the unit for which the update has been triggered (string)
* myIncomingHeal - the amount of incoming healing done by the player (number)
* otherIncomingHeal - the amount of incoming healing done by others (number)
* absorb - the amount of damage the unit can absorb without losing health (number)
* healAbsorb - the amount of healing the unit can absorb without gaining health (number)
* hasOverAbsorb - indicates if the amount of damage absorb is higher than the unit's missing health (boolean)
* hasOverHealAbsorb - indicates if the amount of heal absorb is higher than the unit's current health (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(unit, myIncomingHeal, otherIncomingHeal, absorb, healAbsorb, hasOverAbsorb, hasOverHealAbsorb, health, maxHealth)
end
end
local function Path(self, ...)
--[[ Override: HealthPrediction.Override(self, event, unit)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event
--]]
return (self.HealthPrediction.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.HealthPrediction
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_HEALTH', Path)
self:RegisterEvent('UNIT_MAXHEALTH', Path)
self:RegisterEvent('UNIT_HEAL_PREDICTION', Path)
self:RegisterEvent('UNIT_ABSORB_AMOUNT_CHANGED', Path)
self:RegisterEvent('UNIT_HEAL_ABSORB_AMOUNT_CHANGED', Path)
if(not element.maxOverflow) then
element.maxOverflow = 1.05
end
if(element.myBar) then
if(element.myBar:IsObjectType('StatusBar') and not element.myBar:GetStatusBarTexture()) then
element.myBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
end
if(element.otherBar) then
if(element.otherBar:IsObjectType('StatusBar') and not element.otherBar:GetStatusBarTexture()) then
element.otherBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
end
if(element.absorbBar) then
if(element.absorbBar:IsObjectType('StatusBar') and not element.absorbBar:GetStatusBarTexture()) then
element.absorbBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
end
if(element.healAbsorbBar) then
if(element.healAbsorbBar:IsObjectType('StatusBar') and not element.healAbsorbBar:GetStatusBarTexture()) then
element.healAbsorbBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
end
if(element.overAbsorb) then
if(element.overAbsorb:IsObjectType('Texture') and not element.overAbsorb:GetTexture()) then
element.overAbsorb:SetTexture([[Interface\RaidFrame\Shield-Overshield]])
element.overAbsorb:SetBlendMode('ADD')
end
end
if(element.overHealAbsorb) then
if(element.overHealAbsorb:IsObjectType('Texture') and not element.overHealAbsorb:GetTexture()) then
element.overHealAbsorb:SetTexture([[Interface\RaidFrame\Absorb-Overabsorb]])
element.overHealAbsorb:SetBlendMode('ADD')
end
end
return true
end
end
local function Disable(self)
local element = self.HealthPrediction
if(element) then
if(element.myBar) then
element.myBar:Hide()
end
if(element.otherBar) then
element.otherBar:Hide()
end
if(element.absorbBar) then
element.absorbBar:Hide()
end
if(element.healAbsorbBar) then
element.healAbsorbBar:Hide()
end
if(element.overAbsorb) then
element.overAbsorb:Hide()
end
if(element.overHealAbsorb) then
element.overHealAbsorb:Hide()
end
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_HEAL_PREDICTION', Path)
self:UnregisterEvent('UNIT_ABSORB_AMOUNT_CHANGED', Path)
self:UnregisterEvent('UNIT_HEAL_ABSORB_AMOUNT_CHANGED', Path)
end
end
oUF:AddElement('HealthPrediction', Path, Enable, Disable)

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--[[
# Element: Leader Indicator
Toggles the visibility of an indicator based on the unit's leader status.
## Widget
LeaderIndicator - Any UI widget.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
## Examples
-- Position and size
local LeaderIndicator = self:CreateTexture(nil, 'OVERLAY')
LeaderIndicator:SetSize(16, 16)
LeaderIndicator:SetPoint('BOTTOM', self, 'TOP')
-- Register it with oUF
self.LeaderIndicator = LeaderIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event)
local element = self.LeaderIndicator
local unit = self.unit
--[[ Callback: LeaderIndicator:PreUpdate()
Called before the element has been updated.
* self - the LeaderIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
-- ElvUI changed block
local isLeader
if IsInInstance() then
isLeader = UnitIsGroupLeader(unit)
else
isLeader = UnitLeadsAnyGroup(unit)
end
-- end block
if(isLeader) then
element:Show()
else
element:Hide()
end
--[[ Callback: LeaderIndicator:PostUpdate(isLeader)
Called after the element has been updated.
* self - the LeaderIndicator element
* isLeader - indicates whether the element is shown (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(isLeader)
end
end
local function Path(self, ...)
--[[ Override: LeaderIndicator.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.LeaderIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self)
local element = self.LeaderIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('PARTY_LEADER_CHANGED', Path, true)
self:RegisterEvent('GROUP_ROSTER_UPDATE', Path, true)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\GroupFrame\UI-Group-LeaderIcon]])
end
return true
end
end
local function Disable(self)
local element = self.LeaderIndicator
if(element) then
element:Hide()
self:UnregisterEvent('PARTY_LEADER_CHANGED', Path)
self:UnregisterEvent('GROUP_ROSTER_UPDATE', Path)
end
end
oUF:AddElement('LeaderIndicator', Path, Enable, Disable)

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--[[
# Element: Party Indicator
Toggles the visibility of an indicator based on if the player was in a group before joining the instance.
## Widget
PartyIndicator - Player only widget.
]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event)
local element = self.PartyIndicator
if(element.PreUpdate) then
element:PreUpdate()
end
local forced = not event or event == 'ElvUI_UpdateAllElements'
if forced or event == 'GROUP_ROSTER_UPDATE' then
if IsInGroup(LE_PARTY_CATEGORY_HOME) and IsInGroup(LE_PARTY_CATEGORY_INSTANCE) then
element:Show()
else
element:Hide()
end
end
if forced or event == 'UPDATE_CHAT_COLOR' then
local private = ChatTypeInfo.PARTY
if private and element.HomeIcon then
element.HomeIcon:SetVertexColor(private.r, private.g, private.b, 1)
end
local public = ChatTypeInfo.INSTANCE_CHAT
if public and element.InstanceIcon then
element.InstanceIcon:SetVertexColor(public.r, public.g, public.b, 1)
end
end
if(element.PostUpdate) then
return element:PostUpdate()
end
end
local function Path(self, ...)
--[[ Override: PartyIndicator.Override(self, event)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
--]]
return (self.PartyIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self)
local element = self.PartyIndicator
if element then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UPDATE_CHAT_COLOR', Path, true)
self:RegisterEvent('GROUP_ROSTER_UPDATE', Path, true)
if(element.HomeIcon and element.HomeIcon:IsObjectType('Texture') and not element.HomeIcon:GetTexture()) then
element.HomeIcon:SetTexture([[Interface\FriendsFrame\UI-Toast-FriendOnlineIcon]])
end
if(element.InstanceIcon and element.InstanceIcon:IsObjectType('Texture') and not element.InstanceIcon:GetTexture()) then
element.InstanceIcon:SetTexture([[Interface\FriendsFrame\UI-Toast-FriendOnlineIcon]])
end
return true
end
end
local function Disable(self)
local element = self.PartyIndicator
if(element) then
element:Hide()
self:UnregisterEvent('UPDATE_CHAT_COLOR', Path)
self:UnregisterEvent('GROUP_ROSTER_UPDATE', Path)
end
end
oUF:AddElement('PartyIndicator', Path, Enable, Disable)

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--[[
# Element: Phasing Indicator
Toggles the visibility of an indicator based on the unit's phasing relative to the player.
## Widget
PhaseIndicator - Any UI widget.
## Sub-Widgets
Icon - A `Texture` to represent the phased status.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
OnEnter and OnLeave script handlers will be set to display a Tooltip if the widget is mouse enabled and does not have
OnEnter and/or OnLeave handlers.
## Examples
-- Position and size
local PhaseIndicator = CreateFrame('Frame', nil, self)
PhaseIndicator:SetSize(16, 16)
PhaseIndicator:SetPoint('TOPLEFT', self)
PhaseIndicator:EnableMouse(true)
local Icon = PhaseIndicator:CreateTexture(nil, 'OVERLAY')
Icon:SetAllPoints()
PhaseIndicator.Icon = Icon
-- Register it with oUF
self.PhaseIndicator = PhaseIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local GameTooltip = GameTooltip
--[[ Override: PhaseIndicator:UpdateTooltip()
Used to populate the tooltip when the widget is hovered.
* self - the PhaseIndicator widget
--]]
local function UpdateTooltip(element)
if GameTooltip:IsForbidden() then return end
local text = PartyUtil.GetPhasedReasonString(element.reason, element.__owner.unit)
if(text) then
GameTooltip:SetText(text, nil, nil, nil, nil, true)
GameTooltip:Show()
end
end
local function onEnter(element)
if GameTooltip:IsForbidden() or not element:IsVisible() then return end
if(element.reason) then
GameTooltip:SetOwner(element, 'ANCHOR_BOTTOMRIGHT')
element:UpdateTooltip()
end
end
local function onLeave()
if GameTooltip:IsForbidden() then return end
GameTooltip:Hide()
end
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.PhaseIndicator
--[[ Callback: PhaseIndicator:PreUpdate()
Called before the element has been updated.
* self - the PhaseIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local phaseReason = UnitIsPlayer(unit) and UnitIsConnected(unit) and UnitPhaseReason(unit) or nil
if(phaseReason) then
element:Show()
else
element:Hide()
end
element.reason = phaseReason
--[[ Callback: PhaseIndicator:PostUpdate(isInSamePhase, phaseReason)
Called after the element has been updated.
* self - the PhaseIndicator element
* isInSamePhase - indicates whether the unit is in the same phase as the player (boolean)
* phaseReason - the reason why the unit is in a different phase (number?)
--]]
if(element.PostUpdate) then
return element:PostUpdate(not phaseReason, phaseReason)
end
end
local function Path(self, ...)
--[[ Override: PhaseIndicator.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.PhaseIndicator.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.PhaseIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_PHASE', Path)
local icon = (element.Icon or element)
if(icon:IsObjectType('Texture') and not icon:GetTexture()) then
icon:SetTexture([[Interface\TargetingFrame\UI-PhasingIcon]])
end
if(element.IsMouseEnabled and element:IsMouseEnabled()) then
if(not element:GetScript('OnEnter')) then
element:SetScript('OnEnter', onEnter)
end
if(not element:GetScript('OnLeave')) then
element:SetScript('OnLeave', onLeave)
end
element.UpdateTooltip = element.UpdateTooltip or UpdateTooltip
end
return true
end
end
local function Disable(self)
local element = self.PhaseIndicator
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_PHASE', Path)
end
end
oUF:AddElement('PhaseIndicator', Path, Enable, Disable)

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--[[
# Element: Portraits
Handles the updating of the unit's portrait.
## Widget
Portrait - A `PlayerModel` or a `Texture` used to represent the unit's portrait.
## Notes
A question mark model will be used if the widget is a PlayerModel and the client doesn't have the model information for
the unit.
## Examples
-- 3D Portrait
-- Position and size
local Portrait = CreateFrame('PlayerModel', nil, self)
Portrait:SetSize(32, 32)
Portrait:SetPoint('RIGHT', self, 'LEFT')
-- Register it with oUF
self.Portrait = Portrait
-- 2D Portrait
local Portrait = self:CreateTexture(nil, 'OVERLAY')
Portrait:SetSize(32, 32)
Portrait:SetPoint('RIGHT', self, 'LEFT')
-- Register it with oUF
self.Portrait = Portrait
--]]
local _, ns = ...
local oUF = ns.oUF
-- ElvUI block
local UnitIsUnit = UnitIsUnit
local UnitGUID = UnitGUID
local UnitIsConnected = UnitIsConnected
local UnitIsVisible = UnitIsVisible
local SetPortraitTexture = SetPortraitTexture
-- end block
local function Update(self, event, unit)
if(not unit or not UnitIsUnit(self.unit, unit)) then return end
--[[ Callback: Portrait:PreUpdate(unit)
Called before the element has been updated.
* self - the Portrait element
* unit - the unit for which the update has been triggered (string)
--]]
local element = self.Portrait
if(element.PreUpdate) then element:PreUpdate(unit) end
local guid = UnitGUID(unit)
local isAvailable = UnitIsConnected(unit) and UnitIsVisible(unit)
element.stateChanged = event ~= 'OnUpdate' or element.guid ~= guid or element.state ~= isAvailable
if element.stateChanged then -- ElvUI changed
element.playerModel = element:IsObjectType('PlayerModel')
element.state = isAvailable
element.guid = guid
if element.playerModel then
if not isAvailable then
element:SetCamDistanceScale(0.25)
element:SetPortraitZoom(0)
element:SetPosition(0, 0, 0.25)
element:ClearModel()
element:SetModel([[Interface\Buttons\TalkToMeQuestionMark.m2]])
else
element:SetCamDistanceScale(1)
element:SetPortraitZoom(1)
element:SetPosition(0, 0, 0)
element:ClearModel()
element:SetUnit(unit)
end
elseif not element.customTexture then -- ElvUI changed
SetPortraitTexture(element, unit)
end
end
--[[ Callback: Portrait:PostUpdate(unit)
Called after the element has been updated.
* self - the Portrait element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PostUpdate) then
return element:PostUpdate(unit, event)
end
end
local function Path(self, ...)
--[[ Override: Portrait.Override(self, event, unit)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
return (self.Portrait.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function Enable(self, unit)
local element = self.Portrait
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_MODEL_CHANGED', Path)
self:RegisterEvent('UNIT_PORTRAIT_UPDATE', Path)
self:RegisterEvent('PORTRAITS_UPDATED', Path, true)
self:RegisterEvent('UNIT_CONNECTION', Path)
-- The quest log uses PARTY_MEMBER_{ENABLE,DISABLE} to handle updating of
-- party members overlapping quests. This will probably be enough to handle
-- model updating.
--
-- DISABLE isn't used as it fires when we most likely don't have the
-- information we want.
if(unit == 'party') then
self:RegisterEvent('PARTY_MEMBER_ENABLE', Path)
end
element:Show()
return true
end
end
local function Disable(self)
local element = self.Portrait
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_MODEL_CHANGED', Path)
self:UnregisterEvent('UNIT_PORTRAIT_UPDATE', Path)
self:UnregisterEvent('PORTRAITS_UPDATED', Path)
self:UnregisterEvent('PARTY_MEMBER_ENABLE', Path)
self:UnregisterEvent('UNIT_CONNECTION', Path)
end
end
oUF:AddElement('Portrait', Path, Enable, Disable)

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--[[
# Element: Power Bar
Handles the updating of a status bar that displays the unit's power.
## Widget
Power - A `StatusBar` used to represent the unit's power.
## Sub-Widgets
.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.
## Notes
A default texture will be applied if the widget is a StatusBar and doesn't have a texture or a color set.
## Options
.frequentUpdates - Indicates whether to use UNIT_POWER_FREQUENT instead UNIT_POWER_UPDATE to update the
bar (boolean)
.displayAltPower - Use this to let the widget display alternative power, if the unit has one.
By default, it does so only for raid and party units. If none, the display will fall
back to the primary power (boolean)
.useAtlas - Use this to let the widget use an atlas for its texture if an atlas is present in
`self.colors.power` for the appropriate power type (boolean)
.smoothGradient - 9 color values to be used with the .colorSmooth option (table)
.considerSelectionInCombatHostile - Indicates whether selection should be considered hostile while the unit is in
combat with the player (boolean)
The following options are listed by priority. The first check that returns true decides the color of the bar.
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the unit is offline (boolean)
.colorTapping - Use `self.colors.tapping` to color the bar if the unit isn't tapped by the player (boolean)
.colorThreat - Use `self.colors.threat[threat]` to color the bar based on the unit's threat status. `threat` is
defined by the first return of [UnitThreatSituation](https://wow.gamepedia.com/API_UnitThreatSituation) (boolean)
.colorPower - Use `self.colors.power[token]` to color the bar based on the unit's power type. This method will
fall-back to `:GetAlternativeColor()` if it can't find a color matching the token. If this function
isn't defined, then it will attempt to color based upon the alternative power colors returned by
[UnitPowerType](http://wowprogramming.com/docs/api/UnitPowerType.html). If these aren't
defined, then it will attempt to color the bar based upon `self.colors.power[type]`. In case of
failure it'll default to `self.colors.power.MANA` (boolean)
.colorClass - Use `self.colors.class[class]` to color the bar based on unit class. `class` is defined by the
second return of [UnitClass](http://wowprogramming.com/docs/api/UnitClass.html) (boolean)
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the unit is a NPC (boolean)
.colorClassPet - Use `self.colors.class[class]` to color the bar if the unit is player controlled, but not a player
(boolean)
.colorSelection - Use `self.colors.selection[selection]` to color the bar based on the unit's selection color.
`selection` is defined by the return value of Private.unitSelectionType, a wrapper function
for [UnitSelectionType](https://wow.gamepedia.com/API_UnitSelectionType) (boolean)
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar based on the player's reaction towards the
unit. `reaction` is defined by the return value of
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction.html) (boolean)
.colorSmooth - Use `smoothGradient` if present or `self.colors.smooth` to color the bar with a smooth gradient
based on the player's current power percentage (boolean)
## Sub-Widget Options
.multiplier - A multiplier used to tint the background based on the main widgets R, G and B values. Defaults to 1
(number)[0-1]
## Examples
-- Position and size
local Power = CreateFrame('StatusBar', nil, self)
Power:SetHeight(20)
Power:SetPoint('BOTTOM')
Power:SetPoint('LEFT')
Power:SetPoint('RIGHT')
-- Add a background
local Background = Power:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(Power)
Background:SetTexture(1, 1, 1, .5)
-- Options
Power.frequentUpdates = true
Power.colorTapping = true
Power.colorDisconnected = true
Power.colorPower = true
Power.colorClass = true
Power.colorReaction = true
-- Make the background darker.
Background.multiplier = .5
-- Register it with oUF
Power.bg = Background
self.Power = Power
--]]
local _, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local unitSelectionType = Private.unitSelectionType
-- sourced from FrameXML/UnitPowerBarAlt.lua
local ALTERNATE_POWER_INDEX = Enum.PowerType.Alternate or 10
--[[ Override: Power:GetDisplayPower()
Used to get info on the unit's alternative power, if any.
Should return the power type index (see [Enum.PowerType.Alternate](https://wow.gamepedia.com/Enum_Unit.PowerType))
and the minimum value for the given power type (see [info.minPower](https://wow.gamepedia.com/API_GetUnitPowerBarInfo))
or nil if the unit has no alternative (alternate) power or it should not be
displayed. In case of a nil return, the element defaults to the primary power
type and zero for the minimum value.
* self - the Power element
--]]
local function GetDisplayPower(element)
local unit = element.__owner.unit
local barInfo = GetUnitPowerBarInfo(unit)
if(barInfo and barInfo.showOnRaid and (UnitInParty(unit) or UnitInRaid(unit))) then
return ALTERNATE_POWER_INDEX, barInfo.minPower
end
end
local function UpdateColor(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Power
local pType, pToken, altR, altG, altB = UnitPowerType(unit)
local r, g, b, t, atlas
if(element.colorDisconnected and not UnitIsConnected(unit)) then
t = self.colors.disconnected
elseif(element.colorTapping and not UnitPlayerControlled(unit) and UnitIsTapDenied(unit)) then
t = self.colors.tapped
elseif(element.colorThreat and not UnitPlayerControlled(unit) and UnitThreatSituation('player', unit)) then
t = self.colors.threat[UnitThreatSituation('player', unit)]
elseif(element.colorPower) then
if(element.displayType ~= ALTERNATE_POWER_INDEX) then
t = self.colors.power[pToken]
if(not t) then
if(element.GetAlternativeColor) then
r, g, b = element:GetAlternativeColor(unit, pType, pToken, altR, altG, altB)
elseif(altR) then
r, g, b = altR, altG, altB
if(r > 1 or g > 1 or b > 1) then
-- BUG: As of 7.0.3, altR, altG, altB may be in 0-1 or 0-255 range.
r, g, b = r / 255, g / 255, b / 255
end
else
t = self.colors.power[pType] or self.colors.power.MANA
end
end
else
t = self.colors.power[ALTERNATE_POWER_INDEX]
end
if(element.useAtlas and t and t.atlas) then
atlas = t.atlas
end
elseif(element.colorClass and UnitIsPlayer(unit))
or (element.colorClassNPC and not UnitIsPlayer(unit))
or (element.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif(element.colorSelection and unitSelectionType(unit, element.considerSelectionInCombatHostile)) then
t = self.colors.selection[unitSelectionType(unit, element.considerSelectionInCombatHostile)]
elseif(element.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, 'player')]
elseif(element.colorSmooth) then
local adjust = 0 - (element.min or 0)
r, g, b = self:ColorGradient((element.cur or 1) + adjust, (element.max or 1) + adjust, unpack(element.smoothGradient or self.colors.smooth))
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(atlas) then
element:SetStatusBarAtlas(atlas)
element:SetStatusBarColor(1, 1, 1)
elseif(b) then
element:SetStatusBarColor(r, g, b)
local bg = element.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
--[[ Callback: Power:PostUpdateColor(unit, r, g, b)
Called after the element color has been updated.
local bg = element.bg
if(bg and b) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
--]]
if(element.PostUpdateColor) then
element:PostUpdateColor(unit, r, g, b)
end
end
local function ColorPath(self, ...)
--[[ Override: Power.UpdateColor(self, event, unit)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Power.UpdateColor or UpdateColor) (self, ...)
end
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.Power
--[[ Callback: Power:PreUpdate(unit)
Called before the element has been updated.
* self - the Power element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local displayType, min
if(element.displayAltPower) then
displayType, min = element:GetDisplayPower()
end
local cur, max = UnitPower(unit, displayType), UnitPowerMax(unit, displayType)
if not min then min = 0 end
element:SetMinMaxValues(min, max)
if(UnitIsConnected(unit)) then
element:SetValue(cur)
else
element:SetValue(max)
end
element.cur = cur
element.min = min
element.max = max
element.displayType = displayType
--[[ Callback: Power:PostUpdate(unit, cur, min, max)
Called after the element has been updated.
* self - the Power element
* unit - the unit for which the update has been triggered (string)
* cur - the unit's current power value (number)
* min - the unit's minimum possible power value (number)
* max - the unit's maximum possible power value (number)
--]]
if(element.PostUpdate) then
element:PostUpdate(unit, cur, min, max)
end
end
local function Path(self, event, ...)
if (self.isForced and event ~= 'ElvUI_UpdateAllElements') then return end -- ElvUI changed
--[[ Override: Power.Override(self, event, unit, ...)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
(self.Power.Override or Update) (self, event, ...);
ColorPath(self, event, ...)
end
local function ForceUpdate(element)
Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
--[[ Power:SetColorDisconnected(state, isForced)
Used to toggle coloring if the unit is offline.
* self - the Power element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorDisconnected(element, state, isForced)
if(element.colorDisconnected ~= state or isForced) then
element.colorDisconnected = state
if(state) then
element.__owner:RegisterEvent('UNIT_CONNECTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_CONNECTION', ColorPath)
end
end
end
--[[ Power:SetColorSelection(state, isForced)
Used to toggle coloring by the unit's selection.
* self - the Power element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorSelection(element, state, isForced)
if(element.colorSelection ~= state or isForced) then
element.colorSelection = state
if(state) then
element.__owner:RegisterEvent('UNIT_FLAGS', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FLAGS', ColorPath)
end
end
end
--[[ Power:SetColorTapping(state, isForced)
Used to toggle coloring if the unit isn't tapped by the player.
* self - the Power element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorTapping(element, state, isForced)
if(element.colorTapping ~= state or isForced) then
element.colorTapping = state
if(state) then
element.__owner:RegisterEvent('UNIT_FACTION', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_FACTION', ColorPath)
end
end
end
--[[ Power:SetColorThreat(state, isForced)
Used to toggle coloring by the unit's threat status.
* self - the Power element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetColorThreat(element, state, isForced)
if(element.colorThreat ~= state or isForced) then
element.colorThreat = state
if(state) then
element.__owner:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
else
element.__owner:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
end
--[[ Power:SetFrequentUpdates(state, isForced)
Used to toggle frequent updates.
* self - the Power element
* state - the desired state (boolean)
* isForced - forces the event update even if the state wasn't changed (boolean)
--]]
local function SetFrequentUpdates(element, state, isForced)
if(element.frequentUpdates ~= state or isForced) then
element.frequentUpdates = state
if(state) then
element.__owner:UnregisterEvent('UNIT_POWER_UPDATE', Path)
element.__owner:RegisterEvent('UNIT_POWER_FREQUENT', Path)
else
element.__owner:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
element.__owner:RegisterEvent('UNIT_POWER_UPDATE', Path)
end
end
end
-- ElvUI changed block
local onUpdateElapsed, onUpdateWait = 0, 0.25
local function onUpdatePower(self, elapsed)
if onUpdateElapsed > onUpdateWait then
Path(self.__owner, 'OnUpdate', self.__owner.unit)
onUpdateElapsed = 0
else
onUpdateElapsed = onUpdateElapsed + elapsed
end
end
local function SetPowerUpdateSpeed(self, state)
onUpdateWait = state
end
local function SetPowerUpdateMethod(self, state, force)
if self.effectivePower ~= state or force then
self.effectivePower = state
if state then
self.Power:SetScript('OnUpdate', onUpdatePower)
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
self:UnregisterEvent('UNIT_POWER_UPDATE', Path)
self:UnregisterEvent('UNIT_MAXPOWER', Path)
else
self.Power:SetScript('OnUpdate', nil)
self:RegisterEvent('UNIT_MAXPOWER', Path)
if self.Power.frequentUpdates then
self:RegisterEvent('UNIT_POWER_FREQUENT', Path)
else
self:RegisterEvent('UNIT_POWER_UPDATE', Path)
end
end
end
end
-- end block
local function Enable(self)
local element = self.Power
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.SetColorDisconnected = SetColorDisconnected
element.SetColorSelection = SetColorSelection
element.SetColorTapping = SetColorTapping
element.SetColorThreat = SetColorThreat
element.SetFrequentUpdates = SetFrequentUpdates
-- ElvUI changed block
self.SetPowerUpdateSpeed = SetPowerUpdateSpeed
self.SetPowerUpdateMethod = SetPowerUpdateMethod
SetPowerUpdateMethod(self, self.effectivePower, true)
-- end block
if(element.colorDisconnected) then
self:RegisterEvent('UNIT_CONNECTION', ColorPath)
end
if(element.colorSelection) then
self:RegisterEvent('UNIT_FLAGS', ColorPath)
end
if(element.colorTapping) then
self:RegisterEvent('UNIT_FACTION', ColorPath)
end
if(element.colorThreat) then
self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
self:RegisterEvent('UNIT_DISPLAYPOWER', Path)
self:RegisterEvent('UNIT_POWER_BAR_HIDE', Path)
self:RegisterEvent('UNIT_POWER_BAR_SHOW', Path)
if(element:IsObjectType('StatusBar') and not (element:GetStatusBarTexture() or element:GetStatusBarAtlas())) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
if(not element.GetDisplayPower) then
element.GetDisplayPower = GetDisplayPower
end
element:Show()
return true
end
end
local function Disable(self)
local element = self.Power
if(element) then
element:Hide()
element:SetScript('OnUpdate', nil) -- ElvUI changed
self:UnregisterEvent('UNIT_DISPLAYPOWER', Path)
self:UnregisterEvent('UNIT_MAXPOWER', Path)
self:UnregisterEvent('UNIT_POWER_BAR_HIDE', Path)
self:UnregisterEvent('UNIT_POWER_BAR_SHOW', Path)
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
self:UnregisterEvent('UNIT_POWER_UPDATE', Path)
self:UnregisterEvent('UNIT_CONNECTION', ColorPath)
self:UnregisterEvent('UNIT_FACTION', ColorPath)
self:UnregisterEvent('UNIT_FLAGS', ColorPath)
self:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', ColorPath)
end
end
oUF:AddElement('Power', Path, Enable, Disable)

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--[[
# Element: Power Prediction Bar
Handles the visibility and updating of power cost prediction.
## Widget
PowerPrediction - A `table` containing the sub-widgets.
## Sub-Widgets
mainBar - A `StatusBar` used to represent power cost of spells on top of the Power element.
altBar - A `StatusBar` used to represent power cost of spells on top of the AdditionalPower element.
## Notes
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
## Examples
-- Position and size
local mainBar = CreateFrame('StatusBar', nil, self.Power)
mainBar:SetReverseFill(true)
mainBar:SetPoint('TOP')
mainBar:SetPoint('BOTTOM')
mainBar:SetPoint('RIGHT', self.Power:GetStatusBarTexture(), 'RIGHT')
mainBar:SetWidth(200)
local altBar = CreateFrame('StatusBar', nil, self.AdditionalPower)
altBar:SetReverseFill(true)
altBar:SetPoint('TOP')
altBar:SetPoint('BOTTOM')
altBar:SetPoint('RIGHT', self.AdditionalPower:GetStatusBarTexture(), 'RIGHT')
altBar:SetWidth(200)
-- Register with oUF
self.PowerPrediction = {
mainBar = mainBar,
altBar = altBar
}
--]]
local _, ns = ...
local oUF = ns.oUF
-- sourced from FrameXML/AlternatePowerBar.lua
local ADDITIONAL_POWER_BAR_INDEX = ADDITIONAL_POWER_BAR_INDEX or 0
local ALT_MANA_BAR_PAIR_DISPLAY_INFO = ALT_MANA_BAR_PAIR_DISPLAY_INFO
local _, playerClass = UnitClass('player')
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.PowerPrediction
--[[ Callback: PowerPrediction:PreUpdate(unit)
Called before the element has been updated.
* self - the PowerPrediction element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local mainCost, altCost = 0, 0
local mainType = UnitPowerType(unit)
local mainMax = UnitPowerMax(unit, mainType)
local isPlayer = UnitIsUnit('player', unit)
local altManaInfo = isPlayer and ALT_MANA_BAR_PAIR_DISPLAY_INFO[playerClass]
local hasAltManaBar = altManaInfo and altManaInfo[mainType]
local _, _, _, startTime, endTime, _, _, _, spellID = UnitCastingInfo(unit)
if(event == 'UNIT_SPELLCAST_START' and startTime ~= endTime) then
local costTable = GetSpellPowerCost(spellID)
local checkRequiredAura = isPlayer and #costTable > 1
for _, costInfo in next, costTable do
local cost, ctype, cperc = costInfo.cost, costInfo.type, costInfo.costPercent
local checkSpec = not checkRequiredAura or costInfo.hasRequiredAura
if checkSpec and ctype == mainType then
mainCost = ((isPlayer or cost < mainMax) and cost) or (mainMax * cperc) / 100
element.mainCost = mainCost
break
elseif hasAltManaBar and checkSpec and ctype == ADDITIONAL_POWER_BAR_INDEX then
altCost = cost
element.altCost = altCost
break
end
end
elseif(spellID) then
-- if we try to cast a spell while casting another one we need to avoid
-- resetting the element
mainCost = element.mainCost or 0
altCost = element.altCost or 0
else
element.mainCost = mainCost
element.altCost = altCost
end
if(element.mainBar) then
element.mainBar:SetMinMaxValues(0, mainMax)
element.mainBar:SetValue(mainCost)
element.mainBar:Show()
end
if(element.altBar and hasAltManaBar) then
element.altBar:SetMinMaxValues(0, UnitPowerMax(unit, ADDITIONAL_POWER_BAR_INDEX))
element.altBar:SetValue(altCost)
element.altBar:Show()
end
--[[ Callback: PowerPrediction:PostUpdate(unit, mainCost, altCost, hasAltManaBar)
Called after the element has been updated.
* self - the PowerPrediction element
* unit - the unit for which the update has been triggered (string)
* mainCost - the main power type cost of the cast ability (number)
* altCost - the secondary power type cost of the cast ability (number)
* hasAltManaBar - indicates if the unit has a secondary power bar (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(unit, mainCost, altCost, hasAltManaBar)
end
end
local function Path(self, ...)
--[[ Override: PowerPrediction.Override(self, event, unit, ...)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
* ... - the arguments accompanying the event
--]]
return (self.PowerPrediction.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.PowerPrediction
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_SPELLCAST_START', Path)
self:RegisterEvent('UNIT_SPELLCAST_STOP', Path)
self:RegisterEvent('UNIT_SPELLCAST_FAILED', Path)
self:RegisterEvent('UNIT_SPELLCAST_SUCCEEDED', Path)
self:RegisterEvent('UNIT_DISPLAYPOWER', Path)
if(element.mainBar) then
if(element.mainBar:IsObjectType('StatusBar')
and not (element.mainBar:GetStatusBarTexture() or element.mainBar:GetStatusBarAtlas())) then
element.mainBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
end
if(element.altBar) then
if(element.altBar:IsObjectType('StatusBar')
and not (element.altBar:GetStatusBarTexture() or element.altBar:GetStatusBarAtlas())) then
element.altBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
end
return true
end
end
local function Disable(self)
local element = self.PowerPrediction
if(element) then
if(element.mainBar) then
element.mainBar:Hide()
end
if(element.altBar) then
element.altBar:Hide()
end
self:UnregisterEvent('UNIT_SPELLCAST_START', Path)
self:UnregisterEvent('UNIT_SPELLCAST_STOP', Path)
self:UnregisterEvent('UNIT_SPELLCAST_FAILED', Path)
self:UnregisterEvent('UNIT_SPELLCAST_SUCCEEDED', Path)
self:UnregisterEvent('UNIT_DISPLAYPOWER', Path)
end
end
oUF:AddElement('PowerPrediction', Path, Enable, Disable)

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--[[
# Element: PvPClassificationIndicator
Handles the visibility and updating of an indicator based on the unit's PvP classification.
## Widget
PvPClassificationIndicator - A `Texture` used to display PvP classification.
## Notes
This element updates by changing the texture.
## Options
.useAtlasSize - Makes the element use preprogrammed atlas' size instead of its set dimensions (boolean)
## Examples
-- Position and size
local PvPClassificationIndicator = self:CreateTexture(nil, 'OVERLAY')
PvPClassificationIndicator:SetSize(24, 24)
PvPClassificationIndicator:SetPoint('CENTER')
-- Register it with oUF
self.PvPClassificationIndicator = PvPClassificationIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
-- sourced from FrameXML/CompactUnitFrame.lua
local ICONS = {
[Enum.PvPUnitClassification.FlagCarrierHorde or 0] = "nameplates-icon-flag-horde",
[Enum.PvPUnitClassification.FlagCarrierAlliance or 1] = "nameplates-icon-flag-alliance",
[Enum.PvPUnitClassification.FlagCarrierNeutral or 2] = "nameplates-icon-flag-neutral",
[Enum.PvPUnitClassification.CartRunnerHorde or 3] = "nameplates-icon-cart-horde",
[Enum.PvPUnitClassification.CartRunnerAlliance or 4] = "nameplates-icon-cart-alliance",
[Enum.PvPUnitClassification.AssassinHorde or 5] = "nameplates-icon-bounty-horde",
[Enum.PvPUnitClassification.AssassinAlliance or 6] = "nameplates-icon-bounty-alliance",
[Enum.PvPUnitClassification.OrbCarrierBlue or 7] = "nameplates-icon-orb-blue",
[Enum.PvPUnitClassification.OrbCarrierGreen or 8] = "nameplates-icon-orb-green",
[Enum.PvPUnitClassification.OrbCarrierOrange or 9] = "nameplates-icon-orb-orange",
[Enum.PvPUnitClassification.OrbCarrierPurple or 10] = "nameplates-icon-orb-purple",
}
local function Update(self, event, unit)
if(unit ~= self.unit) then return end
local element = self.PvPClassificationIndicator
--[[ Callback: PvPClassificationIndicator:PreUpdate(unit)
Called before the element has been updated.
* self - the PvPClassificationIndicator element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local class = UnitPvpClassification(unit)
local icon = ICONS[class]
if(icon) then
element:SetAtlas(icon, element.useAtlasSize)
element:Show()
else
element:Hide()
end
--[[ Callback: PvPClassificationIndicator:PostUpdate(unit, class)
Called after the element has been updated.
* self - the PvPClassificationIndicator element
* unit - the unit for which the update has been triggered (string)
* class - the pvp classification of the unit (number?)
--]]
if(element.PostUpdate) then
return element:PostUpdate(unit, class)
end
end
local function Path(self, ...)
--[[Override: PvPClassificationIndicator.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.PvPClassificationIndicator.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.PvPClassificationIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
return true
end
end
local function Disable(self)
local element = self.PvPClassificationIndicator
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
end
end
oUF:AddElement('PvPClassificationIndicator', Path, Enable, Disable)

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--[[
# Element: PvP and Honor Level Icons
Handles the visibility and updating of an indicator based on the unit's PvP status and honor level.
## Widget
PvPIndicator - A `Texture` used to display faction, FFA PvP status or honor level icon.
## Sub-Widgets
Badge - A `Texture` used to display the honor badge background image.
## Notes
This element updates by changing the texture.
The `Badge` sub-widget has to be on a lower sub-layer than the `PvP` texture.
## Examples
-- Position and size
local PvPIndicator = self:CreateTexture(nil, 'ARTWORK', nil, 1)
PvPIndicator:SetSize(30, 30)
PvPIndicator:SetPoint('RIGHT', self, 'LEFT')
local Badge = self:CreateTexture(nil, 'ARTWORK')
Badge:SetSize(50, 52)
Badge:SetPoint('CENTER', PvPIndicator, 'CENTER')
-- Register it with oUF
PvPIndicator.Badge = Badge
self.PvPIndicator = PvPIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event, unit)
if(unit and unit ~= self.unit) then return end
local element = self.PvPIndicator
unit = unit or self.unit
--[[ Callback: PvPIndicator:PreUpdate(unit)
Called before the element has been updated.
* self - the PvPIndicator element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then
element:PreUpdate(unit)
end
local status
local factionGroup = UnitFactionGroup(unit) or 'Neutral'
local honorRewardInfo = C_PvP.GetHonorRewardInfo(UnitHonorLevel(unit))
if(UnitIsPVPFreeForAll(unit)) then
status = 'FFA'
elseif(factionGroup ~= 'Neutral' and UnitIsPVP(unit)) then
if(unit == 'player' and UnitIsMercenary(unit)) then
if(factionGroup == 'Horde') then
factionGroup = 'Alliance'
elseif(factionGroup == 'Alliance') then
factionGroup = 'Horde'
end
end
status = factionGroup
end
if(status) then
element:Show()
if(element.Badge and honorRewardInfo) then
element:SetTexture(honorRewardInfo.badgeFileDataID)
element:SetTexCoord(0, 1, 0, 1)
element.Badge:SetAtlas('honorsystem-portrait-' .. factionGroup, false)
element.Badge:Show()
else
element:SetTexture([[Interface\TargetingFrame\UI-PVP-]] .. status)
element:SetTexCoord(0, 0.65625, 0, 0.65625)
if(element.Badge) then
element.Badge:Hide()
end
end
else
element:Hide()
if(element.Badge) then
element.Badge:Hide()
end
end
--[[ Callback: PvPIndicator:PostUpdate(unit, status)
Called after the element has been updated.
* self - the PvPIndicator element
* unit - the unit for which the update has been triggered (string)
* status - the unit's current PvP status or faction accounting for mercenary mode (string)['FFA', 'Alliance',
'Horde']
--]]
if(element.PostUpdate) then
return element:PostUpdate(unit, status)
end
end
local function Path(self, ...)
--[[Override: PvPIndicator.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.PvPIndicator.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.PvPIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_FACTION', Path)
self:RegisterEvent('HONOR_LEVEL_UPDATE', Path, true)
return true
end
end
local function Disable(self)
local element = self.PvPIndicator
if(element) then
element:Hide()
if(element.Badge) then
element.Badge:Hide()
end
self:UnregisterEvent('UNIT_FACTION', Path)
self:UnregisterEvent('HONOR_LEVEL_UPDATE', Path)
end
end
oUF:AddElement('PvPIndicator', Path, Enable, Disable)

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--[[
# Element: Quest Indicator
Handles the visibility and updating of an indicator based on the unit's involvement in a quest.
## Widget
QuestIndicator - Any UI widget.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
## Examples
-- Position and size
local QuestIndicator = self:CreateTexture(nil, 'OVERLAY')
QuestIndicator:SetSize(16, 16)
QuestIndicator:SetPoint('TOPRIGHT', self)
-- Register it with oUF
self.QuestIndicator = QuestIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event, unit)
if(unit ~= self.unit) then return end
local element = self.QuestIndicator
--[[ Callback: QuestIndicator:PreUpdate()
Called before the element has been updated.
* self - the QuestIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local isQuestBoss = UnitIsQuestBoss(unit)
if(isQuestBoss) then
element:Show()
else
element:Hide()
end
--[[ Callback: QuestIndicator:PostUpdate(isQuestBoss)
Called after the element has been updated.
* self - the QuestIndicator element
* isQuestBoss - indicates if the element is shown (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(isQuestBoss)
end
end
local function Path(self, ...)
--[[ Override: QuestIndicator.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.QuestIndicator.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.QuestIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\TargetingFrame\PortraitQuestBadge]])
end
return true
end
end
local function Disable(self)
local element = self.QuestIndicator
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
end
end
oUF:AddElement('QuestIndicator', Path, Enable, Disable)

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--[[
# Element: Raid Role Indicator
Handles the visibility and updating of an indicator based on the unit's raid assignment (main tank or main assist).
## Widget
RaidRoleIndicator - A `Texture` representing the unit's raid assignment.
## Notes
This element updates by changing the texture.
## Examples
-- Position and size
local RaidRoleIndicator = self:CreateTexture(nil, 'OVERLAY')
RaidRoleIndicator:SetSize(16, 16)
RaidRoleIndicator:SetPoint('TOPLEFT')
-- Register it with oUF
self.RaidRoleIndicator = RaidRoleIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local MAINTANK_ICON = [[Interface\GROUPFRAME\UI-GROUP-MAINTANKICON]]
local MAINASSIST_ICON = [[Interface\GROUPFRAME\UI-GROUP-MAINASSISTICON]]
local function Update(self, event)
local element = self.RaidRoleIndicator
local unit = self.unit
--[[ Callback: RaidRoleIndicator:PreUpdate()
Called before the element has been updated.
* self - the RaidRoleIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local role, isShown
if(UnitInRaid(unit) and not UnitHasVehicleUI(unit)) then
if(GetPartyAssignment('MAINTANK', unit)) then
isShown = true
element:SetTexture(MAINTANK_ICON)
role = 'MAINTANK'
elseif(GetPartyAssignment('MAINASSIST', unit)) then
isShown = true
element:SetTexture(MAINASSIST_ICON)
role = 'MAINASSIST'
end
end
element:SetShown(isShown)
--[[ Callback: RaidRoleIndicator:PostUpdate(role)
Called after the element has been updated.
* self - the RaidRoleIndicator element
* role - the unit's raid assignment (string?)['MAINTANK', 'MAINASSIST']
--]]
if(element.PostUpdate) then
return element:PostUpdate(role)
end
end
local function Path(self, ...)
--[[ Override: RaidRoleIndicator.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.RaidRoleIndicator.Override or Update)(self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self)
local element = self.RaidRoleIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('GROUP_ROSTER_UPDATE', Path, true)
return true
end
end
local function Disable(self)
local element = self.RaidRoleIndicator
if(element) then
element:Hide()
self:UnregisterEvent('GROUP_ROSTER_UPDATE', Path)
end
end
oUF:AddElement('RaidRoleIndicator', Path, Enable, Disable)

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--[[
# Element: Raid Target Indicator
Handles the visibility and updating of an indicator based on the unit's raid target assignment.
## Widget
RaidTargetIndicator - A `Texture` used to display the raid target icon.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture set.
## Examples
-- Position and size
local RaidTargetIndicator = self:CreateTexture(nil, 'OVERLAY')
RaidTargetIndicator:SetSize(16, 16)
RaidTargetIndicator:SetPoint('TOPRIGHT', self)
-- Register it with oUF
self.RaidTargetIndicator = RaidTargetIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local GetRaidTargetIndex = GetRaidTargetIndex
local SetRaidTargetIconTexture = SetRaidTargetIconTexture
local function Update(self, event)
local element = self.RaidTargetIndicator
--[[ Callback: RaidTargetIndicator:PreUpdate()
Called before the element has been updated.
* self - the RaidTargetIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local index = GetRaidTargetIndex(self.unit)
if(index) then
SetRaidTargetIconTexture(element, index)
element:Show()
else
element:Hide()
end
--[[ Callback: RaidTargetIndicator:PostUpdate(index)
Called after the element has been updated.
* self - the RaidTargetIndicator element
* index - the index of the raid target marker (number?)[1-8]
--]]
if(element.PostUpdate) then
return element:PostUpdate(index)
end
end
local function Path(self, ...)
--[[ Override: RaidTargetIndicator.Override(self, event)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
--]]
return (self.RaidTargetIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
if(not element.__owner.unit) then return end
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self)
local element = self.RaidTargetIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('RAID_TARGET_UPDATE', Path, true)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\TargetingFrame\UI-RaidTargetingIcons]])
end
return true
end
end
local function Disable(self)
local element = self.RaidTargetIndicator
if(element) then
element:Hide()
self:UnregisterEvent('RAID_TARGET_UPDATE', Path)
end
end
oUF:AddElement('RaidTargetIndicator', Path, Enable, Disable)

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--[[
# Element: Range Fader
Changes the opacity of a unit frame based on whether the frame's unit is in the player's range.
## Widget
Range - A table containing opacity values.
## Notes
Offline units are handled as if they are in range.
## Options
.outsideAlpha - Opacity when the unit is out of range. Defaults to 0.55 (number)[0-1].
.insideAlpha - Opacity when the unit is within range. Defaults to 1 (number)[0-1].
## Examples
-- Register with oUF
self.Range = {
insideAlpha = 1,
outsideAlpha = 1/2,
}
--]]
local _, ns = ...
local oUF = ns.oUF
local _FRAMES = {}
local OnRangeFrame
local UnitInRange, UnitIsConnected = UnitInRange, UnitIsConnected
local function Update(self, event)
local element = self.Range
local unit = self.unit
--[[ Callback: Range:PreUpdate()
Called before the element has been updated.
* self - the Range element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local inRange, checkedRange
local connected = UnitIsConnected(unit)
if(connected) then
inRange, checkedRange = UnitInRange(unit)
if(checkedRange and not inRange) then
self:SetAlpha(element.outsideAlpha)
else
self:SetAlpha(element.insideAlpha)
end
else
self:SetAlpha(element.insideAlpha)
end
--[[ Callback: Range:PostUpdate(object, inRange, checkedRange, isConnected)
Called after the element has been updated.
* self - the Range element
* object - the parent object
* inRange - indicates if the unit was within 40 yards of the player (boolean)
* checkedRange - indicates if the range check was actually performed (boolean)
* isConnected - indicates if the unit is online (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(self, inRange, checkedRange, connected)
end
end
local function Path(self, ...)
--[[ Override: Range.Override(self, event)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
--]]
return (self.Range.Override or Update) (self, ...)
end
-- Internal updating method
local timer = 0
local function OnRangeUpdate(_, elapsed)
timer = timer + elapsed
if(timer >= .20) then
for _, object in next, _FRAMES do
if(object:IsShown()) then
Path(object, 'OnUpdate')
end
end
timer = 0
end
end
local function Enable(self)
local element = self.Range
if(element) then
element.__owner = self
element.insideAlpha = element.insideAlpha or 1
element.outsideAlpha = element.outsideAlpha or 0.55
if(not OnRangeFrame) then
OnRangeFrame = CreateFrame('Frame')
OnRangeFrame:SetScript('OnUpdate', OnRangeUpdate)
end
table.insert(_FRAMES, self)
OnRangeFrame:Show()
return true
end
end
local function Disable(self)
local element = self.Range
if(element) then
for index, frame in next, _FRAMES do
if(frame == self) then
table.remove(_FRAMES, index)
break
end
end
self:SetAlpha(element.insideAlpha)
if(#_FRAMES == 0) then
OnRangeFrame:Hide()
end
end
end
oUF:AddElement('Range', nil, Enable, Disable)

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--[[
# Element: Ready Check Indicator
Handles the visibility and updating of an indicator based on the unit's ready check status.
## Widget
ReadyCheckIndicator - A `Texture` representing ready check status.
## Notes
This element updates by changing the texture.
Default textures will be applied if the layout does not provide custom ones. See Options.
## Options
.finishedTime - For how many seconds the icon should stick after a check has completed. Defaults to 10 (number).
.fadeTime - For how many seconds the icon should fade away after the stick duration has completed. Defaults to
1.5 (number).
.readyTexture - Path to an alternate texture for the ready check 'ready' status.
.notReadyTexture - Path to an alternate texture for the ready check 'notready' status.
.waitingTexture - Path to an alternate texture for the ready check 'waiting' status.
## Attributes
.status - the unit's ready check status (string?)['ready', 'noready', 'waiting']
## Examples
-- Position and size
local ReadyCheckIndicator = self:CreateTexture(nil, 'OVERLAY')
ReadyCheckIndicator:SetSize(16, 16)
ReadyCheckIndicator:SetPoint('TOP')
-- Register with oUF
self.ReadyCheckIndicator = ReadyCheckIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local unitExists = Private.unitExists
local function OnFinished(self)
local element = self:GetParent()
element:Hide()
--[[ Callback: ReadyCheckIndicator:PostUpdateFadeOut()
Called after the element has been faded out.
* self - the ReadyCheckIndicator element
--]]
if(element.PostUpdateFadeOut) then
element:PostUpdateFadeOut()
end
end
local function Update(self, event)
local element = self.ReadyCheckIndicator
local unit = self.unit
--[[ Callback: ReadyCheckIndicator:PreUpdate()
Called before the element has been updated.
* self - the ReadyCheckIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local status = GetReadyCheckStatus(unit)
if(unitExists(unit) and status) then
if(status == 'ready') then
element:SetTexture(element.readyTexture)
elseif(status == 'notready') then
element:SetTexture(element.notReadyTexture)
else
element:SetTexture(element.waitingTexture)
end
element.status = status
element:Show()
elseif(event ~= 'READY_CHECK_FINISHED') then
element.status = nil
element:Hide()
end
if(event == 'READY_CHECK_FINISHED') then
if(element.status == 'waiting') then
element:SetTexture(element.notReadyTexture)
end
element.Animation:Play()
end
--[[ Callback: ReadyCheckIndicator:PostUpdate(status)
Called after the element has been updated.
* self - the ReadyCheckIndicator element
* status - the unit's ready check status (string?)['ready', 'notready', 'waiting']
--]]
if(element.PostUpdate) then
return element:PostUpdate(status)
end
end
local function Path(self, ...)
--[[ Override: ReadyCheckIndicator.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.ReadyCheckIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self, unit)
local element = self.ReadyCheckIndicator
unit = unit and unit:match('(%a+)%d*$')
if(element and (unit == 'party' or unit == 'raid')) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element.readyTexture = element.readyTexture or READY_CHECK_READY_TEXTURE
element.notReadyTexture = element.notReadyTexture or READY_CHECK_NOT_READY_TEXTURE
element.waitingTexture = element.waitingTexture or READY_CHECK_WAITING_TEXTURE
local AnimationGroup = element:CreateAnimationGroup()
AnimationGroup:HookScript('OnFinished', OnFinished)
element.Animation = AnimationGroup
local Animation = AnimationGroup:CreateAnimation('Alpha')
Animation:SetFromAlpha(1)
Animation:SetToAlpha(0)
Animation:SetDuration(element.fadeTime or 1.5)
Animation:SetStartDelay(element.finishedTime or 10)
self:RegisterEvent('READY_CHECK', Path, true)
self:RegisterEvent('READY_CHECK_CONFIRM', Path, true)
self:RegisterEvent('READY_CHECK_FINISHED', Path, true)
return true
end
end
local function Disable(self)
local element = self.ReadyCheckIndicator
if(element) then
element:Hide()
self:UnregisterEvent('READY_CHECK', Path)
self:UnregisterEvent('READY_CHECK_CONFIRM', Path)
self:UnregisterEvent('READY_CHECK_FINISHED', Path)
end
end
oUF:AddElement('ReadyCheckIndicator', Path, Enable, Disable)

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--[[
# Element: Resting Indicator
Toggles the visibility of an indicator based on the player's resting status.
## Widget
RestingIndicator - Any UI widget.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
## Examples
-- Position and size
local RestingIndicator = self:CreateTexture(nil, 'OVERLAY')
RestingIndicator:SetSize(16, 16)
RestingIndicator:SetPoint('TOPLEFT', self)
-- Register it with oUF
self.RestingIndicator = RestingIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event)
local element = self.RestingIndicator
--[[ Callback: RestingIndicator:PreUpdate()
Called before the element has been updated.
* self - the RestingIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local isResting = IsResting()
if(isResting) then
element:Show()
else
element:Hide()
end
--[[ Callback: RestingIndicator:PostUpdate(isResting)
Called after the element has been updated.
* self - the RestingIndicator element
* isResting - indicates if the player is resting (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(isResting)
end
end
local function Path(self, ...)
--[[ Override: RestingIndicator.Override(self, event)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
--]]
return (self.RestingIndicator.Override or Update) (self, ...)
end
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate')
end
local function Enable(self, unit)
local element = self.RestingIndicator
if(element and UnitIsUnit(unit, 'player')) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('PLAYER_UPDATE_RESTING', Path, true)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\CharacterFrame\UI-StateIcon]])
element:SetTexCoord(0, 0.5, 0, 0.421875)
end
return true
end
end
local function Disable(self)
local element = self.RestingIndicator
if(element) then
element:Hide()
self:UnregisterEvent('PLAYER_UPDATE_RESTING', Path)
end
end
oUF:AddElement('RestingIndicator', Path, Enable, Disable)

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--[[
# Element: Resurrect Indicator
Handles the visibility and updating of an indicator based on the unit's incoming resurrect status.
## Widget
ResurrectIndicator - A `Texture` used to display if the unit has an incoming resurrect.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
## Examples
-- Position and size
local ResurrectIndicator = self:CreateTexture(nil, 'OVERLAY')
ResurrectIndicator:SetSize(16, 16)
ResurrectIndicator:SetPoint('TOPRIGHT', self)
-- Register it with oUF
self.ResurrectIndicator = ResurrectIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.ResurrectIndicator
--[[ Callback: ResurrectIndicator:PreUpdate()
Called before the element has been updated.
* self - the ResurrectIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local incomingResurrect = UnitHasIncomingResurrection(unit)
if(incomingResurrect) then
element:Show()
else
element:Hide()
end
--[[ Callback: ResurrectIndicator:PostUpdate(incomingResurrect)
Called after the element has been updated.
* self - the ResurrectIndicator element
* incomingResurrect - indicates if the unit has an incoming resurrection (boolean)
--]]
if(element.PostUpdate) then
return element:PostUpdate(incomingResurrect)
end
end
local function Path(self, ...)
--[[ Override: ResurrectIndicator.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.ResurrectIndicator.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.ResurrectIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('INCOMING_RESURRECT_CHANGED', Path)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\RaidFrame\Raid-Icon-Rez]])
end
return true
end
end
local function Disable(self)
local element = self.ResurrectIndicator
if(element) then
element:Hide()
self:UnregisterEvent('INCOMING_RESURRECT_CHANGED', Path)
end
end
oUF:AddElement('ResurrectIndicator', Path, Enable, Disable)

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--[[
# Element: Runes
Handles the visibility and updating of Death Knight's runes.
## Widget
Runes - An `table` holding `StatusBar`s.
## Sub-Widgets
.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.
## Notes
A default texture will be applied if the sub-widgets are StatusBars and don't have a texture set.
## Options
.colorSpec - Use `self.colors.runes[specID]` to color the bar based on player's spec. `specID` is defined by the return
value of [GetSpecialization](http://wowprogramming.com/docs/api/GetSpecialization.html) (boolean)
.sortOrder - Sorting order. Sorts by the remaining cooldown time, 'asc' - from the least cooldown time remaining (fully
charged) to the most (fully depleted), 'desc' - the opposite (string?)['asc', 'desc']
## Sub-Widgets Options
.multiplier - Used to tint the background based on the main widgets R, G and B values. Defaults to 1 (number)[0-1]
## Examples
local Runes = {}
for index = 1, 6 do
-- Position and size of the rune bar indicators
local Rune = CreateFrame('StatusBar', nil, self)
Rune:SetSize(120 / 6, 20)
Rune:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * 120 / 6, 0)
Runes[index] = Rune
end
-- Register with oUF
self.Runes = Runes
--]]
if(select(2, UnitClass('player')) ~= 'DEATHKNIGHT') then return end
local _, ns = ...
local oUF = ns.oUF
local runemap = {1, 2, 3, 4, 5, 6}
local hasSortOrder = false
local function onUpdate(self, elapsed)
local duration = self.duration + elapsed
self.duration = duration
self:SetValue(duration)
end
local function ascSort(runeAID, runeBID)
local runeAStart, _, runeARuneReady = GetRuneCooldown(runeAID)
local runeBStart, _, runeBRuneReady = GetRuneCooldown(runeBID)
if(runeARuneReady ~= runeBRuneReady) then
return runeARuneReady
elseif(runeAStart ~= runeBStart) then
return runeAStart < runeBStart
else
return runeAID < runeBID
end
end
local function descSort(runeAID, runeBID)
local runeAStart, _, runeARuneReady = GetRuneCooldown(runeAID)
local runeBStart, _, runeBRuneReady = GetRuneCooldown(runeBID)
if(runeARuneReady ~= runeBRuneReady) then
return runeBRuneReady
elseif(runeAStart ~= runeBStart) then
return runeAStart > runeBStart
else
return runeAID > runeBID
end
end
local function UpdateColor(self, event)
local element = self.Runes
local spec = GetSpecialization() or 0
local color
if(spec > 0 and spec < 4 and element.colorSpec) then
color = self.colors.runes[spec]
else
color = self.colors.power.RUNES
end
local r, g, b = color[1], color[2], color[3]
for index = 1, #element do
element[index]:SetStatusBarColor(r, g, b)
local bg = element[index].bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
--[[ Callback: Runes:PostUpdateColor(r, g, b)
Called after the element color has been updated.
* self - the Runes element
* r - the red component of the used color (number)[0-1]
* g - the green component of the used color (number)[0-1]
* b - the blue component of the used color (number)[0-1]
--]]
if(element.PostUpdateColor) then
element:PostUpdateColor(r, g, b)
end
end
local function ColorPath(self, ...)
--[[ Override: Runes.UpdateColor(self, event, ...)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* ... - the arguments accompanying the event
--]]
(self.Runes.UpdateColor or UpdateColor) (self, ...)
end
local function Update(self, event)
local element = self.Runes
if(element.sortOrder == 'asc') then
table.sort(runemap, ascSort)
hasSortOrder = true
elseif(element.sortOrder == 'desc') then
table.sort(runemap, descSort)
hasSortOrder = true
elseif(hasSortOrder) then
table.sort(runemap)
hasSortOrder = false
end
local rune, start, duration, runeReady
for index, runeID in next, runemap do
rune = element[index]
if(not rune) then break end
if(UnitHasVehicleUI('player')) then
rune:Hide()
else
start, duration, runeReady = GetRuneCooldown(runeID)
if(runeReady) then
rune:SetMinMaxValues(0, 1)
rune:SetValue(1)
rune:SetScript('OnUpdate', nil)
elseif(start) then
rune.duration = GetTime() - start
rune:SetMinMaxValues(0, duration)
rune:SetValue(0)
rune:SetScript('OnUpdate', onUpdate)
end
rune:Show()
end
end
--[[ Callback: Runes:PostUpdate(runemap)
Called after the element has been updated.
* self - the Runes element
* runemap - the ordered list of runes' indices (table)
--]]
if(element.PostUpdate) then
return element:PostUpdate(runemap)
end
end
local function Path(self, ...)
--[[ Override: Runes.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
--]]
(self.Runes.Override or Update) (self, ...)
end
local function AllPath(...)
Path(...)
ColorPath(...)
end
local function ForceUpdate(element)
Path(element.__owner, 'ForceUpdate')
ColorPath(element.__owner, 'ForceUpdate')
end
local function Enable(self, unit)
local element = self.Runes
if(element and UnitIsUnit(unit, 'player')) then
element.__owner = self
element.ForceUpdate = ForceUpdate
for i = 1, #element do
local rune = element[i]
if(rune:IsObjectType('StatusBar') and not (rune:GetStatusBarTexture() or rune:GetStatusBarAtlas())) then
rune:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
end
-- ElvUI block
if element.IsObjectType and element:IsObjectType("Frame") then
element:Show()
end
-- end block
self:RegisterEvent('PLAYER_SPECIALIZATION_CHANGED', ColorPath)
self:RegisterEvent('RUNE_POWER_UPDATE', Path, true)
return true
end
end
local function Disable(self)
local element = self.Runes
if(element) then
for i = 1, #element do
element[i]:Hide()
end
-- ElvUI block
if element.IsObjectType and element:IsObjectType("Frame") then
element:Hide()
end
-- end block
self:UnregisterEvent('PLAYER_SPECIALIZATION_CHANGED', ColorPath)
self:UnregisterEvent('RUNE_POWER_UPDATE', Path)
end
end
oUF:AddElement('Runes', AllPath, Enable, Disable)

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--[[
# Element: Monk Stagger Bar
Handles the visibility and updating of the Monk's stagger bar.
## Widget
Stagger - A `StatusBar` used to represent the current stagger level.
## Sub-Widgets
.bg - A `Texture` used as a background. It will inherit the color of the main StatusBar.
## Notes
A default texture will be applied if the widget is a StatusBar and doesn't have a texture set.
## Sub-Widgets Options
.multiplier - Used to tint the background based on the main widgets R, G and B values. Defaults to 1 (number)[0-1]
## Examples
local Stagger = CreateFrame('StatusBar', nil, self)
Stagger:SetSize(120, 20)
Stagger:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, 0)
-- Register with oUF
self.Stagger = Stagger
--]]
if(select(2, UnitClass('player')) ~= 'MONK') then return end
local _, ns = ...
local oUF = ns.oUF
-- ElvUI block
local GetSpecialization = GetSpecialization
local UnitHasVehiclePlayerFrameUI = UnitHasVehiclePlayerFrameUI
local UnitHealthMax = UnitHealthMax
local UnitIsUnit = UnitIsUnit
local UnitStagger = UnitStagger
-- GLOBALS: MonkStaggerBar
-- end block
-- sourced from FrameXML/Constants.lua
local SPEC_MONK_BREWMASTER = SPEC_MONK_BREWMASTER or 1
-- sourced from FrameXML/MonkStaggerBar.lua
local BREWMASTER_POWER_BAR_NAME = BREWMASTER_POWER_BAR_NAME or 'STAGGER'
-- percentages at which bar should change color
local STAGGER_YELLOW_TRANSITION = STAGGER_YELLOW_TRANSITION or 0.3
local STAGGER_RED_TRANSITION = STAGGER_RED_TRANSITION or 0.6
-- table indices of bar colors
local STAGGER_GREEN_INDEX = STAGGER_GREEN_INDEX or 1
local STAGGER_YELLOW_INDEX = STAGGER_YELLOW_INDEX or 2
local STAGGER_RED_INDEX = STAGGER_RED_INDEX or 3
local function UpdateColor(self, event, unit)
if(unit and unit ~= self.unit) then return end
local element = self.Stagger
local colors = self.colors.power[BREWMASTER_POWER_BAR_NAME]
local perc = (element.cur or 0) / (element.max or 1)
local t
if(perc >= STAGGER_RED_TRANSITION) then
t = colors and colors[STAGGER_RED_INDEX]
elseif(perc > STAGGER_YELLOW_TRANSITION) then
t = colors and colors[STAGGER_YELLOW_INDEX]
else
t = colors and colors[STAGGER_GREEN_INDEX]
end
local r, g, b
if(t) then
r, g, b = t[1], t[2], t[3]
if(b) then
element:SetStatusBarColor(r, g, b)
local bg = element.bg
if(bg and b) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
end
--[[ Callback: Stagger:PostUpdateColor(r, g, b)
Called after the element color has been updated.
* self - the Stagger element
* r - the red component of the used color (number)[0-1]
* g - the green component of the used color (number)[0-1]
* b - the blue component of the used color (number)[0-1]
--]]
if(element.PostUpdateColor) then
element:PostUpdateColor(r, g, b)
end
end
local function Update(self, event, unit)
if(unit and unit ~= self.unit) then return end
local element = self.Stagger
--[[ Callback: Stagger:PreUpdate()
Called before the element has been updated.
* self - the Stagger element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
-- Blizzard code has nil checks for UnitStagger return
local cur = UnitStagger('player') or 0
local max = UnitHealthMax('player')
element:SetMinMaxValues(0, max)
element:SetValue(cur)
element.cur = cur
element.max = max
--[[ Callback: Stagger:PostUpdate(cur, max)
Called after the element has been updated.
* self - the Stagger element
* cur - the amount of staggered damage (number)
* max - the player's maximum possible health value (number)
--]]
if(element.PostUpdate) then
element:PostUpdate(cur, max)
end
end
local function Path(self, ...)
--[[ Override: Stagger.Override(self, event, unit)
Used to completely override the internal update function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Stagger.Override or Update)(self, ...);
--[[ Override: Stagger.UpdateColor(self, event, unit)
Used to completely override the internal function for updating the widgets' colors.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Stagger.UpdateColor or UpdateColor) (self, ...)
end
-- ElvUI changed
local function Visibility(self, event, unit)
local element = self.Stagger
local isShown = element:IsShown()
local useClassbar = (SPEC_MONK_BREWMASTER ~= GetSpecialization()) or UnitHasVehiclePlayerFrameUI('player')
local stateChanged = false
if useClassbar and isShown then
element:Hide()
self:UnregisterEvent('UNIT_AURA', Path)
stateChanged = true
elseif not useClassbar and not isShown then
element:Show()
self:RegisterEvent('UNIT_AURA', Path)
stateChanged = true
end
if element.PostVisibility then
element.PostVisibility(self, event, unit, not useClassbar, stateChanged)
end
if not useClassbar then
Path(self, event, unit)
end
end
-- end block
local function VisibilityPath(self, ...)
--[[ Override: Stagger.OverrideVisibility(self, event, unit)
Used to completely override the internal visibility toggling function.
* self - the parent object
* event - the event triggering the update (string)
* unit - the unit accompanying the event (string)
--]]
(self.Stagger.OverrideVisibility or Visibility)(self, ...)
end
local function ForceUpdate(element)
VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function Enable(self, unit)
local element = self.Stagger
if(element and UnitIsUnit(unit, 'player')) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
self:RegisterEvent('PLAYER_TALENT_UPDATE', VisibilityPath, true)
if(element:IsObjectType('StatusBar') and not (element:GetStatusBarTexture() or element:GetStatusBarAtlas())) then
element:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
MonkStaggerBar:UnregisterEvent('PLAYER_ENTERING_WORLD')
MonkStaggerBar:UnregisterEvent('PLAYER_SPECIALIZATION_CHANGED')
MonkStaggerBar:UnregisterEvent('UNIT_DISPLAYPOWER')
MonkStaggerBar:UnregisterEvent('UNIT_EXITED_VEHICLE')
MonkStaggerBar:UnregisterEvent('UPDATE_VEHICLE_ACTIONBAR')
-- do not change this without taking Visibility into account
element:Hide()
return true
end
end
local function Disable(self)
local element = self.Stagger
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_AURA', Path)
self:UnregisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
self:UnregisterEvent('PLAYER_TALENT_UPDATE', VisibilityPath)
MonkStaggerBar:RegisterEvent('PLAYER_ENTERING_WORLD')
MonkStaggerBar:RegisterEvent('PLAYER_SPECIALIZATION_CHANGED')
MonkStaggerBar:RegisterEvent('UNIT_DISPLAYPOWER')
MonkStaggerBar:RegisterEvent('UNIT_EXITED_VEHICLE')
MonkStaggerBar:RegisterEvent('UPDATE_VEHICLE_ACTIONBAR')
end
end
oUF:AddElement('Stagger', VisibilityPath, Enable, Disable)

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--[[
# Element: SummonIndicator
Handles the visibility and updating of an indicator based on the unit's incoming summon status.
## Widget
SummonIndicator - A `Texture` used to display if the unit has an incoming summon.
## Notes
This element updates by changing the texture.
## Examples
-- Position and size
local SummonIndicator = self:CreateTexture(nil, 'OVERLAY')
SummonIndicator:SetSize(32, 32)
SummonIndicator:SetPoint('TOPRIGHT', self)
-- Register it with oUF
self.SummonIndicator = SummonIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
-- sourced from Blizzard_APIDocumentation/IncomingSummonDocumentation.lua
local SUMMON_STATUS_NONE = Enum.SummonStatus.None or 0
local SUMMON_STATUS_PENDING = Enum.SummonStatus.Pending or 1
local SUMMON_STATUS_ACCEPTED = Enum.SummonStatus.Accepted or 2
local SUMMON_STATUS_DECLINED = Enum.SummonStatus.Declined or 3
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.SummonIndicator
--[[ Callback: SummonIndicator:PreUpdate()
Called before the element has been updated.
* self - the SummonIndicator element
--]]
if(element.PreUpdate) then
element:PreUpdate()
end
local status = C_IncomingSummon.IncomingSummonStatus(unit)
if(status ~= SUMMON_STATUS_NONE) then
if(status == SUMMON_STATUS_PENDING) then
element:SetAtlas('Raid-Icon-SummonPending')
elseif(status == SUMMON_STATUS_ACCEPTED) then
element:SetAtlas('Raid-Icon-SummonAccepted')
elseif(status == SUMMON_STATUS_DECLINED) then
element:SetAtlas('Raid-Icon-SummonDeclined')
end
element:Show()
else
element:Hide()
end
--[[ Callback: SummonIndicator:PostUpdate(status)
Called after the element has been updated.
* self - the SummonIndicator element
* status - the unit's incoming summon status (number)[0-3]
--]]
if(element.PostUpdate) then
return element:PostUpdate(status)
end
end
local function Path(self, ...)
--[[ Override: SummonIndicator.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.SummonIndicator.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.SummonIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('INCOMING_SUMMON_CHANGED', Path)
return true
end
end
local function Disable(self)
local element = self.SummonIndicator
if(element) then
element:Hide()
self:UnregisterEvent('INCOMING_SUMMON_CHANGED', Path)
end
end
oUF:AddElement('SummonIndicator', Path, Enable, Disable)

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-- Credits: Vika, Cladhaire, Tekkub
--[[
# Element: Tags
Provides a system for text-based display of information by binding a tag string to a font string widget which in turn is
tied to a unit frame.
## Widget
A FontString to hold a tag string. Unlike other elements, this widget must not have a preset name.
## Notes
A `Tag` is a Lua string consisting of a function name surrounded by square brackets. The tag will be replaced by the
output of the function and displayed as text on the font string widget with that the tag has been registered.
Literals can be pre or appended by separating them with a `>` before or `<` after the function name. The literals will be only
displayed when the function returns a non-nil value. I.e. `"[perhp<%]"` will display the current health as a percentage
of the maximum health followed by the % sign.
A `Tag String` is a Lua string consisting of one or multiple tags with optional literals between them.
Each tag will be updated individually and the output will follow the tags order. Literals will be displayed in the
output string regardless of whether the surrounding tag functions return a value. I.e. `"[curhp]/[maxhp]"` will resolve
to something like `2453/5000`.
A `Tag Function` is used to replace a single tag in a tag string by its output. A tag function receives only two
arguments - the unit and the realUnit of the unit frame used to register the tag (see Options for further details). The
tag function is called when the unit frame is shown or when a specified event has fired. It the tag is registered on an
eventless frame (i.e. one holding the unit "targettarget"), then the tag function is called in a set time interval.
A number of built-in tag functions exist. The layout can also define its own tag functions by adding them to the
`oUF.Tags.Methods` table. The events upon which the function will be called are specified in a white-space separated
list added to the `oUF.Tags.Events` table. Should an event fire without unit information, then it should also be listed
in the `oUF.Tags.SharedEvents` table as follows: `oUF.Tags.SharedEvents.EVENT_NAME = true`.
## Options
.overrideUnit - if specified on the font string widget, the frame's realUnit will be passed as the second argument to
every tag function whose name is contained in the relevant tag string. Otherwise the second argument
is always nil (boolean)
.frequentUpdates - defines how often the corresponding tag function(s) should be called. This will override the events
for the tag(s), if any. If the value is a number, it is taken as a time interval in seconds. If the
value is a boolean, the time interval is set to 0.5 seconds (number or boolean)
## Attributes
.parent - the unit frame on which the tag has been registered
## Examples
-- define the tag function
oUF.Tags.Methods['mylayout:threatname'] = function(unit, realUnit)
local color = _TAGS['threatcolor'](unit)
local name = _TAGS['name'](unit, realUnit)
return string.format('%s%s|r', color, name)
end
-- add the events
oUF.Tags.Events['mylayout:threatname'] = 'UNIT_NAME_UPDATE UNIT_THREAT_SITUATION_UPDATE'
-- create the text widget
local info = self.Health:CreateFontString(nil, 'OVERLAY', 'GameFontNormal')
info:SetPoint('LEFT')
-- register the tag on the text widget with oUF
self:Tag(info, '[mylayout:threatname]')
--]]
local _, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local unitExists = Private.unitExists
-- ElvUI block
local _G = _G
local CreateFrame = CreateFrame
local hooksecurefunc = hooksecurefunc
local setfenv, getfenv = setfenv, getfenv
local rawget, rawset, select = rawget, rawset, select
local format, tinsert, tremove = format, tinsert, tremove
local next, type, pcall, unpack = next, type, pcall, unpack
local error, assert, loadstring = error, assert, loadstring
-- end block
local _PATTERN = '%[..-%]+'
local _ENV = {
Hex = function(r, g, b)
if(type(r) == 'table') then
if(r.r) then
r, g, b = r.r, r.g, r.b
else
r, g, b = unpack(r)
end
end
-- ElvUI block
if not r or type(r) == 'string' then --wtf?
return '|cffFFFFFF'
end
-- end block
return format('|cff%02x%02x%02x', r * 255, g * 255, b * 255)
end,
}
_ENV.ColorGradient = function(...)
return _ENV._FRAME:ColorGradient(...)
end
local _PROXY = setmetatable(_ENV, {__index = _G})
local tagStrings = {
['affix'] = [[function(u)
local c = UnitClassification(u)
if(c == 'minus') then
return 'Affix'
end
end]],
['arcanecharges'] = [[function()
if(GetSpecialization() == SPEC_MAGE_ARCANE) then
local num = UnitPower('player', Enum.PowerType.ArcaneCharges)
if(num > 0) then
return num
end
end
end]],
['arenaspec'] = [[function(u)
local id = u:match('arena(%d)$')
if(id) then
local specID = GetArenaOpponentSpec(tonumber(id))
if(specID and specID > 0) then
local _, specName = GetSpecializationInfoByID(specID)
return specName
end
end
end]],
['chi'] = [[function()
if(GetSpecialization() == SPEC_MONK_WINDWALKER) then
local num = UnitPower('player', Enum.PowerType.Chi)
if(num > 0) then
return num
end
end
end]],
['classification'] = [[function(u)
local c = UnitClassification(u)
if(c == 'rare') then
return 'Rare'
elseif(c == 'rareelite') then
return 'Rare Elite'
elseif(c == 'elite') then
return 'Elite'
elseif(c == 'worldboss') then
return 'Boss'
elseif(c == 'minus') then
return 'Affix'
end
end]],
['cpoints'] = [[function(u)
local cp = UnitPower(u, Enum.PowerType.ComboPoints)
if(cp > 0) then
return cp
end
end]],
['creature'] = [[function(u)
return UnitCreatureFamily(u) or UnitCreatureType(u)
end]],
['curmana'] = [[function(unit)
return UnitPower(unit, Enum.PowerType.Mana)
end]],
['dead'] = [[function(u)
if(UnitIsDead(u)) then
return 'Dead'
elseif(UnitIsGhost(u)) then
return 'Ghost'
end
end]],
['deficit:name'] = [[function(u)
local missinghp = _TAGS['missinghp'](u)
if(missinghp) then
return '-' .. missinghp
else
return _TAGS['name'](u)
end
end]],
['difficulty'] = [[function(u)
if UnitCanAttack('player', u) then
local l = UnitEffectiveLevel(u)
return Hex(GetCreatureDifficultyColor((l > 0) and l or 999))
end
end]],
['group'] = [[function(unit)
local name, server = UnitName(unit)
if(server and server ~= '') then
name = string.format('%s-%s', name, server)
end
for i=1, GetNumGroupMembers() do
local raidName, _, group = GetRaidRosterInfo(i)
if( raidName == name ) then
return group
end
end
end]],
['holypower'] = [[function()
if(GetSpecialization() == SPEC_PALADIN_RETRIBUTION) then
local num = UnitPower('player', Enum.PowerType.HolyPower)
if(num > 0) then
return num
end
end
end]],
['leader'] = [[function(u)
if(UnitIsGroupLeader(u)) then
return 'L'
end
end]],
['leaderlong'] = [[function(u)
if(UnitIsGroupLeader(u)) then
return 'Leader'
end
end]],
['level'] = [[function(u)
local l = UnitEffectiveLevel(u)
if(UnitIsWildBattlePet(u) or UnitIsBattlePetCompanion(u)) then
l = UnitBattlePetLevel(u)
end
if(l > 0) then
return l
else
return '??'
end
end]],
['maxmana'] = [[function(unit)
return UnitPowerMax(unit, Enum.PowerType.Mana)
end]],
['missinghp'] = [[function(u)
local current = UnitHealthMax(u) - UnitHealth(u)
if(current > 0) then
return current
end
end]],
['missingpp'] = [[function(u)
local current = UnitPowerMax(u) - UnitPower(u)
if(current > 0) then
return current
end
end]],
['name'] = [[function(u, r)
return UnitName(r or u)
end]],
['offline'] = [[function(u)
if(not UnitIsConnected(u)) then
return 'Offline'
end
end]],
['perhp'] = [[function(u)
local m = UnitHealthMax(u)
if(m == 0) then
return 0
else
return math.floor(UnitHealth(u) / m * 100 + .5)
end
end]],
['perpp'] = [[function(u)
local m = UnitPowerMax(u)
if(m == 0) then
return 0
else
return math.floor(UnitPower(u) / m * 100 + .5)
end
end]],
['plus'] = [[function(u)
local c = UnitClassification(u)
if(c == 'elite' or c == 'rareelite') then
return '+'
end
end]],
['powercolor'] = [[function(u)
local pType, pToken, altR, altG, altB = UnitPowerType(u)
local t = _COLORS.power[pToken]
if(not t) then
if(altR) then
if(altR > 1 or altG > 1 or altB > 1) then
return Hex(altR / 255, altG / 255, altB / 255)
else
return Hex(altR, altG, altB)
end
else
return Hex(_COLORS.power[pType] or _COLORS.power.MANA)
end
end
return Hex(t)
end]],
['pvp'] = [[function(u)
if(UnitIsPVP(u)) then
return 'PvP'
end
end]],
['raidcolor'] = [[function(u)
local _, class = UnitClass(u)
if(class) then
return Hex(_COLORS.class[class])
else
local id = u:match('arena(%d)$')
if(id) then
local specID = GetArenaOpponentSpec(tonumber(id))
if(specID and specID > 0) then
_, _, _, _, _, class = GetSpecializationInfoByID(specID)
return Hex(_COLORS.class[class])
end
end
end
end]],
['rare'] = [[function(u)
local c = UnitClassification(u)
if(c == 'rare' or c == 'rareelite') then
return 'Rare'
end
end]],
['resting'] = [[function(u)
if(u == 'player' and IsResting()) then
return 'zzz'
end
end]],
['runes'] = [[function()
local amount = 0
for i = 1, 6 do
local _, _, ready = GetRuneCooldown(i)
if(ready) then
amount = amount + 1
end
end
return amount
end]],
['sex'] = [[function(u)
local s = UnitSex(u)
if(s == 2) then
return 'Male'
elseif(s == 3) then
return 'Female'
end
end]],
['shortclassification'] = [[function(u)
local c = UnitClassification(u)
if(c == 'rare') then
return 'R'
elseif(c == 'rareelite') then
return 'R+'
elseif(c == 'elite') then
return '+'
elseif(c == 'worldboss') then
return 'B'
elseif(c == 'minus') then
return '-'
end
end]],
['smartclass'] = [[function(u)
if(UnitIsPlayer(u)) then
return _TAGS['class'](u)
end
return _TAGS['creature'](u)
end]],
['smartlevel'] = [[function(u)
local c = UnitClassification(u)
if(c == 'worldboss') then
return 'Boss'
else
local plus = _TAGS['plus'](u)
local level = _TAGS['level'](u)
if(plus) then
return level .. plus
else
return level
end
end
end]],
['soulshards'] = [[function()
local num = UnitPower('player', Enum.PowerType.SoulShards)
if(num > 0) then
return num
end
end]],
['status'] = [[function(u)
if(UnitIsDead(u)) then
return 'Dead'
elseif(UnitIsGhost(u)) then
return 'Ghost'
elseif(not UnitIsConnected(u)) then
return 'Offline'
else
return _TAGS['resting'](u)
end
end]],
['threat'] = [[function(u)
local s = UnitThreatSituation(u)
if(s == 1) then
return '++'
elseif(s == 2) then
return '--'
elseif(s == 3) then
return 'Aggro'
end
end]],
['threatcolor'] = [[function(u)
return Hex(GetThreatStatusColor(UnitThreatSituation(u)))
end]],
}
local tags = setmetatable(
{
curhp = UnitHealth,
curpp = UnitPower,
maxhp = UnitHealthMax,
maxpp = UnitPowerMax,
class = UnitClass,
faction = UnitFactionGroup,
race = UnitRace,
},
{
__index = function(self, key)
local tagString = tagStrings[key]
if(tagString) then
self[key] = tagString
tagStrings[key] = nil
end
return rawget(self, key)
end,
__newindex = function(self, key, val)
if(type(val) == 'string') then
local func, err = loadstring('return ' .. val)
if(func) then
val = func()
else
error(err, 3)
end
end
assert(type(val) == 'function', 'Tag function must be a function or a string that evaluates to a function.')
-- We don't want to clash with any custom envs
if(getfenv(val) == _G) then
-- pcall is needed for cases when Blizz functions are passed as
-- strings, for intance, 'UnitPowerMax', an attempt to set a
-- custom env will result in an error
pcall(setfenv, val, _PROXY)
end
rawset(self, key, val)
end,
}
)
_ENV._TAGS = tags
local vars = setmetatable({}, {
__newindex = function(self, key, val)
if(type(val) == 'string') then
local func = loadstring('return ' .. val)
if(func) then
val = func() or val
end
end
rawset(self, key, val)
end,
})
_ENV._VARS = vars
-- ElvUI sets UNIT_POWER_UPDATE to UNIT_POWER_FREQUENT in tagEvents
local tagEvents = {
['affix'] = 'UNIT_CLASSIFICATION_CHANGED',
['arcanecharges'] = 'UNIT_POWER_FREQUENT PLAYER_TALENT_UPDATE',
['arenaspec'] = 'ARENA_PREP_OPPONENT_SPECIALIZATIONS',
['chi'] = 'UNIT_POWER_FREQUENT PLAYER_TALENT_UPDATE',
['classification'] = 'UNIT_CLASSIFICATION_CHANGED',
['cpoints'] = 'UNIT_POWER_FREQUENT PLAYER_TARGET_CHANGED',
['curhp'] = 'UNIT_HEALTH UNIT_MAXHEALTH',
['curmana'] = 'UNIT_POWER_FREQUENT UNIT_MAXPOWER',
['curpp'] = 'UNIT_POWER_FREQUENT UNIT_MAXPOWER',
['dead'] = 'UNIT_HEALTH',
['deficit:name'] = 'UNIT_HEALTH UNIT_MAXHEALTH UNIT_NAME_UPDATE',
['difficulty'] = 'UNIT_FACTION',
['faction'] = 'NEUTRAL_FACTION_SELECT_RESULT',
['group'] = 'GROUP_ROSTER_UPDATE',
['holypower'] = 'UNIT_POWER_FREQUENT PLAYER_TALENT_UPDATE',
['leader'] = 'PARTY_LEADER_CHANGED',
['leaderlong'] = 'PARTY_LEADER_CHANGED',
['level'] = 'UNIT_LEVEL PLAYER_LEVEL_UP',
['maxhp'] = 'UNIT_MAXHEALTH',
['maxmana'] = 'UNIT_POWER_FREQUENT UNIT_MAXPOWER',
['maxpp'] = 'UNIT_MAXPOWER',
['missinghp'] = 'UNIT_HEALTH UNIT_MAXHEALTH',
['missingpp'] = 'UNIT_MAXPOWER UNIT_POWER_FREQUENT',
['name'] = 'UNIT_NAME_UPDATE',
['offline'] = 'UNIT_HEALTH UNIT_CONNECTION',
['perhp'] = 'UNIT_HEALTH UNIT_MAXHEALTH',
['perpp'] = 'UNIT_MAXPOWER UNIT_POWER_FREQUENT',
['plus'] = 'UNIT_CLASSIFICATION_CHANGED',
['powercolor'] = 'UNIT_DISPLAYPOWER',
['pvp'] = 'UNIT_FACTION',
['rare'] = 'UNIT_CLASSIFICATION_CHANGED',
['resting'] = 'PLAYER_UPDATE_RESTING',
['runes'] = 'RUNE_POWER_UPDATE',
['shortclassification'] = 'UNIT_CLASSIFICATION_CHANGED',
['smartlevel'] = 'UNIT_LEVEL PLAYER_LEVEL_UP UNIT_CLASSIFICATION_CHANGED',
['soulshards'] = 'UNIT_POWER_FREQUENT',
['status'] = 'UNIT_HEALTH PLAYER_UPDATE_RESTING UNIT_CONNECTION',
['threat'] = 'UNIT_THREAT_SITUATION_UPDATE',
['threatcolor'] = 'UNIT_THREAT_SITUATION_UPDATE',
}
local unitlessEvents = {
ARENA_PREP_OPPONENT_SPECIALIZATIONS = true,
GROUP_ROSTER_UPDATE = true,
NEUTRAL_FACTION_SELECT_RESULT = true,
PARTY_LEADER_CHANGED = true,
PLAYER_LEVEL_UP = true,
PLAYER_TARGET_CHANGED = true,
PLAYER_UPDATE_RESTING = true,
RUNE_POWER_UPDATE = true,
}
local events = {}
local eventFrame = CreateFrame('Frame')
eventFrame:SetScript('OnEvent', function(self, event, unit)
local strings = events[event]
if(strings) then
for _, fs in next, strings do
if(fs:IsVisible() and (unitlessEvents[event] or fs.parent.unit == unit or (fs.extraUnits and fs.extraUnits[unit]))) then
fs:UpdateTag()
end
end
end
end)
local onUpdates = {}
local eventlessUnits = {}
local function createOnUpdate(timer)
if(not onUpdates[timer]) then
local total = timer
local frame = CreateFrame('Frame')
local strings = eventlessUnits[timer]
frame:SetScript('OnUpdate', function(self, elapsed)
if(total >= timer) then
for _, fs in next, strings do
if(fs.parent:IsShown() and unitExists(fs.parent.unit)) then
fs:UpdateTag()
end
end
total = 0
end
total = total + elapsed
end)
onUpdates[timer] = frame
end
end
--[[ Tags: frame:UpdateTags()
Used to update all tags on a frame.
* self - the unit frame from which to update the tags
--]]
local function Update(self)
if(self.__tags) then
for fs in next, self.__tags do
fs:UpdateTag()
end
end
end
-- ElvUI block
local onEnter = function(self) for fs in next, self.__mousetags do fs:SetAlpha(1) end end
local onLeave = function(self) for fs in next, self.__mousetags do fs:SetAlpha(0) end end
local onUpdateDelay = {}
local escapeSequences = {
["||c"] = "|c",
["||r"] = "|r",
["||T"] = "|T",
["||t"] = "|t",
}
-- end block
local tagPool = {}
local funcPool = {}
local tmp = {}
local function getTagName(tag)
local tagStart = tag:match('>+()') or 2
local tagEnd = (tag:match('.-()<') or -1) - 1
return tag:sub(tagStart, tagEnd), tagStart, tagEnd
end
local function getTagFunc(tagstr)
local func = tagPool[tagstr]
if(not func) then
local frmt, numTags = tagstr:gsub('%%', '%%%%'):gsub(_PATTERN, '%%s')
local args = {}
for bracket in tagstr:gmatch(_PATTERN) do
local tagFunc = funcPool[bracket] or tags[bracket:sub(2, -2)]
if(not tagFunc) then
local tagName, tagStart, tagEnd = getTagName(bracket)
local tag = tags[tagName]
if(tag) then
tagStart = tagStart - 2
tagEnd = tagEnd + 2
if(tagStart ~= 0 and tagEnd ~= 0) then
local prefix = bracket:sub(2, tagStart)
local suffix = bracket:sub(tagEnd, -2)
tagFunc = function(unit, realUnit)
local str = tag(unit, realUnit)
if(str) then
return prefix .. str .. suffix
end
end
elseif(tagStart ~= 0) then
local prefix = bracket:sub(2, tagStart)
tagFunc = function(unit, realUnit)
local str = tag(unit, realUnit)
if(str) then
return prefix .. str
end
end
elseif(tagEnd ~= 0) then
local suffix = bracket:sub(tagEnd, -2)
tagFunc = function(unit, realUnit)
local str = tag(unit, realUnit)
if(str) then
return str .. suffix
end
end
end
funcPool[bracket] = tagFunc
end
end
-- ElvUI changed
if(tagFunc) then
tinsert(args, tagFunc)
else
numTags = -1
func = function(self)
self:SetText(bracket)
end
end
-- end block
end
-- ElvUI changed
if numTags ~= -1 then
func = function(self)
local parent = self.parent
local unit = parent.unit
local customArgs = parent.__customargs
local realUnit = self.overrideUnit and parent.realUnit
_ENV._COLORS = parent.colors
_ENV._FRAME = parent
for i, fnc in next, args do
tmp[i] = fnc(unit, realUnit, customArgs[self]) or ''
end
-- We do 1, numTags because tmp can hold several unneeded variables.
self:SetFormattedText(frmt, unpack(tmp, 1, numTags))
end
tagPool[tagstr] = func
end
-- end block
end
return func
end
local function registerEvent(fontstr, event)
if(not events[event]) then events[event] = {} end
eventFrame:RegisterEvent(event)
tinsert(events[event], fontstr)
end
local function registerEvents(fontstr, tagstr)
for tag in tagstr:gmatch(_PATTERN) do
tag = getTagName(tag)
local tagevents = tagEvents[tag]
if(tagevents) then
for event in tagevents:gmatch('%S+') do
registerEvent(fontstr, event)
end
end
end
end
local function unregisterEvents(fontstr)
for event, data in next, events do
for i, tagfsstr in next, data do
if(tagfsstr == fontstr) then
if(#data == 1) then
eventFrame:UnregisterEvent(event)
end
tremove(data, i)
end
end
end
end
-- this bullshit is to fix texture strings not adjusting to its inherited alpha
-- it is a blizzard issue with how texture strings are rendered
local alphaFix = CreateFrame('Frame')
alphaFix.fontStrings = {}
alphaFix:SetScript('OnUpdate', function()
local strs = alphaFix.fontStrings
if next(strs) then
for fs in next, strs do
strs[fs] = nil
local a = fs:GetAlpha()
fs:SetAlpha(0)
fs:SetAlpha(a)
end
else
alphaFix:Hide()
end
end)
local function fixAlpha(self)
alphaFix.fontStrings[self] = true
alphaFix:Show()
end
local taggedFS = {}
--[[ Tags: frame:Tag(fs, tagstr, ...)
Used to register a tag on a unit frame.
* self - the unit frame on which to register the tag
* fs - the font string to display the tag (FontString)
* tagstr - the tag string (string)
* ... - additional optional unitID(s) the tag should update for
--]]
local function Tag(self, fs, tagstr, ...)
if(not fs or not tagstr) then return end
if(not self.__tags) then
self.__tags = {}
self.__mousetags = {} -- ElvUI
self.__customargs = {} -- ElvUI
tinsert(self.__elements, Update)
elseif(self.__tags[fs]) then
-- We don't need to remove it from the __tags table as Untag handles
-- that for us.
self:Untag(fs)
end
-- ElvUI
if not fs.__HookedAlphaFix then
hooksecurefunc(fs, 'SetText', fixAlpha)
hooksecurefunc(fs, 'SetFormattedText', fixAlpha)
fs.__HookedAlphaFix = true
end
for escapeSequence, replacement in next, escapeSequences do
while tagstr:find(escapeSequence) do
tagstr = tagstr:gsub(escapeSequence, replacement)
end
end
local customArgs = tagstr:match('{(.-)}%]')
if customArgs then
self.__customargs[fs] = customArgs
tagstr = tagstr:gsub('{.-}%]', ']')
else
self.__customargs[fs] = nil
end
if tagstr:find('%[mouseover%]') then
self.__mousetags[fs] = true
fs:SetAlpha(0)
if not self.__HookFunc then
self:HookScript('OnEnter', onEnter)
self:HookScript('OnLeave', onLeave)
self.__HookFunc = true;
end
tagstr = tagstr:gsub('%[mouseover%]', '')
else
for fontString in next, self.__mousetags do
if fontString == fs then
self.__mousetags[fontString] = nil
fs:SetAlpha(1)
end
end
end
local containsOnUpdate
for tag in tagstr:gmatch(_PATTERN) do
tag = getTagName(tag)
if not tagEvents[tag] then
containsOnUpdate = onUpdateDelay[tag] or 0.15;
end
end
-- end block
fs.parent = self
fs.UpdateTag = getTagFunc(tagstr)
if(self.__eventless or fs.frequentUpdates) or containsOnUpdate then -- ElvUI changed
local timer
if(type(fs.frequentUpdates) == 'number') then
timer = fs.frequentUpdates
-- ElvUI added check
elseif containsOnUpdate then
timer = containsOnUpdate
-- end block
else
timer = .5
end
if(not eventlessUnits[timer]) then eventlessUnits[timer] = {} end
tinsert(eventlessUnits[timer], fs)
createOnUpdate(timer)
else
registerEvents(fs, tagstr)
if(...) then
if(not fs.extraUnits) then
fs.extraUnits = {}
end
for index = 1, select('#', ...) do
fs.extraUnits[select(index, ...)] = true
end
end
end
taggedFS[fs] = tagstr
self.__tags[fs] = true
end
--[[ Tags: frame:Untag(fs)
Used to unregister a tag from a unit frame.
* self - the unit frame from which to unregister the tag
* fs - the font string holding the tag (FontString)
--]]
local function Untag(self, fs)
if(not fs or not self.__tags) then return end
unregisterEvents(fs)
for _, timers in next, eventlessUnits do
for i, fontstr in next, timers do
if(fs == fontstr) then
tremove(timers, i)
end
end
end
fs.UpdateTag = nil
taggedFS[fs] = nil
self.__tags[fs] = nil
end
oUF.Tags = {
Methods = tags,
Events = tagEvents,
SharedEvents = unitlessEvents,
OnUpdateThrottle = onUpdateDelay, -- ElvUI
Vars = vars,
RefreshMethods = function(self, tag)
if(not tag) then return end
funcPool['[' .. tag .. ']'] = nil
-- If a tag's name contains magic chars, there's a chance that
-- string.match will fail to find the match.
tag = '%[' .. tag:gsub('[%^%$%(%)%%%.%*%+%-%?]', '%%%1') .. '%]'
for tagstr, func in next, tagPool do
if(tagstr:gsub("%[[^%[%]]*>", "["):gsub("<[^%[%]]*%]", "]"):match(tag)) then
tagPool[tagstr] = nil
for fs in next, taggedFS do
if(fs.UpdateTag == func) then
fs.UpdateTag = getTagFunc(tagstr)
if(fs:IsVisible()) then
fs:UpdateTag()
end
end
end
end
end
end,
RefreshEvents = function(self, tag)
if(not tag) then return end
-- If a tag's name contains magic chars, there's a chance that
-- string.match will fail to find the match.
tag = '%[' .. tag:gsub('[%^%$%(%)%%%.%*%+%-%?]', '%%%1') .. '%]'
for tagstr in next, tagPool do
if(tagstr:gsub("%[[^%[%]]*>", "["):gsub("<[^%[%]]*%]", "]"):match(tag)) then
for fs, ts in next, taggedFS do
if(ts == tagstr) then
unregisterEvents(fs)
registerEvents(fs, tagstr)
end
end
end
end
end,
}
oUF:RegisterMetaFunction('Tag', Tag)
oUF:RegisterMetaFunction('Untag', Untag)
oUF:RegisterMetaFunction('UpdateTags', Update)

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--[[
# Element: Threat Indicator
Handles the visibility and updating of an indicator based on the unit's current threat level.
## Widget
ThreatIndicator - A `Texture` used to display the current threat level.
The element works by changing the texture's vertex color.
## Notes
A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
## Options
.feedbackUnit - The unit whose threat situation is being requested. If defined, it'll be passed as the first argument to
[UnitThreatSituation](https://wow.gamepedia.com/API_UnitThreatSituation).
## Examples
-- Position and size
local ThreatIndicator = self:CreateTexture(nil, 'OVERLAY')
ThreatIndicator:SetSize(16, 16)
ThreatIndicator:SetPoint('TOPRIGHT', self)
-- Register it with oUF
self.ThreatIndicator = ThreatIndicator
--]]
local _, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local unitExists = Private.unitExists
local function Update(self, event, unit)
if(unit ~= self.unit) then return end
local element = self.ThreatIndicator
--[[ Callback: ThreatIndicator:PreUpdate(unit)
Called before the element has been updated.
* self - the ThreatIndicator element
* unit - the unit for which the update has been triggered (string)
--]]
if(element.PreUpdate) then element:PreUpdate(unit) end
local feedbackUnit = element.feedbackUnit
unit = unit or self.unit
local status
-- BUG: Non-existent '*target' or '*pet' units cause UnitThreatSituation() errors
if(unitExists(unit)) then
if(feedbackUnit and feedbackUnit ~= unit and unitExists(feedbackUnit)) then
status = UnitThreatSituation(feedbackUnit, unit)
else
status = UnitThreatSituation(unit)
end
end
local r, g, b
if(status and status > 0) then
r, g, b = unpack(self.colors.threat[status])
if(element.SetVertexColor) then
element:SetVertexColor(r, g, b)
end
element:Show()
else
element:Hide()
end
--[[ Callback: ThreatIndicator:PostUpdate(unit, status, r, g, b)
Called after the element has been updated.
* self - the ThreatIndicator element
* unit - the unit for which the update has been triggered (string)
* status - the unit's threat status (see [UnitThreatSituation](http://wowprogramming.com/docs/api/UnitThreatSituation.html))
* r - the red color component based on the unit's threat status (number?)[0-1]
* g - the green color component based on the unit's threat status (number?)[0-1]
* b - the blue color component based on the unit's threat status (number?)[0-1]
--]]
if(element.PostUpdate) then
return element:PostUpdate(unit, status, r, g, b)
end
end
local function Path(self, ...)
--[[ Override: ThreatIndicator.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.ThreatIndicator.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.ThreatIndicator
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
self:RegisterEvent('UNIT_THREAT_SITUATION_UPDATE', Path)
self:RegisterEvent('UNIT_THREAT_LIST_UPDATE', Path)
if(element:IsObjectType('Texture') and not element:GetTexture()) then
element:SetTexture([[Interface\RAIDFRAME\UI-RaidFrame-Threat]])
end
return true
end
end
local function Disable(self)
local element = self.ThreatIndicator
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_THREAT_SITUATION_UPDATE', Path)
self:UnregisterEvent('UNIT_THREAT_LIST_UPDATE', Path)
end
end
oUF:AddElement('ThreatIndicator', Path, Enable, Disable)

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--[[
# Element: Totem Indicator
Handles the updating and visibility of totems.
## Widget
Totems - A `table` to hold sub-widgets.
## Sub-Widgets
Totem - Any UI widget.
## Sub-Widget Options
.Icon - A `Texture` representing the totem icon.
.Cooldown - A `Cooldown` representing the duration of the totem.
## Notes
OnEnter and OnLeave script handlers will be set to display a Tooltip if the `Totem` widget is mouse enabled.
## Examples
local Totems = {}
for index = 1, 5 do
-- Position and size of the totem indicator
local Totem = CreateFrame('Button', nil, self)
Totem:SetSize(40, 40)
Totem:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * Totem:GetWidth(), 0)
local Icon = Totem:CreateTexture(nil, 'OVERLAY')
Icon:SetAllPoints()
local Cooldown = CreateFrame('Cooldown', nil, Totem, 'CooldownFrameTemplate')
Cooldown:SetAllPoints()
Totem.Icon = Icon
Totem.Cooldown = Cooldown
Totems[index] = Totem
end
-- Register with oUF
self.Totems = Totems
--]]
local _, ns = ...
local oUF = ns.oUF
local GameTooltip = GameTooltip
local function UpdateTooltip(self)
if GameTooltip:IsForbidden() then return end
GameTooltip:SetTotem(self:GetID())
end
local function OnEnter(self)
if GameTooltip:IsForbidden() or not self:IsVisible() then return end
GameTooltip:SetOwner(self, 'ANCHOR_BOTTOMRIGHT')
self:UpdateTooltip()
end
local function OnLeave()
if GameTooltip:IsForbidden() then return end
GameTooltip:Hide()
end
local function UpdateTotem(self, event, slot)
local element = self.Totems
if(slot > #element) then return end
--[[ Callback: Totems:PreUpdate(slot)
Called before the element has been updated.
* self - the Totems element
* slot - the slot of the totem to be updated (number)
--]]
if(element.PreUpdate) then element:PreUpdate(slot) end
local totem = element[slot]
local haveTotem, name, start, duration, icon = GetTotemInfo(slot)
if(haveTotem and duration > 0) then
if(totem.Icon) then
totem.Icon:SetTexture(icon)
end
if(totem.Cooldown) then
totem.Cooldown:SetCooldown(start, duration)
end
totem:Show()
else
totem:Hide()
end
--[[ Callback: Totems:PostUpdate(slot, haveTotem, name, start, duration, icon)
Called after the element has been updated.
* self - the Totems element
* slot - the slot of the updated totem (number)
* haveTotem - indicates if a totem is present in the given slot (boolean)
* name - the name of the totem (string)
* start - the value of `GetTime()` when the totem was created (number)
* duration - the total duration for which the totem should last (number)
* icon - the totem's icon (Texture)
--]]
if(element.PostUpdate) then
return element:PostUpdate(slot, haveTotem, name, start, duration, icon)
end
end
local function Path(self, ...)
--[[ Override: Totem.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.Totems.Override or UpdateTotem) (self, ...)
end
local function Update(self, event)
for i = 1, #self.Totems do
Path(self, event, i)
end
end
local function ForceUpdate(element)
return Update(element.__owner, 'ForceUpdate')
end
local function Enable(self)
local element = self.Totems
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
for i = 1, #element do
local totem = element[i]
totem:SetID(i)
if(totem:IsMouseEnabled()) then
totem:SetScript('OnEnter', OnEnter)
totem:SetScript('OnLeave', OnLeave)
--[[ Override: Totems[slot]:UpdateTooltip()
Used to populate the tooltip when the totem is hovered.
* self - the widget at the given slot index
--]]
if(not totem.UpdateTooltip) then
totem.UpdateTooltip = UpdateTooltip
end
end
end
self:RegisterEvent('PLAYER_TOTEM_UPDATE', Path, true)
TotemFrame:UnregisterEvent('PLAYER_TOTEM_UPDATE')
TotemFrame:UnregisterEvent('PLAYER_ENTERING_WORLD')
TotemFrame:UnregisterEvent('UPDATE_SHAPESHIFT_FORM')
TotemFrame:UnregisterEvent('PLAYER_TALENT_UPDATE')
return true
end
end
local function Disable(self)
local element = self.Totems
if(element) then
for i = 1, #element do
element[i]:Hide()
end
TotemFrame:RegisterEvent('PLAYER_TOTEM_UPDATE')
TotemFrame:RegisterEvent('PLAYER_ENTERING_WORLD')
TotemFrame:RegisterEvent('UPDATE_SHAPESHIFT_FORM')
TotemFrame:RegisterEvent('PLAYER_TALENT_UPDATE')
self:UnregisterEvent('PLAYER_TOTEM_UPDATE', Path)
end
end
oUF:AddElement('Totems', Update, Enable, Disable)

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Libraries/oUF/events.lua Normal file
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local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local argcheck = Private.argcheck
local error = Private.error
local validateUnit = Private.validateUnit
local frame_metatable = Private.frame_metatable
-- Original event methods
local registerEvent = frame_metatable.__index.RegisterEvent
local registerUnitEvent = frame_metatable.__index.RegisterUnitEvent
local unregisterEvent = frame_metatable.__index.UnregisterEvent
local isEventRegistered = frame_metatable.__index.IsEventRegistered
-- to update unit frames correctly, some events need to be registered for
-- a specific combination of primary and secondary units
local secondaryUnits = {
UNIT_ENTERED_VEHICLE = {
pet = 'player',
},
UNIT_EXITED_VEHICLE = {
pet = 'player',
},
UNIT_PET = {
pet = 'player',
},
}
function Private.UpdateUnits(frame, unit, realUnit)
if(unit == realUnit) then
realUnit = nil
end
if(frame.unit ~= unit or frame.realUnit ~= realUnit) then
-- don't let invalid units in, otherwise unit events will end up being
-- registered as unitless
if(frame.unitEvents and validateUnit(unit)) then
local resetRealUnit = false
for event in next, frame.unitEvents do
if(not realUnit and secondaryUnits[event]) then
realUnit = secondaryUnits[event][unit]
resetRealUnit = true
end
local registered, unit1, unit2 = isEventRegistered(frame, event)
-- we don't want to re-register unitless/shared events in case
-- someone added them by hand to the unitEvents table
if(not registered or unit1 and (unit1 ~= unit or unit2 ~= realUnit)) then
-- BUG: passing explicit nil units to RegisterUnitEvent
-- makes it silently fall back to RegisterEvent, using ''
-- instead of explicit nils doesn't cause this behaviour
registerUnitEvent(frame, event, unit, realUnit or '')
end
if(resetRealUnit) then
realUnit = nil
resetRealUnit = false
end
end
end
frame.unit = unit
frame.realUnit = realUnit
frame.id = unit:match('^.-(%d+)')
return true
end
end
local function onEvent(self, event, ...)
if(self:IsVisible()) 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 - a function that will be executed when the event fires. Multiple functions can be added for the same frame
and event (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). Obligatory for unitless event (boolean)
--]]
function frame_metatable.__index:RegisterEvent(event, func, unitless)
-- Block OnUpdate polled frames from registering events except for
-- 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
if(unitless or self.__eventless) then
-- re-register the event in case we have mixed registration
registerEvent(self, event)
if(self.unitEvents) then
self.unitEvents[event] = nil
end
end
else
self[event] = func
if(not self:GetScript('OnEvent')) then
self:SetScript('OnEvent', onEvent)
end
if(unitless or self.__eventless) then
registerEvent(self, event)
else
self.unitEvents = self.unitEvents or {}
self.unitEvents[event] = true
-- UpdateUnits will take care of unit event registration for header
-- units in case we don't have a valid unit yet
local unit1, unit2 = self.unit
if(unit1 and validateUnit(unit1)) then
if(secondaryUnits[event]) then
unit2 = secondaryUnits[event][unit1]
end
registerUnitEvent(self, event, unit1, unit2 or '')
end
end
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

71
Libraries/oUF/factory.lua Normal file
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local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local argcheck = Private.argcheck
local queue = {}
local factory = CreateFrame('Frame')
factory:SetScript('OnEvent', function(self, event, ...)
return self[event](self, event, ...)
end)
factory:RegisterEvent('PLAYER_LOGIN')
factory.active = true
function factory:PLAYER_LOGIN()
if(not self.active) then return end
for _, func in next, queue do
func(oUF)
end
-- Avoid creating dupes.
wipe(queue)
end
--[[ Factory: oUF:Factory(func)
Used to call a function directly if the current character is logged in and the factory is active. Else the function is
queued up to be executed at a later time (upon PLAYER_LOGIN by default).
* self - the global oUF object
* func - function to be executed or delayed (function)
--]]
function oUF:Factory(func)
argcheck(func, 2, 'function')
-- Call the function directly if we're active and logged in.
if(IsLoggedIn() and factory.active) then
return func(self)
else
table.insert(queue, func)
end
end
--[[ Factory: oUF:EnableFactory()
Used to enable the factory.
* self - the global oUF object
--]]
function oUF:EnableFactory()
factory.active = true
end
--[[ Factory: oUF:DisableFactory()
Used to disable the factory.
* self - the global oUF object
--]]
function oUF:DisableFactory()
factory.active = nil
end
--[[ Factory: oUF:RunFactoryQueue()
Used to try to execute queued up functions. The current player must be logged in and the factory must be active for
this to succeed.
* self - the global oUF object
--]]
function oUF:RunFactoryQueue()
factory:PLAYER_LOGIN()
end

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local parent, ns = ...
-- It's named Private for a reason!
ns.oUF.Private = nil

6
Libraries/oUF/init.lua Normal file
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local parent, ns = ...
ns.oUF = {}
ns.oUF.Private = {}
ns.oUF.isClassic = select(4, GetBuildInfo()) < 20000
ns.oUF.isRetail = not ns.oUF.isClassic

12
Libraries/oUF/oUF.toc Normal file
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## Interface: 90001
## Title: oUF
## Author: Haste, lightspark, p3lim, Rainrider
## Version: @project-version@
## Notes: Unit frame framework. Does nothing by itself.
## OptionalDeps: Clique
## X-oUF: oUF
## X-Curse-Project-ID: 21187
## X-WoWI-ID: 9994
oUF.xml

87
Libraries/oUF/oUF.xml Normal file
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<Ui xmlns="http://www.blizzard.com/wow/ui/">
<Script file="init.lua"/>
<Script file="private.lua"/>
<Script file="ouf.lua"/>
<Script file="events.lua"/>
<Script file="factory.lua"/>
<Script file="blizzard.lua"/>
<Script file="units.lua"/>
<Script file="colors.lua"/>
<Script file="elements\additionalpower.lua"/>
<Script file="elements\alternativepower.lua"/>
<Script file="elements\assistantindicator.lua"/>
<Script file="elements\auras.lua"/>
<Script file="elements\castbar.lua"/>
<Script file="elements\classpower.lua"/>
<Script file="elements\combatindicator.lua"/>
<Script file="elements\grouproleindicator.lua"/>
<Script file="elements\health.lua"/>
<Script file="elements\healthprediction.lua"/>
<Script file="elements\leaderindicator.lua"/>
<Script file="elements\partyindicator.lua"/>
<Script file="elements\phaseindicator.lua"/>
<Script file="elements\portrait.lua"/>
<Script file="elements\power.lua"/>
<Script file="elements\powerprediction.lua"/>
<Script file="elements\pvpclassificationindicator.lua"/>
<Script file="elements\pvpindicator.lua"/>
<Script file="elements\questindicator.lua"/>
<Script file="elements\raidroleindicator.lua"/>
<Script file="elements\raidtargetindicator.lua"/>
<Script file="elements\range.lua"/>
<Script file="elements\readycheckindicator.lua"/>
<Script file="elements\restingindicator.lua"/>
<Script file="elements\resurrectindicator.lua"/>
<Script file="elements\runes.lua"/>
<Script file="elements\stagger.lua"/>
<Script file="elements\summonindicator.lua"/>
<Script file="elements\tags.lua"/>
<Script file="elements\threatindicator.lua"/>
<Script file="elements\totems.lua"/>
<Script file="finalize.lua"/>
<!--
Sub-object as a child of the parent unit frame:
<Button name="oUF_HeaderTargetTemplate" inherits="SecureUnitButtonTemplate" virtual="true">
<Frames>
<Button name="$parentTarget" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="unitsuffix" type="string" value="target"/>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
</Frames>
</Button>
Separate unit template example:
<Button name="oUF_HeaderSeparateSubOjectsTemplate" inherits="SecureUnitButtonTemplate" virtual="true">
<Attributes>
<Attribute name="oUF-onlyProcessChildren" type="boolean" value="true"/>
</Attributes>
<Frames>
<Button name="$parentUnit" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
<Button name="$parentPet" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="unitsuffix" type="string" value="pet"/>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
<Button name="$parentTarget" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="unitsuffix" type="string" value="target"/>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
</Frames>
</Button>
-->
</Ui>

897
Libraries/oUF/ouf.lua Normal file
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local parent, ns = ...
local global = GetAddOnMetadata(parent, 'X-oUF')
local _VERSION = '@project-version@'
if(_VERSION:find('project%-version')) then
_VERSION = 'devel'
end
local oUF = ns.oUF
local Private = oUF.Private
local argcheck = Private.argcheck
local error = Private.error
local print = Private.print
local unitExists = Private.unitExists
local styles, style = {}
local callback, objects, headers = {}, {}, {}
local elements = {}
local activeElements = {}
local PetBattleFrameHider = CreateFrame('Frame', (global or parent) .. '_PetBattleFrameHider', UIParent, 'SecureHandlerStateTemplate')
PetBattleFrameHider:SetAllPoints()
PetBattleFrameHider:SetFrameStrata('LOW')
RegisterStateDriver(PetBattleFrameHider, 'visibility', '[petbattle] hide; show')
-- updating of "invalid" units, function edited by ElvUI
local function enableTargetUpdate(object)
object.onUpdateFrequency = object.onUpdateFrequency or 0.1
object.__eventless = true
object:SetScript('OnUpdate', function(self, elapsed)
if not self.unit then
return
elseif self.elapsed and self.elapsed > self.onUpdateFrequency then
self:UpdateAllElements('OnUpdate')
self.elapsed = 0
else
self.elapsed = (self.elapsed or 0) + elapsed
end
end)
end
Private.enableTargetUpdate = enableTargetUpdate
local function updateActiveUnit(self, event, unit)
-- Calculate units to work with
local realUnit, modUnit = SecureButton_GetUnit(self), SecureButton_GetModifiedUnit(self)
-- _GetUnit() doesn't rewrite playerpet -> pet like _GetModifiedUnit does.
if(realUnit == 'playerpet') then
realUnit = 'pet'
elseif(realUnit == 'playertarget') then
realUnit = 'target'
end
if(modUnit == 'pet' and realUnit ~= 'pet') then
modUnit = 'vehicle'
end
if(not unitExists(modUnit)) then return end
-- Change the active unit and run a full update.
if(Private.UpdateUnits(self, modUnit, realUnit)) then
self:UpdateAllElements('RefreshUnit')
return true
end
end
local function iterateChildren(...)
for i = 1, select('#', ...) do
local obj = select(i, ...)
if(type(obj) == 'table' and obj.isChild) then
updateActiveUnit(obj, 'iterateChildren')
end
end
end
local function onAttributeChanged(self, name, value)
if(name == 'unit' and value) then
if(self.hasChildren) then
iterateChildren(self:GetChildren())
end
if(not self:GetAttribute('oUF-onlyProcessChildren')) then
updateActiveUnit(self, 'OnAttributeChanged')
end
end
end
local frame_metatable = {
__index = CreateFrame('Button')
}
Private.frame_metatable = frame_metatable
for k, v in next, {
--[[ frame:EnableElement(name, unit)
Used to activate an element for the given unit frame.
* self - unit frame for which the element should be enabled
* name - name of the element to be enabled (string)
* unit - unit to be passed to the element's Enable function. Defaults to the frame's unit (string?)
--]]
EnableElement = function(self, name, unit)
argcheck(name, 2, 'string')
argcheck(unit, 3, 'string', 'nil')
local element = elements[name]
if(not element or self:IsElementEnabled(name)) then return end
if(element.enable(self, unit or self.unit)) then
activeElements[self][name] = true
if(element.update) then
table.insert(self.__elements, element.update)
end
end
end,
--[[ frame:DisableElement(name)
Used to deactivate an element for the given unit frame.
* self - unit frame for which the element should be disabled
* name - name of the element to be disabled (string)
--]]
DisableElement = function(self, name)
argcheck(name, 2, 'string')
local enabled = self:IsElementEnabled(name)
if(not enabled) then return end
local update = elements[name].update
for k, func in next, self.__elements do
if(func == update) then
table.remove(self.__elements, k)
break
end
end
activeElements[self][name] = nil
return elements[name].disable(self)
end,
--[[ frame:IsElementEnabled(name)
Used to check if an element is enabled on the given frame.
* self - unit frame
* name - name of the element (string)
--]]
IsElementEnabled = function(self, name)
argcheck(name, 2, 'string')
local element = elements[name]
if(not element) then return end
local active = activeElements[self]
return active and active[name]
end,
--[[ frame:Enable(asState)
Used to toggle the visibility of a unit frame based on the existence of its unit. This is a reference to
`RegisterUnitWatch`.
* self - unit frame
* asState - if true, the frame's "state-unitexists" attribute will be set to a boolean value denoting whether the
unit exists; if false, the frame will be shown if its unit exists, and hidden if it does not (boolean)
--]]
Enable = RegisterUnitWatch,
--[[ frame:Disable()
Used to UnregisterUnitWatch for the given frame and hide it.
* self - unit frame
--]]
Disable = function(self)
UnregisterUnitWatch(self)
self:Hide()
end,
--[[ frame:IsEnabled()
Used to check if a unit frame is registered with the unit existence monitor. This is a reference to
`UnitWatchRegistered`.
* self - unit frame
--]]
IsEnabled = UnitWatchRegistered,
--[[ frame:UpdateAllElements(event)
Used to update all enabled elements on the given frame.
* self - unit frame
* event - event name to pass to the elements' update functions (string)
--]]
UpdateAllElements = function(self, event)
local unit = self.unit
if(not unitExists(unit)) then return end
assert(type(event) == 'string', "Invalid argument 'event' in UpdateAllElements.")
if(self.PreUpdate) then
--[[ Callback: frame:PreUpdate(event)
Fired before the frame is updated.
* self - the unit frame
* event - the event triggering the update (string)
--]]
self:PreUpdate(event)
end
for _, func in next, self.__elements do
func(self, event, unit)
end
if(self.PostUpdate) then
--[[ Callback: frame:PostUpdate(event)
Fired after the frame is updated.
* self - the unit frame
* event - the event triggering the update (string)
--]]
self:PostUpdate(event)
end
end,
} do
frame_metatable.__index[k] = v
end
local function onShow(self)
if(not updateActiveUnit(self, 'OnShow')) then
return self:UpdateAllElements('OnShow')
end
end
local function updatePet(self, event, unit)
local petUnit
if(unit == 'target') then
return
elseif(unit == 'player') then
petUnit = 'pet'
else
-- Convert raid26 -> raidpet26
petUnit = unit:gsub('^(%a+)(%d+)', '%1pet%2')
end
if(self.unit ~= petUnit) then return end
if(not updateActiveUnit(self, event)) then
return self:UpdateAllElements(event)
end
end
local function updateRaid(self, event)
local unitGUID = UnitGUID(self.unit)
if(unitGUID and unitGUID ~= self.unitGUID) then
self.unitGUID = unitGUID
self:UpdateAllElements(event)
end
end
local function initObject(unit, style, styleFunc, header, ...)
local num = select('#', ...)
for i = 1, num do
local object = select(i, ...)
local objectUnit = object:GetAttribute('oUF-guessUnit') or unit
local suffix = object:GetAttribute('unitsuffix')
object.__elements = {}
object.style = style
object = setmetatable(object, frame_metatable)
-- Expose the frame through oUF.objects.
table.insert(objects, object)
-- We have to force update the frames when PEW fires.
object:RegisterEvent('PLAYER_ENTERING_WORLD', object.UpdateAllElements, true)
-- Handle the case where someone has modified the unitsuffix attribute in
-- oUF-initialConfigFunction.
if(suffix and not objectUnit:match(suffix)) then
objectUnit = objectUnit .. suffix
end
if(not (suffix == 'target' or objectUnit and objectUnit:match('target'))) then
object:RegisterEvent('UNIT_ENTERED_VEHICLE', updateActiveUnit)
object:RegisterEvent('UNIT_EXITED_VEHICLE', updateActiveUnit)
-- We don't need to register UNIT_PET for the player unit. We register it
-- mainly because UNIT_EXITED_VEHICLE and UNIT_ENTERED_VEHICLE doesn't always
-- have pet information when they fire for party and raid units.
if(objectUnit ~= 'player') then
object:RegisterEvent('UNIT_PET', updatePet)
end
end
if(not header) then
-- No header means it's a frame created through :Spawn().
object:SetAttribute('*type1', 'target')
object:SetAttribute('*type2', 'togglemenu')
-- No need to enable this for *target frames.
if(not (unit:match('target') or suffix == 'target')) then
object:SetAttribute('toggleForVehicle', true)
end
-- Other boss and target units are handled by :HandleUnit().
if(suffix == 'target') then
enableTargetUpdate(object)
else
oUF:HandleUnit(object)
end
else
-- update the frame when its prev unit is replaced with a new one
-- updateRaid relies on UnitGUID to detect the unit change
object:RegisterEvent('GROUP_ROSTER_UPDATE', updateRaid, true)
if(num > 1) then
if(object:GetParent() == header) then
object.hasChildren = true
else
object.isChild = true
end
end
if(suffix == 'target') then
enableTargetUpdate(object)
end
end
activeElements[object] = {} -- ElvUI: styleFunc on headers break before this is set when they try to enable elements before it's set.
Private.UpdateUnits(object, objectUnit)
styleFunc(object, objectUnit, not header)
object:HookScript('OnAttributeChanged', onAttributeChanged)
-- NAME_PLATE_UNIT_ADDED fires after the frame is shown, so there's no
-- need to call UAE multiple times
if(not object.isNamePlate) then
object:SetScript('OnShow', onShow)
end
for element in next, elements do
object:EnableElement(element, objectUnit)
end
for _, func in next, callback do
func(object)
end
-- Make Clique kinda happy
if(not object.isNamePlate) then
_G.ClickCastFrames = ClickCastFrames or {}
ClickCastFrames[object] = true
end
end
end
local function walkObject(object, unit)
local parent = object:GetParent()
local style = parent.style or style
local styleFunc = styles[style]
local header = parent:GetAttribute('oUF-headerType') and parent
-- Check if we should leave the main frame blank.
if(object:GetAttribute('oUF-onlyProcessChildren')) then
object.hasChildren = true
object:HookScript('OnAttributeChanged', onAttributeChanged)
return initObject(unit, style, styleFunc, header, object:GetChildren())
end
return initObject(unit, style, styleFunc, header, object, object:GetChildren())
end
--[[ oUF:RegisterInitCallback(func)
Used to add a function to a table to be executed upon unit frame/header initialization.
* self - the global oUF object
* func - function to be added
--]]
function oUF:RegisterInitCallback(func)
table.insert(callback, func)
end
--[[ oUF:RegisterMetaFunction(name, func)
Used to make a (table of) function(s) available to all unit frames.
* self - the global oUF object
* name - unique name of the function (string)
* func - function or a table of functions (function or table)
--]]
function oUF:RegisterMetaFunction(name, func)
argcheck(name, 2, 'string')
argcheck(func, 3, 'function', 'table')
if(frame_metatable.__index[name]) then
return
end
frame_metatable.__index[name] = func
end
--[[ oUF:RegisterStyle(name, func)
Used to register a style with oUF. This will also set the active style if it hasn't been set yet.
* self - the global oUF object
* name - name of the style
* func - function(s) defining the style (function or table)
--]]
function oUF:RegisterStyle(name, func)
argcheck(name, 2, 'string')
argcheck(func, 3, 'function', 'table')
if(styles[name]) then return error('Style [%s] already registered.', name) end
if(not style) then style = name end
styles[name] = func
end
--[[ oUF:SetActiveStyle(name)
Used to set the active style.
* self - the global oUF object
* name - name of the style (string)
--]]
function oUF:SetActiveStyle(name)
argcheck(name, 2, 'string')
if(not styles[name]) then return error('Style [%s] does not exist.', name) end
style = name
end
--[[ oUF:GetActiveStyle()
Used to get the active style.
* self - the global oUF object
--]]
function oUF:GetActiveStyle()
return style
end
do
local function iter(_, n)
-- don't expose the style functions.
return (next(styles, n))
end
--[[ oUF:IterateStyles()
Returns an iterator over all registered styles.
* self - the global oUF object
--]]
function oUF.IterateStyles()
return iter, nil, nil
end
end
local getCondition
do
local conditions = {
raid40 = '[@raid26,exists] show;',
raid25 = '[@raid11,exists] show;',
raid10 = '[@raid6,exists] show;',
raid = '[group:raid] show;',
party = '[group:party,nogroup:raid] show;',
solo = '[@player,exists,nogroup:party] show;',
}
function getCondition(...)
local cond = ''
for i = 1, select('#', ...) do
local short = select(i, ...)
local condition = conditions[short]
if(condition) then
cond = cond .. condition
end
end
return cond .. 'hide'
end
end
local function generateName(unit, ...)
local name = 'oUF_' .. style:gsub('^oUF_?', ''):gsub('[^%a%d_]+', '')
local raid, party, groupFilter, unitsuffix
for i = 1, select('#', ...), 2 do
local att, val = select(i, ...)
if(att == 'oUF-initialConfigFunction') then
unitsuffix = val:match('unitsuffix[%p%s]+(%a+)')
elseif(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 .. (unitsuffix or '')
end
-- Change oUF_LilyRaidRaid into oUF_LilyRaid
name = name:gsub('(%u%l+)([%u%l]*)%1', '%1')
-- Change oUF_LilyTargettarget into oUF_LilyTargetTarget
name = name:gsub('t(arget)', 'T%1')
name = name:gsub('p(et)', 'P%1')
name = name:gsub('f(ocus)', 'F%1')
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 = [[
local header = self:GetParent()
local frames = table.new()
table.insert(frames, self)
self:GetChildList(frames)
for i = 1, #frames do
local frame = frames[i]
local unit
-- There's no need to do anything on frames with onlyProcessChildren
if(not frame:GetAttribute('oUF-onlyProcessChildren')) then
RegisterUnitWatch(frame)
-- 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:GetAttribute('oUF-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:SetAttribute('*type1', 'target')
frame:SetAttribute('*type2', 'togglemenu')
frame:SetAttribute('oUF-guessUnit', unit)
end
local body = header:GetAttribute('oUF-initialConfigFunction')
if(body) then
frame:Run(body, unit)
end
end
header:CallMethod('styleFunction', self:GetName())
local clique = header:GetFrameRef('clickcast_header')
if(clique) then
clique:SetAttribute('clickcast_button', self)
clique:RunAttribute('clickcast_register')
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.html)
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, PetBattleFrameHider, template)
header:SetAttribute('template', 'SecureUnitButtonTemplate, SecureHandlerStateTemplate, SecureHandlerEnterLeaveTemplate')
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)
-- We set it here so layouts can't directly override it.
header:SetAttribute('initialConfigFunction', initialConfigFunction)
header:SetAttribute('_initialAttributeNames', '_onenter,_onleave,refreshUnitChange,_onstate-vehicleui')
header:SetAttribute('_initialAttribute-_onenter', [[
local snippet = self:GetAttribute('clickcast_onenter')
if(snippet) then
self:Run(snippet)
end
]])
header:SetAttribute('_initialAttribute-_onleave', [[
local snippet = self:GetAttribute('clickcast_onleave')
if(snippet) then
self:Run(snippet)
end
]])
header:SetAttribute('_initialAttribute-refreshUnitChange', [[
local unit = self:GetAttribute('unit')
if(unit) then
RegisterStateDriver(self, 'vehicleui', '[@' .. unit .. ',unithasvehicleui]vehicle; novehicle')
else
UnregisterStateDriver(self, 'vehicleui')
end
]])
header:SetAttribute('_initialAttribute-_onstate-vehicleui', [[
local unit = self:GetAttribute('unit')
if(newstate == 'vehicle' and unit and UnitPlayerOrPetInRaid(unit) and not UnitTargetsVehicleInRaidUI(unit)) then
self:SetAttribute('toggleForVehicle', false)
else
self:SetAttribute('toggleForVehicle', true)
end
]])
header:SetAttribute('oUF-headerType', isPetHeader and 'pet' or 'group')
if(Clique) then
SecureHandlerSetFrameRef(header, 'clickcast_header', Clique.header)
end
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
RegisterAttributeDriver(header, 'state-visibility', list)
header.visibility = list
else
local condition = getCondition(string.split(',', visibility))
RegisterAttributeDriver(header, 'state-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?)
oUF implements some of its own attributes. These can be supplied by the layout, but are optional.
* oUF-enableArenaPrep - can be used to toggle arena prep support. Defaults to true (boolean)
--]]
function oUF:Spawn(unit, overrideName, overrideTemplate) -- ElvUI adds overrideTemplate
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, PetBattleFrameHider, overrideTemplate or 'SecureUnitButtonTemplate')
Private.UpdateUnits(object, unit)
self:DisableBlizzard(unit)
walkObject(object, unit)
object:SetAttribute('unit', unit)
RegisterUnitWatch(object)
return object
end
--[[ oUF:SpawnNamePlates(prefix, callback, variables)
Used to create nameplates and apply the currently active style to them.
* self - the global oUF object
* prefix - prefix for the global name of the nameplate. Defaults to an auto-generated prefix (string?)
* callback - function to be called after a nameplate unit or the player's target has changed. The arguments passed to
the callback are the updated nameplate, if any, the event that triggered the update, and the new unit
(function?)
* variables - list of console variable-value pairs to be set when the player logs in (table?)
--]]
function oUF:SpawnNamePlates(namePrefix, nameplateCallback, nameplateCVars)
argcheck(nameplateCallback, 3, 'function', 'nil')
argcheck(nameplateCVars, 4, 'table', 'nil')
if(not style) then return error('Unable to create frame. No styles have been registered.') end
if(oUF_NamePlateDriver) then return error('oUF nameplate driver has already been initialized.') end
local style = style
local prefix = namePrefix or generateName()
-- Because there's no way to prevent nameplate settings updates without tainting UI,
-- and because forbidden nameplates exist, we have to allow default nameplate
-- driver to create, update, and remove Blizz nameplates.
-- Disable only not forbidden nameplates.
NamePlateDriverFrame:HookScript('OnEvent', function(_, event, unit)
if(event == 'NAME_PLATE_UNIT_ADDED' and unit) then
self:DisableBlizzard(unit)
end
end)
local eventHandler = CreateFrame('Frame', 'oUF_NamePlateDriver')
eventHandler:RegisterEvent('NAME_PLATE_UNIT_ADDED')
eventHandler:RegisterEvent('NAME_PLATE_UNIT_REMOVED')
eventHandler:RegisterEvent('PLAYER_TARGET_CHANGED')
eventHandler:RegisterEvent('UNIT_FACTION')
if(IsLoggedIn()) then
if(nameplateCVars) then
for cvar, value in next, nameplateCVars do
SetCVar(cvar, value)
end
end
else
eventHandler:RegisterEvent('PLAYER_LOGIN')
end
eventHandler:SetScript('OnEvent', function(_, event, unit)
if(event == 'PLAYER_LOGIN') then
if(nameplateCVars) then
for cvar, value in next, nameplateCVars do
SetCVar(cvar, value)
end
end
elseif(event == 'PLAYER_TARGET_CHANGED') then
local nameplate = C_NamePlate.GetNamePlateForUnit('target')
if(nameplateCallback) then
nameplateCallback(nameplate and nameplate.unitFrame, event, 'target')
end
-- UAE is called after the callback to reduce the number of
-- ForceUpdate calls layout devs have to do themselves
if(nameplate) then
nameplate.unitFrame:UpdateAllElements(event)
end
elseif(event == 'UNIT_FACTION' and unit) then
local nameplate = C_NamePlate.GetNamePlateForUnit(unit)
if(not nameplate) then return end
if(nameplateCallback) then
nameplateCallback(nameplate.unitFrame, event, unit)
end
elseif(event == 'NAME_PLATE_UNIT_ADDED' and unit) then
local nameplate = C_NamePlate.GetNamePlateForUnit(unit)
if(not nameplate) then return end
if(not nameplate.unitFrame) then
nameplate.style = style
nameplate.unitFrame = CreateFrame('Button', prefix..nameplate:GetName(), nameplate)
nameplate.unitFrame:EnableMouse(false)
nameplate.unitFrame.isNamePlate = true
Private.UpdateUnits(nameplate.unitFrame, unit)
walkObject(nameplate.unitFrame, unit)
else
Private.UpdateUnits(nameplate.unitFrame, unit)
end
nameplate.unitFrame:SetAttribute('unit', unit)
if(nameplateCallback) then
nameplateCallback(nameplate.unitFrame, event, unit)
end
-- UAE is called after the callback to reduce the number of
-- ForceUpdate calls layout devs have to do themselves
nameplate.unitFrame:UpdateAllElements(event)
elseif(event == 'NAME_PLATE_UNIT_REMOVED' and unit) then
local nameplate = C_NamePlate.GetNamePlateForUnit(unit)
if(not nameplate) then return end
nameplate.unitFrame:SetAttribute('unit', nil)
if(nameplateCallback) then
nameplateCallback(nameplate.unitFrame, event, unit)
end
end
end)
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

63
Libraries/oUF/private.lua Normal file
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local parent, ns = ...
local Private = ns.oUF.Private
function Private.argcheck(value, num, ...)
assert(type(num) == 'number', "Bad argument #2 to 'argcheck' (number expected, got " .. type(num) .. ')')
for i = 1, select('#', ...) do
if(type(value) == select(i, ...)) then return end
end
local types = strjoin(', ', ...)
local name = debugstack(2,2,0):match(": in function [`<](.-)['>]")
error(string.format("Bad argument #%d to '%s' (%s expected, got %s)", num, name, types, type(value)), 3)
end
function Private.print(...)
print('|cff33ff99oUF:|r', ...)
end
function Private.error(...)
Private.print('|cffff0000Error:|r ' .. string.format(...))
end
function Private.unitExists(unit)
return unit and (UnitExists(unit) or ShowBossFrameWhenUninteractable(unit))
end
local validator = CreateFrame('Frame')
function Private.validateUnit(unit)
local isOK, _ = pcall(validator.RegisterUnitEvent, validator, 'UNIT_HEALTH', unit)
if(isOK) then
_, unit = validator:IsEventRegistered('UNIT_HEALTH')
validator:UnregisterEvent('UNIT_HEALTH')
return not not unit
end
end
local selectionTypes = {
[ 0] = 0,
[ 1] = 1,
[ 2] = 2,
[ 3] = 3,
[ 4] = 4,
[ 5] = 5,
[ 6] = 6,
[ 7] = 7,
[ 8] = 8,
[ 9] = 9,
-- [10] = 10, -- unavailable to players
-- [11] = 11, -- unavailable to players
-- [12] = 12, -- inconsistent due to bugs and its reliance on cvars
[13] = 13,
}
function Private.unitSelectionType(unit, considerHostile)
if(considerHostile and UnitThreatSituation('player', unit)) then
return 0
else
return selectionTypes[UnitSelectionType(unit, true)]
end
end

187
Libraries/oUF/units.lua Normal file
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local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
local enableTargetUpdate = Private.enableTargetUpdate
local function updateArenaPreparationElements(self, event, elementName, specID)
local element = self[elementName]
if(element and self:IsElementEnabled(elementName)) then
if(element.OverrideArenaPreparation) then
--[[ Override: Health.OverrideArenaPreparation(self, event, specID)
Used to completely override the internal update function for arena preparation.
* self - the parent object
* event - the event triggering the update (string)
* specID - the specialization ID for the opponent (number)
--]]
--[[ Override: Power.OverrideArenaPreparation(self, event, specID)
Used to completely override the internal update function for arena preparation.
* self - the parent object
* event - the event triggering the update (string)
* specID - the specialization ID for the opponent (number)
--]]
element.OverrideArenaPreparation(self, event, specID)
return
end
element:SetMinMaxValues(0, 1)
element:SetValue(1)
if(element.UpdateColorArenaPreparation) then
--[[ Override: Health:UpdateColor(specID)
Used to completely override the internal function for updating the widget's colors
during arena preparation.
* self - the Health element
* specID - the specialization ID for the opponent (number)
--]]
--[[ Override: Power:UpdateColor(specID)
Used to completely override the internal function for updating the widget's colors
during arena preparation.
* self - the Power element
* specID - the specialization ID for the opponent (number)
--]]
element:UpdateColorArenaPreparation(specID)
else
-- this section just replicates the color options available to the Health and Power elements
local r, g, b, t, _
-- if(element.colorPower and elementName == 'Power') then
-- FIXME: no idea if we can get power type here without the unit
if(element.colorClass) then
local _, _, _, _, _, class = GetSpecializationInfoByID(specID)
t = self.colors.class[class]
elseif(element.colorReaction) then
t = self.colors.reaction[2]
elseif(element.colorSmooth) then
_, _, _, _, _, _, r, g, b = unpack(element.smoothGradient or self.colors.smooth)
elseif(element.colorHealth and elementName == 'Health') then
t = self.colors.health
end
if(t) then
r, g, b = t[1], t[2], t[3]
end
if(r or g or b) then
element:SetStatusBarColor(r, g, b)
local bg = element.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
end
if(element.PostUpdateArenaPreparation) then
--[[ Callback: Health:PostUpdateArenaPreparation(event, specID)
Called after the element has been updated during arena preparation.
* self - the Health element
* event - the event triggering the update (string)
* specID - the specialization ID for the opponent (number)
--]]
--[[ Callback: Power:PostUpdateArenaPreparation(event, specID)
Called after the element has been updated during arena preparation.
* self - the Power element
* event - the event triggering the update (string)
* specID - the specialization ID for the opponent (number)
--]]
element:PostUpdateArenaPreparation(event, specID)
end
end
end
local function updateArenaPreparation(self, event)
if(not self:GetAttribute('oUF-enableArenaPrep')) then
return
end
if(event == 'ARENA_OPPONENT_UPDATE' and not self:IsEnabled()) then
self:Enable()
self:UpdateAllElements('ArenaPreparation')
self:UnregisterEvent(event, updateArenaPreparation)
-- show elements that don't handle their own visibility
if(self:IsElementEnabled('Auras')) then
if(self.Auras) then self.Auras:Show() end
if(self.Buffs) then self.Buffs:Show() end
if(self.Debuffs) then self.Debuffs:Show() end
end
if(self.Portrait and self:IsElementEnabled('Portrait')) then
self.Portrait:Show()
end
elseif(event == 'PLAYER_ENTERING_WORLD' and not UnitExists(self.unit)) then
-- semi-recursive call for when the player zones into an arena
updateArenaPreparation(self, 'ARENA_PREP_OPPONENT_SPECIALIZATIONS')
elseif(event == 'ARENA_PREP_OPPONENT_SPECIALIZATIONS') then
if(self.PreUpdate) then
self:PreUpdate(event)
end
local id = tonumber(self.id)
if(not self:IsEnabled() and GetNumArenaOpponentSpecs() < id) then
-- hide the object if the opponent leaves
self:Hide()
end
local specID = GetArenaOpponentSpec(id)
if(specID) then
if(self:IsEnabled()) then
-- disable the unit watch so we can forcefully show the object ourselves
self:Disable()
self:RegisterEvent('ARENA_OPPONENT_UPDATE', updateArenaPreparation)
end
-- update Health and Power (if available) with "fake" data
updateArenaPreparationElements(self, event, 'Health', specID)
updateArenaPreparationElements(self, event, 'Power', specID)
-- hide all other (relevant) elements (they have no effect during arena prep)
if(self.Auras) then self.Auras:Hide() end
if(self.Buffs) then self.Buffs:Hide() end
if(self.Debuffs) then self.Debuffs:Hide() end
if(self.Castbar) then self.Castbar:Hide() end
if(self.CombatIndicator) then self.CombatIndicator:Hide() end
if(self.PartyIndicator) then self.PartyIndicator:Hide() end
if(self.GroupRoleIndicator) then self.GroupRoleIndicator:Hide() end
if(self.Portrait) then self.Portrait:Hide() end
if(self.PvPIndicator) then self.PvPIndicator:Hide() end
if(self.RaidTargetIndicator) then self.RaidTargetIndicator:Hide() end
self:Show()
self:UpdateTags()
end
if(self.PostUpdate) then
self:PostUpdate(event)
end
end
end
-- Handles unit specific actions.
function oUF:HandleUnit(object, unit)
local unit = object.unit or unit
if(unit == 'target') then
object:RegisterEvent('PLAYER_TARGET_CHANGED', object.UpdateAllElements, true)
elseif(unit == 'mouseover') then
object:RegisterEvent('UPDATE_MOUSEOVER_UNIT', object.UpdateAllElements, true)
elseif(unit == 'focus') then
object:RegisterEvent('PLAYER_FOCUS_CHANGED', object.UpdateAllElements, true)
elseif(unit:match('boss%d?$')) then
object:RegisterEvent('INSTANCE_ENCOUNTER_ENGAGE_UNIT', object.UpdateAllElements, true)
object:RegisterEvent('UNIT_TARGETABLE_CHANGED', object.UpdateAllElements)
elseif(unit:match('arena%d?$')) then
object:RegisterEvent('ARENA_OPPONENT_UPDATE', object.UpdateAllElements, true)
object:RegisterEvent('ARENA_PREP_OPPONENT_SPECIALIZATIONS', updateArenaPreparation, true)
object:SetAttribute('oUF-enableArenaPrep', true)
-- the event handler only fires for visible frames, so we have to hook it for arena prep
object:HookScript('OnEvent', updateArenaPreparation)
elseif(unit:match('%w+target')) then
enableTargetUpdate(object)
end
end

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@@ -0,0 +1,82 @@
#!/usr/bin/env lua
local tags = {}
do
for tag in io.popen('git tag'):lines() do
local split = tag:gmatch('[^.]+')
local release, api, bugfix = split(), split(), split() or 0
table.insert(
tags,
{
string = tag,
release = release,
api = api,
bugfix = bugfix,
}
)
end
table.sort(tags, function(a,b)
a = a.release * 1e4 + a.api * 100 + a.bugfix
b = b.release * 1e4 + b.api * 100 + b.bugfix
return a > b
end)
end
local generateLog = function(prevTag, currentTag)
local ti = table.insert
local sf = string.format
local out = {}
local i = 0
ti(out, sf('**Changes in %s:**\n', currentTag))
for line in io.popen(sf('git shortlog --no-merges --reverse %s..%s', prevTag, currentTag)):lines() do
if(line:sub(1, 6) == ' ') then
local offset = line:match('() ', 7)
if(offset) then
line = line:sub(7, offset - 1)
else
line = line:sub(7)
end
line = line:gsub('#(%d+)', '[#%1](https://github.com/oUF-wow/oUF/issues/%1)')
i = i + 1
ti(out, sf(' %s. %s', i, line))
elseif(#line ~= 0) then
i = 0
ti(out, sf('- _%s_', line))
end
end
local p = assert(io.popen(sf('git diff --shortstat %s..%s', prevTag, currentTag)))
local stat = p:read'*a'
p:close()
ti(out, sf('- %s\n', stat:sub(2, -2)))
return table.concat(out, '\n')
end
local stop
local to = ...
if(to) then
for i=1, #tags do
if(tags[i].string == to) then
stop = i + 1
end
end
if(not stop) then stop = #tags end
else
stop = #tags
end
for i=2, stop do
local current, prev = tags[i -1], tags[i]
print(generateLog(prev.string, current.string))
end
-- vim: set filetype=lua :

254
Libraries/oUF/utils/docs Normal file
View File

@@ -0,0 +1,254 @@
#!/usr/bin/env lua
-- docs
-- oUF documentation generator
--
-- This is really just a quick and dirty way of generating documentation for
-- oUF[1]. The syntax is inspired by TomDoc[2], but a lot of the non-oUF and
-- non-Lua things aren't implemented.
--
-- Why implement my own documentation generator?
-- It was mainly done because oUF is kind-of special, but also because the
-- available alternatives aren't good enough or have issues I can't workaround.
--
-- Things that need fixing:
-- - No highlighting of Lua code.
-- - Doesn't validate that comments are documentation strings.
-- - Doesn't parse its own documentation header.
-- - Close to zero error handling.
--
-- Usage
--
-- docs [docs path] [file...]
--
-- Links
--
-- [1] https://github.com/haste/oUF
-- [2] http://tomdoc.org/
local out
local lines
local tisf = function(fmt, ...)
table.insert(out, fmt:format(...))
end
local trim = function(str)
return str:match('^()%s*$') and '' or str:match('^%s*(.*%S)')
end
local findNextEmpty = function(start, stop)
for i=start, stop or #lines do
if(lines[i] == '') then
return i
end
end
end
local findNextHeader = function(offest)
for i=offest, #lines do
local pre, header, post = unpack(lines, i, i + 2)
-- Single lines without punctuation are headers.
if(pre == '' and post == '' and not header:match'%.') then
return i + 1
end
end
end
local findNextArguent = function(start, stop, padding, pattern)
for i=start, stop do
local match, pad = lines[i]:match(pattern)
if(match and pad == padding) then
return i
end
end
end
local replaceMarkup = function(str)
return str
-- `in-line code` to <code>in-line code</code>
:gsub('`([^`]+)`', '<code>%1</code>')
-- [Link](http://example.com) to <a href="http://example.com">Link</a>
:gsub('%[([^%]]+)%]%(([^)]+)%)', '<a href="%2">%1</a>')
end
local handleArguments = function(start, stop, pattern)
tisf('<dl>')
repeat
-- Tear out the argument name and offset of where the description begins.
local def, padding, offset = lines[start]:match(pattern)
tisf('<dt>%s</dt>', def)
-- Insert the first line of the description.
tisf('<dd>')
tisf(lines[start]:sub(offset))
-- Find the next argument in the list or continue to the end of the
-- current section.
local nextarg = findNextArguent(start + 1, stop, padding, pattern)
nextarg = (nextarg or stop + 1) - 1
for i=start + 1, nextarg do
tisf(trim(lines[i]))
end
tisf('</dd>')
start = nextarg + 1
until start > stop
tisf('</dl>')
end
local handleExamples = function(start, stop)
-- An extra line gets added if we don't do this.
tisf('<pre><code>%s', lines[start]:sub(3))
for i=start + 1, stop do
tisf(lines[i]:sub(3))
end
tisf('</code></pre>')
end
local handleParagraph = function(start, stop)
tisf('<p>')
for i=start, stop do
tisf(trim(lines[i]))
end
tisf('</p>')
end
local handleSection = function(start, stop)
while(start) do
-- Find the next empty line or continue until the end of the section.
-- findNextEmpty() returns the position of the empty line, so we need to
-- subtract one from it.
local nextEmpty = findNextEmpty(start + 1, stop)
if(nextEmpty) then
nextEmpty = nextEmpty - 1
else
nextEmpty = stop
end
local line = lines[start]
if(not line) then
return
elseif(line:match('^%S+%s*%- ')) then
handleArguments(start, nextEmpty, '(%S+)%s*()%- ()')
elseif(line:sub(1, 2) == ' ') then
handleExamples(start, nextEmpty)
else
handleParagraph(start, nextEmpty)
end
start = findNextEmpty(nextEmpty, stop)
if(start) then start = start + 1 end
end
end
local generateDocs = function(str, level)
lines = {}
out = {}
for line in str:gmatch('([^\n]*)\n') do
table.insert(lines, line:gsub('\t*', ''):sub(2))
end
-- The first line is always the main header.
tisf('<h%d>%s</h%d>', level, lines[1], level)
-- Then comes the main description.
local offset = findNextHeader(1)
-- Continue until two lines before the header or to the end of the comment.
if(offset) then
offset = offset - 2
else
offset = #lines
end
local init = findNextEmpty(1) + 1
if(init > offset) then
init = 2
end
handleSection(init, offset)
while(true) do
offset = findNextHeader(offset)
if(not offset) then break end
-- Every section has a header.
tisf('<h%d>%s</h%d>', level + 1, lines[offset], level + 1)
-- Find out the size of the section.
local start = findNextEmpty(offset) + 1
if(not lines[start]) then
-- There's no section here, only a headline.
break
end
local stop
local nextHeader = findNextHeader(start)
if(nextHeader) then
stop = nextHeader - 2
else
local nextEmpty = findNextEmpty(start)
if(nextEmpty) then
stop = nextEmpty - 1
else
stop = #lines
end
end
handleSection(start, stop)
offset = stop + 1
end
return table.concat(out, '\n')
end
local handleFile = function(path)
local file = io.open(path, 'r')
local content = file:read'*a'
file:close()
local out = {}
local init = 1
repeat
local _, comStart, depth = content:find('%-%-%[(=*)%[ ', init)
if(comStart) then
local comEnd = content:find('%]' .. depth .. '%]', comStart)
local comment = content:sub(comStart, comEnd - 1)
-- Convert markup to html.
comment = replaceMarkup(comment)
-- The first comment uses h1 and h2, while the subsequent ones uses h3
-- and h4.
local level = init == 1 and 1 or 3
table.insert(out, generateDocs(comment, init == 1 and 1 or 3))
init = comEnd
end
until not comStart
return table.concat(out, '\n')
end
local destination = (...)
for i=2, select('#', ...) do
local file = select(i, ...)
local path, filename = file:match('(.+)/(.+)$')
if(path:sub(1,3) == '../') then
path = path:sub(4)
end
if(#path == 0) then path = nil end
filename = filename:gsub('lua', 'html')
local doc = handleFile(file)
if(doc) then
local dfPath = string.format('%s/%s', destination, path or '')
os.execute(string.format('mkdir -p %s', dfPath))
local docFile = io.open(string.format('%s/%s', dfPath, filename), 'w+')
docFile:write(doc)
docFile:close()
end
end

View File

@@ -0,0 +1,311 @@
local _, ns = ...
local oUF = ns.oUF
local VISIBLE = 1
local HIDDEN = 0
local pcall = pcall
local floor = floor
local format = format
local unpack = unpack
local tinsert = tinsert
local infinity = math.huge
local _G = _G
local GetTime = GetTime
local UnitAura = UnitAura
local CreateFrame = CreateFrame
local UnitIsEnemy = UnitIsEnemy
local UnitReaction = UnitReaction
local GameTooltip = GameTooltip
local DAY, HOUR, MINUTE = 86400, 3600, 60
local function FormatTime(s)
if s == infinity then return end
if s < MINUTE then
return format("%.1fs", s)
elseif s < HOUR then
return format("%dm %ds", s/60%60, s%60)
elseif s < DAY then
return format("%dh %dm", s/(60*60), s/60%60)
else
return format("%dd %dh", s/DAY, (s / HOUR) - (floor(s/DAY) * 24))
end
end
local function onEnter(self)
if GameTooltip:IsForbidden() or not self:IsVisible() then return end
GameTooltip:SetOwner(self, self.tooltipAnchor)
GameTooltip:SetUnitAura(self.unit, self.index, self.filter)
end
local function onLeave()
if GameTooltip:IsForbidden() then return end
GameTooltip:Hide()
end
local function onUpdate(self, elapsed)
self.elapsed = (self.elapsed or 0) + elapsed
if self.elapsed >= 0.01 then
if self.noTime then
self:SetValue(1)
self.timeText:SetText()
self:SetScript("OnUpdate", nil)
else
local timeNow = GetTime()
self:SetValue((self.expiration - timeNow) / self.duration)
self.timeText:SetText(FormatTime(self.expiration - timeNow))
end
self.elapsed = 0
end
end
local function createAuraBar(element, index)
local statusBar = CreateFrame('StatusBar', element:GetName() .. 'StatusBar' .. index, element)
statusBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
statusBar:SetMinMaxValues(0, 1)
statusBar.tooltipAnchor = element.tooltipAnchor
statusBar:SetScript('OnEnter', onEnter)
statusBar:SetScript('OnLeave', onLeave)
statusBar:EnableMouse(false)
local spark = statusBar:CreateTexture(nil, "OVERLAY", nil);
spark:SetTexture([[Interface\CastingBar\UI-CastingBar-Spark]])
spark:SetWidth(12)
spark:SetBlendMode("ADD")
spark:SetPoint('CENTER', statusBar:GetStatusBarTexture(), 'RIGHT')
local icon = statusBar:CreateTexture(nil, 'ARTWORK')
icon:SetPoint('RIGHT', statusBar, 'LEFT', -(element.gap or 2), 0)
icon:SetSize(element.height, element.height)
local nameText = statusBar:CreateFontString(nil, 'OVERLAY', 'NumberFontNormal')
nameText:SetPoint('LEFT', statusBar, 'LEFT', 2, 0)
local timeText = statusBar:CreateFontString(nil, 'OVERLAY', 'NumberFontNormal')
timeText:SetPoint('RIGHT', statusBar, 'RIGHT', -2, 0)
statusBar.icon = icon
statusBar.nameText = nameText
statusBar.timeText = timeText
statusBar.spark = spark
if(element.PostCreateBar) then element:PostCreateBar(statusBar) end
return statusBar
end
local function customFilter(element, unit, button, name)
if((element.onlyShowPlayer and button.isPlayer) or (not element.onlyShowPlayer and name)) then
return true
end
end
local function updateBar(element, unit, index, offset, filter, isDebuff, visible)
local name, texture, count, debuffType, duration, expiration, caster, isStealable, nameplateShowSelf, spellID, canApply, isBossDebuff, casterIsPlayer, nameplateShowAll, timeMod, effect1, effect2, effect3 = UnitAura(unit, index, filter)
if(name) then
local position = visible + offset + 1
local statusBar = element[position]
if(not statusBar) then
statusBar = (element.CreateBar or createAuraBar) (element, position)
tinsert(element, statusBar)
element.createdBars = element.createdBars + 1
end
statusBar.unit = unit
statusBar.index = index
statusBar.caster = caster
statusBar.filter = filter
statusBar.isDebuff = isDebuff
statusBar.isPlayer = caster == 'player' or caster == 'vehicle'
local show = (element.CustomFilter or customFilter) (element, unit, statusBar, name, texture,
count, debuffType, duration, expiration, caster, isStealable, nameplateShowSelf, spellID,
canApply, isBossDebuff, casterIsPlayer, nameplateShowAll, timeMod, effect1, effect2, effect3)
if(show) then
statusBar.icon:SetTexture(texture)
if count > 1 then
statusBar.nameText:SetFormattedText('[%d] %s', count, name)
else
statusBar.nameText:SetText(name)
end
statusBar.duration = duration
statusBar.expiration = expiration
statusBar.spellID = spellID
statusBar.spell = name
statusBar.noTime = (duration == 0 and expiration == 0)
if not statusBar.noTime and element.sparkEnabled then
statusBar.spark:Show()
else
statusBar.spark:Hide()
end
local r, g, b = .2, .6, 1
if element.buffColor then r, g, b = unpack(element.buffColor) end
if filter == 'HARMFUL' then
if not debuffType or debuffType == '' then
debuffType = 'none'
end
local color = _G.DebuffTypeColor[debuffType]
r, g, b = color.r, color.g, color.b
end
statusBar:SetStatusBarColor(r, g, b)
statusBar:SetSize(element.width, element.height)
statusBar.icon:SetSize(element.height, element.height)
statusBar:SetScript('OnUpdate', onUpdate)
statusBar:SetID(index)
statusBar:Show()
if(element.PostUpdateBar) then
element:PostUpdateBar(unit, statusBar, index, position, duration, expiration, debuffType, isStealable)
end
return VISIBLE
else
return HIDDEN
end
end
end
local function SetPosition(element, from, to)
local height = element.height
local spacing = element.spacing or 1
local anchor = element.initialAnchor
local growth = element.growth == 'DOWN' and -1 or 1
for i = from, to do
local button = element[i]
if(not button) then break end
button:ClearAllPoints()
button:SetPoint(anchor, element, anchor, (height + element.gap), growth * (i > 1 and ((i - 1) * (height + spacing)) or 0))
end
end
local function filterBars(element, unit, filter, limit, isDebuff, offset, dontHide)
if(not offset) then offset = 0 end
local index = 1
local visible = 0
local hidden = 0
while(visible < limit) do
local result = updateBar(element, unit, index, offset, filter, isDebuff, visible)
if(not result) then
break
elseif(result == VISIBLE) then
visible = visible + 1
elseif(result == HIDDEN) then
hidden = hidden + 1
end
index = index + 1
end
if(not dontHide) then
for i = visible + offset + 1, #element do
element[i]:Hide()
end
end
return visible, hidden
end
local function UpdateAuras(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.AuraBars
if(element) then
if(element.PreUpdate) then element:PreUpdate(unit) end
local isEnemy = UnitIsEnemy('player', unit)
local reaction = UnitReaction('player', unit)
local filter = (not isEnemy and (not reaction or reaction > 4) and (element.friendlyAuraType or 'HELPFUL')) or element.enemyAuraType or 'HARMFUL'
local visible, hidden = filterBars(element, unit, filter, element.maxBars, filter == 'HARMFUL', 0)
local fromRange, toRange
if(element.PreSetPosition) then
fromRange, toRange = element:PreSetPosition(element.maxBars)
end
if(fromRange or element.createdBars > element.anchoredBars) then
(element.SetPosition or SetPosition) (element, fromRange or element.anchoredBars + 1, toRange or element.createdBars)
element.anchoredBars = element.createdBars
end
if(element.PostUpdate) then element:PostUpdate(unit) end
end
end
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
UpdateAuras(self, event, unit)
-- Assume no event means someone wants to re-anchor things. This is usually
-- done by UpdateAllElements and :ForceUpdate.
if(event == 'ForceUpdate' or not event) then
local element = self.AuraBars
if(element) then
(element.SetPosition or SetPosition) (element, 1, element.createdBars)
end
end
end
local function ForceUpdate(element)
return Update(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function Enable(self)
local element = self.AuraBars
if(element) then
self:RegisterEvent('UNIT_AURA', UpdateAuras)
element.__owner = self
element.ForceUpdate = ForceUpdate
element.createdBars = element.createdBars or 0
element.anchoredBars = 0
element.width = element.width or 240
element.height = element.height or 12
element.sparkEnabled = element.sparkEnabled or true
element.spacing = element.spacing or 2
element.initialAnchor = element.initialAnchor or 'BOTTOMLEFT'
element.growth = element.growth or 'UP'
element.gap = element.gap or 2
element.maxBars = element.maxBars or 32
-- Avoid parenting GameTooltip to frames with anchoring restrictions,
-- otherwise it'll inherit said restrictions which will cause issues
-- with its further positioning, clamping, etc
if(not pcall(self.GetCenter, self)) then
element.tooltipAnchor = 'ANCHOR_CURSOR'
else
element.tooltipAnchor = element.tooltipAnchor or 'ANCHOR_BOTTOMRIGHT'
end
element:Show()
return true
end
end
local function Disable(self)
local element = self.AuraBars
if(element) then
self:UnregisterEvent('UNIT_AURA', UpdateAuras)
element:Hide()
end
end
oUF:AddElement('AuraBars', Update, Enable, Disable)

View File

@@ -0,0 +1,185 @@
local _, ns = ...
local oUF = ns.oUF
if not oUF then return end
local UnitAura = UnitAura
local UnitCanAssist = UnitCanAssist
local GetSpecialization = GetSpecialization
local GetActiveSpecGroup = GetActiveSpecGroup
local Classic = WOW_PROJECT_ID == WOW_PROJECT_CLASSIC
local DispelList, BlackList = {}, {}
-- GLOBALS: DebuffTypeColor
--local DispellPriority = { Magic = 4, Curse = 3, Disease = 2, Poison = 1 }
--local FilterList = {}
if Classic then
DispelList.PRIEST = { Magic = true, Disease = true }
DispelList.SHAMAN = { Poison = true, Disease = true }
DispelList.PALADIN = { Magic = true, Poison = true, Disease = true }
DispelList.MAGE = { Curse = true }
DispelList.DRUID = { Curse = true, Poison = true }
DispelList.WARLOCK = { Magic = true }
else
DispelList.PRIEST = { Magic = true, Disease = true }
DispelList.SHAMAN = { Magic = false, Curse = true }
DispelList.PALADIN = { Magic = false, Poison = true, Disease = true }
DispelList.DRUID = { Magic = false, Curse = true, Poison = true, Disease = false }
DispelList.MONK = { Magic = false, Poison = true, Disease = true }
DispelList.MAGE = { Curse = true }
end
local playerClass = select(2, UnitClass('player'))
local CanDispel = DispelList[playerClass] or {}
if not Classic then
BlackList[140546] = true -- Fully Mutated
BlackList[136184] = true -- Thick Bones
BlackList[136186] = true -- Clear mind
BlackList[136182] = true -- Improved Synapses
BlackList[136180] = true -- Keen Eyesight
BlackList[105171] = true -- Deep Corruption
BlackList[108220] = true -- Deep Corruption
BlackList[116095] = true -- Disable, Slow
BlackList[137637] = true -- Warbringer, Slow
end
local function GetAuraType(unit, filter, filterTable)
if not unit or not UnitCanAssist('player', unit) then return end
local i = 1
while true do
local name, texture, _, debufftype, _, _, _, _, _, spellID = UnitAura(unit, i, 'HARMFUL')
if not texture then break end
local filterSpell = filterTable[spellID] or filterTable[name]
if filterTable and filterSpell then
if filterSpell.enable then
return debufftype, texture, true, filterSpell.style, filterSpell.color
end
elseif debufftype and (not filter or (filter and CanDispel[debufftype])) and not (BlackList[name] or BlackList[spellID]) then
return debufftype, texture
end
i = i + 1
end
i = 1
while true do
local _, texture, _, debufftype, _, _, _, _, _, spellID = UnitAura(unit, i)
if not texture then break end
local filterSpell = filterTable[spellID]
if filterTable and filterSpell and filterSpell.enable then
return debufftype, texture, true, filterSpell.style, filterSpell.color
end
i = i + 1
end
end
--[[
local function FilterTable()
local debufftype, texture, filterSpell
return debufftype, texture, true, filterSpell.style, filterSpell.color
end
]]
local function CheckTalentTree(tree)
local activeGroup = GetActiveSpecGroup()
local spec = activeGroup and GetSpecialization(false, false, activeGroup)
if spec then
return tree == spec
end
end
local function CheckSpec()
if Classic then return end
-- Check for certain talents to see if we can dispel magic or not
if playerClass == 'PALADIN' then
CanDispel.Magic = CheckTalentTree(1)
elseif playerClass == 'SHAMAN' then
CanDispel.Magic = CheckTalentTree(3)
elseif playerClass == 'DRUID' then
CanDispel.Magic = CheckTalentTree(4)
elseif playerClass == 'MONK' then
CanDispel.Magic = CheckTalentTree(2)
end
end
local function Update(self, _, unit)
if unit ~= self.unit then return end
local debuffType, texture, wasFiltered, style, color = GetAuraType(unit, self.AuraHighlightFilter, self.AuraHighlightFilterTable)
if wasFiltered then
if style == 'GLOW' and self.AuraHightlightGlow then
self.AuraHightlightGlow:Show()
self.AuraHightlightGlow:SetBackdropBorderColor(color.r, color.g, color.b)
elseif self.AuraHightlightGlow then
self.AuraHightlightGlow:Hide()
self.AuraHighlight:SetVertexColor(color.r, color.g, color.b, color.a)
end
elseif debuffType then
color = DebuffTypeColor[debuffType or 'none']
if self.AuraHighlightBackdrop and self.AuraHightlightGlow then
self.AuraHightlightGlow:Show()
self.AuraHightlightGlow:SetBackdropBorderColor(color.r, color.g, color.b)
elseif self.AuraHighlightUseTexture then
self.AuraHighlight:SetTexture(texture)
else
self.AuraHighlight:SetVertexColor(color.r, color.g, color.b, color.a)
end
else
if self.AuraHightlightGlow then
self.AuraHightlightGlow:Hide()
end
if self.AuraHighlightUseTexture then
self.AuraHighlight:SetTexture(nil)
else
self.AuraHighlight:SetVertexColor(0, 0, 0, 0)
end
end
if self.AuraHighlight.PostUpdate then
self.AuraHighlight:PostUpdate(self, debuffType, texture, wasFiltered, style, color)
end
end
local function Enable(self)
if self.AuraHighlight then
self:RegisterEvent('UNIT_AURA', Update)
return true
end
end
local function Disable(self)
local element = self.AuraHighlight
if element then
self:UnregisterEvent('UNIT_AURA', Update)
if self.AuraHightlightGlow then
self.AuraHightlightGlow:Hide()
end
if element then
element:SetVertexColor(0, 0, 0, 0)
end
end
end
local f = CreateFrame('Frame')
f:RegisterEvent('CHARACTER_POINTS_CHANGED')
if not Classic then
f:RegisterEvent('PLAYER_TALENT_UPDATE')
f:RegisterEvent('PLAYER_SPECIALIZATION_CHANGED')
end
f:SetScript('OnEvent', CheckSpec)
oUF:AddElement('AuraHighlight', Update, Enable, Disable)

View File

@@ -0,0 +1,304 @@
-- Original work by Astromech
-- Rewritten based on Auras by Azilroka
local _, ns = ...
local oUF = ns.oUF
local VISIBLE = 1
local HIDDEN = 0
local min, wipe, pairs, tinsert = min, wipe, pairs, tinsert
local CreateFrame = CreateFrame
local UnitAura = UnitAura
local UnitIsUnit = UnitIsUnit
local GetSpellTexture = GetSpellTexture
local function createAuraIcon(element, index)
local button = CreateFrame('Button', element:GetName() .. 'Button' .. index, element)
button:EnableMouse(false)
button:Hide()
local cd = CreateFrame('Cooldown', '$parentCooldown', button, 'CooldownFrameTemplate')
cd:SetAllPoints()
cd:SetReverse(true)
cd:SetDrawBling(false)
cd:SetDrawEdge(false)
local icon = button:CreateTexture(nil, 'ARTWORK')
icon:SetAllPoints()
local countFrame = CreateFrame('Frame', nil, button)
countFrame:SetAllPoints(button)
countFrame:SetFrameLevel(cd:GetFrameLevel() + 1)
local count = countFrame:CreateFontString(nil, 'OVERLAY', 'NumberFontNormal')
count:SetPoint('BOTTOMRIGHT', countFrame, 'BOTTOMRIGHT', -1, 0)
local overlay = button:CreateTexture(nil, 'OVERLAY')
overlay:SetTexture([[Interface\Buttons\UI-Debuff-Overlays]])
overlay:SetAllPoints()
overlay:SetTexCoord(.296875, .5703125, 0, .515625)
button.overlay = overlay
button.icon = icon
button.count = count
button.cd = cd
if(element.PostCreateIcon) then element:PostCreateIcon(button) end
return button
end
local function customFilter(element, _, button, name, _, _, debuffType, _, _, caster, isStealable, _, spellID, canApply, isBossDebuff, casterIsPlayer)
local setting = element.watched[spellID]
if not setting then return false end
button.onlyShowMissing = setting.onlyShowMissing
button.anyUnit = setting.anyUnit
if setting.enabled then
if setting.onlyShowMissing and not setting.anyUnit and caster == 'player' then
return false
elseif setting.onlyShowMissing and setting.anyUnit and casterIsPlayer then
return true
elseif not setting.onlyShowMissing and setting.anyUnit and casterIsPlayer then
return true
elseif not setting.onlyShowMissing and not setting.anyUnit and caster == 'player' then
return true
end
end
return false
end
local function updateIcon(element, unit, index, offset, filter, isDebuff, visible)
local name, texture, count, debuffType, duration, expiration, caster, isStealable,
nameplateShowSelf, spellID, canApply, isBossDebuff, casterIsPlayer, nameplateShowAll,
timeMod, effect1, effect2, effect3 = UnitAura(unit, index, filter)
if(name) then
local position = visible + offset + 1
local button = element[position]
if(not button) then
button = (element.CreateIcon or createAuraIcon) (element, position)
tinsert(element, button)
element.createdIcons = element.createdIcons + 1
end
button.caster = caster
button.filter = filter
button.isDebuff = isDebuff
button.debuffType = debuffType
button.spellID = spellID
button.isPlayer = caster == 'player'
local show = (element.CustomFilter or customFilter) (element, unit, button, name, texture,
count, debuffType, duration, expiration, caster, isStealable, nameplateShowSelf, spellID,
canApply, isBossDebuff, casterIsPlayer, nameplateShowAll, timeMod, effect1, effect2, effect3)
if(show) then
local setting = element.watched[spellID]
if(button.cd) then
if(duration and duration > 0) then
button.cd:SetCooldown(expiration - duration, duration)
button.cd:Show()
else
button.cd:Hide()
end
end
if(button.overlay) then
if((isDebuff and element.showDebuffType) or (not isDebuff and element.showBuffType) or element.showType) then
local color = element.__owner.colors.debuff[debuffType] or element.__owner.colors.debuff.none
button.overlay:SetVertexColor(color[1], color[2], color[3])
button.overlay:Show()
else
button.overlay:Hide()
end
end
if(button.stealable) then
if(not isDebuff and isStealable and element.showStealableBuffs and not UnitIsUnit('player', unit)) then
button.stealable:Show()
else
button.stealable:Hide()
end
end
if(button.icon) then button.icon:SetTexture(texture) end
if(button.count) then button.count:SetText(count > 1 and count) end
if setting.sizeOffset == 0 then
button:SetSize(element.size, element.size)
else
button:SetSize(setting.sizeOffset + element.size, setting.sizeOffset + element.size)
end
button:SetID(index)
button:Show()
button:ClearAllPoints()
button:SetPoint(setting.point, setting.xOffset, setting.yOffset)
if(element.PostUpdateIcon) then
element:PostUpdateIcon(unit, button, index, position, duration, expiration, debuffType, isStealable)
end
return VISIBLE
else
button.isFiltered = true
return HIDDEN
end
end
end
local missing = {}
local function onlyShowMissingIcon(element, unit, offset)
wipe(missing)
for SpellID, setting in pairs(element.watched) do
if setting.onlyShowMissing then
missing[SpellID] = setting
end
end
for i = 1, #element do
local button = element[i]
if button.isFiltered and missing[button.spellID] then
missing[button.spellID] = nil
end
end
local visible = 0
for SpellID, setting in pairs(missing) do
local position = visible + offset + 1
local button = element[position]
if(not button) then
button = (element.CreateIcon or createAuraIcon) (element, position)
tinsert(element, button)
element.createdIcons = element.createdIcons + 1
end
if(button.cd) then button.cd:Hide() end
if(button.icon) then button.icon:SetTexture(GetSpellTexture(SpellID)) end
if(button.overlay) then button.overlay:Hide() end
if setting.sizeOffset == 0 then
button:SetSize(element.size, element.size)
else
button:SetSize(setting.sizeOffset + element.size, setting.sizeOffset + element.size)
end
button:SetID(position)
button.spellID = SpellID
button:Show()
button:ClearAllPoints()
button:SetPoint(setting.point, setting.xOffset, setting.yOffset)
if(element.PostUpdateIcon) then
element:PostUpdateIcon(unit, button, nil, position)
end
visible = visible + 1
end
return visible
end
local function filterIcons(element, unit, filter, limit, isDebuff, offset, dontHide)
if (not offset) then offset = 0 end
local index, visible, hidden = 1, 0, 0
while (visible < limit) do
local result = updateIcon(element, unit, index, offset, filter, isDebuff, visible)
if (not result) then
break
elseif (result == VISIBLE) then
visible = visible + 1
elseif (result == HIDDEN) then
hidden = hidden + 1
end
index = index + 1
end
if (not dontHide) then
for i = visible + offset + 1, #element do
element[i]:Hide()
end
end
return visible, hidden
end
local function UpdateAuras(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.AuraWatch
if(element) then
if(element.PreUpdate) then element:PreUpdate(unit) end
local numBuffs = element.numBuffs or 32
local numDebuffs = element.numDebuffs or 16
local numAuras = element.numTotal or (numBuffs + numDebuffs)
for i = 1, #element do element[i].isFiltered = false end
local visibleBuffs, hiddenBuffs = filterIcons(element, unit, element.buffFilter or element.filter or 'HELPFUL', min(numBuffs, numAuras), nil, 0, true)
local visibleDebuffs, hiddenDebuffs = filterIcons(element, unit, element.buffFilter or element.filter or 'HARMFUL', min(numDebuffs, numAuras - visibleBuffs), true, visibleBuffs)
element.visibleDebuffs = visibleDebuffs
element.visibleBuffs = visibleBuffs
element.visibleAuras = visibleBuffs + visibleDebuffs
element.allAuras = visibleBuffs + visibleDebuffs + hiddenBuffs + hiddenDebuffs
onlyShowMissingIcon(element, unit, element.visibleAuras)
if(element.PostUpdate) then element:PostUpdate(unit) end
end
end
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
UpdateAuras(self, event, unit)
end
local function ForceUpdate(element)
return Update(element.__owner, 'ForceUpdate', element.__owner.unit)
end
local function SetNewTable(element, table)
element.watched = table or {}
end
local function Enable(self)
local element = self.AuraWatch
if(element) then
element.__owner = self
element.SetNewTable = SetNewTable
element.ForceUpdate = ForceUpdate
element.watched = element.watched or {}
element.createdIcons = element.createdIcons or 0
element.anchoredIcons = 0
element.size = 8
self:RegisterEvent('UNIT_AURA', UpdateAuras)
element:Show()
return true
end
end
local function Disable(self)
if(self.AuraWatch) then
self:UnregisterEvent('UNIT_AURA', UpdateAuras)
if(self.AuraWatch) then self.AuraWatch:Hide() end
end
end
oUF:AddElement('AuraWatch', Update, Enable, Disable)

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