2020-11-13 14:27:50 -05:00

153 lines
4.1 KiB
Lua

--[[
# 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)