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