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