MxW_Addon/Libraries/oUF/elements/classicons.lua

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2018-01-05 06:40:15 -05:00
--[[ Element: Class Icons
Toggles the visibility of icons depending on the player's class and
specialization.
Widget
ClassIcons - An array consisting of as many UI Textures as the theoretical
maximum return of `UnitPowerMax`.
Notes
All - Combo Points
Mage - Arcane Charges
Monk - Chi Orbs
Paladin - Holy Power
Warlock - Soul Shards
Examples
local ClassIcons = {}
for index = 1, 6 do
local Icon = self:CreateTexture(nil, 'BACKGROUND')
-- Position and size.
Icon:SetSize(16, 16)
Icon:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * Icon:GetWidth(), 0)
ClassIcons[index] = Icon
end
-- Register with oUF
self.ClassIcons = ClassIcons
Hooks
OverrideVisibility(self) - Used to completely override the internal visibility
function. Removing the table key entry will make
the element fall-back to its internal function
again.
Override(self) - Used to completely override the internal update
function. Removing the table key entry will make the
element fall-back to its internal function again.
UpdateTexture(element) - Used to completely override the internal function
for updating the power icon textures. Removing the
table key entry will make the element fall-back to
its internal function again.
]]
local parent, ns = ...
local oUF = ns.oUF
local _, PlayerClass = UnitClass'player'
-- Holds the class specific stuff.
local ClassPowerID, ClassPowerType
local ClassPowerEnable, ClassPowerDisable
local RequireSpec, RequireSpell, RequireFormID
local UpdateTexture = function(element)
local color = oUF.colors.power[ClassPowerType or 'COMBO_POINTS']
for i = 1, #element do
local icon = element[i]
if(icon.SetDesaturated) then
icon:SetDesaturated(PlayerClass ~= 'PRIEST')
end
icon:SetVertexColor(color[1], color[2], color[3])
end
end
local Update = function(self, event, unit, powerType)
if(not (unit == 'player' and powerType == ClassPowerType
or unit == 'vehicle' and powerType == 'COMBO_POINTS')) then
return
end
local element = self.ClassIcons
--[[ :PreUpdate()
Called before the element has been updated
Arguments
self - The ClassIcons element
event - The event, that the update is being triggered for
]]
if(element.PreUpdate) then
element:PreUpdate(event)
end
local cur, max, oldMax
if(event ~= 'ClassPowerDisable') then
if(unit == 'vehicle') then
-- XXX: UnitPower is bugged for vehicles, always returns 0 combo points
cur = GetComboPoints(unit)
max = MAX_COMBO_POINTS
else
cur = UnitPower('player', ClassPowerID)
max = UnitPowerMax('player', ClassPowerID)
end
for i = 1, max do
if(i <= cur) then
element[i]:Show()
else
element[i]:Hide()
end
end
oldMax = element.__max
if(max ~= oldMax) then
if(max < oldMax) then
for i = max + 1, oldMax do
element[i]:Hide()
end
end
element.__max = max
end
end
--[[ :PostUpdate(cur, max, hasMaxChanged, event)
Called after the element has been updated
Arguments
self - The ClassIcons element
cur - The current amount of power
max - The maximum amount of power
hasMaxChanged - Shows if the maximum amount has changed since the last
update
powerType - The type of power used
event - The event, which the update happened for
]]
if(element.PostUpdate) then
return element:PostUpdate(cur, max, oldMax ~= max, powerType, event)
end
end
local Path = function(self, ...)
return (self.ClassIcons.Override or Update) (self, ...)
end
local function Visibility(self, event, unit)
local element = self.ClassIcons
local shouldEnable
if(UnitHasVehicleUI('player')) then
shouldEnable = true
unit = 'vehicle'
elseif(ClassPowerID) then
if(not RequireSpec or RequireSpec == GetSpecialization()) then
if(not RequireFormID or RequireFormID == GetShapeshiftFormID()) then
if(not RequireSpell or IsPlayerSpell(RequireSpell)) then
if(not RequirePower or RequirePower == UnitPowerType('player')) then
self:UnregisterEvent('SPELLS_CHANGED', Visibility)
shouldEnable = true
else
self:RegisterEvent('SPELLS_CHANGED', Visibility, true)
end
else
self:RegisterEvent('SPELLS_CHANGED', Visibility, true)
end
end
end
end
local isEnabled = element.isEnabled
if(shouldEnable and not isEnabled) then
ClassPowerEnable(self)
elseif(not shouldEnable and (isEnabled or isEnabled == nil)) then
ClassPowerDisable(self)
elseif(shouldEnable and isEnabled) then
Path(self, event, unit, unit == 'vehicle' and 'COMBO_POINTS' or ClassPowerType)
end
end
local VisibilityPath = function(self, ...)
return (self.ClassIcons.OverrideVisibility or Visibility) (self, ...)
end
local ForceUpdate = function(element)
return VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end
do
ClassPowerEnable = function(self)
self:RegisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
self:RegisterEvent('UNIT_POWER_FREQUENT', Path)
self:RegisterEvent('UNIT_MAXPOWER', Path)
if(UnitHasVehicleUI('player')) then
Path(self, 'ClassPowerEnable', 'vehicle', 'COMBO_POINTS')
else
Path(self, 'ClassPowerEnable', 'player', ClassPowerType)
end
self.ClassIcons.isEnabled = true
end
ClassPowerDisable = function(self)
self:UnregisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
self:UnregisterEvent('UNIT_MAXPOWER', Path)
local element = self.ClassIcons
for i = 1, #element do
element[i]:Hide()
end
Path(self, 'ClassPowerDisable', 'player', ClassPowerType)
self.ClassIcons.isEnabled = false
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"
RequireSpec = SPEC_PALADIN_RETRIBUTION
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
RequireFormID = 1 --CAT_FORM
RequireSpell = 5221 -- Shred
end
elseif(PlayerClass == 'MAGE') then
ClassPowerID = SPELL_POWER_ARCANE_CHARGES
ClassPowerType = 'ARCANE_CHARGES'
RequireSpec = SPEC_MAGE_ARCANE
end
end
local Enable = function(self, unit)
if(unit ~= 'player') then return end
local element = self.ClassIcons
if(not element) then return end
element.__owner = self
element.__max = #element
element.ForceUpdate = ForceUpdate
if(RequireSpec or RequireSpell) then
self:RegisterEvent('PLAYER_TALENT_UPDATE', VisibilityPath, true)
end
if(RequireFormID) then
self:RegisterEvent('UPDATE_SHAPESHIFT_FORM', VisibilityPath, true)
end
element.ClassPowerEnable = ClassPowerEnable
element.ClassPowerDisable = ClassPowerDisable
local isChildrenTextures
for i = 1, #element do
local icon = element[i]
if(icon:IsObjectType'Texture') then
if(not icon:GetTexture()) then
icon:SetTexCoord(0.45703125, 0.60546875, 0.44531250, 0.73437500)
icon:SetTexture([[Interface\PlayerFrame\Priest-ShadowUI]])
end
isChildrenTextures = true
end
end
if(isChildrenTextures) then
(element.UpdateTexture or UpdateTexture) (element)
end
return true
end
local Disable = function(self)
local element = self.ClassIcons
if(not element) then return end
ClassPowerDisable(self)
end
oUF:AddElement('ClassIcons', VisibilityPath, Enable, Disable)