MxW_Addon/Libraries/oUF/elements/readycheck.lua

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2018-01-05 06:40:15 -05:00
--[[ Element: Ready Check Icon
Handles updating and visibility of `self.ReadyCheck` based upon the units
ready check status.
Widget
ReadyCheck - A Texture representing ready check status.
Notes
This element updates by changing the texture.
Options
.finishedTime - The number of seconds the icon should stick after a check has
completed. Defaults to 10 seconds.
.fadeTime - The number of seconds the icon should used to fade away after
the stick duration has completed. Defaults to 1.5 seconds.
.readyTexture - Path to alternate texture for the ready check "ready" status.
.notReadyTexture - Path to alternate texture for the ready check "notready" status.
.waitingTexture - Path to alternate texture for the ready check "waiting" status.
Examples
-- Position and size
local ReadyCheck = self:CreateTexture(nil, 'OVERLAY')
ReadyCheck:SetSize(16, 16)
ReadyCheck:SetPoint('TOP')
-- Register with oUF
self.ReadyCheck = ReadyCheck
Hooks
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.
]]
local parent, ns = ...
local oUF = ns.oUF
local function OnFinished(self)
local element = self:GetParent()
element:Hide()
--[[ :PostUpdateFadeOut()
Called after the element has been faded out.
Arguments
self - The ReadyCheck element.
]]
if(element.PostUpdateFadeOut) then
element:PostUpdateFadeOut()
end
end
local Update = function(self, event)
local element = self.ReadyCheck
--[[ :PreUpdate()
Called before the element has been updated.
Arguments
self - The ReadyCheck element.
]]
if(element.PreUpdate) then
element:PreUpdate()
end
local unit = self.unit
local status = GetReadyCheckStatus(unit)
if(UnitExists(unit) and status) then
if(status == 'ready') then
element:SetTexture(element.readyTexture or READY_CHECK_READY_TEXTURE)
elseif(status == 'notready') then
element:SetTexture(element.notReadyTexture or READY_CHECK_NOT_READY_TEXTURE)
else
element:SetTexture(element.waitingTexture or READY_CHECK_WAITING_TEXTURE)
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 or READY_CHECK_NOT_READY_TEXTURE)
end
element.Animation:Play()
end
--[[ :PostUpdate(status)
Called after the element has been updated.
Arguments
self - The ReadyCheck element.
status - The units ready check status, if any.
]]
if(element.PostUpdate) then
return element:PostUpdate(status)
end
end
local Path = function(self, ...)
return (self.ReadyCheck.Override or Update) (self, ...)
end
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
local Enable = function(self, unit)
local element = self.ReadyCheck
if(element and (unit and (unit:sub(1, 5) == 'party' or unit:sub(1,4) == 'raid'))) then
element.__owner = self
element.ForceUpdate = ForceUpdate
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 Disable = function(self)
local element = self.ReadyCheck
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('ReadyCheck', Path, Enable, Disable)