600 lines
15 KiB
Lua
600 lines
15 KiB
Lua
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local parent, ns = ...
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local global = GetAddOnMetadata(parent, 'X-oUF')
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local _VERSION = GetAddOnMetadata(parent, 'version')
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local oUF = ns.oUF
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local Private = oUF.Private
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local argcheck = Private.argcheck
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local print = Private.print
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local error = Private.error
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local styles, style = {}
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local callback, objects, headers = {}, {}, {}
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local elements = {}
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local activeElements = {}
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-- updating of "invalid" units.
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local enableTargetUpdate = function(object)
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object.onUpdateFrequency = object.onUpdateFrequency or .5
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object.__eventless = true
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local total = 0
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object:SetScript('OnUpdate', function(self, elapsed)
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if(not self.unit) then
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return
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elseif(total > self.onUpdateFrequency) then
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self:UpdateAllElements'OnUpdate'
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total = 0
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end
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total = total + elapsed
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end)
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end
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Private.enableTargetUpdate = enableTargetUpdate
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local updateActiveUnit = function(self, event, unit)
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-- Calculate units to work with
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local realUnit, modUnit = SecureButton_GetUnit(self), SecureButton_GetModifiedUnit(self)
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-- _GetUnit() doesn't rewrite playerpet -> pet like _GetModifiedUnit does.
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if(realUnit == 'playerpet') then
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realUnit = 'pet'
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elseif(realUnit == 'playertarget') then
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realUnit = 'target'
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end
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if(modUnit == 'pet' and realUnit ~= 'pet') then
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modUnit = 'vehicle'
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end
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if(not UnitExists(modUnit)) then return end
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-- Change the active unit and run a full update.
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if Private.UpdateUnits(self, modUnit, realUnit) then
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self:UpdateAllElements('RefreshUnit')
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return true
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end
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end
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local iterateChildren = function(...)
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for l = 1, select("#", ...) do
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local obj = select(l, ...)
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if(type(obj) == 'table' and obj.isChild) then
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updateActiveUnit(obj, "iterateChildren")
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end
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end
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end
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local OnAttributeChanged = function(self, name, value)
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if(name == "unit" and value) then
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if(self.hasChildren) then
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iterateChildren(self:GetChildren())
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end
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if(not self:GetAttribute'oUF-onlyProcessChildren') then
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updateActiveUnit(self, "OnAttributeChanged")
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end
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end
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end
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local frame_metatable = {
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__index = CreateFrame"Button"
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}
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Private.frame_metatable = frame_metatable
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for k, v in pairs{
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UpdateElement = function(self, name)
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local unit = self.unit
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if(not unit or not UnitExists(unit)) then return end
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local element = elements[name]
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if(not element or not self:IsElementEnabled(name) or not activeElements[self]) then return end
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if(element.update) then
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element.update(self, 'OnShow', unit)
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end
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end,
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EnableElement = function(self, name, unit)
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argcheck(name, 2, 'string')
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argcheck(unit, 3, 'string', 'nil')
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local element = elements[name]
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if(not element or self:IsElementEnabled(name) or not activeElements[self]) then return end
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if(element.enable(self, unit or self.unit)) then
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activeElements[self][name] = true
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if(element.update) then
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table.insert(self.__elements, element.update)
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end
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end
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end,
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DisableElement = function(self, name)
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argcheck(name, 2, 'string')
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local enabled = self:IsElementEnabled(name)
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if(not enabled) then return end
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local update = elements[name].update
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for k, func in next, self.__elements do
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if(func == update) then
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table.remove(self.__elements, k)
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break
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end
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end
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activeElements[self][name] = nil
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-- We need to run a new update cycle in-case we knocked ourself out of sync.
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-- The main reason we do this is to make sure the full update is completed
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-- if an element for some reason removes itself _during_ the update
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-- progress.
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self:UpdateAllElements('DisableElement', name)
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return elements[name].disable(self)
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end,
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IsElementEnabled = function(self, name)
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argcheck(name, 2, 'string')
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local element = elements[name]
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if(not element) then return end
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local active = activeElements[self]
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return active and active[name]
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end,
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Enable = RegisterUnitWatch,
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Disable = function(self)
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UnregisterUnitWatch(self)
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self:Hide()
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end,
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UpdateAllElements = function(self, event)
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local unit = self.unit
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if(not UnitExists(unit)) then return end
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assert(type(event) == 'string', 'Invalid argument "event" in UpdateAllElements.')
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if(self.PreUpdate) then
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self:PreUpdate(event)
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end
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for _, func in next, self.__elements do
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func(self, event, unit)
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end
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if(self.PostUpdate) then
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self:PostUpdate(event)
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end
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end,
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} do
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frame_metatable.__index[k] = v
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end
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local OnShow = function(self)
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if(not updateActiveUnit(self, 'OnShow')) then
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return self:UpdateAllElements'OnShow'
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end
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end
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local UpdatePet = function(self, event, unit)
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local petUnit
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if(unit == 'target') then
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return
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elseif(unit == 'player') then
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petUnit = 'pet'
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else
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-- Convert raid26 -> raidpet26
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petUnit = unit:gsub('^(%a+)(%d+)', '%1pet%2')
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end
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if(self.unit ~= petUnit) then return end
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if(not updateActiveUnit(self, event)) then
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return self:UpdateAllElements(event)
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end
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end
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local initObject = function(unit, style, styleFunc, header, ...)
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local num = select('#', ...)
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for i=1, num do
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local object = select(i, ...)
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local objectUnit = object:GetAttribute'oUF-guessUnit' or unit
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local suffix = object:GetAttribute'unitsuffix'
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object.__elements = {}
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object.style = style
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object = setmetatable(object, frame_metatable)
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-- Expose the frame through oUF.objects.
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table.insert(objects, object)
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-- We have to force update the frames when PEW fires.
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object:RegisterEvent("PLAYER_ENTERING_WORLD", object.UpdateAllElements)
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-- Handle the case where someone has modified the unitsuffix attribute in
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-- oUF-initialConfigFunction.
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if(suffix and not objectUnit:match(suffix)) then
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objectUnit = objectUnit .. suffix
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end
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if(not (suffix == 'target' or objectUnit and objectUnit:match'target')) then
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object:RegisterEvent('UNIT_ENTERED_VEHICLE', updateActiveUnit)
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object:RegisterEvent('UNIT_EXITED_VEHICLE', updateActiveUnit)
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-- We don't need to register UNIT_PET for the player unit. We register it
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-- mainly because UNIT_EXITED_VEHICLE and UNIT_ENTERED_VEHICLE doesn't always
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-- have pet information when they fire for party and raid units.
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if(objectUnit ~= 'player') then
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object:RegisterEvent('UNIT_PET', UpdatePet, true)
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end
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end
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if(not header) then
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-- No header means it's a frame created through :Spawn().
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object:SetAttribute("*type1", "target")
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object:SetAttribute('*type2', 'togglemenu')
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-- No need to enable this for *target frames.
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if(not (unit:match'target' or suffix == 'target')) then
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object:SetAttribute('toggleForVehicle', true)
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end
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-- Other boss and target units are handled by :HandleUnit().
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if(suffix == 'target') then
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enableTargetUpdate(object)
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else
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oUF:HandleUnit(object)
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end
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else
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-- Used to update frames when they change position in a group.
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object:RegisterEvent('GROUP_ROSTER_UPDATE', object.UpdateAllElements)
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if(num > 1) then
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if(object:GetParent() == header) then
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object.hasChildren = true
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else
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object.isChild = true
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end
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end
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if(suffix == 'target') then
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enableTargetUpdate(object)
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end
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end
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Private.UpdateUnits(object, objectUnit)
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styleFunc(object, objectUnit, not header)
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object:SetScript("OnAttributeChanged", OnAttributeChanged)
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object:SetScript("OnShow", OnShow)
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activeElements[object] = {}
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for element in next, elements do
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object:EnableElement(element, objectUnit)
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end
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for _, func in next, callback do
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func(object)
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end
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-- Make Clique happy
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_G.ClickCastFrames = ClickCastFrames or {}
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ClickCastFrames[object] = true
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end
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end
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local walkObject = function(object, unit)
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local parent = object:GetParent()
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local style = parent.style or style
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local styleFunc = styles[style]
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local header = parent:GetAttribute'oUF-headerType' and parent
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-- Check if we should leave the main frame blank.
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if(object:GetAttribute'oUF-onlyProcessChildren') then
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object.hasChildren = true
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object:SetScript('OnAttributeChanged', OnAttributeChanged)
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return initObject(unit, style, styleFunc, header, object:GetChildren())
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end
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return initObject(unit, style, styleFunc, header, object, object:GetChildren())
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end
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function oUF:RegisterInitCallback(func)
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table.insert(callback, func)
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end
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function oUF:RegisterMetaFunction(name, func)
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argcheck(name, 2, 'string')
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argcheck(func, 3, 'function', 'table')
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if(frame_metatable.__index[name]) then
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return
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end
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frame_metatable.__index[name] = func
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end
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function oUF:RegisterStyle(name, func)
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argcheck(name, 2, 'string')
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argcheck(func, 3, 'function', 'table')
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if(styles[name]) then return error("Style [%s] already registered.", name) end
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if(not style) then style = name end
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styles[name] = func
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end
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function oUF:SetActiveStyle(name)
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argcheck(name, 2, 'string')
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if(not styles[name]) then return error("Style [%s] does not exist.", name) end
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style = name
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end
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do
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local function iter(_, n)
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-- don't expose the style functions.
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return (next(styles, n))
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end
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function oUF.IterateStyles()
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return iter, nil, nil
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end
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end
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local getCondition
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do
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local conditions = {
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raid40 = '[@raid26,exists] show;',
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raid25 = '[@raid11,exists] show;',
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raid10 = '[@raid6,exists] show;',
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raid = '[group:raid] show;',
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party = '[group:party,nogroup:raid] show;',
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solo = '[@player,exists,nogroup:party] show;',
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}
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function getCondition(...)
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local cond = ''
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for i=1, select('#', ...) do
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local short = select(i, ...)
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local condition = conditions[short]
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if(condition) then
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cond = cond .. condition
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end
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end
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return cond .. 'hide'
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end
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end
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local generateName = function(unit, ...)
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local name = 'oUF_' .. style:gsub('[^%a%d_]+', '')
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local raid, party, groupFilter
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for i=1, select('#', ...), 2 do
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local att, val = select(i, ...)
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if(att == 'showRaid') then
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raid = true
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elseif(att == 'showParty') then
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party = true
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elseif(att == 'groupFilter') then
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groupFilter = val
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end
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end
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local append
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if(raid) then
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if(groupFilter) then
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if(type(groupFilter) == 'number' and groupFilter > 0) then
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append = groupFilter
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elseif(groupFilter:match'TANK') then
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append = 'MainTank'
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elseif(groupFilter:match'ASSIST') then
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append = 'MainAssist'
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else
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local _, count = groupFilter:gsub(',', '')
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if(count == 0) then
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append = 'Raid' .. groupFilter
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else
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append = 'Raid'
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end
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end
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else
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append = 'Raid'
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end
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elseif(party) then
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append = 'Party'
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elseif(unit) then
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append = unit:gsub("^%l", string.upper)
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end
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if(append) then
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name = name .. append
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end
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-- Change oUF_LilyRaidRaid into oUF_LilyRaid
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name = name:gsub('(%u%l+)([%u%l]*)%1', '%1')
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-- Change oUF_LilyTargettarget into oUF_LilyTargetTarget
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name = name:gsub('t(arget)', 'T%1')
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local base = name
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local i = 2
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while(_G[name]) do
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name = base .. i
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i = i + 1
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end
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return name
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end
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do
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local styleProxy = function(self, frame, ...)
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return walkObject(_G[frame])
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end
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-- There has to be an easier way to do this.
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local initialConfigFunction = [[
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local header = self:GetParent()
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local frames = table.new()
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table.insert(frames, self)
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self:GetChildList(frames)
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for i=1, #frames do
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local frame = frames[i]
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local unit
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-- There's no need to do anything on frames with onlyProcessChildren
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if(not frame:GetAttribute'oUF-onlyProcessChildren') then
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RegisterUnitWatch(frame)
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-- Attempt to guess what the header is set to spawn.
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local groupFilter = header:GetAttribute'groupFilter'
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if(type(groupFilter) == 'string' and groupFilter:match('MAIN[AT]')) then
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local role = groupFilter:match('MAIN([AT])')
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if(role == 'T') then
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unit = 'maintank'
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else
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unit = 'mainassist'
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end
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elseif(header:GetAttribute'showRaid') then
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unit = 'raid'
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elseif(header:GetAttribute'showParty') then
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unit = 'party'
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end
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local headerType = header:GetAttribute'oUF-headerType'
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local suffix = frame:GetAttribute'unitsuffix'
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if(unit and suffix) then
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if(headerType == 'pet' and suffix == 'target') then
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|
unit = unit .. headerType .. suffix
|
||
|
else
|
||
|
unit = unit .. suffix
|
||
|
end
|
||
|
elseif(unit and headerType == 'pet') then
|
||
|
unit = unit .. headerType
|
||
|
end
|
||
|
|
||
|
frame:SetAttribute('*type1', 'target')
|
||
|
frame:SetAttribute('*type2', 'togglemenu')
|
||
|
frame:SetAttribute('toggleForVehicle', true)
|
||
|
frame:SetAttribute('oUF-guessUnit', unit)
|
||
|
end
|
||
|
|
||
|
local body = header:GetAttribute'oUF-initialConfigFunction'
|
||
|
if(body) then
|
||
|
frame:Run(body, unit)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
header:CallMethod('styleFunction', self:GetName())
|
||
|
|
||
|
local clique = header:GetFrameRef("clickcast_header")
|
||
|
if(clique) then
|
||
|
clique:SetAttribute("clickcast_button", self)
|
||
|
clique:RunAttribute("clickcast_register")
|
||
|
end
|
||
|
]]
|
||
|
|
||
|
function oUF:SpawnHeader(overrideName, template, visibility, ...)
|
||
|
if(not style) then return error("Unable to create frame. No styles have been registered.") end
|
||
|
|
||
|
template = (template or 'SecureGroupHeaderTemplate')
|
||
|
|
||
|
local isPetHeader = template:match'PetHeader'
|
||
|
local name = overrideName or generateName(nil, ...)
|
||
|
local header = CreateFrame('Frame', name, oUF_PetBattleFrameHider, template)
|
||
|
|
||
|
header:SetAttribute("template", "oUF_ClickCastUnitTemplate")
|
||
|
for i=1, select("#", ...), 2 do
|
||
|
local att, val = select(i, ...)
|
||
|
if(not att) then break end
|
||
|
header:SetAttribute(att, val)
|
||
|
end
|
||
|
|
||
|
header.style = style
|
||
|
header.styleFunction = styleProxy
|
||
|
|
||
|
-- Expose the header through oUF.headers.
|
||
|
table.insert(headers, header)
|
||
|
|
||
|
-- We set it here so layouts can't directly override it.
|
||
|
header:SetAttribute('initialConfigFunction', initialConfigFunction)
|
||
|
header:SetAttribute('oUF-headerType', isPetHeader and 'pet' or 'group')
|
||
|
|
||
|
if(Clique) then
|
||
|
SecureHandlerSetFrameRef(header, 'clickcast_header', Clique.header)
|
||
|
end
|
||
|
|
||
|
if(header:GetAttribute'showParty') then
|
||
|
self:DisableBlizzard'party'
|
||
|
end
|
||
|
|
||
|
if(visibility) then
|
||
|
local type, list = string.split(' ', visibility, 2)
|
||
|
if(list and type == 'custom') then
|
||
|
RegisterAttributeDriver(header, 'state-visibility', list)
|
||
|
else
|
||
|
local condition = getCondition(string.split(',', visibility))
|
||
|
RegisterAttributeDriver(header, 'state-visibility', condition)
|
||
|
end
|
||
|
end
|
||
|
|
||
|
return header
|
||
|
end
|
||
|
end
|
||
|
|
||
|
function oUF:Spawn(unit, overrideName, overrideTemplate)
|
||
|
argcheck(unit, 2, 'string')
|
||
|
if(not style) then return error("Unable to create frame. No styles have been registered.") end
|
||
|
|
||
|
unit = unit:lower()
|
||
|
|
||
|
local name = overrideName or generateName(unit)
|
||
|
local object = CreateFrame("Button", name, oUF_PetBattleFrameHider, overrideTemplate or "SecureUnitButtonTemplate")
|
||
|
Private.UpdateUnits(object, unit)
|
||
|
|
||
|
self:DisableBlizzard(unit)
|
||
|
walkObject(object, unit)
|
||
|
|
||
|
object:SetAttribute("unit", unit)
|
||
|
RegisterUnitWatch(object)
|
||
|
|
||
|
return object
|
||
|
end
|
||
|
|
||
|
function oUF:AddElement(name, update, enable, disable)
|
||
|
argcheck(name, 2, 'string')
|
||
|
argcheck(update, 3, 'function', 'nil')
|
||
|
argcheck(enable, 4, 'function', 'nil')
|
||
|
argcheck(disable, 5, 'function', 'nil')
|
||
|
|
||
|
if(elements[name]) then return error('Element [%s] is already registered.', name) end
|
||
|
elements[name] = {
|
||
|
update = update;
|
||
|
enable = enable;
|
||
|
disable = disable;
|
||
|
}
|
||
|
end
|
||
|
|
||
|
oUF.version = _VERSION
|
||
|
oUF.objects = objects
|
||
|
oUF.headers = headers
|
||
|
|
||
|
if(global) then
|
||
|
if(parent ~= 'oUF' and global == 'oUF') then
|
||
|
error("%s is doing it wrong and setting its global to oUF.", parent)
|
||
|
else
|
||
|
_G[global] = oUF
|
||
|
end
|
||
|
end
|