87 lines
1.8 KiB
Lua
87 lines
1.8 KiB
Lua
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--[[ Element: Quest Icon
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Handles updating and toggles visibility based upon the units connection to a
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quest.
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Widget
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QuestIcon - Any UI widget.
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Notes
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The default quest icon will be used if the UI widget is a texture and doesn't
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have a texture or color defined.
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Examples
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-- Position and size
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local QuestIcon = self:CreateTexture(nil, 'OVERLAY')
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QuestIcon:SetSize(16, 16)
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QuestIcon:SetPoint('TOPRIGHT', self)
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-- Register it with oUF
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self.QuestIcon = QuestIcon
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Hooks
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Override(self) - Used to completely override the internal update function.
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Removing the table key entry will make the element fall-back
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to its internal function again.
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]]
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local parent, ns = ...
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local oUF = ns.oUF
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local Update = function(self, event, unit)
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if(unit ~= self.unit) then return end
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local qicon = self.QuestIcon
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if(qicon.PreUpdate) then
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qicon:PreUpdate()
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end
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local isQuestBoss = UnitIsQuestBoss(unit)
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if(isQuestBoss) then
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qicon:Show()
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else
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qicon:Hide()
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end
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if(qicon.PostUpdate) then
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return qicon:PostUpdate(isQuestBoss)
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end
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end
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local Path = function(self, ...)
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return (self.QuestIcon.Override or Update) (self, ...)
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end
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local ForceUpdate = function(element)
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return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
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end
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local Enable = function(self)
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local qicon = self.QuestIcon
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if(qicon) then
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qicon.__owner = self
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qicon.ForceUpdate = ForceUpdate
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self:RegisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
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if(qicon:IsObjectType'Texture' and not qicon:GetTexture()) then
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qicon:SetTexture[[Interface\TargetingFrame\PortraitQuestBadge]]
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end
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return true
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end
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end
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local Disable = function(self)
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if(self.QuestIcon) then
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self.QuestIcon:Hide()
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self:UnregisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
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end
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end
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oUF:AddElement('QuestIcon', Path, Enable, Disable)
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