--[[ 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)