86 lines
1.7 KiB
Lua
86 lines
1.7 KiB
Lua
--[[ Element: Phasing Icon
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Toggles visibility of the phase icon based on the units phasing compared to the
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player.
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Widget
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PhaseIcon - Any UI widget.
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Notes
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The default phasing 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 PhaseIcon = self:CreateTexture(nil, 'OVERLAY')
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PhaseIcon:SetSize(16, 16)
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PhaseIcon:SetPoint('TOPLEFT', self)
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-- Register it with oUF
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self.PhaseIcon = PhaseIcon
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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)
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local picon = self.PhaseIcon
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if(picon.PreUpdate) then
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picon:PreUpdate()
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end
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local inPhase = UnitInPhase(self.unit)
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if(inPhase) then
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picon:Hide()
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else
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picon:Show()
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end
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if(picon.PostUpdate) then
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return picon:PostUpdate(inPhase)
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end
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end
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local Path = function(self, ...)
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return (self.PhaseIcon.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')
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end
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local Enable = function(self)
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local picon = self.PhaseIcon
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if(picon) then
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picon.__owner = self
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picon.ForceUpdate = ForceUpdate
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self:RegisterEvent('UNIT_PHASE', Path, true)
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if(picon:IsObjectType'Texture' and not picon:GetTexture()) then
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picon:SetTexture[[Interface\TargetingFrame\UI-PhasingIcon]]
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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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local picon = self.PhaseIcon
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if(picon) then
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picon:Hide()
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self:UnregisterEvent('UNIT_PHASE', Path)
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end
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end
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oUF:AddElement('PhaseIcon', Path, Enable, Disable)
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