123 lines
3.2 KiB
Lua
123 lines
3.2 KiB
Lua
--[[ Element: Portraits
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Handles updating of the unit's portrait.
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Widget
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Portrait - A PlayerModel or Texture used to represent the unit's portrait.
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Notes
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The quest delivery question mark will be used instead of the unit's model when
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the client doesn't have the model information for the unit.
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Examples
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-- 3D Portrait
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-- Position and size
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local Portrait = CreateFrame('PlayerModel', nil, self)
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Portrait:SetSize(32, 32)
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Portrait:SetPoint('RIGHT', self, 'LEFT')
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-- Register it with oUF
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self.Portrait = Portrait
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-- 2D Portrait
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local Portrait = self:CreateTexture(nil, 'OVERLAY')
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Portrait:SetSize(32, 32)
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Portrait:SetPoint('RIGHT', self, 'LEFT')
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-- Register it with oUF
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self.Portrait = Portrait
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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(not unit or not UnitIsUnit(self.unit, unit)) then return end
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local portrait = self.Portrait
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local modelUpdated = false
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if(portrait.PreUpdate) then portrait:PreUpdate(unit) end
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if(portrait:IsObjectType'Model') then
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local guid = UnitGUID(unit)
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if(not UnitExists(unit) or not UnitIsConnected(unit) or not UnitIsVisible(unit)) then
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portrait:SetCamDistanceScale(0.25)
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portrait:SetPortraitZoom(0)
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portrait:SetPosition(0,0,0.5)
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portrait:ClearModel()
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portrait:SetModel('interface\\buttons\\talktomequestionmark.m2')
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portrait.guid = nil
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modelUpdated = true
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elseif(portrait.guid ~= guid or event == 'UNIT_MODEL_CHANGED') then
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portrait:SetCamDistanceScale(1)
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portrait:SetPortraitZoom(1)
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portrait:SetPosition(0,0,0)
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portrait:ClearModel()
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portrait:SetUnit(unit)
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portrait.guid = guid
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modelUpdated = true
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end
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else
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SetPortraitTexture(portrait, unit)
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end
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if(portrait.PostUpdate) then
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return portrait:PostUpdate(unit, event, modelUpdated)
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end
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end
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local Path = function(self, ...)
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return (self.Portrait.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, unit)
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local portrait = self.Portrait
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if(portrait) then
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portrait:Show()
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portrait.__owner = self
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portrait.ForceUpdate = ForceUpdate
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self:RegisterEvent("UNIT_PORTRAIT_UPDATE", Path)
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self:RegisterEvent("UNIT_MODEL_CHANGED", Path)
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self:RegisterEvent('UNIT_CONNECTION', Path)
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-- The quest log uses PARTY_MEMBER_{ENABLE,DISABLE} to handle updating of
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-- party members overlapping quests. This will probably be enough to handle
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-- model updating.
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--
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-- DISABLE isn't used as it fires when we most likely don't have the
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-- information we want.
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if(unit == 'party') then
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self:RegisterEvent('PARTY_MEMBER_ENABLE', Path)
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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 portrait = self.Portrait
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if(portrait) then
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portrait:Hide()
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self:UnregisterEvent("UNIT_PORTRAIT_UPDATE", Path)
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self:UnregisterEvent("UNIT_MODEL_CHANGED", Path)
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self:UnregisterEvent('PARTY_MEMBER_ENABLE', Path)
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self:UnregisterEvent('UNIT_CONNECTION', Path)
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end
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end
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oUF:AddElement('Portrait', Path, Enable, Disable)
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