160 lines
4.0 KiB
Lua
160 lines
4.0 KiB
Lua
--[[ Element: Ready Check Icon
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Handles updating and visibility of `self.ReadyCheck` based upon the units
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ready check status.
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Widget
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ReadyCheck - A Texture representing ready check status.
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Notes
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This element updates by changing the texture.
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Options
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.finishedTime - The number of seconds the icon should stick after a check has
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completed. Defaults to 10 seconds.
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.fadeTime - The number of seconds the icon should used to fade away after
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the stick duration has completed. Defaults to 1.5 seconds.
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.readyTexture - Path to alternate texture for the ready check "ready" status.
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.notReadyTexture - Path to alternate texture for the ready check "notready" status.
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.waitingTexture - Path to alternate texture for the ready check "waiting" status.
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Examples
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-- Position and size
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local ReadyCheck = self:CreateTexture(nil, 'OVERLAY')
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ReadyCheck:SetSize(16, 16)
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ReadyCheck:SetPoint('TOP')
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-- Register with oUF
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self.ReadyCheck = ReadyCheck
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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 function OnFinished(self)
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local element = self:GetParent()
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element:Hide()
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--[[ :PostUpdateFadeOut()
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Called after the element has been faded out.
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Arguments
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self - The ReadyCheck element.
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]]
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if(element.PostUpdateFadeOut) then
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element:PostUpdateFadeOut()
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end
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end
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local Update = function(self, event)
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local element = self.ReadyCheck
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--[[ :PreUpdate()
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Called before the element has been updated.
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Arguments
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self - The ReadyCheck element.
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]]
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if(element.PreUpdate) then
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element:PreUpdate()
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end
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local unit = self.unit
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local status = GetReadyCheckStatus(unit)
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if(UnitExists(unit) and status) then
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if(status == 'ready') then
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element:SetTexture(element.readyTexture or READY_CHECK_READY_TEXTURE)
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elseif(status == 'notready') then
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element:SetTexture(element.notReadyTexture or READY_CHECK_NOT_READY_TEXTURE)
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else
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element:SetTexture(element.waitingTexture or READY_CHECK_WAITING_TEXTURE)
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end
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element.status = status
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element:Show()
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elseif(event ~= 'READY_CHECK_FINISHED') then
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element.status = nil
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element:Hide()
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end
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if(event == 'READY_CHECK_FINISHED') then
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if(element.status == 'waiting') then
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element:SetTexture(element.notReadyTexture or READY_CHECK_NOT_READY_TEXTURE)
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end
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element.Animation:Play()
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end
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--[[ :PostUpdate(status)
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Called after the element has been updated.
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Arguments
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self - The ReadyCheck element.
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status - The units ready check status, if any.
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]]
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if(element.PostUpdate) then
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return element:PostUpdate(status)
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end
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end
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local Path = function(self, ...)
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return (self.ReadyCheck.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, unit)
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local element = self.ReadyCheck
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if(element and (unit and (unit:sub(1, 5) == 'party' or unit:sub(1,4) == 'raid'))) then
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element.__owner = self
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element.ForceUpdate = ForceUpdate
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local AnimationGroup = element:CreateAnimationGroup()
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AnimationGroup:HookScript('OnFinished', OnFinished)
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element.Animation = AnimationGroup
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local Animation = AnimationGroup:CreateAnimation('Alpha')
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Animation:SetFromAlpha(1)
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Animation:SetToAlpha(0)
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Animation:SetDuration(element.fadeTime or 1.5)
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Animation:SetStartDelay(element.finishedTime or 10)
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self:RegisterEvent('READY_CHECK', Path, true)
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self:RegisterEvent('READY_CHECK_CONFIRM', Path, true)
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self:RegisterEvent('READY_CHECK_FINISHED', Path, true)
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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 element = self.ReadyCheck
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if(element) then
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element:Hide()
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self:UnregisterEvent('READY_CHECK', Path)
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self:UnregisterEvent('READY_CHECK_CONFIRM', Path)
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self:UnregisterEvent('READY_CHECK_FINISHED', Path)
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end
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end
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oUF:AddElement('ReadyCheck', Path, Enable, Disable)
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