WoWInterface SVN bdGrid

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Rev 1 → Rev 2

core.lua New file
0,0 → 1,434
local ADDON_NAME, ns = ...
local oUF = ns.oUF or oUF
local grid = CreateFrame("frame", nil, UIParent)
 
local defaults = {
[1] = {hidetooltips = {
type = "checkbox",
value = true,
label = "Hide Tooltips",
tooltip = "Hide tooltips when mousing over each unit",
callback = function() grid:enable() end
}},
[2] = {num_groups = {
type = "slider",
value = 4,
min = 1,
max = 8,
step = 1,
label = "Number of Groups",
tooltip = "How many groups should be shown at a time",
callback = function() grid:enable() end
}},
[3] = {width = {
type = "slider",
value = 60,
min = 20,
max = 100,
step = 2,
label = "Width",
tooltip = "The width of each player in the raid frames",
callback = function() grid:callback() end
}},
[4] = {height = {
type = "slider",
value = 50,
min = 20,
max = 100,
step = 2,
label = "Height",
tooltip = "The height of each player in the raid frames",
callback = function() grid:callback() end
}},
[5] = {growth = {
type = "dropdown",
value = "LEFT",
options = {"LEFT","RIGHT"},
label = "Growth Direction",
tooltip = "The direction that new groups should be shown.",
callback = function() grid:enable() end
}},
 
[6] = {invert = {
type = "checkbox",
value = false,
label = "Invert Frame Colors",
tooltip = "Make the main color of the frames a dark grey, and the backgrounds the class color.",
callback = function() grid:enable() end
}},
 
[7] = {roleicon = {
type = "checkbox",
value = false,
label = "Show role icon for tanks and healers",
tooltip = "Will only show icon for tanks/healers",
callback = function() grid:callback() end
}},
}
 
bdCore:addModule("Grid", defaults)
local config = bdCore.config["Grid"]
 
local raidpartyholder = CreateFrame('frame', "bdGrid", UIParent)
raidpartyholder:RegisterEvent("GROUP_ROSTER_UPDATE")
raidpartyholder:RegisterEvent("PLAYER_ENTERING_WORLD")
raidpartyholder:RegisterEvent("PLAYER_REGEN_ENABLED")
raidpartyholder:SetSize(config['width'], config['height']*5+8)
raidpartyholder:EnableMouse()
raidpartyholder:SetPoint("CENTER", UIParent, "CENTER", -200,40)
raidpartyholder:SetScript("OnEvent", function(self, event, arg1)
grid:containerSize()
end)
bdCore:makeMovable(raidpartyholder)
 
-- make sizes outside of combat
function grid:frameSize(frame)
frame:SetSize(config['width'], config['height'])
frame.Health:SetSize(config['width'], config['height'])
frame.Debuffs:SetSize(44, 22)
frame.RaidIcon:SetSize(12, 12)
frame.Short:SetWidth(config['width'])
frame.ReadyCheck:SetSize(12, 12)
frame.ResurrectIcon:SetSize(16, 16)
frame.Threat:SetSize(60, 50)
frame.Buffs:SetSize(64, 16)
frame.Debuffs:SetSize(44, 22)
frame.Dispel:SetSize(60, 50)
frame.Buffs:SetPoint("TOPLEFT", frame.Health, "TOPLEFT")
frame.Debuffs:SetPoint("CENTER", frame.Health, "CENTER")
 
if (config.roleicon) then
frame.LFDRole:Show()
else
frame.LFDRole:Hide()
end
end
 
function grid:containerSize()
local num = GetNumGroupMembers()
local size = math.floor(num/5);
if (size == 0) then
size = 1
end
if (size > config['num_groups']) then
size = config['num_groups']
end
 
if (not UnitAffectingCombat('player')) then
raidpartyholder:SetWidth(config['width']*size+(2*size)-2)
end
end
 
-- Load
function grid.layout(self, unit)
self:RegisterForClicks('AnyDown')
self.unit = unit
 
-- Health
self.Health = CreateFrame("StatusBar", nil, self)
self.Health:SetStatusBarTexture(bdCore.media.flat)
self.Health:SetAllPoints(self)
self.Health.frequentUpdates = true
self.Health.colorTapping = true
self.Health.colorDisconnected = true
self.Health.colorClass = true
self.Health.colorReaction = true
self.Health.colorHealth = true
bdCore:setBackdrop(self.Health)
self.Health.PostUpdate = function(s, unit, min, max)
local r, g, b = self.Health:GetStatusBarColor()
 
if (config.invert) then
self.Health:SetStatusBarColor(unpack(bdCore.media.backdrop))
self.Health.background:SetBackdropColor(r/2, g/2, b/2)
self.Short:SetTextColor(r*1.1, g*1.1, b*1.1)
self.TotalAbsorb:SetStatusBarColor(1,1,1,.07)
else
self.Health:SetStatusBarColor(r/2, g/2, b/2)
self.Health.background:SetBackdropColor(unpack(bdCore.media.backdrop))
self.Short:SetTextColor(1,1,1)
self.TotalAbsorb:SetStatusBarColor(.1,.1,.1,.5)
end
end
 
 
 
-- raid icon
self.RaidIcon = self.Health:CreateTexture(nil, "OVERLAY", nil, 1)
self.RaidIcon:SetPoint("TOP", self, "TOP", 0, -2)
 
-- absorb
self.TotalAbsorb = CreateFrame('StatusBar', nil, self.Health)
--self.TotalAbsorb:SetFrameLevel(20)
self.TotalAbsorb:SetPoint("TOPLEFT", self.Health, "TOPLEFT", 0, 0)
self.TotalAbsorb:SetPoint("BOTTOMRIGHT", self.Health, "BOTTOMRIGHT", 0, 0)
self.TotalAbsorb:SetStatusBarTexture(bdCore.media.flat)
self.TotalAbsorb:SetStatusBarColor(.1,.1,.1,.5)
 
-- Tags
-- Status (offline/dead)
self.Status = self.Health:CreateFontString(nil)
self.Status:SetFont(bdCore.media.font, 12, "OUTLINE")
self.Status:SetPoint('BOTTOMLEFT', self, "BOTTOMLEFT", 0, 0)
oUF.Tags.Events["status"] = "UNIT_HEALTH UNIT_CONNECTION"
oUF.Tags.Methods["status"] = function(unit)
if not UnitIsConnected(unit) then
return "offline"
elseif UnitIsDead(unit) then
return "dead"
elseif UnitIsGhost(unit) then
return "ghost"
end
end
 
-- shortname
self.Short = self.Health:CreateFontString(nil,"OVERLAY")
self.Short:SetFont(bdCore.media.font, 13, "OUTLINE")
self.Short:SetShadowOffset(0,0)
self.Short:SetPoint("BOTTOMRIGHT", self, "BOTTOMRIGHT", 0, 1)
self.Short:SetJustifyH("RIGHT")
 
oUF.Tags.Events["self.Short"] = "UNIT_NAME_UPDATE"
oUF.Tags.Methods["self.Short"] = function(unit)
local name = UnitName(unit)
--local class, classFileName = UnitClass(unit)
return string.sub(name,1,4)
end
 
self:Tag(self.Short, '[self.Short]')
self:Tag(self.Status, '[status]')
 
-- Range
self:SetScript("OnEnter", function()
self.arrowmouseover = true
if (not self.OoR) then
ns:arrow(self, self.unit)
end
if (not config.hidetooltips) then
UnitFrame_OnEnter(self)
--else
-- UnitFrame_OnLeave(self)
end
end)
self:SetScript("OnLeave", function()
self.freebarrow:Hide()
self.arrowmouseover = false
UnitFrame_OnLeave(self)
end)
 
 
-- Raid Icon
self.RaidIcon = self.Health:CreateTexture(nil, "OVERLAY", nil, 1)
self.RaidIcon:SetSize(12, 12)
self.RaidIcon:SetPoint("TOP", self, "TOP", 0, -2)
 
-- roll icon
self.LFDRole = self.Health:CreateTexture(nil, "OVERLAY")
self.LFDRole:SetSize(12, 12)
self.LFDRole:SetPoint("BOTTOMLEFT", self, "BOTTOMLEFT",2,2)
self.LFDRole.PostUpdate = function(self, role)
if (role ~= "DAMAGER" and config.roleicon) then
self:Show()
else
self:Hide()
end
end
 
-- range/pointer arrow
local range = {
insideAlpha = 1,
outsideAlpha = .4,
}
self.freebRange = range
self.Range = false
 
-- Readycheck
self.ReadyCheck = self.Health:CreateTexture(nil, 'OVERLAY', nil, 7)
self.ReadyCheck:SetPoint('BOTTOM', self, 'BOTTOM', 0, 2)
 
-- ResurrectIcon
self.ResurrectIcon = self.Health:CreateTexture(nil, 'OVERLAY')
self.ResurrectIcon:SetPoint('CENTER', self, "CENTER", 0,0)
 
-- Threat
self.Threat = CreateFrame('frame', nil, self)
self.Threat:SetFrameLevel(95)
self.Threat:SetPoint('TOPRIGHT', self, "TOPRIGHT", 1, 1)
self.Threat:SetPoint('BOTTOMLEFT', self, "BOTTOMLEFT", -1, -1)
self.Threat:SetBackdrop({bgFile = bdCore.media.flat, edgeFile = bdCore.media.flat, edgeSize = 1})
self.Threat:SetBackdropBorderColor(1, 0, 0,1)
self.Threat:SetBackdropColor(0,0,0,0)
self.Threat.SetVertexColor = function() return end
 
-- Buffs
self.Buffs = CreateFrame("Frame", nil, self.Health)
self.Buffs:SetPoint("TOPLEFT", self.Health, "TOPLEFT")
self.Buffs:SetFrameLevel(21)
 
self.Buffs:EnableMouse(false)
self.Buffs.initialAnchor = "TOPLEFT"
self.Buffs.size = 14
self.Buffs.spacing = 1
self.Buffs.num = 4
self.Buffs.onlyShowPlayer = true
self.Buffs['growth-y'] = "DOWN"
self.Buffs['growth-x'] = "RIGHT"
 
self.Buffs.CustomFilter = function(unit, icon, button, name, rank, texture, count, dtype, duration, timeLeft, caster, isStealable, shouldConsolidate, spellID)
return bdCore:filterAura(name,caster)
end
self.Buffs.PostUpdateIcon = function(buffs, unit, button)
button:SetAlpha(0.8)
button:EnableMouse(false)
button.cd:GetRegions():SetAlpha(0)
button.icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)
end
 
-- Dispells
self.Dispel = CreateFrame('frame', nil, self.Health)
self.Dispel:SetFrameLevel(100)
self.Dispel:SetPoint('TOPRIGHT', self, "TOPRIGHT", 1, 1)
self.Dispel:SetPoint('BOTTOMLEFT', self, "BOTTOMLEFT", -1, -1)
self.Dispel:SetBackdrop({bgFile = bdCore.media.flat, edgeFile = bdCore.media.flat, edgeSize = 2})
self.Dispel:SetBackdropBorderColor(1, 0, 0,1)
self.Dispel:SetBackdropColor(0,0,0,0)
self.Dispel:Hide()
local dispelClass = {
["PRIEST"] = { ["Disease"] = true, ["Magic"] = true, }, --Purify
["SHAMAN"] = { ["Curse"] = true, ["Magic"] = true, }, --Purify Spirit
["PALADIN"] = { ["Poison"] = true, ["Disease"] = true, ["Magic"] = true, }, --Cleanse
["MAGE"] = { ["Curse"] = true, }, --Remove Curse
["DRUID"] = { ["Curse"] = true, ["Poison"] = true, ["Magic"] = true, }, --Nature's Cure
["MONK"] = { ["Poison"] = true, ["Disease"] = true, ["Magic"] = true, }, --Detox
}
local dispelColors = {
['Magic'] = {.16, .5, .81, 1},
['Poison'] = {.12, .76, .36, 1},
['Disease'] = {.76, .46, .12, 1},
['Curse'] = {.80, .33, .95, 1},
}
 
local _, class = UnitClass("player")
local dispellist = dispelClass[class] or {}
 
self.Dispel:RegisterEvent("UNIT_AURA")
self.Dispel:SetScript("OnEvent", function(s, event, unitid)
if unitid ~= self.unit then return end
local dispel = nil
local dispelName = nil
 
for i = 1, 20 do
if (not dispel) then
dispel = select(5, UnitDebuff(unitid, i));
dispelName = select(1, UnitDebuff(unitid, i));
end
end
 
--if (dispel and (dispelClass[class][dispel] or debuffwhitelist[dispelName])) then
if (dispel) then
self.Dispel:Show()
self.Dispel:SetBackdropBorderColor(unpack(dispelColors[dispel]))
 
if (not dispelColors[dispel]) then
self.Dispel:Hide()
end
 
else
self.Dispel:Hide()
end
end)
 
-- Debuffs
self.Debuffs = CreateFrame("Frame", nil, self.Health)
self.Debuffs:SetFrameLevel(21)
self.Debuffs:SetPoint("CENTER", self.Health, "CENTER")
 
self.Debuffs.initialAnchor = "CENTER"
self.Debuffs.size = 22
self.Debuffs.spacing = 1
self.Debuffs.num = 2
self.Debuffs.onlyShowPlayer = true
self.Debuffs['growth-y'] = "DOWN"
self.Debuffs['growth-x'] = "RIGHT"
 
self.Debuffs.CustomFilter = function(unit, icon, blank, name, rank, texture, count, dtype, duration, timeLeft, caster, isStealable, shouldConsolidate, spellID)
return bdCore:filterAura(name,caster)
end
self.Debuffs.PostUpdateIcon = function(buffs, unit, button)
button:SetAlpha(0.8)
button:EnableMouse(false)
button.cd:GetRegions():SetAlpha(0)
button.icon:SetTexCoord(0.08, 0.92, 0.08, 0.92)
 
button:SetBackdrop({bgFile = bdCore.media.flat, edgeFile = bdCore.media.flat, edgeSize = 2})
button:SetBackdropColor(.11,.15,.18, 1)
button:SetBackdropBorderColor(.06, .08, .09, 1)
end
 
grid.frames[self] = self;
 
if (not UnitAffectingCombat('player')) then
grid:frameSize(self)
end
end
 
-- Enable
function grid:enable()
for k, frame in pairs(grid.frames) do
bdCore:Kill(frame)
end
grid.frames = {}
oUF:Factory(function(self)
self:SetActiveStyle("bdGrid")
local party = self:SpawnHeader(nil, nil, 'raid,party,solo',
'showParty', true,
'showPlayer', true,
'yOffset', -2,
"xOffset", 2,
"showParty", true,
"showPlayer", true,
"showSolo", true,
"showRaid", true,
"groupFilter", "1,2,3,4,5,6,7,8",
"groupBy", "GROUP",
"groupingOrder", "1,2,3,4,5,6,7,8",
"maxColumns", config['num_groups'],
"unitsPerColumn", 5,
"columnSpacing", 2,
"columnAnchorPoint", config.growth,
"point", "TOP"
)
party:SetPoint("TOPRIGHT", raidpartyholder, "TOPRIGHT", 0, 0)
if (config.growth == "RIGHT") then
party:SetPoint("TOPLEFT", raidpartyholder, "TOPLEFT", 0, 0)
end
end)
 
grid:callback()
end
 
grid.frames = {}
function grid:callback()
if (not UnitAffectingCombat("player")) then
for k, frame in pairs(grid.frames) do
grid:frameSize(frame)
end
end
grid:containerSize()
end
 
grid:RegisterEvent("PLAYER_REGEN_ENABLED")
grid:RegisterEvent("PLAYER_ENTERING_WORLD")
grid:SetScript("OnEvent", function(self, event, arg1)
grid:callback()
end)
 
oUF:RegisterStyle("bdGrid", grid.layout)
grid:enable()
 
 
-- bdCore:hookEvent("loaded_bdcore", function()
-- print('loaded bdcore inside of bdgrid')
-- end)
 
-- Disable
Property changes : Added: svn:eol-style + native
bdGrid.toc New file
0,0 → 1,14
## Interface: 60200
## Title: |cffA02C2Fbd|rGrid
## Version: 0
## DefaultState: Enabled
## LoadOnDemand: 0
## X-oUF: oUFbdGrid
## Dependencies: bdCore
 
defaults.lua
lib\oUF\oUF.xml
lib\absorbs.lua
lib\range.lua
##lib\cluster.lua
core.lua
\ No newline at end of file Property changes : Added: svn:eol-style + native
lib/cluster.lua New file
0,0 → 1,192
local bUI, F, C = select(2, ...):unpack()
local media = bUI.media
 
local parent, ns = ...
local oUF = ns.oUF or oUF
 
local update = 0.1
local healrange = 10
local units = {}
 
local timer = 0
function round(num, idp)
if idp and idp>0 then
local mult = 10^idp
return math.floor(num * mult + 0.5) / mult
end
return math.floor(num + 0.5)
end
local validUnit = function(unit)
return UnitExists(unit) and not UnitIsDeadOrGhost(unit) and UnitIsConnected(unit) and not (UnitIsCharmed(unit) and not UnitIsEnemy("player", unit))
end
local function getDistance(x1, y1, x2, y2)
local xx = (x2 - x1)
local yy = (y2 - y1)
 
return (xx*xx + yy*yy)^0.5
end
 
local clearDataid = function(id, id2)
if units[id][id2] then
units[id][id2] = nil
units[id].numInRange = units[id].numInRange-1
end
if units[id2][id] then
units[id2][id] = nil
units[id2].numInRange = units[id2].numInRange-1
end
end
 
local updatePos = function(self, elapsed)
timer = timer + elapsed
 
if(timer >= update) then
for id, _ in next, units do
local x, y = GetPlayerMapPosition(id)
x = x*550
y = y*550
-- no idea why 550 is the magic number
 
units[id].pos = ""..x.."\\"..y..""
end
 
for id, _ in next, units do
local pos = units[id].pos
 
for id2, _ in next, units do
if validUnit(id2) and (id ~= id2) then
local pos2 = units[id2].pos
 
local x1, y1 = strsplit("\\", pos)
local x2, y2 = strsplit("\\", pos2)
local xxyy = x1 + x2 + y1 + y2
 
local dist = getDistance(x1, y1, x2, y2)
if dist < healrange and xxyy > 0 then
if not units[id][id2] then
units[id][id2] = true
units[id].numInRange = units[id].numInRange+1
end
if not units[id2][id] then
units[id2][id] = true
units[id2].numInRange = units[id2].numInRange+1
end
else
clearDataid(id, id2)
end
else
clearDataid(id, id2)
end
end
end
 
timer = 0
end
end
 
oUF.Tags.Methods['freebgrid:cluster'] = function(u)
if units[u] then
local num = units[u].numInRange
--print(u..": "..num)
if num > 2 then
if num > 6 then
num = "6"
end
 
return num
end
end
end
 
local fillroster = function(unit)
if (validUnit(unit)) then
units[unit] = {}
units[unit].pos = ""
units[unit].numInRange = 1
else
units[unit] = nil
end
--["pos"] = "", ["numInRange"] = 1
end
 
local updateRoster = function()
units = {}
local numRaid = GetNumGroupMembers()
if numRaid > 1 then
for i=1, numRaid do
local name = GetRaidRosterInfo(i)
if name then
local unit = "raid"..i
fillroster(unit)
end
end
else
fillroster("player")
 
local numParty = GetNumSubgroupMembers()
for i=1, numParty do
local unit = "party"..i
fillroster(unit)
end
end
end
 
local frame = CreateFrame"Frame"
frame:SetScript("OnEvent", function(self, event)
updateRoster()
end)
 
 
local Enable = function(self)
if self.clusterEnabled then
 
self.freebCluster = self.Health:CreateFontString(nil, "OVERLAY")
self.freebCluster:SetPoint("BOTTOMLEFT", self, "BOTTOMLEFT", 0, 0)
self.freebCluster:SetJustifyH("LEFT")
self.freebCluster:SetFont(media.font, 12, "OUTLINE")
self.freebCluster:SetTextColor(1,1,1)
self.freebCluster:SetWidth(20)
self.freebCluster.frequentUpdates = update
self:Tag(self.freebCluster, "[freebgrid:cluster]")
self.freebCluster:Show()
 
self:HookScript("OnUpdate", function(self, elapsed)
local text = tonumber(self.freebCluster:GetText());
if (text) then
if (text < 4) then
self.freebCluster:SetTextColor(.6,.6,.6)
elseif (text == 5) then
self.freebCluster:SetTextColor(.9,1,.9)
elseif (text > 5) then
self.freebCluster:SetTextColor(.6,1,.7)
end
end
end)
 
frame:RegisterEvent("GROUP_ROSTER_UPDATE")
frame:RegisterEvent("PLAYER_ENTERING_WORLD")
frame:RegisterEvent("ZONE_CHANGED_NEW_AREA")
frame:SetScript("OnUpdate", updatePos)
updateRoster()
 
return true
end
 
end
 
 
 
local Disable = function(self)
if self.freebCluster then
self.freebCluster.frequentUpdates = false
self.freebCluster:Hide()
end
 
frame:UnregisterEvent("GROUP_ROSTER_UPDATE")
frame:UnregisterEvent("PLAYER_ENTERING_WORLD")
frame:UnregisterEvent("ZONE_CHANGED_NEW_AREA")
frame:SetScript("OnUpdate", nil)
units = {}
end
 
oUF:AddElement('freebCluster', nil, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/utils/changelog New file
0,0 → 1,84
#!/usr/bin/env lua
 
local tags = {}
do
for tag in io.popen('git tag'):lines() do
local split = tag:gmatch('[^.]+')
local release, api, bugfix = split(), split(), split() or 0
table.insert(
tags,
{
string = tag,
release = release,
api = api,
bugfix = bugfix,
}
)
end
 
table.sort(tags, function(a,b)
a = a.release * 1e4 + a.api * 100 + a.bugfix
b = b.release * 1e4 + b.api * 100 + b.bugfix
 
return a > b
end)
end
 
local generateLog = function(prevTag, currentTag)
local ti = table.insert
local sf = string.format
 
local out = {}
 
ti(out, sf('[b]Changes in %s:[/b]', currentTag))
ti(out, '[list]')
 
for line in io.popen(sf('git shortlog %s..%s', prevTag, currentTag)):lines() do
if(line:sub(1, 6) == ' ') then
local offset = line:match('() ', 7)
if(offset) then
line = line:sub(7, offset - 1)
else
line = line:sub(7)
end
 
ti(out, sf(' [*] %s', line))
elseif(#line == 0) then
ti(out, ' [/list]')
else
ti(out, sf(' [*][i]%s[/i]', line))
ti(out, ' [list=1]')
end
end
 
ti(out, '[/list]')
 
local p = assert(io.popen(sf('git diff --shortstat %s..%s', prevTag, currentTag)))
local stat = p:read'*a'
p:close()
 
ti(out, sf('[indent]%s[/indent]', stat:sub(2, -2)))
 
return table.concat(out, '\n')
end
 
local stop
local to = ...
if(to) then
for i=1, #tags do
if(tags[i].string == to) then
stop = i + 1
end
end
 
if(not stop) then stop = #tags end
else
stop = #tags
end
 
for i=2, stop do
local current, prev = tags[i -1], tags[i]
print(generateLog(prev.string, current.string))
end
 
-- vim: set filetype=lua :
Property changes : Added: svn:eol-style + native
lib/oUF/utils/docs New file
0,0 → 1,254
#!/usr/bin/env lua
-- docs
-- oUF documentation generator
--
-- This is really just a quick and dirty way of generating documentation for
-- oUF[1]. The syntax is inspired by TomDoc[2], but a lot of the non-oUF and
-- non-Lua things aren't implemented.
--
-- Why implement my own documentation generator?
-- It was mainly done because oUF is kind-of special, but also because the
-- available alternatives aren't good enough or have issues I can't workaround.
--
-- Things that need fixing:
-- - No highlighting of Lua code.
-- - Doesn't validate that comments are documentation strings.
-- - Doesn't parse its own documentation header.
-- - Close to zero error handling.
--
-- Usage
--
-- docs [docs path] [file...]
--
-- Links
--
-- [1] https://github.com/haste/oUF
-- [2] http://tomdoc.org/
 
local out
local lines
 
local tisf = function(fmt, ...)
table.insert(out, fmt:format(...))
end
 
local trim = function(str)
return str:match('^()%s*$') and '' or str:match('^%s*(.*%S)')
end
 
local findNextEmpty = function(start, stop)
for i=start, stop or #lines do
if(lines[i] == '') then
return i
end
end
end
 
local findNextHeader = function(offest)
for i=offest, #lines do
local pre, header, post = unpack(lines, i, i + 2)
-- Single lines without punctuation are headers.
if(pre == '' and post == '' and not header:match'%.') then
return i + 1
end
end
end
 
local findNextArguent = function(start, stop, padding, pattern)
for i=start, stop do
local match, pad = lines[i]:match(pattern)
if(match and pad == padding) then
return i
end
end
end
 
local replaceMarkup = function(str)
return str
-- `in-line code` to <code>in-line code</code>
:gsub('`([^`]+)`', '<code>%1</code>')
-- [Link](http://example.com) to <a href="http://example.com">Link</a>
:gsub('%[([^%]]+)%]%(([^)]+)%)', '<a href="%2">%1</a>')
end
 
local handleArguments = function(start, stop, pattern)
tisf('<dl>')
repeat
-- Tear out the argument name and offset of where the description begins.
local def, padding, offset = lines[start]:match(pattern)
tisf('<dt>%s</dt>', def)
 
-- Insert the first line of the description.
tisf('<dd>')
tisf(lines[start]:sub(offset))
 
-- Find the next argument in the list or continue to the end of the
-- current section.
local nextarg = findNextArguent(start + 1, stop, padding, pattern)
nextarg = (nextarg or stop + 1) - 1
for i=start + 1, nextarg do
tisf(trim(lines[i]))
end
tisf('</dd>')
 
start = nextarg + 1
until start > stop
tisf('</dl>')
end
 
local handleExamples = function(start, stop)
-- An extra line gets added if we don't do this.
tisf('<pre><code>%s', lines[start]:sub(3))
for i=start + 1, stop do
tisf(lines[i]:sub(3))
end
tisf('</code></pre>')
end
 
local handleParagraph = function(start, stop)
tisf('<p>')
for i=start, stop do
tisf(trim(lines[i]))
end
tisf('</p>')
end
 
local handleSection = function(start, stop)
while(start) do
-- Find the next empty line or continue until the end of the section.
-- findNextEmpty() returns the position of the empty line, so we need to
-- subtract one from it.
local nextEmpty = findNextEmpty(start + 1, stop)
if(nextEmpty) then
nextEmpty = nextEmpty - 1
else
nextEmpty = stop
end
 
local line = lines[start]
if(not line) then
return
elseif(line:match('^%S+%s*%- ')) then
handleArguments(start, nextEmpty, '(%S+)%s*()%- ()')
elseif(line:sub(1, 2) == ' ') then
handleExamples(start, nextEmpty)
else
handleParagraph(start, nextEmpty)
end
 
start = findNextEmpty(nextEmpty, stop)
if(start) then start = start + 1 end
end
end
 
local generateDocs = function(str, level)
lines = {}
out = {}
 
for line in str:gmatch('([^\n]*)\n') do
table.insert(lines, line:gsub('\t*', ''):sub(2))
end
 
-- The first line is always the main header.
tisf('<h%d>%s</h%d>', level, lines[1], level)
 
-- Then comes the main description.
local offset = findNextHeader(1)
 
-- Continue until two lines before the header or to the end of the comment.
if(offset) then
offset = offset - 2
else
offset = #lines
end
 
local init = findNextEmpty(1) + 1
if(init > offset) then
init = 2
end
 
handleSection(init, offset)
 
while(true) do
offset = findNextHeader(offset)
if(not offset) then break end
 
-- Every section has a header.
tisf('<h%d>%s</h%d>', level + 1, lines[offset], level + 1)
 
-- Find out the size of the section.
local start = findNextEmpty(offset) + 1
if(not lines[start]) then
-- There's no section here, only a headline.
break
end
 
local stop
local nextHeader = findNextHeader(start)
if(nextHeader) then
stop = nextHeader - 2
else
local nextEmpty = findNextEmpty(start)
if(nextEmpty) then
stop = nextEmpty - 1
else
stop = #lines
end
end
 
handleSection(start, stop)
offset = stop + 1
end
 
return table.concat(out, '\n')
end
 
local handleFile = function(path)
local file = io.open(path, 'r')
local content = file:read'*a'
file:close()
 
local out = {}
local init = 1
repeat
local _, comStart, depth = content:find('%-%-%[(=*)%[ ', init)
if(comStart) then
local comEnd = content:find('%]' .. depth .. '%]', comStart)
local comment = content:sub(comStart, comEnd - 1)
 
-- Convert markup to html.
comment = replaceMarkup(comment)
 
-- The first comment uses h1 and h2, while the subsequent ones uses h3
-- and h4.
local level = init == 1 and 1 or 3
table.insert(out, generateDocs(comment, init == 1 and 1 or 3))
 
init = comEnd
end
until not comStart
 
return table.concat(out, '\n')
end
 
local destination = (...)
for i=2, select('#', ...) do
local file = select(i, ...)
local path, filename = file:match('(.+)/(.+)$')
 
if(path:sub(1,3) == '../') then
path = path:sub(4)
end
 
if(#path == 0) then path = nil end
filename = filename:gsub('lua', 'html')
 
local doc = handleFile(file)
if(doc) then
local dfPath = string.format('%s/%s', destination, path or '')
os.execute(string.format('mkdir -p %s', dfPath))
local docFile = io.open(string.format('%s/%s', dfPath, filename), 'w+')
docFile:write(doc)
docFile:close()
end
end
Property changes : Added: svn:eol-style + native
lib/oUF/blizzard.lua New file
0,0 → 1,102
local parent, ns = ...
local oUF = ns.oUF
 
local hiddenParent = CreateFrame("Frame")
hiddenParent:Hide()
 
local HandleFrame = function(baseName)
local frame
if(type(baseName) == 'string') then
frame = _G[baseName]
else
frame = baseName
end
 
if(frame) then
frame:UnregisterAllEvents()
frame:Hide()
 
-- Keep frame hidden without causing taint
frame:SetParent(hiddenParent)
 
local health = frame.healthbar
if(health) then
health:UnregisterAllEvents()
end
 
local power = frame.manabar
if(power) then
power:UnregisterAllEvents()
end
 
local spell = frame.spellbar
if(spell) then
spell:UnregisterAllEvents()
end
 
local altpowerbar = frame.powerBarAlt
if(altpowerbar) then
altpowerbar:UnregisterAllEvents()
end
end
end
 
function oUF:DisableBlizzard(unit)
if(not unit) then return end
 
if(unit == 'player') then
HandleFrame(PlayerFrame)
 
-- For the damn vehicle support:
PlayerFrame:RegisterEvent('PLAYER_ENTERING_WORLD')
PlayerFrame:RegisterEvent('UNIT_ENTERING_VEHICLE')
PlayerFrame:RegisterEvent('UNIT_ENTERED_VEHICLE')
PlayerFrame:RegisterEvent('UNIT_EXITING_VEHICLE')
PlayerFrame:RegisterEvent('UNIT_EXITED_VEHICLE')
 
-- User placed frames don't animate
PlayerFrame:SetUserPlaced(true)
PlayerFrame:SetDontSavePosition(true)
elseif(unit == 'pet') then
HandleFrame(PetFrame)
elseif(unit == 'target') then
HandleFrame(TargetFrame)
HandleFrame(ComboFrame)
elseif(unit == 'focus') then
HandleFrame(FocusFrame)
HandleFrame(TargetofFocusFrame)
elseif(unit == 'targettarget') then
HandleFrame(TargetFrameToT)
elseif(unit:match'(boss)%d?$' == 'boss') then
local id = unit:match'boss(%d)'
if(id) then
HandleFrame('Boss' .. id .. 'TargetFrame')
else
for i=1, 4 do
HandleFrame(('Boss%dTargetFrame'):format(i))
end
end
elseif(unit:match'(party)%d?$' == 'party') then
local id = unit:match'party(%d)'
if(id) then
HandleFrame('PartyMemberFrame' .. id)
else
for i=1, 4 do
HandleFrame(('PartyMemberFrame%d'):format(i))
end
end
elseif(unit:match'(arena)%d?$' == 'arena') then
local id = unit:match'arena(%d)'
if(id) then
HandleFrame('ArenaEnemyFrame' .. id)
else
for i=1, 4 do
HandleFrame(('ArenaEnemyFrame%d'):format(i))
end
end
 
-- Blizzard_ArenaUI should not be loaded
Arena_LoadUI = function() end
SetCVar('showArenaEnemyFrames', '0', 'SHOW_ARENA_ENEMY_FRAMES_TEXT')
end
end
Property changes : Added: svn:eol-style + native
lib/oUF/colors.lua New file
0,0 → 1,168
local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
 
local frame_metatable = Private.frame_metatable
 
local colors = {
smooth = {
1, 0, 0,
1, 1, 0,
0, 1, 0
},
disconnected = {.6, .6, .6},
tapped = {.6,.6,.6},
class = {},
reaction = {},
}
 
-- We do this because people edit the vars directly, and changing the default
-- globals makes SPICE FLOW!
local customClassColors = function()
if(CUSTOM_CLASS_COLORS) then
local updateColors = function()
for eclass, color in next, CUSTOM_CLASS_COLORS do
colors.class[eclass] = {color.r, color.g, color.b}
end
 
for _, obj in next, oUF.objects do
obj:UpdateAllElements("CUSTOM_CLASS_COLORS")
end
end
 
updateColors()
CUSTOM_CLASS_COLORS:RegisterCallback(updateColors)
 
return true
end
end
if not customClassColors() then
for eclass, color in next, RAID_CLASS_COLORS do
colors.class[eclass] = {color.r, color.g, color.b}
end
 
local f = CreateFrame("Frame")
f:RegisterEvent("ADDON_LOADED")
f:SetScript("OnEvent", function()
if customClassColors() then
f:UnregisterEvent("ADDON_LOADED")
f:SetScript("OnEvent", nil)
end
end)
end
 
for eclass, color in next, FACTION_BAR_COLORS do
colors.reaction[eclass] = {color.r, color.g, color.b}
end
 
local function ColorsAndPercent(a, b, ...)
if a <= 0 or b == 0 then
return nil, ...
elseif a >= b then
return nil, select(select('#', ...) - 2, ...)
end
 
local num = select('#', ...) / 3
local segment, relperc = math.modf((a/b)*(num-1))
return relperc, select((segment*3)+1, ...)
end
 
-- http://www.wowwiki.com/ColorGradient
local RGBColorGradient = function(...)
local relperc, r1, g1, b1, r2, g2, b2 = ColorsAndPercent(...)
if relperc then
return r1 + (r2-r1)*relperc, g1 + (g2-g1)*relperc, b1 + (b2-b1)*relperc
else
return r1, g1, b1
end
end
 
-- HCY functions are based on http://www.chilliant.com/rgb2hsv.html
local function GetY(r, g, b)
return 0.299 * r + 0.587 * g + 0.114 * b
end
 
local function RGBToHCY(r, g, b)
local min, max = min(r, g, b), max(r, g, b)
local chroma = max - min
local hue
if chroma > 0 then
if r == max then
hue = ((g - b) / chroma) % 6
elseif g == max then
hue = (b - r) / chroma + 2
elseif b == max then
hue = (r - g) / chroma + 4
end
hue = hue / 6
end
return hue, chroma, GetY(r, g, b)
end
 
local abs = math.abs
local function HCYtoRGB(hue, chroma, luma)
local r, g, b = 0, 0, 0
if hue and luma > 0 then
local h2 = hue * 6
local x = chroma * (1 - abs(h2 % 2 - 1))
if h2 < 1 then
r, g, b = chroma, x, 0
elseif h2 < 2 then
r, g, b = x, chroma, 0
elseif h2 < 3 then
r, g, b = 0, chroma, x
elseif h2 < 4 then
r, g, b = 0, x, chroma
elseif h2 < 5 then
r, g, b = x, 0, chroma
else
r, g, b = chroma, 0, x
end
local y = GetY(r, g, b)
if luma < y then
chroma = chroma * (luma / y)
elseif y < 1 then
chroma = chroma * (1 - luma) / (1 - y)
end
r = (r - y) * chroma + luma
g = (g - y) * chroma + luma
b = (b - y) * chroma + luma
end
return r, g, b
end
 
local HCYColorGradient = function(...)
local relperc, r1, g1, b1, r2, g2, b2 = ColorsAndPercent(...)
if not relperc then return r1, g1, b1 end
local h1, c1, y1 = RGBToHCY(r1, g1, b1)
local h2, c2, y2 = RGBToHCY(r2, g2, b2)
local c = c1 + (c2-c1) * relperc
local y = y1 + (y2-y1) * relperc
if h1 and h2 then
local dh = h2 - h1
if dh < -0.5 then
dh = dh + 1
elseif dh > 0.5 then
dh = dh - 1
end
return HCYtoRGB((h1 + dh * relperc) % 1, c, y)
else
return HCYtoRGB(h1 or h2, c, y)
end
 
end
 
local ColorGradient = function(...)
return (oUF.useHCYColorGradient and HCYColorGradient or RGBColorGradient)(...)
end
 
Private.colors = colors
 
oUF.colors = colors
oUF.ColorGradient = ColorGradient
oUF.RGBColorGradient = RGBColorGradient
oUF.HCYColorGradient = HCYColorGradient
oUF.useHCYColorGradient = false
 
frame_metatable.__index.colors = colors
frame_metatable.__index.ColorGradient = ColorGradient
Property changes : Added: svn:eol-style + native
lib/oUF/finalize.lua New file
0,0 → 1,4
local parent, ns = ...
 
-- It's named Private for a reason!
ns.oUF.Private = nil
Property changes : Added: svn:eol-style + native
lib/oUF/LICENSE New file
0,0 → 1,22
Copyright (c) 2006-2014 Trond A Ekseth <troeks@gmail.com>
 
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without
restriction, including without limitation the rights to use,
copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the
Software is furnished to do so, subject to the following
conditions:
 
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
 
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
OTHER DEALINGS IN THE SOFTWARE.
Property changes : Added: svn:eol-style + native
lib/oUF/units.lua New file
0,0 → 1,23
local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
 
local enableTargetUpdate = Private.enableTargetUpdate
 
-- Handles unit specific actions.
function oUF:HandleUnit(object, unit)
local unit = object.unit or unit
 
if(unit == 'target') then
object:RegisterEvent('PLAYER_TARGET_CHANGED', object.UpdateAllElements)
elseif(unit == 'mouseover') then
object:RegisterEvent('UPDATE_MOUSEOVER_UNIT', object.UpdateAllElements)
elseif(unit == 'focus') then
object:RegisterEvent('PLAYER_FOCUS_CHANGED', object.UpdateAllElements)
elseif(unit:match'(boss)%d?$' == 'boss') then
object:RegisterEvent('INSTANCE_ENCOUNTER_ENGAGE_UNIT', object.UpdateAllElements, true)
object:RegisterEvent('UNIT_TARGETABLE_CHANGED', object.UpdateAllElements)
elseif(unit:match'%w+target') then
enableTargetUpdate(object)
end
end
Property changes : Added: svn:eol-style + native
lib/oUF/init.lua New file
0,0 → 1,3
local parent, ns = ...
ns.oUF = {}
ns.oUF.Private = {}
Property changes : Added: svn:eol-style + native
lib/oUF/events.lua New file
0,0 → 1,127
local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
 
local argcheck = Private.argcheck
local error = Private.error
local frame_metatable = Private.frame_metatable
 
-- Original event methods
local RegisterEvent = frame_metatable.__index.RegisterEvent
local RegisterUnitEvent = frame_metatable.__index.RegisterUnitEvent
local UnregisterEvent = frame_metatable.__index.UnregisterEvent
local IsEventRegistered = frame_metatable.__index.IsEventRegistered
 
local unitEvents = {}
 
Private.UpdateUnits = function(frame, unit, realUnit)
if unit == realUnit then
realUnit = nil
end
if frame.unit ~= unit or frame.realUnit ~= realUnit then
for event in next, unitEvents do
-- IsEventRegistered returns the units in case of an event
-- registered with RegisterUnitEvent
local registered, unit1 = IsEventRegistered(frame, event)
if registered and unit1 ~= unit then
-- RegisterUnitEvent erases previously registered units so
-- do not bother to unregister it
RegisterUnitEvent(frame, event, unit, realUnit)
end
end
frame.unit = unit
frame.realUnit = realUnit
frame.id = unit:match'^.-(%d+)'
return true
end
end
 
local OnEvent = function(self, event, ...)
if self:IsVisible() then
return self[event](self, event, ...)
end
end
 
local event_metatable = {
__call = function(funcs, self, ...)
for _, func in next, funcs do
func(self, ...)
end
end,
}
 
function frame_metatable.__index:RegisterEvent(event, func, unitless)
-- Block OnUpdate polled frames from registering events.
if(self.__eventless) then return end
 
argcheck(event, 2, 'string')
 
if(type(func) == 'string' and type(self[func]) == 'function') then
func = self[func]
end
 
-- TODO: should warn the user.
if not unitless and not (unitEvents[event] or event:match'^UNIT_') then
unitless = true
end
 
local curev = self[event]
local kind = type(curev)
if(curev and func) then
if(kind == 'function' and curev ~= func) then
self[event] = setmetatable({curev, func}, event_metatable)
elseif(kind == 'table') then
for _, infunc in next, curev do
if(infunc == func) then return end
end
 
table.insert(curev, func)
end
elseif(IsEventRegistered(self, event)) then
return
else
if(type(func) == 'function') then
self[event] = func
elseif(not self[event]) then
return error("Style [%s] attempted to register event [%s] on unit [%s] with a handler that doesn't exist.", self.style, event, self.unit or 'unknown')
end
 
if not self:GetScript('OnEvent') then
self:SetScript('OnEvent', OnEvent)
end
 
if unitless then
RegisterEvent(self, event)
else
unitEvents[event] = true
RegisterUnitEvent(self, event, self.unit)
end
end
end
 
function frame_metatable.__index:UnregisterEvent(event, func)
argcheck(event, 2, 'string')
 
local curev = self[event]
if(type(curev) == 'table' and func) then
for k, infunc in next, curev do
if(infunc == func) then
table.remove(curev, k)
 
local n = #curev
if(n == 1) then
local _, handler = next(curev)
self[event] = handler
elseif(n == 0) then
-- This should not happen
UnregisterEvent(self, event)
end
 
break
end
end
elseif(curev == func) then
self[event] = nil
UnregisterEvent(self, event)
end
end
Property changes : Added: svn:eol-style + native
lib/oUF/factory.lua New file
0,0 → 1,48
local parent, ns = ...
local oUF = ns.oUF
local Private = oUF.Private
 
local argcheck = Private.argcheck
 
local _QUEUE = {}
local _FACTORY = CreateFrame'Frame'
_FACTORY:SetScript('OnEvent', function(self, event, ...)
return self[event](self, event, ...)
end)
 
_FACTORY:RegisterEvent'PLAYER_LOGIN'
_FACTORY.active = true
 
function _FACTORY:PLAYER_LOGIN()
if(not self.active) then return end
 
for _, func in next, _QUEUE do
func(oUF)
end
 
-- Avoid creating dupes.
wipe(_QUEUE)
end
 
function oUF:Factory(func)
argcheck(func, 2, 'function')
 
-- Call the function directly if we're active and logged in.
if(IsLoggedIn() and _FACTORY.active) then
return func(self)
else
table.insert(_QUEUE, func)
end
end
 
function oUF:EnableFactory()
_FACTORY.active = true
end
 
function oUF:DisableFactory()
_FACTORY.active = nil
end
 
function oUF:RunFactoryQueue()
_FACTORY:PLAYER_LOGIN()
end
Property changes : Added: svn:eol-style + native
lib/oUF/oUF.xml New file
0,0 → 1,101
<Ui xmlns="http://www.blizzard.com/wow/ui/">
<Script file='init.lua' />
<Script file='private.lua' />
<Script file='ouf.lua' />
<Script file='events.lua'/>
<Script file='factory.lua' />
<Script file='blizzard.lua' />
<Script file='units.lua' />
<Script file='colors.lua' />
<Script file='finalize.lua' />
 
<Script file='elements\power.lua' />
<Script file='elements\aura.lua' />
<Script file='elements\health.lua' />
<Script file='elements\cpoints.lua' />
<Script file='elements\ricons.lua' />
<Script file='elements\leader.lua' />
<Script file='elements\combat.lua' />
<Script file='elements\resting.lua' />
<Script file='elements\pvp.lua' />
<Script file='elements\portraits.lua' />
<Script file='elements\range.lua' />
<Script file='elements\castbar.lua' />
<Script file='elements\threat.lua' />
<Script file='elements\tags.lua' />
<Script file='elements\masterlooter.lua' />
<Script file='elements\assistant.lua' />
<Script file='elements\runebar.lua' />
<Script file='elements\lfdrole.lua' />
<Script file='elements\healprediction.lua' />
<Script file='elements\picon.lua' />
<Script file='elements\readycheck.lua' />
<Script file='elements\qicon.lua' />
<Script file='elements\eclipsebar.lua' />
<Script file='elements\altpowerbar.lua' />
<Script file='elements\totems.lua' />
<Script file='elements\resurrect.lua' />
<Script file='elements\druidmana.lua' />
<Script file='elements\classicons.lua' />
<Script file='elements\stagger.lua' />
 
<!-- Clique support -->
<Button name="oUF_ClickCastUnitTemplate" virtual="true" inherits="SecureUnitButtonTemplate,SecureHandlerEnterLeaveTemplate">
<Attributes>
<Attribute name="_onenter" type="string" value="local snippet = self:GetAttribute('clickcast_onenter'); if snippet then self:Run(snippet) end"/>
<Attribute name="_onleave" type="string" value="local snippet = self:GetAttribute('clickcast_onleave'); if snippet then self:Run(snippet) end"/>
</Attributes>
</Button>
 
<!-- Pet Battle Hider Frame -->
<Frame name="oUF_PetBattleFrameHider" inherits="SecureHandlerStateTemplate" parent="UIParent" setAllPoints="true">
<Scripts>
<OnLoad>
RegisterStateDriver(self, "visibility", "[petbattle] hide; show")
</OnLoad>
</Scripts>
</Frame>
 
<!--
Sub-object as a child of the parent unit frame:
<Button name="oUF_HeaderTargetTemplate" inherits="SecureUnitButtonTemplate" virtual="true">
<Frames>
<Button name="$parentTarget" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="unitsuffix" type="string" value="target"/>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
</Frames>
</Button>
 
Separate unit template example:
<Button name="oUF_HeaderSeparateSubOjectsTemplate" inherits="SecureUnitButtonTemplate" virtual="true">
<Attributes>
<Attribute name="oUF-onlyProcessChildren" type="boolean" value="true"/>
</Attributes>
 
<Frames>
<Button name="$parentUnit" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
 
<Button name="$parentPet" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="unitsuffix" type="string" value="pet"/>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
 
<Button name="$parentTarget" inherits="SecureUnitButtonTemplate">
<Attributes>
<Attribute name="unitsuffix" type="string" value="target"/>
<Attribute name="useparent-unit" type="boolean" value="true"/>
</Attributes>
</Button>
</Frames>
</Button>
-->
</Ui>
Property changes : Added: svn:eol-style + native
lib/oUF/ouf.lua New file
0,0 → 1,583
local parent, ns = ...
local global = GetAddOnMetadata(parent, 'X-oUF')
local _VERSION = GetAddOnMetadata(parent, 'version')
 
local oUF = ns.oUF
local Private = oUF.Private
 
local argcheck = Private.argcheck
 
local print = Private.print
local error = Private.error
 
local styles, style = {}
local callback, objects = {}, {}
 
local elements = {}
local activeElements = {}
 
-- updating of "invalid" units.
local enableTargetUpdate = function(object)
object.onUpdateFrequency = object.onUpdateFrequency or .5
object.__eventless = true
 
local total = 0
object:SetScript('OnUpdate', function(self, elapsed)
if(not self.unit) then
return
elseif(total > self.onUpdateFrequency) then
self:UpdateAllElements'OnUpdate'
total = 0
end
 
total = total + elapsed
end)
end
Private.enableTargetUpdate = enableTargetUpdate
 
local updateActiveUnit = function(self, event, unit)
-- Calculate units to work with
local realUnit, modUnit = SecureButton_GetUnit(self), SecureButton_GetModifiedUnit(self)
 
-- _GetUnit() doesn't rewrite playerpet -> pet like _GetModifiedUnit does.
if(realUnit == 'playerpet') then
realUnit = 'pet'
elseif(realUnit == 'playertarget') then
realUnit = 'target'
end
 
if(modUnit == "pet" and realUnit ~= "pet") then
modUnit = "vehicle"
end
 
-- Drop out if the event unit doesn't match any of the frame units.
if(not UnitExists(modUnit) or unit and unit ~= realUnit and unit ~= modUnit) then return end
 
-- Change the active unit and run a full update.
if Private.UpdateUnits(self, modUnit, realUnit) then
self:UpdateAllElements('RefreshUnit')
 
return true
end
end
 
local iterateChildren = function(...)
for l = 1, select("#", ...) do
local obj = select(l, ...)
 
if(type(obj) == 'table' and obj.isChild) then
updateActiveUnit(obj, "iterateChildren")
end
end
end
 
local OnAttributeChanged = function(self, name, value)
if(name == "unit" and value) then
if(self.hasChildren) then
iterateChildren(self:GetChildren())
end
 
if(not self:GetAttribute'oUF-onlyProcessChildren') then
updateActiveUnit(self, "OnAttributeChanged")
end
end
end
 
local frame_metatable = {
__index = CreateFrame"Button"
}
Private.frame_metatable = frame_metatable
 
for k, v in pairs{
EnableElement = function(self, name, unit)
argcheck(name, 2, 'string')
argcheck(unit, 3, 'string', 'nil')
 
local element = elements[name]
if(not element or self:IsElementEnabled(name)) then return end
 
if(element.enable(self, unit or self.unit)) then
activeElements[self][name] = true
 
if(element.update) then
table.insert(self.__elements, element.update)
end
end
end,
 
DisableElement = function(self, name)
argcheck(name, 2, 'string')
 
local enabled = self:IsElementEnabled(name)
if(not enabled) then return end
 
local update = elements[name].update
for k, func in next, self.__elements do
if(func == update) then
table.remove(self.__elements, k)
break
end
end
 
activeElements[self][name] = nil
 
-- We need to run a new update cycle in-case we knocked ourself out of sync.
-- The main reason we do this is to make sure the full update is completed
-- if an element for some reason removes itself _during_ the update
-- progress.
self:UpdateAllElements('DisableElement', name)
 
return elements[name].disable(self)
end,
 
IsElementEnabled = function(self, name)
argcheck(name, 2, 'string')
 
local element = elements[name]
if(not element) then return end
 
local active = activeElements[self]
return active and active[name]
end,
 
Enable = RegisterUnitWatch,
Disable = function(self)
UnregisterUnitWatch(self)
self:Hide()
end,
 
UpdateAllElements = function(self, event)
local unit = self.unit
if(not UnitExists(unit)) then return end
 
if(self.PreUpdate) then
self:PreUpdate(event)
end
 
for _, func in next, self.__elements do
func(self, event, unit)
end
 
if(self.PostUpdate) then
self:PostUpdate(event)
end
end,
} do
frame_metatable.__index[k] = v
end
 
local OnShow = function(self)
if(not updateActiveUnit(self, 'OnShow')) then
return self:UpdateAllElements'OnShow'
end
end
 
local UpdatePet = function(self, event, unit)
local petUnit
if(unit == 'target') then
return
elseif(unit == 'player') then
petUnit = 'pet'
else
-- Convert raid26 -> raidpet26
petUnit = unit:gsub('^(%a+)(%d+)', '%1pet%2')
end
 
if(self.unit ~= petUnit) then return end
if(not updateActiveUnit(self, event)) then
return self:UpdateAllElements(event)
end
end
 
local initObject = function(unit, style, styleFunc, header, ...)
local num = select('#', ...)
for i=1, num do
local object = select(i, ...)
local objectUnit = object:GetAttribute'oUF-guessUnit' or unit
local suffix = object:GetAttribute'unitsuffix'
 
object.__elements = {}
object.style = style
object = setmetatable(object, frame_metatable)
 
-- Expose the frame through oUF.objects.
table.insert(objects, object)
 
-- We have to force update the frames when PEW fires.
object:RegisterEvent("PLAYER_ENTERING_WORLD", object.UpdateAllElements)
 
-- Handle the case where someone has modified the unitsuffix attribute in
-- oUF-initialConfigFunction.
if(suffix and not objectUnit:match(suffix)) then
objectUnit = objectUnit .. suffix
end
 
if(not (suffix == 'target' or objectUnit and objectUnit:match'target')) then
object:RegisterEvent('UNIT_ENTERED_VEHICLE', updateActiveUnit, true)
object:RegisterEvent('UNIT_EXITED_VEHICLE', updateActiveUnit, true)
 
-- We don't need to register UNIT_PET for the player unit. We register it
-- mainly because UNIT_EXITED_VEHICLE and UNIT_ENTERED_VEHICLE doesn't always
-- have pet information when they fire for party and raid units.
if(objectUnit ~= 'player') then
object:RegisterEvent('UNIT_PET', UpdatePet, true)
end
end
 
if(not header) then
-- No header means it's a frame created through :Spawn().
object:SetAttribute("*type1", "target")
object:SetAttribute('*type2', 'togglemenu')
 
-- No need to enable this for *target frames.
if(not (unit:match'target' or suffix == 'target')) then
object:SetAttribute('toggleForVehicle', true)
end
 
-- Other boss and target units are handled by :HandleUnit().
if(suffix == 'target') then
enableTargetUpdate(object)
else
oUF:HandleUnit(object)
end
else
-- Used to update frames when they change position in a group.
object:RegisterEvent('GROUP_ROSTER_UPDATE', object.UpdateAllElements)
 
if(num > 1) then
if(object:GetParent() == header) then
object.hasChildren = true
else
object.isChild = true
end
end
 
if(suffix == 'target') then
enableTargetUpdate(object)
end
end
 
Private.UpdateUnits(object, objectUnit)
 
styleFunc(object, objectUnit, not header)
 
object:SetScript("OnAttributeChanged", OnAttributeChanged)
object:SetScript("OnShow", OnShow)
 
activeElements[object] = {}
for element in next, elements do
object:EnableElement(element, objectUnit)
end
 
for _, func in next, callback do
func(object)
end
 
-- Make Clique happy
_G.ClickCastFrames = ClickCastFrames or {}
ClickCastFrames[object] = true
end
end
 
local walkObject = function(object, unit)
local parent = object:GetParent()
local style = parent.style or style
local styleFunc = styles[style]
 
local header = parent:GetAttribute'oUF-headerType' and parent
 
-- Check if we should leave the main frame blank.
if(object:GetAttribute'oUF-onlyProcessChildren') then
object.hasChildren = true
object:SetScript('OnAttributeChanged', OnAttributeChanged)
return initObject(unit, style, styleFunc, header, object:GetChildren())
end
 
return initObject(unit, style, styleFunc, header, object, object:GetChildren())
end
 
function oUF:RegisterInitCallback(func)
table.insert(callback, func)
end
 
function oUF:RegisterMetaFunction(name, func)
argcheck(name, 2, 'string')
argcheck(func, 3, 'function', 'table')
 
if(frame_metatable.__index[name]) then
return
end
 
frame_metatable.__index[name] = func
end
 
function oUF:RegisterStyle(name, func)
argcheck(name, 2, 'string')
argcheck(func, 3, 'function', 'table')
 
if(styles[name]) then return error("Style [%s] already registered.", name) end
if(not style) then style = name end
 
styles[name] = func
end
 
function oUF:SetActiveStyle(name)
argcheck(name, 2, 'string')
if(not styles[name]) then return error("Style [%s] does not exist.", name) end
 
style = name
end
 
do
local function iter(_, n)
-- don't expose the style functions.
return (next(styles, n))
end
 
function oUF.IterateStyles()
return iter, nil, nil
end
end
 
local getCondition
do
local conditions = {
raid40 = '[@raid26,exists] show;',
raid25 = '[@raid11,exists] show;',
raid10 = '[@raid6,exists] show;',
raid = '[group:raid] show;',
party = '[group:party,nogroup:raid] show;',
solo = '[@player,exists,nogroup:party] show;',
}
 
function getCondition(...)
local cond = ''
 
for i=1, select('#', ...) do
local short = select(i, ...)
 
local condition = conditions[short]
if(condition) then
cond = cond .. condition
end
end
 
return cond .. 'hide'
end
end
 
local generateName = function(unit, ...)
local name = 'oUF_' .. style:gsub('[^%a%d_]+', '')
 
local raid, party, groupFilter
for i=1, select('#', ...), 2 do
local att, val = select(i, ...)
if(att == 'showRaid') then
raid = true
elseif(att == 'showParty') then
party = true
elseif(att == 'groupFilter') then
groupFilter = val
end
end
 
local append
if(raid) then
if(groupFilter) then
if(type(groupFilter) == 'number' and groupFilter > 0) then
append = groupFilter
elseif(groupFilter:match'TANK') then
append = 'MainTank'
elseif(groupFilter:match'ASSIST') then
append = 'MainAssist'
else
local _, count = groupFilter:gsub(',', '')
if(count == 0) then
append = 'Raid' .. groupFilter
else
append = 'Raid'
end
end
else
append = 'Raid'
end
elseif(party) then
append = 'Party'
elseif(unit) then
append = unit:gsub("^%l", string.upper)
end
 
if(append) then
name = name .. append
end
 
-- Change oUF_LilyRaidRaid into oUF_LilyRaid
name = name:gsub('(%u%l+)([%u%l]*)%1', '%1')
-- Change oUF_LilyTargettarget into oUF_LilyTargetTarget
name = name:gsub('t(arget)', 'T%1')
 
local base = name
local i = 2
while(_G[name]) do
name = base .. i
i = i + 1
end
 
return name
end
 
do
local styleProxy = function(self, frame, ...)
return walkObject(_G[frame])
end
 
-- There has to be an easier way to do this.
local initialConfigFunction = [[
local header = self:GetParent()
local frames = table.new()
table.insert(frames, self)
self:GetChildList(frames)
for i=1, #frames do
local frame = frames[i]
local unit
-- There's no need to do anything on frames with onlyProcessChildren
if(not frame:GetAttribute'oUF-onlyProcessChildren') then
RegisterUnitWatch(frame)
 
-- Attempt to guess what the header is set to spawn.
local groupFilter = header:GetAttribute'groupFilter'
 
if(type(groupFilter) == 'string' and groupFilter:match('MAIN[AT]')) then
local role = groupFilter:match('MAIN([AT])')
if(role == 'T') then
unit = 'maintank'
else
unit = 'mainassist'
end
elseif(header:GetAttribute'showRaid') then
unit = 'raid'
elseif(header:GetAttribute'showParty') then
unit = 'party'
end
 
local headerType = header:GetAttribute'oUF-headerType'
local suffix = frame:GetAttribute'unitsuffix'
if(unit and suffix) then
if(headerType == 'pet' and suffix == 'target') then
unit = unit .. headerType .. suffix
else
unit = unit .. suffix
end
elseif(unit and headerType == 'pet') then
unit = unit .. headerType
end
 
frame:SetAttribute('*type1', 'target')
frame:SetAttribute('*type2', 'togglemenu')
frame:SetAttribute('toggleForVehicle', true)
frame:SetAttribute('oUF-guessUnit', unit)
end
 
local body = header:GetAttribute'oUF-initialConfigFunction'
if(body) then
frame:Run(body, unit)
end
end
 
header:CallMethod('styleFunction', self:GetName())
 
local clique = header:GetFrameRef("clickcast_header")
if(clique) then
clique:SetAttribute("clickcast_button", self)
clique:RunAttribute("clickcast_register")
end
]]
 
function oUF:SpawnHeader(overrideName, template, visibility, ...)
if(not style) then return error("Unable to create frame. No styles have been registered.") end
 
template = (template or 'SecureGroupHeaderTemplate')
 
local isPetHeader = template:match'PetHeader'
local name = overrideName or generateName(nil, ...)
local header = CreateFrame('Frame', name, oUF_PetBattleFrameHider, template)
 
header:SetAttribute("template", "oUF_ClickCastUnitTemplate")
for i=1, select("#", ...), 2 do
local att, val = select(i, ...)
if(not att) then break end
header:SetAttribute(att, val)
end
 
header.style = style
header.styleFunction = styleProxy
 
-- We set it here so layouts can't directly override it.
header:SetAttribute('initialConfigFunction', initialConfigFunction)
header:SetAttribute('oUF-headerType', isPetHeader and 'pet' or 'group')
 
if(Clique) then
SecureHandlerSetFrameRef(header, 'clickcast_header', Clique.header)
end
 
if(header:GetAttribute'showParty') then
self:DisableBlizzard'party'
end
 
if(visibility) then
local type, list = string.split(' ', visibility, 2)
if(list and type == 'custom') then
RegisterAttributeDriver(header, 'state-visibility', list)
else
local condition = getCondition(string.split(',', visibility))
RegisterAttributeDriver(header, 'state-visibility', condition)
end
end
 
return header
end
end
 
function oUF:Spawn(unit, overrideName)
argcheck(unit, 2, 'string')
if(not style) then return error("Unable to create frame. No styles have been registered.") end
 
unit = unit:lower()
 
local name = overrideName or generateName(unit)
local object = CreateFrame("Button", name, oUF_PetBattleFrameHider, "SecureUnitButtonTemplate")
Private.UpdateUnits(object, unit)
 
self:DisableBlizzard(unit)
walkObject(object, unit)
 
object:SetAttribute("unit", unit)
RegisterUnitWatch(object)
 
return object
end
 
function oUF:AddElement(name, update, enable, disable)
argcheck(name, 2, 'string')
argcheck(update, 3, 'function', 'nil')
argcheck(enable, 4, 'function', 'nil')
argcheck(disable, 5, 'function', 'nil')
 
if(elements[name]) then return error('Element [%s] is already registered.', name) end
elements[name] = {
update = update;
enable = enable;
disable = disable;
}
end
 
oUF.version = _VERSION
oUF.objects = objects
 
if(global) then
if(parent ~= 'oUF' and global == 'oUF') then
error("%s is doing it wrong and setting its global to oUF.", parent)
else
_G[global] = oUF
end
end
Property changes : Added: svn:eol-style + native
lib/oUF/private.lua New file
0,0 → 1,22
local parent, ns = ...
local Private = ns.oUF.Private
 
function Private.argcheck(value, num, ...)
assert(type(num) == 'number', "Bad argument #2 to 'argcheck' (number expected, got "..type(num)..")")
 
for i=1,select("#", ...) do
if type(value) == select(i, ...) then return end
end
 
local types = strjoin(", ", ...)
local name = string.match(debugstack(2,2,0), ": in function [`<](.-)['>]")
error(("Bad argument #%d to '%s' (%s expected, got %s"):format(num, name, types, type(value)), 3)
end
 
function Private.print(...)
print("|cff33ff99oUF:|r", ...)
end
 
function Private.error(...)
Private.print("|cffff0000Error:|r "..string.format(...))
end
Property changes : Added: svn:eol-style + native
lib/oUF/elements/classicons.lua New file
0,0 → 1,260
--[[ Element: Class Icons
 
Toggles the visibility of icons depending on the player's class and
specialization.
 
Widget
 
ClassIcons - An array consisting of as many UI Textures as the theoretical
maximum return of `UnitPowerMax`.
 
Notes
 
Monk - Chi Orbs
Paladin - Holy Power
Priest - Shadow Orbs
Warlock - Soul Shards
 
Examples
 
local ClassIcons = {}
for index = 1, 6 do
local Icon = self:CreateTexture(nil, 'BACKGROUND')
 
-- Position and size.
Icon:SetSize(16, 16)
Icon:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * Icon:GetWidth(), 0)
 
ClassIcons[index] = Icon
end
 
-- Register with oUF
self.ClassIcons = ClassIcons
 
Hooks
 
OverrideVisibility(self) - Used to completely override the internal visibility
function. Removing the table key entry will make
the element fall-back to its internal function
again.
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.
UpdateTexture(element) - Used to completely override the internal function
for updating the power icon textures. Removing the
table key entry will make the element fall-back to
its internal function again.
 
]]
 
local parent, ns = ...
local oUF = ns.oUF
 
local _, PlayerClass = UnitClass'player'
 
-- Holds the class specific stuff.
local ClassPowerID, ClassPowerType
local ClassPowerEnable, ClassPowerDisable
local RequireSpec, RequireSpell
 
local UpdateTexture = function(element)
local red, green, blue, desaturated
if(PlayerClass == 'MONK') then
red, green, blue = 0, 1, .59
desaturated = true
elseif(PlayerClass == 'WARLOCK') then
red, green, blue = 1, .5, 1
desaturated = true
elseif(PlayerClass == 'PRIEST') then
red, green, blue = 1, 1, 1
elseif(PlayerClass == 'PALADIN') then
red, green, blue = 1, .96, .41
desaturated = true
end
 
for i = 1, #element do
local icon = element[i]
if(icon.SetDesaturated) then
icon:SetDesaturated(desaturated)
end
 
icon:SetVertexColor(red, green, blue)
end
end
 
local Update = function(self, event, unit, powerType)
if(unit ~= 'player' or powerType ~= ClassPowerType) then
return
end
 
local element = self.ClassIcons
 
--[[ :PreUpdate()
 
Called before the element has been updated
 
Arguments
 
self - The ClassIcons element
event - The event, that the update is being triggered for
]]
if(element.PreUpdate) then
element:PreUpdate(event)
end
 
local cur, max, oldMax
if(event ~= 'ClassPowerDisable') then
cur = UnitPower('player', ClassPowerID)
max = UnitPowerMax('player', ClassPowerID)
 
for i = 1, max do
if(i <= cur) then
element[i]:Show()
else
element[i]:Hide()
end
end
 
oldMax = element.__max
if(max ~= oldMax) then
if(max < oldMax) then
for i = max + 1, oldMax do
element[i]:Hide()
end
end
 
element.__max = max
end
end
--[[ :PostUpdate(cur, max, hasMaxChanged, event)
 
Called after the element has been updated
 
Arguments
 
self - The ClassIcons element
cur - The current amount of power
max - The maximum amount of power
hasMaxChanged - Shows if the maximum amount has changed since the last
update
event - The event, which the update happened for
]]
if(element.PostUpdate) then
return element:PostUpdate(cur, max, oldMax ~= max, event)
end
end
 
local function Visibility(self, event, unit)
local element = self.ClassIcons
local shouldEnable
 
if(not UnitHasVehicleUI('player')) then
if(not RequireSpec or RequireSpec == GetSpecialization()) then
if(not RequireSpell or IsPlayerSpell(RequireSpell)) then
self:UnregisterEvent('SPELLS_CHANGED', Visibility)
shouldEnable = true
else
self:RegisterEvent('SPELLS_CHANGED', Visibility, true)
end
end
end
 
local isEnabled = element.isEnabled
if(shouldEnable and not isEnabled) then
ClassPowerEnable(self)
elseif(not shouldEnable and (isEnabled or isEnabled == nil)) then
ClassPowerDisable(self)
end
end
 
local Path = function(self, ...)
return (self.ClassIcons.Override or Update) (self, ...)
end
 
local VisibilityPath = function(self, ...)
return (self.ClassIcons.OverrideVisibility or Visibility) (self, ...)
end
 
local ForceUpdate = function(element)
return VisibilityPath(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
do
ClassPowerEnable = function(self)
self:RegisterEvent('UNIT_DISPLAYPOWER', Path)
self:RegisterEvent('UNIT_POWER_FREQUENT', Path)
Path(self, 'ClassPowerEnable', 'player', ClassPowerType)
self.ClassIcons.isEnabled = true
end
 
ClassPowerDisable = function(self)
self:UnregisterEvent('UNIT_DISPLAYPOWER', Path)
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
 
local element = self.ClassIcons
for i = 1, #element do
element[i]:Hide()
end
 
Path(self, 'ClassPowerDisable', 'player', ClassPowerType)
self.ClassIcons.isEnabled = false
end
 
if(PlayerClass == 'MONK') then
ClassPowerID = SPELL_POWER_CHI
ClassPowerType = "CHI"
elseif(PlayerClass == 'PALADIN') then
ClassPowerID = SPELL_POWER_HOLY_POWER
ClassPowerType = "HOLY_POWER"
RequireSpell = 85673 -- Word of Glory
elseif(PlayerClass == 'PRIEST') then
ClassPowerID = SPELL_POWER_SHADOW_ORBS
ClassPowerType = "SHADOW_ORBS"
RequireSpec = SPEC_PRIEST_SHADOW
RequireSpell = 95740 -- Shadow Orbs
elseif(PlayerClass == 'WARLOCK') then
ClassPowerID = SPELL_POWER_SOUL_SHARDS
ClassPowerType = "SOUL_SHARDS"
RequireSpec = SPEC_WARLOCK_AFFLICTION
RequireSpell = WARLOCK_SOULBURN
end
end
 
local Enable = function(self, unit)
if(unit ~= 'player' or not ClassPowerID) then return end
 
local element = self.ClassIcons
if(not element) then return end
 
element.__owner = self
element.__max = #element
element.ForceUpdate = ForceUpdate
 
if(RequireSpec) then
self:RegisterEvent('PLAYER_TALENT_UPDATE', VisibilityPath, true)
end
 
element.ClassPowerEnable = ClassPowerEnable
element.ClassPowerDisable = ClassPowerDisable
 
for i = 1, #element do
local icon = element[i]
if(icon:IsObjectType'Texture' and not icon:GetTexture()) then
icon:SetTexCoord(0.45703125, 0.60546875, 0.44531250, 0.73437500)
icon:SetTexture([[Interface\PlayerFrame\Priest-ShadowUI]])
end
end
 
(element.UpdateTexture or UpdateTexture) (element)
 
return true
end
 
local Disable = function(self)
local element = self.ClassIcons
if(not element) then return end
 
ClassPowerDisable(self)
end
 
oUF:AddElement('ClassIcons', VisibilityPath, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/raidrole.lua New file
0,0 → 1,89
--[[ Element: Raid Role Icon
 
Handles visibility and updating of `self.RaidRole` based upon the units
party assignment.
 
Widget
 
RaidRole - A Texture representing the units party assignment. This is can be
main tank, main assist or blank.
 
Notes
 
This element updates by changing the texture.
 
Examples
 
-- Position and size
local RaidRole = self:CreateTexture(nil, 'OVERLAY')
RaidRole:SetSize(16, 16)
RaidRole:SetPoint('TOPLEFT')
 
-- Register it with oUF
self.RaidRole = RaidRole
 
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 Update = function(self, event)
local unit = self.unit
if(not UnitInRaid(unit)) then return end
 
local raidrole = self.RaidRole
if(raidrole.PreUpdate) then
raidrole:PreUpdate()
end
 
local inVehicle = UnitHasVehicleUI(unit)
if(GetPartyAssignment('MAINTANK', unit) and not inVehicle) then
raidrole:Show()
raidrole:SetTexture[[Interface\GROUPFRAME\UI-GROUP-MAINTANKICON]]
elseif(GetPartyAssignment('MAINASSIST', unit) and not inVehicle) then
raidrole:Show()
raidrole:SetTexture[[Interface\GROUPFRAME\UI-GROUP-MAINASSISTICON]]
else
raidrole:Hide()
end
 
if(raidrole.PostUpdate) then
return raidrole:PostUpdate(rinfo)
end
end
 
local Path = function(self, ...)
return (self.RaidRole.Override or Update)(self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self)
local raidrole = self.RaidRole
 
if(raidrole) then
raidrole.__owner = self
raidrole.ForceUpdate = ForceUpdate
 
self:RegisterEvent('GROUP_ROSTER_UPDATE', Path, true)
 
return true
end
end
 
local Disable = function(self)
local raidrole = self.RaidRole
 
if(raidrole) then
self:UnregisterEvent('GROUP_ROSTER_UPDATE', Path)
end
end
 
oUF:AddElement('RaidRole', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/readycheck.lua New file
0,0 → 1,163
--[[ 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.
 
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 _TIMERS = {}
local ReadyCheckFrame
 
local removeEntry = function(icon)
_TIMERS[icon] = nil
if(not next(_TIMERS)) then
return ReadyCheckFrame:Hide()
end
end
 
local Start = function(self)
removeEntry(self)
 
self:SetTexture(READY_CHECK_WAITING_TEXTURE)
self.state = 'waiting'
self:SetAlpha(1)
self:Show()
end
 
local Confirm = function(self, ready)
removeEntry(self)
 
if(ready) then
self:SetTexture(READY_CHECK_READY_TEXTURE)
self.state = 'ready'
else
self:SetTexture(READY_CHECK_NOT_READY_TEXTURE)
self.state = 'notready'
end
 
self:SetAlpha(1)
self:Show()
end
 
local Finish = function(self)
if(self.state == 'waiting') then
self:SetTexture(READY_CHECK_AFK_TEXTURE)
self.state = 'afk'
end
 
self.finishedTimer = self.finishedTime or 10
self.fadeTimer = self.fadeTime or 1.5
 
_TIMERS[self] = true
ReadyCheckFrame:Show()
end
 
local OnUpdate = function(self, elapsed)
for icon in next, _TIMERS do
if(icon.finishedTimer) then
icon.finishedTimer = icon.finishedTimer - elapsed
if(icon.finishedTimer <= 0) then
icon.finishedTimer = nil
end
elseif(icon.fadeTimer) then
icon.fadeTimer = icon.fadeTimer - elapsed
icon:SetAlpha(icon.fadeTimer / (icon.fadeTime or 1.5))
 
if(icon.fadeTimer <= 0) then
icon:Hide()
removeEntry(icon)
end
end
end
end
 
local Update = function(self, event)
local unit = self.unit
local readyCheck = self.ReadyCheck
if(event == 'READY_CHECK_FINISHED') then
Finish(readyCheck)
else
local status = GetReadyCheckStatus(unit)
if(UnitExists(unit) and status) then
if(status == 'ready') then
Confirm(readyCheck, 1)
elseif(status == 'notready') then
Confirm(readyCheck)
else
Start(readyCheck)
end
end
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 readyCheck = self.ReadyCheck
if(readyCheck and (unit and (unit:sub(1, 5) == 'party' or unit:sub(1,4) == 'raid'))) then
readyCheck.__owner = self
readyCheck.ForceUpdate = ForceUpdate
 
if(not ReadyCheckFrame) then
ReadyCheckFrame = CreateFrame'Frame'
ReadyCheckFrame:SetScript('OnUpdate', OnUpdate)
end
 
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 readyCheck = self.ReadyCheck
if(readyCheck) then
readyCheck: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)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/druidmana.lua New file
0,0 → 1,169
--[[ Element: Druid Mana Bar
Handles updating and visibility of a status bar displaying the druid's mana
while outside of caster form.
 
Widget
 
DruidMana - A StatusBar to represent current caster mana.
 
Sub-Widgets
 
.bg - A Texture which functions as a background. It will inherit the color of
the main StatusBar.
 
Notes
 
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
 
Options
 
.colorClass - Use `self.colors.class[class]` to color the bar. This will
always use DRUID as class.
.colorSmooth - Use `self.colors.smooth` to color the bar with a smooth
gradient based on the players current mana percentage.
.colorPower - Use `self.colors.power[token]` to color the bar. This will
always use MANA as token.
 
Sub-Widget Options
 
.multiplier - Defines a multiplier, which is used to tint the background based
on the main widgets R, G and B values. Defaults to 1 if not
present.
 
Examples
 
-- Position and size
local DruidMana = CreateFrame("StatusBar", nil, self)
DruidMana:SetSize(20, 20)
DruidMana:SetPoint('TOP')
DruidMana:SetPoint('LEFT')
DruidMana:SetPoint('RIGHT')
 
-- Add a background
local Background = DruidMana:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(DruidMana)
Background:SetTexture(1, 1, 1, .5)
 
-- Register it with oUF
self.DruidMana = DruidMana
self.DruidMana.bg = Background
 
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.
 
]]
 
if(select(2, UnitClass('player')) ~= 'DRUID') then return end
 
local _, ns = ...
local oUF = ns.oUF
 
local function Update(self, event, unit, powertype)
if(unit ~= 'player' or (powertype and powertype ~= 'MANA')) then return end
 
local druidmana = self.DruidMana
if(druidmana.PreUpdate) then druidmana:PreUpdate(unit) end
 
-- Hide the bar if the active power type is mana.
if(UnitPowerType('player') == SPELL_POWER_MANA) then
return druidmana:Hide()
else
druidmana:Show()
end
 
local min, max = UnitPower('player', SPELL_POWER_MANA), UnitPowerMax('player', SPELL_POWER_MANA)
druidmana:SetMinMaxValues(0, max)
druidmana:SetValue(min)
 
local r, g, b, t
if(druidmana.colorClass) then
t = self.colors.class['DRUID']
elseif(druidmana.colorSmooth) then
r, g, b = self.ColorGradient(min, max, unpack(druidmana.smoothGradient or self.colors.smooth))
elseif(druidmana.colorPower) then
t = self.colors.power['MANA']
end
 
if(t) then
r, g, b = t[1], t[2], t[3]
end
 
if(b) then
druidmana:SetStatusBarColor(r, g, b)
 
local bg = druidmana.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
 
if(druidmana.PostUpdate) then
return druidmana:PostUpdate(unit, min, max)
end
end
 
local function Path(self, ...)
return (self.DruidMana.Override or Update) (self, ...)
end
 
local function ForceUpdate(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local OnDruidManaUpdate
do
local UnitPower = UnitPower
OnDruidManaUpdate = function(self)
local unit = self.__owner.unit
local mana = UnitPower(unit, SPELL_POWER_MANA)
 
if(mana ~= self.min) then
self.min = mana
return Path(self.__owner, 'OnDruidManaUpdate', unit)
end
end
end
 
local Enable = function(self, unit)
local druidmana = self.DruidMana
if(druidmana and unit == 'player') then
druidmana.__owner = self
druidmana.ForceUpdate = ForceUpdate
 
if(druidmana.frequentUpdates) then
druidmana:SetScript('OnUpdate', OnDruidManaUpdate)
else
self:RegisterEvent('UNIT_POWER', Path)
end
 
self:RegisterEvent('UNIT_DISPLAYPOWER', Path)
self:RegisterEvent('UNIT_MAXPOWER', Path)
 
if(druidmana:IsObjectType'StatusBar' and not druidmana:GetStatusBarTexture()) then
druidmana:SetStatusBarTexture[[Interface\TargetingFrame\UI-StatusBar]]
end
 
return true
end
end
 
local Disable = function(self)
local druidmana = self.DruidMana
if(druidmana) then
if(druidmana:GetScript'OnUpdate') then
druidmana:SetScript("OnUpdate", nil)
else
self:UnregisterEvent('UNIT_POWER', Path)
end
 
self:UnregisterEvent('UNIT_DISPLAYPOWER', Path)
self:UnregisterEvent('UNIT_MAXPOWER', Path)
end
end
 
oUF:AddElement('DruidMana', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/health.lua New file
0,0 → 1,194
--[[ Element: Health Bar
 
Handles updating of `self.Health` based on the units health.
 
Widget
 
Health - A StatusBar used to represent current unit health.
 
Sub-Widgets
 
.bg - A Texture which functions as a background. It will inherit the color of
the main StatusBar.
 
Notes
 
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
 
Options
 
The following options are listed by priority. The first check that returns
true decides the color of the bar.
 
.colorTapping - Use `self.colors.tapping` to color the bar if the unit
isn't tapped by the player.
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the
unit is offline.
.colorClass - Use `self.colors.class[class]` to color the bar based on
unit class. `class` is defined by the second return of
[UnitClass](http://wowprogramming.com/docs/api/UnitClass).
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the
unit is a NPC.
.colorClassPet - Use `self.colors.class[class]` to color the bar if the
unit is player controlled, but not a player.
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar
based on the player's reaction towards the unit.
`reaction` is defined by the return value of
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction).
.colorSmooth - Use `self.colors.smooth` to color the bar with a smooth
gradient based on the player's current health percentage.
.colorHealth - Use `self.colors.health` to color the bar. This flag is
used to reset the bar color back to default if none of the
above conditions are met.
 
Sub-Widgets Options
 
.multiplier - Defines a multiplier, which is used to tint the background based
on the main widgets R, G and B values. Defaults to 1 if not
present.
 
Examples
 
-- Position and size
local Health = CreateFrame("StatusBar", nil, self)
Health:SetHeight(20)
Health:SetPoint('TOP')
Health:SetPoint('LEFT')
Health:SetPoint('RIGHT')
 
-- Add a background
local Background = Health:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(Health)
Background:SetTexture(1, 1, 1, .5)
 
-- Options
Health.frequentUpdates = true
Health.colorTapping = true
Health.colorDisconnected = true
Health.colorClass = true
Health.colorReaction = true
Health.colorHealth = true
 
-- Make the background darker.
Background.multiplier = .5
 
-- Register it with oUF
self.Health = Health
self.Health.bg = Background
 
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
 
oUF.colors.health = {49/255, 207/255, 37/255}
 
local Update = function(self, event, unit)
if(self.unit ~= unit) then return end
local health = self.Health
 
if(health.PreUpdate) then health:PreUpdate(unit) end
 
local min, max = UnitHealth(unit), UnitHealthMax(unit)
local disconnected = not UnitIsConnected(unit)
health:SetMinMaxValues(0, max)
 
if(disconnected) then
health:SetValue(max)
else
health:SetValue(min)
end
 
health.disconnected = disconnected
 
local r, g, b, t
if(health.colorTapping and not UnitPlayerControlled(unit) and
UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not
UnitIsTappedByAllThreatList(unit)) then
t = self.colors.tapped
elseif(health.colorDisconnected and not UnitIsConnected(unit)) then
t = self.colors.disconnected
elseif(health.colorClass and UnitIsPlayer(unit)) or
(health.colorClassNPC and not UnitIsPlayer(unit)) or
(health.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif(health.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, "player")]
elseif(health.colorSmooth) then
r, g, b = self.ColorGradient(min, max, unpack(health.smoothGradient or self.colors.smooth))
elseif(health.colorHealth) then
t = self.colors.health
end
 
if(t) then
r, g, b = t[1], t[2], t[3]
end
 
if(b) then
health:SetStatusBarColor(r, g, b)
 
local bg = health.bg
if(bg) then local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
 
if(health.PostUpdate) then
return health:PostUpdate(unit, min, max)
end
end
 
local Path = function(self, ...)
return (self.Health.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local Enable = function(self, unit)
local health = self.Health
if(health) then
health.__owner = self
health.ForceUpdate = ForceUpdate
 
if(health.frequentUpdates) then
self:RegisterEvent('UNIT_HEALTH_FREQUENT', Path)
else
self:RegisterEvent('UNIT_HEALTH', Path)
end
 
self:RegisterEvent("UNIT_MAXHEALTH", Path)
self:RegisterEvent('UNIT_CONNECTION', Path)
 
-- For tapping.
self:RegisterEvent('UNIT_FACTION', Path)
 
if(health:IsObjectType'StatusBar' and not health:GetStatusBarTexture()) then
health:SetStatusBarTexture[[Interface\TargetingFrame\UI-StatusBar]]
end
 
return true
end
end
 
local Disable = function(self)
local health = self.Health
if(health) then
health:Hide()
self:UnregisterEvent('UNIT_HEALTH_FREQUENT', Path)
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_CONNECTION', Path)
 
self:UnregisterEvent('UNIT_FACTION', Path)
end
end
 
oUF:AddElement('Health', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/combat.lua New file
0,0 → 1,86
--[[ Element: Combat Icon
Toggles the visibility of `self.Combat` based on the player's combat status.
 
Widget
 
Combat - Any UI widget.
 
Notes
 
The default assistant icon will be applied if the UI widget is a texture and
doesn't have a texture or color defined.
 
Examples
 
-- Position and size
local Combat = self:CreateTexture(nil, "OVERLAY")
Combat:SetSize(16, 16)
Combat:SetPoint('TOP', self)
 
-- Register it with oUF
self.Combat = Combat
 
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 Update = function(self, event)
local combat = self.Combat
if(combat.PreUpdate) then
combat:PreUpdate()
end
 
local inCombat = UnitAffectingCombat('player')
if(inCombat) then
combat:Show()
else
combat:Hide()
end
 
if(combat.PostUpdate) then
return combat:PostUpdate(inCombat)
end
end
 
local Path = function(self, ...)
return (self.Combat.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self, unit)
local combat = self.Combat
if(combat and unit == 'player') then
combat.__owner = self
combat.ForceUpdate = ForceUpdate
 
self:RegisterEvent("PLAYER_REGEN_DISABLED", Path, true)
self:RegisterEvent("PLAYER_REGEN_ENABLED", Path, true)
 
if(combat:IsObjectType"Texture" and not combat:GetTexture()) then
combat:SetTexture[[Interface\CharacterFrame\UI-StateIcon]]
combat:SetTexCoord(.5, 1, 0, .49)
end
 
return true
end
end
 
local Disable = function(self)
if(self.Combat) then
self.Combat:Hide()
self:UnregisterEvent("PLAYER_REGEN_DISABLED", Path)
self:UnregisterEvent("PLAYER_REGEN_ENABLED", Path)
end
end
 
oUF:AddElement('Combat', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/pvp.lua New file
0,0 → 1,91
--[[ Element: PvP Icon
 
Handles updating and toggles visibility based upon the units PvP status.
 
Widget
 
PvP - A Texture used to display the faction or FFA icon.
 
Notes
 
This element updates by changing the texture.
 
Examples
 
-- Position and size
local PvP = self:CreateTexture(nil, 'OVERLAY')
PvP:SetSize(16, 16)
PvP:SetPoint('TOPRIGHT', self)
 
-- Register it with oUF
self.PvP = PvP
 
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 Update = function(self, event, unit)
if(unit ~= self.unit) then return end
 
local pvp = self.PvP
if(pvp.PreUpdate) then
pvp:PreUpdate()
end
 
local status
local factionGroup = UnitFactionGroup(unit)
if(UnitIsPVPFreeForAll(unit)) then
pvp:SetTexture[[Interface\TargetingFrame\UI-PVP-FFA]]
status = 'ffa'
-- XXX - WoW5: UnitFactionGroup() can return Neutral as well.
elseif(factionGroup and factionGroup ~= 'Neutral' and UnitIsPVP(unit)) then
pvp:SetTexture([[Interface\TargetingFrame\UI-PVP-]]..factionGroup)
status = factionGroup
end
 
if(status) then
pvp:Show()
else
pvp:Hide()
end
 
if(pvp.PostUpdate) then
return pvp:PostUpdate(status)
end
end
 
local Path = function(self, ...)
return (self.PvP.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local Enable = function(self)
local pvp = self.PvP
if(pvp) then
pvp.__owner = self
pvp.ForceUpdate = ForceUpdate
 
self:RegisterEvent("UNIT_FACTION", Path)
 
return true
end
end
 
local Disable = function(self)
local pvp = self.PvP
if(pvp) then
pvp:Hide()
self:UnregisterEvent("UNIT_FACTION", Path)
end
end
 
oUF:AddElement('PvP', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/picon.lua New file
0,0 → 1,85
--[[ Element: Phasing Icon
 
Toggles visibility of the phase icon based on the units phasing compared to the
player.
 
Widget
 
PhaseIcon - Any UI widget.
 
Notes
 
The default phasing icon will be used if the UI widget is a texture and doesn't
have a texture or color defined.
 
Examples
 
-- Position and size
local PhaseIcon = self:CreateTexture(nil, 'OVERLAY')
PhaseIcon:SetSize(16, 16)
PhaseIcon:SetPoint('TOPLEFT', self)
 
-- Register it with oUF
self.PhaseIcon = PhaseIcon
 
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 Update = function(self, event)
local picon = self.PhaseIcon
if(picon.PreUpdate) then
picon:PreUpdate()
end
 
local inPhase = UnitInPhase(self.unit)
if(inPhase) then
picon:Hide()
else
picon:Show()
end
 
if(picon.PostUpdate) then
return picon:PostUpdate(inPhase)
end
end
 
local Path = function(self, ...)
return (self.PhaseIcon.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self)
local picon = self.PhaseIcon
if(picon) then
picon.__owner = self
picon.ForceUpdate = ForceUpdate
 
self:RegisterEvent('UNIT_PHASE', Path, true)
 
if(picon:IsObjectType'Texture' and not picon:GetTexture()) then
picon:SetTexture[[Interface\TargetingFrame\UI-PhasingIcon]]
end
 
return true
end
end
 
local Disable = function(self)
local picon = self.PhaseIcon
if(picon) then
picon:Hide()
self:UnregisterEvent('UNIT_PHASE', Path)
end
end
 
oUF:AddElement('PhaseIcon', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/qicon.lua New file
0,0 → 1,86
--[[ Element: Quest Icon
 
Handles updating and toggles visibility based upon the units connection to a
quest.
 
Widget
 
QuestIcon - Any UI widget.
 
Notes
 
The default quest icon will be used if the UI widget is a texture and doesn't
have a texture or color defined.
 
Examples
 
-- Position and size
local QuestIcon = self:CreateTexture(nil, 'OVERLAY')
QuestIcon:SetSize(16, 16)
QuestIcon:SetPoint('TOPRIGHT', self)
 
-- Register it with oUF
self.QuestIcon = QuestIcon
 
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 Update = function(self, event, unit)
if(unit ~= self.unit) then return end
 
local qicon = self.QuestIcon
if(qicon.PreUpdate) then
qicon:PreUpdate()
end
 
local isQuestBoss = UnitIsQuestBoss(unit)
if(isQuestBoss) then
qicon:Show()
else
qicon:Hide()
end
 
if(qicon.PostUpdate) then
return qicon:PostUpdate(isQuestBoss)
end
end
 
local Path = function(self, ...)
return (self.QuestIcon.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local Enable = function(self)
local qicon = self.QuestIcon
if(qicon) then
qicon.__owner = self
qicon.ForceUpdate = ForceUpdate
 
self:RegisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
 
if(qicon:IsObjectType'Texture' and not qicon:GetTexture()) then
qicon:SetTexture[[Interface\TargetingFrame\PortraitQuestBadge]]
end
 
return true
end
end
 
local Disable = function(self)
if(self.QuestIcon) then
self.QuestIcon:Hide()
self:UnregisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
end
end
 
oUF:AddElement('QuestIcon', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/assistant.lua New file
0,0 → 1,111
--[[ Element: Assistant Icon
Toggles visibility of `self.Assistant` based on the units raid officer status.
 
Widget
 
Assistant - Any UI widget.
 
Notes
 
The default assistant icon will be applied if the UI widget is a texture and
doesn't have a texture or color defined.
 
Examples
 
-- Position and size
local Assistant = self:CreateTexture(nil, "OVERLAY")
Assistant:SetSize(16, 16)
Assistant:SetPoint('TOP', self)
 
-- Register it with oUF
self.Assistant = Assistant
 
Hooks and Callbacks
 
]]
 
local parent, ns = ...
local oUF = ns.oUF
 
local Update = function(self, event)
local assistant = self.Assistant
 
--[[ :PreUpdate()
 
Called before the element has been updated.
 
Arguments
 
self - The Assistant element.
]]
if(assistant.PreUpdate) then
assistant:PreUpdate()
end
 
local unit = self.unit
local isAssistant = UnitInRaid(unit) and UnitIsGroupAssistant(unit) and not UnitIsGroupLeader(unit)
if(isAssistant) then
assistant:Show()
else
assistant:Hide()
end
 
--[[ :PostUpdate(isAssistant)
 
Called after the element has been updated.
 
Arguments
 
self - The Assistant element.
isAssistant - A boolean holding whether the unit is a raid officer or not.
]]
if(assistant.PostUpdate) then
return assistant:PostUpdate(isAssistant)
end
end
 
local Path = function(self, ...)
--[[ :Override(self, event, ...)
 
Used to completely override the internal update function. Removing the
table key entry will make the element fall-back to its internal function
again.
 
Arguments
 
self - The Assistant element.
event - The UI event that fired.
... - A vararg with the arguments that accompany the event.
]]
return (self.Assistant.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self)
local assistant = self.Assistant
if(assistant) then
self:RegisterEvent("GROUP_ROSTER_UPDATE", Path, true)
 
if(assistant:IsObjectType"Texture" and not assistant:GetTexture()) then
assistant:SetTexture[[Interface\GroupFrame\UI-Group-AssistantIcon]]
end
 
assistant.__owner = self
assistant.ForceUpdate = ForceUpdate
 
return true
end
end
 
local Disable = function(self)
local assistant = self.Assistant
if(assistant) then
self:UnregisterEvent("GROUP_ROSTER_UPDATE", Path)
assistant:Hide()
end
end
 
oUF:AddElement('Assistant', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/eclipsebar.lua New file
0,0 → 1,220
--[[ Element: Eclipse Bar
Handle updating and visibility of the Druid eclipse state status bars.
 
Widget
 
EclipseBar - A table to hold the sub-widgets.
 
Sub-Widgets
 
LunarBar - A StatusBar used to represent the lunar power state.
SolarBar - A StatusBar used to represent the solar power state.
 
Notes
 
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
 
Examples
 
local EclipseBar = CreateFrame('Frame', nil, self)
EclipseBar:SetPoint('BOTTOM', self, 'TOP')
EclipseBar:SetSize(160, 20)
 
-- Position and size
local LunarBar = CreateFrame('StatusBar', nil, EclipseBar)
LunarBar:SetPoint('LEFT')
LunarBar:SetSize(160, 20)
 
local SolarBar = CreateFrame('StatusBar', nil, EclipseBar)
SolarBar:SetPoint('LEFT', LunarBar:GetStatusBarTexture(), 'RIGHT')
SolarBar:SetSize(160, 20)
 
-- Register with oUF
EclipseBar.LunarBar = LunarBar
EclipseBar.SolarBar = SolarBar
self.EclipseBar = EclipseBar
 
Hooks and Callbacks
 
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.
]]
 
if(select(2, UnitClass('player')) ~= 'DRUID') then return end
 
local parent, ns = ...
local oUF = ns.oUF
 
local ECLIPSE_BAR_SOLAR_BUFF = GetSpellInfo(171744)
local ECLIPSE_BAR_LUNAR_BUFF = GetSpellInfo(171743)
local SPELL_POWER_ECLIPSE = SPELL_POWER_ECLIPSE
local MOONKIN_FORM = MOONKIN_FORM
 
local UNIT_POWER = function(self, event, unit, powerType)
if(self.unit ~= unit or (event == 'UNIT_POWER_FREQUENT' and powerType ~= 'ECLIPSE')) then return end
 
local eb = self.EclipseBar
 
local power = UnitPower('player', SPELL_POWER_ECLIPSE)
local maxPower = UnitPowerMax('player', SPELL_POWER_ECLIPSE)
 
if(eb.LunarBar) then
eb.LunarBar:SetMinMaxValues(-maxPower, maxPower)
eb.LunarBar:SetValue(power)
end
 
if(eb.SolarBar) then
eb.SolarBar:SetMinMaxValues(-maxPower, maxPower)
eb.SolarBar:SetValue(power * -1)
end
 
if(eb.PostUpdatePower) then
--[[ :PostUpdatePower(unit)
 
Callback which is called after lunar and solar bar was updated.
 
Arguments
 
self - The widget that holds the eclipse frame.
unit - The unit that has the widget.
power - The unit's current power.
maxPower - The unit's maximum power.
]]
return eb:PostUpdatePower(unit, power, maxPower)
end
end
 
local UPDATE_VISIBILITY = function(self, event)
local eb = self.EclipseBar
 
-- check form/mastery
local showBar
local form = GetShapeshiftFormID()
if(not form) then
local ptt = GetSpecialization()
if(ptt and ptt == 1) then -- player has balance spec
showBar = true
end
elseif(form == MOONKIN_FORM) then
showBar = true
end
 
if(UnitHasVehicleUI'player') then
showBar = false
end
 
if(showBar) then
eb:Show()
else
eb:Hide()
end
 
if(eb.PostUpdateVisibility) then
--[[ :PostUpdateVisibility(unit)
 
Callback which is called after the eclipse frame was shown or hidden.
 
Arguments
 
self - The widget that holds the eclipse frame.
unit - The unit that has the widget.
]]
return eb:PostUpdateVisibility(self.unit)
end
end
 
local UNIT_AURA = function(self, event, unit)
if(self.unit ~= unit) then return end
local eb = self.EclipseBar
 
local hasSolarEclipse = not not UnitBuff(unit, ECLIPSE_BAR_SOLAR_BUFF)
local hasLunarEclipse = not not UnitBuff(unit, ECLIPSE_BAR_LUNAR_BUFF)
 
if(eb.hasSolarEclipse == hasSolarEclipse and eb.hasLunarEclipse == hasLunarEclipse) then return end
 
eb.hasSolarEclipse = hasSolarEclipse
eb.hasLunarEclipse = hasLunarEclipse
 
if(eb.PostUnitAura) then
--[[ :PostUnitAura(unit)
 
Callback which is called after the eclipse state was checked.
 
Arguments
 
self - The widget that holds the eclipse frame.
unit - The unit that has the widget.
]]
return eb:PostUnitAura(unit)
end
end
 
local ECLIPSE_DIRECTION_CHANGE = function(self, event, direction)
local eb = self.EclipseBar
 
eb.directionIsLunar = direction == "moon"
eb.direction = direction
 
if(eb.PostDirectionChange) then
--[[ :PostDirectionChange(unit)
 
Callback which is called after eclipse direction was changed.
 
Arguments
 
self - The widget that holds the eclipse frame.
unit - The unit that has the widget.
]]
return eb:PostDirectionChange(self.unit)
end
end
 
local Update = function(self, event, ...)
UNIT_POWER(self, event, ...)
UNIT_AURA(self, event, ...)
ECLIPSE_DIRECTION_CHANGE(self, event)
return UPDATE_VISIBILITY(self, event)
end
 
local ForceUpdate = function(element)
return Update(element.__owner, 'ForceUpdate', element.__owner.unit, 'ECLIPSE')
end
 
local function Enable(self)
local eb = self.EclipseBar
if(eb) then
eb.__owner = self
eb.ForceUpdate = ForceUpdate
 
if(eb.LunarBar and eb.LunarBar:IsObjectType'StatusBar' and not eb.LunarBar:GetStatusBarTexture()) then
eb.LunarBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
if(eb.SolarBar and eb.SolarBar:IsObjectType'StatusBar' and not eb.SolarBar:GetStatusBarTexture()) then
eb.SolarBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
 
self:RegisterEvent('ECLIPSE_DIRECTION_CHANGE', ECLIPSE_DIRECTION_CHANGE, true)
self:RegisterEvent('PLAYER_TALENT_UPDATE', UPDATE_VISIBILITY, true)
self:RegisterEvent('UNIT_AURA', UNIT_AURA)
self:RegisterEvent('UNIT_POWER_FREQUENT', UNIT_POWER)
self:RegisterEvent('UPDATE_SHAPESHIFT_FORM', UPDATE_VISIBILITY, true)
 
return true
end
end
 
local function Disable(self)
local eb = self.EclipseBar
if(eb) then
eb:Hide()
self:UnregisterEvent('ECLIPSE_DIRECTION_CHANGE', ECLIPSE_DIRECTION_CHANGE)
self:UnregisterEvent('PLAYER_TALENT_UPDATE', UPDATE_VISIBILITY)
self:UnregisterEvent('UNIT_AURA', UNIT_AURA)
self:UnregisterEvent('UNIT_POWER_FREQUENT', UNIT_POWER)
self:UnregisterEvent('UPDATE_SHAPESHIFT_FORM', UPDATE_VISIBILITY)
end
end
 
oUF:AddElement('EclipseBar', Update, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/totems.lua New file
0,0 → 1,177
--[[ Element: Totem Indicator
 
Handles updating and visibility of Shaman totems, Druid mushrooms and Death
Knight ghouls.
 
Widget
 
Totems - A table to hold sub-widgets.
 
Sub-Widgets
 
Totem - Any UI widget.
.Icon - A Texture representing the totem icon.
.Cooldown - A Cooldown representing the duration of the totem.
 
Notes
 
OnEnter and OnLeave will be set to display the default Tooltip, if the
`Totem` widget is mouse enabled.
 
Options
 
:UpdateTooltip - The function that should populate the tooltip, when the
`Totem` widget is hovered. A default function, which calls
`:SetTotem(id)`, will be used if none is defined.
 
Examples
 
local Totems = {}
for index = 1, MAX_TOTEMS do
-- Position and size of the totem indicator
local Totem = CreateFrame('Button', nil, self)
Totem:SetSize(40, 40)
Totem:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * Totem:GetWidth(), 0)
 
local Icon = Totem:CreateTexture(nil, "OVERLAY")
Icon:SetAllPoints()
 
local Cooldown = CreateFrame("Cooldown", nil, Totem)
Cooldown:SetAllPoints()
 
Totem.Icon = Icon
Totem.Cooldown = Cooldown
 
Totems[index] = Totem
end
 
-- Register with oUF
self.Totems = Totems
 
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
 
-- Order the list based upon the default UIs priorities.
local priorities = STANDARD_TOTEM_PRIORITIES
if(select(2, UnitClass'player') == 'SHAMAN') then
priorities = SHAMAN_TOTEM_PRIORITIES
end
 
local UpdateTooltip = function(self)
GameTooltip:SetTotem(self:GetID())
end
 
local OnEnter = function(self)
if(not self:IsVisible()) then return end
 
GameTooltip:SetOwner(self, 'ANCHOR_BOTTOMRIGHT')
self:UpdateTooltip()
end
 
local OnLeave = function()
GameTooltip:Hide()
end
 
local UpdateTotem = function(self, event, slot)
if(slot > MAX_TOTEMS) then return end
local totems = self.Totems
 
if(totems.PreUpdate) then totems:PreUpdate(priorities[slot]) end
 
local totem = totems[priorities[slot]]
local haveTotem, name, start, duration, icon = GetTotemInfo(slot)
if(duration > 0) then
if(totem.Icon) then
totem.Icon:SetTexture(icon)
end
 
if(totem.Cooldown) then
totem.Cooldown:SetCooldown(start, duration)
end
 
totem:Show()
else
totem:Hide()
end
 
if(totems.PostUpdate) then
return totems:PostUpdate(priorities[slot], haveTotem, name, start, duration, icon)
end
end
 
local Path = function(self, ...)
return (self.Totems.Override or UpdateTotem) (self, ...)
end
 
local Update = function(self, event)
for i = 1, MAX_TOTEMS do
Path(self, event, i)
end
end
 
local ForceUpdate = function(element)
return Update(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self)
local totems = self.Totems
 
if(totems) then
totems.__owner = self
totems.__map = { unpack(priorities) }
totems.ForceUpdate = ForceUpdate
 
for i = 1, MAX_TOTEMS do
local totem = totems[i]
 
totem:SetID(priorities[i])
 
if(totem:IsMouseEnabled()) then
totem:SetScript('OnEnter', OnEnter)
totem:SetScript('OnLeave', OnLeave)
 
if(not totem.UpdateTooltip) then
totem.UpdateTooltip = UpdateTooltip
end
end
end
 
self:RegisterEvent('PLAYER_TOTEM_UPDATE', Path, true)
 
TotemFrame.Show = TotemFrame.Hide
TotemFrame:Hide()
 
TotemFrame:UnregisterEvent"PLAYER_TOTEM_UPDATE"
TotemFrame:UnregisterEvent"PLAYER_ENTERING_WORLD"
TotemFrame:UnregisterEvent"UPDATE_SHAPESHIFT_FORM"
TotemFrame:UnregisterEvent"PLAYER_TALENT_UPDATE"
 
return true
end
end
 
local Disable = function(self)
if(self.Totems) then
for i = 1, MAX_TOTEMS do
self.Totems[i]:Hide()
end
TotemFrame.Show = nil
TotemFrame:Show()
 
TotemFrame:RegisterEvent"PLAYER_TOTEM_UPDATE"
TotemFrame:RegisterEvent"PLAYER_ENTERING_WORLD"
TotemFrame:RegisterEvent"UPDATE_SHAPESHIFT_FORM"
TotemFrame:RegisterEvent"PLAYER_TALENT_UPDATE"
 
self:UnregisterEvent('PLAYER_TOTEM_UPDATE', Path)
end
end
 
oUF:AddElement("Totems", Update, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/resting.lua New file
0,0 → 1,85
--[[ Element: Resting Icon
 
Toggles visibility of the resting icon.
 
Widget
 
Resting - Any UI widget.
 
Notes
 
The default resting icon will be used if the UI widget is a texture and doesn't
have a texture or color defined.
 
Examples
 
-- Position and size
local Resting = self:CreateTexture(nil, 'OVERLAY')
Resting:SetSize(16, 16)
Resting:SetPoint('TOPLEFT', self)
 
-- Register it with oUF
self.Resting = Resting
 
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 Update = function(self, event)
local resting = self.Resting
if(resting.PreUpdate) then
resting:PreUpdate()
end
 
local isResting = IsResting()
if(isResting) then
resting:Show()
else
resting:Hide()
end
 
if(resting.PostUpdate) then
return resting:PostUpdate(isResting)
end
end
 
local Path = function(self, ...)
return (self.Resting.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self, unit)
local resting = self.Resting
if(resting and unit == 'player') then
resting.__owner = self
resting.ForceUpdate = ForceUpdate
 
self:RegisterEvent("PLAYER_UPDATE_RESTING", Path, true)
 
if(resting:IsObjectType"Texture" and not resting:GetTexture()) then
resting:SetTexture[[Interface\CharacterFrame\UI-StateIcon]]
resting:SetTexCoord(0, .5, 0, .421875)
end
 
return true
end
end
 
local Disable = function(self)
local resting = self.Resting
if(resting) then
resting:Hide()
self:UnregisterEvent("PLAYER_UPDATE_RESTING", Path)
end
end
 
oUF:AddElement('Resting', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/resurrect.lua New file
0,0 → 1,84
--[[ Element: Resurrect Icon
 
Handles updating and toggles visibility of incoming resurrect icon.
 
Widget
 
ResurrectIcon - A Texture used to display if the unit has an incoming
resurrect.
 
Notes
 
The default resurrect icon will be used if the UI widget is a texture and
doesn't have a texture or color defined.
 
Examples
 
-- Position and size
local ResurrectIcon = self:CreateTexture(nil, 'OVERLAY')
ResurrectIcon:SetSize(16, 16)
ResurrectIcon:SetPoint('TOPRIGHT', self)
 
-- Register it with oUF
self.ResurrectIcon = ResurrectIcon
 
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 Update = function(self, event)
local resurrect = self.ResurrectIcon
if(resurrect.PreUpdate) then
resurrect:PreUpdate()
end
 
local incomingResurrect = UnitHasIncomingResurrection(self.unit)
if(incomingResurrect) then
resurrect:Show()
else
resurrect:Hide()
end
 
if(resurrect.PostUpdate) then
return resurrect:PostUpdate(incomingResurrect)
end
end
 
local Path = function(self, ...)
return (self.ResurrectIcon.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self)
local resurrect = self.ResurrectIcon
if(resurrect) then
resurrect.__owner = self
resurrect.ForceUpdate = ForceUpdate
 
self:RegisterEvent('INCOMING_RESURRECT_CHANGED', Path, true)
 
if(resurrect:IsObjectType('Texture') and not resurrect:GetTexture()) then
resurrect:SetTexture[[Interface\RaidFrame\Raid-Icon-Rez]]
end
 
return true
end
end
 
local Disable = function(self)
local resurrect = self.ResurrectIcon
if(resurrect) then
self:UnregisterEvent('INCOMING_RESURRECT_CHANGED', Path)
end
end
 
oUF:AddElement('ResurrectIcon', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/castbar.lua New file
0,0 → 1,511
--[[ Element: Castbar
 
Handles updating and visibility of unit castbars.
 
Widget
 
Castbar - A StatusBar to represent spell progress.
 
Sub-Widgets
 
.Text - A FontString to represent spell name.
.Icon - A Texture to represent spell icon.
.Time - A FontString to represent spell duration.
.Shield - A Texture to represent if it's possible to interrupt or spell
steal.
.SafeZone - A Texture to represent latency.
 
Credits
 
Based upon oUF_Castbar by starlon.
 
Notes
 
The default texture will be applied if the UI widget doesn't have a texture or
color defined.
 
Examples
 
-- Position and size
local Castbar = CreateFrame("StatusBar", nil, self)
Castbar:SetSize(20, 20)
Castbar:SetPoint('TOP')
Castbar:SetPoint('LEFT')
Castbar:SetPoint('RIGHT')
 
-- Add a background
local Background = Castbar:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(Castbar)
Background:SetTexture(1, 1, 1, .5)
 
-- Add a spark
local Spark = Castbar:CreateTexture(nil, "OVERLAY")
Spark:SetSize(20, 20)
Spark:SetBlendMode("ADD")
 
-- Add a timer
local Time = Castbar:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
Time:SetPoint("RIGHT", Castbar)
 
-- Add spell text
local Text = Castbar:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
Text:SetPoint("LEFT", Castbar)
 
-- Add spell icon
local Icon = Castbar:CreateTexture(nil, "OVERLAY")
Icon:SetSize(20, 20)
Icon:SetPoint("TOPLEFT", Castbar, "TOPLEFT")
 
-- Add Shield
local Shield = Castbar:CreateTexture(nil, "OVERLAY")
Shield:SetSize(20, 20)
Shield:SetPoint("CENTER", Castbar)
 
-- Add safezone
local SafeZone = Castbar:CreateTexture(nil, "OVERLAY")
 
-- Register it with oUF
self.Castbar = Castbar
self.Castbar.bg = Background
self.Castbar.Spark = Spark
self.Castbar.Time = Time
self.Castbar.Text = Text
self.Castbar.Icon = Icon
self.Castbar.SafeZone = SafeZone
 
Hooks and Callbacks
 
]]
local parent, ns = ...
local oUF = ns.oUF
 
local UnitName = UnitName
local GetTime = GetTime
local UnitCastingInfo = UnitCastingInfo
local UnitChannelInfo = UnitChannelInfo
 
local updateSafeZone = function(self)
local sz = self.SafeZone
local width = self:GetWidth()
local _, _, _, ms = GetNetStats()
 
-- Guard against GetNetStats returning latencies of 0.
if(ms ~= 0) then
-- MADNESS!
local safeZonePercent = (width / self.max) * (ms / 1e5)
if(safeZonePercent > 1) then safeZonePercent = 1 end
sz:SetWidth(width * safeZonePercent)
sz:Show()
else
sz:Hide()
end
end
 
local UNIT_SPELLCAST_START = function(self, event, unit, spell)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local castbar = self.Castbar
local name, _, text, texture, startTime, endTime, _, castid, interrupt = UnitCastingInfo(unit)
if(not name) then
castbar:Hide()
return
end
 
endTime = endTime / 1e3
startTime = startTime / 1e3
local max = endTime - startTime
 
castbar.castid = castid
castbar.duration = GetTime() - startTime
castbar.max = max
castbar.delay = 0
castbar.casting = true
castbar.interrupt = interrupt
 
castbar:SetMinMaxValues(0, max)
castbar:SetValue(0)
 
if(castbar.Text) then castbar.Text:SetText(text) end
if(castbar.Icon) then castbar.Icon:SetTexture(texture) end
if(castbar.Time) then castbar.Time:SetText() end
 
local shield = castbar.Shield
if(shield and interrupt) then
shield:Show()
elseif(shield) then
shield:Hide()
end
 
local sf = castbar.SafeZone
if(sf) then
sf:ClearAllPoints()
sf:SetPoint'RIGHT'
sf:SetPoint'TOP'
sf:SetPoint'BOTTOM'
updateSafeZone(castbar)
end
 
if(castbar.PostCastStart) then
castbar:PostCastStart(unit, name, castid)
end
castbar:Show()
end
 
local UNIT_SPELLCAST_FAILED = function(self, event, unit, spellname, _, castid)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local castbar = self.Castbar
if(castbar.castid ~= castid) then
return
end
 
castbar.casting = nil
castbar.interrupt = nil
castbar:SetValue(0)
castbar:Hide()
 
if(castbar.PostCastFailed) then
return castbar:PostCastFailed(unit, spellname, castid)
end
end
 
local UNIT_SPELLCAST_INTERRUPTED = function(self, event, unit, spellname, _, castid)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local castbar = self.Castbar
if(castbar.castid ~= castid) then
return
end
castbar.casting = nil
castbar.channeling = nil
 
castbar:SetValue(0)
castbar:Hide()
 
if(castbar.PostCastInterrupted) then
return castbar:PostCastInterrupted(unit, spellname, castid)
end
end
 
local UNIT_SPELLCAST_INTERRUPTIBLE = function(self, event, unit)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local shield = self.Castbar.Shield
if(shield) then
shield:Hide()
end
 
local castbar = self.Castbar
if(castbar.PostCastInterruptible) then
return castbar:PostCastInterruptible(unit)
end
end
 
local UNIT_SPELLCAST_NOT_INTERRUPTIBLE = function(self, event, unit)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local shield = self.Castbar.Shield
if(shield) then
shield:Show()
end
 
local castbar = self.Castbar
if(castbar.PostCastNotInterruptible) then
return castbar:PostCastNotInterruptible(unit)
end
end
 
local UNIT_SPELLCAST_DELAYED = function(self, event, unit, spellname, _, castid)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local castbar = self.Castbar
local name, _, text, texture, startTime, endTime = UnitCastingInfo(unit)
if(not startTime or not castbar:IsShown()) then return end
 
local duration = GetTime() - (startTime / 1000)
if(duration < 0) then duration = 0 end
 
castbar.delay = castbar.delay + castbar.duration - duration
castbar.duration = duration
 
castbar:SetValue(duration)
 
if(castbar.PostCastDelayed) then
return castbar:PostCastDelayed(unit, name, castid)
end
end
 
local UNIT_SPELLCAST_STOP = function(self, event, unit, spellname, _, castid)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local castbar = self.Castbar
if(castbar.castid ~= castid) then
return
end
 
castbar.casting = nil
castbar.interrupt = nil
castbar:SetValue(0)
castbar:Hide()
 
if(castbar.PostCastStop) then
return castbar:PostCastStop(unit, spellname, castid)
end
end
 
local UNIT_SPELLCAST_CHANNEL_START = function(self, event, unit, spellname)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local castbar = self.Castbar
local name, _, text, texture, startTime, endTime, isTrade, interrupt = UnitChannelInfo(unit)
if(not name) then
return
end
 
endTime = endTime / 1e3
startTime = startTime / 1e3
local max = (endTime - startTime)
local duration = endTime - GetTime()
 
castbar.duration = duration
castbar.max = max
castbar.delay = 0
castbar.channeling = true
castbar.interrupt = interrupt
 
-- We have to do this, as it's possible for spell casts to never have _STOP
-- executed or be fully completed by the OnUpdate handler before CHANNEL_START
-- is called.
castbar.casting = nil
castbar.castid = nil
 
castbar:SetMinMaxValues(0, max)
castbar:SetValue(duration)
 
if(castbar.Text) then castbar.Text:SetText(name) end
if(castbar.Icon) then castbar.Icon:SetTexture(texture) end
if(castbar.Time) then castbar.Time:SetText() end
 
local shield = castbar.Shield
if(shield and interrupt) then
shield:Show()
elseif(shield) then
shield:Hide()
end
 
local sf = castbar.SafeZone
if(sf) then
sf:ClearAllPoints()
sf:SetPoint'LEFT'
sf:SetPoint'TOP'
sf:SetPoint'BOTTOM'
updateSafeZone(castbar)
end
 
if(castbar.PostChannelStart) then castbar:PostChannelStart(unit, name) end
castbar:Show()
end
 
local UNIT_SPELLCAST_CHANNEL_UPDATE = function(self, event, unit, spellname)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local castbar = self.Castbar
local name, _, text, texture, startTime, endTime, oldStart = UnitChannelInfo(unit)
if(not name or not castbar:IsShown()) then
return
end
 
local duration = (endTime / 1000) - GetTime()
 
castbar.delay = castbar.delay + castbar.duration - duration
castbar.duration = duration
castbar.max = (endTime - startTime) / 1000
 
castbar:SetMinMaxValues(0, castbar.max)
castbar:SetValue(duration)
 
if(castbar.PostChannelUpdate) then
return castbar:PostChannelUpdate(unit, name)
end
end
 
local UNIT_SPELLCAST_CHANNEL_STOP = function(self, event, unit, spellname)
if(self.unit ~= unit and self.realUnit ~= unit) then return end
 
local castbar = self.Castbar
if(castbar:IsShown()) then
castbar.channeling = nil
castbar.interrupt = nil
 
castbar:SetValue(castbar.max)
castbar:Hide()
 
if(castbar.PostChannelStop) then
return castbar:PostChannelStop(unit, spellname)
end
end
end
 
local onUpdate = function(self, elapsed)
if(self.casting) then
local duration = self.duration + elapsed
if(duration >= self.max) then
self.casting = nil
self:Hide()
 
if(self.PostCastStop) then self:PostCastStop(self.__owner.unit) end
return
end
 
if(self.Time) then
if(self.delay ~= 0) then
if(self.CustomDelayText) then
self:CustomDelayText(duration)
else
self.Time:SetFormattedText("%.1f|cffff0000-%.1f|r", duration, self.delay)
end
else
if(self.CustomTimeText) then
self:CustomTimeText(duration)
else
self.Time:SetFormattedText("%.1f", duration)
end
end
end
 
self.duration = duration
self:SetValue(duration)
 
if(self.Spark) then
self.Spark:SetPoint("CENTER", self, "LEFT", (duration / self.max) * self:GetWidth(), 0)
end
elseif(self.channeling) then
local duration = self.duration - elapsed
 
if(duration <= 0) then
self.channeling = nil
self:Hide()
 
if(self.PostChannelStop) then self:PostChannelStop(self.__owner.unit) end
return
end
 
if(self.Time) then
if(self.delay ~= 0) then
if(self.CustomDelayText) then
self:CustomDelayText(duration)
else
self.Time:SetFormattedText("%.1f|cffff0000-%.1f|r", duration, self.delay)
end
else
if(self.CustomTimeText) then
self:CustomTimeText(duration)
else
self.Time:SetFormattedText("%.1f", duration)
end
end
end
 
self.duration = duration
self:SetValue(duration)
if(self.Spark) then
self.Spark:SetPoint("CENTER", self, "LEFT", (duration / self.max) * self:GetWidth(), 0)
end
else
self.unitName = nil
self.casting = nil
self.castid = nil
self.channeling = nil
 
self:SetValue(1)
self:Hide()
end
end
 
local Update = function(self, ...)
UNIT_SPELLCAST_START(self, ...)
return UNIT_SPELLCAST_CHANNEL_START(self, ...)
end
 
local ForceUpdate = function(element)
return Update(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local Enable = function(object, unit)
local castbar = object.Castbar
 
if(castbar) then
castbar.__owner = object
castbar.ForceUpdate = ForceUpdate
 
if(not (unit and unit:match'%wtarget$')) then
object:RegisterEvent("UNIT_SPELLCAST_START", UNIT_SPELLCAST_START)
object:RegisterEvent("UNIT_SPELLCAST_FAILED", UNIT_SPELLCAST_FAILED)
object:RegisterEvent("UNIT_SPELLCAST_STOP", UNIT_SPELLCAST_STOP)
object:RegisterEvent("UNIT_SPELLCAST_INTERRUPTED", UNIT_SPELLCAST_INTERRUPTED)
object:RegisterEvent("UNIT_SPELLCAST_INTERRUPTIBLE", UNIT_SPELLCAST_INTERRUPTIBLE)
object:RegisterEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", UNIT_SPELLCAST_NOT_INTERRUPTIBLE)
object:RegisterEvent("UNIT_SPELLCAST_DELAYED", UNIT_SPELLCAST_DELAYED)
object:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START", UNIT_SPELLCAST_CHANNEL_START)
object:RegisterEvent("UNIT_SPELLCAST_CHANNEL_UPDATE", UNIT_SPELLCAST_CHANNEL_UPDATE)
object:RegisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", UNIT_SPELLCAST_CHANNEL_STOP)
end
 
castbar:SetScript("OnUpdate", castbar.OnUpdate or onUpdate)
 
if(object.unit == "player") then
CastingBarFrame:UnregisterAllEvents()
CastingBarFrame.Show = CastingBarFrame.Hide
CastingBarFrame:Hide()
elseif(object.unit == 'pet') then
PetCastingBarFrame:UnregisterAllEvents()
PetCastingBarFrame.Show = PetCastingBarFrame.Hide
PetCastingBarFrame:Hide()
end
 
if(castbar:IsObjectType'StatusBar' and not castbar:GetStatusBarTexture()) then
castbar:SetStatusBarTexture[[Interface\TargetingFrame\UI-StatusBar]]
end
 
local spark = castbar.Spark
if(spark and spark:IsObjectType'Texture' and not spark:GetTexture()) then
spark:SetTexture[[Interface\CastingBar\UI-CastingBar-Spark]]
end
 
local shield = castbar.Shield
if(shield and shield:IsObjectType'Texture' and not shield:GetTexture()) then
shield:SetTexture[[Interface\CastingBar\UI-CastingBar-Small-Shield]]
end
 
local sz = castbar.SafeZone
if(sz and sz:IsObjectType'Texture' and not sz:GetTexture()) then
sz:SetTexture(1, 0, 0)
end
 
castbar:Hide()
 
return true
end
end
 
local Disable = function(object, unit)
local castbar = object.Castbar
 
if(castbar) then
castbar:Hide()
object:UnregisterEvent("UNIT_SPELLCAST_START", UNIT_SPELLCAST_START)
object:UnregisterEvent("UNIT_SPELLCAST_FAILED", UNIT_SPELLCAST_FAILED)
object:UnregisterEvent("UNIT_SPELLCAST_STOP", UNIT_SPELLCAST_STOP)
object:UnregisterEvent("UNIT_SPELLCAST_INTERRUPTED", UNIT_SPELLCAST_INTERRUPTED)
object:UnregisterEvent("UNIT_SPELLCAST_INTERRUPTIBLE", UNIT_SPELLCAST_INTERRUPTIBLE)
object:UnregisterEvent("UNIT_SPELLCAST_NOT_INTERRUPTIBLE", UNIT_SPELLCAST_NOT_INTERRUPTIBLE)
object:UnregisterEvent("UNIT_SPELLCAST_DELAYED", UNIT_SPELLCAST_DELAYED)
object:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_START", UNIT_SPELLCAST_CHANNEL_START)
object:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_UPDATE", UNIT_SPELLCAST_CHANNEL_UPDATE)
object:UnregisterEvent("UNIT_SPELLCAST_CHANNEL_STOP", UNIT_SPELLCAST_CHANNEL_STOP)
 
castbar:SetScript("OnUpdate", nil)
end
end
 
oUF:AddElement('Castbar', Update, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/cpoints.lua New file
0,0 → 1,110
--[[ Element: Combo Point Icons
Toggles visibility of the player and vehicles combo points.
 
Widget
 
CPoints - An array consisting of five UI widgets.
 
Notes
 
The default combo point texture will be applied to textures within the CPoints
array that don't have a texture or color defined.
 
Examples
 
local CPoints = {}
for index = 1, MAX_COMBO_POINTS do
local CPoint = self:CreateTexture(nil, 'BACKGROUND')
 
-- Position and size of the combo point.
CPoint:SetSize(12, 16)
CPoint:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * CPoint:GetWidth(), 0)
 
CPoints[index] = CPoint
end
 
-- Register with oUF
self.CPoints = CPoints
 
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 GetComboPoints = GetComboPoints
local MAX_COMBO_POINTS = MAX_COMBO_POINTS
 
local Update = function(self, event, unit)
if(unit == 'pet') then return end
 
local cpoints = self.CPoints
if(cpoints.PreUpdate) then
cpoints:PreUpdate()
end
 
local cp
if(UnitHasVehicleUI'player') then
cp = GetComboPoints('vehicle', 'target')
else
cp = GetComboPoints('player', 'target')
end
 
for i=1, MAX_COMBO_POINTS do
if(i <= cp) then
cpoints[i]:Show()
else
cpoints[i]:Hide()
end
end
 
if(cpoints.PostUpdate) then
return cpoints:PostUpdate(cp)
end
end
 
local Path = function(self, ...)
return (self.CPoints.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local Enable = function(self)
local cpoints = self.CPoints
if(cpoints) then
cpoints.__owner = self
cpoints.ForceUpdate = ForceUpdate
 
self:RegisterEvent('UNIT_COMBO_POINTS', Path, true)
self:RegisterEvent('PLAYER_TARGET_CHANGED', Path, true)
 
for index = 1, MAX_COMBO_POINTS do
local cpoint = cpoints[index]
if(cpoint:IsObjectType'Texture' and not cpoint:GetTexture()) then
cpoint:SetTexture[[Interface\ComboFrame\ComboPoint]]
cpoint:SetTexCoord(0, 0.375, 0, 1)
end
end
 
return true
end
end
 
local Disable = function(self)
local cpoints = self.CPoints
if(cpoints) then
for index = 1, MAX_COMBO_POINTS do
cpoints[index]:Hide()
end
self:UnregisterEvent('UNIT_COMBO_POINTS', Path)
self:UnregisterEvent('PLAYER_TARGET_CHANGED', Path)
end
end
 
oUF:AddElement('CPoints', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/masterlooter.lua New file
0,0 → 1,106
--[[ Element: Master Looter Icon
 
Toggles visibility of the master looter icon.
 
Widget
 
MasterLooter - Any UI widget.
 
Notes
 
The default master looter icon will be applied if the UI widget is a texture
and doesn't have a texture or color defined.
 
Examples
 
-- Position and size
local MasterLooter = self:CreateTexture(nil, 'OVERLAY')
MasterLooter:SetSize(16, 16)
MasterLooter:SetPoint('TOPRIGHT', self)
 
-- Register it with oUF
self.MasterLooter = MasterLooter
 
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 Update = function(self, event)
local unit = self.unit
local masterlooter = self.MasterLooter
if(not (UnitInParty(unit) or UnitInRaid(unit))) then
return masterlooter:Hide()
end
 
if(masterlooter.PreUpdate) then
masterlooter:PreUpdate()
end
 
local method, pid, rid = GetLootMethod()
if(method == 'master') then
local mlUnit
if(pid) then
if(pid == 0) then
mlUnit = 'player'
else
mlUnit = 'party'..pid
end
elseif(rid) then
mlUnit = 'raid'..rid
end
 
if(UnitIsUnit(unit, mlUnit)) then
masterlooter:Show()
elseif(masterlooter:IsShown()) then
masterlooter:Hide()
end
else
masterlooter:Hide()
end
 
if(masterlooter.PostUpdate) then
return masterlooter:PostUpdate(masterlooter:IsShown())
end
end
 
local Path = function(self, ...)
return (self.MasterLooter.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
 
local function Enable(self, unit)
local masterlooter = self.MasterLooter
if(masterlooter) then
masterlooter.__owner = self
masterlooter.ForceUpdate = ForceUpdate
 
self:RegisterEvent('PARTY_LOOT_METHOD_CHANGED', Path, true)
self:RegisterEvent('GROUP_ROSTER_UPDATE', Path, true)
 
if(masterlooter:IsObjectType('Texture') and not masterlooter:GetTexture()) then
masterlooter:SetTexture([[Interface\GroupFrame\UI-Group-MasterLooter]])
end
 
return true
end
end
 
local function Disable(self)
if(self.MasterLooter) then
self.MasterLooter:Hide()
self:UnregisterEvent('PARTY_LOOT_METHOD_CHANGED', Path)
self:UnregisterEvent('GROUP_ROSTER_UPDATE', Path)
end
end
 
oUF:AddElement('MasterLooter', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/altpowerbar.lua New file
0,0 → 1,200
--[[ Element: Alternative Power Bar
 
Handles visibility and updating of the alternative power bar.
 
This bar is used to display encounter/quest related power information, such as
the number of hour glass uses left on the end boss in End Time.
 
Widget
 
AltPowerBar - A StatusBar to represent alternative power.
 
Options
 
.colorTexture - Use the vertex color values returned by
UnitAlternatePowerTextureInfo to color the bar.
 
Notes
 
OnEnter and OnLeave handlers to display a tooltip will be set on the widget if
it is mouse enabled.
 
Examples
 
-- Position and size
local AltPowerBar = CreateFrame('StatusBar', nil, self)
AltPowerBar:SetHeight(20)
AltPowerBar:SetPoint('BOTTOM')
AltPowerBar:SetPoint('LEFT')
AltPowerBar:SetPoint('RIGHT')
 
-- Register with oUF
self.AltPowerBar = AltPowerBar
 
Callbacks
]]
 
local parent, ns = ...
local oUF = ns.oUF
 
local ALTERNATE_POWER_INDEX = ALTERNATE_POWER_INDEX
 
--[[ :UpdateTooltip()
 
The function called when the widget is hovered. Used to populate the tooltip.
 
Arguments
 
self - The AltPowerBar element.
]]
local UpdateTooltip = function(self)
GameTooltip:SetText(self.powerName, 1, 1, 1)
GameTooltip:AddLine(self.powerTooltip, nil, nil, nil, 1)
GameTooltip:Show()
end
 
local OnEnter = function(self)
if(not self:IsVisible()) then return end
 
GameTooltip_SetDefaultAnchor(GameTooltip, self)
self:UpdateTooltip()
end
 
local OnLeave = function()
GameTooltip:Hide()
end
 
local UpdatePower = function(self, event, unit, powerType)
if(self.unit ~= unit or powerType ~= 'ALTERNATE') then return end
 
local altpowerbar = self.AltPowerBar
 
--[[ :PreUpdate()
 
Called before the element has been updated.
 
Arguments
 
self - The AltPowerBar element.
]]
if(altpowerbar.PreUpdate) then
altpowerbar:PreUpdate()
end
 
local _, r, g, b
if(altpowerbar.colorTexture) then
_, r, g, b = UnitAlternatePowerTextureInfo(unit, 2)
end
 
local cur = UnitPower(unit, ALTERNATE_POWER_INDEX)
local max = UnitPowerMax(unit, ALTERNATE_POWER_INDEX)
 
local barType, min, _, _, _, _, _, _, _, powerName, powerTooltip = UnitAlternatePowerInfo(unit)
altpowerbar.barType = barType
altpowerbar.powerName = powerName
altpowerbar.powerTooltip = powerTooltip
altpowerbar:SetMinMaxValues(min, max)
altpowerbar:SetValue(math.min(math.max(cur, min), max))
 
if(b) then
altpowerbar:SetStatusBarColor(r, g, b)
end
 
--[[ :PostUpdate(min, cur, max)
 
Called after the element has been updated.
 
Arguments
 
self - The AltPowerBar element.
min - The minimum possible power value for the active type.
cur - The current power value.
max - The maximum possible power value for the active type.
]]
if(altpowerbar.PostUpdate) then
return altpowerbar:PostUpdate(min, cur, max)
end
end
 
 
--[[ 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 Path = function(self, ...)
return (self.AltPowerBar.Override or UpdatePower)(self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit, 'ALTERNATE')
end
 
local Toggler = function(self, event, unit)
if(unit ~= self.unit) then return end
local altpowerbar = self.AltPowerBar
 
local barType, _, _, _, _, hideFromOthers, showOnRaid = UnitAlternatePowerInfo(unit)
if(barType and (showOnRaid and (UnitInParty(unit) or UnitInRaid(unit)) or not hideFromOthers or unit == 'player' or self.realUnit == 'player')) then
self:RegisterEvent('UNIT_POWER', Path)
self:RegisterEvent('UNIT_MAXPOWER', Path)
 
ForceUpdate(altpowerbar)
altpowerbar:Show()
else
self:UnregisterEvent('UNIT_POWER', Path)
self:UnregisterEvent('UNIT_MAXPOWER', Path)
 
altpowerbar:Hide()
end
end
 
local Enable = function(self, unit)
local altpowerbar = self.AltPowerBar
if(altpowerbar) then
altpowerbar.__owner = self
altpowerbar.ForceUpdate = ForceUpdate
 
self:RegisterEvent('UNIT_POWER_BAR_SHOW', Toggler)
self:RegisterEvent('UNIT_POWER_BAR_HIDE', Toggler)
 
altpowerbar:Hide()
 
if(altpowerbar:IsMouseEnabled()) then
if(not altpowerbar:GetScript('OnEnter')) then
altpowerbar:SetScript('OnEnter', OnEnter)
end
altpowerbar:SetScript('OnLeave', OnLeave)
 
if(not altpowerbar.UpdateTooltip) then
altpowerbar.UpdateTooltip = UpdateTooltip
end
end
 
if(unit == 'player') then
PlayerPowerBarAlt:UnregisterEvent'UNIT_POWER_BAR_SHOW'
PlayerPowerBarAlt:UnregisterEvent'UNIT_POWER_BAR_HIDE'
PlayerPowerBarAlt:UnregisterEvent'PLAYER_ENTERING_WORLD'
end
 
return true
end
end
 
local Disable = function(self, unit)
local altpowerbar = self.AltPowerBar
if(altpowerbar) then
altpowerbar:Hide()
self:UnregisterEvent('UNIT_POWER_BAR_SHOW', Toggler)
self:UnregisterEvent('UNIT_POWER_BAR_HIDE', Toggler)
 
if(unit == 'player') then
PlayerPowerBarAlt:RegisterEvent'UNIT_POWER_BAR_SHOW'
PlayerPowerBarAlt:RegisterEvent'UNIT_POWER_BAR_HIDE'
PlayerPowerBarAlt:RegisterEvent'PLAYER_ENTERING_WORLD'
end
end
end
 
oUF:AddElement('AltPowerBar', Toggler, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/threat.lua New file
0,0 → 1,92
--[[ Element: Threat Icon
 
Handles updating and toggles visibility of current threat level icon.
 
Widget
 
Threat - A Texture used to display the current threat level.
 
Notes
 
This element updates by changing colors of the texture.
 
The default threat icon will be used if the UI widget is a texture and doesn't
have a texture or color defined.
 
Examples
 
-- Position and size
local Threat = self:CreateTexture(nil, 'OVERLAY')
Threat:SetSize(16, 16)
Threat:SetPoint('TOPRIGHT', self)
 
-- Register it with oUF
self.Threat = Threat
 
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 Update = function(self, event, unit)
if(unit ~= self.unit) then return end
 
local threat = self.Threat
if(threat.PreUpdate) then threat:PreUpdate(unit) end
 
unit = unit or self.unit
local status = UnitThreatSituation(unit)
 
local r, g, b
if(status and status > 0) then
r, g, b = GetThreatStatusColor(status)
threat:SetVertexColor(r, g, b)
threat:Show()
else
threat:Hide()
end
 
if(threat.PostUpdate) then
return threat:PostUpdate(unit, status, r, g, b)
end
end
 
local Path = function(self, ...)
return (self.Threat.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local Enable = function(self)
local threat = self.Threat
if(threat) then
threat.__owner = self
threat.ForceUpdate = ForceUpdate
 
self:RegisterEvent("UNIT_THREAT_SITUATION_UPDATE", Path)
 
if(threat:IsObjectType"Texture" and not threat:GetTexture()) then
threat:SetTexture[[Interface\Minimap\ObjectIcons]]
threat:SetTexCoord(6/8, 7/8, 1/8, 2/8)
end
 
return true
end
end
 
local Disable = function(self)
local threat = self.Threat
if(threat) then
threat:Hide()
self:UnregisterEvent("UNIT_THREAT_SITUATION_UPDATE", Path)
end
end
 
oUF:AddElement('Threat', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/lfdrole.lua New file
0,0 → 1,94
--[[ Element: LFD Role Icon
 
Toggles visibility of the LFD role icon based upon the units current dungeon
role.
 
Widget
 
LFDRole - A Texture containing the LFD role icons at specific locations. Look
at the default LFD role icon texture for an example of this.
Alternatively you can look at the return values of
GetTexCoordsForRoleSmallCircle(role).
 
Notes
 
The default LFD role texture will be applied if the UI widget is a texture and
doesn't have a texture or color defined.
 
Examples
 
-- Position and size
local LFDRole = self:CreateTexture(nil, "OVERLAY")
LFDRole:SetSize(16, 16)
LFDRole:SetPoint("LEFT", self)
 
-- Register it with oUF
self.LFDRole = LFDRole
 
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 Update = function(self, event)
local lfdrole = self.LFDRole
if(lfdrole.PreUpdate) then
lfdrole:PreUpdate()
end
 
local role = UnitGroupRolesAssigned(self.unit)
if(role == 'TANK' or role == 'HEALER' or role == 'DAMAGER') then
lfdrole:SetTexCoord(GetTexCoordsForRoleSmallCircle(role))
lfdrole:Show()
else
lfdrole:Hide()
end
 
if(lfdrole.PostUpdate) then
return lfdrole:PostUpdate(role)
end
end
 
local Path = function(self, ...)
return (self.LFDRole.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self)
local lfdrole = self.LFDRole
if(lfdrole) then
lfdrole.__owner = self
lfdrole.ForceUpdate = ForceUpdate
 
if(self.unit == "player") then
self:RegisterEvent("PLAYER_ROLES_ASSIGNED", Path, true)
else
self:RegisterEvent("GROUP_ROSTER_UPDATE", Path, true)
end
 
if(lfdrole:IsObjectType"Texture" and not lfdrole:GetTexture()) then
lfdrole:SetTexture[[Interface\LFGFrame\UI-LFG-ICON-PORTRAITROLES]]
end
 
return true
end
end
 
local Disable = function(self)
local lfdrole = self.LFDRole
if(lfdrole) then
lfdrole:Hide()
self:UnregisterEvent("PLAYER_ROLES_ASSIGNED", Path)
self:UnregisterEvent("GROUP_ROSTER_UPDATE", Path)
end
end
 
oUF:AddElement('LFDRole', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/portraits.lua New file
0,0 → 1,119
--[[ Element: Portraits
 
Handles updating of the unit's portrait.
 
Widget
 
Portrait - A PlayerModel or Texture used to represent the unit's portrait.
 
Notes
 
The quest delivery question mark will be used instead of the unit's model when
the client doesn't have the model information for the unit.
 
Examples
 
-- 3D Portrait
-- Position and size
local Portrait = CreateFrame('PlayerModel', nil, self)
Portrait:SetSize(32, 32)
Portrait:SetPoint('RIGHT', self, 'LEFT')
 
-- Register it with oUF
self.Portrait = Portrait
 
-- 2D Portrait
local Portrait = self:CreateTexture(nil, 'OVERLAY')
Portrait:SetSize(32, 32)
Portrait:SetPoint('RIGHT', self, 'LEFT')
 
-- Register it with oUF
self.Portrait = Portrait
 
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 Update = function(self, event, unit)
if(not unit or not UnitIsUnit(self.unit, unit)) then return end
 
local portrait = self.Portrait
if(portrait.PreUpdate) then portrait:PreUpdate(unit) end
 
if(portrait:IsObjectType'Model') then
local guid = UnitGUID(unit)
if(not UnitExists(unit) or not UnitIsConnected(unit) or not UnitIsVisible(unit)) then
portrait:SetCamDistanceScale(0.25)
portrait:SetPortraitZoom(0)
portrait:SetPosition(0,0,0.5)
portrait:ClearModel()
portrait:SetModel('interface\\buttons\\talktomequestionmark.m2')
portrait.guid = nil
elseif(portrait.guid ~= guid or event == 'UNIT_MODEL_CHANGED') then
portrait:SetCamDistanceScale(1)
portrait:SetPortraitZoom(1)
portrait:SetPosition(0,0,0)
portrait:ClearModel()
portrait:SetUnit(unit)
portrait.guid = guid
end
else
SetPortraitTexture(portrait, unit)
end
 
if(portrait.PostUpdate) then
return portrait:PostUpdate(unit)
end
end
 
local Path = function(self, ...)
return (self.Portrait.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local Enable = function(self, unit)
local portrait = self.Portrait
if(portrait) then
portrait:Show()
portrait.__owner = self
portrait.ForceUpdate = ForceUpdate
 
self:RegisterEvent("UNIT_PORTRAIT_UPDATE", Path)
self:RegisterEvent("UNIT_MODEL_CHANGED", Path)
self:RegisterEvent('UNIT_CONNECTION', Path)
 
-- The quest log uses PARTY_MEMBER_{ENABLE,DISABLE} to handle updating of
-- party members overlapping quests. This will probably be enough to handle
-- model updating.
--
-- DISABLE isn't used as it fires when we most likely don't have the
-- information we want.
if(unit == 'party') then
self:RegisterEvent('PARTY_MEMBER_ENABLE', Path)
end
 
return true
end
end
 
local Disable = function(self)
local portrait = self.Portrait
if(portrait) then
portrait:Hide()
self:UnregisterEvent("UNIT_PORTRAIT_UPDATE", Path)
self:UnregisterEvent("UNIT_MODEL_CHANGED", Path)
self:UnregisterEvent('PARTY_MEMBER_ENABLE', Path)
self:UnregisterEvent('UNIT_CONNECTION', Path)
end
end
 
oUF:AddElement('Portrait', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/aura.lua New file
0,0 → 1,497
--[[ Element: Auras
 
Handles creation and updating of aura icons.
 
Widget
 
Auras - A Frame to hold icons representing both buffs and debuffs.
Buffs - A Frame to hold icons representing buffs.
Debuffs - A Frame to hold icons representing debuffs.
 
Options
 
.disableCooldown - Disables the cooldown spiral. Defaults to false.
.size - Aura icon size. Defaults to 16.
.onlyShowPlayer - Only show auras created by player/vehicle.
.showStealableBuffs - Display the stealable texture on buffs that can be
stolen.
.spacing - Spacing between each icon. Defaults to 0.
.['spacing-x'] - Horizontal spacing between each icon. Takes priority over
`spacing`.
.['spacing-y'] - Vertical spacing between each icon. Takes priority over
`spacing`.
.['growth-x'] - Horizontal growth direction. Defaults to RIGHT.
.['growth-y'] - Vertical growth direction. Defaults to UP.
.initialAnchor - Anchor point for the icons. Defaults to BOTTOMLEFT.
.filter - Custom filter list for auras to display. Defaults to
HELPFUL on buffs and HARMFUL on debuffs.
 
Options Auras
 
.numBuffs - The maximum number of buffs to display. Defaults to 32.
.numDebuffs - The maximum number of debuffs to display. Defaults to 40.
.gap - Controls the creation of an invisible icon between buffs and
debuffs. Defaults to false.
.buffFilter - Custom filter list for buffs to display. Takes priority over
`filter`.
.debuffFilter - Custom filter list for debuffs to display. Takes priority over
`filter`.
 
Options Buffs
 
.num - Number of buffs to display. Defaults to 32.
 
Options Debuffs
 
.num - Number of debuffs to display. Defaults to 40.
 
Examples
 
-- Position and size
local Buffs = CreateFrame("Frame", nil, self)
Buffs:SetPoint("RIGHT", self, "LEFT")
Buffs:SetSize(16 * 2, 16 * 16)
 
-- Register with oUF
self.Buffs = Buffs
 
Hooks and Callbacks
 
]]
 
local parent, ns = ...
local oUF = ns.oUF
 
local VISIBLE = 1
local HIDDEN = 0
 
local UpdateTooltip = function(self)
GameTooltip:SetUnitAura(self:GetParent().__owner.unit, self:GetID(), self.filter)
end
 
local OnEnter = function(self)
if(not self:IsVisible()) then return end
 
GameTooltip:SetOwner(self, "ANCHOR_BOTTOMRIGHT")
self:UpdateTooltip()
end
 
local OnLeave = function()
GameTooltip:Hide()
end
 
local createAuraIcon = function(icons, index)
icons.createdIcons = icons.createdIcons + 1
 
local button = CreateFrame("Button", nil, icons)
button:RegisterForClicks'RightButtonUp'
 
local cd = CreateFrame("Cooldown", nil, button, "CooldownFrameTemplate")
cd:SetAllPoints(button)
 
local icon = button:CreateTexture(nil, "BORDER")
icon:SetAllPoints(button)
 
local count = button:CreateFontString(nil, "OVERLAY")
count:SetFontObject(NumberFontNormal)
count:SetPoint("BOTTOMRIGHT", button, "BOTTOMRIGHT", -1, 0)
 
local overlay = button:CreateTexture(nil, "OVERLAY")
overlay:SetTexture"Interface\\Buttons\\UI-Debuff-Overlays"
overlay:SetAllPoints(button)
overlay:SetTexCoord(.296875, .5703125, 0, .515625)
button.overlay = overlay
 
local stealable = button:CreateTexture(nil, 'OVERLAY')
stealable:SetTexture[[Interface\TargetingFrame\UI-TargetingFrame-Stealable]]
stealable:SetPoint('TOPLEFT', -3, 3)
stealable:SetPoint('BOTTOMRIGHT', 3, -3)
stealable:SetBlendMode'ADD'
button.stealable = stealable
 
button.UpdateTooltip = UpdateTooltip
button:SetScript("OnEnter", OnEnter)
button:SetScript("OnLeave", OnLeave)
 
table.insert(icons, button)
 
button.icon = icon
button.count = count
button.cd = cd
 
--[[ :PostCreateIcon(button)
 
Callback which is called after a new aura icon button has been created.
 
Arguments
 
button - The newly created aura icon button.
]]
if(icons.PostCreateIcon) then icons:PostCreateIcon(button) end
 
return button
end
 
local customFilter = function(icons, unit, icon, name, rank, texture, count, dtype, duration, timeLeft, caster)
if((icons.onlyShowPlayer and icon.isPlayer) or (not icons.onlyShowPlayer and name)) then
return true
end
end
 
local updateIcon = function(unit, icons, index, offset, filter, isDebuff, visible)
local name, rank, texture, count, dtype, duration, timeLeft, caster, isStealable, shouldConsolidate, spellID, canApplyAura, isBossDebuff = UnitAura(unit, index, filter)
if(name) then
local n = visible + offset + 1
local icon = icons[n]
if(not icon) then
--[[ :CreateIcon(index)
 
A function which creates the aura icon for a given index.
 
Arguments
 
index - The offset the icon should be created at.
 
Returns
 
A button used to represent aura icons.
]]
icon = (icons.CreateIcon or createAuraIcon) (icons, n)
end
 
local isPlayer
if(caster == 'player' or caster == 'vehicle') then
isPlayer = true
end
 
icon.owner = caster
icon.filter = filter
icon.isDebuff = isDebuff
icon.isPlayer = isPlayer
 
 
--[[ :CustomFilter(unit, icon, ...)
 
Defines a custom filter which controls if the aura icon should be shown
or not.
 
Arguments
 
self - The widget that holds the aura icon.
unit - The unit that has the aura.
icon - The button displaying the aura.
... - The return values from
[UnitAura](http://wowprogramming.com/docs/api/UnitAura).
 
Returns
 
A boolean value telling the aura element if it should be show the icon
or not.
]]
local show = (icons.CustomFilter or customFilter) (icons, unit, icon, name, rank, texture, count, dtype, duration, timeLeft, caster, isStealable, shouldConsolidate, spellID, canApplyAura, isBossDebuff)
if(show) then
-- We might want to consider delaying the creation of an actual cooldown
-- object to this point, but I think that will just make things needlessly
-- complicated.
local cd = icon.cd
if(cd and not icons.disableCooldown) then
if(duration and duration > 0) then
cd:SetCooldown(timeLeft - duration, duration)
cd:Show()
else
cd:Hide()
end
end
 
if((isDebuff and icons.showDebuffType) or (not isDebuff and icons.showBuffType) or icons.showType) then
local color = DebuffTypeColor[dtype] or DebuffTypeColor.none
 
icon.overlay:SetVertexColor(color.r, color.g, color.b)
icon.overlay:Show()
else
icon.overlay:Hide()
end
 
local stealable = not isDebuff and isStealable
if(stealable and icons.showStealableBuffs and not UnitIsUnit('player', unit)) then
icon.stealable:Show()
else
icon.stealable:Hide()
end
 
icon.icon:SetTexture(texture)
icon.count:SetText((count > 1 and count))
 
local size = icons.size or 16
icon:SetSize(size, size)
 
icon:EnableMouse(true)
icon:SetID(index)
icon:Show()
 
--[[ :PostUpdateIcon(unit, icon, index, offest)
 
Callback which is called after the aura icon was updated.
 
Arguments
 
self - The widget that holds the aura icon.
unit - The unit that has the aura.
icon - The button that was updated.
index - The index of the aura.
offset - The offset the button was created at.
]]
if(icons.PostUpdateIcon) then
icons:PostUpdateIcon(unit, icon, index, n)
end
 
return VISIBLE
else
return HIDDEN
end
end
end
 
--[[ :SetPosition(from, to)
 
Function used to (re-)anchor aura icons. This function is only called when
new aura icons have been created or if :PreSetPosition is defined.
 
Arguments
 
self - The widget that holds the aura icons.
from - The aura icon before the new aura icon.
to - The current number of created icons.
]]
local SetPosition = function(icons, from, to)
local sizex = (icons.size or 16) + (icons['spacing-x'] or icons.spacing or 0)
local sizey = (icons.size or 16) + (icons['spacing-y'] or icons.spacing or 0)
local anchor = icons.initialAnchor or "BOTTOMLEFT"
local growthx = (icons["growth-x"] == "LEFT" and -1) or 1
local growthy = (icons["growth-y"] == "DOWN" and -1) or 1
local cols = math.floor(icons:GetWidth() / sizex + .5)
 
for i = from, to do
local button = icons[i]
 
-- Bail out if the to range is out of scope.
if(not button) then break end
local col = (i - 1) % cols
local row = math.floor((i - 1) / cols)
 
button:ClearAllPoints()
button:SetPoint(anchor, icons, anchor, col * sizex * growthx, row * sizey * growthy)
end
end
 
local filterIcons = function(unit, icons, filter, limit, isDebuff, offset, dontHide)
if(not offset) then offset = 0 end
local index = 1
local visible = 0
local hidden = 0
while(visible < limit) do
local result = updateIcon(unit, icons, index, offset, filter, isDebuff, visible)
if(not result) then
break
elseif(result == VISIBLE) then
visible = visible + 1
elseif(result == HIDDEN) then
hidden = hidden + 1
end
 
index = index + 1
end
 
if(not dontHide) then
for i = visible + offset + 1, #icons do
icons[i]:Hide()
end
end
 
return visible, hidden
end
 
local UpdateAuras = function(self, event, unit)
if(self.unit ~= unit) then return end
 
local auras = self.Auras
if(auras) then
if(auras.PreUpdate) then auras:PreUpdate(unit) end
 
local numBuffs = auras.numBuffs or 32
local numDebuffs = auras.numDebuffs or 40
local max = numBuffs + numDebuffs
 
local visibleBuffs, hiddenBuffs = filterIcons(unit, auras, auras.buffFilter or auras.filter or 'HELPFUL', numBuffs, nil, 0, true)
 
local hasGap
if(visibleBuffs ~= 0 and auras.gap) then
hasGap = true
visibleBuffs = visibleBuffs + 1
 
local icon = auras[visibleBuffs] or (auras.CreateIcon or createAuraIcon) (auras, visibleBuffs)
 
-- Prevent the icon from displaying anything.
if(icon.cd) then icon.cd:Hide() end
icon:EnableMouse(false)
icon.icon:SetTexture()
icon.overlay:Hide()
icon.stealable:Hide()
icon.count:SetText()
icon:Show()
 
--[[ :PostUpdateGapIcon(unit, icon, visibleBuffs)
 
Callback which is called after an invisible aura icon has been
created. This is only used by Auras when the `gap` option is enabled.
 
Arguments
 
self - The widget that holds the aura icon.
unit - The unit that has the aura icon.
icon - The invisible aura icon / gap.
visibleBuffs - The number of currently visible buffs.
]]
if(auras.PostUpdateGapIcon) then
auras:PostUpdateGapIcon(unit, icon, visibleBuffs)
end
end
 
local visibleDebuffs, hiddenDebuffs = filterIcons(unit, auras, auras.debuffFilter or auras.filter or 'HARMFUL', numDebuffs, true, visibleBuffs)
auras.visibleDebuffs = visibleDebuffs
 
if(hasGap and visibleDebuffs == 0) then
auras[visibleBuffs]:Hide()
visibleBuffs = visibleBuffs - 1
end
 
auras.visibleBuffs = visibleBuffs
auras.visibleAuras = auras.visibleBuffs + auras.visibleDebuffs
 
local fromRange, toRange
if(auras.PreSetPosition) then
fromRange, toRange = auras:PreSetPosition(max)
end
 
if(fromRange or auras.createdIcons > auras.anchoredIcons) then
(auras.SetPosition or SetPosition) (auras, fromRange or auras.anchoredIcons + 1, toRange or auras.createdIcons)
auras.anchoredIcons = auras.createdIcons
end
 
if(auras.PostUpdate) then auras:PostUpdate(unit) end
end
 
local buffs = self.Buffs
if(buffs) then
if(buffs.PreUpdate) then buffs:PreUpdate(unit) end
 
local numBuffs = buffs.num or 32
local visibleBuffs, hiddenBuffs = filterIcons(unit, buffs, buffs.filter or 'HELPFUL', numBuffs)
buffs.visibleBuffs = visibleBuffs
 
local fromRange, toRange
if(buffs.PreSetPosition) then
fromRange, toRange = buffs:PreSetPosition(numBuffs)
end
 
if(fromRange or buffs.createdIcons > buffs.anchoredIcons) then
(buffs.SetPosition or SetPosition) (buffs, fromRange or buffs.anchoredIcons + 1, toRange or buffs.createdIcons)
buffs.anchoredIcons = buffs.createdIcons
end
 
if(buffs.PostUpdate) then buffs:PostUpdate(unit) end
end
 
local debuffs = self.Debuffs
if(debuffs) then
if(debuffs.PreUpdate) then debuffs:PreUpdate(unit) end
 
local numDebuffs = debuffs.num or 40
local visibleDebuffs, hiddenDebuffs = filterIcons(unit, debuffs, debuffs.filter or 'HARMFUL', numDebuffs, true)
debuffs.visibleDebuffs = visibleDebuffs
 
local fromRange, toRange
if(debuffs.PreSetPosition) then
fromRange, toRange = debuffs:PreSetPosition(numDebuffs)
end
 
if(fromRange or debuffs.createdIcons > debuffs.anchoredIcons) then
(debuffs.SetPosition or SetPosition) (debuffs, fromRange or debuffs.anchoredIcons + 1, toRange or debuffs.createdIcons)
debuffs.anchoredIcons = debuffs.createdIcons
end
 
if(debuffs.PostUpdate) then debuffs:PostUpdate(unit) end
end
end
 
local Update = function(self, event, unit)
if(self.unit ~= unit) then return end
 
UpdateAuras(self, event, unit)
 
-- Assume no event means someone wants to re-anchor things. This is usually
-- done by UpdateAllElements and :ForceUpdate.
if(event == 'ForceUpdate' or not event) then
local buffs = self.Buffs
if(buffs) then
(buffs.SetPosition or SetPosition) (buffs, 1, buffs.createdIcons)
end
 
local debuffs = self.Debuffs
if(debuffs) then
(debuffs.SetPosition or SetPosition) (debuffs, 1, debuffs.createdIcons)
end
 
local auras = self.Auras
if(auras) then
(auras.SetPosition or SetPosition) (auras, 1, auras.createdIcons)
end
end
end
 
local ForceUpdate = function(element)
return Update(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local Enable = function(self)
if(self.Buffs or self.Debuffs or self.Auras) then
self:RegisterEvent("UNIT_AURA", UpdateAuras)
 
local buffs = self.Buffs
if(buffs) then
buffs.__owner = self
buffs.ForceUpdate = ForceUpdate
 
buffs.createdIcons = 0
buffs.anchoredIcons = 0
end
 
local debuffs = self.Debuffs
if(debuffs) then
debuffs.__owner = self
debuffs.ForceUpdate = ForceUpdate
 
debuffs.createdIcons = 0
debuffs.anchoredIcons = 0
end
 
local auras = self.Auras
if(auras) then
auras.__owner = self
auras.ForceUpdate = ForceUpdate
 
auras.createdIcons = 0
auras.anchoredIcons = 0
end
 
return true
end
end
 
local Disable = function(self)
if(self.Buffs or self.Debuffs or self.Auras) then
self:UnregisterEvent("UNIT_AURA", UpdateAuras)
end
end
 
oUF:AddElement('Aura', Update, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/healprediction.lua New file
0,0 → 1,237
--[[ Element: Heal Prediction Bar
Handle updating and visibility of the heal prediction status bars.
 
Widget
 
HealPrediction - A table containing `myBar` and `otherBar`.
 
Sub-Widgets
 
myBar - A StatusBar used to represent your incoming heals.
otherBar - A StatusBar used to represent other peoples incoming heals.
absorbBar - A StatusBar used to represent total absorbs.
healAbsorbBar - A StatusBar used to represent heal absorbs.
 
Notes
 
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
 
Options
 
.maxOverflow - Defines the maximum amount of overflow past the end of the
health bar.
.frequentUpdates - Update on UNIT_HEALTH_FREQUENT instead of UNIT_HEALTH. Use
this if .frequentUpdates is also set on the Health element.
 
Examples
 
-- Position and size
local myBar = CreateFrame('StatusBar', nil, self.Health)
myBar:SetPoint('TOP')
myBar:SetPoint('BOTTOM')
myBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
myBar:SetWidth(200)
 
local otherBar = CreateFrame('StatusBar', nil, self.Health)
otherBar:SetPoint('TOP')
otherBar:SetPoint('BOTTOM')
otherBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
otherBar:SetWidth(200)
 
local absorbBar = CreateFrame('StatusBar', nil, self.Health)
absorbBar:SetPoint('TOP')
absorbBar:SetPoint('BOTTOM')
absorbBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
absorbBar:SetWidth(200)
 
local healAbsorbBar = CreateFrame('StatusBar', nil, self.Health)
healAbsorbBar:SetPoint('TOP')
healAbsorbBar:SetPoint('BOTTOM')
healAbsorbBar:SetPoint('LEFT', self.Health:GetStatusBarTexture(), 'RIGHT')
healAbsorbBar:SetWidth(200)
 
-- Register with oUF
self.HealPrediction = {
myBar = myBar,
otherBar = otherBar,
absorbBar = absorbBar,
healAbsorbBar = healAbsorbBar,
maxOverflow = 1.05,
frequentUpdates = true,
}
 
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 _, ns = ...
local oUF = ns.oUF
 
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
 
local hp = self.HealPrediction
if(hp.PreUpdate) then hp:PreUpdate(unit) end
 
local myIncomingHeal = UnitGetIncomingHeals(unit, 'player') or 0
local allIncomingHeal = UnitGetIncomingHeals(unit) or 0
local totalAbsorb = UnitGetTotalAbsorbs(unit) or 0
local myCurrentHealAbsorb = UnitGetTotalHealAbsorbs(unit) or 0
local health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
 
local overHealAbsorb = false
if(health < myCurrentHealAbsorb) then
overHealAbsorb = true
myCurrentHealAbsorb = health
end
 
if(health - myCurrentHealAbsorb + allIncomingHeal > maxHealth * hp.maxOverflow) then
allIncomingHeal = maxHealth * hp.maxOverflow - health + myCurrentHealAbsorb
end
 
local otherIncomingHeal = 0
if(allIncomingHeal < myIncomingHeal) then
myIncomingHeal = allIncomingHeal
else
otherIncomingHeal = allIncomingHeal - myIncomingHeal
end
 
local overAbsorb = false
if(health - myCurrentHealAbsorb + allIncomingHeal + totalAbsorb >= maxHealth or health + totalAbsorb >= maxHealth) then
if(totalAbsorb > 0) then
overAbsorb = true
end
 
if(allIncomingHeal > myCurrentHealAbsorb) then
totalAbsorb = max(0, maxHealth - (health - myCurrentHealAbsorb + allIncomingHeal))
else
totalAbsorb = max(0, maxHealth - health)
end
end
 
if(myCurrentHealAbsorb > allIncomingHeal) then
myCurrentHealAbsorb = myCurrentHealAbsorb - allIncomingHeal
else
myCurrentHealAbsorb = 0
end
 
if(hp.myBar) then
hp.myBar:SetMinMaxValues(0, maxHealth)
hp.myBar:SetValue(myIncomingHeal)
hp.myBar:Show()
end
 
if(hp.otherBar) then
hp.otherBar:SetMinMaxValues(0, maxHealth)
hp.otherBar:SetValue(otherIncomingHeal)
hp.otherBar:Show()
end
 
if(hp.absorbBar) then
hp.absorbBar:SetMinMaxValues(0, maxHealth)
hp.absorbBar:SetValue(totalAbsorb)
hp.absorbBar:Show()
end
 
if(hp.healAbsorbBar) then
hp.healAbsorbBar:SetMinMaxValues(0, maxHealth)
hp.healAbsorbBar:SetValue(myCurrentHealAbsorb)
hp.healAbsorbBar:Show()
end
 
if(hp.PostUpdate) then
return hp:PostUpdate(unit, overAbsorb, overHealAbsorb)
end
end
 
local function Path(self, ...)
return (self.HealPrediction.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local function Enable(self)
local hp = self.HealPrediction
if(hp) then
hp.__owner = self
hp.ForceUpdate = ForceUpdate
 
self:RegisterEvent('UNIT_HEAL_PREDICTION', Path)
self:RegisterEvent('UNIT_MAXHEALTH', Path)
if(hp.frequentUpdates) then
self:RegisterEvent('UNIT_HEALTH_FREQUENT', Path)
else
self:RegisterEvent('UNIT_HEALTH', Path)
end
self:RegisterEvent('UNIT_ABSORB_AMOUNT_CHANGED', Path)
self:RegisterEvent('UNIT_HEAL_ABSORB_AMOUNT_CHANGED', Path)
 
if(not hp.maxOverflow) then
hp.maxOverflow = 1.05
end
 
if(hp.myBar) then
if(hp.myBar:IsObjectType'StatusBar' and not hp.myBar:GetStatusBarTexture()) then
hp.myBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
 
hp.myBar:Show()
end
if(hp.otherBar) then
if(hp.otherBar:IsObjectType'StatusBar' and not hp.otherBar:GetStatusBarTexture()) then
hp.otherBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
 
hp.otherBar:Show()
end
if(hp.absorbBar) then
if(hp.absorbBar:IsObjectType'StatusBar' and not hp.absorbBar:GetStatusBarTexture()) then
hp.absorbBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
 
hp.absorbBar:Show()
end
if(hp.healAbsorbBar) then
if(hp.healAbsorbBar:IsObjectType'StatusBar' and not hp.healAbsorbBar:GetStatusBarTexture()) then
hp.healAbsorbBar:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
 
hp.healAbsorbBar:Show()
end
 
return true
end
end
 
local function Disable(self)
local hp = self.HealPrediction
if(hp) then
if(hp.myBar) then
hp.myBar:Hide()
end
if(hp.otherBar) then
hp.otherBar:Hide()
end
if(hp.absorbBar) then
hp.absorbBar:Hide()
end
if(hp.healAbsorbBar) then
hp.healAbsorbBar:Hide()
end
 
self:UnregisterEvent('UNIT_HEAL_PREDICTION', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_HEALTH', Path)
self:UnregisterEvent('UNIT_HEALTH_FREQUENT', Path)
self:UnregisterEvent('UNIT_ABSORB_AMOUNT_CHANGED', Path)
self:UnregisterEvent('UNIT_HEAL_ABSORB_AMOUNT_CHANGED', Path)
end
end
 
oUF:AddElement('HealPrediction', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/leader.lua New file
0,0 → 1,87
--[[ Element: Leader Icon
 
Toggles visibility based on the units leader status.
 
Widget
 
Leader - Any UI widget.
 
Notes
 
The default leader icon will be applied if the UI widget is a texture and
doesn't have a texture or color defined.
 
Examples
 
-- Position and size
local Leader = self:CreateTexture(nil, "OVERLAY")
Leader:SetSize(16, 16)
Leader:SetPoint("BOTTOM", self, "TOP")
 
-- Register it with oUF
self.Leader = Leadera
 
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 Update = function(self, event)
local leader = self.Leader
if(leader.PreUpdate) then
leader:PreUpdate()
end
 
local unit = self.unit
local isLeader = (UnitInParty(unit) or UnitInRaid(unit)) and UnitIsGroupLeader(unit)
if(isLeader) then
leader:Show()
else
leader:Hide()
end
 
if(leader.PostUpdate) then
return leader:PostUpdate(isLeader)
end
end
 
local Path = function(self, ...)
return (self.Leader.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self)
local leader = self.Leader
if(leader) then
leader.__owner = self
leader.ForceUpdate = ForceUpdate
 
self:RegisterEvent("PARTY_LEADER_CHANGED", Path, true)
self:RegisterEvent("GROUP_ROSTER_UPDATE", Path, true)
 
if(leader:IsObjectType"Texture" and not leader:GetTexture()) then
leader:SetTexture[[Interface\GroupFrame\UI-Group-LeaderIcon]]
end
 
return true
end
end
 
local Disable = function(self)
local leader = self.Leader
if(leader) then
leader:Hide()
self:UnregisterEvent("PARTY_LEADER_CHANGED", Path)
self:UnregisterEvent("GROUP_ROSTER_UPDATE", Path)
end
end
 
oUF:AddElement('Leader', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/power.lua New file
0,0 → 1,252
--[[ Element: Power Bar
 
Handles updating of `self.Power` based upon the units power.
 
Widget
 
Power - A StatusBar used to represent mana.
 
Sub-Widgets
 
.bg - A Texture which functions as a background. It will inherit the color of
the main StatusBar.
 
Notes
 
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
 
Options
 
.displayAltPower - Use this to let the widget display alternate power if the
unit has one. If no alternate power the display will fall
back to primary power.
 
The following options are listed by priority. The first check that returns
true decides the color of the bar.
 
.colorTapping - Use `self.colors.tapping` to color the bar if the unit
isn't tapped by the player.
.colorDisconnected - Use `self.colors.disconnected` to color the bar if the
unit is offline.
.altPowerColor - A table containing the RGB values to use for a fixed
color if the alt power bar is being displayed instead
.colorPower - Use `self.colors.power[token]` to color the bar based on
the unit's power type. This method will fall-back to
`:GetAlternativeColor()` if it can't find a color matching
the token. If this function isn't defined, then it will
attempt to color based upon the alternative power colors
returned by [UnitPowerType](http://wowprogramming.com/docs/api/UnitPowerType).
Finally, if these aren't defined, then it will attempt to
color the bar based upon `self.colors.power[type]`.
.colorClass - Use `self.colors.class[class]` to color the bar based on
unit class. `class` is defined by the second return of
[UnitClass](http://wowprogramming.com/docs/api/UnitClass).
.colorClassNPC - Use `self.colors.class[class]` to color the bar if the
unit is a NPC.
.colorClassPet - Use `self.colors.class[class]` to color the bar if the
unit is player controlled, but not a player.
.colorReaction - Use `self.colors.reaction[reaction]` to color the bar
based on the player's reaction towards the unit.
`reaction` is defined by the return value of
[UnitReaction](http://wowprogramming.com/docs/api/UnitReaction).
.colorSmooth - Use `self.colors.smooth` to color the bar with a smooth
gradient based on the player's current health percentage.
 
Sub-Widget Options
 
.multiplier - Defines a multiplier, which is used to tint the background based
on the main widgets R, G and B values. Defaults to 1 if not
present.
 
Examples
 
-- Position and size
local Power = CreateFrame("StatusBar", nil, self)
Power:SetHeight(20)
Power:SetPoint('BOTTOM')
Power:SetPoint('LEFT')
Power:SetPoint('RIGHT')
 
-- Add a background
local Background = Power:CreateTexture(nil, 'BACKGROUND')
Background:SetAllPoints(Power)
Background:SetTexture(1, 1, 1, .5)
 
-- Options
Power.frequentUpdates = true
Power.colorTapping = true
Power.colorDisconnected = true
Power.colorPower = true
Power.colorClass = true
Power.colorReaction = true
 
-- Make the background darker.
Background.multiplier = .5
 
-- Register it with oUF
self.Power = Power
self.Power.bg = Background
 
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
 
oUF.colors.power = {}
for power, color in next, PowerBarColor do
if (type(power) == "string") then
oUF.colors.power[power] = {color.r, color.g, color.b}
end
end
 
oUF.colors.power[0] = oUF.colors.power["MANA"]
oUF.colors.power[1] = oUF.colors.power["RAGE"]
oUF.colors.power[2] = oUF.colors.power["FOCUS"]
oUF.colors.power[3] = oUF.colors.power["ENERGY"]
oUF.colors.power[4] = oUF.colors.power["CHI"]
oUF.colors.power[5] = oUF.colors.power["RUNES"]
oUF.colors.power[6] = oUF.colors.power["RUNIC_POWER"]
oUF.colors.power[7] = oUF.colors.power["SOUL_SHARDS"]
oUF.colors.power[8] = oUF.colors.power["ECLIPSE"]
oUF.colors.power[9] = oUF.colors.power["HOLY_POWER"]
 
local GetDisplayPower = function(unit)
local _, min, _, _, _, _, showOnRaid = UnitAlternatePowerInfo(unit)
if(showOnRaid) then
return ALTERNATE_POWER_INDEX, min
end
end
 
local Update = function(self, event, unit)
if(self.unit ~= unit) then return end
local power = self.Power
 
if(power.PreUpdate) then power:PreUpdate(unit) end
 
local displayType, min
if power.displayAltPower then
displayType, min = GetDisplayPower(unit)
end
local cur, max = UnitPower(unit, displayType), UnitPowerMax(unit, displayType)
local disconnected = not UnitIsConnected(unit)
power:SetMinMaxValues(min or 0, max)
 
if(disconnected) then
power:SetValue(max)
else
power:SetValue(cur)
end
 
power.disconnected = disconnected
 
local r, g, b, t
if(power.colorTapping and not UnitPlayerControlled(unit) and
UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not
UnitIsTappedByAllThreatList(unit)) then
t = self.colors.tapped
elseif(power.colorDisconnected and disconnected) then
t = self.colors.disconnected
elseif(displayType == ALTERNATE_POWER_INDEX and power.altPowerColor) then
t = power.altPowerColor
elseif(power.colorPower) then
local ptype, ptoken, altR, altG, altB = UnitPowerType(unit)
 
t = self.colors.power[ptoken]
if(not t) then
if(power.GetAlternativeColor) then
r, g, b = power:GetAlternativeColor(unit, ptype, ptoken, altR, altG, altB)
elseif(altR) then
r, g, b = altR, altG, altB
else
t = self.colors.power[ptype]
end
end
elseif(power.colorClass and UnitIsPlayer(unit)) or
(power.colorClassNPC and not UnitIsPlayer(unit)) or
(power.colorClassPet and UnitPlayerControlled(unit) and not UnitIsPlayer(unit)) then
local _, class = UnitClass(unit)
t = self.colors.class[class]
elseif(power.colorReaction and UnitReaction(unit, 'player')) then
t = self.colors.reaction[UnitReaction(unit, "player")]
elseif(power.colorSmooth) then
local adjust = 0 - (min or 0)
r, g, b = self.ColorGradient(cur + adjust, max + adjust, unpack(power.smoothGradient or self.colors.smooth))
end
 
if(t) then
r, g, b = t[1], t[2], t[3]
end
 
if(b) then
power:SetStatusBarColor(r, g, b)
 
local bg = power.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
end
 
if(power.PostUpdate) then
return power:PostUpdate(unit, cur, max, min)
end
end
 
local Path = function(self, ...)
return (self.Power.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local Enable = function(self, unit)
local power = self.Power
if(power) then
power.__owner = self
power.ForceUpdate = ForceUpdate
 
if(power.frequentUpdates and (unit == 'player' or unit == 'pet')) then
self:RegisterEvent('UNIT_POWER_FREQUENT', Path)
else
self:RegisterEvent('UNIT_POWER', Path)
end
 
self:RegisterEvent('UNIT_POWER_BAR_SHOW', Path)
self:RegisterEvent('UNIT_POWER_BAR_HIDE', Path)
self:RegisterEvent('UNIT_DISPLAYPOWER', Path)
self:RegisterEvent('UNIT_CONNECTION', Path)
self:RegisterEvent('UNIT_MAXPOWER', Path)
 
-- For tapping.
self:RegisterEvent('UNIT_FACTION', Path)
 
if(power:IsObjectType'StatusBar' and not power:GetStatusBarTexture()) then
power:SetStatusBarTexture[[Interface\TargetingFrame\UI-StatusBar]]
end
 
return true
end
end
 
local Disable = function(self)
local power = self.Power
if(power) then
self:UnregisterEvent('UNIT_POWER_FREQUENT', Path)
self:UnregisterEvent('UNIT_POWER', Path)
self:UnregisterEvent('UNIT_POWER_BAR_SHOW', Path)
self:UnregisterEvent('UNIT_POWER_BAR_HIDE', Path)
self:UnregisterEvent('UNIT_DISPLAYPOWER', Path)
self:UnregisterEvent('UNIT_CONNECTION', Path)
self:UnregisterEvent('UNIT_MAXPOWER', Path)
self:UnregisterEvent('UNIT_FACTION', Path)
end
end
 
oUF:AddElement('Power', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/range.lua New file
0,0 → 1,115
--[[ Element: Range Fader
 
Widget
 
Range - A table containing opacity values.
 
Options
 
.outsideAlpha - Opacity when the unit is out of range. Values 0 (fully
transparent) - 1 (fully opaque).
.insideAlpha - Opacity when the unit is within range. Values 0 (fully
transparent) - 1 (fully opaque).
 
Examples
 
-- Register with oUF
self.Range = {
insideAlpha = 1,
outsideAlpha = 1/2,
}
 
Hooks
 
]]
 
local parent, ns = ...
local oUF = ns.oUF
 
local _FRAMES = {}
local OnRangeFrame
 
local UnitInRange, UnitIsConnected = UnitInRange, UnitIsConnected
 
-- updating of range.
local timer = 0
local OnRangeUpdate = function(self, elapsed)
timer = timer + elapsed
 
if(timer >= .20) then
for _, object in next, _FRAMES do
if(object:IsShown()) then
local range = object.Range
if(UnitIsConnected(object.unit)) then
local inRange, checkedRange = UnitInRange(object.unit)
if(checkedRange and not inRange) then
if(range.Override) then
--[[ .Override(self, status)
 
A function used to override the calls to :SetAlpha().
 
Arguments
 
self - The unit object.
status - The range status of the unit. Either `inside` or
`outside`.
]]
range.Override(object, 'outside')
else
object:SetAlpha(range.outsideAlpha)
end
else
if(range.Override) then
range.Override(object, 'inside')
elseif(object:GetAlpha() ~= range.insideAlpha) then
object:SetAlpha(range.insideAlpha)
end
end
else
if(range.Override) then
range.Override(object, 'offline')
elseif(object:GetAlpha() ~= range.insideAlpha) then
object:SetAlpha(range.insideAlpha)
end
end
end
end
 
timer = 0
end
end
 
local Enable = function(self)
local range = self.Range
if(range and range.insideAlpha and range.outsideAlpha) then
table.insert(_FRAMES, self)
 
if(not OnRangeFrame) then
OnRangeFrame = CreateFrame"Frame"
OnRangeFrame:SetScript("OnUpdate", OnRangeUpdate)
end
 
OnRangeFrame:Show()
 
return true
end
end
 
local Disable = function(self)
local range = self.Range
if(range) then
for k, frame in next, _FRAMES do
if(frame == self) then
table.remove(_FRAMES, k)
break
end
end
self:SetAlpha(1)
 
if(#_FRAMES == 0) then
OnRangeFrame:Hide()
end
end
end
 
oUF:AddElement('Range', nil, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/stagger.lua New file
0,0 → 1,184
--[[ Element: Monk Stagger Bar
 
Handles updating and visibility of the monk's stagger bar.
 
Widget
 
Stagger - A StatusBar
 
Sub-Widgets
 
.bg - A Texture that functions as a background. It will inherit the color
of the main StatusBar.
 
Notes
 
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
 
In order to override the internal update define the 'OnUpdate' script on the
widget in the layout
 
Sub-Widgets Options
 
.multiplier - Defines a multiplier, which is used to tint the background based
on the main widgets R, G and B values. Defaults to 1 if not
present.
 
Examples
 
local Stagger = CreateFrame('StatusBar', nil, self)
Stagger:SetSize(120, 20)
Stagger:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', 0, 0)
 
-- Register with oUF
self.Stagger = Stagger
 
Hooks
 
OverrideVisibility(self) - Used to completely override the internal visibility
function. Removing the table key entry will make
the element fall-back to its internal function
again.
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
 
-- percentages at which the bar should change color
local STAGGER_YELLOW_TRANSITION = STAGGER_YELLOW_TRANSITION
local STAGGER_RED_TRANSITION = STAGGER_RED_TRANSITION
 
-- table indices of bar colors
local GREEN_INDEX = 1;
local YELLOW_INDEX = 2;
local RED_INDEX = 3;
 
local STANCE_OF_THE_STURY_OX_ID = 23
 
local UnitHealthMax = UnitHealthMax
local UnitStagger = UnitStagger
 
local _, playerClass = UnitClass("player")
 
-- TODO: fix color in the power element
oUF.colors.power[BREWMASTER_POWER_BAR_NAME] = {
{0.52, 1.0, 0.52},
{1.0, 0.98, 0.72},
{1.0, 0.42, 0.42},
}
local color
 
local Update = function(self, event, unit)
if unit and unit ~= self.unit then return end
local element = self.Stagger
 
if(element.PreUpdate) then
element:PreUpdate()
end
 
local maxHealth = UnitHealthMax("player")
local stagger = UnitStagger("player")
local staggerPercent = stagger / maxHealth
 
element:SetMinMaxValues(0, maxHealth)
element:SetValue(stagger)
 
local rgb
if(staggerPercent >= STAGGER_RED_TRANSITION) then
rgb = color[RED_INDEX]
elseif(staggerPercent > STAGGER_YELLOW_TRANSITION) then
rgb = color[YELLOW_INDEX]
else
rgb = color[GREEN_INDEX]
end
 
local r, g, b = rgb[1], rgb[2], rgb[3]
element:SetStatusBarColor(r, g, b)
 
local bg = element.bg
if(bg) then
local mu = bg.multiplier or 1
bg:SetVertexColor(r * mu, g * mu, b * mu)
end
 
if(element.PostUpdate) then
element:PostUpdate(maxHealth, stagger, staggerPercent, r, g, b)
end
end
 
local Path = function(self, ...)
return (self.Stagger.Override or Update)(self, ...)
end
 
local Visibility = function(self, event, unit)
if(STANCE_OF_THE_STURY_OX_ID ~= GetShapeshiftFormID() or UnitHasVehiclePlayerFrameUI("player")) then
if self.Stagger:IsShown() then
self.Stagger:Hide()
self:UnregisterEvent('UNIT_AURA', Path)
end
elseif not self.Stagger:IsShown() then
self.Stagger:Show()
self:RegisterEvent('UNIT_AURA', Path)
return Path(self, event, unit)
end
end
 
local VisibilityPath = function(self, ...)
return (self.Stagger.OverrideVisibility or Visibility)(self, ...)
end
 
local ForceUpdate = function(element)
return VisibilityPath(element.__owner, "ForceUpdate", element.__owner.unit)
end
 
local Enable = function(self, unit)
if(playerClass ~= "MONK") then return end
 
local element = self.Stagger
if(element) then
element.__owner = self
element.ForceUpdate = ForceUpdate
element:Hide()
 
color = self.colors.power[BREWMASTER_POWER_BAR_NAME]
 
self:RegisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
self:RegisterEvent('UPDATE_SHAPESHIFT_FORM', VisibilityPath)
 
if(element:IsObjectType'StatusBar' and not element:GetStatusBarTexture()) then
element:SetStatusBarTexture[[Interface\TargetingFrame\UI-StatusBar]]
end
 
MonkStaggerBar.Show = MonkStaggerBar.Hide
MonkStaggerBar:UnregisterEvent'PLAYER_ENTERING_WORLD'
MonkStaggerBar:UnregisterEvent'PLAYER_SPECIALIZATION_CHANGED'
MonkStaggerBar:UnregisterEvent'UNIT_DISPLAYPOWER'
MonkStaggerBar:UnregisterEvent'UPDATE_VEHICLE_ACTION_BAR'
 
return true
end
end
 
local Disable = function(self)
local element = self.Stagger
if(element) then
element:Hide()
self:UnregisterEvent('UNIT_AURA', Path)
self:UnregisterEvent('UNIT_DISPLAYPOWER', VisibilityPath)
self:UnregisterEvent('UPDATE_SHAPESHIFT_FORM', VisibilityPath)
 
MonkStaggerBar.Show = nil
MonkStaggerBar:Show()
MonkStaggerBar:UnregisterEvent'PLAYER_ENTERING_WORLD'
MonkStaggerBar:UnregisterEvent'PLAYER_SPECIALIZATION_CHANGED'
MonkStaggerBar:UnregisterEvent'UNIT_DISPLAYPOWER'
MonkStaggerBar:UnregisterEvent'UPDATE_VEHICLE_ACTION_BAR'
end
end
 
oUF:AddElement("Stagger", VisibilityPath, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/ricons.lua New file
0,0 → 1,91
--[[ Element: Raid Icon
 
Handles updating and toggles visibility of raid target icons.
 
Widget
 
RaidIcon - A Texture used to display the raid target icon.
 
Notes
 
This element updates by changing the texture.
 
The default raid icons will be used if the UI widget is a texture and doesn't
have a texture or color defined.
 
Examples
 
-- Position and size
local RaidIcon = self:CreateTexture(nil, 'OVERLAY')
RaidIcon:SetSize(16, 16)
RaidIcon:SetPoint('TOPRIGHT', self)
 
-- Register it with oUF
self.RaidIcon = RaidIcon
 
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 GetRaidTargetIndex = GetRaidTargetIndex
local SetRaidTargetIconTexture = SetRaidTargetIconTexture
 
local Update = function(self, event)
local icon = self.RaidIcon
if(icon.PreUpdate) then
icon:PreUpdate()
end
 
local index = GetRaidTargetIndex(self.unit)
if(index) then
SetRaidTargetIconTexture(icon, index)
icon:Show()
else
icon:Hide()
end
 
if(icon.PostUpdate) then
return icon:PostUpdate(index)
end
end
 
local Path = function(self, ...)
return (self.RaidIcon.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
if(not element.__owner.unit) then return end
return Path(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self)
local ricon = self.RaidIcon
if(ricon) then
ricon.__owner = self
ricon.ForceUpdate = ForceUpdate
 
self:RegisterEvent("RAID_TARGET_UPDATE", Path, true)
 
if(ricon:IsObjectType"Texture" and not ricon:GetTexture()) then
ricon:SetTexture[[Interface\TargetingFrame\UI-RaidTargetingIcons]]
end
 
return true
end
end
 
local Disable = function(self)
local ricon = self.RaidIcon
if(ricon) then
ricon:Hide()
self:UnregisterEvent("RAID_TARGET_UPDATE", Path)
end
end
 
oUF:AddElement('RaidIcon', Path, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/runebar.lua New file
0,0 → 1,160
--[[ Element: Runes Bar
 
Handle updating and visibility of the Death Knight's Rune indicators.
 
Widget
 
Runes - An array holding six StatusBar's.
 
Sub-Widgets
 
.bg - A Texture which functions as a background. It will inherit the color of
the main StatusBar.
 
Notes
 
The default StatusBar texture will be applied if the UI widget doesn't have a
status bar texture or color defined.
 
Sub-Widgets Options
 
.multiplier - Defines a multiplier, which is used to tint the background based
on the main widgets R, G and B values. Defaults to 1 if not
present.
 
Examples
 
local Runes = {}
for index = 1, 6 do
-- Position and size of the rune bar indicators
local Rune = CreateFrame('StatusBar', nil, self)
Rune:SetSize(120 / 6, 20)
Rune:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * 120 / 6, 0)
 
Runes[index] = Rune
end
 
-- Register with oUF
self.Runes = Runes
]]
 
if select(2, UnitClass("player")) ~= "DEATHKNIGHT" then return end
 
local parent, ns = ...
local oUF = ns.oUF
 
oUF.colors.runes = {
{1, 0, 0}, -- blood
{0, .5, 0}, -- unholy
{0, 1, 1}, -- frost
{.9, .1, 1}, -- death
}
 
local runemap = { 1, 2, 5, 6, 3, 4 }
 
local OnUpdate = function(self, elapsed)
local duration = self.duration + elapsed
if(duration >= self.max) then
return self:SetScript("OnUpdate", nil)
else
self.duration = duration
return self:SetValue(duration)
end
end
 
local UpdateType = function(self, event, rid, alt)
local runes = self.Runes
local rune = runes[runemap[rid]]
local colors = self.colors.runes[GetRuneType(rid) or alt]
local r, g, b = colors[1], colors[2], colors[3]
 
rune:SetStatusBarColor(r, g, b)
 
if(rune.bg) then
local mu = rune.bg.multiplier or 1
rune.bg:SetVertexColor(r * mu, g * mu, b * mu)
end
 
if(runes.PostUpdateType) then
return runes:PostUpdateType(rune, rid, alt)
end
end
 
local UpdateRune = function(self, event, rid)
local runes = self.Runes
local rune = runes[runemap[rid]]
if(not rune) then return end
 
if(UnitHasVehicleUI'player') then
return rune:Hide()
else
rune:Show()
end
 
local start, duration, runeReady = GetRuneCooldown(rid)
if(runeReady) then
rune:SetMinMaxValues(0, 1)
rune:SetValue(1)
rune:SetScript("OnUpdate", nil)
else
rune.duration = GetTime() - start
rune.max = duration
rune:SetMinMaxValues(1, duration)
rune:SetScript("OnUpdate", OnUpdate)
end
 
if(runes.PostUpdateRune) then
return runes:PostUpdateRune(rune, rid, start, duration, runeReady)
end
end
 
local Update = function(self, event)
for i=1, 6 do
UpdateRune(self, event, i)
end
end
 
local ForceUpdate = function(element)
return Update(element.__owner, 'ForceUpdate')
end
 
local Enable = function(self, unit)
local runes = self.Runes
if(runes and unit == 'player') then
runes.__owner = self
runes.ForceUpdate = ForceUpdate
 
for i=1, 6 do
local rune = runes[runemap[i]]
if(rune:IsObjectType'StatusBar' and not rune:GetStatusBarTexture()) then
rune:SetStatusBarTexture[[Interface\TargetingFrame\UI-StatusBar]]
end
 
-- From my minor testing this is a okey solution. A full login always remove
-- the death runes, or at least the clients knowledge about them.
UpdateType(self, nil, i, math.floor((i+1)/2))
end
 
self:RegisterEvent("RUNE_POWER_UPDATE", UpdateRune, true)
self:RegisterEvent("RUNE_TYPE_UPDATE", UpdateType, true)
 
-- oUF leaves the vehicle events registered on the player frame, so
-- buffs and such are correctly updated when entering/exiting vehicles.
--
-- This however makes the code also show/hide the RuneFrame.
RuneFrame.Show = RuneFrame.Hide
RuneFrame:Hide()
 
return true
end
end
 
local Disable = function(self)
RuneFrame.Show = nil
RuneFrame:Show()
 
self:UnregisterEvent("RUNE_POWER_UPDATE", UpdateRune)
self:UnregisterEvent("RUNE_TYPE_UPDATE", UpdateType)
end
 
oUF:AddElement("Runes", Update, Enable, Disable)
Property changes : Added: svn:eol-style + native
lib/oUF/elements/tags.lua New file
0,0 → 1,707
--[[
-- Credits: Vika, Cladhaire, Tekkub
]]
 
local parent, ns = ...
local oUF = ns.oUF
 
local _PATTERN = '%[..-%]+'
 
local _ENV = {
Hex = function(r, g, b)
if type(r) == "table" then
if r.r then r, g, b = r.r, r.g, r.b else r, g, b = unpack(r) end
end
return string.format("|cff%02x%02x%02x", r*255, g*255, b*255)
end,
ColorGradient = oUF.ColorGradient,
}
local _PROXY = setmetatable(_ENV, {__index = _G})
 
local tagStrings = {
["creature"] = [[function(u)
return UnitCreatureFamily(u) or UnitCreatureType(u)
end]],
 
["dead"] = [[function(u)
if(UnitIsDead(u)) then
return 'Dead'
elseif(UnitIsGhost(u)) then
return 'Ghost'
end
end]],
 
["difficulty"] = [[function(u)
if UnitCanAttack("player", u) then
local l = UnitLevel(u)
return Hex(GetQuestDifficultyColor((l > 0) and l or 99))
end
end]],
 
["leader"] = [[function(u)
if(UnitIsGroupLeader(u)) then
return 'L'
end
end]],
 
["leaderlong"] = [[function(u)
if(UnitIsGroupLeader(u)) then
return 'Leader'
end
end]],
 
["level"] = [[function(u)
local l = UnitLevel(u)
if(UnitIsWildBattlePet(u) or UnitIsBattlePetCompanion(u)) then
l = UnitBattlePetLevel(u)
end
 
if(l > 0) then
return l
else
return '??'
end
end]],
 
["missinghp"] = [[function(u)
local current = UnitHealthMax(u) - UnitHealth(u)
if(current > 0) then
return current
end
end]],
 
["missingpp"] = [[function(u)
local current = UnitPowerMax(u) - UnitPower(u)
if(current > 0) then
return current
end
end]],
 
["name"] = [[function(u, r)
return UnitName(r or u)
end]],
 
["offline"] = [[function(u)
if(not UnitIsConnected(u)) then
return 'Offline'
end
end]],
 
["perhp"] = [[function(u)
local m = UnitHealthMax(u)
if(m == 0) then
return 0
else
return math.floor(UnitHealth(u)/m*100+.5)
end
end]],
 
["perpp"] = [[function(u)
local m = UnitPowerMax(u)
if(m == 0) then
return 0
else
return math.floor(UnitPower(u)/m*100+.5)
end
end]],
 
["plus"] = [[function(u)
local c = UnitClassification(u)
if(c == 'elite' or c == 'rareelite') then
return '+'
end
end]],
 
["pvp"] = [[function(u)
if(UnitIsPVP(u)) then
return 'PvP'
end
end]],
 
["raidcolor"] = [[function(u)
local _, x = UnitClass(u)
if(x) then
return Hex(_COLORS.class[x])
end
end]],
 
["rare"] = [[function(u)
local c = UnitClassification(u)
if(c == 'rare' or c == 'rareelite') then
return 'Rare'
end
end]],
 
["resting"] = [[function(u)
if(u == 'player' and IsResting()) then
return 'zzz'
end
end]],
 
["sex"] = [[function(u)
local s = UnitSex(u)
if(s == 2) then
return 'Male'
elseif(s == 3) then
return 'Female'
end
end]],
 
["smartclass"] = [[function(u)
if(UnitIsPlayer(u)) then
return _TAGS['class'](u)
end
 
return _TAGS['creature'](u)
end]],
 
["status"] = [[function(u)
if(UnitIsDead(u)) then
return 'Dead'
elseif(UnitIsGhost(u)) then
return 'Ghost'
elseif(not UnitIsConnected(u)) then
return 'Offline'
else
return _TAGS['resting'](u)
end
end]],
 
["threat"] = [[function(u)
local s = UnitThreatSituation(u)
if(s == 1) then
return '++'
elseif(s == 2) then
return '--'
elseif(s == 3) then
return 'Aggro'
end
end]],
 
["threatcolor"] = [[function(u)
return Hex(GetThreatStatusColor(UnitThreatSituation(u)))
end]],
 
["cpoints"] = [[function(u)
local cp
if(UnitHasVehicleUI'player') then
cp = GetComboPoints('vehicle', 'target')
else
cp = GetComboPoints('player', 'target')
end
 
if(cp > 0) then
return cp
end
end]],
 
['smartlevel'] = [[function(u)
local c = UnitClassification(u)
if(c == 'worldboss') then
return 'Boss'
else
local plus = _TAGS['plus'](u)
local level = _TAGS['level'](u)
if(plus) then
return level .. plus
else
return level
end
end
end]],
 
["classification"] = [[function(u)
local c = UnitClassification(u)
if(c == 'rare') then
return 'Rare'
elseif(c == 'rareelite') then
return 'Rare Elite'
elseif(c == 'elite') then
return 'Elite'
elseif(c == 'worldboss') then
return 'Boss'
elseif(c == 'minus') then
return 'Affix'
end
end]],
 
["shortclassification"] = [[function(u)
local c = UnitClassification(u)
if(c == 'rare') then
return 'R'
elseif(c == 'rareelite') then
return 'R+'
elseif(c == 'elite') then
return '+'
elseif(c == 'worldboss') then
return 'B'
elseif(c == 'minus') then
return '-'
end
end]],
 
["group"] = [[function(unit)
local name, server = UnitName(unit)
if(server and server ~= "") then
name = string.format("%s-%s", name, server)
end
 
for i=1, GetNumGroupMembers() do
local raidName, _, group = GetRaidRosterInfo(i)
if( raidName == name ) then
return group
end
end
end]],
 
["deficit:name"] = [[function(u)
local missinghp = _TAGS['missinghp'](u)
if(missinghp) then
return '-' .. missinghp
else
return _TAGS['name'](u)
end
end]],
 
['pereclipse'] = [[function(u)
local m = UnitPowerMax('player', SPELL_POWER_ECLIPSE)
if(m == 0) then
return 0
else
return math.abs(UnitPower('player', SPELL_POWER_ECLIPSE)/m*100)
end
end]],
 
['curmana'] = [[function(unit)
return UnitPower(unit, SPELL_POWER_MANA)
end]],
 
['maxmana'] = [[function(unit)
return UnitPowerMax(unit, SPELL_POWER_MANA)
end]],
 
['soulshards'] = [[function()
if(IsPlayerSpell(WARLOCK_SOULBURN)) then
local num = UnitPower('player', SPELL_POWER_SOUL_SHARDS)
if(num > 0) then
return num
end
end
end]],
 
['holypower'] = [[function()
if(IsPlayerSpell(85673)) then
local num = UnitPower('player', SPELL_POWER_HOLY_POWER)
if(num > 0) then
return num
end
end
end]],
 
['chi'] = [[function()
local num = UnitPower('player', SPELL_POWER_CHI)
if(num > 0) then
return num
end
end]],
 
['shadoworbs'] = [[function()
if(IsPlayerSpell(95740)) then
local num = UnitPower('player', SPELL_POWER_SHADOW_ORBS)
if(num > 0) then
return num
end
end
end]],
 
['affix'] = [[function(u)
local c = UnitClassification(u)
if(c == 'minus') then
return 'Affix'
end
end]],
}
 
local tags = setmetatable(
{
curhp = UnitHealth,
curpp = UnitPower,
maxhp = UnitHealthMax,
maxpp = UnitPowerMax,
class = UnitClass,
faction = UnitFactionGroup,
race = UnitRace,
},
 
{
__index = function(self, key)
local tagFunc = tagStrings[key]
if(tagFunc) then
local func, err = loadstring('return ' .. tagFunc)
if(func) then
func = func()
 
-- Want to trigger __newindex, so no rawset.
self[key] = func
tagStrings[key] = nil
 
return func
else
error(err, 3)
end
end
end,
__newindex = function(self, key, val)
if(type(val) == 'string') then
tagStrings[key] = val
elseif(type(val) == 'function') then
-- So we don't clash with any custom envs.
if(getfenv(val) == _G) then
setfenv(val, _PROXY)
end
 
rawset(self, key, val)
end
end,
}
)
 
_ENV._TAGS = tags
 
local tagEvents = {
["curhp"] = "UNIT_HEALTH",
["dead"] = "UNIT_HEALTH",
["leader"] = "PARTY_LEADER_CHANGED",
["leaderlong"] = "PARTY_LEADER_CHANGED",
["level"] = "UNIT_LEVEL PLAYER_LEVEL_UP",
["maxhp"] = "UNIT_MAXHEALTH",
["missinghp"] = "UNIT_HEALTH UNIT_MAXHEALTH",
["name"] = "UNIT_NAME_UPDATE",
["perhp"] = "UNIT_HEALTH UNIT_MAXHEALTH",
["pvp"] = "UNIT_FACTION",
["resting"] = "PLAYER_UPDATE_RESTING",
["smartlevel"] = "UNIT_LEVEL PLAYER_LEVEL_UP UNIT_CLASSIFICATION_CHANGED",
["threat"] = "UNIT_THREAT_SITUATION_UPDATE",
["threatcolor"] = "UNIT_THREAT_SITUATION_UPDATE",
['cpoints'] = 'UNIT_COMBO_POINTS PLAYER_TARGET_CHANGED',
['affix'] = 'UNIT_CLASSIFICATION_CHANGED',
['plus'] = 'UNIT_CLASSIFICATION_CHANGED',
['rare'] = 'UNIT_CLASSIFICATION_CHANGED',
['classification'] = 'UNIT_CLASSIFICATION_CHANGED',
['shortclassification'] = 'UNIT_CLASSIFICATION_CHANGED',
["group"] = "GROUP_ROSTER_UPDATE",
["curpp"] = 'UNIT_POWER',
["maxpp"] = 'UNIT_MAXPOWER',
["missingpp"] = 'UNIT_MAXPOWER UNIT_POWER',
["perpp"] = 'UNIT_MAXPOWER UNIT_POWER',
["offline"] = "UNIT_HEALTH UNIT_CONNECTION",
["status"] = "UNIT_HEALTH PLAYER_UPDATE_RESTING UNIT_CONNECTION",
["pereclipse"] = 'UNIT_POWER',
['curmana'] = 'UNIT_POWER UNIT_MAXPOWER',
['maxmana'] = 'UNIT_POWER UNIT_MAXPOWER',
['soulshards'] = 'UNIT_POWER SPELLS_CHANGED',
['holypower'] = 'UNIT_POWER SPELLS_CHANGED',
['chi'] = 'UNIT_POWER',
['shadoworbs'] = 'UNIT_POWER SPELLS_CHANGED',
}
 
local unitlessEvents = {
PLAYER_LEVEL_UP = true,
PLAYER_UPDATE_RESTING = true,
PLAYER_TARGET_CHANGED = true,
 
PARTY_LEADER_CHANGED = true,
 
GROUP_ROSTER_UPDATE = true,
 
UNIT_COMBO_POINTS = true
}
 
local events = {}
local frame = CreateFrame"Frame"
frame:SetScript('OnEvent', function(self, event, unit)
local strings = events[event]
if(strings) then
for k, fontstring in next, strings do
if(fontstring:IsVisible() and (unitlessEvents[event] or fontstring.parent.unit == unit)) then
fontstring:UpdateTag()
end
end
end
end)
 
local OnUpdates = {}
local eventlessUnits = {}
 
local createOnUpdate = function(timer)
local OnUpdate = OnUpdates[timer]
 
if(not OnUpdate) then
local total = timer
local frame = CreateFrame'Frame'
local strings = eventlessUnits[timer]
 
frame:SetScript('OnUpdate', function(self, elapsed)
if(total >= timer) then
for k, fs in next, strings do
if(fs.parent:IsShown() and UnitExists(fs.parent.unit)) then
fs:UpdateTag()
end
end
 
total = 0
end
 
total = total + elapsed
end)
 
OnUpdates[timer] = frame
end
end
 
local OnShow = function(self)
for _, fs in next, self.__tags do
fs:UpdateTag()
end
end
 
local getTagName = function(tag)
local s = (tag:match('>+()') or 2)
local e = tag:match('.*()<+')
e = (e and e - 1) or -2
 
return tag:sub(s, e), s, e
end
 
local RegisterEvent = function(fontstr, event)
if(not events[event]) then events[event] = {} end
 
frame:RegisterEvent(event)
table.insert(events[event], fontstr)
end
 
local RegisterEvents = function(fontstr, tagstr)
for tag in tagstr:gmatch(_PATTERN) do
tag = getTagName(tag)
local tagevents = tagEvents[tag]
if(tagevents) then
for event in tagevents:gmatch'%S+' do
RegisterEvent(fontstr, event)
end
end
end
end
 
local UnregisterEvents = function(fontstr)
for event, data in pairs(events) do
for k, tagfsstr in pairs(data) do
if(tagfsstr == fontstr) then
if(#data == 1) then
frame:UnregisterEvent(event)
end
 
table.remove(data, k)
end
end
end
end
 
local tagPool = {}
local funcPool = {}
local tmp = {}
 
local Tag = function(self, fs, tagstr)
if(not fs or not tagstr) then return end
 
if(not self.__tags) then
self.__tags = {}
table.insert(self.__elements, OnShow)
else
-- Since people ignore everything that's good practice - unregister the tag
-- if it already exists.
for _, tag in pairs(self.__tags) do
if(fs == tag) then
-- We don't need to remove it from the __tags table as Untag handles
-- that for us.
self:Untag(fs)
end
end
end
 
fs.parent = self
 
local func = tagPool[tagstr]
if(not func) then
local format, numTags = tagstr:gsub('%%', '%%%%'):gsub(_PATTERN, '%%s')
local args = {}
 
for bracket in tagstr:gmatch(_PATTERN) do
local tagFunc = funcPool[bracket] or tags[bracket:sub(2, -2)]
if(not tagFunc) then
local tagName, s, e = getTagName(bracket)
 
local tag = tags[tagName]
if(tag) then
s = s - 2
e = e + 2
 
if(s ~= 0 and e ~= 0) then
local pre = bracket:sub(2, s)
local ap = bracket:sub(e, -2)
 
tagFunc = function(u,r)
local str = tag(u,r)
if(str) then
return pre..str..ap
end
end
elseif(s ~= 0) then
local pre = bracket:sub(2, s)
 
tagFunc = function(u,r)
local str = tag(u,r)
if(str) then
return pre..str
end
end
elseif(e ~= 0) then
local ap = bracket:sub(e, -2)
 
tagFunc = function(u,r)
local str = tag(u,r)
if(str) then
return str..ap
end
end
end
 
funcPool[bracket] = tagFunc
end
end
 
if(tagFunc) then
table.insert(args, tagFunc)
else
return error(('Attempted to use invalid tag %s.'):format(bracket), 3)
end
end
 
if(numTags == 1) then
func = function(self)
local parent = self.parent
local realUnit
if(self.overrideUnit) then
realUnit = parent.realUnit
end
 
_ENV._COLORS = parent.colors
return self:SetFormattedText(
format,
args[1](parent.unit, realUnit) or ''
)
end
elseif(numTags == 2) then
func = function(self)
local parent = self.parent
local unit = parent.unit
local realUnit
if(self.overrideUnit) then
realUnit = parent.realUnit
end
 
_ENV._COLORS = parent.colors
return self:SetFormattedText(
format,
args[1](unit, realUnit) or '',
args[2](unit, realUnit) or ''
)
end
elseif(numTags == 3) then
func = function(self)
local parent = self.parent
local unit = parent.unit
local realUnit
if(self.overrideUnit) then
realUnit = parent.realUnit
end
 
_ENV._COLORS = parent.colors
return self:SetFormattedText(
format,
args[1](unit, realUnit) or '',
args[2](unit, realUnit) or '',
args[3](unit, realUnit) or ''
)
end
else
func = function(self)
local parent = self.parent
local unit = parent.unit
local realUnit
if(self.overrideUnit) then
realUnit = parent.realUnit
end
 
_ENV._COLORS = parent.colors
for i, func in next, args do
tmp[i] = func(unit, realUnit) or ''
end
 
-- We do 1, numTags because tmp can hold several unneeded variables.
return self:SetFormattedText(format, unpack(tmp, 1, numTags))
end
end
 
tagPool[tagstr] = func
end
fs.UpdateTag = func
 
local unit = self.unit
if((unit and unit:match'%w+target') or fs.frequentUpdates) then
local timer
if(type(fs.frequentUpdates) == 'number') then
timer = fs.frequentUpdates
else
timer = .5
end
 
if(not eventlessUnits[timer]) then eventlessUnits[timer] = {} end
table.insert(eventlessUnits[timer], fs)
 
createOnUpdate(timer)
else
RegisterEvents(fs, tagstr)
end
 
table.insert(self.__tags, fs)
end
 
local Untag = function(self, fs)
if(not fs) then return end
 
UnregisterEvents(fs)
for _, timers in next, eventlessUnits do
for k, fontstr in next, timers do
if(fs == fontstr) then
table.remove(timers, k)
end
end
end
 
for k, fontstr in next, self.__tags do
if(fontstr == fs) then
table.remove(self.__tags, k)
end
end
 
fs.UpdateTag = nil
end
 
oUF.Tags = {
Methods = tags,
Events = tagEvents,
SharedEvents = unitlessEvents,
 
}
oUF:RegisterMetaFunction('Tag', Tag)
oUF:RegisterMetaFunction('Untag', Untag)
Property changes : Added: svn:eol-style + native
lib/oUF/oUF.toc New file
0,0 → 1,11
## Interface: 60000
## Title: oUF
## Author: Haste
## Version: 1.6.8
## OptionalDeps: Clique
## X-eMail: troeks@gmail.com
## X-oUF: oUF
## Notes: Unit frame framework. Does nothing by itself.
## Notes-ruRU: Каркас для модификации фреймов игроков. Сам по себе не делает ничего.
 
oUF.xml
Property changes : Added: svn:eol-style + native
lib/absorbs.lua New file
0,0 → 1,65
local parent, ns = ...
local oUF = ns.oUF or oUF
 
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
 
local ta = self.TotalAbsorb
if(ta.PreUpdate) then ta:PreUpdate(unit) end
 
local allAbsorbs = UnitGetTotalAbsorbs(unit) or 0
local health, maxHealth = UnitHealth(unit), UnitHealthMax(unit)
 
--[[if(health + allAbsorbs > maxHealth * ta.maxOverflow) then
allAbsorbs = maxHealth * ta.maxOverflow - health
end--]]
 
ta:SetMinMaxValues(0, maxHealth)
ta:SetValue(allAbsorbs)
ta:Show()
 
if(ta.PostUpdate) then
return ta:PostUpdate(unit)
end
end
 
local function Path(self, ...)
return (self.TotalAbsorb.Override or Update) (self, ...)
end
 
local ForceUpdate = function(element)
return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
end
 
local function Enable(self)
local ta = self.TotalAbsorb
if(ta) then
ta.__owner = self
ta.ForceUpdate = ForceUpdate
 
self:RegisterEvent('UNIT_ABSORB_AMOUNT_CHANGED', Path)
self:RegisterEvent('UNIT_MAXHEALTH', Path)
self:RegisterEvent('UNIT_HEALTH', Path)
 
if(not ta.maxOverflow) then
ta.maxOverflow = 1.05
end
 
if(ta and ta:IsObjectType'StatusBar' and not ta:GetStatusBarTexture()) then
ta:SetStatusBarTexture([[Interface\TargetingFrame\UI-StatusBar]])
end
 
return true
end
end
 
local function Disable(self)
local ta = self.TotalAbsorb
if(ta) then
self:UnregisterEvent('UNIT_ABSORB_AMOUNT_CHANGED', Path)
self:UnregisterEvent('UNIT_MAXHEALTH', Path)
self:UnregisterEvent('UNIT_HEALTH', Path)
end
end
 
oUF:AddElement('TotalAbsorb', Path, Enable, Disable)
\ No newline at end of file Property changes : Added: svn:eol-style + native
lib/range.lua New file
0,0 → 1,193
local parent, ns = ...
local oUF = ns.oUF or oUF
 
-- oUF range element with code sniplets from TomTom
 
local _FRAMES = {}
local OnRangeFrame
local update = .10
 
local UnitInRange, UnitIsConnected = UnitInRange, UnitIsConnected
local SetMapToCurrentZone, WorldMapFrame = SetMapToCurrentZone, WorldMapFrame
local GetPlayerMapPosition, GetPlayerFacing = GetPlayerMapPosition, GetPlayerFacing
 
local select, next = select, next
local pi = math.pi
local twopi = pi * 2
local atan2 = math.atan2
local modf = math.modf
local abs = math.abs
local floor = floor
 
local function ColorGradient(perc, ...)
local num = select("#", ...)
local hexes = type(select(1, ...)) == "string"
 
if perc == 1 then
return select(num-2, ...), select(num-1, ...), select(num, ...)
end
 
num = num / 3
 
local segment, relperc = modf(perc*(num-1))
local r1, g1, b1, r2, g2, b2
r1, g1, b1 = select((segment*3)+1, ...), select((segment*3)+2, ...), select((segment*3)+3, ...)
r2, g2, b2 = select((segment*3)+4, ...), select((segment*3)+5, ...), select((segment*3)+6, ...)
 
if not r2 or not g2 or not b2 then
return r1, g1, b1
else
return r1 + (r2-r1)*relperc,
g1 + (g2-g1)*relperc,
b1 + (b2-b1)*relperc
end
end
 
local function ColorTexture(texture, angle)
local perc = abs((pi - abs(angle)) / pi)
 
local gr,gg,gb = 0, 1, 0
local mr,mg,mb = 1, 1, 0
local br,bg,bb = 1, 0, 0
local r,g,b = ColorGradient(perc, br, bg, bb, mr, mg, mb, gr, gg, gb)
 
texture:SetVertexColor(r,g,b)
end
 
local function RotateTexture(frame, angle)
if not frame:IsShown() then
frame:Show()
end
angle = angle - GetPlayerFacing()
 
local cell = floor(angle / twopi * 108 + 0.5) % 108
if cell == frame.cell then return end
frame.cell = cell
 
local column = cell % 9
local row = floor(cell / 9)
 
ColorTexture(frame.arrow, angle)
local xstart = (column * 56) / 512
local ystart = (row * 42) / 512
local xend = ((column + 1) * 56) / 512
local yend = ((row + 1) * 42) / 512
frame.arrow:SetTexCoord(xstart,xend,ystart,yend)
end
 
local px, py, tx, ty
local function GetBearing(unit)
if unit == 'player' then return end
 
px, py = GetPlayerMapPosition("player")
if((px or 0)+(py or 0) <= 0) then
if WorldMapFrame:IsVisible() then return end
SetMapToCurrentZone()
px, py = GetPlayerMapPosition("player")
if((px or 0)+(py or 0) <= 0) then return end
end
 
tx, ty = GetPlayerMapPosition(unit)
if((tx or 0)+(ty or 0) <= 0) then return end
 
return pi - atan2(px-tx,ty-py)
end
 
function ns:arrow(object, unit)
if(not object.OoR or not UnitIsConnected(unit)) then return end
local bearing = GetBearing(unit)
 
if bearing then
RotateTexture(object.freebarrow, bearing)
end
end
 
local timer = 0
local OnRangeUpdate = function(self, elapsed)
timer = timer + elapsed
 
if(timer >= update) then
for _, object in next, _FRAMES do
if(object:IsShown()) then
local range = object.freebRange
if(UnitIsConnected(object.unit)) then
local inRange, checkRange = UnitInRange(object.unit)
if(checkRange and not inRange) then
object:SetAlpha(range.outsideAlpha)
 
object.OoR = true
--print(object.arrowmouseover)
if (object.arrowmouseover == true) then
local bearing = GetBearing(object.unit)
if bearing then
RotateTexture(object.freebarrow, bearing)
elseif object.freebarrow:IsShown() then
object.freebarrow:Hide()
end
end
else
object.OoR = false
 
if(object:GetAlpha() ~= range.insideAlpha) then
object:SetAlpha(range.insideAlpha)
 
if (object.freebarrow:IsShown()) then
object.freebarrow:Hide()
end
end
end
end
elseif(object.freebarrow:IsShown()) then
object.freebarrow:Hide()
end
end
 
timer = 0
end
end
 
local Enable = function(self)
local range = self.freebRange
if(range and range.insideAlpha and range.outsideAlpha) then
table.insert(_FRAMES, self)
 
if(not OnRangeFrame) then
OnRangeFrame = CreateFrame"Frame"
OnRangeFrame:SetScript("OnUpdate", OnRangeUpdate)
end
OnRangeFrame:Show()
 
local frame = CreateFrame("Frame", nil, UIParent)
frame:SetAllPoints(self)
frame:SetFrameStrata("HIGH")
frame:SetScale(1)
 
frame.arrow = frame:CreateTexture(nil, "OVERLAY")
frame.arrow:SetTexture(bdCore.media.arrow)
frame.arrow:SetPoint("TOPRIGHT", frame, "TOPRIGHT")
frame.arrow:SetSize(24, 24)
 
self.freebarrow = frame
self.freebarrow:Hide()
 
return true
end
end
 
local Disable = function(self)
local range = self.freebRange
if(range) then
for k, frame in next, _FRAMES do
if(frame == self) then
table.remove(_FRAMES, k)
break
end
end
 
if(#_FRAMES == 0) then
OnRangeFrame:Hide()
end
end
end
 
oUF:AddElement('freebRange', nil, Enable, Disable)
Property changes : Added: svn:eol-style + native
. Property changes : Added: svn:ignore + .git