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WoWInterface: SVN - bdGrid - Rev 2 - /trunk/lib/oUF/elements/classicons.lua

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[/] [trunk/] [lib/] [oUF/] [elements/] [classicons.lua] - Rev 2

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--[[ 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)

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