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--[[ 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:UnregisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
end
end
oUF:AddElement('QuestIcon', Path, Enable, Disable)
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