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--[[ 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, "CooldownFrameTemplate")
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
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)
local totems = self.Totems
if(slot > #totems) then return end
if(totems.PreUpdate) then totems:PreUpdate(slot) end
local totem = totems[slot]
local haveTotem, name, start, duration, icon = GetTotemInfo(slot)
if(haveTotem and 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(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, #self.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.ForceUpdate = ForceUpdate
for i = 1, #totems do
local totem = totems[i]
totem:SetID(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: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)
local totems = self.Totems
if(totems) then
for i = 1, #totems do
totems[i]:Hide()
end
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)