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Libraries/oUF/elements/phaseindicator.lua
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159
Libraries/oUF/elements/phaseindicator.lua
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--[[
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# Element: Phasing Indicator
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Toggles the visibility of an indicator based on the unit's phasing relative to the player.
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## Widget
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PhaseIndicator - Any UI widget.
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## Sub-Widgets
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Icon - A `Texture` to represent the phased status.
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## Notes
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A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set.
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OnEnter and OnLeave script handlers will be set to display a Tooltip if the widget is mouse enabled and does not have
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OnEnter and/or OnLeave handlers.
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## Examples
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-- Position and size
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local PhaseIndicator = CreateFrame('Frame', nil, self)
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PhaseIndicator:SetSize(16, 16)
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PhaseIndicator:SetPoint('TOPLEFT', self)
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PhaseIndicator:EnableMouse(true)
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local Icon = PhaseIndicator:CreateTexture(nil, 'OVERLAY')
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Icon:SetAllPoints()
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PhaseIndicator.Icon = Icon
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-- Register it with oUF
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self.PhaseIndicator = PhaseIndicator
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--]]
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local _, ns = ...
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local oUF = ns.oUF
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local GameTooltip = GameTooltip
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--[[ Override: PhaseIndicator:UpdateTooltip()
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Used to populate the tooltip when the widget is hovered.
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* self - the PhaseIndicator widget
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--]]
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local function UpdateTooltip(element)
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if GameTooltip:IsForbidden() then return end
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local text = PartyUtil.GetPhasedReasonString(element.reason, element.__owner.unit)
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if(text) then
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GameTooltip:SetText(text, nil, nil, nil, nil, true)
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GameTooltip:Show()
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end
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end
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local function onEnter(element)
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if GameTooltip:IsForbidden() or not element:IsVisible() then return end
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if(element.reason) then
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GameTooltip:SetOwner(element, 'ANCHOR_BOTTOMRIGHT')
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element:UpdateTooltip()
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end
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end
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local function onLeave()
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if GameTooltip:IsForbidden() then return end
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GameTooltip:Hide()
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end
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local function Update(self, event, unit)
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if(self.unit ~= unit) then return end
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local element = self.PhaseIndicator
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--[[ Callback: PhaseIndicator:PreUpdate()
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Called before the element has been updated.
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* self - the PhaseIndicator element
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--]]
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if(element.PreUpdate) then
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element:PreUpdate()
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end
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local phaseReason = UnitIsPlayer(unit) and UnitIsConnected(unit) and UnitPhaseReason(unit) or nil
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if(phaseReason) then
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element:Show()
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else
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element:Hide()
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end
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element.reason = phaseReason
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--[[ Callback: PhaseIndicator:PostUpdate(isInSamePhase, phaseReason)
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Called after the element has been updated.
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* self - the PhaseIndicator element
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* isInSamePhase - indicates whether the unit is in the same phase as the player (boolean)
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* phaseReason - the reason why the unit is in a different phase (number?)
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--]]
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if(element.PostUpdate) then
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return element:PostUpdate(not phaseReason, phaseReason)
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end
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end
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local function Path(self, ...)
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--[[ Override: PhaseIndicator.Override(self, event, ...)
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Used to completely override the internal update function.
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* self - the parent object
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* event - the event triggering the update (string)
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* ... - the arguments accompanying the event
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--]]
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return (self.PhaseIndicator.Override or Update) (self, ...)
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end
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local function ForceUpdate(element)
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return Path(element.__owner, 'ForceUpdate', element.__owner.unit)
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end
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local function Enable(self)
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local element = self.PhaseIndicator
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if(element) then
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element.__owner = self
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element.ForceUpdate = ForceUpdate
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self:RegisterEvent('UNIT_PHASE', Path)
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local icon = (element.Icon or element)
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if(icon:IsObjectType('Texture') and not icon:GetTexture()) then
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icon:SetTexture([[Interface\TargetingFrame\UI-PhasingIcon]])
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end
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if(element.IsMouseEnabled and element:IsMouseEnabled()) then
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if(not element:GetScript('OnEnter')) then
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element:SetScript('OnEnter', onEnter)
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end
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if(not element:GetScript('OnLeave')) then
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element:SetScript('OnLeave', onLeave)
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end
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element.UpdateTooltip = element.UpdateTooltip or UpdateTooltip
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end
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return true
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end
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end
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local function Disable(self)
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local element = self.PhaseIndicator
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if(element) then
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element:Hide()
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self:UnregisterEvent('UNIT_PHASE', Path)
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end
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end
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oUF:AddElement('PhaseIndicator', Path, Enable, Disable)
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