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Libraries/oUF/elements/questindicator.lua
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Libraries/oUF/elements/questindicator.lua
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--[[
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# Element: Quest Indicator
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Handles the visibility and updating of an indicator based on the unit's involvement in a quest.
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## Widget
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QuestIndicator - Any UI widget.
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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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## Examples
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-- Position and size
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local QuestIndicator = self:CreateTexture(nil, 'OVERLAY')
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QuestIndicator:SetSize(16, 16)
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QuestIndicator:SetPoint('TOPRIGHT', self)
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-- Register it with oUF
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self.QuestIndicator = QuestIndicator
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--]]
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local _, ns = ...
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local oUF = ns.oUF
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local function Update(self, event, unit)
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if(unit ~= self.unit) then return end
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local element = self.QuestIndicator
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--[[ Callback: QuestIndicator:PreUpdate()
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Called before the element has been updated.
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* self - the QuestIndicator 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 isQuestBoss = UnitIsQuestBoss(unit)
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if(isQuestBoss) 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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--[[ Callback: QuestIndicator:PostUpdate(isQuestBoss)
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Called after the element has been updated.
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* self - the QuestIndicator element
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* isQuestBoss - indicates if the element is shown (boolean)
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--]]
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if(element.PostUpdate) then
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return element:PostUpdate(isQuestBoss)
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end
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end
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local function Path(self, ...)
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--[[ Override: QuestIndicator.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.QuestIndicator.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.QuestIndicator
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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_CLASSIFICATION_CHANGED', Path)
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if(element:IsObjectType('Texture') and not element:GetTexture()) then
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element:SetTexture([[Interface\TargetingFrame\PortraitQuestBadge]])
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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.QuestIndicator
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if(element) then
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element:Hide()
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self:UnregisterEvent('UNIT_CLASSIFICATION_CHANGED', Path)
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end
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end
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oUF:AddElement('QuestIndicator', Path, Enable, Disable)
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