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Libraries/oUF/elements/pvp.lua
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160
Libraries/oUF/elements/pvp.lua
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--[[ Element: PvP and Prestige Icons
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Handles updating and visibility of PvP and prestige icons based on unit's PvP
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status and prestige level.
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Widget
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PvP - A Texture used to display faction, FFA PvP status or prestige icon.
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Sub-Widgets
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Prestige - A Texture used to display prestige background image.
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Notes
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This element updates by changing the texture;
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`Prestige` texture has to be on a lower sub-layer than `PvP` texture.
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Examples
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-- Position and size
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local PvP = self:CreateTexture(nil, 'ARTWORK', nil, 1)
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PvP:SetSize(30, 30)
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PvP:SetPoint('RIGHT', self, 'LEFT')
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local Prestige = self:CreateTexture(nil, 'ARTWORK')
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Prestige:SetSize(50, 52)
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Prestige:SetPoint('CENTER', PvP, 'CENTER')
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-- Register it with oUF
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self.PvP = PvP
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self.PvP.Prestige = Prestige
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Hooks
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Override(self) - Used to completely override the internal update function.
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Removing the table key entry will make the element fall-back
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to its internal function again.
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]]
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local parent, 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 pvp = self.PvP
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if(pvp.PreUpdate) then
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pvp:PreUpdate(unit)
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end
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local status
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local hasPrestige
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local level = UnitPrestige(unit)
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local factionGroup = UnitFactionGroup(unit)
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if(UnitIsPVPFreeForAll(unit)) then
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if(level > 0 and pvp.Prestige) then
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pvp:SetTexture(GetPrestigeInfo(level))
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pvp:SetTexCoord(0, 1, 0, 1)
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pvp.Prestige:SetAtlas('honorsystem-portrait-neutral', false)
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hasPrestige = true
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else
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pvp:SetTexture('Interface\\TargetingFrame\\UI-PVP-FFA')
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pvp:SetTexCoord(0, 0.65625, 0, 0.65625)
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end
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status = 'ffa'
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elseif(factionGroup and factionGroup ~= 'Neutral' and UnitIsPVP(unit)) then
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if(UnitIsMercenary(unit)) then
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if(factionGroup == 'Horde') then
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factionGroup = 'Alliance'
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elseif(factionGroup == 'Alliance') then
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factionGroup = 'Horde'
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end
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end
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if(level > 0 and pvp.Prestige) then
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pvp:SetTexture(GetPrestigeInfo(level))
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pvp:SetTexCoord(0, 1, 0, 1)
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pvp.Prestige:SetAtlas('honorsystem-portrait-'..factionGroup, false)
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hasPrestige = true
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else
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pvp:SetTexture('Interface\\TargetingFrame\\UI-PVP-'..factionGroup)
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pvp:SetTexCoord(0, 0.65625, 0, 0.65625)
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end
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status = factionGroup
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end
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if(status) then
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pvp:Show()
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if(pvp.Prestige) then
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if(hasPrestige) then
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pvp.Prestige:Show()
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else
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pvp.Prestige:Hide()
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end
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end
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else
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pvp:Hide()
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if(pvp.Prestige) then
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pvp.Prestige:Hide()
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end
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end
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if(pvp.PostUpdate) then
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return pvp:PostUpdate(unit, status, hasPrestige, level)
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end
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end
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local function Path(self, ...)
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return (self.PvP.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 pvp = self.PvP
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if(pvp) then
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pvp.__owner = self
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pvp.ForceUpdate = ForceUpdate
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self:RegisterEvent('UNIT_FACTION', Path)
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if(pvp.Prestige) then
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self:RegisterEvent('HONOR_PRESTIGE_UPDATE', Path)
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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 pvp = self.PvP
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if(pvp) then
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pvp:Hide()
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self:UnregisterEvent('UNIT_FACTION', Path)
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if(pvp.Prestige) then
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pvp.Prestige:Hide()
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self:UnregisterEvent('HONOR_PRESTIGE_UPDATE', Path)
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end
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end
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end
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oUF:AddElement('PvP', Path, Enable, Disable)
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