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Libraries/oUF/elements/totems.lua
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167
Libraries/oUF/elements/totems.lua
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--[[ Element: Totem Indicator
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Handles updating and visibility of Shaman totems, Druid mushrooms and Death
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Knight ghouls.
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Widget
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Totems - A table to hold sub-widgets.
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Sub-Widgets
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Totem - Any UI widget.
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.Icon - A Texture representing the totem icon.
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.Cooldown - A Cooldown representing the duration of the totem.
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Notes
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OnEnter and OnLeave will be set to display the default Tooltip, if the
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`Totem` widget is mouse enabled.
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Options
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:UpdateTooltip - The function that should populate the tooltip, when the
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`Totem` widget is hovered. A default function, which calls
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`:SetTotem(id)`, will be used if none is defined.
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Examples
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local Totems = {}
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for index = 1, MAX_TOTEMS do
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-- Position and size of the totem indicator
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local Totem = CreateFrame('Button', nil, self)
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Totem:SetSize(40, 40)
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Totem:SetPoint('TOPLEFT', self, 'BOTTOMLEFT', index * Totem:GetWidth(), 0)
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local Icon = Totem:CreateTexture(nil, "OVERLAY")
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Icon:SetAllPoints()
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local Cooldown = CreateFrame("Cooldown", nil, Totem, "CooldownFrameTemplate")
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Cooldown:SetAllPoints()
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Totem.Icon = Icon
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Totem.Cooldown = Cooldown
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Totems[index] = Totem
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end
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-- Register with oUF
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self.Totems = Totems
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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 UpdateTooltip = function(self)
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GameTooltip:SetTotem(self:GetID())
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end
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local OnEnter = function(self)
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if(not self:IsVisible()) then return end
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GameTooltip:SetOwner(self, 'ANCHOR_BOTTOMRIGHT')
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self:UpdateTooltip()
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end
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local OnLeave = function()
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GameTooltip:Hide()
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end
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local UpdateTotem = function(self, event, slot)
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local totems = self.Totems
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if(slot > #totems) then return end
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if(totems.PreUpdate) then totems:PreUpdate(slot) end
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local totem = totems[slot]
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local haveTotem, name, start, duration, icon = GetTotemInfo(slot)
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if(haveTotem and duration > 0) then
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if(totem.Icon) then
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totem.Icon:SetTexture(icon)
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end
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if(totem.Cooldown) then
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totem.Cooldown:SetCooldown(start, duration)
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end
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totem:Show()
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else
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totem:Hide()
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end
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if(totems.PostUpdate) then
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return totems:PostUpdate(slot, haveTotem, name, start, duration, icon)
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end
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end
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local Path = function(self, ...)
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return (self.Totems.Override or UpdateTotem) (self, ...)
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end
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local Update = function(self, event)
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for i = 1, #self.Totems do
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Path(self, event, i)
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end
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end
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local ForceUpdate = function(element)
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return Update(element.__owner, 'ForceUpdate')
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end
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local Enable = function(self)
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local totems = self.Totems
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if(totems) then
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totems.__owner = self
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totems.ForceUpdate = ForceUpdate
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for i = 1, #totems do
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local totem = totems[i]
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totem:SetID(i)
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if(totem:IsMouseEnabled()) then
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totem:SetScript('OnEnter', OnEnter)
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totem:SetScript('OnLeave', OnLeave)
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if(not totem.UpdateTooltip) then
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totem.UpdateTooltip = UpdateTooltip
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end
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end
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end
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self:RegisterEvent('PLAYER_TOTEM_UPDATE', Path, true)
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TotemFrame:UnregisterEvent"PLAYER_TOTEM_UPDATE"
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TotemFrame:UnregisterEvent"PLAYER_ENTERING_WORLD"
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TotemFrame:UnregisterEvent"UPDATE_SHAPESHIFT_FORM"
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TotemFrame:UnregisterEvent"PLAYER_TALENT_UPDATE"
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return true
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end
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end
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local Disable = function(self)
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local totems = self.Totems
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if(totems) then
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for i = 1, #totems do
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totems[i]:Hide()
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end
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TotemFrame:RegisterEvent"PLAYER_TOTEM_UPDATE"
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TotemFrame:RegisterEvent"PLAYER_ENTERING_WORLD"
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TotemFrame:RegisterEvent"UPDATE_SHAPESHIFT_FORM"
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TotemFrame:RegisterEvent"PLAYER_TALENT_UPDATE"
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self:UnregisterEvent('PLAYER_TOTEM_UPDATE', Path)
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end
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end
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oUF:AddElement("Totems", Update, Enable, Disable)
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