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-- Neuron is a World of Warcraft® user interface addon.
-- Copyright (c) 2017-2021 Britt W. Yazel
-- Copyright (c) 2006-2014 Connor H. Chenoweth
-- This code is licensed under the MIT license (see LICENSE for details)
---@class EXITBTN : BUTTON @define class EXITBTN inherits from class BUTTON
local EXITBTN = setmetatable({}, { __index = Neuron.BUTTON })
Neuron.EXITBTN = EXITBTN
----------------------------------------------------------
---Constructor: Create a new Neuron BUTTON object (this is the base object for all Neuron button types)
---@param bar BAR @Bar Object this button will be a child of
---@param buttonID number @Button ID that this button will be assigned
---@param defaults table @Default options table to be loaded onto the given button
---@return EXITBTN @ A newly created EXITBTN object
function EXITBTN.new(bar, buttonID, defaults)
--call the parent object constructor with the provided information specific to this button type
local newButton = Neuron.BUTTON.new(bar, buttonID, EXITBTN, "ExitBar", "VehicleExitButton", "NeuronActionButtonTemplate")
if defaults then
newButton:SetDefaults(defaults)
end
return newButton
end
----------------------------------------------------------
function EXITBTN:SetType()
self:RegisterEvent("UPDATE_BONUS_ACTIONBAR", "OnEvent")
self:RegisterEvent("UPDATE_VEHICLE_ACTIONBAR", "OnEvent")
self:RegisterEvent("UPDATE_OVERRIDE_ACTIONBAR", "OnEvent");
self:RegisterEvent("UNIT_ENTERED_VEHICLE", "OnEvent")
self:RegisterEvent("UNIT_EXITED_VEHICLE", "OnEvent")
self:RegisterEvent("VEHICLE_UPDATE", "OnEvent")
self:SetScript("OnClick", function(self) self:OnClick() end)
self:SetScript("PostClick", function(self) self:UpdateStatus() end)
self:SetScript("OnEnter", function(self) self:OnEnter() end)
self:SetScript("OnLeave", GameTooltip_Hide)
self:SetSkinned()
end
function EXITBTN:OnEvent(event, ...)
--reset button back to normal in the case of setting a tint on prior taxi trip
self.Icon:SetDesaturated(false)
if not InCombatLockdown() then
self:Enable()
end
self:UpdateIcon()
self:UpdateObjectVisibility()
end
function EXITBTN:UpdateObjectVisibility(show)
if CanExitVehicle() or UnitOnTaxi("player") or show then --set alpha instead of :Show or :Hide, to avoid taint and to allow the button to appear in combat
self.isShown = true
else
self.isShown = false
end
Neuron.BUTTON.UpdateObjectVisibility(self) --call parent function
end
---overwrite function in parent class BUTTON
function EXITBTN:UpdateIcon()
self.Icon:SetTexture("Interface\\AddOns\\Neuron\\Images\\new_vehicle_exit")
if not self:GetSkinned() then
if self:HasAction() then
self:SetNormalTexture(self.hasAction or "")
self:GetNormalTexture():SetVertexColor(1,1,1,1)
else
self:SetNormalTexture(self.noAction or "")
self:GetNormalTexture():SetVertexColor(1,1,1,0.5)
end
end
end
function EXITBTN:OnClick()
if UnitOnTaxi("player") then
TaxiRequestEarlyLanding()
--desaturate the button if early landing is requested and disable it
self.Icon:SetDesaturated(true);
self:Disable()
else
VehicleExit()
end
end
function EXITBTN:OnEnter()
if not self.isShown then
return
end
if UnitOnTaxi("player") then
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
GameTooltip:ClearLines()
GameTooltip:SetText(TAXI_CANCEL, 1, 1, 1);
GameTooltip:AddLine(TAXI_CANCEL_DESCRIPTION, NORMAL_FONT_COLOR.r, NORMAL_FONT_COLOR.g, NORMAL_FONT_COLOR.b, true);
GameTooltip:Show();
else
GameTooltip:SetOwner(self, "ANCHOR_RIGHT");
GameTooltip:ClearLines()
GameTooltip:SetText(CANCEL);
GameTooltip:Show();
end
end