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local Indicators = {list = {"status", "pvp", "leader", "resurrect", "sumPending", "masterLoot", "raidTarget", "ready", "role", "lfdRole", "class", "phase", "questBoss", "petBattle", "arenaSpec"}}
ShadowUF:RegisterModule(Indicators, "indicators", ShadowUF.L["Indicators"])
function Indicators:UpdateArenaSpec(frame)
if( not frame.indicators.arenaSpec or not frame.indicators.arenaSpec.enabled ) then return end
local specID = GetArenaOpponentSpec(frame.unitID)
local specIcon = specID and select(4, GetSpecializationInfoByID(specID))
if( specIcon ) then
frame.indicators.arenaSpec:SetTexture(specIcon)
frame.indicators.arenaSpec:Show()
else
frame.indicators.arenaSpec:Hide()
end
end
function Indicators:UpdateClass(frame)
if( not frame.indicators.class or not frame.indicators.class.enabled ) then return end
local class = frame:UnitClassToken()
if( UnitIsPlayer(frame.unit) and class ) then
local coords = CLASS_ICON_TCOORDS[class]
frame.indicators.class:SetTexture("Interface\\Glues\\CharacterCreate\\UI-CharacterCreate-Classes")
frame.indicators.class:SetTexCoord(coords[1], coords[2], coords[3], coords[4])
frame.indicators.class:Show()
else
frame.indicators.class:Hide()
end
end
function Indicators:UpdatePhase(frame)
if( not frame.indicators.phase or not frame.indicators.phase.enabled ) then return end
if( UnitIsConnected(frame.unit) and UnitPhaseReason(frame.unit) ) then
frame.indicators.phase:SetTexture("Interface\\TargetingFrame\\UI-PhasingIcon")
frame.indicators.phase:SetTexCoord(0.15625, 0.84375, 0.15625, 0.84375)
frame.indicators.phase:Show()
else
frame.indicators.phase:Hide()
end
end
function Indicators:UpdateResurrect(frame)
if( not frame.indicators.resurrect or not frame.indicators.resurrect.enabled ) then return end
if( UnitHasIncomingResurrection(frame.unit) ) then
frame.indicators.resurrect:Show()
else
frame.indicators.resurrect:Hide()
end
end
function Indicators:SummonPending(frame)
if( not frame.indicators.sumPending or not frame.indicators.sumPending.enabled ) then return end
if( C_IncomingSummon.HasIncomingSummon(frame.unit) ) then
if( C_IncomingSummon.IncomingSummonStatus(frame.unit) == 1 ) then
frame.indicators.sumPending:SetTexture("Interface\\RaidFrame\\RaidFrameSummon")
frame.indicators.sumPending:SetTexCoord(0.539062, 0.789062, 0.015625, 0.515625)
frame.indicators.sumPending:Show()
elseif( C_IncomingSummon.IncomingSummonStatus(frame.unit) == 2 ) then
frame.indicators.sumPending:SetTexture("Interface\\RaidFrame\\RaidFrameSummon")
frame.indicators.sumPending:SetTexCoord(0.0078125, 0.257812, 0.015625, 0.515625)
frame.indicators.sumPending:Show()
elseif( C_IncomingSummon.IncomingSummonStatus(frame.unit) == 3 ) then
frame.indicators.sumPending:SetTexture("Interface\\RaidFrame\\RaidFrameSummon")
frame.indicators.sumPending:SetTexCoord(0.273438, 0.523438, 0.015625, 0.515625)
frame.indicators.sumPending:Show()
else
frame.indicators.sumPending:Hide()
end
else
frame.indicators.sumPending:Hide()
end
end
function Indicators:UpdateMasterLoot(frame)
if( not frame.indicators.masterLoot or not frame.indicators.masterLoot.enabled ) then return end
local lootType, partyID, raidID = GetLootMethod()
if( lootType ~= "master" ) then
frame.indicators.masterLoot:Hide()
elseif( ( partyID and partyID == 0 and UnitIsUnit(frame.unit, "player") ) or ( partyID and partyID > 0 and UnitIsUnit(frame.unit, ShadowUF.partyUnits[partyID]) ) or ( raidID and raidID > 0 and UnitIsUnit(frame.unit, ShadowUF.raidUnits[raidID]) ) ) then
frame.indicators.masterLoot:Show()
else
frame.indicators.masterLoot:Hide()
end
end
function Indicators:UpdateRaidTarget(frame)
if( not frame.indicators.raidTarget or not frame.indicators.raidTarget.enabled ) then return end
if( UnitExists(frame.unit) and GetRaidTargetIndex(frame.unit) ) then
SetRaidTargetIconTexture(frame.indicators.raidTarget, GetRaidTargetIndex(frame.unit))
frame.indicators.raidTarget:Show()
else
frame.indicators.raidTarget:Hide()
end
end
function Indicators:UpdateQuestBoss(frame)
if( not frame.indicators.questBoss or not frame.indicators.questBoss.enabled ) then return end
if( UnitIsQuestBoss(frame.unit) ) then
frame.indicators.questBoss:Show()
else
frame.indicators.questBoss:Hide()
end
end
function Indicators:UpdateLFDRole(frame, event)
if( not frame.indicators.lfdRole or not frame.indicators.lfdRole.enabled ) then return end
local role
if( frame.unitType ~= "arena" ) then
role = UnitGroupRolesAssigned(frame.unitOwner)
else
local specID = GetArenaOpponentSpec(frame.unitID)
role = specID and select(6, GetSpecializationInfoByID(specID))
end
if( role == "TANK" ) then
frame.indicators.lfdRole:SetTexCoord(0, 19/64, 22/64, 41/64)
frame.indicators.lfdRole:Show()
elseif( role == "HEALER" ) then
frame.indicators.lfdRole:SetTexCoord(20/64, 39/64, 1/64, 20/64)
frame.indicators.lfdRole:Show()
elseif( role == "DAMAGER" ) then
frame.indicators.lfdRole:SetTexCoord(20/64, 39/64, 22/64, 41/64)
frame.indicators.lfdRole:Show()
else
frame.indicators.lfdRole:Hide()
end
end
function Indicators:UpdateRole(frame, event)
if( not frame.indicators.role or not frame.indicators.role.enabled ) then return end
if( not UnitInRaid(frame.unit) and not UnitInParty(frame.unit) ) then
frame.indicators.role:Hide()
elseif( GetPartyAssignment("MAINTANK", frame.unit) ) then
frame.indicators.role:SetTexture("Interface\\GroupFrame\\UI-Group-MainTankIcon")
frame.indicators.role:Show()
elseif( GetPartyAssignment("MAINASSIST", frame.unit) ) then
frame.indicators.role:SetTexture("Interface\\GroupFrame\\UI-Group-MainAssistIcon")
frame.indicators.role:Show()
else
frame.indicators.role:Hide()
end
end
function Indicators:UpdateLeader(frame)
if( not frame.indicators.leader or not frame.indicators.leader.enabled ) then return end
if( UnitIsGroupLeader(frame.unit) or (frame.unit == "target" and UnitLeadsAnyGroup(frame.unit)) ) then
if( HasLFGRestrictions() ) then
frame.indicators.leader:SetTexture("Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES")
frame.indicators.leader:SetTexCoord(0, 0.296875, 0.015625, 0.3125)
else
frame.indicators.leader:SetTexture("Interface\\GroupFrame\\UI-Group-LeaderIcon")
frame.indicators.leader:SetTexCoord(0, 1, 0, 1)
end
frame.indicators.leader:Show()
elseif( UnitIsGroupAssistant(frame.unit) or ( UnitInRaid(frame.unit) and IsEveryoneAssistant() ) ) then
frame.indicators.leader:SetTexture("Interface\\GroupFrame\\UI-Group-AssistantIcon")
frame.indicators.leader:SetTexCoord(0, 1, 0, 1)
frame.indicators.leader:Show()
else
frame.indicators.leader:Hide()
end
end
function Indicators:GroupRosterUpdate(frame)
self:UpdateMasterLoot(frame)
self:UpdateRole(frame)
self:UpdateLFDRole(frame)
self:UpdateLeader(frame)
end
function Indicators:UpdatePVPFlag(frame)
if( not frame.indicators.pvp or not frame.indicators.pvp.enabled ) then return end
local faction = UnitFactionGroup(frame.unit)
if( UnitIsPVPFreeForAll(frame.unit) ) then
frame.indicators.pvp:SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA")
frame.indicators.pvp:SetTexCoord(0,1,0,1)
frame.indicators.pvp:Show()
elseif( faction and faction ~= "Neutral" and UnitIsPVP(frame.unit) ) then
frame.indicators.pvp:SetTexture(string.format("Interface\\TargetingFrame\\UI-PVP-%s", faction))
frame.indicators.pvp:SetTexCoord(0,1,0,1)
frame.indicators.pvp:Show()
else
frame.indicators.pvp:Hide()
end
end
function Indicators:UpdatePetBattle(frame)
if( UnitIsWildBattlePet(frame.unit) or UnitIsBattlePetCompanion(frame.unit) ) then
local petType = UnitBattlePetType(frame.unit)
frame.indicators.petBattle:SetTexture(string.format("Interface\\TargetingFrame\\PetBadge-%s", PET_TYPE_SUFFIX[petType]))
frame.indicators.petBattle:Show()
else
frame.indicators.petBattle:Hide()
end
end
-- Non-player units do not give events when they enter or leave combat, so polling is necessary
local function combatMonitor(self, elapsed)
self.timeElapsed = self.timeElapsed + elapsed
if( self.timeElapsed < 1 ) then return end
self.timeElapsed = self.timeElapsed - 1
if( UnitAffectingCombat(self.parent.unit) ) then
self.status:Show()
else
self.status:Hide()
end
end
-- It looks like the combat check for players is a bit buggy when they are in a vehicle, so swap it to also check polling
function Indicators:CheckVehicle(frame)
frame.indicators.timeElapsed = 0
frame.indicators:SetScript("OnUpdate", frame.inVehicle and combatMonitor or nil)
end
function Indicators:UpdateStatus(frame)
if( not frame.indicators.status or not frame.indicators.status.enabled ) then return end
if( UnitAffectingCombat(frame.unitOwner) ) then
frame.indicators.status:SetTexCoord(0.50, 1.0, 0.0, 0.49)
frame.indicators.status:Show()
elseif( frame.unitRealType == "player" and IsResting() ) then
frame.indicators.status:SetTexCoord(0.0, 0.50, 0.0, 0.421875)
frame.indicators.status:Show()
else
frame.indicators.status:Hide()
end
end
local FADEOUT_TIME = 6
function Indicators:UpdateReadyCheck(frame, event)
if( not frame.indicators.ready or not frame.indicators.ready.enabled ) then return end
-- We're done, and should fade it out if it's shown
if( event == "READY_CHECK_FINISHED" ) then
if( not frame.indicators.ready:IsShown() ) then return end
-- Create the central timer frame if ones not already made
if( not self.fadeTimer ) then
self.fadeTimer = CreateFrame("Frame", nil)
self.fadeTimer.fadeList = {}
self.fadeTimer:Hide()
self.fadeTimer:SetScript("OnUpdate", function(f, elapsed)
local hasTimer
for fadeFrame, timeLeft in pairs(f.fadeList) do
hasTimer = true
f.fadeList[fadeFrame] = timeLeft - elapsed
if( f.fadeList[fadeFrame] <= 0 ) then
f.fadeList[fadeFrame] = nil
fadeFrame:Hide()
else
fadeFrame:SetAlpha(f.fadeList[fadeFrame] / FADEOUT_TIME)
end
end
if( not hasTimer ) then f:Hide() end
end)
end
-- Start the timer
self.fadeTimer.fadeList[frame.indicators.ready] = FADEOUT_TIME
self.fadeTimer:Show()
-- Player never responded so they are AFK
if( frame.indicators.ready.status == "waiting" ) then
frame.indicators.ready:SetTexture("Interface\\RaidFrame\\ReadyCheck-NotReady")
end
return
end
-- Have a state change in ready status
local status = GetReadyCheckStatus(frame.unit)
if( not status ) then
frame.indicators.ready.status = nil
frame.indicators.ready:Hide()
return
end
if( status == "ready" ) then
frame.indicators.ready:SetTexture(READY_CHECK_READY_TEXTURE)
elseif( status == "notready" ) then
frame.indicators.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE)
elseif( status == "waiting" ) then
frame.indicators.ready:SetTexture(READY_CHECK_WAITING_TEXTURE)
end
frame.indicators:SetScript("OnUpdate", nil)
frame.indicators.ready.status = status
frame.indicators.ready:SetAlpha(1.0)
frame.indicators.ready:Show()
end
function Indicators:UpdateFlags(frame)
self:UpdateLeader(frame)
self:UpdatePVPFlag(frame)
end
function Indicators:OnEnable(frame)
-- Forces the indicators to be above the bars/portraits/etc
if( not frame.indicators ) then
frame.indicators = CreateFrame("Frame", nil, frame)
frame.indicators:SetFrameLevel(frame.topFrameLevel + 2)
end
-- Now lets enable all the indicators
local config = ShadowUF.db.profile.units[frame.unitType]
if( config.indicators.status and config.indicators.status.enabled ) then
frame:RegisterUpdateFunc(self, "UpdateStatus")
frame.indicators.status = frame.indicators.status or frame.indicators:CreateTexture(nil, "OVERLAY")
frame.indicators.status:SetTexture("Interface\\CharacterFrame\\UI-StateIcon")
frame.indicators.timeElapsed = 0
frame.indicators.parent = frame
if( frame.unitType == "player" ) then
frame:RegisterUpdateFunc(self, "CheckVehicle")
frame:RegisterNormalEvent("PLAYER_REGEN_ENABLED", self, "UpdateStatus")
frame:RegisterNormalEvent("PLAYER_REGEN_DISABLED", self, "UpdateStatus")
frame:RegisterNormalEvent("PLAYER_UPDATE_RESTING", self, "UpdateStatus")
frame:RegisterNormalEvent("UPDATE_FACTION", self, "UpdateStatus")
else
frame.indicators.status:SetTexCoord(0.50, 1.0, 0.0, 0.49)
frame.indicators:SetScript("OnUpdate", combatMonitor)
end
elseif( frame.indicators.status ) then
frame.indicators:SetScript("OnUpdate", nil)
end
if( config.indicators.arenaSpec and config.indicators.arenaSpec.enabled ) then
frame:RegisterNormalEvent("ARENA_OPPONENT_UPDATE", self, "UpdateArenaSpec")
frame:RegisterUpdateFunc(self, "UpdateArenaSpec")
frame.indicators.arenaSpec = frame.indicators.arenaSpec or frame.indicators:CreateTexture(nil, "OVERLAY")
end
if( config.indicators.phase and config.indicators.phase.enabled ) then
-- Player phase changes do not generate a phase change event. This seems to be the best
-- TODO: what event does fire here? frame:RegisterNormalEvent("UPDATE_WORLD_STATES", self, "UpdatePhase")
frame:RegisterUpdateFunc(self, "UpdatePhase")
frame.indicators.phase = frame.indicators.phase or frame.indicators:CreateTexture(nil, "OVERLAY")
end
if( config.indicators.resurrect and config.indicators.resurrect.enabled ) then
frame:RegisterNormalEvent("INCOMING_RESURRECT_CHANGED", self, "UpdateResurrect")
frame:RegisterNormalEvent("UNIT_OTHER_PARTY_CHANGED", self, "UpdateResurrect")
frame:RegisterUpdateFunc(self, "UpdateResurrect")
frame.indicators.resurrect = frame.indicators.resurrect or frame.indicators:CreateTexture(nil, "OVERLAY")
frame.indicators.resurrect:SetTexture("Interface\\RaidFrame\\Raid-Icon-Rez")
end
if( config.indicators.sumPending and config.indicators.sumPending.enabled ) then
frame:RegisterNormalEvent("INCOMING_SUMMON_CHANGED", self, "SummonPending")
frame:RegisterUpdateFunc(self, "SummonPending")
frame.indicators.sumPending = frame.indicators.sumPending or frame.indicators:CreateTexture(nil, "OVERLAY")
frame.indicators.sumPending:SetTexture("Interface\\RaidFrame\\RaidFrameSummon")
end
if( config.indicators.pvp and config.indicators.pvp.enabled ) then
frame:RegisterUnitEvent("UNIT_FACTION", self, "UpdatePVPFlag")
frame:RegisterUpdateFunc(self, "UpdatePVPFlag")
frame.indicators.pvp = frame.indicators.pvp or frame.indicators:CreateTexture(nil, "OVERLAY")
end
if( config.indicators.class and config.indicators.class.enabled ) then
frame:RegisterUpdateFunc(self, "UpdateClass")
frame.indicators.class = frame.indicators.class or frame.indicators:CreateTexture(nil, "OVERLAY")
end
if( config.indicators.leader and config.indicators.leader.enabled ) then
frame:RegisterNormalEvent("PARTY_LEADER_CHANGED", self, "UpdateLeader")
frame:RegisterUpdateFunc(self, "UpdateLeader")
frame.indicators.leader = frame.indicators.leader or frame.indicators:CreateTexture(nil, "OVERLAY")
end
if( config.indicators.masterLoot and config.indicators.masterLoot.enabled ) then
frame:RegisterNormalEvent("PARTY_LOOT_METHOD_CHANGED", self, "UpdateMasterLoot")
frame:RegisterUpdateFunc(self, "UpdateMasterLoot")
frame.indicators.masterLoot = frame.indicators.masterLoot or frame.indicators:CreateTexture(nil, "OVERLAY")
frame.indicators.masterLoot:SetTexture("Interface\\GroupFrame\\UI-Group-MasterLooter")
end
if( config.indicators.role and config.indicators.role.enabled ) then
frame:RegisterUpdateFunc(self, "UpdateRole")
frame.indicators.role = frame.indicators.role or frame.indicators:CreateTexture(nil, "OVERLAY")
frame.indicators.role:SetTexture("Interface\\GroupFrame\\UI-Group-MainAssistIcon")
end
if( config.indicators.raidTarget and config.indicators.raidTarget.enabled ) then
frame:RegisterNormalEvent("RAID_TARGET_UPDATE", self, "UpdateRaidTarget")
frame:RegisterUpdateFunc(self, "UpdateRaidTarget")
frame.indicators.raidTarget = frame.indicators.raidTarget or frame.indicators:CreateTexture(nil, "OVERLAY")
frame.indicators.raidTarget:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons")
end
if( config.indicators.ready and config.indicators.ready.enabled ) then
frame:RegisterNormalEvent("READY_CHECK", self, "UpdateReadyCheck")
frame:RegisterNormalEvent("READY_CHECK_CONFIRM", self, "UpdateReadyCheck")
frame:RegisterNormalEvent("READY_CHECK_FINISHED", self, "UpdateReadyCheck")
frame:RegisterUpdateFunc(self, "UpdateReadyCheck")
frame.indicators.ready = frame.indicators.ready or frame.indicators:CreateTexture(nil, "OVERLAY")
end
if( config.indicators.lfdRole and config.indicators.lfdRole.enabled ) then
frame:RegisterNormalEvent("PLAYER_ROLES_ASSIGNED", self, "UpdateLFDRole")
frame:RegisterUpdateFunc(self, "UpdateLFDRole")
frame.indicators.lfdRole = frame.indicators.lfdRole or frame.indicators:CreateTexture(nil, "OVERLAY")
frame.indicators.lfdRole:SetTexture("Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES")
end
if( config.indicators.questBoss and config.indicators.questBoss.enabled ) then
frame:RegisterUnitEvent("UNIT_CLASSIFICATION_CHANGED", self, "UpdateQuestBoss")
frame:RegisterUpdateFunc(self, "UpdateQuestBoss")
frame.indicators.questBoss = frame.indicators.questBoss or frame.indicators:CreateTexture(nil, "OVERLAY")
frame.indicators.questBoss:SetTexture("Interface\\TargetingFrame\\PortraitQuestBadge")
end
if( config.indicators.petBattle and config.indicators.petBattle.enabled ) then
frame:RegisterUpdateFunc(self, "UpdatePetBattle")
frame.indicators.petBattle = frame.indicators.petBattle or frame.indicators:CreateTexture(nil, "OVERLAY")
end
-- As they all share the function, register it as long as one is active
if( frame.indicators.leader or frame.indicators.masterLoot or frame.indicators.role or ( frame.unit ~= "player" and frame.indicators.lfdRole ) ) then
frame:RegisterNormalEvent("GROUP_ROSTER_UPDATE", self, "GroupRosterUpdate")
end
if( frame.indicators.leader or frame.indicators.pvp ) then
frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", self, "UpdateFlags")
end
end
function Indicators:OnDisable(frame)
frame:UnregisterAll(self)
for _, key in pairs(self.list) do
if( frame.indicators[key] ) then
frame.indicators[key].enabled = nil
frame.indicators[key]:Hide()
end
end
end
function Indicators:OnLayoutApplied(frame, config)
if( frame.visibility.indicators ) then
self:OnDisable(frame)
self:OnEnable(frame)
for _, key in pairs(self.list) do
local indicator = frame.indicators[key]
if( indicator and config.indicators[key] and config.indicators[key].enabled and config.indicators[key].size ) then
indicator.enabled = true
indicator:SetHeight(config.indicators[key].size)
indicator:SetWidth(config.indicators[key].size)
ShadowUF.Layout:AnchorFrame(frame, indicator, config.indicators[key])
elseif( indicator ) then
indicator.enabled = nil
indicator:Hide()
end
end
-- Disable the polling
if( config.indicators.status and not config.indicators.status.enabled and frame.indicators.status ) then
frame.indicators:SetScript("OnUpdate", nil)
end
end
end