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Hideables.lua
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Hideables.lua
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local addonName, ns = ...
local ct = LibStub("AceAddon-3.0"):GetAddon(addonName)
local GetRaidTargetIndex, SetRaidTargetIconTexture, UnitClassification, IsResting, atlasSize = GetRaidTargetIndex, SetRaidTargetIconTexture, UnitClassification, IsResting, TextureKitConstants.UseAtlasSize
local function Hidden(unitData, key)
return ns.GetDBBy(unitData.unit, ns.TYPE.HIDE, key)
end
local function HideOnShowAndUpdate(unitData, key, Frame, Update, HideHook)
ct:HideOnShowAndUpdate(unitData, Hidden(unitData, key), Frame, Update, HideHook)
end
function ct.ToggleRestIcon(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.ICON_REST, unitData.restIcon, unitData.UpdateStatus)
end
function ct.ToggleLeaderIcon(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.ICON_LEADER, unitData.LeaderIcon, unitData.UpdateLeader)
end
function ct.ToggleGuideIcon(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.ICON_GUIDE, unitData.GuideIcon, unitData.UpdateLeader)
end
function ct.ToggleBattlePetIcon(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.ICON_PET_BATTLE, unitData.petBattleIcon, unitData.UpdateBattlePet)
end
function ct.ToggleThreatGlow(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.GLOW_THREAT, unitData.ThreatGlow, unitData.UpdateThreatIndicator)
end
function ct.TogglePartyPetThreatGlow(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.GLOW_THREAT_PP, unitData.PetThreatGlow, unitData.UpdatePetThreatIndicator)
end
function ct.ToggleDebuffGlow(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.GLOW_STATIC_DEBUFF, unitData.DebuffGlow, unitData.Update)
end
function ct.ToggleReputationGlow(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.GLOW_REPUTATION, unitData.ReputationGlow, unitData.UpdateReputationGlow)
end
function ct.ToggleGroupIndicator(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.INDICATOR_GROUP, unitData.groupIndicator, unitData.UpdateGroupIndicator)
end
function ct.ToggleHitIndicator(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.INDICATOR_HIT, unitData.hitIndicator)
end
function ct.ShowLevelHiddenByRoleIcon(unitData)
if (unitData.LevelShowAfter) then
local showLevelAfter, object = unitData.LevelShowAfter()
local hideRoleIcon, levelVisible = Hidden(unitData, ns.KEY.ICON_ROLE), ns.GetDBBy(unitData.unit, ns.TYPE.LEVEL, ns.KEY.SHOW)
ct:RehookOrUnhook(hideRoleIcon and levelVisible, object, showLevelAfter, function ()
unitData.Level:Show()
end)
end
end
function ct.ToggleRoleIcon(unitData)
ct.ShowLevelHiddenByRoleIcon(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.ICON_ROLE, unitData.RoleIcon, unitData.UpdateRoles)
end
function ct.TogglePVPTimer(unitData)
HideOnShowAndUpdate(unitData, ns.KEY.TIMER_PVP, unitData.pvpTimer, unitData.UpdatePVPTimer)
end
local function TogglePVPIcon(pvpIcon, hide)
ct:HideOnShow(hide, pvpIcon)
end
function ct.TogglePVPIcon(unitData)
local hide = Hidden(unitData, ns.KEY.ICON_PVP)
local PVPIconHandler = function (pvpIcons)
ns.ForEach(pvpIcons, TogglePVPIcon, hide)
end
ct.Handle(unitData, unitData.PVPIcons, PVPIconHandler, unitData.UpdatePVPStatus)
end
function ct.TogglePlayerCornerOrCombatIcon(unitData, _, key)
local playerFrame = unitData.baseFrame
local combatIcon, cornerIcon = unitData.combatIcon, unitData.cornerIcon
local hideCombatIcon, hideCornerIcon = Hidden(unitData, ns.KEY.ICON_COMBAT), Hidden(unitData, ns.KEY.ICON_CORNER)
if (key == ns.KEY.ICON_COMBAT) then
ct:HideOnShow(hideCombatIcon, combatIcon)
else
ct:HideOnShow(hideCornerIcon, cornerIcon)
end
ct:RehookOrUnhook(hideCombatIcon and not hideCornerIcon, cornerIcon, "Hide", ns.Show)
ct:RehookOrUnhook(hideCornerIcon and not hideCombatIcon, combatIcon, "Hide", function (frame)
if (playerFrame.inCombat or playerFrame.onHateList) then
frame:Show()
end
end)
unitData.UpdateStatus()
end
local function HideCombatGlow(frame)
if (not IsResting()) then
frame:Hide()
end
end
function ct.TogglePlayerBlinkingGlow(unitData)
local hideRestGlow, hideCombatGlow = Hidden(unitData, ns.KEY.GLOW_BLINKING_REST), Hidden(unitData, ns.KEY.GLOW_BLINKING_COMBAT)
local playerFrame = unitData.baseFrame
local Handler
if (hideRestGlow and not hideCombatGlow) then
Handler = function(frame)
if (playerFrame.inCombat) then
frame:SetVertexColor(1.0, 0.0, 0.0, 1.0)
elseif (IsResting()) then
frame:Hide()
end
end
elseif (hideCombatGlow and not hideRestGlow) then
Handler = HideCombatGlow
end
ct:HideOnShowAndUpdate(unitData, hideRestGlow or hideCombatGlow, unitData.statusTexture, unitData.UpdateStatus, Handler)
end
function ct.ToggleCombatGlow(unitData)
if (unitData.statusTexture) then
ct.TogglePlayerBlinkingGlow(unitData)
else
HideOnShowAndUpdate(unitData, ns.KEY.GLOW_BLINKING_COMBAT, unitData.combatGlow)
end
end
local function ShowBossIconHiddenByQuestIcon(frame)
local classification = UnitClassification(frame.unit)
if (classification == "rare" or classification == "rareelite") then
local bossIcon = frame.TargetFrameContent.TargetFrameContentContextual.BossIcon;
bossIcon:SetAtlas("UnitFrame-Target-PortraitOn-Boss-Rare-Star", atlasSize);
bossIcon:Show();
end
end
local function ToggleBossOrQuestIcon(unitData, key, Icon)
local hideBossIcon, hideQuestIcon = Hidden(unitData, ns.KEY.ICON_BOSS), Hidden(unitData, ns.KEY.ICON_QUEST)
local Update = function(baseFrame, frame)
if (unitData.ShowBossIconAfter) then
local showBossIconAfter, object = unitData.ShowBossIconAfter(baseFrame)
ct:RehookOrUnhook(hideQuestIcon and not hideBossIcon, object, showBossIconAfter, ShowBossIconHiddenByQuestIcon)
end
unitData.Update(baseFrame, frame)
end
HideOnShowAndUpdate(unitData, key, Icon, Update)
end
function ct.ToggleBossIcon(unitData)
ToggleBossOrQuestIcon(unitData, ns.KEY.ICON_BOSS, unitData.BossIcon)
end
function ct.ToggleQuestIcon(unitData)
ToggleBossOrQuestIcon(unitData, ns.KEY.ICON_QUEST, unitData.QuestIcon)
end
function ct:UpdateRaidIconOnEvent(baseFrame, event)
if (event == "PLAYER_ENTERING_WORLD" or event == "RAID_TARGET_UPDATE") then
baseFrame:UpdateRaidTargetIcon()
end
end
local function UpdateRaidTargetIcon(unit, raidTargetIcon)
local index = GetRaidTargetIndex(unit);
if (index) then
SetRaidTargetIconTexture(raidTargetIcon, index);
raidTargetIcon:Show();
else
raidTargetIcon:Hide();
end
end
local function CreateRaidIcon(unitData)
local baseFrame, contentContext = unitData.baseFrame, unitData.contentContext
if (not contentContext.RaidTargetIcon) then
contentContext.RaidTargetIcon = contentContext:CreateTexture(nil, "OVERLAY", nil, 3)
contentContext.RaidTargetIcon:Hide()
contentContext.RaidTargetIcon:SetSize(26, 26)
contentContext.RaidTargetIcon:SetPoint("CENTER", unitData.portrait, "TOP")
contentContext.RaidTargetIcon:SetTexture(ns.RAID_TARGET_ICON_TEXTURE)
baseFrame.UpdateRaidTargetIcon = function(self)
UpdateRaidTargetIcon(self.unit, contentContext.RaidTargetIcon)
end
unitData.RaidIcon = contentContext.RaidTargetIcon
end
ct:HookSafe(baseFrame, "OnEvent", "UpdateRaidIconOnEvent")
baseFrame:RegisterEvent("RAID_TARGET_UPDATE")
end
local function UnhookRaidIcon(baseFrame)
ct:Unhook(baseFrame, "OnEvent")
baseFrame:UnregisterEvent("RAID_TARGET_UPDATE")
end
function ct.ToggleRaidIcon(unitData)
local hide = Hidden(unitData, ns.KEY.ICON_RAID)
if (unitData.noDefaultRaidIcon) then
if (hide and not unitData.RaidIcon) then
return
elseif (hide) then
UnhookRaidIcon(unitData.baseFrame)
else
CreateRaidIcon(unitData)
end
end
ct:HideOnShowAndUpdate(unitData, hide, unitData.RaidIcon, unitData.UpdateRaidIcon)
end
function ct.SetupHideables(unitData, skipDefault)
local unit = unitData.unit
for _, option in pairs(ns.OPTIONS[ns.TYPE.HIDE]) do
if (ns.Enabled(unit, option)) then
if (not skipDefault or ns.NotDefault(unit, option)) then
option.Handler(unitData, option.type, option.key)
end
end
end
end