Merge remote-tracking branch 'origin/ready-check' into panoramix
F. Dekker [03-28-13 - 16:49]
Merge remote-tracking branch 'origin/ready-check' into panoramix
diff --git a/PerfectRaid.toc b/PerfectRaid.toc
index d7046d8..8ecd84b 100644
--- a/PerfectRaid.toc
+++ b/PerfectRaid.toc
@@ -26,6 +26,7 @@ PerfectRaid_Buffs.lua
PerfectRaid_Frames.lua
PerfectRaid_Range.lua
PerfectRaid_Highlight.lua
+PerfectRaid_ReadyCheck.lua
PerfectRaid_Config.lua
PerfectRaid_RaidIcons.lua
PerfectRaid_IncomingHeals.lua
diff --git a/PerfectRaid_ReadyCheck.lua b/PerfectRaid_ReadyCheck.lua
new file mode 100644
index 0000000..40d5588
--- /dev/null
+++ b/PerfectRaid_ReadyCheck.lua
@@ -0,0 +1,141 @@
+--[[-------------------------------------------------------------------------
+ *
+ * ReadyCheck module for PerfectRaid addon.
+ *
+ * Written by: Panoramix
+ * Version: 1.0
+ *
+---------------------------------------------------------------------------]]
+
+
+local ReadyCheck = PerfectRaid:NewModule("PerfectRaid-ReadyCheck")
+local frames
+
+-- the duration to fade the ready check status
+ReadyCheck.fadeDuration = 4
+
+function ReadyCheck:Initialize()
+
+ frames = PerfectRaid.frames
+
+ self:RegisterEvent("READY_CHECK", "UpdateReadyCheck")
+ self:RegisterEvent("READY_CHECK_CONFIRM", "UpdateReadyCheck")
+ self:RegisterEvent("READY_CHECK_FINISHED", "UpdateReadyCheck")
+
+ self.started = false
+end
+
+
+function ReadyCheck:ConfigureButton( button )
+ button.readycheck = CreateFrame("Frame", nil, button.leftbox)
+ button.readycheck.indicator = button.readycheck:CreateTexture(nil, "OVERLAY")
+end
+
+function ReadyCheck:UpdateButtonLayout( button )
+
+ button.readycheck:ClearAllPoints()
+ button.readycheck:SetWidth(button:GetHeight( ))
+ button.readycheck:SetHeight(button:GetHeight( ))
+ button.readycheck:SetFrameLevel(button.leftbox:GetFrameLevel()+1)
+
+ button.readycheck.indicator:SetAllPoints()
+ button.readycheck.indicator:SetTexture(READY_CHECK_READY_TEXTURE)
+
+ button.readycheck:SetPoint("RIGHT", button.name, "RIGHT", 0, 0)
+ button.readycheck:Hide()
+
+end
+
+
+--[[
+
+ event = READY_CHECK | READY_CHECK_CONFIRM(unit)| READY_CHECK_FINISHED
+ status = GetReadyCheckStatus( unit )
+ = "ready" | "notready" | "waiting"
+]]--
+function ReadyCheck:UpdateReadyCheck( event, target )
+
+ -- a ready check is initiated, update all frames
+ if event == "READY_CHECK" then
+
+ for unit, tbl in pairs(frames) do
+
+ local status = GetReadyCheckStatus( unit )
+
+ for frame in pairs(frames[unit]) do
+ ReadyCheck:SetReadyCheckStatus( frame, status )
+ end
+ end
+
+ -- a ready check is confirmed or declined, update frames of the unit
+ elseif event == "READY_CHECK_CONFIRM" then
+
+ for unit, tbl in pairs(frames) do
+
+ if UnitIsUnit( target, unit ) then
+
+ local status = GetReadyCheckStatus( unit )
+
+ for frame in pairs(frames[unit]) do
+ ReadyCheck:SetReadyCheckStatus( frame, status )
+ end
+
+ break
+ end
+
+ end
+
+ -- the ready check has finished, wrap it up
+ elseif event == "READY_CHECK_FINISHED" then
+
+ -- update any ~ready status
+ for unit, tbl in pairs(frames) do
+ for frame in pairs(frames[unit]) do
+
+ if frame.readycheck.status then
+
+ -- update status to not ready
+ if frame.readycheck.status ~= "ready" then
+ ReadyCheck:SetReadyCheckStatus( frame, "notready" )
+ end
+
+ -- start fade timer
+ frame.readycheck.elapsed = ReadyCheck.fadeDuration
+ frame.readycheck:SetScript("OnUpdate", function(self, elapsed)
+
+ self.elapsed = self.elapsed - elapsed
+ self:SetAlpha( self.elapsed / ReadyCheck.fadeDuration )
+
+ if self.elapsed <= 0 then
+ self:Hide()
+ self:SetScript("OnUpdate", nil)
+ end
+ end)
+
+ end
+ end
+ end
+
+ end
+end
+
+function ReadyCheck:SetReadyCheckStatus( frame, status )
+
+ frame.readycheck.status = status
+
+ if not status then
+ return
+ end
+
+ if( status == "ready" ) then
+ frame.readycheck.indicator:SetTexture(READY_CHECK_READY_TEXTURE)
+ elseif( status == "notready" ) then
+ frame.readycheck.indicator:SetTexture(READY_CHECK_NOT_READY_TEXTURE)
+ elseif( status == "waiting" ) then
+ frame.readycheck.indicator:SetTexture(READY_CHECK_WAITING_TEXTURE)
+ end
+
+ frame.readycheck:SetAlpha( 1.0 )
+ frame.readycheck:Show()
+end
+