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ReadyCheck indiction

F. Dekker [01-26-13 - 20:02]
ReadyCheck indiction
- Added a readycheck indicition, only visible for promoted raid members
- no configuration necessary
Filename
PerfectRaid.toc
PerfectRaid_ReadyCheck.lua
diff --git a/PerfectRaid.toc b/PerfectRaid.toc
index 33a2238..3bf4850 100644
--- a/PerfectRaid.toc
+++ b/PerfectRaid.toc
@@ -26,5 +26,6 @@ PerfectRaid_Buffs.lua
 PerfectRaid_Frames.lua
 PerfectRaid_Range.lua
 PerfectRaid_Highlight.lua
+PerfectRaid_ReadyCheck.lua
 PerfectRaid_Config.lua
 PerfectRaid_RaidIcons.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
+