--[[ # Element: HappinessIndicator Handles the visibility and updating of player pet happiness. ## Widget HappinessIndicator - A `Texture` used to display the current happiness level. The element works by changing the texture's vertex color. ## Notes A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set. ## Examples -- Position and size local HappinessIndicator = self:CreateTexture(nil, 'OVERLAY') HappinessIndicator:SetSize(16, 16) HappinessIndicator:SetPoint('TOPRIGHT', self) -- Register it with oUF self.HappinessIndicator = HappinessIndicator --]] local _, ns = ... local oUF = ns.oUF local GetPetHappiness = GetPetHappiness local HasPetUI = HasPetUI local function Update(self, event, unit) if(not unit or self.unit ~= unit) then return end local element = self.HappinessIndicator --[[ Callback: HappinessIndicator:PreUpdate() Called before the element has been updated. * self - the ComboPoints element --]] if(element.PreUpdate) then element:PreUpdate() end local _, hunterPet = HasPetUI() local happiness, damagePercentage = GetPetHappiness() if(hunterPet and happiness) then if(happiness == 1) then element:SetTexCoord(0.375, 0.5625, 0, 0.359375) elseif(happiness == 2) then element:SetTexCoord(0.1875, 0.375, 0, 0.359375) elseif(happiness == 3) then element:SetTexCoord(0, 0.1875, 0, 0.359375) end element:Show() else return element:Hide() end --[[ Callback: HappinessIndicator:PostUpdate(role) Called after the element has been updated. * self - the ComboPoints element * unit - the unit for which the update has been triggered (string) * happiness - the numerical happiness value of the pet (1 = unhappy, 2 = content, 3 = happy) (number) * damagePercentage - damage modifier, happiness affects this (unhappy = 75%, content = 100%, happy = 125%) (number) --]] if(element.PostUpdate) then return element:PostUpdate(unit, happiness, damagePercentage) end end local function Path(self, ...) --[[ Override: HappinessIndicator.Override(self, event, ...) Used to completely override the internal update function. * self - the parent object * event - the event triggering the update (string) * ... - the arguments accompanying the event --]] return (self.HappinessIndicator.Override or Update) (self, ...) end local function ForceUpdate(element) return Path(element.__owner, 'ForceUpdate', element.__owner.unit) end local function Enable(self) local element = self.HappinessIndicator if(element) then element.__owner = self element.ForceUpdate = ForceUpdate self:RegisterEvent('UNIT_HAPPINESS', Path) if(element:IsObjectType('Texture') and not element:GetTexture()) then element:SetTexture([[Interface\PetPaperDollFrame\UI-PetHappiness]]) end return true end end local function Disable(self) local element = self.HappinessIndicator if(element) then element:Hide() self:UnregisterEvent('UNIT_HAPPINESS', Path) end end oUF:AddElement('HappinessIndicator', Path, Enable, Disable)