--[[ # Element: Phasing Indicator Toggles the visibility of an indicator based on the unit's phasing relative to the player. ## Widget PhaseIndicator - Any UI widget. ## Sub-Widgets Icon - A `Texture` to represent the phased status. ## Notes A default texture will be applied if the widget is a Texture and doesn't have a texture or a color set. OnEnter and OnLeave script handlers will be set to display a Tooltip if the widget is mouse enabled and does not have OnEnter and/or OnLeave handlers. ## Examples -- Position and size local PhaseIndicator = CreateFrame('Frame', nil, self) PhaseIndicator:SetSize(16, 16) PhaseIndicator:SetPoint('TOPLEFT', self) PhaseIndicator:EnableMouse(true) local Icon = PhaseIndicator:CreateTexture(nil, 'OVERLAY') Icon:SetAllPoints() PhaseIndicator.Icon = Icon -- Register it with oUF self.PhaseIndicator = PhaseIndicator --]] local _, ns = ... local oUF = ns.oUF --[[ Override: PhaseIndicator:UpdateTooltip() Used to populate the tooltip when the widget is hovered. * self - the PhaseIndicator widget --]] local function UpdateTooltip(element) local text = PartyUtil.GetPhasedReasonString(element.reason, element.__owner.unit) if(text) then GameTooltip:SetText(text, nil, nil, nil, nil, true) GameTooltip:Show() end end local function onEnter(element) if(not element:IsVisible()) then return end if(element.reason) then GameTooltip:SetOwner(element, 'ANCHOR_BOTTOMRIGHT') element:UpdateTooltip() end end local function onLeave() GameTooltip:Hide() end local function Update(self, event, unit) if(self.unit ~= unit) then return end local element = self.PhaseIndicator --[[ Callback: PhaseIndicator:PreUpdate() Called before the element has been updated. * self - the PhaseIndicator element --]] if(element.PreUpdate) then element:PreUpdate() end -- BUG: UnitPhaseReason returns wrong data for friendly NPCs in phased scenarios like WM or Chromie Time -- https://github.com/Stanzilla/WoWUIBugs/issues/49 local phaseReason = UnitIsPlayer(unit) and UnitIsConnected(unit) and UnitPhaseReason(unit) or nil if(phaseReason) then element:Show() else element:Hide() end element.reason = phaseReason --[[ Callback: PhaseIndicator:PostUpdate(isInSamePhase, phaseReason) Called after the element has been updated. * self - the PhaseIndicator element * isInSamePhase - indicates whether the unit is in the same phase as the player (boolean) * phaseReason - the reason why the unit is in a different phase (number?) --]] if(element.PostUpdate) then return element:PostUpdate(not phaseReason, phaseReason) end end local function Path(self, ...) --[[ Override: PhaseIndicator.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.PhaseIndicator.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.PhaseIndicator if(element) then element.__owner = self element.ForceUpdate = ForceUpdate self:RegisterEvent('UNIT_PHASE', Path) local icon = (element.Icon or element) if(icon:IsObjectType('Texture') and not icon:GetTexture()) then icon:SetTexture([[Interface\TargetingFrame\UI-PhasingIcon]]) end if(element.IsMouseEnabled and element:IsMouseEnabled()) then if(not element:GetScript('OnEnter')) then element:SetScript('OnEnter', onEnter) end if(not element:GetScript('OnLeave')) then element:SetScript('OnLeave', onLeave) end element.UpdateTooltip = element.UpdateTooltip or UpdateTooltip end return true end end local function Disable(self) local element = self.PhaseIndicator if(element) then element:Hide() self:UnregisterEvent('UNIT_PHASE', Path) end end oUF:AddElement('PhaseIndicator', Path, Enable, Disable)