--[[ # Element: Quest Indicator Handles the visibility and updating of an indicator based on the unit's involvement in a quest. ## Widget QuestIndicator - Any UI widget. ## 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 QuestIndicator = self:CreateTexture(nil, 'OVERLAY') QuestIndicator:SetSize(16, 16) QuestIndicator:SetPoint('TOPRIGHT', self) -- Register it with oUF self.QuestIndicator = QuestIndicator --]] local _, ns = ... local oUF = ns.oUF local function Update(self, event, unit) if(unit ~= self.unit) then return end local element = self.QuestIndicator --[[ Callback: QuestIndicator:PreUpdate() Called before the element has been updated. * self - the QuestIndicator element --]] if(element.PreUpdate) then element:PreUpdate() end local isQuestBoss = UnitIsQuestBoss(unit) if(isQuestBoss) then element:Show() else element:Hide() end --[[ Callback: QuestIndicator:PostUpdate(isQuestBoss) Called after the element has been updated. * self - the QuestIndicator element * isQuestBoss - indicates if the element is shown (boolean) --]] if(element.PostUpdate) then return element:PostUpdate(isQuestBoss) end end local function Path(self, ...) --[[ Override: QuestIndicator.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.QuestIndicator.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.QuestIndicator if(element) then element.__owner = self element.ForceUpdate = ForceUpdate self:RegisterEvent('UNIT_CLASSIFICATION_CHANGED', Path) if(element:IsObjectType('Texture') and not element:GetTexture()) then element:SetTexture([[Interface\TargetingFrame\PortraitQuestBadge]]) end return true end end local function Disable(self) local element = self.QuestIndicator if(element) then element:Hide() self:UnregisterEvent('UNIT_CLASSIFICATION_CHANGED', Path) end end oUF:AddElement('QuestIndicator', Path, Enable, Disable)