- re-added click-targeting on the target health bar (optionally). this time using RegisterUnitWatch so that it shows and hides properly even in combat

This commit is contained in:
Parnic
2009-01-07 06:33:48 +00:00
parent 72363e27e3
commit 9936e94983

View File

@ -57,6 +57,7 @@ function IceTargetHealth.prototype:GetDefaultSettings()
settings["PvPIconOffset"] = {x=23, y=11}
settings["PvPIconScale"] = 1.0
settings["PvPIconOnTop"] = false
settings["allowMouseInteraction"] = false
return settings
end
@ -104,6 +105,24 @@ function IceTargetHealth.prototype:GetOptions()
order = 42
}
opts["allowClickTarget"] = {
type = 'toggle',
name = 'Allow click-targeting',
desc = 'Whether or not to allow click targeting/casting and the target drop-down menu for this bar (Note: does not work properly with HiBar, have to click near the base of the bar)',
get = function()
return self.moduleSettings.allowMouseInteraction
end,
set = function(v)
self.moduleSettings.allowMouseInteraction = v
self:CreateBackground(true)
end,
disabled = function()
return not self.moduleSettings.enabled
end,
usage = '',
order = 43
}
opts["scaleHealthColor"] = {
type = "toggle",
name = "Color bar by health %",
@ -118,7 +137,7 @@ function IceTargetHealth.prototype:GetOptions()
disabled = function()
return not self.moduleSettings.enabled
end,
order = 43
order = 44
}
if not IceHUD.IceCore:ShouldUseDogTags() then
@ -503,14 +522,73 @@ function IceTargetHealth.prototype:Enable(core)
self:CreateRaidIconFrame()
self:Update(self.unit)
RegisterUnitWatch(self.frame)
end
function IceTargetHealth.prototype:Disable(core)
IceTargetHealth.super.prototype.Disable(self, core)
UnregisterUnitWatch(self.frame)
end
function IceTargetHealth.prototype:CreateBackground(redraw)
IceTargetHealth.super.prototype.CreateBackground(self)
if not self.frame.button then
self.frame.button = CreateFrame("Button", "IceHUD_TargetClickFrame", self.frame, "SecureUnitButtonTemplate")
end
self.frame.button:ClearAllPoints()
-- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this...
-- would be nice to define this somewhere in data, but for now...here we are
if self.settings.barTexture == "HiBar" then
self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
else
if self.moduleSettings.side == IceCore.Side.Left then
self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -6, 0)
self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 3, 0)
else
self.frame.button:SetPoint("TOPLEFT", self.frame, "TOPLEFT", 6, 0)
self.frame.button:SetPoint("BOTTOMRIGHT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 1.5, 0)
end
end
self.frame.button.menu = function()
ToggleDropDownMenu(1, nil, TargetFrameDropDown, "cursor");
end
self:EnableClickTargeting(self.moduleSettings.allowMouseInteraction)
end
function IceTargetHealth.prototype:EnableClickTargeting(bEnable)
if bEnable then
self.frame.button:EnableMouse(true)
self.frame.button:RegisterForClicks("AnyUp")
self.frame.button:SetAttribute("type1", "target")
self.frame.button:SetAttribute("type2", "menu")
self.frame.button:SetAttribute("unit", self.unit)
-- set up click casting
ClickCastFrames = ClickCastFrames or {}
ClickCastFrames[self.frame.button] = true
-- Parnic - debug code for showing the clickable region on this bar
-- self.frame.button:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
-- edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
-- tile = false,
-- insets = { left = 0, right = 0, top = 0, bottom = 0 }});
-- self.frame.button:SetBackdropColor(0,0,0,1);
else
self.frame.button:EnableMouse(false)
self.frame.button:RegisterForClicks()
end
end
function IceTargetHealth.prototype:Update(unit)
IceTargetHealth.super.prototype.Update(self)
@ -645,6 +723,14 @@ function IceTargetHealth.prototype:DestroyTexFrame(texframe)
end
function IceTargetHealth.prototype:CreateFrame()
IceTargetHealth.super.prototype.CreateFrame(self)
-- for showing/hiding the frame based on unit visibility
self.frame:SetAttribute("unit", self.unit)
end
function IceTargetHealth.prototype:CreateRaidIconFrame()
if (not self.frame.raidIcon) then