annotate KBF.lua @ 36:758987dad08c

I did not remember to not commit my one-timer hack
author Chris Mellon <arkanes@gmail.com>
date Wed, 29 Dec 2010 06:13:13 -0600
parents 2986c72f64ba
children 15b9e97ab2d2
rev   line source
arkanes@0 1 local _, kbf = ...
arkanes@0 2
arkanes@0 3 KBF = kbf -- make global for debugging
arkanes@0 4
arkanes@0 5 local kbf = LibStub("AceAddon-3.0"):NewAddon(kbf, "KBF", "AceEvent-3.0", "AceConsole-3.0")
arkanes@0 6
arkanes@0 7
arkanes@0 8 function kbf:OnInitialize()
arkanes@10 9 self.debuffFrames = {}
arkanes@0 10 self.anchor = self:CreateAnchorFrame()
arkanes@0 11 self:RegisterEvent("UNIT_AURA")
arkanes@27 12 self:RegisterEvent("UNIT_ENTERING_VEHICLE", "PollForVehicleChange")
arkanes@27 13 self:RegisterEvent("UNIT_EXITING_VEHICLE", "PollForVehicleChange")
arkanes@4 14 -- set up the countdown timer
arkanes@4 15 -- TODO: Fancy enable/disable based on whether you have any timed buffs.
arkanes@4 16 -- Not a big deal, how often do you care about that
arkanes@8 17 -- also TODO: Maybe should bucket OnUpdates somehow
arkanes@18 18 -- AceTimer repeating events can only happen at 0.1 seconds, which is probably
arkanes@18 19 -- fast enough for updating, but makes the animation look jerky
arkanes@27 20 -- need to experiment with using animation groups
arkanes@18 21 self.update = CreateFrame("FRAME")
arkanes@18 22 self.update:SetScript("OnUpdate", function() self:OnUpdate() end)
arkanes@7 23 self.dirty = true -- force an immediate scan on login
arkanes@14 24 self:HideBlizzardBuffFrames()
arkanes@18 25 self:RegisterChatCommand("kbf", "ToggleAnchor")
arkanes@0 26 end
arkanes@1 27 -- naming convention
arkanes@17 28 -- a "frame" is the top-level button (secure button from the header, or one I make myself)
arkanes@17 29 -- that will contain the UI information about the buff
arkanes@17 30 -- a "bar" is a frame that has the icon, status bar, ect associated with it
arkanes@0 31
arkanes@20 32 -- Secure aura header doesn't self-bind to vehicle,
arkanes@27 33 -- so this only works out of combat. But thats better than nothing...
arkanes@27 34 function kbf:PollForVehicleChange(event, unit)
arkanes@20 35 if unit ~= "player" then return end
arkanes@20 36 self.dirty = true
arkanes@20 37 -- hax until SAH supports vehicles - do the swap after we come out of combat
arkanes@27 38 -- always poll instead of insta-swapping OOC in order to simplify the UnitHasVehicleUI logic
arkanes@27 39 self.pollForUnitChange = true
arkanes@20 40 end
arkanes@20 41
arkanes@8 42 function kbf:HideBlizzardBuffFrames()
arkanes@8 43 local function HideBlizFrame(frame)
arkanes@8 44 if not frame then return end
arkanes@8 45 frame:UnregisterAllEvents()
arkanes@8 46 frame:SetScript("OnUpdate", nil)
arkanes@8 47 frame:Hide()
arkanes@8 48 frame.Show = function() end
arkanes@8 49 end
arkanes@8 50 HideBlizFrame(BuffFrame)
arkanes@8 51 HideBlizFrame(ConsolidatedBuffs)
arkanes@18 52 HideBlizFrame(TemporaryEnchantFrame)
arkanes@8 53
arkanes@8 54 end
arkanes@8 55
arkanes@4 56 function kbf:OnUpdate()
arkanes@20 57 if self.pollForUnitChange and not InCombatLockdown() then
arkanes@20 58 if UnitHasVehicleUI("player") then
arkanes@27 59 -- only swap if we're in a "real" vehicle with its own actions
arkanes@27 60 -- There is possibly a timing issue here where
arkanes@27 61 -- we have set the poll flag but the unit is not
arkanes@27 62 -- actually "in" the vehicle yet. I'm hoping thats
arkanes@27 63 -- handled by using exited/entered events instead of exiting/entering
arkanes@20 64 self.secureFrame:SetAttribute("unit", "vehicle")
arkanes@20 65 else
arkanes@20 66 self.secureFrame:SetAttribute("unit", "player")
arkanes@20 67 end
arkanes@20 68 self.pollForUnitChange = nil
arkanes@20 69 end
arkanes@10 70 local unit = self.secureFrame:GetAttribute("unit")
arkanes@10 71 local buffCount = 0
arkanes@4 72 for idx=1,99 do
arkanes@4 73 local frame = self.secureFrame:GetAttribute("child"..idx)
arkanes@10 74 if not (frame and frame:IsShown()) then break end
arkanes@10 75 buffCount = buffCount + 1
arkanes@6 76 if self.dirty then
arkanes@10 77 if self:BindBarToBuff(frame, unit) then break end
arkanes@9 78 end
arkanes@10 79 self:UpdateBarExpirationTime(frame)
arkanes@12 80 -- Don't forget to refresh shown tooltips
arkanes@12 81 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 82 self:OnEnter(frame)
arkanes@12 83 end
arkanes@10 84 end
arkanes@10 85 -- temporary enchants
arkanes@17 86 local tempEnchant = self.secureFrame:GetAttribute("tempEnchant1")
arkanes@17 87 if tempEnchant and tempEnchant:IsShown() then
arkanes@17 88 if self.dirty or true then
arkanes@17 89 self:BindBarToWeaponEnchant(tempEnchant, 16)
arkanes@17 90 end
arkanes@17 91 self:UpdateBarExpirationTime(tempEnchant)
arkanes@19 92 buffCount = buffCount + 1
arkanes@17 93 end
arkanes@17 94 tempEnchant = self.secureFrame:GetAttribute("tempEnchant2")
arkanes@17 95 if tempEnchant and tempEnchant:IsShown() then
arkanes@17 96 if self.dirty or true then
arkanes@17 97 self:BindBarToWeaponEnchant(tempEnchant, 17)
arkanes@17 98 end
arkanes@17 99 self:UpdateBarExpirationTime(tempEnchant)
arkanes@19 100 buffCount = buffCount + 1
arkanes@28 101 -- SAH binds the offhand enchant to the main hand for removal purposes.
arkanes@28 102 -- fix it up if we're out of combat
arkanes@28 103 -- TODO: maybe this should only happen if we're dirty
arkanes@28 104 if not InCombatLockdown() then
arkanes@28 105 tempEnchant:SetAttribute('target-slot', 17)
arkanes@28 106 end
arkanes@17 107 end
arkanes@24 108 -- there's also a third temp enchant for thrown weapons, which the
arkanes@24 109 -- current SAH doesn't support at all.
arkanes@24 110 -- Since I can't insert bars into the flow, can't support this
arkanes@24 111 -- until I either go to multiple secure headers & figure out how to position them
arkanes@24 112 -- or blizz fixes SAH
arkanes@10 113
arkanes@10 114 -- debuffs
arkanes@11 115 -- Since debuffs aren't cancellable, don't need to use the secure header
arkanes@11 116 -- for them. This could be rewritten to support useful features like
arkanes@11 117 -- sorting & scaling and stuff. Honestly, should at least be alphabetical.
arkanes@10 118 for idx=1,99 do
arkanes@10 119 local frame = self.debuffFrames[idx]
arkanes@10 120 if self.dirty then
arkanes@10 121 local name, rank, icon, stacks, debuffType, duration, expirationTime = UnitAura(unit, idx, "HARMFUL")
arkanes@10 122 if not name then
arkanes@10 123 -- out of debuffs, hide all the rest of them
arkanes@10 124 for jdx = idx, 99 do
arkanes@10 125 local bar = self.debuffFrames[jdx]
arkanes@10 126 if bar then bar:Hide() else break end
arkanes@10 127 end
arkanes@10 128 break
arkanes@10 129 end
arkanes@10 130 if not frame then
arkanes@10 131 frame = self:ConstructBar(nil, 1, 0, 0)
arkanes@10 132 self.debuffFrames[idx] = frame
arkanes@10 133 end
arkanes@10 134 self:SetBarAppearance(frame, name, icon, stacks, duration, expirationTime)
arkanes@10 135 frame:ClearAllPoints()
arkanes@10 136 -- position it under all the buffs, with a half-bar spacing
arkanes@19 137 frame:SetPoint("TOP", self.anchor, "BOTTOM", 0, (buffCount * -16))
arkanes@10 138 frame:Show()
arkanes@13 139 frame.filter = "HARMFUL"
arkanes@13 140 frame.unit = unit
arkanes@16 141 frame.index = idx
arkanes@13 142 frame:SetScript("OnEnter", function() kbf:OnEnter(frame) end)
arkanes@13 143 frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
arkanes@23 144 frame:EnableMouse(true)
arkanes@10 145 buffCount = buffCount + 1
arkanes@10 146 else
arkanes@10 147 -- not dirty, so no frame means we're done
arkanes@10 148 if not frame then break end
arkanes@6 149 end
arkanes@10 150 self:UpdateBarExpirationTime(frame)
arkanes@13 151 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 152 self:OnEnter(frame)
arkanes@13 153 end
arkanes@4 154 end
arkanes@6 155 self.dirty = nil
arkanes@4 156 end
arkanes@4 157
arkanes@0 158 function kbf:UNIT_AURA(event, unit)
arkanes@2 159 if unit ~= self.secureFrame:GetAttribute("unit") then return end
arkanes@6 160 self.dirty = true
arkanes@0 161 end
arkanes@0 162
arkanes@10 163 function kbf:UpdateBarExpirationTime(frame)
arkanes@10 164 if frame.expirationTime then
arkanes@10 165 local remaining = frame.expirationTime - GetTime()
arkanes@10 166 remaining = math.max(0, remaining)
arkanes@10 167 local perc = remaining / frame.duration
arkanes@10 168 frame.timertext:SetText(self:FormatTimeText(remaining))
arkanes@10 169 frame.statusbar:SetValue(remaining)
arkanes@10 170 end
arkanes@10 171 end
arkanes@10 172
arkanes@17 173 function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride)
arkanes@17 174 local index = parentFrame:GetAttribute("index")
arkanes@17 175 -- allow passing of explicit slot in order to work around aura header bug
arkanes@17 176 local slot = slotOverride or parentFrame:GetAttribute("target-slot")
arkanes@17 177 local itemIndex = slot - 15 -- 1MH, 2OF
arkanes@17 178 local RETURNS_PER_ITEM = 3
arkanes@17 179 local hasEnchant, remaining, enchantCharges = select(RETURNS_PER_ITEM * (itemIndex - 1) + 1, GetWeaponEnchantInfo())
arkanes@17 180 -- remaining time is in milliseconds
arkanes@26 181 if not hasEnchant then return end -- this should never happen
arkanes@17 182 local remaining = remaining / 1000
arkanes@17 183 local icon = GetInventoryItemTexture("player", slot)
arkanes@17 184 -- this is terrible, but I hate myself and everyone else.
arkanes@17 185 -- We're going to assume that the duration of the temp enchant
arkanes@17 186 -- is either 60 minutes, or however long is left, because poisons are 1 hour
arkanes@17 187 local duration = max((60 * 60), remaining)
arkanes@17 188 local expirationTime = GetTime() + remaining
arkanes@17 189 -- TODO
arkanes@17 190 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@17 191 if not parentFrame.icon then
arkanes@17 192 self:ConstructBar(parentFrame, 1, 0, 1)
arkanes@17 193 end
arkanes@17 194 self:SetBarAppearance(parentFrame, name, icon, enchantCharges, duration, expirationTime)
arkanes@17 195 end
arkanes@17 196
arkanes@3 197 function kbf:BindBarToBuff(parentFrame, unit)
arkanes@3 198 local index = parentFrame:GetAttribute("index")
arkanes@3 199 local filter = parentFrame:GetAttribute("filter")
arkanes@10 200 local name, rank, icon, stacks, debuffType, duration, expirationTime,
arkanes@3 201 unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter)
arkanes@10 202 if not name then return end
arkanes@2 203 if not parentFrame.icon then
arkanes@2 204 self:ConstructBar(parentFrame)
arkanes@0 205 end
arkanes@10 206 self:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@10 207 end
arkanes@10 208
arkanes@10 209 function kbf:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@2 210 parentFrame.icon:SetNormalTexture(icon)
arkanes@0 211 if stacks and stacks > 0 then
arkanes@2 212 parentFrame.text:SetText(string.format("%s(%d)", name, stacks))
arkanes@0 213 else
arkanes@2 214 parentFrame.text:SetText(name)
arkanes@0 215 end
arkanes@4 216 parentFrame.timertext:SetText(self:FormatTimeText(duration))
arkanes@4 217 -- store duration information
arkanes@6 218 if duration and duration > 0 then
arkanes@4 219 parentFrame.expirationTime = expirationTime
arkanes@4 220 parentFrame.duration = duration
arkanes@4 221 parentFrame.statusbar:SetMinMaxValues(0, duration)
arkanes@4 222 else
arkanes@4 223 parentFrame.expirationTime = nil
arkanes@4 224 parentFrame.duration = 0
arkanes@4 225 parentFrame.statusbar:SetMinMaxValues(0,1)
arkanes@4 226 parentFrame.statusbar:SetValue(1)
arkanes@4 227 end
arkanes@4 228 end
arkanes@4 229
arkanes@17 230 -- expects time seconds
arkanes@4 231 function kbf:FormatTimeText(time)
arkanes@4 232 if not time or time == 0 then return "" end
arkanes@4 233 local timetext
arkanes@4 234 local h = floor(time/3600)
arkanes@4 235 local m = time - (h*3600)
arkanes@4 236 m = floor(m/60)
arkanes@4 237 local s = time - ((h*3600) + (m*60))
arkanes@4 238 if h > 0 then
arkanes@4 239 timetext = ("%d:%02d"):format(h, m)
arkanes@4 240 elseif m > 0 then
arkanes@4 241 timetext = string.format("%d:%02d", m, floor(s))
arkanes@4 242 elseif s < 10 then
arkanes@4 243 timetext = string.format("%1.1f", s)
arkanes@4 244 else
arkanes@4 245 timetext = string.format("%.0f", floor(s))
arkanes@4 246 end
arkanes@4 247 return timetext
arkanes@0 248 end
arkanes@0 249
arkanes@12 250 function KBF:OnEnter(button, motion)
arkanes@12 251 -- this is for the secure buttons, so use the attributes
arkanes@26 252 local unit = SecureButton_GetModifiedUnit(button) or button.unit -- will perform vehicle toggle
arkanes@21 253 local filter = button:GetAttribute("filter") or button.filter
arkanes@15 254 local index = button:GetAttribute("index") or button.index
arkanes@17 255 if unit and filter and index then
arkanes@21 256 -- I'd like a better place to position this but it's funky for right now, handle it later
arkanes@17 257 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@17 258 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@17 259 GameTooltip:SetUnitAura(unit, index, filter);
arkanes@17 260 return
arkanes@17 261 end
arkanes@17 262 local slot = button:GetAttribute("target-slot") -- temp enchant
arkanes@12 263 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@13 264 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@21 265 GameTooltip:SetInventoryItem(unit, slot)
arkanes@12 266 end
arkanes@12 267
arkanes@1 268 -- creates a icon + statusbar bar
arkanes@10 269 function kbf:ConstructBar(frame, r, g, b)
arkanes@0 270 local texture = "Interface\\TargetingFrame\\UI-StatusBar"
arkanes@1 271 -- Because of secureframe suckiness, these height & width numbers
arkanes@1 272 -- have to be consistent with the stuff in KBF.xml
arkanes@0 273 local height = 16
arkanes@1 274 local width = 200 -- this is the width *without* the icon
arkanes@22 275 local font, _, style = GameFontHighlight:GetFont()
arkanes@10 276 local r = r or 0
arkanes@10 277 local g = g or 1
arkanes@10 278 local b = b or 0
arkanes@10 279 local bgcolor = {r, g, b, 0.5}
arkanes@10 280 local color = {r, g, b, 1}
arkanes@0 281 local fontsize = 11
arkanes@0 282 local timertextwidth = fontsize * 3.6
arkanes@0 283 local textcolor = {1, 1, 1, 1}
arkanes@0 284 local timertextcolor = {1, 1, 1, 1}
arkanes@10 285 if not frame then
arkanes@10 286 frame = CreateFrame("Button", nil, UIParent) -- the "top level" frame that represents the bar as a whole
arkanes@10 287 frame:SetHeight(16)
arkanes@23 288 frame:SetWidth(200 + 16)
arkanes@10 289 end
arkanes@1 290 local bar = frame
arkanes@0 291 bar.icon = CreateFrame("Button", nil, bar) -- the icon
arkanes@0 292 bar.statusbarbg = CreateFrame("StatusBar", nil, bar) -- the bars background
arkanes@0 293 bar.statusbar = CreateFrame("StatusBar", nil, bar) -- and the bars foreground
arkanes@0 294 bar.text = bar.statusbar:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 295 bar.timertext = bar.statusbar:CreateFontString(nil, "OVERLAY") -- and the timer text
arkanes@0 296
arkanes@0 297 -- the icon
arkanes@0 298 bar.icon:ClearAllPoints()
arkanes@0 299 bar.icon:SetPoint("LEFT", bar, "LEFT", 0, 0)
arkanes@0 300 -- icons are square
arkanes@0 301 bar.icon:SetWidth(height)
arkanes@0 302 bar.icon:SetHeight(height)
arkanes@2 303 --bar.icon:EnableMouse(false)
arkanes@0 304 -- the status bar background & foreground
arkanes@0 305 local function setupStatusBar(sb, color)
arkanes@0 306 sb:ClearAllPoints()
arkanes@0 307 sb:SetHeight(height)
arkanes@0 308 sb:SetWidth(width)
arkanes@0 309 -- offset the height of the frame on the x-axis for the icon.
arkanes@0 310 sb:SetPoint("TOPLEFT", bar, "TOPLEFT", height, 0)
arkanes@0 311 sb:SetStatusBarTexture(texture)
arkanes@0 312 sb:GetStatusBarTexture():SetVertTile(false)
arkanes@0 313 sb:GetStatusBarTexture():SetHorizTile(false)
arkanes@0 314 sb:SetStatusBarColor(unpack(color))
arkanes@0 315 sb:SetMinMaxValues(0,1)
arkanes@0 316 sb:SetValue(1)
arkanes@0 317 end
arkanes@0 318 setupStatusBar(bar.statusbarbg, bgcolor)
arkanes@0 319 setupStatusBar(bar.statusbar, color)
arkanes@0 320 bar.statusbarbg:SetFrameLevel(bar.statusbarbg:GetFrameLevel()-1) -- make sure the bg frame stays in the back
arkanes@0 321 -- timer text
arkanes@0 322 bar.timertext:SetFontObject(GameFontHighlight)
arkanes@0 323 bar.timertext:SetFont(GameFontHighlight:GetFont())
arkanes@0 324 bar.timertext:SetHeight(height)
arkanes@0 325 bar.timertext:SetWidth(timertextwidth)
arkanes@24 326 bar.timertext:SetPoint("LEFT", bar.statusbar, "LEFT", 2, 0)
arkanes@24 327 bar.timertext:SetJustifyH("LEFT")
arkanes@0 328 bar.timertext:SetText("time")
arkanes@0 329 bar.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4])
arkanes@0 330
arkanes@0 331 -- and the label text
arkanes@0 332 bar.text:SetFontObject(GameFontHighlight)
arkanes@0 333 bar.text:SetFont(GameFontHighlight:GetFont())
arkanes@0 334 bar.text:SetHeight(height)
arkanes@24 335 bar.text:SetPoint("LEFT", bar.timertext, "RIGHT", 0, 0)
arkanes@0 336 bar.text:SetPoint("RIGHT", bar.statusbar, "RIGHT", 0, 0)
arkanes@0 337 bar.text:SetJustifyH("LEFT")
arkanes@0 338 bar.text:SetText("text")
arkanes@0 339 bar.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4])
arkanes@0 340 return bar
arkanes@0 341 end
arkanes@0 342
arkanes@0 343 function kbf:CreateAnchorFrame()
arkanes@0 344 -- give it a name so it'll remember its position
arkanes@0 345 local anchor = CreateFrame("FRAME", "KBFAnchorFrame", UIParent)
arkanes@0 346 anchor:SetClampedToScreen(true)
arkanes@0 347 anchor:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
arkanes@0 348 edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
arkanes@18 349 tile = true, tileSize = 16, edgeSize = 12,
arkanes@0 350 insets = { left = 4, right = 4, top = 4, bottom = 4 },
arkanes@0 351 })
arkanes@0 352 local text = anchor:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 353 text:SetFontObject(GameFontHighlight)
arkanes@0 354 text:SetFont(GameFontHighlight:GetFont())
arkanes@0 355 text:SetPoint("TOPLEFT", anchor, "TOPLEFT", 0, 0)
arkanes@0 356 text:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 0, 0)
arkanes@0 357 text:SetText("KBF ANCHOR")
arkanes@18 358 anchor:SetWidth(200 +16)
arkanes@18 359 anchor:SetHeight(16)
arkanes@0 360 -- movability
arkanes@0 361 anchor:EnableMouse(true)
arkanes@0 362 anchor:SetMovable(true)
arkanes@0 363 anchor:RegisterForDrag("LeftButton")
arkanes@0 364 anchor:SetScript("OnDragStart", anchor.StartMoving)
arkanes@0 365 anchor:SetScript("OnDragStop", anchor.StopMovingOrSizing)
arkanes@0 366 anchor:ClearAllPoints()
arkanes@22 367 anchor:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
arkanes@0 368 anchor:Hide()
arkanes@0 369
arkanes@18 370 local frame = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate")
arkanes@0 371 --local frame = anchor
arkanes@0 372 frame:SetAttribute("filter", "HELPFUL")
arkanes@20 373 frame:SetAttribute("toggleForVehicle", true) -- this doesn't actually work right now, but maybe it eventually will
arkanes@0 374 frame:SetAttribute("template", "KBFSecureUnitAuraTemplate")
arkanes@3 375 frame:SetAttribute("point", "TOP")
arkanes@0 376 frame:SetAttribute("wrapAfter", 100) -- required due to bugs in secure header
arkanes@0 377 frame:SetAttribute("consolidateTo", nil)
arkanes@2 378 frame:SetAttribute("xOffset", 0)
arkanes@3 379 frame:SetAttribute("yOffset", -16)
arkanes@3 380 frame:SetAttribute("minWidth", 216)
arkanes@3 381 frame:SetAttribute("minHeight", 16)
arkanes@25 382 frame:SetAttribute("unit", "player")
arkanes@3 383 frame:SetAttribute("sortMethod", "NAME")
arkanes@3 384 frame:SetAttribute("sortOrder", "-")
arkanes@10 385 -- TODO: SecureAuraHeader doesn't correcltly implement the temp enchants
arkanes@17 386 frame:SetAttribute("weaponTemplate", "KBFSecureUnitAuraTemplate")
arkanes@17 387 frame:SetAttribute("includeWeapons", 1)
arkanes@18 388 frame:SetPoint("TOP", anchor, "TOP", 0, 0)
arkanes@5 389 frame:Show() -- has to be shown, otherwise the child frames don't show
arkanes@0 390 self.secureFrame = frame
arkanes@0 391 return anchor
arkanes@0 392 end
arkanes@18 393
arkanes@18 394 function kbf:ShowAnchor()
arkanes@18 395 self.secureFrame:ClearAllPoints()
arkanes@18 396 self.secureFrame:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0)
arkanes@18 397 self.anchor:Show()
arkanes@18 398 end
arkanes@18 399
arkanes@18 400 function kbf:HideAnchor()
arkanes@18 401 self.secureFrame:ClearAllPoints()
arkanes@18 402 self.secureFrame:SetPoint("TOP", self.anchor, "TOP", 0, 0)
arkanes@18 403 self.anchor:Hide()
arkanes@18 404 end
arkanes@18 405
arkanes@18 406 function kbf:ToggleAnchor()
arkanes@18 407 if self.anchor:IsShown() then
arkanes@18 408 self:HideAnchor()
arkanes@18 409 else
arkanes@18 410 self:ShowAnchor()
arkanes@18 411 end
arkanes@18 412 end