annotate KBF.lua @ 35:ce94b2e71167

Added tag 1.0 for changeset c5aea18cbcff
author Chris Mellon <arkanes@gmail.com>
date Wed, 29 Dec 2010 04:41:19 -0600
parents 2986c72f64ba
children 758987dad08c
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@28 57 -- little custom hax to reposition the alternate power bar
arkanes@28 58 -- try really hard to remember not to commit this
arkanes@28 59 if PlayerPowerBarAlt:IsShown() then
arkanes@28 60 PlayerPowerBarAlt:ClearAllPoints()
arkanes@28 61 PlayerPowerBarAlt:SetPoint("BOTTOM", UIParent, "BOTTOM", 0, 233)
arkanes@28 62 end
arkanes@28 63
arkanes@20 64 if self.pollForUnitChange and not InCombatLockdown() then
arkanes@20 65 if UnitHasVehicleUI("player") then
arkanes@27 66 -- only swap if we're in a "real" vehicle with its own actions
arkanes@27 67 -- There is possibly a timing issue here where
arkanes@27 68 -- we have set the poll flag but the unit is not
arkanes@27 69 -- actually "in" the vehicle yet. I'm hoping thats
arkanes@27 70 -- handled by using exited/entered events instead of exiting/entering
arkanes@20 71 self.secureFrame:SetAttribute("unit", "vehicle")
arkanes@20 72 else
arkanes@20 73 self.secureFrame:SetAttribute("unit", "player")
arkanes@20 74 end
arkanes@20 75 self.pollForUnitChange = nil
arkanes@20 76 end
arkanes@10 77 local unit = self.secureFrame:GetAttribute("unit")
arkanes@10 78 local buffCount = 0
arkanes@4 79 for idx=1,99 do
arkanes@4 80 local frame = self.secureFrame:GetAttribute("child"..idx)
arkanes@10 81 if not (frame and frame:IsShown()) then break end
arkanes@10 82 buffCount = buffCount + 1
arkanes@6 83 if self.dirty then
arkanes@10 84 if self:BindBarToBuff(frame, unit) then break end
arkanes@9 85 end
arkanes@10 86 self:UpdateBarExpirationTime(frame)
arkanes@12 87 -- Don't forget to refresh shown tooltips
arkanes@12 88 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 89 self:OnEnter(frame)
arkanes@12 90 end
arkanes@10 91 end
arkanes@10 92 -- temporary enchants
arkanes@17 93 local tempEnchant = self.secureFrame:GetAttribute("tempEnchant1")
arkanes@17 94 if tempEnchant and tempEnchant:IsShown() then
arkanes@17 95 if self.dirty or true then
arkanes@17 96 self:BindBarToWeaponEnchant(tempEnchant, 16)
arkanes@17 97 end
arkanes@17 98 self:UpdateBarExpirationTime(tempEnchant)
arkanes@19 99 buffCount = buffCount + 1
arkanes@17 100 end
arkanes@17 101 tempEnchant = self.secureFrame:GetAttribute("tempEnchant2")
arkanes@17 102 if tempEnchant and tempEnchant:IsShown() then
arkanes@17 103 if self.dirty or true then
arkanes@17 104 self:BindBarToWeaponEnchant(tempEnchant, 17)
arkanes@17 105 end
arkanes@17 106 self:UpdateBarExpirationTime(tempEnchant)
arkanes@19 107 buffCount = buffCount + 1
arkanes@28 108 -- SAH binds the offhand enchant to the main hand for removal purposes.
arkanes@28 109 -- fix it up if we're out of combat
arkanes@28 110 -- TODO: maybe this should only happen if we're dirty
arkanes@28 111 if not InCombatLockdown() then
arkanes@28 112 tempEnchant:SetAttribute('target-slot', 17)
arkanes@28 113 end
arkanes@17 114 end
arkanes@24 115 -- there's also a third temp enchant for thrown weapons, which the
arkanes@24 116 -- current SAH doesn't support at all.
arkanes@24 117 -- Since I can't insert bars into the flow, can't support this
arkanes@24 118 -- until I either go to multiple secure headers & figure out how to position them
arkanes@24 119 -- or blizz fixes SAH
arkanes@10 120
arkanes@10 121 -- debuffs
arkanes@11 122 -- Since debuffs aren't cancellable, don't need to use the secure header
arkanes@11 123 -- for them. This could be rewritten to support useful features like
arkanes@11 124 -- sorting & scaling and stuff. Honestly, should at least be alphabetical.
arkanes@10 125 for idx=1,99 do
arkanes@10 126 local frame = self.debuffFrames[idx]
arkanes@10 127 if self.dirty then
arkanes@10 128 local name, rank, icon, stacks, debuffType, duration, expirationTime = UnitAura(unit, idx, "HARMFUL")
arkanes@10 129 if not name then
arkanes@10 130 -- out of debuffs, hide all the rest of them
arkanes@10 131 for jdx = idx, 99 do
arkanes@10 132 local bar = self.debuffFrames[jdx]
arkanes@10 133 if bar then bar:Hide() else break end
arkanes@10 134 end
arkanes@10 135 break
arkanes@10 136 end
arkanes@10 137 if not frame then
arkanes@10 138 frame = self:ConstructBar(nil, 1, 0, 0)
arkanes@10 139 self.debuffFrames[idx] = frame
arkanes@10 140 end
arkanes@10 141 self:SetBarAppearance(frame, name, icon, stacks, duration, expirationTime)
arkanes@10 142 frame:ClearAllPoints()
arkanes@10 143 -- position it under all the buffs, with a half-bar spacing
arkanes@19 144 frame:SetPoint("TOP", self.anchor, "BOTTOM", 0, (buffCount * -16))
arkanes@10 145 frame:Show()
arkanes@13 146 frame.filter = "HARMFUL"
arkanes@13 147 frame.unit = unit
arkanes@16 148 frame.index = idx
arkanes@13 149 frame:SetScript("OnEnter", function() kbf:OnEnter(frame) end)
arkanes@13 150 frame:SetScript("OnLeave", function() GameTooltip:Hide() end)
arkanes@23 151 frame:EnableMouse(true)
arkanes@10 152 buffCount = buffCount + 1
arkanes@10 153 else
arkanes@10 154 -- not dirty, so no frame means we're done
arkanes@10 155 if not frame then break end
arkanes@6 156 end
arkanes@10 157 self:UpdateBarExpirationTime(frame)
arkanes@13 158 if ( GameTooltip:IsOwned(frame) ) then
arkanes@15 159 self:OnEnter(frame)
arkanes@13 160 end
arkanes@4 161 end
arkanes@6 162 self.dirty = nil
arkanes@4 163 end
arkanes@4 164
arkanes@0 165 function kbf:UNIT_AURA(event, unit)
arkanes@2 166 if unit ~= self.secureFrame:GetAttribute("unit") then return end
arkanes@6 167 self.dirty = true
arkanes@0 168 end
arkanes@0 169
arkanes@10 170 function kbf:UpdateBarExpirationTime(frame)
arkanes@10 171 if frame.expirationTime then
arkanes@10 172 local remaining = frame.expirationTime - GetTime()
arkanes@10 173 remaining = math.max(0, remaining)
arkanes@10 174 local perc = remaining / frame.duration
arkanes@10 175 frame.timertext:SetText(self:FormatTimeText(remaining))
arkanes@10 176 frame.statusbar:SetValue(remaining)
arkanes@10 177 end
arkanes@10 178 end
arkanes@10 179
arkanes@17 180 function kbf:BindBarToWeaponEnchant(parentFrame, slotOverride)
arkanes@17 181 local index = parentFrame:GetAttribute("index")
arkanes@17 182 -- allow passing of explicit slot in order to work around aura header bug
arkanes@17 183 local slot = slotOverride or parentFrame:GetAttribute("target-slot")
arkanes@17 184 local itemIndex = slot - 15 -- 1MH, 2OF
arkanes@17 185 local RETURNS_PER_ITEM = 3
arkanes@17 186 local hasEnchant, remaining, enchantCharges = select(RETURNS_PER_ITEM * (itemIndex - 1) + 1, GetWeaponEnchantInfo())
arkanes@17 187 -- remaining time is in milliseconds
arkanes@26 188 if not hasEnchant then return end -- this should never happen
arkanes@17 189 local remaining = remaining / 1000
arkanes@17 190 local icon = GetInventoryItemTexture("player", slot)
arkanes@17 191 -- this is terrible, but I hate myself and everyone else.
arkanes@17 192 -- We're going to assume that the duration of the temp enchant
arkanes@17 193 -- is either 60 minutes, or however long is left, because poisons are 1 hour
arkanes@17 194 local duration = max((60 * 60), remaining)
arkanes@17 195 local expirationTime = GetTime() + remaining
arkanes@17 196 -- TODO
arkanes@17 197 local name = GetItemInfo(GetInventoryItemID("player", slot))
arkanes@17 198 if not parentFrame.icon then
arkanes@17 199 self:ConstructBar(parentFrame, 1, 0, 1)
arkanes@17 200 end
arkanes@17 201 self:SetBarAppearance(parentFrame, name, icon, enchantCharges, duration, expirationTime)
arkanes@17 202 end
arkanes@17 203
arkanes@3 204 function kbf:BindBarToBuff(parentFrame, unit)
arkanes@3 205 local index = parentFrame:GetAttribute("index")
arkanes@3 206 local filter = parentFrame:GetAttribute("filter")
arkanes@10 207 local name, rank, icon, stacks, debuffType, duration, expirationTime,
arkanes@3 208 unitCaster, isStealable, shouldConsolidate, spellId = UnitAura(unit, index, filter)
arkanes@10 209 if not name then return end
arkanes@2 210 if not parentFrame.icon then
arkanes@2 211 self:ConstructBar(parentFrame)
arkanes@0 212 end
arkanes@10 213 self:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@10 214 end
arkanes@10 215
arkanes@10 216 function kbf:SetBarAppearance(parentFrame, name, icon, stacks, duration, expirationTime)
arkanes@2 217 parentFrame.icon:SetNormalTexture(icon)
arkanes@0 218 if stacks and stacks > 0 then
arkanes@2 219 parentFrame.text:SetText(string.format("%s(%d)", name, stacks))
arkanes@0 220 else
arkanes@2 221 parentFrame.text:SetText(name)
arkanes@0 222 end
arkanes@4 223 parentFrame.timertext:SetText(self:FormatTimeText(duration))
arkanes@4 224 -- store duration information
arkanes@6 225 if duration and duration > 0 then
arkanes@4 226 parentFrame.expirationTime = expirationTime
arkanes@4 227 parentFrame.duration = duration
arkanes@4 228 parentFrame.statusbar:SetMinMaxValues(0, duration)
arkanes@4 229 else
arkanes@4 230 parentFrame.expirationTime = nil
arkanes@4 231 parentFrame.duration = 0
arkanes@4 232 parentFrame.statusbar:SetMinMaxValues(0,1)
arkanes@4 233 parentFrame.statusbar:SetValue(1)
arkanes@4 234 end
arkanes@4 235 end
arkanes@4 236
arkanes@17 237 -- expects time seconds
arkanes@4 238 function kbf:FormatTimeText(time)
arkanes@4 239 if not time or time == 0 then return "" end
arkanes@4 240 local timetext
arkanes@4 241 local h = floor(time/3600)
arkanes@4 242 local m = time - (h*3600)
arkanes@4 243 m = floor(m/60)
arkanes@4 244 local s = time - ((h*3600) + (m*60))
arkanes@4 245 if h > 0 then
arkanes@4 246 timetext = ("%d:%02d"):format(h, m)
arkanes@4 247 elseif m > 0 then
arkanes@4 248 timetext = string.format("%d:%02d", m, floor(s))
arkanes@4 249 elseif s < 10 then
arkanes@4 250 timetext = string.format("%1.1f", s)
arkanes@4 251 else
arkanes@4 252 timetext = string.format("%.0f", floor(s))
arkanes@4 253 end
arkanes@4 254 return timetext
arkanes@0 255 end
arkanes@0 256
arkanes@12 257 function KBF:OnEnter(button, motion)
arkanes@12 258 -- this is for the secure buttons, so use the attributes
arkanes@26 259 local unit = SecureButton_GetModifiedUnit(button) or button.unit -- will perform vehicle toggle
arkanes@21 260 local filter = button:GetAttribute("filter") or button.filter
arkanes@15 261 local index = button:GetAttribute("index") or button.index
arkanes@17 262 if unit and filter and index then
arkanes@21 263 -- I'd like a better place to position this but it's funky for right now, handle it later
arkanes@17 264 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@17 265 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@17 266 GameTooltip:SetUnitAura(unit, index, filter);
arkanes@17 267 return
arkanes@17 268 end
arkanes@17 269 local slot = button:GetAttribute("target-slot") -- temp enchant
arkanes@12 270 GameTooltip:SetOwner(button, "ANCHOR_BOTTOMLEFT");
arkanes@13 271 GameTooltip:SetFrameLevel(button:GetFrameLevel() + 2);
arkanes@21 272 GameTooltip:SetInventoryItem(unit, slot)
arkanes@12 273 end
arkanes@12 274
arkanes@1 275 -- creates a icon + statusbar bar
arkanes@10 276 function kbf:ConstructBar(frame, r, g, b)
arkanes@0 277 local texture = "Interface\\TargetingFrame\\UI-StatusBar"
arkanes@1 278 -- Because of secureframe suckiness, these height & width numbers
arkanes@1 279 -- have to be consistent with the stuff in KBF.xml
arkanes@0 280 local height = 16
arkanes@1 281 local width = 200 -- this is the width *without* the icon
arkanes@22 282 local font, _, style = GameFontHighlight:GetFont()
arkanes@10 283 local r = r or 0
arkanes@10 284 local g = g or 1
arkanes@10 285 local b = b or 0
arkanes@10 286 local bgcolor = {r, g, b, 0.5}
arkanes@10 287 local color = {r, g, b, 1}
arkanes@0 288 local fontsize = 11
arkanes@0 289 local timertextwidth = fontsize * 3.6
arkanes@0 290 local textcolor = {1, 1, 1, 1}
arkanes@0 291 local timertextcolor = {1, 1, 1, 1}
arkanes@10 292 if not frame then
arkanes@10 293 frame = CreateFrame("Button", nil, UIParent) -- the "top level" frame that represents the bar as a whole
arkanes@10 294 frame:SetHeight(16)
arkanes@23 295 frame:SetWidth(200 + 16)
arkanes@10 296 end
arkanes@1 297 local bar = frame
arkanes@0 298 bar.icon = CreateFrame("Button", nil, bar) -- the icon
arkanes@0 299 bar.statusbarbg = CreateFrame("StatusBar", nil, bar) -- the bars background
arkanes@0 300 bar.statusbar = CreateFrame("StatusBar", nil, bar) -- and the bars foreground
arkanes@0 301 bar.text = bar.statusbar:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 302 bar.timertext = bar.statusbar:CreateFontString(nil, "OVERLAY") -- and the timer text
arkanes@0 303
arkanes@0 304 -- the icon
arkanes@0 305 bar.icon:ClearAllPoints()
arkanes@0 306 bar.icon:SetPoint("LEFT", bar, "LEFT", 0, 0)
arkanes@0 307 -- icons are square
arkanes@0 308 bar.icon:SetWidth(height)
arkanes@0 309 bar.icon:SetHeight(height)
arkanes@2 310 --bar.icon:EnableMouse(false)
arkanes@0 311 -- the status bar background & foreground
arkanes@0 312 local function setupStatusBar(sb, color)
arkanes@0 313 sb:ClearAllPoints()
arkanes@0 314 sb:SetHeight(height)
arkanes@0 315 sb:SetWidth(width)
arkanes@0 316 -- offset the height of the frame on the x-axis for the icon.
arkanes@0 317 sb:SetPoint("TOPLEFT", bar, "TOPLEFT", height, 0)
arkanes@0 318 sb:SetStatusBarTexture(texture)
arkanes@0 319 sb:GetStatusBarTexture():SetVertTile(false)
arkanes@0 320 sb:GetStatusBarTexture():SetHorizTile(false)
arkanes@0 321 sb:SetStatusBarColor(unpack(color))
arkanes@0 322 sb:SetMinMaxValues(0,1)
arkanes@0 323 sb:SetValue(1)
arkanes@0 324 end
arkanes@0 325 setupStatusBar(bar.statusbarbg, bgcolor)
arkanes@0 326 setupStatusBar(bar.statusbar, color)
arkanes@0 327 bar.statusbarbg:SetFrameLevel(bar.statusbarbg:GetFrameLevel()-1) -- make sure the bg frame stays in the back
arkanes@0 328 -- timer text
arkanes@0 329 bar.timertext:SetFontObject(GameFontHighlight)
arkanes@0 330 bar.timertext:SetFont(GameFontHighlight:GetFont())
arkanes@0 331 bar.timertext:SetHeight(height)
arkanes@0 332 bar.timertext:SetWidth(timertextwidth)
arkanes@24 333 bar.timertext:SetPoint("LEFT", bar.statusbar, "LEFT", 2, 0)
arkanes@24 334 bar.timertext:SetJustifyH("LEFT")
arkanes@0 335 bar.timertext:SetText("time")
arkanes@0 336 bar.timertext:SetTextColor(timertextcolor[1], timertextcolor[2], timertextcolor[3], timertextcolor[4])
arkanes@0 337
arkanes@0 338 -- and the label text
arkanes@0 339 bar.text:SetFontObject(GameFontHighlight)
arkanes@0 340 bar.text:SetFont(GameFontHighlight:GetFont())
arkanes@0 341 bar.text:SetHeight(height)
arkanes@24 342 bar.text:SetPoint("LEFT", bar.timertext, "RIGHT", 0, 0)
arkanes@0 343 bar.text:SetPoint("RIGHT", bar.statusbar, "RIGHT", 0, 0)
arkanes@0 344 bar.text:SetJustifyH("LEFT")
arkanes@0 345 bar.text:SetText("text")
arkanes@0 346 bar.text:SetTextColor(textcolor[1], textcolor[2], textcolor[3], textcolor[4])
arkanes@0 347 return bar
arkanes@0 348 end
arkanes@0 349
arkanes@0 350 function kbf:CreateAnchorFrame()
arkanes@0 351 -- give it a name so it'll remember its position
arkanes@0 352 local anchor = CreateFrame("FRAME", "KBFAnchorFrame", UIParent)
arkanes@0 353 anchor:SetClampedToScreen(true)
arkanes@0 354 anchor:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
arkanes@0 355 edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
arkanes@18 356 tile = true, tileSize = 16, edgeSize = 12,
arkanes@0 357 insets = { left = 4, right = 4, top = 4, bottom = 4 },
arkanes@0 358 })
arkanes@0 359 local text = anchor:CreateFontString(nil, "OVERLAY") -- the label text
arkanes@0 360 text:SetFontObject(GameFontHighlight)
arkanes@0 361 text:SetFont(GameFontHighlight:GetFont())
arkanes@0 362 text:SetPoint("TOPLEFT", anchor, "TOPLEFT", 0, 0)
arkanes@0 363 text:SetPoint("BOTTOMRIGHT", anchor, "BOTTOMRIGHT", 0, 0)
arkanes@0 364 text:SetText("KBF ANCHOR")
arkanes@18 365 anchor:SetWidth(200 +16)
arkanes@18 366 anchor:SetHeight(16)
arkanes@0 367 -- movability
arkanes@0 368 anchor:EnableMouse(true)
arkanes@0 369 anchor:SetMovable(true)
arkanes@0 370 anchor:RegisterForDrag("LeftButton")
arkanes@0 371 anchor:SetScript("OnDragStart", anchor.StartMoving)
arkanes@0 372 anchor:SetScript("OnDragStop", anchor.StopMovingOrSizing)
arkanes@0 373 anchor:ClearAllPoints()
arkanes@22 374 anchor:SetPoint("TOPRIGHT", UIParent, "TOPRIGHT", 0, 0)
arkanes@0 375 anchor:Hide()
arkanes@0 376
arkanes@18 377 local frame = CreateFrame("FRAME", "KBFBuffFrame", UIParent, "SecureAuraHeaderTemplate")
arkanes@0 378 --local frame = anchor
arkanes@0 379 frame:SetAttribute("filter", "HELPFUL")
arkanes@20 380 frame:SetAttribute("toggleForVehicle", true) -- this doesn't actually work right now, but maybe it eventually will
arkanes@0 381 frame:SetAttribute("template", "KBFSecureUnitAuraTemplate")
arkanes@3 382 frame:SetAttribute("point", "TOP")
arkanes@0 383 frame:SetAttribute("wrapAfter", 100) -- required due to bugs in secure header
arkanes@0 384 frame:SetAttribute("consolidateTo", nil)
arkanes@2 385 frame:SetAttribute("xOffset", 0)
arkanes@3 386 frame:SetAttribute("yOffset", -16)
arkanes@3 387 frame:SetAttribute("minWidth", 216)
arkanes@3 388 frame:SetAttribute("minHeight", 16)
arkanes@25 389 frame:SetAttribute("unit", "player")
arkanes@3 390 frame:SetAttribute("sortMethod", "NAME")
arkanes@3 391 frame:SetAttribute("sortOrder", "-")
arkanes@10 392 -- TODO: SecureAuraHeader doesn't correcltly implement the temp enchants
arkanes@17 393 frame:SetAttribute("weaponTemplate", "KBFSecureUnitAuraTemplate")
arkanes@17 394 frame:SetAttribute("includeWeapons", 1)
arkanes@18 395 frame:SetPoint("TOP", anchor, "TOP", 0, 0)
arkanes@5 396 frame:Show() -- has to be shown, otherwise the child frames don't show
arkanes@0 397 self.secureFrame = frame
arkanes@0 398 return anchor
arkanes@0 399 end
arkanes@18 400
arkanes@18 401 function kbf:ShowAnchor()
arkanes@18 402 self.secureFrame:ClearAllPoints()
arkanes@18 403 self.secureFrame:SetPoint("TOP", self.anchor, "BOTTOM", 0, 0)
arkanes@18 404 self.anchor:Show()
arkanes@18 405 end
arkanes@18 406
arkanes@18 407 function kbf:HideAnchor()
arkanes@18 408 self.secureFrame:ClearAllPoints()
arkanes@18 409 self.secureFrame:SetPoint("TOP", self.anchor, "TOP", 0, 0)
arkanes@18 410 self.anchor:Hide()
arkanes@18 411 end
arkanes@18 412
arkanes@18 413 function kbf:ToggleAnchor()
arkanes@18 414 if self.anchor:IsShown() then
arkanes@18 415 self:HideAnchor()
arkanes@18 416 else
arkanes@18 417 self:ShowAnchor()
arkanes@18 418 end
arkanes@18 419 end