--> Library NickTag is a small library for share individual nicknames and avatars. --> Basic Functions: -- NickTag:SetNickname(name) -> set the player nick name, after set nicktag will broadcast the nick over addon guild channel. -- local major, minor = "NickTag-1.0", 11 local NickTag, oldminor = LibStub:NewLibrary(major, minor) if not NickTag then return end --> fix for old nicktag version if _G.NickTag then if _G.NickTag.OnEvent then _G.NickTag:UnregisterComm("NickTag") _G.NickTag.OnEvent = nil end end ------------------------------------------------------------------------------------------------------------------------------------------------------ --> constants local CONST_INDEX_NICKNAME = 1 local CONST_INDEX_AVATAR_PATH = 2 local CONST_INDEX_AVATAR_TEXCOORD = 3 local CONST_INDEX_BACKGROUND_PATH = 4 local CONST_INDEX_BACKGROUND_TEXCOORD = 5 local CONST_INDEX_BACKGROUND_COLOR = 6 local CONST_INDEX_REVISION = 7 local CONST_COMM_FULLPERSONA = 1 NICKTAG_DEFAULT_AVATAR =[[Interface\AddOns\Details\textures\EncounterJournal\UI-EJ-BOSS-Default]] NICKTAG_DEFAULT_BACKGROUND =[[Interface\AddOns\Details\textures\PetBattles\Weather-ArcaneStorm]] NICKTAG_DEFAULT_BACKGROUND_CORDS = {0.129609375, 1, 1, 0} ------------------------------------------------------------------------------------------------------------------------------------------------------ --> library stuff _G.NickTag = NickTag --> nicktag object over global container local pool = {default = true} --> pointer to the cache pool and the default pool if no cache local siblingsPools = {} --> pools registered by other addons --when this instance was the first to load local isMaster = false NickTag.debug = false LibStub:GetLibrary("AceComm-3.0"):Embed(NickTag) LibStub:GetLibrary("AceSerializer-3.0"):Embed(NickTag) LibStub:GetLibrary("AceTimer-3.0"):Embed(NickTag) local CallbackHandler = LibStub:GetLibrary("CallbackHandler-1.0") NickTag.callbacks = NickTag.callbacks or CallbackHandler:New(NickTag) NickTag.embeds = NickTag.embeds or {} local embed_functions = { "SetNickname", "SetNicknameAvatar", "SetNicknameBackground", "GetNickname", "GetNicknameAvatar", "GetNicknameBackground", "GetNicknameTable", "NickTagSetCache", "ResetPlayerPersona" } function NickTag:Embed(target) for k, v in pairs(embed_functions) do target[v] = self[v] end self.embeds[target] = true return target end function NickTag:Msg(...) if NickTag.debug then print("|cFFFFFF00NickTag:|r", ...) end end local enUS = LibStub("AceLocale-3.0"):NewLocale("NickTag-1.0", "enUS", true) if enUS then enUS["STRING_ERROR_1"] = "Your nickname is too long, max of 12 characters is allowed." enUS["STRING_ERROR_2"] = "Only letters and two spaces are allowed." enUS["STRING_ERROR_3"] = "You can't use the same letter three times consecutively, two spaces consecutively or more then two spaces." enUS["STRING_ERROR_4"] = "Name isn't a valid string." enUS["STRING_INVALID_NAME"] = "Invalid Name" end local ptBR = LibStub("AceLocale-3.0"):NewLocale("NickTag-1.0", "ptBR") if ptBR then ptBR["STRING_ERROR_1"] = "Seu apelido esta muito longo, o maximo permitido sao 12 caracteres." ptBR["STRING_ERROR_2"] = "Apenas letras, numeros e espacos sao permitidos no apelido." ptBR["STRING_ERROR_3"] = "Voce nao pode usar a mesma letra mais de 2 vezes consecutivas, dois espacos consecutivos ou mais de 2 espacos." ptBR["STRING_ERROR_4"] = "Nome nao eh uma string valida." ptBR["STRING_INVALID_NAME"] = "Nome Invalido" end NickTag.background_pool = { {[[Interface\AddOns\Details\textures\PetBattles\Weather-ArcaneStorm]], "Arcane Storm", {0.129609375, 1, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-Blizzard]], "Blizzard", {0.068704154, 1, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-BurntEarth]], "Burnt Earth", {0.087890625, 0.916015625, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-Darkness]], "Darkness", {0.080078125, 0.931640625, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-Moonlight]], "Moonlight", {0.02765625, 0.94359375, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-Moonlight]], "Moonlight(reverse)", {0.94359375, 0.02765625, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-Mud]], "Mud", {0.068359375, 0.94359375, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-Rain]], "Rain", {0.078125, 0.970703125, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-Sandstorm]], "Sand Storm", {0.048828125, 0.947265625, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-StaticField]], "Static Field", {0.1171875, 0.953125, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-Sunlight]], "Sun Light", {0.1772721, 0.953125, 1, 0}}, {[[Interface\AddOns\Details\textures\PetBattles\Weather-Windy]], "Windy", {0.9453125, 0.07421875, 0.8203125, 0}} } NickTag.avatar_pool = { {[[Interface\AddOns\Details\textures\EncounterJournal\UI-EJ-BOSS-Lord Marrowgar]], "Lord Marrowgar"}, {[[Interface\AddOns\Details\textures\EncounterJournal\UI-EJ-BOSS-Lady Deathwhisper]], "Lady Deathwhisper"}, {[[Interface\AddOns\Details\textures\EncounterJournal\UI-EJ-BOSS-Gunship Horde]], "Gunship Horde"}, {[[Interface\AddOns\Details\textures\EncounterJournal\UI-EJ-BOSS-Gunship Alliance]], "Gunship Alliance"}, {[[Interface\AddOns\Details\textures\EncounterJournal\UI-EJ-BOSS-Deathbringer Saurfang]], "Deathbringer Saurfang"}, {[[Interface\AddOns\Details\textures\EncounterJournal\UI-EJ-BOSS-The Lich King]], "The Lich King"}, } ------------------------------------------------------------------------------------------------------------------------------------------------------ --> send and receive functions function NickTag:OnReceiveComm(prefix, data, channel, source) if not source then return end local _type, serial, arg3, name, realm, version = select(2, NickTag:Deserialize(data)) --> 0x1: received a full persona if _type == CONST_COMM_FULLPERSONA then local receivedPersona = arg3 version = name if(not receivedPersona or type(receivedPersona) ~= "table") then NickTag:Msg("FULLPERSONA received but it's invalid ", source) return end if(source ~= UnitName("player") and(version and version == minor) and receivedPersona) then local storedPersona = NickTag:GetNicknameTable(source) if(not storedPersona) then storedPersona = NickTag:Create(source) end storedPersona[CONST_INDEX_REVISION] = receivedPersona[CONST_INDEX_REVISION] --> we need to check if the received nickname fit in our rules. local allowNickName = NickTag:CheckName(receivedPersona[CONST_INDEX_NICKNAME]) if(allowNickName) then storedPersona[CONST_INDEX_NICKNAME] = receivedPersona[CONST_INDEX_NICKNAME] else storedPersona[CONST_INDEX_NICKNAME] = LibStub("AceLocale-3.0"):GetLocale("NickTag-1.0")["STRING_INVALID_NAME"] end storedPersona[CONST_INDEX_NICKNAME] = receivedPersona[CONST_INDEX_NICKNAME] --> update the rest --avatar path storedPersona[CONST_INDEX_AVATAR_PATH] = type(receivedPersona[CONST_INDEX_AVATAR_PATH]) == "string" and receivedPersona[CONST_INDEX_AVATAR_PATH] or "" --avatar texcoord if(type(receivedPersona[CONST_INDEX_AVATAR_TEXCOORD]) == "boolean") then storedPersona[CONST_INDEX_AVATAR_TEXCOORD] = {0, 1, 0, 1} elseif(type(receivedPersona[CONST_INDEX_AVATAR_TEXCOORD]) == "table") then storedPersona[CONST_INDEX_AVATAR_TEXCOORD] = storedPersona[CONST_INDEX_AVATAR_TEXCOORD] or {} storedPersona[CONST_INDEX_AVATAR_TEXCOORD][1] = type(receivedPersona[CONST_INDEX_AVATAR_TEXCOORD][1]) == "number" and receivedPersona[CONST_INDEX_AVATAR_TEXCOORD][1] or 0 storedPersona[CONST_INDEX_AVATAR_TEXCOORD][2] = type(receivedPersona[CONST_INDEX_AVATAR_TEXCOORD][2]) == "number" and receivedPersona[CONST_INDEX_AVATAR_TEXCOORD][2] or 1 storedPersona[CONST_INDEX_AVATAR_TEXCOORD][3] = type(receivedPersona[CONST_INDEX_AVATAR_TEXCOORD][3]) == "number" and receivedPersona[CONST_INDEX_AVATAR_TEXCOORD][3] or 0 storedPersona[CONST_INDEX_AVATAR_TEXCOORD][4] = type(receivedPersona[CONST_INDEX_AVATAR_TEXCOORD][4]) == "number" and receivedPersona[CONST_INDEX_AVATAR_TEXCOORD][4] or 1 else storedPersona[CONST_INDEX_AVATAR_TEXCOORD] = {0, 1, 0, 1} end --background texcoord if(type(receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD]) == "boolean") then storedPersona[CONST_INDEX_BACKGROUND_TEXCOORD] = {0, 1, 0, 1} elseif(type(receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD]) == "table") then storedPersona[CONST_INDEX_BACKGROUND_TEXCOORD] = storedPersona[CONST_INDEX_BACKGROUND_TEXCOORD] or {} storedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][1] = type(receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][1]) == "number" and receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][1] or 0 storedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][2] = type(receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][2]) == "number" and receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][2] or 1 storedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][3] = type(receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][3]) == "number" and receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][3] or 0 storedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][4] = type(receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][4]) == "number" and receivedPersona[CONST_INDEX_BACKGROUND_TEXCOORD][4] or 1 else storedPersona[CONST_INDEX_BACKGROUND_TEXCOORD] = {0, 1, 0, 1} end --background path storedPersona[CONST_INDEX_BACKGROUND_PATH] = type(receivedPersona[CONST_INDEX_BACKGROUND_PATH]) == "string" and receivedPersona[CONST_INDEX_BACKGROUND_PATH] or "" --background color if(type(receivedPersona[CONST_INDEX_BACKGROUND_COLOR]) == "table") then storedPersona[CONST_INDEX_BACKGROUND_COLOR] = storedPersona[CONST_INDEX_BACKGROUND_COLOR] or {} storedPersona[CONST_INDEX_BACKGROUND_COLOR][1] = type(receivedPersona[CONST_INDEX_BACKGROUND_COLOR][1]) == "number" and receivedPersona[CONST_INDEX_BACKGROUND_COLOR][1] or 1 storedPersona[CONST_INDEX_BACKGROUND_COLOR][2] = type(receivedPersona[CONST_INDEX_BACKGROUND_COLOR][2]) == "number" and receivedPersona[CONST_INDEX_BACKGROUND_COLOR][2] or 1 storedPersona[CONST_INDEX_BACKGROUND_COLOR][3] = type(receivedPersona[CONST_INDEX_BACKGROUND_COLOR][3]) == "number" and receivedPersona[CONST_INDEX_BACKGROUND_COLOR][3] or 1 else storedPersona[CONST_INDEX_BACKGROUND_COLOR] = {1, 1, 1} end NickTag:SyncSiblings() NickTag:Msg("FULLPERSONA received and updated for character: ", source, "new nickname: ", receivedPersona[CONST_INDEX_NICKNAME]) end end end NickTag:RegisterComm("NickTag", "OnReceiveComm") --frame for listening to event NickTag.EventFrame = NickTag.EventFrame or CreateFrame("Frame") NickTag.EventFrame.InfoSendCooldown = 0 function NickTag.OnEvent(self, event, ...) if(NickTag.EventFrame.InfoSendCooldown > time()) then if(not NickTag.EventFrame.ScheduledSend or NickTag.EventFrame.ScheduledSend._cancelled) then NickTag.EventFrame.ScheduledSend = C_Timer.NewTicker(30, NickTag.SendPersona, 1) end else NickTag:SendPersona() end end --when the roster changes or the player enters the game, send the persona to guild mates --send on roster update can only happen every 30 seconds, if is on cooldown, it'll schedule an update NickTag.EventFrame:RegisterEvent("PARTY_MEMBERS_CHANGED") NickTag.EventFrame:RegisterEvent("RAID_ROSTER_UPDATE") NickTag.EventFrame:RegisterEvent("PLAYER_LOGIN") NickTag.EventFrame:SetScript("OnEvent", NickTag.OnEvent) --send the persona in the guild comm chanel function NickTag:SendPersona() --check if the player has a persona local nickTable = NickTag:GetNicknameTable(UnitName("player"), true) if not nickTable then return end NickTag:Msg("SendPersona() -> broadcast") if NickTag.EventFrame.ScheduledSend and not NickTag.EventFrame.ScheduledSend._cancelled then NickTag.EventFrame.ScheduledSend:Cancel() end NickTag.EventFrame.ScheduledSend = nil NickTag.EventFrame.InfoSendCooldown = time() + 29 --> updating my own persona NickTag.send_scheduled = false --> auto change nickname if we have an invalid nickname if NickTag:GetNickname(UnitName("player")) == LibStub("AceLocale-3.0"):GetLocale("NickTag-1.0")["STRING_INVALID_NAME"] then nickTable[CONST_INDEX_NICKNAME] = UnitName("player") end --> broadcast over guild channel if IsInGuild() then if isMaster then NickTag:SyncSiblings() end NickTag:SendCommMessage("NickTag", NickTag:Serialize(CONST_COMM_FULLPERSONA, 0, NickTag:GetNicknameTable(UnitName("player")), minor), "GUILD") end end ------------------------------------------------------------------------------------------------------------------------------------------------------ --> cache stuff --> this will clear the information about the player within nicktag cache function NickTag:ResetPlayerPersona() local playerName = UnitName("player") if playerName then local playerPersona = NickTag:GetNicknameTable(playerName) if playerPersona then playerPersona[CONST_INDEX_NICKNAME] = playerName playerPersona[CONST_INDEX_AVATAR_PATH] = false playerPersona[CONST_INDEX_AVATAR_TEXCOORD] = false playerPersona[CONST_INDEX_BACKGROUND_PATH] = false playerPersona[CONST_INDEX_BACKGROUND_TEXCOORD] = false playerPersona[CONST_INDEX_BACKGROUND_COLOR] = false playerPersona[CONST_INDEX_REVISION] = playerPersona[CONST_INDEX_REVISION] + 1 C_Timer.After(1, NickTag.SendPersona) end end end --> reset cache function NickTag:ResetCache() local playerName = UnitName("player") if playerName then local player = NickTag:GetNicknameTable(playerName) if player and pool.last_version == minor then for thisPlayerName, _ in pairs(pool) do if thisPlayerName ~= playerName then pool[thisPlayerName] = nil end end --vardump(pool) else table.wipe(pool) end pool.nextreset = time() +(60*60*24*15) --> 15 days or 1296000 seconds pool.last_version = minor else --> sometimes player guid isn't available right after logon, so, just schedule until it become available. NickTag:ScheduleTimer("ResetCache", 0.3) end end --register a table where data can be saved function NickTag:NickTagSetCache(_table) if not pool.default then --already have a place to save --save the new table as sibling --so all addons using nicktag can have the data synchronized siblingsPools[#siblingsPools + 1] = _table --copy all players into the sibling table for key, value in pairs(pool) do _table[key] = value end return end pool = _table isMaster = true --> this instance of nicktag will save data if not pool.nextreset then pool.nextreset = time() +(60*60*24*15) end if not pool.last_version then pool.last_version = minor end if pool.last_version < minor then pool.nextreset = 1 end if time() > pool.nextreset then NickTag:ResetCache() end end function NickTag:SyncSiblings() --copy all data into siblings table for _, syblingTable in ipairs(siblingsPools) do for key, value in pairs(pool) do syblingTable[key] = value end end end ------------------------------------------------------------------------------------------------------------------------------------------------------ --> basic functions --> trim from from http://lua-users.org/wiki/StringTrim function trim(s) local from = s:match"^%s*()" return from > #s and "" or s:match(".*%S", from) end -- local titlecase = function(first, rest) return first:upper()..rest:lower() end -- local have_repeated = false local count_spaces = 0 local check_repeated = function(char) if char == " " then have_repeated = true elseif string.len(char) > 2 then have_repeated = true elseif char == " " then count_spaces = count_spaces + 1 end end --> we need to keep game smooth checking and formating nicknames. --> SetNickname and names comming from other player need to be check. function NickTag:CheckName(name) --> as nicktag only work internally in the guild, we think that is not necessary a work filter to avoid people using bad language. if(type(name) ~= "string") then return false, LibStub("AceLocale-3.0"):GetLocale("NickTag-1.0")["STRING_ERROR_4"] --> error 4 = name isn't a valid string end name = trim(name) --> limit nickname to 12 characters, same as wow. local len = string.len(name) if len > 12 then return false, LibStub("AceLocale-3.0"):GetLocale("NickTag-1.0")["STRING_ERROR_1"] --> error 1 = nickname is too long, max of 12 characters. end --> check if contain any non allowed characters, by now only accpet letters, numbers and spaces. --> by default wow do not accetp spaces, but here will allow. --> tested over lua 5.2 and this capture was okey with accents, not sure why inside wow this doesn't work. local notallow = string.find(name, "[^a-zA-Z�������%s]") if notallow then return false, LibStub("AceLocale-3.0"):GetLocale("NickTag-1.0")["STRING_ERROR_2"] --> error 2 = nickname only support letters, numbers and spaces. end --> check if there is sequencial repeated characters, like "Jasooon" were repeats 3 times the "o" character. --> got this from http://stackoverflow.com/questions/15608299/lua-pattern-matching-repeating-character have_repeated = false count_spaces = 0 string.gsub(name, '.', '\0%0%0'):gsub('(.)%z%1','%1'):gsub('%z.([^%z]+)', check_repeated) if count_spaces > 2 then have_repeated = true end if have_repeated then return false, LibStub("AceLocale-3.0"):GetLocale("NickTag-1.0")["STRING_ERROR_3"] --> error 3 = cant use the same letter three times consecutively, 2 spaces consecutively or 3 or more spaces. end return true end --> set the "player" nickname and schedule for send updated persona function NickTag:SetNickname(name) --> check data before assert(type(name) == "string", "NickTag 'SetNickname' expects a string on #1 argument.") --> check if the nickname is okey to allowed to use. local okey, errortype = NickTag:CheckName(name) if not okey then NickTag:Msg("SetNickname() invalid name ", name) return false, errortype end --> here we format the text to match titles, e.g converts name like "JASON NICKSHOW" into "Jason Nickshow". name = name:gsub("(%a)([%w_']*)", titlecase) local playerName = UnitName("player") --> get the full nick table. local nickTable = NickTag:GetNicknameTable(playerName) if not nickTable then nickTable = NickTag:Create(playerName, true) end --> change the nickname for the player nick table. if nickTable[CONST_INDEX_NICKNAME] ~= name then nickTable[CONST_INDEX_NICKNAME] = name --increase the table revision NickTag:IncRevision() --> send the update for script which need it. NickTag.callbacks:Fire("NickTag_Update", CONST_INDEX_NICKNAME) --> schedule a update for revision and broadcast full persona. --> this is a kind of protection for scripts which call SetNickname, SetColor and SetAvatar one after other, so scheduling here avoid three revisions upgrades and 3 broadcasts to the guild. if not NickTag.send_scheduled then NickTag.send_scheduled = true NickTag:ScheduleTimer("SendPersona", 1) end else NickTag:Msg("SetNickname() name is the same on the pool ", name, nickTable[CONST_INDEX_NICKNAME]) end return true end function NickTag:SetNicknameAvatar(texture, l, r, t, b) if not l then l, r, t, b = 0, 1, 0, 1 elseif type(l) == "table" then l, r, t, b = unpack(l) end --> check data before assert(texture and l and r and t and b, "NickTag 'SetNicknameAvatar' bad format. Usage NickTag:SetAvatar(texturepath[, L, R, T, B] or texturepath[, {L, R, T, B}])") local playerName = UnitName("player") local nickTable = NickTag:GetNicknameTable(playerName) if not nickTable then nickTable = NickTag:Create(playerName, true) end if nickTable[CONST_INDEX_AVATAR_PATH] ~= texture then nickTable[CONST_INDEX_AVATAR_PATH] = texture --increase the table revision NickTag:IncRevision() --> by default, CONST_INDEX_AVATAR_TEXCOORD comes as boolean false if type(nickTable[CONST_INDEX_AVATAR_TEXCOORD]) == "boolean" then nickTable[CONST_INDEX_AVATAR_TEXCOORD] = {} end nickTable[CONST_INDEX_AVATAR_TEXCOORD][1] = l nickTable[CONST_INDEX_AVATAR_TEXCOORD][2] = r nickTable[CONST_INDEX_AVATAR_TEXCOORD][3] = t nickTable[CONST_INDEX_AVATAR_TEXCOORD][4] = b NickTag.callbacks:Fire("NickTag_Update", CONST_INDEX_AVATAR_PATH) if not NickTag.send_scheduled then NickTag.send_scheduled = true NickTag:ScheduleTimer("SendPersona", 1) end end return true end --> set the background function NickTag:SetNicknameBackground(path, texcoord, color, silent) if not silent then assert(type(path) == "string", "NickTag 'SetNicknameBackground' expects a string on #1 argument.") else if type(path) ~= "string" then return end end if not texcoord then texcoord = {0, 1, 0, 1} end if not color then color = {1, 1, 1} end local playerName = UnitName("player") local nickTable = NickTag:GetNicknameTable(playerName) if not nickTable then nickTable = NickTag:Create(playerName, true) end local need_sync = false if nickTable[CONST_INDEX_BACKGROUND_PATH] ~= path then nickTable[CONST_INDEX_BACKGROUND_PATH] = path need_sync = true end if nickTable[CONST_INDEX_BACKGROUND_TEXCOORD] ~= texcoord then nickTable[CONST_INDEX_BACKGROUND_TEXCOORD] = texcoord need_sync = true end if nickTable[CONST_INDEX_BACKGROUND_COLOR] ~= color then nickTable[CONST_INDEX_BACKGROUND_COLOR] = color need_sync = true end if need_sync then --increase the table revision NickTag:IncRevision() NickTag.callbacks:Fire("NickTag_Update", CONST_INDEX_BACKGROUND_PATH) if not NickTag.send_scheduled then NickTag.send_scheduled = true NickTag:ScheduleTimer("SendPersona", 1) end end return true end function NickTag:GetNickname(playerName, default, silent) if not silent then assert(type(playerName) == "string", "NickTag 'GetNickname' expects a string or string on #1 argument.") end local _table = pool[playerName] if not _table then return default or nil end return _table[CONST_INDEX_NICKNAME] or default or nil end --> return the avatar and the texcoord. function NickTag:GetNicknameAvatar(playerName, default, silent) if not silent then assert(type(playerName) == "string", "NickTag 'GetNicknameAvatar' expects a string or string on #1 argument.") end local _table = pool[playerName] if not _table and default then return default, {0, 1, 0, 1} elseif not _table then return "", {0, 1, 0, 1} end return _table[CONST_INDEX_AVATAR_PATH] or default or "", _table[CONST_INDEX_AVATAR_TEXCOORD] or {0, 1, 0, 1} end function NickTag:GetNicknameBackground(playerName, default_path, default_texcoord, default_color, silent) if not silent then assert(type(playerName) == "string", "NickTag 'GetNicknameBackground' expects a string or string on #1 argument.") end local _table = pool[playerName] if not _table then return default_path, default_texcoord, default_color end return _table[CONST_INDEX_BACKGROUND_PATH] or default_path, _table[CONST_INDEX_BACKGROUND_TEXCOORD] or default_texcoord, _table[CONST_INDEX_BACKGROUND_COLOR] or default_color end --> get the full nicktag table function NickTag:GetNicknameTable(playerName, silent) --> check data before if not silent then assert(type(playerName) == "string", "NickTag 'GetNicknameTable' expects a string on #1 argument.") else if not playerName or type(playerName) ~= "string" then return end end return pool[playerName] end ------------------------------------------------------------------------------------------------------------------------------------------------------ --> internal functions --> create a empty nick table for the player function NickTag:Create(playerName, isSelf) --> check data before assert(type(playerName) == "string", "NickTag 'Create' expects a string on #1 argument.") --> check if alredy exists local alredyHave = pool[playerName] if alredyHave then return alredyHave end --> create the table: local newTable = { UnitName("player"), --[1] player nickname false, --[2] avatar texture path false, --[3] avatar texture coord false, --[4] background texture path false, --[5] background texcoord false, --[6] background color 1 --[7] revision } --> if not my persona, set revision to 0, this make always get update after creation if not isSelf then newTable[CONST_INDEX_REVISION] = 0 end pool[playerName] = newTable return newTable end --> inc the revision of the player persona after update nick or avatar function NickTag:IncRevision() local playerName = UnitName("player") local nickTable = NickTag:GetNicknameTable(playerName) if not nickTable then nickTable = NickTag:Create(playerName, true) end nickTable[CONST_INDEX_REVISION] = nickTable[CONST_INDEX_REVISION] + 1 return true end --> convert GUID into serial number(deprecated, it uses player name - realm name) function NickTag:GetSerial(serial, silent) return 0 end --> choose avatar window do local avatar_pick_frame = CreateFrame("Frame", "AvatarPickFrame", UIParent) avatar_pick_frame:SetFrameStrata("DIALOG") avatar_pick_frame:SetBackdrop({ bgFile =[[Interface\FrameGeneral\UI-Background-Marble]], edgeFile =[[Interface\DialogFrame\UI-DialogBox-Border]], tile = true, tileSize = 256, edgeSize = 32, insets = {left = 11, right = 12, top = 12, bottom = 11} }) avatar_pick_frame:SetBackdropColor(.3, .3, .3, .9) avatar_pick_frame:SetWidth(460) avatar_pick_frame:SetHeight(240) avatar_pick_frame.selected_avatar = 1 avatar_pick_frame.selected_background = 1 avatar_pick_frame.selected_color = {1, 1, 1} avatar_pick_frame.selected_texcoord = {0, 1, 0, 1} avatar_pick_frame:SetPoint("CENTER", UIParent, "CENTER", 200, 0) --- local avatar_texture = avatar_pick_frame:CreateTexture("AvatarPickFrameAvatarPreview", "overlay") avatar_texture:SetPoint("TOPLEFT", avatar_pick_frame, "TOPLEFT", 167, -10) avatar_texture:SetTexture(NICKTAG_DEFAULT_AVATAR) -- local background_texture = avatar_pick_frame:CreateTexture("AvatarPickFrameBackgroundPreview", "artwork") background_texture:SetPoint("TOPLEFT", avatar_pick_frame, "TOPLEFT", 167, 2) background_texture:SetWidth(290) background_texture:SetHeight(75) background_texture:SetTexture(NickTag.background_pool[1][1]) background_texture:SetTexCoord(unpack(NickTag.background_pool[1][3])) -- local name = avatar_pick_frame:CreateFontString("AvatarPickFrameName", "overlay", "GameFontNormalHuge") name:SetTextColor(1, 1, 1) name:SetPoint("LEFT", avatar_texture, "RIGHT", -11, -17) name:SetText(UnitName("player")) --- local OnClickFunction = function(button) if button.isAvatar then local avatar = NickTag.avatar_pool[button.IconID] _G.AvatarPickFrameAvatarPreview:SetTexture( avatar[1] ) avatar_pick_frame.selected_avatar = avatar[1] elseif button.isBackground then local background = NickTag.background_pool[button.IconID] _G.AvatarPickFrameBackgroundPreview:SetTexture( background[1] ) _G.AvatarPickFrameBackgroundPreview:SetTexCoord(unpack(background[3])) avatar_pick_frame.selected_background = background[1] avatar_pick_frame.selected_texcoord = background[3] end end local selectedColor = function() local r, g, b = ColorPickerFrame:GetColorRGB() background_texture:SetVertexColor(r, g, b) avatar_pick_frame.selected_color[1] = r avatar_pick_frame.selected_color[2] = g avatar_pick_frame.selected_color[3] = b end local okey = CreateFrame("button", "AvatarPickFrameAccept", avatar_pick_frame, "OptionsButtonTemplate") okey:SetPoint("BOTTOMRIGHT", avatar_pick_frame, "BOTTOMRIGHT", -37, 12) okey:SetText("Accept") okey:SetFrameLevel(avatar_pick_frame:GetFrameLevel()+2) okey:SetScript("OnClick", function(self) avatar_pick_frame:Hide() if avatar_pick_frame.callback then avatar_pick_frame.callback(avatar_pick_frame.selected_avatar, {0, 1, 0, 1}, avatar_pick_frame.selected_background, avatar_pick_frame.selected_texcoord, avatar_pick_frame.selected_color) end end) local change_color = CreateFrame("button", "AvatarPickFrameColor", avatar_pick_frame, "OptionsButtonTemplate") change_color:SetPoint("BOTTOMRIGHT", avatar_pick_frame, "BOTTOMRIGHT", -205, 12) change_color:SetText("Color") change_color:SetFrameLevel(avatar_pick_frame:GetFrameLevel()+2) change_color:SetScript("OnClick", function(self) ColorPickerFrame.func = selectedColor ColorPickerFrame.hasOpacity = false ColorPickerFrame:SetParent(avatar_pick_frame) ColorPickerFrame:SetColorRGB(_G.AvatarPickFrameBackgroundPreview:GetVertexColor()) ColorPickerFrame:ClearAllPoints() ColorPickerFrame:SetPoint("LEFT", avatar_pick_frame, "RIGHT", 0, -10) ColorPickerFrame:Show() end) local buttons = {} for i = 0, 2 do local newbutton = CreateFrame("button", "AvatarPickFrameAvatarScrollButton"..i+1, avatar_pick_frame) newbutton:SetScript("OnClick", OnClickFunction) newbutton:SetWidth(128) newbutton:SetHeight(64) newbutton:SetPoint("TOPLEFT", avatar_pick_frame, "TOPLEFT", 15,(i*70*-1) - 20) newbutton:SetID(i + 1) newbutton.isAvatar = true buttons[#buttons + 1] = newbutton end local buttonsbg = {} for i = 0, 2 do local newbutton = CreateFrame("button", "AvatarPickFrameBackgroundScrollButton"..i+1, avatar_pick_frame) newbutton:SetScript("OnClick", OnClickFunction) newbutton:SetWidth(275) newbutton:SetHeight(60) newbutton:SetPoint("TOPLEFT", avatar_pick_frame, "TOPLEFT", 157,(i*50*-1) - 80) newbutton:SetID(i+1) newbutton.isBackground = true buttonsbg[#buttonsbg+1] = newbutton end local avatar_list = CreateFrame("ScrollFrame", "AvatarPickFrameAvatarScroll", avatar_pick_frame, "FauxScrollFrameTemplate") avatar_list:SetPoint("TOPLEFT", avatar_pick_frame, "TOPLEFT", 10, -10) local background_list = CreateFrame("ScrollFrame", "AvatarPickFrameBackgroundScroll", avatar_pick_frame, "FauxScrollFrameTemplate") background_list:SetPoint("TOPLEFT", avatar_pick_frame, "TOPLEFT", 147, -85) avatar_list:SetWidth(128) avatar_list:SetHeight(220) background_list:SetWidth(275) background_list:SetHeight(140) local avatar_scroll_update = function(self) local numMacroIcons = #NickTag.avatar_pool local macroPopupIcon, macroPopupButton, index, texture local macroPopupOffset = FauxScrollFrame_GetOffset(avatar_list) for i = 1, 3 do macroPopupIcon = _G["AvatarPickFrameAvatarScrollButton"..i] macroPopupButton = _G["AvatarPickFrameAvatarScrollButton"..i] index = (macroPopupOffset * 1) + i texture = NickTag.avatar_pool[index][1] if index <= numMacroIcons and texture then macroPopupButton:SetNormalTexture(texture) macroPopupButton:SetPushedTexture(texture) macroPopupButton:SetDisabledTexture(texture) macroPopupButton:SetHighlightTexture(texture, "ADD") macroPopupButton.IconID = index macroPopupButton:Show() else macroPopupButton:Hide() end end FauxScrollFrame_Update(avatar_list, numMacroIcons , 3, 64) end local background_scroll_update = function(self) local numMacroIcons = #NickTag.background_pool local macroPopupIcon, macroPopupButton, index, texture local macroPopupOffset = FauxScrollFrame_GetOffset(background_list) for i = 1, 3 do macroPopupIcon = _G["AvatarPickFrameBackgroundScrollButton"..i] macroPopupButton = _G["AvatarPickFrameBackgroundScrollButton"..i] index = (macroPopupOffset * 1) + i texture = NickTag.background_pool[index][1] if index <= numMacroIcons and texture then macroPopupButton:SetNormalTexture(texture) macroPopupButton:SetPushedTexture(texture) macroPopupButton:SetDisabledTexture(texture) macroPopupButton:SetHighlightTexture(texture, "ADD") macroPopupButton.IconID = index macroPopupButton:Show() else macroPopupButton:Hide() end end FauxScrollFrame_Update(background_list, numMacroIcons , 3, 40) end avatar_list:SetScript("OnVerticalScroll", function(self, offset) FauxScrollFrame_OnVerticalScroll(avatar_list, offset, 64, avatar_scroll_update) end) background_list:SetScript("OnVerticalScroll", function(self, offset) FauxScrollFrame_OnVerticalScroll(background_list, offset, 40, background_scroll_update) end) avatar_scroll_update(avatar_list) background_scroll_update(background_list) function avatar_pick_frame:SetAvatar(n) if type(n) ~= "number" then n = 1 end if n > #NickTag.avatar_pool then n = 1 end local avatar = NickTag.avatar_pool[n] _G.AvatarPickFrameAvatarPreview:SetTexture( avatar[1] ) avatar_pick_frame.selected_avatar = avatar[1] end function avatar_pick_frame:SetBackground(n) if type(n) ~= "number" then n = 1 end if n > #NickTag.background_pool then n = 1 end local background = NickTag.background_pool[n] _G.AvatarPickFrameBackgroundPreview:SetTexture( background[1] ) _G.AvatarPickFrameBackgroundPreview:SetTexCoord(unpack(background[3])) _G.AvatarPickFrameBackgroundPreview:SetVertexColor(unpack(avatar_pick_frame.selected_color)) avatar_pick_frame.selected_background = background[1] end function avatar_pick_frame:SetColor(r, g, b) if type(r) ~= "number" or r > 1 then r = 1 end if type(g) ~= "number" or g > 1 then g = 1 end if type(b) ~= "number" or b > 1 then b = 1 end _G.AvatarPickFrameBackgroundPreview:SetVertexColor(r, g, b) avatar_pick_frame.selected_color[1] = r avatar_pick_frame.selected_color[2] = g avatar_pick_frame.selected_color[3] = b end local CONST_INDEX_NICKNAME = 1 local CONST_INDEX_AVATAR_PATH = 2 local CONST_INDEX_AVATAR_TEXCOORD = 3 local CONST_INDEX_BACKGROUND_PATH = 4 local CONST_INDEX_BACKGROUND_TEXCOORD = 5 local CONST_INDEX_BACKGROUND_COLOR = 6 avatar_pick_frame:SetScript("OnShow", function() --get player avatar local avatar = NickTag:GetNicknameTable(UnitGUID("player")) if avatar then _G.AvatarPickFrameName:SetText( avatar[1] or UnitName("player")) _G.AvatarPickFrameAvatarPreview:SetTexture( avatar[CONST_INDEX_AVATAR_PATH] or NICKTAG_DEFAULT_AVATAR ) avatar_pick_frame.selected_avatar = avatar[CONST_INDEX_AVATAR_PATH] or NICKTAG_DEFAULT_AVATAR _G.AvatarPickFrameAvatarPreview:SetTexCoord(0, 1, 0, 1) --> always _G.AvatarPickFrameBackgroundPreview:SetTexture( avatar[CONST_INDEX_BACKGROUND_PATH] or NICKTAG_DEFAULT_BACKGROUND ) avatar_pick_frame.selected_background = avatar[CONST_INDEX_BACKGROUND_PATH] or NICKTAG_DEFAULT_BACKGROUND if avatar[CONST_INDEX_BACKGROUND_TEXCOORD] then _G.AvatarPickFrameBackgroundPreview:SetTexCoord( unpack(avatar[CONST_INDEX_BACKGROUND_TEXCOORD]) ) avatar_pick_frame.selected_texcoord = avatar[CONST_INDEX_BACKGROUND_TEXCOORD] else _G.AvatarPickFrameBackgroundPreview:SetTexCoord( 0.129609375, 1, 1, 0 ) avatar_pick_frame.selected_texcoord = {0.129609375, 1, 1, 0} end if avatar[CONST_INDEX_BACKGROUND_COLOR] then _G.AvatarPickFrameBackgroundPreview:SetVertexColor( unpack(avatar[CONST_INDEX_BACKGROUND_COLOR]) ) avatar_pick_frame.selected_color = avatar[CONST_INDEX_BACKGROUND_COLOR] else _G.AvatarPickFrameBackgroundPreview:SetVertexColor( 1, 1, 1 ) avatar_pick_frame.selected_color = {1, 1, 1} end else --> if none _G.AvatarPickFrameAvatarPreview:SetTexture( NICKTAG_DEFAULT_AVATAR ) avatar_pick_frame.selected_avatar = NICKTAG_DEFAULT_AVATAR local background = NickTag.background_pool[1] if background then _G.AvatarPickFrameBackgroundPreview:SetTexture( background[1] ) avatar_pick_frame.selected_background = background[1] _G.AvatarPickFrameBackgroundPreview:SetTexCoord(unpack(background[3])) avatar_pick_frame.selected_texcoord = background[3] _G.AvatarPickFrameBackgroundPreview:SetVertexColor(unpack(avatar_pick_frame.selected_color)) avatar_pick_frame.selected_color = avatar_pick_frame.selected_color end end end) avatar_pick_frame:Hide() end