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Conditions.talent.treeWidget

dependency

Call as

Conditions.talent.treeWidget(parent, spec, value, update)

Record the dependency Conditions.talent.treeWidget, then call it by that name. A namespaced call does not pass self: use a colon call or pass the object yourself.

What it does

Builds the TALENT editor controls for Classic talent trees: a tree dropdown, a talent icon, a talent dropdown for the chosen tree, and a Points comparison. Changing the tree clears the talent (and the comparison when switching from another layout), and every change calls update.

Arguments

NameTypeWhat it does
parenttableCondition widget group the control is added to.
specnumber | nilSpecialization the editor is for; on progression clients a value from 1 to 4 also selects the talent group to read.
valuetableSaved TALENT condition settings; the control reads and rewrites its layout, tree, talent, node, entry, operator and value fields.
updatefunctionCalled with no arguments after every change so the editor can refresh.

Returns

Nothing.

Editions

Built In helpers are registered on every edition. What differs is the game API they read; where one is missing the helper falls back or returns nil with a reason.

It reads no game API directly.

How the addon calls it

  • Talent (widget)
    if current=="tree" then treeWidget(parent,spec,value,update)

Dependencies

Source

Conditions/talent.lua, line 191. Read only in game; Duplicate makes an editable copy.

Conditions.talent.treeWidget(parent, spec, value, update)
    local trees,treeOrder={},{}
    -- Names, never positions: the game's for the player's class, the shipped
    -- table's for another class's rotation or before the game has the data.
    local listed=addon.TalentTrees.Choices(addon.TalentTrees.ContextClass(),group(spec))
    if listed then trees,treeOrder=listed.choices,listed.order end
    local talents,talentOrder={},{}
    local talentIcon,talentPicker,treePicker
    local function choices()
        talents,talentOrder={},{}
        if value.tree and ownTrees() then
            for index=1,platform:GetTreeTalentCount(value.tree) or 0 do
                local talent=platform:GetTreeTalentInfo(value.tree,index,group(spec))
                if talent then talents[index]={text=talent.name,icon=talent.icon};talentOrder[#talentOrder+1]=index end
            end
        end
    end
    choices()
    local box=block(parent)
    talentIcon=icon(box,value,spec)
    treePicker=dropdown(box,L["Talent Tree"],function(selected)
        if selected==value.tree then return end
        local wasTree=value.layout=="tree" or value.layout==nil and value.tree~=nil
        value.tree,value.talent,value.layout=selected,nil,"tree"
        if not wasTree then value.value,value.operator=nil,nil end
        choices();talentPicker:SetList(talents,talentOrder);talentPicker:SetValue(nil)
        talentPicker:SetDisabled(#talentOrder==0);talentIcon:SetImage(PLACEHOLDER);update()
    end)
    treePicker.configure=function() treePicker:SetList(trees,treeOrder);treePicker:SetValue(value.tree) end
    talentPicker=dropdown(box,L["Talent"],function(selected)
        value.talent,value.layout=selected,"tree"
        local talent=info(value,spec);talentIcon:SetImage(talent and talent.icon or PLACEHOLDER);update()
    end)
    talentPicker:SetDisabled(#talentOrder==0)
    talentPicker.configure=function() talentPicker:SetList(talents,talentOrder);talentPicker:SetValue(value.talent) end
    parent:AddChild(addon:Widget_OperatorWidget(value,L["Points"],update))

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