init
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local E, L, V, P, G = unpack(select(2, ...)) --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
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local UF = E:GetModule("UnitFrames")
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--Lua functions
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--WoW API / Variables
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function UF:Construct_Cutaway(frame)
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local cutaway = {}
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local frameName = frame:GetName()
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if frame.Power then
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local powerTexture = frame.Power:GetStatusBarTexture()
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local cutawayPower = frame.Power.ClipFrame:CreateTexture(frameName.."CutawayPower")
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cutawayPower:SetPoint("TOPLEFT", powerTexture, "TOPRIGHT")
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cutawayPower:SetPoint("BOTTOMLEFT", powerTexture, "BOTTOMRIGHT")
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cutawayPower:SetTexture(E.media.blankTex)
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cutaway.Power = cutawayPower
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end
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local healthTexture = frame.Health:GetStatusBarTexture()
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local cutawayHealth = frame.Health.ClipFrame:CreateTexture(frameName.."CutawayHealth")
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cutawayHealth:SetPoint("TOPLEFT", healthTexture, "TOPRIGHT")
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cutawayHealth:SetPoint("BOTTOMLEFT", healthTexture, "BOTTOMRIGHT")
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cutawayHealth:SetTexture(E.media.blankTex)
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cutaway.Health = cutawayHealth
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return cutaway
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end
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local cutawayPoints = {
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[1] = {"TOPLEFT", "TOPRIGHT"},
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[2] = {"BOTTOMLEFT", "BOTTOMRIGHT"},
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[3] = {"BOTTOMLEFT", "TOPLEFT"},
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[4] = {"BOTTOMRIGHT", "TOPRIGHT"}
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}
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local DEFAULT_INDEX, VERT_INDEX = 1, 3
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function UF:GetPoints_Cutaway(db)
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local index
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if db and db.orientation == "VERTICAL" then
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index = VERT_INDEX
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else
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index = DEFAULT_INDEX
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end
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return cutawayPoints[index], cutawayPoints[index + 1]
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end
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function UF:Configure_Cutaway(frame)
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local db = frame.db and frame.db.cutaway
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local healthDB, powerDB = db and db.health, db and db.power
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local healthEnabled = healthDB and healthDB.enabled
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local powerEnabled = powerDB and powerDB.enabled
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if healthEnabled or powerEnabled then
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if not frame:IsElementEnabled("Cutaway") then
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frame:EnableElement("Cutaway")
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end
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frame.Cutaway:UpdateConfigurationValues(db)
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local health = frame.Cutaway.Health
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if health and healthEnabled then
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local point1, point2 = UF:GetPoints_Cutaway(frame.db.health)
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local barTexture = frame.Health:GetStatusBarTexture()
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health:ClearAllPoints()
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health:SetPoint(point1[1], barTexture, point1[2])
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health:SetPoint(point2[1], barTexture, point2[2])
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frame.Health:PostUpdateColor(frame.unit)
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end
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local power = frame.Cutaway.Power
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local powerUsable = powerEnabled and frame.USE_POWERBAR
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if power and powerUsable then
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local point1, point2 = UF:GetPoints_Cutaway(frame.db.power)
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local barTexture = frame.Power:GetStatusBarTexture()
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power:ClearAllPoints()
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power:SetPoint(point1[1], barTexture, point1[2])
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power:SetPoint(point2[1], barTexture, point2[2])
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frame.Power:PostUpdateColor()
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end
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elseif frame:IsElementEnabled("Cutaway") then
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frame:DisableElement("Cutaway")
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end
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end
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