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_DebuffHighlight(frame)
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local dbh = frame:CreateTexture(nil, "OVERLAY")
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dbh:SetInside(frame.Health.backdrop)
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dbh:SetTexture(E.media.blankTex)
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dbh:SetVertexColor(0, 0, 0, 0)
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dbh:SetBlendMode("ADD")
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frame.DebuffHighlightAlpha = 0.45
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frame.DebuffHighlightFilterTable = E.global.unitframe.DebuffHighlightColors
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frame:CreateShadow()
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local x = frame.shadow
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frame.shadow = nil
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x:Hide()
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frame.DBHGlow = x
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if frame.Health then
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dbh:SetParent(frame.Health)
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frame.DBHGlow:SetParent(frame.Health)
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end
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dbh.PostUpdate = UF.PostUpdate_DebuffHighlight
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return dbh
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end
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function UF:Configure_DebuffHighlight(frame)
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if E.db.unitframe.debuffHighlighting ~= "NONE" then
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frame:EnableElement("DebuffHighlight")
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frame.DebuffHighlight:SetBlendMode(UF.db.colors.debuffHighlight.blendMode)
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frame.DebuffHighlightFilterTable = E.global.unitframe.DebuffHighlightColors
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if E.db.unitframe.debuffHighlighting == "GLOW" then
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frame.DebuffHighlightBackdrop = true
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if frame.ThreatIndicator then
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frame.DBHGlow:SetAllPoints(frame.ThreatIndicator.glow)
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elseif frame.TargetGlow then
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frame.DBHGlow:SetAllPoints(frame.TargetGlow)
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end
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else
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frame.DebuffHighlightBackdrop = false
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end
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else
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frame:DisableElement("DebuffHighlight")
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end
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end
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function UF:PostUpdate_DebuffHighlight(object, debuffType, texture, wasFiltered, style)
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if debuffType and not wasFiltered then
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local color = UF.db.colors.debuffHighlight[debuffType]
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if object.DebuffHighlightBackdrop and object.DBHGlow then
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object.DBHGlow:SetBackdropBorderColor(color.r, color.g, color.b, color.a)
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else
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object.DebuffHighlight:SetVertexColor(color.r, color.g, color.b, color.a)
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end
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end
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end
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