This commit is contained in:
Andrew6810
2022-10-21 07:09:01 -07:00
parent cbdabfbcca
commit 60ef8a38af
614 changed files with 138573 additions and 2 deletions
@@ -0,0 +1,419 @@
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local UF = E:GetModule("UnitFrames")
--Lua functions
local random = random
--WoW API / Variables
local CreateFrame = CreateFrame
local UnitIsTapped = UnitIsTapped
local UnitIsTappedByPlayer = UnitIsTappedByPlayer
local UnitReaction = UnitReaction
local UnitIsPlayer = UnitIsPlayer
local UnitClass = UnitClass
local UnitIsDeadOrGhost = UnitIsDeadOrGhost
local _, ns = ...
local ElvUF = ns.oUF
assert(ElvUF, "ElvUI was unable to locate oUF.")
function UF.HealthClipFrame_OnUpdate(clipFrame)
UF.HealthClipFrame_HealComm(clipFrame.__frame)
clipFrame:SetScript("OnUpdate", nil)
end
function UF:Construct_HealthBar(frame, bg, text, textPos)
local health = CreateFrame("StatusBar", nil, frame)
UF.statusbars[health] = true
health:SetFrameLevel(10) --Make room for Portrait and Power which should be lower by default
health.PostUpdate = self.PostUpdateHealth
health.PostUpdateColor = self.PostUpdateHealthColor
if bg then
health.bg = health:CreateTexture(nil, "BORDER")
health.bg:SetAllPoints()
health.bg:SetTexture(E.media.blankTex)
health.bg.multiplier = 0.25
end
if text then
health.value = frame.RaisedElementParent:CreateFontString(nil, "OVERLAY")
UF:Configure_FontString(health.value)
local x = -2
if textPos == "LEFT" then
x = 2
end
health.value:Point(textPos, health, textPos, x, 0)
end
health.colorTapping = true
health.colorDisconnected = true
health:CreateBackdrop(nil, nil, nil, self.thinBorders, true)
local clipFrame = CreateFrame("Frame", nil, health)
clipFrame:SetScript("OnUpdate", UF.HealthClipFrame_OnUpdate)
clipFrame:SetAllPoints()
clipFrame:EnableMouse(false)
clipFrame.__frame = frame
health.ClipFrame = clipFrame
return health
end
function UF:Configure_HealthBar(frame)
if not frame.VARIABLES_SET then return end
local db = frame.db
local health = frame.Health
E:SetSmoothing(health, self.db.smoothbars)
--Text
if db.health and health.value then
local attachPoint = self:GetObjectAnchorPoint(frame, db.health.attachTextTo)
health.value:ClearAllPoints()
health.value:Point(db.health.position, attachPoint, db.health.position, db.health.xOffset, db.health.yOffset)
frame:Tag(health.value, db.health.text_format)
end
--Colors
health.colorSmooth = nil
health.colorHealth = nil
health.colorClass = nil
health.colorReaction = nil
if db.colorOverride and db.colorOverride == "FORCE_ON" then
health.colorClass = true
health.colorReaction = true
elseif db.colorOverride and db.colorOverride == "FORCE_OFF" then
if self.db.colors.colorhealthbyvalue then
health.colorSmooth = true
else
health.colorHealth = true
end
else
if self.db.colors.healthclass ~= true then
if self.db.colors.colorhealthbyvalue then
health.colorSmooth = true
else
health.colorHealth = true
end
else
health.colorClass = (not self.db.colors.forcehealthreaction)
health.colorReaction = true
end
end
--Position
health:ClearAllPoints()
health.WIDTH = db.width
health.HEIGHT = db.height
if frame.ORIENTATION == "LEFT" then
health:Point("TOPRIGHT", frame, "TOPRIGHT",
-frame.BORDER - frame.SPACING - (frame.HAPPINESS_WIDTH or 0),
-frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET
)
if frame.USE_POWERBAR_OFFSET or frame.USE_ENERGYBAR_OFFSET or frame.USE_RAGEBAR_OFFSET then
local totalOffset = 0
if frame.USE_POWERBAR and frame.USE_POWERBAR_OFFSET then
totalOffset = totalOffset + frame.POWERBAR_OFFSET
end
if frame.USE_ENERGYBAR and frame.USE_ENERGYBAR_OFFSET then
totalOffset = totalOffset + frame.ENERGYBAR_OFFSET
end
if frame.USE_RAGEBAR and frame.USE_RAGEBAR_OFFSET then
totalOffset = totalOffset + frame.RAGEBAR_OFFSET
end
health:Point("TOPRIGHT", frame, "TOPRIGHT",
-frame.BORDER - frame.SPACING - totalOffset - (frame.HAPPINESS_WIDTH or 0),
-frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET
)
health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT",
frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING,
frame.BORDER + frame.SPACING + totalOffset
)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + totalOffset + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING + frame.PORTRAIT_WIDTH)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + totalOffset)
elseif frame.POWERBAR_DETACHED or not frame.USE_POWERBAR or frame.USE_INSET_POWERBAR then
health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING, frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING + frame.PORTRAIT_WIDTH)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
elseif frame.USE_MINI_POWERBAR or frame.USE_MINI_ENERGYBAR or frame.USE_MINI_RAGEBAR then
local totalHeight = 0
if frame.USE_POWERBAR and frame.USE_MINI_POWERBAR then
totalHeight = totalHeight + (frame.POWERBAR_HEIGHT - frame.BORDER)
end
if frame.USE_ENERGYBAR and frame.USE_MINI_ENERGYBAR then
totalHeight = totalHeight + (frame.ENERGYBAR_HEIGHT - frame.BORDER)
end
if frame.USE_RAGEBAR and frame.USE_MINI_RAGEBAR then
totalHeight = totalHeight + (frame.RAGEBAR_HEIGHT - frame.BORDER)
end
health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT",
frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING,
frame.SPACING + (totalHeight / 2)
)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING + frame.PORTRAIT_WIDTH)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.SPACING + totalHeight / 2)
else
health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT",
frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING,
frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET
)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING + frame.PORTRAIT_WIDTH)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
end
elseif frame.ORIENTATION == "RIGHT" then
health:Point("TOPLEFT", frame, "TOPLEFT", frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0), -frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET)
if frame.USE_POWERBAR_OFFSET or frame.USE_ENERGYBAR_OFFSET or frame.USE_RAGEBAR_OFFSET then
local totalOffset = 0
if frame.USE_POWERBAR and frame.USE_POWERBAR_OFFSET then
totalOffset = totalOffset + frame.POWERBAR_OFFSET
end
if frame.USE_ENERGYBAR and frame.USE_ENERGYBAR_OFFSET then
totalOffset = totalOffset + frame.ENERGYBAR_OFFSET
end
if frame.USE_RAGEBAR and frame.USE_RAGEBAR_OFFSET then
totalOffset = totalOffset + frame.RAGEBAR_OFFSET
end
health:Point("TOPLEFT", frame, "TOPLEFT",
frame.BORDER + frame.SPACING + totalOffset + (frame.HAPPINESS_WIDTH or 0),
-frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET
)
health:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT",
-frame.PORTRAIT_WIDTH - frame.BORDER - frame.SPACING,
frame.BORDER + frame.SPACING + totalOffset
)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + totalOffset + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING + frame.PORTRAIT_WIDTH)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + totalOffset)
elseif frame.POWERBAR_DETACHED or not frame.USE_POWERBAR or frame.USE_INSET_POWERBAR then
health:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -frame.PORTRAIT_WIDTH - frame.BORDER - frame.SPACING, frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING + frame.PORTRAIT_WIDTH)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
elseif frame.USE_MINI_POWERBAR or frame.USE_MINI_ENERGYBAR or frame.USE_MINI_RAGEBAR then
local totalHeight = 0
if frame.USE_POWERBAR and frame.USE_MINI_POWERBAR then
totalHeight = totalHeight + (frame.POWERBAR_HEIGHT - frame.BORDER)
end
if frame.USE_ENERGYBAR and frame.USE_MINI_ENERGYBAR then
totalHeight = totalHeight + (frame.ENERGYBAR_HEIGHT - frame.BORDER)
end
if frame.USE_RAGEBAR and frame.USE_MINI_RAGEBAR then
totalHeight = totalHeight + (frame.RAGEBAR_HEIGHT - frame.BORDER)
end
health:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT",
-frame.PORTRAIT_WIDTH - frame.BORDER - frame.SPACING,
frame.SPACING + (totalHeight / 2)
)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING + frame.PORTRAIT_WIDTH)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.SPACING + totalHeight / 2)
else
health:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -frame.PORTRAIT_WIDTH - frame.BORDER - frame.SPACING, frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING + frame.PORTRAIT_WIDTH)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
end
elseif frame.ORIENTATION == "MIDDLE" then
health:Point("TOPRIGHT", frame, "TOPRIGHT", -frame.BORDER - frame.SPACING - (frame.HAPPINESS_WIDTH or 0), -frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET)
if frame.USE_POWERBAR_OFFSET or frame.USE_ENERGYBAR_OFFSET or frame.USE_RAGEBAR_OFFSET then
local totalOffset = 0
if frame.USE_POWERBAR and frame.USE_POWERBAR_OFFSET then
totalOffset = totalOffset + frame.POWERBAR_OFFSET
end
if frame.USE_ENERGYBAR and frame.USE_ENERGYBAR_OFFSET then
totalOffset = totalOffset + frame.ENERGYBAR_OFFSET
end
if frame.USE_RAGEBAR and frame.USE_RAGEBAR_OFFSET then
totalOffset = totalOffset + frame.RAGEBAR_OFFSET
end
health:Point("TOPRIGHT", frame, "TOPRIGHT",
-frame.BORDER - frame.SPACING - totalOffset,
-frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET
)
health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT",
frame.BORDER + frame.SPACING + totalOffset,
frame.BORDER + frame.SPACING + totalOffset
)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + totalOffset) - (frame.BORDER + frame.SPACING + totalOffset)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + totalOffset)
elseif frame.POWERBAR_DETACHED or not frame.USE_POWERBAR or frame.USE_INSET_POWERBAR then
health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", frame.BORDER + frame.SPACING, frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
elseif frame.USE_MINI_POWERBAR then
local totalHeight = 0
if frame.USE_POWERBAR and frame.USE_MINI_POWERBAR then
totalHeight = totalHeight + (frame.POWERBAR_HEIGHT - frame.BORDER)
end
if frame.USE_ENERGYBAR and frame.USE_MINI_ENERGYBAR then
totalHeight = totalHeight + (frame.ENERGYBAR_HEIGHT - frame.BORDER)
end
if frame.USE_RAGEBAR and frame.USE_MINI_RAGEBAR then
totalHeight = totalHeight + (frame.RAGEBAR_HEIGHT - frame.BORDER)
end
health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT",
frame.BORDER + frame.SPACING,
frame.SPACING + (totalHeight / 2)
)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.SPACING + totalHeight / 2)
else
health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING, frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
health.WIDTH = health.WIDTH - (frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0)) - (frame.BORDER + frame.SPACING + frame.PORTRAIT_WIDTH)
health.HEIGHT = health.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET)
end
end
if db.health then
--Party/Raid Frames allow to change statusbar orientation
if db.health.orientation then
health:SetOrientation(db.health.orientation)
end
--Party/Raid Frames can toggle frequent updates
if db.health.frequentUpdates == nil then
db.health.frequentUpdates = true
end
--health:SetFrequentUpdates(db.health.frequentUpdates)
end
--Transparency Settings
UF:ToggleTransparentStatusBar(UF.db.colors.transparentHealth, frame.Health, frame.Health.bg, true, nil)
--Prediction Texture; keep under ToggleTransparentStatusBar
UF:UpdatePredictionStatusBar(frame.HealthPrediction, frame.Health)
--Highlight Texture
UF:Configure_FrameGlow(frame)
if frame:IsElementEnabled("Health") then
frame.Health:ForceUpdate()
end
end
function UF:GetHealthBottomOffset(frame)
local bottomOffset = 0
if frame.USE_POWERBAR and not frame.POWERBAR_DETACHED and not frame.USE_INSET_POWERBAR then
bottomOffset = bottomOffset + frame.POWERBAR_HEIGHT - (frame.BORDER-frame.SPACING)
end
if frame.USE_ENERGYBAR and not frame.ENERGYBAR_DETACHED and not frame.USE_INSET_ENERGYBAR then
bottomOffset = bottomOffset + frame.ENERGYBAR_HEIGHT - (frame.BORDER-frame.SPACING)
end
if frame.USE_RAGEBAR and not frame.RAGEBAR_DETACHED and not frame.USE_INSET_RAGEBAR then
bottomOffset = bottomOffset + frame.RAGEBAR_HEIGHT - (frame.BORDER-frame.SPACING)
end
if frame.USE_INFO_PANEL then
bottomOffset = bottomOffset + frame.INFO_PANEL_HEIGHT - (frame.BORDER - frame.SPACING)
end
return bottomOffset
end
function UF:PostUpdateHealthColor(unit, r, g, b)
local parent = self:GetParent()
local colors = E.db.unitframe.colors
local newr, newg, newb -- fallback for bg if custom settings arent used
if not b then r, g, b = colors.health.r, colors.health.g, colors.health.b end
if (((colors.healthclass and colors.colorhealthbyvalue) or (colors.colorhealthbyvalue and parent.isForced) or colors.colorhealthbyvalue_threshold) and not (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit))) then
local cur, max = self.cur or 1, self.max or 100
if parent.isForced then
cur = parent.forcedHealth or cur
max = (cur > max and cur * 2) or max
end
if colors.colorhealthbyvalue then
newr, newg, newb = ElvUF:ColorGradient(cur, max, 1, 0, 0, 1, 1, 0, r, g, b)
elseif colors.colorhealthbyvalue_threshold then
local perc = cur / max
if perc > 0.75 then
if colors.colorhealthbyvalue_thresholdgradient then
newr, newg, newb = ElvUF:ColorGradient(perc, 1, r, g, b, colors.threshold_75.r, colors.threshold_75.g, colors.threshold_75.b, r, g, b)
else
newr, newg, newb = r, g, b
end
elseif perc > 0.5 then
if colors.colorhealthbyvalue_thresholdgradient then
newr, newg, newb = ElvUF:ColorGradient(((perc / .5) + 1), 2.5, r, g, b, colors.threshold_50.r, colors.threshold_50.g, colors.threshold_50.b, colors.threshold_75.r, colors.threshold_75.g, colors.threshold_75.b)
else
newr, newg, newb = colors.threshold_75.r, colors.threshold_75.g, colors.threshold_75.b
end
elseif perc > 0.35 then
if colors.colorhealthbyvalue_thresholdgradient then
newr, newg, newb = ElvUF:ColorGradient(((perc / .35) + 1), 2.43, r, g, b, colors.threshold_35.r, colors.threshold_35.g, colors.threshold_35.b, colors.threshold_50.r, colors.threshold_50.g, colors.threshold_50.b)
else
newr, newg, newb = colors.threshold_50.r, colors.threshold_50.g, colors.threshold_50.b
end
elseif perc > 0.2 then
if colors.colorhealthbyvalue_thresholdgradient then
newr, newg, newb = ElvUF:ColorGradient(((perc / .2) + 1), 2.75, r, g, b, colors.threshold_20.r, colors.threshold_20.g, colors.threshold_20.b, colors.threshold_35.r, colors.threshold_35.g, colors.threshold_35.b)
else
newr, newg, newb = colors.threshold_35.r, colors.threshold_35.g, colors.threshold_35.b
end
else
newr, newg, newb = colors.threshold_20.r, colors.threshold_20.g, colors.threshold_20.b
end
end
self:SetStatusBarColor(newr, newg, newb)
end
if self.bg then
self.bg.multiplier = (colors.healthMultiplier > 0 and colors.healthMultiplier) or 0.35
if colors.useDeadBackdrop and UnitIsDeadOrGhost(unit) then
self.bg:SetVertexColor(colors.health_backdrop_dead.r, colors.health_backdrop_dead.g, colors.health_backdrop_dead.b)
elseif colors.customhealthbackdrop then
self.bg:SetVertexColor(colors.health_backdrop.r, colors.health_backdrop.g, colors.health_backdrop.b)
elseif colors.classbackdrop then
local reaction, color = (UnitReaction(unit, "player"))
if UnitIsPlayer(unit) then
local _, Class = UnitClass(unit)
color = parent.colors.class[Class]
elseif reaction then
color = parent.colors.reaction[reaction]
end
if color then
self.bg:SetVertexColor(color[1] * self.bg.multiplier, color[2] * self.bg.multiplier, color[3] * self.bg.multiplier)
end
elseif newb then
self.bg:SetVertexColor(newr * self.bg.multiplier, newg * self.bg.multiplier, newb * self.bg.multiplier)
else
self.bg:SetVertexColor(r * self.bg.multiplier, g * self.bg.multiplier, b * self.bg.multiplier)
end
end
end
function UF:PostUpdateHealth(_, _, max)
local parent = self:GetParent()
if parent.isForced then
local cur = random(1, max or 100)
parent.forcedHealth = cur
self:SetValue(cur)
else
if parent.forcedHealth then
parent.forcedHealth = nil
end
end
end