init
This commit is contained in:
@@ -0,0 +1,345 @@
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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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local random = random
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--WoW API / Variables
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local CreateFrame = CreateFrame
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local _, ns = ...
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local ElvUF = ns.oUF
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assert(ElvUF, "ElvUI was unable to locate oUF.")
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function UF:Construct_PowerBar(frame, bg, text, textPos)
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local power = CreateFrame("StatusBar", nil, frame)
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UF.statusbars[power] = true
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power.RaisedElementParent = CreateFrame("Frame", nil, power)
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power.RaisedElementParent:SetFrameLevel(power:GetFrameLevel() + 100)
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power.RaisedElementParent:SetAllPoints()
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power.PostUpdate = self.PostUpdatePower
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power.PostUpdateColor = self.PostUpdatePowerColor
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if bg then
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power.BG = power:CreateTexture(nil, "BORDER")
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power.BG:SetAllPoints()
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power.BG:SetTexture(E.media.blankTex)
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end
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if text then
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power.value = frame.RaisedElementParent:CreateFontString(nil, "OVERLAY")
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UF:Configure_FontString(power.value)
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local x = -2
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if textPos == "LEFT" then
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x = 2
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end
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power.value:Point(textPos, frame.Health, textPos, x, 0)
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power.value.frequentUpdates = true
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end
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power.colorDisconnected = false
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power.colorTapping = false
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power:CreateBackdrop("Default", nil, nil, self.thinBorders, true)
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local clipFrame = CreateFrame('Frame', nil, power)
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clipFrame:SetAllPoints()
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clipFrame:EnableMouse(false)
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clipFrame.__frame = frame
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power.ClipFrame = clipFrame
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return power
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end
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function UF:Configure_Power(frame)
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if not frame.VARIABLES_SET then return end
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local db = frame.db
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local power = frame.Power
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power.origParent = frame
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if frame.USE_POWERBAR then
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if not frame:IsElementEnabled("Power") then
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frame:EnableElement("Power")
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power:Show()
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end
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E:SetSmoothing(power, self.db.smoothbars)
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--Text
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local attachPoint = self:GetObjectAnchorPoint(frame, db.power.attachTextTo)
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power.value:ClearAllPoints()
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power.value:Point(db.power.position, attachPoint, db.power.position, db.power.xOffset, db.power.yOffset)
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frame:Tag(power.value, db.power.text_format)
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if db.power.attachTextTo == "Power" then
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power.value:SetParent(power.RaisedElementParent)
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else
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power.value:SetParent(frame.RaisedElementParent)
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end
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--Colors
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power.colorClass = nil
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power.colorReaction = nil
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power.colorPower = nil
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if self.db.colors.powerclass then
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power.colorClass = true
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power.colorReaction = true
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else
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power.colorPower = true
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end
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--Fix height in case it is lower than the theme allows
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local heightChanged = false
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if (not self.thinBorders and not E.PixelMode) and frame.POWERBAR_HEIGHT < 7 then --A height of 7 means 6px for borders and just 1px for the actual power statusbar
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frame.POWERBAR_HEIGHT = 7
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if db.power then db.power.height = 7 end
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heightChanged = true
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elseif (self.thinBorders or E.PixelMode) and frame.POWERBAR_HEIGHT < 3 then --A height of 3 means 2px for borders and just 1px for the actual power statusbar
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frame.POWERBAR_HEIGHT = 3
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if db.power then db.power.height = 3 end
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heightChanged = true
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end
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if heightChanged then
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--Update health size
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frame.BOTTOM_OFFSET = UF:GetHealthBottomOffset(frame)
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UF:Configure_HealthBar(frame)
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end
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--Position
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power:ClearAllPoints()
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if frame.POWERBAR_DETACHED then
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power:Width(frame.POWERBAR_WIDTH - ((frame.BORDER + frame.SPACING)*2))
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power:Height(frame.POWERBAR_HEIGHT - ((frame.BORDER + frame.SPACING)*2))
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if not power.Holder or (power.Holder and not power.Holder.mover) then
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power.Holder = CreateFrame("Frame", nil, power)
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power.Holder:Size(frame.POWERBAR_WIDTH, frame.POWERBAR_HEIGHT)
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power.Holder:Point("BOTTOM", frame, "BOTTOM", 0, -20)
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power:ClearAllPoints()
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power:Point("BOTTOMLEFT", power.Holder, "BOTTOMLEFT", frame.BORDER+frame.SPACING, frame.BORDER+frame.SPACING)
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--Currently only Player and Target can detach power bars, so doing it this way is okay for now
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if frame.unitframeType and frame.unitframeType == "player" then
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E:CreateMover(power.Holder, "PlayerPowerBarMover", L["Player Powerbar"], nil, nil, nil, "ALL,SOLO", nil, "unitframe,player,power")
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elseif frame.unitframeType and frame.unitframeType == "target" then
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E:CreateMover(power.Holder, "TargetPowerBarMover", L["Target Powerbar"], nil, nil, nil, "ALL,SOLO", nil, "unitframe,target,power")
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end
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else
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power.Holder:Size(frame.POWERBAR_WIDTH, frame.POWERBAR_HEIGHT)
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power:ClearAllPoints()
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power:Point("BOTTOMLEFT", power.Holder, "BOTTOMLEFT", frame.BORDER+frame.SPACING, frame.BORDER+frame.SPACING)
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power.Holder.mover:SetScale(1)
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power.Holder.mover:SetAlpha(1)
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end
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power:SetFrameLevel(50) --RaisedElementParent uses 100, we want lower value to allow certain icons and texts to appear above power
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elseif frame.USE_POWERBAR_OFFSET then
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if frame.ORIENTATION == "LEFT" then
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power:Point("TOPRIGHT", frame.Health, "TOPRIGHT",
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frame.POWERBAR_OFFSET + (frame.HAPPINESS_WIDTH or 0),
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-frame.POWERBAR_OFFSET
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)
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power:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT",
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frame.POWERBAR_OFFSET,
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-frame.POWERBAR_OFFSET
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)
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elseif frame.ORIENTATION == "MIDDLE" then
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local totalOffset = 0
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if frame.USE_ENERGYBAR and frame.USE_ENERGYBAR_OFFSET then
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totalOffset = totalOffset + frame.ENERGYBAR_OFFSET
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end
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if frame.USE_RAGEBAR and frame.USE_RAGEBAR_OFFSET then
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totalOffset = totalOffset + frame.RAGEBAR_OFFSET
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end
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power:Point("TOPLEFT", frame, "TOPLEFT",
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frame.BORDER + frame.SPACING + totalOffset,
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-(frame.POWERBAR_OFFSET + frame.CLASSBAR_YOFFSET) --+ frame.BORDER - frame.SPACING)
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)
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power:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT",
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-(frame.BORDER + frame.SPACING + totalOffset),
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frame.BORDER + frame.SPACING + totalOffset
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)
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--power.WIDTH = power.WIDTH - (frame.BORDER + frame.SPACING + totalOffset) - (frame.BORDER + frame.SPACING + totalOffset)
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--power.HEIGHT = power.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + totalOffset)
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--[[local totalOffset = 0
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if frame.USE_ENERGYBAR_OFFSET then
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totalOffset = totalOffset + frame.ENERGYBAR_OFFSET
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end
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if frame.USE_RAGEBAR_OFFSET then
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totalOffset = totalOffset + frame.RAGEBAR_OFFSET
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end
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power:Point("TOPLEFT", frame, "TOPLEFT",
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frame.BORDER + frame.SPACING,
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-frame.POWERBAR_OFFSET - frame.CLASSBAR_YOFFSET
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)
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power:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT",
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-frame.BORDER - frame.SPACING,
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frame.BORDER
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)]]
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else
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power:Point("TOPLEFT", frame.Health, "TOPLEFT",
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-frame.POWERBAR_OFFSET - (frame.HAPPINESS_WIDTH or 0),
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-frame.POWERBAR_OFFSET
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)
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power:Point("BOTTOMRIGHT", frame.Health, "BOTTOMRIGHT",
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-frame.POWERBAR_OFFSET,
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-frame.POWERBAR_OFFSET
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)
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end
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power:SetFrameLevel(frame.Health:GetFrameLevel() - 5) --Health uses 10
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elseif frame.USE_INSET_POWERBAR then
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if frame.USE_INSET_ENERGYBAR and frame.USE_ENERGYBAR then
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power:Point("BOTTOMLEFT", frame.Energy, "TOPLEFT",
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0,
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frame.BORDER * 2
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)
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power:Point("BOTTOMRIGHT", frame.Energy, "TOPRIGHT",
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0,
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frame.BORDER * 2
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)
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else
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if frame.USE_INSET_RAGEBAR and frame.USE_RAGEBAR then
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power:Point("BOTTOMLEFT", frame.Rage, "TOPLEFT",
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0,
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frame.BORDER * 2
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)
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power:Point("BOTTOMRIGHT", frame.Rage, "TOPRIGHT",
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0,
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frame.BORDER * 2
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)
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else
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power:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT",
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frame.BORDER + frame.BORDER * 2,
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frame.BORDER + frame.BORDER * 2
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)
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power:Point("BOTTOMRIGHT", frame.Health, "BOTTOMRIGHT",
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-(frame.BORDER + frame.BORDER * 2),
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frame.BORDER + frame.BORDER * 2
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)
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end
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end
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power:Height(frame.POWERBAR_HEIGHT - (frame.BORDER + frame.SPACING) * 2)
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power:SetFrameLevel(50)
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elseif frame.USE_MINI_POWERBAR then
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local totalHeight = frame.POWERBAR_HEIGHT - frame.BORDER
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if frame.USE_ENERGYBAR and frame.USE_MINI_ENERGYBAR then
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totalHeight = totalHeight + (frame.ENERGYBAR_HEIGHT - frame.BORDER)
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end
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if frame.USE_RAGEBAR and frame.USE_MINI_RAGEBAR then
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totalHeight = totalHeight + (frame.RAGEBAR_HEIGHT - frame.BORDER)
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end
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local yPos = totalHeight / 2
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if frame.ORIENTATION == "LEFT" then
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power:Width(frame.POWERBAR_WIDTH - frame.BORDER * 2)
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power:Point("TOPRIGHT", frame.Health, "BOTTOMRIGHT",
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-(frame.BORDER * 2 + 4) - (frame.HAPPINESS_WIDTH or 0),
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yPos
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)
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elseif frame.ORIENTATION == "RIGHT" then
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power:Width(frame.POWERBAR_WIDTH - frame.BORDER * 2)
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power:Point("TOPLEFT", frame.Health, "BOTTOMLEFT",
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frame.BORDER * 2 + 4 + (frame.HAPPINESS_WIDTH or 0),
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yPos
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)
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else
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power:Point("TOPLEFT", frame.Health, "BOTTOMLEFT",
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frame.BORDER * 2 + 4,
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yPos
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)
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power:Point("TOPRIGHT", frame.Health, "BOTTOMRIGHT",
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-(frame.BORDER * 2 + 4) - (frame.HAPPINESS_WIDTH or 0),
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yPos
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)
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end
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power:Height(frame.POWERBAR_HEIGHT - (frame.BORDER + frame.SPACING) * 2)
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power:SetFrameLevel(50)
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else -- Filled
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power:Point("TOPRIGHT", frame.Health.backdrop, "BOTTOMRIGHT",
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-frame.BORDER,
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-frame.SPACING * 3
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)
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power:Point("TOPLEFT", frame.Health.backdrop, "BOTTOMLEFT",
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frame.BORDER,
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-frame.SPACING * 3
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)
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power:Height(frame.POWERBAR_HEIGHT - (frame.BORDER + frame.SPACING) * 2)
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power:SetFrameLevel(frame.Health:GetFrameLevel() - 5)
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end
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--Hide mover until we detach again
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if not frame.POWERBAR_DETACHED then
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if power.Holder and power.Holder.mover then
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power.Holder.mover:SetScale(0.0001)
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power.Holder.mover:SetAlpha(0)
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end
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end
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if db.power.strataAndLevel and db.power.strataAndLevel.useCustomStrata then
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power:SetFrameStrata(db.power.strataAndLevel.frameStrata)
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else
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power:SetFrameStrata("LOW")
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end
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if db.power.strataAndLevel and db.power.strataAndLevel.useCustomLevel then
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power:SetFrameLevel(db.power.strataAndLevel.frameLevel)
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power.backdrop:SetFrameLevel(power:GetFrameLevel() - 1)
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end
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if frame.POWERBAR_DETACHED and db.power.parent == "UIPARENT" then
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power:SetParent(E.UIParent)
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else
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power:SetParent(frame)
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end
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elseif frame:IsElementEnabled("Power") then
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frame:DisableElement("Power")
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power:Hide()
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frame:Tag(power.value, "")
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end
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power.custom_backdrop = UF.db.colors.custompowerbackdrop and UF.db.colors.power_backdrop
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--Transparency Settings
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UF:ToggleTransparentStatusBar(UF.db.colors.transparentPower, power, power.BG, nil, UF.db.colors.invertPower)
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end
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local tokens = {[0] = "MANA", "RAGE", "FOCUS", "ENERGY", "RUNIC_POWER"}
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function UF:PostUpdatePowerColor()
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local parent = self.origParent or self:GetParent()
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if parent.isForced then
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local color = ElvUF.colors.power[tokens[random(0, 4)]]
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self:SetValue(random(1, self.max))
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if not self.colorClass then
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self:SetStatusBarColor(color[1], color[2], color[3])
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if self.BG then
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UF:UpdateBackdropTextureColor(self.BG, color[1], color[2], color[3])
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end
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end
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end
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end
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function UF:PostUpdatePower(unit)
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local parent = self.origParent or self:GetParent()
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if parent.isForced then
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self:SetValue(random(1, self.max))
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end
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if parent.db and parent.db.power and parent.db.power.hideonnpc then
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UF:PostNamePosition(parent, unit)
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end
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--Force update to AdditionalPower in order to reposition text if necessary
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if parent:IsElementEnabled("AdditionalPower") then
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E:Delay(0.01, parent.AdditionalPower.ForceUpdate, parent.AdditionalPower) --Delay it slightly so Power text has a chance to clear itself first
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end
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end
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