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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local RestingTextures = {
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["DEFAULT"] = [[Interface\CharacterFrame\UI-StateIcon]],
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["RESTING"] = E.Media.Textures.Resting,
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["RESTING1"] = E.Media.Textures.Resting1
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}
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function UF:Construct_RestingIndicator(frame)
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return frame.RaisedElementParent.TextureParent:CreateTexture(nil, "OVERLAY")
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end
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function UF:Configure_RestingIndicator(frame)
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if not frame.VARIABLES_SET then return end
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local Icon = frame.RestingIndicator
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local db = frame.db.RestIcon
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if db.enable then
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if not frame:IsElementEnabled("RestingIndicator") then
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frame:EnableElement("RestingIndicator")
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end
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if db.defaultColor then
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Icon:SetVertexColor(1, 1, 1, 1)
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Icon:SetDesaturated(false)
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else
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Icon:SetVertexColor(db.color.r, db.color.g, db.color.b, db.color.a)
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Icon:SetDesaturated(true)
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end
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if db.texture == "CUSTOM" and db.customTexture then
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Icon:SetTexture(db.customTexture)
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Icon:SetTexCoord(0, 1, 0, 1)
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elseif db.texture ~= "DEFAULT" and RestingTextures[db.texture] then
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Icon:SetTexture(RestingTextures[db.texture])
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Icon:SetTexCoord(0, 1, 0, 1)
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else
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Icon:SetTexture(RestingTextures.DEFAULT)
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Icon:SetTexCoord(0, .5, 0, .421875)
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end
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Icon:Size(db.size)
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Icon:ClearAllPoints()
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if frame.ORIENTATION ~= "RIGHT" and (frame.USE_PORTRAIT and not frame.USE_PORTRAIT_OVERLAY) then
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Icon:Point("CENTER", frame.Portrait, db.anchorPoint, db.xOffset, db.yOffset)
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else
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Icon:Point("CENTER", frame.Health, db.anchorPoint, db.xOffset, db.yOffset)
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end
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elseif frame:IsElementEnabled("RestingIndicator") then
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frame:DisableElement("RestingIndicator")
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end
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end
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