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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local unpack = unpack
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--WoW API / Variables
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local CreateFrame = CreateFrame
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function UF:Construct_Threat(frame)
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local threat = CreateFrame("Frame", nil, frame)
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--Main ThreatGlow
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frame:CreateShadow()
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threat.glow = frame.shadow
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threat.glow:SetParent(frame)
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threat.glow:Hide()
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frame.shadow = nil
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--Secondary ThreatGlow, for power frame when using power offset
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frame:CreateShadow()
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threat.powerGlow = frame.shadow
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threat.powerGlow:SetParent(frame)
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threat.powerGlow:SetFrameStrata("BACKGROUND")
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threat.powerGlow:Hide()
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frame.shadow = nil
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threat.texIcon = threat:CreateTexture(nil, "OVERLAY")
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threat.texIcon:Size(8)
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threat.texIcon:SetTexture(E.media.blankTex)
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threat.texIcon:Hide()
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threat.PostUpdate = self.UpdateThreat
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return threat
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end
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function UF:Configure_Threat(frame)
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if not (frame.VARIABLES_SET and frame.ThreatIndicator) then return end
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local threat = frame.ThreatIndicator
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local db = frame.db
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if db.threatStyle ~= "NONE" and db.threatStyle ~= nil then
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if not frame:IsElementEnabled("ThreatIndicator") then
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frame:EnableElement("ThreatIndicator")
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end
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if db.threatStyle == "GLOW" then
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threat:SetFrameStrata("BACKGROUND")
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threat.glow:SetFrameStrata("BACKGROUND")
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threat.glow:ClearAllPoints()
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if frame.USE_POWERBAR_OFFSET then
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if frame.ORIENTATION == "RIGHT" then
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threat.glow:Point("TOPLEFT", frame.Health.backdrop, "TOPLEFT", -frame.SHADOW_SPACING - frame.SPACING - (frame.HAPPINESS_WIDTH or 0), frame.SHADOW_SPACING + frame.SPACING + (frame.USE_CLASSBAR and (frame.USE_MINI_CLASSBAR and 0 or frame.CLASSBAR_HEIGHT) or 0))
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threat.glow:Point("BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMRIGHT", frame.SHADOW_SPACING + frame.SPACING, -frame.SHADOW_SPACING - frame.SPACING)
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else
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threat.glow:Point("TOPLEFT", frame.Health.backdrop, "TOPLEFT", -frame.SHADOW_SPACING - frame.SPACING, frame.SHADOW_SPACING + frame.SPACING + (frame.USE_CLASSBAR and (frame.USE_MINI_CLASSBAR and 0 or frame.CLASSBAR_HEIGHT) or 0))
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threat.glow:Point("BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMRIGHT", frame.SHADOW_SPACING + frame.SPACING + (frame.HAPPINESS_WIDTH or 0), -frame.SHADOW_SPACING - frame.SPACING)
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end
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threat.powerGlow:ClearAllPoints()
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threat.powerGlow:Point("TOPLEFT", frame.Power.backdrop, "TOPLEFT", -frame.SHADOW_SPACING - frame.SPACING, frame.SHADOW_SPACING + frame.SPACING)
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threat.powerGlow:Point("BOTTOMRIGHT", frame.Power.backdrop, "BOTTOMRIGHT", frame.SHADOW_SPACING + frame.SPACING, -frame.SHADOW_SPACING - frame.SPACING)
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else
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threat.glow:Point("TOPLEFT", -frame.SHADOW_SPACING, frame.SHADOW_SPACING-(frame.USE_MINI_CLASSBAR and frame.CLASSBAR_YOFFSET or 0))
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if frame.USE_MINI_POWERBAR then
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threat.glow:Point("BOTTOMLEFT", -frame.SHADOW_SPACING, -frame.SHADOW_SPACING + (frame.POWERBAR_HEIGHT/2))
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threat.glow:Point("BOTTOMRIGHT", frame.SHADOW_SPACING, -frame.SHADOW_SPACING + (frame.POWERBAR_HEIGHT/2))
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else
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threat.glow:Point("BOTTOMLEFT", -frame.SHADOW_SPACING, -frame.SHADOW_SPACING)
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threat.glow:Point("BOTTOMRIGHT", frame.SHADOW_SPACING, -frame.SHADOW_SPACING)
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end
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end
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elseif db.threatStyle == "ICONTOPLEFT" or db.threatStyle == "ICONTOPRIGHT" or db.threatStyle == "ICONBOTTOMLEFT" or db.threatStyle == "ICONBOTTOMRIGHT" or db.threatStyle == "ICONTOP" or db.threatStyle == "ICONBOTTOM" or db.threatStyle == "ICONLEFT" or db.threatStyle == "ICONRIGHT" then
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threat:SetFrameStrata("LOW")
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threat:SetFrameLevel(75) --Inset power uses 50, we want it to appear above that
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local point = db.threatStyle
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point = string.gsub(point, "ICON", "")
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threat.texIcon:ClearAllPoints()
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threat.texIcon:Point(point, frame.Health, point)
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elseif db.threatStyle == "HEALTHBORDER" then
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if frame.InfoPanel then
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frame.InfoPanel:SetFrameLevel(frame.Health:GetFrameLevel() - 3)
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end
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elseif db.threatStyle == "INFOPANELBORDER" then
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if frame.InfoPanel then
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frame.InfoPanel:SetFrameLevel(frame.Health:GetFrameLevel() + 3)
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end
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end
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elseif frame:IsElementEnabled("ThreatIndicator") then
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frame:DisableElement("ThreatIndicator")
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end
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end
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function UF:UpdateThreat(unit, status, r, g, b)
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local parent = self:GetParent()
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if (parent.unit ~= unit) or not unit then return end
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local db = parent.db
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if not db then return end
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if status and status > 1 then
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if db.threatStyle == "GLOW" then
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self.glow:Show()
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self.glow:SetBackdropBorderColor(r, g, b)
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if parent.USE_POWERBAR_OFFSET then
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self.powerGlow:Show()
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self.powerGlow:SetBackdropBorderColor(r, g, b)
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end
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elseif db.threatStyle == "BORDERS" then
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parent.Health.backdrop:SetBackdropBorderColor(r, g, b)
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if parent.Power and parent.Power.backdrop then
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parent.Power.backdrop:SetBackdropBorderColor(r, g, b)
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end
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if parent.ClassBar and parent[parent.ClassBar] and parent[parent.ClassBar].backdrop then
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parent[parent.ClassBar].backdrop:SetBackdropBorderColor(r, g, b)
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end
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if parent.InfoPanel and parent.InfoPanel.backdrop then
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parent.InfoPanel.backdrop:SetBackdropBorderColor(r, g, b)
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end
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elseif db.threatStyle == "HEALTHBORDER" then
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parent.Health.backdrop:SetBackdropBorderColor(r, g, b)
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elseif db.threatStyle == "INFOPANELBORDER" then
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parent.InfoPanel.backdrop:SetBackdropBorderColor(r, g, b)
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elseif db.threatStyle ~= "NONE" and self.texIcon then
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self.texIcon:Show()
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self.texIcon:SetVertexColor(r, g, b)
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end
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else
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r, g, b = unpack(E.media.unitframeBorderColor)
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if db.threatStyle == "GLOW" then
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self.glow:Hide()
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self.powerGlow:Hide()
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elseif db.threatStyle == "BORDERS" then
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parent.Health.backdrop:SetBackdropBorderColor(r, g, b)
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if parent.Power and parent.Power.backdrop then
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parent.Power.backdrop:SetBackdropBorderColor(r, g, b)
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end
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if parent.ClassBar and parent[parent.ClassBar] and parent[parent.ClassBar].backdrop then
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parent[parent.ClassBar].backdrop:SetBackdropBorderColor(r, g, b)
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end
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if parent.InfoPanel and parent.InfoPanel.backdrop then
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parent.InfoPanel.backdrop:SetBackdropBorderColor(r, g, b)
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end
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elseif db.threatStyle == "HEALTHBORDER" then
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parent.Health.backdrop:SetBackdropBorderColor(r, g, b)
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elseif db.threatStyle == "INFOPANELBORDER" then
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parent.InfoPanel.backdrop:SetBackdropBorderColor(r, g, b)
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elseif db.threatStyle ~= "NONE" and self.texIcon then
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self.texIcon:Hide()
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end
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end
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end
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