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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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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--Lua functions
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local _G = _G
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--WoW API / Variables
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local MAX_BOSS_FRAMES = MAX_BOSS_FRAMES
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local BossHeader = CreateFrame("Frame", "BossHeader", UIParent)
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BossHeader:SetFrameStrata("LOW")
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function UF:Construct_BossFrames(frame)
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frame.RaisedElementParent = CreateFrame("Frame", nil, frame)
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frame.RaisedElementParent.TextureParent = CreateFrame("Frame", nil, frame.RaisedElementParent)
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frame.RaisedElementParent:SetFrameLevel(frame:GetFrameLevel() + 100)
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frame.Health = self:Construct_HealthBar(frame, true, true, "RIGHT")
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frame.Power = self:Construct_PowerBar(frame, true, true, "LEFT")
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frame.Name = self:Construct_NameText(frame)
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frame.Portrait3D = self:Construct_Portrait(frame, "model")
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frame.Portrait2D = self:Construct_Portrait(frame, "texture")
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frame.InfoPanel = self:Construct_InfoPanel(frame)
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frame.Buffs = self:Construct_Buffs(frame)
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frame.Debuffs = self:Construct_Debuffs(frame)
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frame.DebuffHighlight = self:Construct_DebuffHighlight(frame)
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frame.Castbar = self:Construct_Castbar(frame)
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frame.RaidTargetIndicator = self:Construct_RaidIcon(frame)
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frame.Fader = self:Construct_Fader()
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frame.Cutaway = self:Construct_Cutaway(frame)
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frame.MouseGlow = self:Construct_MouseGlow(frame)
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frame.TargetGlow = self:Construct_TargetGlow(frame)
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frame:SetAttribute("type2", "focus")
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frame.customTexts = {}
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BossHeader:Point("BOTTOMRIGHT", E.UIParent, "RIGHT", -105, -165)
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E:CreateMover(BossHeader, BossHeader:GetName().."Mover", L["Boss Frames"], nil, nil, nil, "ALL,PARTY,RAID", nil, "unitframe,boss,generalGroup")
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frame.mover = BossHeader.mover
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frame.unitframeType = "boss"
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end
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function UF:Update_BossFrames(frame, db)
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frame.db = db
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do
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frame.ORIENTATION = db.orientation --allow this value to change when unitframes position changes on screen?
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frame.UNIT_WIDTH = db.width
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frame.UNIT_HEIGHT = db.infoPanel.enable and (db.height + db.infoPanel.height) or db.height
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frame.USE_POWERBAR = db.power.enable
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frame.POWERBAR_DETACHED = db.power.detachFromFrame
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frame.USE_INSET_POWERBAR = not frame.POWERBAR_DETACHED and db.power.width == "inset" and frame.USE_POWERBAR
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frame.USE_MINI_POWERBAR = (not frame.POWERBAR_DETACHED and db.power.width == "spaced" and frame.USE_POWERBAR)
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frame.USE_POWERBAR_OFFSET = db.power.offset ~= 0 and frame.USE_POWERBAR and not frame.POWERBAR_DETACHED
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frame.POWERBAR_OFFSET = frame.USE_POWERBAR_OFFSET and db.power.offset or 0
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frame.POWERBAR_HEIGHT = not frame.USE_POWERBAR and 0 or db.power.height
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frame.POWERBAR_WIDTH = frame.USE_MINI_POWERBAR and (frame.UNIT_WIDTH - (frame.BORDER*2))/2 or (frame.POWERBAR_DETACHED and db.power.detachedWidth or (frame.UNIT_WIDTH - ((frame.BORDER+frame.SPACING)*2)))
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frame.USE_PORTRAIT = db.portrait and db.portrait.enable
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frame.USE_PORTRAIT_OVERLAY = frame.USE_PORTRAIT and (db.portrait.overlay or frame.ORIENTATION == "MIDDLE")
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frame.PORTRAIT_WIDTH = (frame.USE_PORTRAIT_OVERLAY or not frame.USE_PORTRAIT) and 0 or db.portrait.width
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frame.USE_INFO_PANEL = not frame.USE_MINI_POWERBAR and not frame.USE_POWERBAR_OFFSET and db.infoPanel.enable
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frame.INFO_PANEL_HEIGHT = frame.USE_INFO_PANEL and db.infoPanel.height or 0
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frame.BOTTOM_OFFSET = UF:GetHealthBottomOffset(frame)
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frame.VARIABLES_SET = true
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end
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frame.colors = ElvUF.colors
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frame.Portrait = frame.Portrait or (db.portrait.style == "2D" and frame.Portrait2D or frame.Portrait3D)
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frame:RegisterForClicks(self.db.targetOnMouseDown and "AnyDown" or "AnyUp")
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frame:Size(frame.UNIT_WIDTH, frame.UNIT_HEIGHT)
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UF:Configure_InfoPanel(frame)
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--Health
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UF:Configure_HealthBar(frame)
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--Name
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UF:UpdateNameSettings(frame)
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--Power
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UF:Configure_Power(frame)
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--Portrait
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UF:Configure_Portrait(frame)
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--Auras
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UF:EnableDisable_Auras(frame)
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UF:Configure_Auras(frame, "Buffs")
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UF:Configure_Auras(frame, "Debuffs")
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--Castbar
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UF:Configure_Castbar(frame)
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--Raid Icon
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UF:Configure_RaidIcon(frame)
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UF:Configure_DebuffHighlight(frame)
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UF:Configure_CustomTexts(frame)
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--Fader
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UF:Configure_Fader(frame)
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--Cutaway
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UF:Configure_Cutaway(frame)
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frame:ClearAllPoints()
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if frame.index == 1 then
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if db.growthDirection == "UP" then
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frame:Point("BOTTOMRIGHT", BossHeaderMover, "BOTTOMRIGHT")
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elseif db.growthDirection == "RIGHT" then
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frame:Point("LEFT", BossHeaderMover, "LEFT")
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elseif db.growthDirection == "LEFT" then
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frame:Point("RIGHT", BossHeaderMover, "RIGHT")
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else --Down
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frame:Point("TOPRIGHT", BossHeaderMover, "TOPRIGHT")
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end
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else
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if db.growthDirection == "UP" then
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frame:Point("BOTTOMRIGHT", _G["ElvUF_Boss"..frame.index-1], "TOPRIGHT", 0, db.spacing)
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elseif db.growthDirection == "RIGHT" then
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frame:Point("LEFT", _G["ElvUF_Boss"..frame.index-1], "RIGHT", db.spacing, 0)
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elseif db.growthDirection == "LEFT" then
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frame:Point("RIGHT", _G["ElvUF_Boss"..frame.index-1], "LEFT", -db.spacing, 0)
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else --Down
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frame:Point("TOPRIGHT", _G["ElvUF_Boss"..frame.index-1], "BOTTOMRIGHT", 0, -db.spacing)
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end
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end
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if db.growthDirection == "UP" or db.growthDirection == "DOWN" then
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BossHeader:Width(frame.UNIT_WIDTH)
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BossHeader:Height(frame.UNIT_HEIGHT + ((frame.UNIT_HEIGHT + db.spacing) * (MAX_BOSS_FRAMES -1)))
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elseif db.growthDirection == "LEFT" or db.growthDirection == "RIGHT" then
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BossHeader:Width(frame.UNIT_WIDTH + ((frame.UNIT_WIDTH + db.spacing) * (MAX_BOSS_FRAMES -1)))
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BossHeader:Height(frame.UNIT_HEIGHT)
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end
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frame:UpdateAllElements("ForceUpdate")
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end
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UF.unitgroupstoload.boss = {MAX_BOSS_FRAMES}
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