local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local UF = E:GetModule("UnitFrames") --Lua functions --WoW API / Variables local RestingTextures = { ["DEFAULT"] = [[Interface\CharacterFrame\UI-StateIcon]], ["RESTING"] = E.Media.Textures.Resting, ["RESTING1"] = E.Media.Textures.Resting1 } function UF:Construct_RestingIndicator(frame) return frame.RaisedElementParent.TextureParent:CreateTexture(nil, "OVERLAY") end function UF:Configure_RestingIndicator(frame) if not frame.VARIABLES_SET then return end local Icon = frame.RestingIndicator local db = frame.db.RestIcon if db.enable then if not frame:IsElementEnabled("RestingIndicator") then frame:EnableElement("RestingIndicator") end if db.defaultColor then Icon:SetVertexColor(1, 1, 1, 1) Icon:SetDesaturated(false) else Icon:SetVertexColor(db.color.r, db.color.g, db.color.b, db.color.a) Icon:SetDesaturated(true) end if db.texture == "CUSTOM" and db.customTexture then Icon:SetTexture(db.customTexture) Icon:SetTexCoord(0, 1, 0, 1) elseif db.texture ~= "DEFAULT" and RestingTextures[db.texture] then Icon:SetTexture(RestingTextures[db.texture]) Icon:SetTexCoord(0, 1, 0, 1) else Icon:SetTexture(RestingTextures.DEFAULT) Icon:SetTexCoord(0, .5, 0, .421875) end Icon:Size(db.size) Icon:ClearAllPoints() if frame.ORIENTATION ~= "RIGHT" and (frame.USE_PORTRAIT and not frame.USE_PORTRAIT_OVERLAY) then Icon:Point("CENTER", frame.Portrait, db.anchorPoint, db.xOffset, db.yOffset) else Icon:Point("CENTER", frame.Health, db.anchorPoint, db.xOffset, db.yOffset) end elseif frame:IsElementEnabled("RestingIndicator") then frame:DisableElement("RestingIndicator") end end