local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local UF = E:GetModule("UnitFrames") --Lua functions local select = select local strfind, strsub, gsub = strfind, strsub, gsub local floor, max = floor, max --WoW API / Variables local CreateFrame = CreateFrame local _, ns = ... local ElvUF = ns.oUF assert(ElvUF, "ElvUI was unable to locate oUF.") function UF:Configure_ClassBar(frame) if not frame.VARIABLES_SET then return end local bars = frame[frame.ClassBar] if not bars then return end local db = frame.db bars.Holder = frame.ClassBarHolder bars.origParent = frame --Fix height in case it is lower than the theme allows, or in case it's higher than 30px when not detached if (not self.thinBorders and not E.PixelMode) and frame.CLASSBAR_HEIGHT > 0 and frame.CLASSBAR_HEIGHT < 7 then --A height of 7 means 6px for borders and just 1px for the actual power statusbar frame.CLASSBAR_HEIGHT = 7 if db.classbar then db.classbar.height = 7 end UF.ToggleResourceBar(bars) --Trigger update to health if needed elseif (self.thinBorders or E.PixelMode) and frame.CLASSBAR_HEIGHT > 0 and frame.CLASSBAR_HEIGHT < 3 then --A height of 3 means 2px for borders and just 1px for the actual power statusbar frame.CLASSBAR_HEIGHT = 3 if db.classbar then db.classbar.height = 3 end UF.ToggleResourceBar(bars) --Trigger update to health if needed elseif (not frame.CLASSBAR_DETACHED and frame.CLASSBAR_HEIGHT > 30) then frame.CLASSBAR_HEIGHT = 10 if db.classbar then db.classbar.height = 10 end --Override visibility if Classbar is Additional Power in order to fix a bug when Auto Hide is enabled, height is higher than 30 and it goes from detached to not detached local overrideVisibility = frame.ClassBar == "AdditionalPower" UF.ToggleResourceBar(bars, overrideVisibility) --Trigger update to health if needed end --We don't want to modify the original frame.CLASSBAR_WIDTH value, as it bugs out when the classbar gains more buttons local CLASSBAR_WIDTH = frame.CLASSBAR_WIDTH if frame.USE_MINI_CLASSBAR and not frame.CLASSBAR_DETACHED then if frame.MAX_CLASS_BAR == 1 or frame.ClassBar == "AdditionalPower" then CLASSBAR_WIDTH = CLASSBAR_WIDTH * 2/3 else CLASSBAR_WIDTH = CLASSBAR_WIDTH * (frame.MAX_CLASS_BAR - 1) / frame.MAX_CLASS_BAR end elseif frame.CLASSBAR_DETACHED then CLASSBAR_WIDTH = db.classbar.detachedWidth - ((frame.BORDER + frame.SPACING) * 2) end bars:Width(CLASSBAR_WIDTH) bars:Height(frame.CLASSBAR_HEIGHT - ((frame.BORDER + frame.SPACING) * 2)) local color = E.db.unitframe.colors.borderColor bars.backdrop:SetBackdropBorderColor(color.r, color.g, color.b) if frame.ClassBar == "Runes" then if (not frame.USE_MINI_CLASSBAR) and frame.USE_CLASSBAR then bars.backdrop:Show() else bars.backdrop:Hide() end local maxClassBarButtons = max(UF.classMaxResourceBar[E.myclass] or 0) for i = 1, maxClassBarButtons do bars[i]:Hide() if i <= frame.MAX_CLASS_BAR then bars[i].backdrop:SetBackdropBorderColor(color.r, color.g, color.b) bars[i]:Height(bars:GetHeight()) if frame.MAX_CLASS_BAR == 1 then bars[i]:Width(CLASSBAR_WIDTH) elseif frame.USE_MINI_CLASSBAR then if frame.CLASSBAR_DETACHED and db.classbar.orientation == "VERTICAL" then bars[i]:Width(CLASSBAR_WIDTH) else bars[i]:Width((CLASSBAR_WIDTH - ((5 + (frame.BORDER * 2 + frame.SPACING * 2)) * (frame.MAX_CLASS_BAR - 1))) / frame.MAX_CLASS_BAR) --Width accounts for 5px spacing between each button, excluding borders end elseif i ~= frame.MAX_CLASS_BAR then bars[i]:Width((CLASSBAR_WIDTH - ((frame.MAX_CLASS_BAR - 1) * (frame.BORDER-frame.SPACING))) / frame.MAX_CLASS_BAR) --classbar width minus total width of dividers between each button, divided by number of buttons end bars[i]:GetStatusBarTexture():SetHorizTile(false) bars[i]:ClearAllPoints() if i == 1 then bars[i]:Point("LEFT", bars) else if frame.USE_MINI_CLASSBAR then if frame.CLASSBAR_DETACHED and db.classbar.orientation == "VERTICAL" then bars[i]:Point("BOTTOM", bars[i - 1], "TOP", 0, (db.classbar.spacing + frame.BORDER * 2 + frame.SPACING * 2)) elseif frame.CLASSBAR_DETACHED and db.classbar.orientation == "HORIZONTAL" then bars[i]:Point("LEFT", bars[i - 1], "RIGHT", (db.classbar.spacing + frame.BORDER * 2 + frame.SPACING * 2), 0) --5px spacing between borders of each button(replaced with Detached Spacing option) else bars[i]:Point("LEFT", bars[i - 1], "RIGHT", (5 + frame.BORDER * 2 + frame.SPACING * 2), 0) --5px spacing between borders of each button end elseif i == frame.MAX_CLASS_BAR then bars[i]:Point("LEFT", bars[i - 1], "RIGHT", frame.BORDER-frame.SPACING, 0) bars[i]:Point("RIGHT", bars) else bars[i]:Point("LEFT", bars[i - 1], "RIGHT", frame.BORDER-frame.SPACING, 0) end end if frame.CLASSBAR_DETACHED and db.classbar.verticalOrientation then bars[i]:SetOrientation("VERTICAL") else bars[i]:SetOrientation("HORIZONTAL") end bars[i]:Show() end end elseif frame.ClassBar == "AdditionalPower" then if frame.CLASSBAR_DETACHED and db.classbar.verticalOrientation then bars:SetOrientation("VERTICAL") else bars:SetOrientation("HORIZONTAL") end end if frame.USE_MINI_CLASSBAR and not frame.CLASSBAR_DETACHED then bars:ClearAllPoints() bars:Point("CENTER", frame.Health.backdrop, "TOP", 0, 0) bars:SetParent(frame) bars:SetFrameLevel(50) --RaisedElementParent uses 100, we want it lower than this if bars.Holder and bars.Holder.mover then bars.Holder.mover:SetScale(0.0001) bars.Holder.mover:SetAlpha(0) end elseif frame.CLASSBAR_DETACHED then if frame.USE_MINI_CLASSBAR and not (frame.MAX_CLASS_BAR == 1 or frame.ClassBar == "AdditionalPower") then local widthMult = UF.classMaxResourceBar[E.myclass] - 1 if db.classbar.orientation == "HORIZONTAL" then bars.Holder:Size(db.classbar.detachedWidth + (db.classbar.spacing * widthMult) - (widthMult * 5), db.classbar.height) else bars.Holder:Size(db.classbar.detachedWidth, (db.classbar.height * UF.classMaxResourceBar[E.myclass]) + (db.classbar.spacing * widthMult)) end else bars.Holder:Size(db.classbar.detachedWidth, db.classbar.height) end if not bars.Holder.mover then bars:ClearAllPoints() bars:Point("BOTTOMLEFT", bars.Holder, "BOTTOMLEFT", frame.BORDER + frame.SPACING, frame.BORDER + frame.SPACING) E:CreateMover(bars.Holder, "ClassBarMover", L["Classbar"], nil, nil, nil, "ALL,SOLO", nil, "unitframe,player,classbar") else bars:ClearAllPoints() bars:Point("BOTTOMLEFT", bars.Holder, "BOTTOMLEFT", frame.BORDER + frame.SPACING, frame.BORDER + frame.SPACING) bars.Holder.mover:SetScale(1) bars.Holder.mover:SetAlpha(1) end if db.classbar.parent == "UIPARENT" then bars:SetParent(E.UIParent) else bars:SetParent(frame) end if not db.classbar.strataAndLevel.useCustomStrata then bars:SetFrameStrata("LOW") else bars:SetFrameStrata(db.classbar.strataAndLevel.frameStrata) end if not db.classbar.strataAndLevel.useCustomLevel then bars:SetFrameLevel(frame.Health:GetFrameLevel() + 10) --Health uses 10, Power uses (Health + 5) when attached else bars:SetFrameLevel(db.classbar.strataAndLevel.frameLevel) end else bars:ClearAllPoints() if frame.ORIENTATION == "RIGHT" then bars:Point("BOTTOMRIGHT", frame.Health.backdrop, "TOPRIGHT", -frame.BORDER, frame.SPACING*3) else bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", frame.BORDER, frame.SPACING*3) end bars:SetParent(frame) bars:SetFrameStrata("LOW") bars:SetFrameLevel(frame.Health:GetFrameLevel() + 10) --Health uses 10, Power uses (Health + 5) when attached if bars.Holder and bars.Holder.mover then bars.Holder.mover:SetScale(0.0001) bars.Holder.mover:SetAlpha(0) end end if frame.USE_CLASSBAR then if frame.AdditionalPower and not frame:IsElementEnabled("AdditionalPower") then frame:EnableElement("AdditionalPower") end if frame.Runes and not frame:IsElementEnabled("Runes") then frame:EnableElement("Runes") end else if frame.AdditionalPower and frame:IsElementEnabled("AdditionalPower") then frame:DisableElement("AdditionalPower") end if frame.Runes and frame:IsElementEnabled("Runes") then frame:DisableElement("Runes") end end end local function ToggleResourceBar(bars, overrideVisibility) local frame = bars.origParent or bars:GetParent() local db = frame.db if not db then return end frame.CLASSBAR_SHOWN = (not not overrideVisibility) or bars:IsShown() local height if db.classbar then height = db.classbar.height elseif db.combobar then height = db.combobar.height elseif frame.AlternativePower then height = db.power.height end if bars.text then if frame.CLASSBAR_SHOWN then bars.text:SetAlpha(1) else bars.text:SetAlpha(0) end end frame.CLASSBAR_HEIGHT = (frame.USE_CLASSBAR and (frame.CLASSBAR_SHOWN and height) or 0) frame.CLASSBAR_YOFFSET = (not frame.USE_CLASSBAR or not frame.CLASSBAR_SHOWN or frame.CLASSBAR_DETACHED) and 0 or (frame.USE_MINI_CLASSBAR and ((frame.SPACING+(frame.CLASSBAR_HEIGHT/2))) or (frame.CLASSBAR_HEIGHT - (frame.BORDER-frame.SPACING))) if not frame.CLASSBAR_DETACHED then --Only update when necessary UF:Configure_HealthBar(frame) UF:Configure_Portrait(frame, true) --running :Hide on portrait makes the frame all funky UF:Configure_Threat(frame) end end UF.ToggleResourceBar = ToggleResourceBar --Make available to combobar ------------------------------------------------------------- -- DEATHKNIGHT ------------------------------------------------------------- function UF:Construct_DeathKnightResourceBar(frame) local runes = CreateFrame("Frame", nil, frame) runes:CreateBackdrop(nil, nil, nil, self.thinBorders, true) for i = 1, UF.classMaxResourceBar[E.myclass] do runes[i] = CreateFrame("StatusBar", frame:GetName().."RuneButton"..i, runes) runes[i]:SetStatusBarTexture(E.media.blankTex) runes[i]:GetStatusBarTexture():SetHorizTile(false) UF.statusbars[runes[i]] = true runes[i]:CreateBackdrop(nil, nil, nil, self.thinBorders, true) runes[i].backdrop:SetParent(runes) runes[i].backdrop:SetFrameLevel(runes[i]:GetFrameLevel() - 1) runes[i].bg = runes[i]:CreateTexture(nil, "BORDER") runes[i].bg:SetAllPoints() runes[i].bg:SetTexture(E.media.blankTex) runes[i].bg:SetParent(runes[i].backdrop) runes[i].bg.multiplier = 0.35 end runes.PostUpdateType = UF.PostUpdateRuneType runes.PostUpdateVisibility = UF.PostVisibilityRunes runes:SetScript("OnShow", ToggleResourceBar) runes:SetScript("OnHide", ToggleResourceBar) return runes end function UF:PostUpdateRuneType(rune) local custom_backdrop = UF.db.colors.customclasspowerbackdrop and UF.db.colors.classpower_backdrop if custom_backdrop then rune.bg:SetVertexColor(custom_backdrop.r, custom_backdrop.g, custom_backdrop.b) end end function UF:PostVisibilityRunes(enabled, stateChanged) local frame = self.origParent or self:GetParent() if enabled then frame.MAX_CLASS_BAR = #self end if stateChanged then ToggleResourceBar(frame[frame.ClassBar]) UF:Configure_ClassBar(frame) UF:Configure_HealthBar(frame) UF:Configure_Power(frame) UF:Configure_InfoPanel(frame, true) --2nd argument is to prevent it from setting template, which removes threat border end end ------------------------------------------------------------- -- DRUID ------------------------------------------------------------- function UF:Construct_AdditionalPowerBar(frame) local additionalPower = CreateFrame("StatusBar", "AdditionalPowerBar", frame) additionalPower:SetStatusBarTexture(E.media.blankTex) UF.statusbars[additionalPower] = true additionalPower.colorPower = true additionalPower:CreateBackdrop(nil, nil, nil, self.thinBorders, true) additionalPower.BG = additionalPower:CreateTexture(nil, "BORDER") additionalPower.BG:SetAllPoints(additionalPower) additionalPower.BG:SetTexture(E.media.blankTex) additionalPower.text = additionalPower:CreateFontString(nil, "OVERLAY") UF:Configure_FontString(additionalPower.text) additionalPower.PostUpdate = UF.PostUpdateAdditionalPower additionalPower.PostUpdateVisibility = UF.PostVisibilityAdditionalPower additionalPower:SetScript("OnShow", ToggleResourceBar) additionalPower:SetScript("OnHide", ToggleResourceBar) return additionalPower end function UF:PostUpdateAdditionalPower(_, MIN, MAX, event) local frame = self.origParent or self:GetParent() local db = frame.db if frame.USE_CLASSBAR and ((MIN ~= MAX or (not db.classbar.autoHide)) and (event ~= "ElementDisable")) then if db.classbar.additionalPowerText then local powerValue = frame.Power.value local powerValueText = powerValue:GetText() local powerValueParent = powerValue:GetParent() local powerTextPosition = db.power.position local color = ElvUF.colors.power.MANA color = E:RGBToHex(color[1], color[2], color[3]) --Attempt to remove |cFFXXXXXX color codes in order to determine if power text is really empty if powerValueText then local _, endIndex = strfind(powerValueText, "|cff") if endIndex then endIndex = endIndex + 7 --Add hex code powerValueText = strsub(powerValueText, endIndex) powerValueText = gsub(powerValueText, "%s+", "") end end self.text:ClearAllPoints() if not frame.CLASSBAR_DETACHED then self.text:SetParent(powerValueParent) if powerValueText and (powerValueText ~= "" and powerValueText ~= " ") then if strfind(powerTextPosition, "RIGHT") then self.text:Point("RIGHT", powerValue, "LEFT", 3, 0) self.text:SetFormattedText(color.."%d%%|r |cffD7BEA5- |r", floor(MIN / MAX * 100)) elseif strfind(powerTextPosition, "LEFT") then self.text:Point("LEFT", powerValue, "RIGHT", -3, 0) self.text:SetFormattedText("|cffD7BEA5 -|r"..color.." %d%%|r", floor(MIN / MAX * 100)) else if select(4, powerValue:GetPoint()) <= 0 then self.text:Point("LEFT", powerValue, "RIGHT", -3, 0) self.text:SetFormattedText(" |cffD7BEA5-|r"..color.." %d%%|r", floor(MIN / MAX * 100)) else self.text:Point("RIGHT", powerValue, "LEFT", 3, 0) self.text:SetFormattedText(color.."%d%%|r |cffD7BEA5- |r", floor(MIN / MAX * 100)) end end else self.text:Point(powerValue:GetPoint()) self.text:SetFormattedText(color.."%d%%|r", floor(MIN / MAX * 100)) end else self.text:SetParent(frame.RaisedElementParent) -- needs to be 'frame.RaisedElementParent' otherwise the new PowerPrediction Bar will overlap self.text:Point("CENTER", self, 0, 1) self.text:SetFormattedText(color.."%d%%|r", floor(MIN / MAX * 100)) end else --Text disabled self.text:SetText("") end local custom_backdrop = UF.db.colors.customclasspowerbackdrop and UF.db.colors.classpower_backdrop if custom_backdrop then self.BG:SetVertexColor(custom_backdrop.r, custom_backdrop.g, custom_backdrop.b) else local r, g, b = self:GetStatusBarColor() self.BG:SetVertexColor(r * 0.35, g * 0.35, b * 0.35) end self:Show() else --Bar disabled self.text:SetText("") self:Hide() end end function UF:PostVisibilityAdditionalPower(enabled, stateChanged) local frame = self.origParent or self:GetParent() if stateChanged then ToggleResourceBar(frame[frame.ClassBar]) UF:Configure_ClassBar(frame) UF:Configure_HealthBar(frame) UF:Configure_Power(frame) UF:Configure_InfoPanel(frame, true) --2nd argument is to prevent it from setting template, which removes threat border end end