Files
2023-06-03 03:52:21 -07:00

307 lines
12 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local UF = E:GetModule("UnitFrames")
--Lua functions
local tostring, select = tostring, select
local format, strmatch, strsplit = string.format, strmatch, strsplit
--WoW API / Variables
local CreateFrame = CreateFrame
local IsShiftKeyDown = IsShiftKeyDown
local IsAltKeyDown = IsAltKeyDown
local IsControlKeyDown = IsControlKeyDown
local UnitIsFriend = UnitIsFriend
local UnitIsUnit = UnitIsUnit
local UnitCanAttack = UnitCanAttack
local function OnClick(self)
local mod = E.db.unitframe.auraBlacklistModifier
if mod == "NONE" or not ((mod == "SHIFT" and IsShiftKeyDown()) or (mod == "ALT" and IsAltKeyDown()) or (mod == "CTRL" and IsControlKeyDown())) then return end
local auraName = self:GetParent().aura.name
if auraName then
E:Print(format(L["The spell '%s' has been added to the Blacklist unitframe aura filter."], auraName))
E.global.unitframe.aurafilters.Blacklist.spells[auraName] = {enable = true, priority = 0}
UF:Update_AllFrames()
end
end
function UF:Construct_AuraBars()
local bar = self.statusBar
self:SetTemplate(nil, nil, nil, UF.thinBorders, true)
local inset = UF.thinBorders and E.mult or nil
bar:SetInside(self, inset, inset)
UF.statusbars[bar] = true
UF:Update_StatusBar(bar)
UF:Configure_FontString(bar.spelltime)
UF:Configure_FontString(bar.spellname)
UF:Update_FontString(bar.spelltime)
UF:Update_FontString(bar.spellname)
bar.spellname:ClearAllPoints()
bar.spellname:Point("LEFT", bar, "LEFT", 2, 0)
bar.spellname:Point("RIGHT", bar.spelltime, "LEFT", -4, 0)
bar.spellname:SetWordWrap(false)
bar.iconHolder:SetTemplate(nil, nil, nil, UF.thinBorders, true)
bar.icon:SetInside(bar.iconHolder, inset, inset)
bar.icon:SetDrawLayer("OVERLAY")
bar.bg = bar:CreateTexture(nil, "BORDER")
bar.bg:Show()
bar.iconHolder:RegisterForClicks("RightButtonUp")
bar.iconHolder:SetScript("OnClick", OnClick)
end
function UF:Construct_AuraBarHeader(frame)
local auraBar = CreateFrame("Frame", nil, frame)
auraBar:SetFrameLevel(frame.RaisedElementParent:GetFrameLevel() + 10) --Make them appear above any text element
auraBar.PostCreateBar = UF.Construct_AuraBars
auraBar.gap = (-frame.BORDER + frame.SPACING*3)
auraBar.spacing = (-frame.BORDER + frame.SPACING*3)
auraBar.spark = true
auraBar.filter = UF.AuraBarFilter
auraBar.PostUpdate = UF.ColorizeAuraBars
return auraBar
end
function UF:Configure_AuraBars(frame)
if not frame.VARIABLES_SET then return end
local auraBars = frame.AuraBars
local db = frame.db
if db.aurabar.enable then
if not frame:IsElementEnabled("AuraBars") then
frame:EnableElement("AuraBars")
end
auraBars:Show()
auraBars.friendlyAuraType = db.aurabar.friendlyAuraType
auraBars.enemyAuraType = db.aurabar.enemyAuraType
auraBars.scaleTime = db.aurabar.uniformThreshold
local buffColor = self.db.colors.auraBarBuff
local debuffColor = self.db.colors.auraBarDebuff
local attachTo = frame
if db.aurabar.attachTo == "BUFFS" then
attachTo = frame.Buffs
elseif db.aurabar.attachTo == "DEBUFFS" then
attachTo = frame.Debuffs
elseif db.aurabar.attachTo == "PLAYER_AURABARS" and ElvUF_Player then
attachTo = ElvUF_Player.AuraBars
end
local anchorPoint, anchorTo = "BOTTOM", "TOP"
if db.aurabar.anchorPoint == "BELOW" then
anchorPoint, anchorTo = "TOP", "BOTTOM"
end
local yOffset
local spacing = (((db.aurabar.attachTo == "FRAME" and 3) or (db.aurabar.attachTo == "PLAYER_AURABARS" and 4) or 2) * frame.SPACING)
local border = (((db.aurabar.attachTo == "FRAME" or db.aurabar.attachTo == "PLAYER_AURABARS") and 2 or 1) * frame.BORDER)
if db.aurabar.anchorPoint == "BELOW" then
yOffset = -spacing + border - (not db.aurabar.yOffset and 0 or db.aurabar.yOffset)
else
yOffset = spacing - border + (not db.aurabar.yOffset and 0 or db.aurabar.yOffset)
end
local xOffset = (db.aurabar.attachTo == "FRAME" and frame.SPACING or 0)
local offsetLeft = xOffset + ((db.aurabar.attachTo == "FRAME" and ((anchorTo == "TOP" and frame.ORIENTATION ~= "LEFT") or (anchorTo == "BOTTOM" and frame.ORIENTATION == "LEFT"))) and frame.POWERBAR_OFFSET or 0)
local offsetRight = -xOffset - ((db.aurabar.attachTo == "FRAME" and ((anchorTo == "TOP" and frame.ORIENTATION ~= "RIGHT") or (anchorTo == "BOTTOM" and frame.ORIENTATION == "RIGHT"))) and frame.POWERBAR_OFFSET or 0)
auraBars.auraBarHeight = db.aurabar.height
auraBars:ClearAllPoints()
auraBars:Point(anchorPoint.."LEFT", attachTo, anchorTo.."LEFT", offsetLeft, yOffset)
auraBars:Point(anchorPoint.."RIGHT", attachTo, anchorTo.."RIGHT", offsetRight, yOffset)
auraBars.buffColor = {buffColor.r, buffColor.g, buffColor.b}
if UF.db.colors.auraBarByType then
auraBars.debuffColor = nil
auraBars.defaultDebuffColor = {debuffColor.r, debuffColor.g, debuffColor.b}
else
auraBars.debuffColor = {debuffColor.r, debuffColor.g, debuffColor.b}
auraBars.defaultDebuffColor = nil
end
auraBars.down = db.aurabar.anchorPoint == "BELOW"
if db.aurabar.sort == "TIME_REMAINING" then
auraBars.sort = true --default function
elseif db.aurabar.sort == "TIME_REMAINING_REVERSE" then
auraBars.sort = self.SortAuraBarReverse
elseif db.aurabar.sort == "TIME_DURATION" then
auraBars.sort = self.SortAuraBarDuration
elseif db.aurabar.sort == "TIME_DURATION_REVERSE" then
auraBars.sort = self.SortAuraBarDurationReverse
elseif db.aurabar.sort == "NAME" then
auraBars.sort = self.SortAuraBarName
else
auraBars.sort = nil
end
auraBars.maxBars = db.aurabar.maxBars
auraBars.forceShow = frame.forceShowAuras
auraBars.spacing = ((-frame.BORDER + frame.SPACING*3) + db.aurabar.spacing)
auraBars:SetAnchors()
else
if frame:IsElementEnabled("AuraBars") then
frame:DisableElement("AuraBars")
auraBars:Hide()
end
end
end
local huge = math.huge
function UF.SortAuraBarReverse(a, b)
local compa, compb = a.noTime and huge or a.expirationTime, b.noTime and huge or b.expirationTime
return compa < compb
end
function UF.SortAuraBarDuration(a, b)
local compa, compb = a.noTime and huge or a.duration, b.noTime and huge or b.duration
return compa > compb
end
function UF.SortAuraBarDurationReverse(a, b)
local compa, compb = a.noTime and huge or a.duration, b.noTime and huge or b.duration
return compa < compb
end
function UF.SortAuraBarName(a, b)
return a.name > b.name
end
function UF:ConvertFilters(auras, priority)
if not priority or priority == '' then return end
local list = auras.filterList or {}
if next(list) then wipe(list) end
local special, filters = G.unitframe.specialFilters, E.global.unitframe.aurafilters
for _, name in next, { strsplit(',', priority) } do
local friend, enemy = strmatch(name, '^Friendly:([^,]*)'), strmatch(name, '^Enemy:([^,]*)')
local real = friend or enemy or name
local custom = filters[real]
if special[real] or custom then
tinsert(list, {
name = real,
custom = custom,
status = (friend and 1) or (enemy and 2)
})
end
end
if next(list) then
return list
end
end
function UF:CheckFilter(name, caster, spellID, isFriend, isPlayer, isUnit, allowDuration, noDuration, canDispell, ...)
for i = 1, select("#", ...) do
local filterName = select(i, ...)
local friendCheck = (isFriend and strmatch(filterName, "^Friendly:([^,]*)")) or (not isFriend and strmatch(filterName, "^Enemy:([^,]*)")) or nil
if friendCheck ~= false then
if friendCheck ~= nil and (G.unitframe.specialFilters[friendCheck] or E.global.unitframe.aurafilters[friendCheck]) then
filterName = friendCheck -- this is for our filters to handle Friendly and Enemy
end
local filter = E.global.unitframe.aurafilters[filterName]
if filter then
local filterType = filter.type
local spellList = filter.spells
local spell = spellList and (spellList[spellID] or spellList[name])
if filterType and (filterType == "Whitelist") and (spell and spell.enable) and allowDuration then
return true, spell.priority -- this is the only difference from auarbars code
elseif filterType and (filterType == "Blacklist") and (spell and spell.enable) then
return false
end
elseif filterName == "Personal" and isPlayer and allowDuration then
return true
elseif filterName == "nonPersonal" and (not isPlayer) and allowDuration then
return true
elseif filterName == "CastByUnit" and (caster and isUnit) and allowDuration then
return true
elseif filterName == "notCastByUnit" and (caster and not isUnit) and allowDuration then
return true
elseif filterName == "Dispellable" and canDispell and allowDuration then
return true
elseif filterName == "notDispellable" and (not canDispell) and allowDuration then
return true
elseif filterName == "blockNoDuration" and noDuration then
return false
elseif filterName == "blockNonPersonal" and (not isPlayer) then
return false
elseif filterName == "blockDispellable" and canDispell then
return false
elseif filterName == "blockNotDispellable" and (not canDispell) then
return false
end
end
end
end
function UF:AuraBarFilter(unit, name, _, _, _, debuffType, duration, _, unitCaster, isStealable, _, spellID)
if not self.db then return end
local db = self.db.aurabar
if not name then return nil end
local filterCheck, isUnit, isFriend, isPlayer, canDispell, allowDuration, noDuration
if db.priority ~= "" then
noDuration = (not duration or duration == 0)
isFriend = unit and UnitIsFriend("player", unit) and not UnitCanAttack("player", unit)
isPlayer = (unitCaster == "player" or unitCaster == "vehicle")
isUnit = unit and unitCaster and UnitIsUnit(unit, unitCaster)
canDispell = (self.type == "Buffs" and isStealable) or (self.type == "Debuffs" and debuffType)
allowDuration = noDuration or (duration and (duration > 0) and (db.maxDuration == 0 or duration <= db.maxDuration) and (db.minDuration == 0 or duration >= db.minDuration))
filterCheck = UF:CheckFilter(name, unitCaster, spellID, isFriend, isPlayer, isUnit, allowDuration, noDuration, canDispell, strsplit(",", db.priority))
else
filterCheck = true -- Allow all auras to be shown when the filter list is empty
end
return filterCheck
end
function UF:ColorizeAuraBars()
local bars = self.bars
for index = 1, #bars do
local frame = bars[index]
if not frame:IsVisible() then break end
local sb = frame.statusBar
local spellName = sb.aura.name
local spellID = sb.aura.spellID
local colors = E.global.unitframe.AuraBarColors[spellID] or E.global.unitframe.AuraBarColors[tostring(spellID)] or E.global.unitframe.AuraBarColors[spellName]
sb.custom_backdrop = UF.db.colors.customaurabarbackdrop and UF.db.colors.aurabar_backdrop
if E.db.unitframe.colors.auraBarTurtle and (E.global.unitframe.aurafilters.TurtleBuffs.spells[spellID] or E.global.unitframe.aurafilters.TurtleBuffs.spells[spellName]) and not colors then
colors = E.db.unitframe.colors.auraBarTurtleColor
end
if sb.bg then
if (UF.db.colors.transparentAurabars and not sb.isTransparent) or (sb.isTransparent and (not UF.db.colors.transparentAurabars or sb.invertColors ~= UF.db.colors.invertAurabars)) then
UF:ToggleTransparentStatusBar(UF.db.colors.transparentAurabars, sb, sb.bg, nil, UF.db.colors.invertAurabars)
else
local sbTexture = sb:GetStatusBarTexture()
if not sb.bg:GetTexture() then UF:Update_StatusBar(sb.bg, sbTexture:GetTexture()) end
UF:SetStatusBarBackdropPoints(sb, sbTexture, sb.bg)
end
end
if colors then
sb:SetStatusBarColor(colors.r, colors.g, colors.b)
if not sb.hookedColor then
UF.UpdateBackdropTextureColor(sb, colors.r, colors.g, colors.b)
end
else
local r, g, b = sb:GetStatusBarColor()
UF.UpdateBackdropTextureColor(sb, r, g, b)
end
end
end