Files
Andrew6810 60ef8a38af init
2022-10-21 07:09:01 -07:00

139 lines
5.3 KiB
Lua

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 CreateFrame = CreateFrame
function UF:Construct_Portrait(frame, type)
local portrait
if type == "texture" then
local backdrop = CreateFrame("Frame", nil, frame)
portrait = frame:CreateTexture(nil, "OVERLAY")
portrait:SetTexCoord(0.15, 0.85, 0.15, 0.85)
backdrop:SetOutside(portrait)
backdrop:SetFrameLevel(frame:GetFrameLevel())
backdrop:SetTemplate("Default")
portrait.backdrop = backdrop
else
portrait = CreateFrame("PlayerModel", nil, frame)
portrait:CreateBackdrop("Default", nil, nil, self.thinBorders, true)
end
portrait.PostUpdate = self.PortraitUpdate
return portrait
end
function UF:Configure_Portrait(frame, dontHide)
if not frame.VARIABLES_SET then return end
local db = frame.db
if frame.Portrait and not dontHide then
frame.Portrait:Hide()
frame.Portrait:ClearAllPoints()
frame.Portrait.backdrop:Hide()
end
frame.Portrait = db.portrait.style == "2D" and frame.Portrait2D or frame.Portrait3D
local portrait = frame.Portrait
if frame.USE_PORTRAIT then
if not frame:IsElementEnabled("Portrait") then
frame:EnableElement("Portrait")
end
local color = E.db.unitframe.colors.borderColor
portrait.backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
portrait:ClearAllPoints()
portrait.backdrop:ClearAllPoints()
if frame.USE_PORTRAIT_OVERLAY then
if db.portrait.style == "3D" then
portrait:SetFrameLevel(frame.Health:GetFrameLevel() + 1)
else
portrait:SetParent(frame.Health)
end
portrait:SetAlpha(db.portrait.overlayAlpha)
if not dontHide then
portrait:Show()
end
portrait.backdrop:Hide()
portrait:ClearAllPoints()
if db.portrait.fullOverlay then
portrait:SetAllPoints(frame.Health)
else
local statusBarTex = frame.Health:GetStatusBarTexture()
if frame.Health:GetOrientation() == "VERTICAL" then
portrait:SetPoint("BOTTOMLEFT", frame.Health)
portrait:SetPoint("TOPRIGHT", statusBarTex, "TOPRIGHT")
else
portrait:SetPoint("TOPLEFT", frame.Health)
portrait:SetPoint("BOTTOMRIGHT", statusBarTex, "BOTTOMRIGHT")
end
end
else
portrait:ClearAllPoints()
portrait:SetAllPoints()
portrait:SetAlpha(1)
if not dontHide then
portrait:Show()
end
portrait.backdrop:Show()
if db.portrait.style == "3D" then
portrait:SetFrameLevel(frame.Health:GetFrameLevel() -4) --Make sure portrait is behind Health and Power
else
portrait:SetParent(frame)
end
if frame.ORIENTATION == "LEFT" then
portrait.backdrop:Point("TOPLEFT", frame, "TOPLEFT", frame.SPACING, frame.USE_MINI_CLASSBAR and -(frame.CLASSBAR_YOFFSET+frame.SPACING) or -frame.SPACING)
if frame.USE_RAGEBAR and not frame.USE_INSET_RAGEBAR and not frame.RAGEBAR_DETACHED and not frame.USE_MINI_RAGEBAR and not frame.USE_RAGEBAR_OFFSET then
portrait.backdrop:Point("BOTTOMRIGHT", frame.Rage.backdrop, "BOTTOMLEFT", frame.BORDER - frame.SPACING*3, 0)
elseif frame.USE_ENERGYBAR and not frame.USE_INSET_ENERGYBAR and not frame.ENERGYBAR_DETACHED and not frame.USE_MINI_ENERGYBAR and not frame.USE_ENERGYBAR_OFFSET then
portrait.backdrop:Point("BOTTOMRIGHT", frame.Energy.backdrop, "BOTTOMLEFT", frame.BORDER - frame.SPACING*3, 0)
elseif frame.USE_POWERBAR and not frame.USE_INSET_POWERBAR and not frame.POWERBAR_DETACHED and not frame.USE_MINI_POWERBAR and not frame.USE_POWERBAR_OFFSET then
portrait.backdrop:Point("BOTTOMRIGHT", frame.Power.backdrop, "BOTTOMLEFT", frame.BORDER - frame.SPACING*3, 0)
else
portrait.backdrop:Point("BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMLEFT", frame.BORDER - frame.SPACING*3, 0)
end
elseif frame.ORIENTATION == "RIGHT" then
portrait.backdrop:Point("TOPRIGHT", frame, "TOPRIGHT", -frame.SPACING, frame.USE_MINI_CLASSBAR and -(frame.CLASSBAR_YOFFSET+frame.SPACING) or -frame.SPACING)
if frame.USE_RAGEBAR and not frame.USE_INSET_RAGEBAR and not frame.RAGEBAR_DETACHED and not frame.USE_MINI_RAGEBAR and not frame.USE_RAGEBAR_OFFSET then
portrait.backdrop:Point("BOTTOMLEFT", frame.Rage.backdrop, "BOTTOMRIGHT", -frame.BORDER + frame.SPACING*3, 0)
elseif frame.USE_ENERGYBAR and not frame.USE_INSET_ENERGYBAR and not frame.ENERGYBAR_DETACHED and not frame.USE_MINI_ENERGYBAR and not frame.USE_ENERGYBAR_OFFSET then
portrait.backdrop:Point("BOTTOMLEFT", frame.Energy.backdrop, "BOTTOMRIGHT", -frame.BORDER + frame.SPACING*3, 0)
elseif frame.USE_POWERBAR and not frame.USE_INSET_POWERBAR and not frame.POWERBAR_DETACHED and not frame.USE_MINI_POWERBAR and not frame.USE_POWERBAR_OFFSET then
portrait.backdrop:Point("BOTTOMLEFT", frame.Power.backdrop, "BOTTOMRIGHT", -frame.BORDER + frame.SPACING*3, 0)
else
portrait.backdrop:Point("BOTTOMLEFT", frame.Health.backdrop, "BOTTOMRIGHT", -frame.BORDER + frame.SPACING*3, 0)
end
end
portrait:SetInside(portrait.backdrop, frame.BORDER)
end
else
if frame:IsElementEnabled("Portrait") then
frame:DisableElement("Portrait")
portrait:Hide()
portrait.backdrop:Hide()
end
end
end
function UF:PortraitUpdate()
local db = self:GetParent().db
if not db then return end
local portrait = db.portrait
if portrait.enable and self:GetParent().USE_PORTRAIT_OVERLAY then
self:SetAlpha(0)
self:SetAlpha(db.portrait.overlayAlpha)
else
self:SetAlpha(1)
end
end