Files
coa-elvui/ElvUI/Modules/UnitFrames/Elements/Power.lua
T
Andrew6810 60ef8a38af init
2022-10-21 07:09:01 -07:00

346 lines
11 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 random = random
--WoW API / Variables
local CreateFrame = CreateFrame
local _, ns = ...
local ElvUF = ns.oUF
assert(ElvUF, "ElvUI was unable to locate oUF.")
function UF:Construct_PowerBar(frame, bg, text, textPos)
local power = CreateFrame("StatusBar", nil, frame)
UF.statusbars[power] = true
power.RaisedElementParent = CreateFrame("Frame", nil, power)
power.RaisedElementParent:SetFrameLevel(power:GetFrameLevel() + 100)
power.RaisedElementParent:SetAllPoints()
power.PostUpdate = self.PostUpdatePower
power.PostUpdateColor = self.PostUpdatePowerColor
if bg then
power.BG = power:CreateTexture(nil, "BORDER")
power.BG:SetAllPoints()
power.BG:SetTexture(E.media.blankTex)
end
if text then
power.value = frame.RaisedElementParent:CreateFontString(nil, "OVERLAY")
UF:Configure_FontString(power.value)
local x = -2
if textPos == "LEFT" then
x = 2
end
power.value:Point(textPos, frame.Health, textPos, x, 0)
power.value.frequentUpdates = true
end
power.colorDisconnected = false
power.colorTapping = false
power:CreateBackdrop("Default", nil, nil, self.thinBorders, true)
local clipFrame = CreateFrame('Frame', nil, power)
clipFrame:SetAllPoints()
clipFrame:EnableMouse(false)
clipFrame.__frame = frame
power.ClipFrame = clipFrame
return power
end
function UF:Configure_Power(frame)
if not frame.VARIABLES_SET then return end
local db = frame.db
local power = frame.Power
power.origParent = frame
if frame.USE_POWERBAR then
if not frame:IsElementEnabled("Power") then
frame:EnableElement("Power")
power:Show()
end
E:SetSmoothing(power, self.db.smoothbars)
--Text
local attachPoint = self:GetObjectAnchorPoint(frame, db.power.attachTextTo)
power.value:ClearAllPoints()
power.value:Point(db.power.position, attachPoint, db.power.position, db.power.xOffset, db.power.yOffset)
frame:Tag(power.value, db.power.text_format)
if db.power.attachTextTo == "Power" then
power.value:SetParent(power.RaisedElementParent)
else
power.value:SetParent(frame.RaisedElementParent)
end
--Colors
power.colorClass = nil
power.colorReaction = nil
power.colorPower = nil
if self.db.colors.powerclass then
power.colorClass = true
power.colorReaction = true
else
power.colorPower = true
end
--Fix height in case it is lower than the theme allows
local heightChanged = false
if (not self.thinBorders and not E.PixelMode) and frame.POWERBAR_HEIGHT < 7 then --A height of 7 means 6px for borders and just 1px for the actual power statusbar
frame.POWERBAR_HEIGHT = 7
if db.power then db.power.height = 7 end
heightChanged = true
elseif (self.thinBorders or E.PixelMode) and frame.POWERBAR_HEIGHT < 3 then --A height of 3 means 2px for borders and just 1px for the actual power statusbar
frame.POWERBAR_HEIGHT = 3
if db.power then db.power.height = 3 end
heightChanged = true
end
if heightChanged then
--Update health size
frame.BOTTOM_OFFSET = UF:GetHealthBottomOffset(frame)
UF:Configure_HealthBar(frame)
end
--Position
power:ClearAllPoints()
if frame.POWERBAR_DETACHED then
power:Width(frame.POWERBAR_WIDTH - ((frame.BORDER + frame.SPACING)*2))
power:Height(frame.POWERBAR_HEIGHT - ((frame.BORDER + frame.SPACING)*2))
if not power.Holder or (power.Holder and not power.Holder.mover) then
power.Holder = CreateFrame("Frame", nil, power)
power.Holder:Size(frame.POWERBAR_WIDTH, frame.POWERBAR_HEIGHT)
power.Holder:Point("BOTTOM", frame, "BOTTOM", 0, -20)
power:ClearAllPoints()
power:Point("BOTTOMLEFT", power.Holder, "BOTTOMLEFT", frame.BORDER+frame.SPACING, frame.BORDER+frame.SPACING)
--Currently only Player and Target can detach power bars, so doing it this way is okay for now
if frame.unitframeType and frame.unitframeType == "player" then
E:CreateMover(power.Holder, "PlayerPowerBarMover", L["Player Powerbar"], nil, nil, nil, "ALL,SOLO", nil, "unitframe,player,power")
elseif frame.unitframeType and frame.unitframeType == "target" then
E:CreateMover(power.Holder, "TargetPowerBarMover", L["Target Powerbar"], nil, nil, nil, "ALL,SOLO", nil, "unitframe,target,power")
end
else
power.Holder:Size(frame.POWERBAR_WIDTH, frame.POWERBAR_HEIGHT)
power:ClearAllPoints()
power:Point("BOTTOMLEFT", power.Holder, "BOTTOMLEFT", frame.BORDER+frame.SPACING, frame.BORDER+frame.SPACING)
power.Holder.mover:SetScale(1)
power.Holder.mover:SetAlpha(1)
end
power:SetFrameLevel(50) --RaisedElementParent uses 100, we want lower value to allow certain icons and texts to appear above power
elseif frame.USE_POWERBAR_OFFSET then
if frame.ORIENTATION == "LEFT" then
power:Point("TOPRIGHT", frame.Health, "TOPRIGHT",
frame.POWERBAR_OFFSET + (frame.HAPPINESS_WIDTH or 0),
-frame.POWERBAR_OFFSET
)
power:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT",
frame.POWERBAR_OFFSET,
-frame.POWERBAR_OFFSET
)
elseif frame.ORIENTATION == "MIDDLE" then
local totalOffset = 0
if frame.USE_ENERGYBAR and frame.USE_ENERGYBAR_OFFSET then
totalOffset = totalOffset + frame.ENERGYBAR_OFFSET
end
if frame.USE_RAGEBAR and frame.USE_RAGEBAR_OFFSET then
totalOffset = totalOffset + frame.RAGEBAR_OFFSET
end
power:Point("TOPLEFT", frame, "TOPLEFT",
frame.BORDER + frame.SPACING + totalOffset,
-(frame.POWERBAR_OFFSET + frame.CLASSBAR_YOFFSET) --+ frame.BORDER - frame.SPACING)
)
power:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT",
-(frame.BORDER + frame.SPACING + totalOffset),
frame.BORDER + frame.SPACING + totalOffset
)
--power.WIDTH = power.WIDTH - (frame.BORDER + frame.SPACING + totalOffset) - (frame.BORDER + frame.SPACING + totalOffset)
--power.HEIGHT = power.HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + totalOffset)
--[[local totalOffset = 0
if frame.USE_ENERGYBAR_OFFSET then
totalOffset = totalOffset + frame.ENERGYBAR_OFFSET
end
if frame.USE_RAGEBAR_OFFSET then
totalOffset = totalOffset + frame.RAGEBAR_OFFSET
end
power:Point("TOPLEFT", frame, "TOPLEFT",
frame.BORDER + frame.SPACING,
-frame.POWERBAR_OFFSET - frame.CLASSBAR_YOFFSET
)
power:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT",
-frame.BORDER - frame.SPACING,
frame.BORDER
)]]
else
power:Point("TOPLEFT", frame.Health, "TOPLEFT",
-frame.POWERBAR_OFFSET - (frame.HAPPINESS_WIDTH or 0),
-frame.POWERBAR_OFFSET
)
power:Point("BOTTOMRIGHT", frame.Health, "BOTTOMRIGHT",
-frame.POWERBAR_OFFSET,
-frame.POWERBAR_OFFSET
)
end
power:SetFrameLevel(frame.Health:GetFrameLevel() - 5) --Health uses 10
elseif frame.USE_INSET_POWERBAR then
if frame.USE_INSET_ENERGYBAR and frame.USE_ENERGYBAR then
power:Point("BOTTOMLEFT", frame.Energy, "TOPLEFT",
0,
frame.BORDER * 2
)
power:Point("BOTTOMRIGHT", frame.Energy, "TOPRIGHT",
0,
frame.BORDER * 2
)
else
if frame.USE_INSET_RAGEBAR and frame.USE_RAGEBAR then
power:Point("BOTTOMLEFT", frame.Rage, "TOPLEFT",
0,
frame.BORDER * 2
)
power:Point("BOTTOMRIGHT", frame.Rage, "TOPRIGHT",
0,
frame.BORDER * 2
)
else
power:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT",
frame.BORDER + frame.BORDER * 2,
frame.BORDER + frame.BORDER * 2
)
power:Point("BOTTOMRIGHT", frame.Health, "BOTTOMRIGHT",
-(frame.BORDER + frame.BORDER * 2),
frame.BORDER + frame.BORDER * 2
)
end
end
power:Height(frame.POWERBAR_HEIGHT - (frame.BORDER + frame.SPACING) * 2)
power:SetFrameLevel(50)
elseif frame.USE_MINI_POWERBAR then
local totalHeight = frame.POWERBAR_HEIGHT - frame.BORDER
if frame.USE_ENERGYBAR and frame.USE_MINI_ENERGYBAR then
totalHeight = totalHeight + (frame.ENERGYBAR_HEIGHT - frame.BORDER)
end
if frame.USE_RAGEBAR and frame.USE_MINI_RAGEBAR then
totalHeight = totalHeight + (frame.RAGEBAR_HEIGHT - frame.BORDER)
end
local yPos = totalHeight / 2
if frame.ORIENTATION == "LEFT" then
power:Width(frame.POWERBAR_WIDTH - frame.BORDER * 2)
power:Point("TOPRIGHT", frame.Health, "BOTTOMRIGHT",
-(frame.BORDER * 2 + 4) - (frame.HAPPINESS_WIDTH or 0),
yPos
)
elseif frame.ORIENTATION == "RIGHT" then
power:Width(frame.POWERBAR_WIDTH - frame.BORDER * 2)
power:Point("TOPLEFT", frame.Health, "BOTTOMLEFT",
frame.BORDER * 2 + 4 + (frame.HAPPINESS_WIDTH or 0),
yPos
)
else
power:Point("TOPLEFT", frame.Health, "BOTTOMLEFT",
frame.BORDER * 2 + 4,
yPos
)
power:Point("TOPRIGHT", frame.Health, "BOTTOMRIGHT",
-(frame.BORDER * 2 + 4) - (frame.HAPPINESS_WIDTH or 0),
yPos
)
end
power:Height(frame.POWERBAR_HEIGHT - (frame.BORDER + frame.SPACING) * 2)
power:SetFrameLevel(50)
else -- Filled
power:Point("TOPRIGHT", frame.Health.backdrop, "BOTTOMRIGHT",
-frame.BORDER,
-frame.SPACING * 3
)
power:Point("TOPLEFT", frame.Health.backdrop, "BOTTOMLEFT",
frame.BORDER,
-frame.SPACING * 3
)
power:Height(frame.POWERBAR_HEIGHT - (frame.BORDER + frame.SPACING) * 2)
power:SetFrameLevel(frame.Health:GetFrameLevel() - 5)
end
--Hide mover until we detach again
if not frame.POWERBAR_DETACHED then
if power.Holder and power.Holder.mover then
power.Holder.mover:SetScale(0.0001)
power.Holder.mover:SetAlpha(0)
end
end
if db.power.strataAndLevel and db.power.strataAndLevel.useCustomStrata then
power:SetFrameStrata(db.power.strataAndLevel.frameStrata)
else
power:SetFrameStrata("LOW")
end
if db.power.strataAndLevel and db.power.strataAndLevel.useCustomLevel then
power:SetFrameLevel(db.power.strataAndLevel.frameLevel)
power.backdrop:SetFrameLevel(power:GetFrameLevel() - 1)
end
if frame.POWERBAR_DETACHED and db.power.parent == "UIPARENT" then
power:SetParent(E.UIParent)
else
power:SetParent(frame)
end
elseif frame:IsElementEnabled("Power") then
frame:DisableElement("Power")
power:Hide()
frame:Tag(power.value, "")
end
power.custom_backdrop = UF.db.colors.custompowerbackdrop and UF.db.colors.power_backdrop
--Transparency Settings
UF:ToggleTransparentStatusBar(UF.db.colors.transparentPower, power, power.BG, nil, UF.db.colors.invertPower)
end
local tokens = {[0] = "MANA", "RAGE", "FOCUS", "ENERGY", "RUNIC_POWER"}
function UF:PostUpdatePowerColor()
local parent = self.origParent or self:GetParent()
if parent.isForced then
local color = ElvUF.colors.power[tokens[random(0, 4)]]
self:SetValue(random(1, self.max))
if not self.colorClass then
self:SetStatusBarColor(color[1], color[2], color[3])
if self.BG then
UF:UpdateBackdropTextureColor(self.BG, color[1], color[2], color[3])
end
end
end
end
function UF:PostUpdatePower(unit)
local parent = self.origParent or self:GetParent()
if parent.isForced then
self:SetValue(random(1, self.max))
end
if parent.db and parent.db.power and parent.db.power.hideonnpc then
UF:PostNamePosition(parent, unit)
end
--Force update to AdditionalPower in order to reposition text if necessary
if parent:IsElementEnabled("AdditionalPower") then
E:Delay(0.01, parent.AdditionalPower.ForceUpdate, parent.AdditionalPower) --Delay it slightly so Power text has a chance to clear itself first
end
end