431 lines
13 KiB
Lua
431 lines
13 KiB
Lua
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
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local UF = E:GetModule("UnitFrames")
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--Lua functions
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local _G = _G
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local pairs = pairs
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local select = select
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local assert = assert
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local tinsert = tinsert
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--WoW API / Variables
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local CreateFrame = CreateFrame
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local UnitClass = UnitClass
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local UnitExists = UnitExists
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local UnitIsPlayer = UnitIsPlayer
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local UnitIsUnit = UnitIsUnit
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local UnitReaction = UnitReaction
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function UF:FrameGlow_MouseOnUnit(frame)
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if frame and frame:IsVisible() and UnitExists("mouseover") then
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local unit = frame.unit or (frame.isForced and "player")
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return unit and UnitIsUnit("mouseover", unit)
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end
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return false
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end
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function UF:FrameGlow_ElementHook(frame, glow, which)
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if not (frame and frame.__elements) then return end
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tinsert(frame.__elements, function()
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local unit = frame.unit or (frame.isForced and "player")
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if unit then
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UF:FrameGlow_SetGlowColor(glow, unit, which)
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end
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if which == "mouseoverGlow" then
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UF:FrameGlow_Position(frame)
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UF:FrameGlow_CheckMouseover(frame)
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else
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UF:FrameGlow_PositionGlow(frame, glow, glow.powerGlow)
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end
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if which == "targetGlow" then
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UF:FrameGlow_CheckTarget(frame)
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end
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end)
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end
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function UF:FrameGlow_HookPowerBar(frame, power, powerName, glow, offset)
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if (frame and power and powerName and glow and offset) and not glow[powerName.."Hooked"] then
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glow[powerName.."Hooked"] = true
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local func = function() UF:FrameGlow_ClassGlowPosition(frame, powerName, glow, offset, true) end
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power:HookScript("OnShow", func)
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power:HookScript("OnHide", func)
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end
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end
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function UF:FrameGlow_ClassGlowPosition(frame, powerName, glow, offset, fromScript)
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if not (frame and glow and offset) then return end
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local power = powerName and frame[powerName]
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if not power then return end
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if not fromScript then
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UF:FrameGlow_HookPowerBar(frame, power, powerName, glow, offset)
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end
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local portrait = (frame.USE_PORTRAIT and not frame.USE_PORTRAIT_OVERLAY) and (frame.Portrait and frame.Portrait.backdrop)
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if powerName == "HappinessIndicator" and (power and power.backdrop and power:IsVisible()) then
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if frame.ORIENTATION == "RIGHT" then
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glow:Point("TOPLEFT", power.backdrop, -offset, offset)
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glow:Point("TOPRIGHT", portrait or frame.Health.backdrop, offset, offset)
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else
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glow:Point("TOPLEFT", portrait or frame.Health.backdrop, -offset, offset)
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glow:Point("TOPRIGHT", power.backdrop, offset, offset)
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end
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else
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if (power and power.backdrop and power:IsVisible()) and (not (frame.CLASSBAR_DETACHED or frame.USE_MINI_CLASSBAR)) then
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glow:Point("TOPLEFT", (frame.ORIENTATION == "LEFT" and portrait) or power.backdrop, -offset, offset)
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glow:Point("TOPRIGHT", (frame.ORIENTATION == "RIGHT" and portrait) or power.backdrop, offset, offset)
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elseif frame.Health and frame.Health.backdrop then
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glow:Point("TOPLEFT", (frame.ORIENTATION == "LEFT" and portrait) or frame.Health.backdrop, -offset, offset)
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glow:Point("TOPRIGHT", (frame.ORIENTATION == "RIGHT" and portrait) or frame.Health.backdrop, offset, offset)
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end
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end
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end
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function UF:FrameGlow_PositionGlow(frame, mainGlow, powerGlow)
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if not (frame and frame.VARIABLES_SET) then return end
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local additionalPower = frame.AdditionalPower
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local runes = frame.Runes
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local comboPoints = frame.ComboPoints
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local happiness = frame.HappinessIndicator
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local power = frame.Power and frame.Power.backdrop
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local health = frame.Health and frame.Health.backdrop
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local portrait = (frame.USE_PORTRAIT and not frame.USE_PORTRAIT_OVERLAY) and (frame.Portrait and frame.Portrait.backdrop)
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local offset = (E.PixelMode and 3) or 4 -- edgeSize is 3
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mainGlow:ClearAllPoints()
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mainGlow:Point("TOPLEFT", (frame.ORIENTATION == "LEFT" and portrait) or health, -offset, offset)
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mainGlow:Point("TOPRIGHT", (frame.ORIENTATION == "RIGHT" and portrait) or health, offset, offset)
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if frame.USE_POWERBAR_OFFSET or frame.USE_MINI_POWERBAR then
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mainGlow:Point("BOTTOMLEFT", health, -offset, -offset)
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mainGlow:Point("BOTTOMRIGHT", health, offset, -offset)
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else
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--offset is set because its one pixel off for some reason
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mainGlow:Point("BOTTOMLEFT", frame, -offset, -(E.PixelMode and offset or offset-1))
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mainGlow:Point("BOTTOMRIGHT", frame, offset, -(E.PixelMode and offset or offset-1))
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end
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if powerGlow then
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powerGlow:ClearAllPoints()
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powerGlow:Point("TOPLEFT", power, -offset, offset)
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powerGlow:Point("TOPRIGHT", power, offset, offset)
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powerGlow:Point("BOTTOMLEFT", power, -offset, -offset)
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powerGlow:Point("BOTTOMRIGHT", power, offset, -offset)
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end
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if additionalPower then
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UF:FrameGlow_ClassGlowPosition(frame, "AdditionalPower", mainGlow, offset)
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elseif runes then
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UF:FrameGlow_ClassGlowPosition(frame, "Runes", mainGlow, offset)
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elseif comboPoints then
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UF:FrameGlow_ClassGlowPosition(frame, "ComboPoints", mainGlow, offset)
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elseif happiness then
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UF:FrameGlow_ClassGlowPosition(frame, "HappinessIndicator", mainGlow, offset)
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end
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end
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function UF:FrameGlow_CreateGlow(frame, mouse)
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-- Main Glow to wrap the health frame to it's best ability
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frame:CreateShadow()
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local mainGlow = frame.shadow
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mainGlow:SetFrameStrata("BACKGROUND")
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mainGlow:Hide()
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frame.shadow = nil
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-- Secondary Glow for power frame when using power offset or mini power
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frame:CreateShadow()
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local powerGlow = frame.shadow
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powerGlow:SetFrameStrata("BACKGROUND")
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powerGlow:Hide()
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frame.shadow = nil
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if mouse then
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mainGlow:SetFrameLevel(4)
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powerGlow:SetFrameLevel(4)
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else
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mainGlow:SetFrameLevel(3)
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powerGlow:SetFrameLevel(3)
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end
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-- Eventing Frame
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if not frame.FrameGlow then
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frame.FrameGlow = CreateFrame("Frame", nil, frame)
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frame.FrameGlow:Hide()
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frame.FrameGlow:HookScript("OnEvent", function(_, event)
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if event == "UPDATE_MOUSEOVER_UNIT" then
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UF:FrameGlow_CheckMouseover(frame)
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elseif event == "PLAYER_TARGET_CHANGED" then
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UF:FrameGlow_CheckTarget(frame)
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end
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end)
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end
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mainGlow.powerGlow = powerGlow
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return mainGlow
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end
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function UF:FrameGlow_SetGlowColor(glow, unit, which)
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if not glow then return end
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local option = E.db.unitframe.colors.frameGlow[which]
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local r, g, b, a = 1, 1, 1, 1
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if option.color then
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local color = option.color
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r, g, b, a = color.r, color.g, color.b, color.a
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end
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if option.class then
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local isPlayer = unit and UnitIsPlayer(unit)
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local reaction = unit and UnitReaction(unit, "player")
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if isPlayer then
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local _, class = UnitClass(unit)
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if class then
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local color = E.media.herocolor
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if color then
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r, g, b = color.r, color.g, color.b
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end
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end
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elseif reaction then
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local color = FACTION_BAR_COLORS[reaction]
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if color then
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r, g, b = color.r, color.g, color.b
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end
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end
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end
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if which == "mouseoverGlow" then
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glow:SetVertexColor(r, g, b, a)
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else
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glow:SetBackdropBorderColor(r, g, b, a)
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if glow.powerGlow then
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glow.powerGlow:SetBackdropBorderColor(r, g, b, a)
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end
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end
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end
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function UF:FrameGlow_HideGlow(glow)
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if not glow then return end
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if glow:IsShown() then glow:Hide() end
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if glow.powerGlow and glow.powerGlow:IsShown() then
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glow.powerGlow:Hide()
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end
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end
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function UF:FrameGlow_ConfigureGlow(frame, unit, dbTexture)
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if not frame then return end
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if not unit then
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unit = frame.unit or (frame.isForced and "player")
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end
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local shouldHide
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if frame.FrameGlow and frame.FrameGlow.texture then
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if E.db.unitframe.colors.frameGlow.mouseoverGlow.enable and not (frame.db and frame.db.disableMouseoverGlow) then
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frame.FrameGlow.texture:SetTexture(dbTexture)
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UF:FrameGlow_SetGlowColor(frame.FrameGlow.texture, unit, "mouseoverGlow")
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else
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shouldHide = "texture"
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end
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end
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if frame.MouseGlow then
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if E.db.unitframe.colors.frameGlow.mainGlow.enable and not (frame.db and frame.db.disableMouseoverGlow) then
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UF:FrameGlow_SetGlowColor(frame.MouseGlow, unit, "mainGlow")
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else
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UF:FrameGlow_HideGlow(frame.MouseGlow)
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if shouldHide then
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shouldHide = "both"
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end
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end
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end
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if shouldHide then
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if shouldHide == "both" and frame.FrameGlow:IsShown() then
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frame.FrameGlow:Hide()
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elseif shouldHide == "texture" then
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frame.FrameGlow.texture:Hide()
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end
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end
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if frame.TargetGlow then
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UF:FrameGlow_CheckTarget(frame, true)
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end
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end
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function UF:FrameGlow_CheckTarget(frame, setColor)
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if not (frame and frame.TargetGlow and frame:IsVisible()) then return end
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local unit = frame.unit or (frame.isForced and "player")
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if E.db.unitframe.colors.frameGlow.targetGlow.enable and (unit and UnitIsUnit(unit, "target")) and not (frame.db and frame.db.disableTargetGlow) then
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if setColor then
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UF:FrameGlow_SetGlowColor(frame.TargetGlow, unit, "targetGlow")
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end
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if frame.TargetGlow.powerGlow then
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if frame.USE_POWERBAR_OFFSET or frame.USE_MINI_POWERBAR then
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frame.TargetGlow.powerGlow:Show()
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elseif frame.TargetGlow.powerGlow:IsShown() then
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frame.TargetGlow.powerGlow:Hide()
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end
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end
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frame.TargetGlow:Show()
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else
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UF:FrameGlow_HideGlow(frame.TargetGlow)
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end
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end
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function UF:FrameGlow_CheckMouseover(frame)
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if not (frame and frame.MouseGlow and frame:IsVisible()) then return end
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local shouldShow
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if UF:FrameGlow_MouseOnUnit(frame) then
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if E.db.unitframe.colors.frameGlow.mainGlow.enable and not (frame.db and frame.db.disableMouseoverGlow) then
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shouldShow = "frame"
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end
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if E.db.unitframe.colors.frameGlow.mouseoverGlow.enable and not (frame.db and frame.db.disableMouseoverGlow) then
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shouldShow = (shouldShow and "both") or "texture"
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end
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end
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if shouldShow then
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if frame.FrameGlow and not frame.FrameGlow:IsShown() then
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frame.FrameGlow:Show()
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end
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if (shouldShow == "both" or shouldShow == "frame") then
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if frame.MouseGlow.powerGlow then
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if frame.USE_POWERBAR_OFFSET or frame.USE_MINI_POWERBAR then
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frame.MouseGlow.powerGlow:Show()
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elseif frame.MouseGlow.powerGlow:IsShown() then
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frame.MouseGlow.powerGlow:Hide()
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end
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end
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frame.MouseGlow:Show()
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if (shouldShow == "frame") and frame.FrameGlow.texture and frame.FrameGlow.texture:IsShown() then
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frame.FrameGlow.texture:Hide()
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end
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end
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if (shouldShow == "both" or shouldShow == "texture") and frame.FrameGlow.texture and not frame.FrameGlow.texture:IsShown() then
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frame.FrameGlow.texture:Show()
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end
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elseif frame.FrameGlow and frame.FrameGlow:IsShown() then
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frame.FrameGlow:Hide()
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end
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end
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function UF:FrameGlow_Position(frame)
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if frame.FrameGlow and frame.FrameGlow.texture then
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frame.FrameGlow.texture:ClearAllPoints()
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frame.FrameGlow.texture:Point("TOPLEFT", frame.Health, "TOPLEFT")
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frame.FrameGlow.texture:Point("BOTTOMRIGHT", frame.Health:GetStatusBarTexture(), "BOTTOMRIGHT")
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end
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end
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function UF:Configure_FrameGlow(frame)
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if frame.FrameGlow and frame.FrameGlow.texture then
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local dbTexture = UF.LSM:Fetch("statusbar", E.db.unitframe.colors.frameGlow.mouseoverGlow.texture)
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frame.FrameGlow.texture:SetTexture(dbTexture)
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end
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end
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function UF:Construct_FrameGlow(frame, glow)
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if frame.Health and frame.FrameGlow then
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frame.FrameGlow:HookScript("OnHide", function(watcher)
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UF:FrameGlow_HideGlow(glow)
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if watcher.texture and watcher.texture:IsShown() then
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watcher.texture:Hide()
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end
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end)
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frame.FrameGlow:SetScript("OnUpdate", function(watcher, elapsed)
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if watcher.elapsed and watcher.elapsed > 0.1 then
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if not UF:FrameGlow_MouseOnUnit(frame) then
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watcher:Hide()
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end
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watcher.elapsed = 0
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else
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watcher.elapsed = (watcher.elapsed or 0) + elapsed
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end
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end)
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frame.FrameGlow.texture = frame.Health:CreateTexture("$parentHighlight", "OVERLAY")
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frame.FrameGlow.texture:Hide()
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UF:FrameGlow_ElementHook(frame, frame.FrameGlow.texture, "mouseoverGlow")
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end
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end
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function UF:Construct_MouseGlow(frame)
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local mainGlow = UF:FrameGlow_CreateGlow(frame, true)
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UF:FrameGlow_ElementHook(frame, mainGlow, "mainGlow")
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UF:Construct_FrameGlow(frame, mainGlow)
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frame.FrameGlow:RegisterEvent("UPDATE_MOUSEOVER_UNIT")
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return mainGlow
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end
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function UF:Construct_TargetGlow(frame)
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local targetGlow = UF:FrameGlow_CreateGlow(frame)
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UF:FrameGlow_ElementHook(frame, targetGlow, "targetGlow")
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frame.FrameGlow:RegisterEvent("PLAYER_TARGET_CHANGED")
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return targetGlow
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end
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function UF:FrameGlow_CheckChildren(frame, dbTexture)
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if frame.GetName then
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local pet = _G[frame:GetName().."Pet"]
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if pet then
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UF:FrameGlow_ConfigureGlow(pet, pet.unit, dbTexture)
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end
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local target = _G[frame:GetName().."Target"]
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if target then
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UF:FrameGlow_ConfigureGlow(target, target.unit, dbTexture)
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end
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end
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end
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function UF:FrameGlow_UpdateFrames()
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local dbTexture = UF.LSM:Fetch("statusbar", E.db.unitframe.colors.frameGlow.mouseoverGlow.texture)
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-- focus, focustarget, pet, pettarget, player, target, targettarget, targettargettarget
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for unit in pairs(self.units) do
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UF:FrameGlow_ConfigureGlow(self[unit], unit, dbTexture)
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end
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-- arena{1-5}, boss{1-5}
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for unit in pairs(self.groupunits) do
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UF:FrameGlow_ConfigureGlow(self[unit], unit, dbTexture)
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end
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-- assist, tank, party, raid, raid40, raidpet
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for groupName in pairs(self.headers) do
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assert(self[groupName], "UF FrameGlow: Invalid group specified.")
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local group = self[groupName]
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if group.GetNumChildren then
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for i = 1, group:GetNumChildren() do
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local frame = select(i, group:GetChildren())
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if frame and frame.Health then
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UF:FrameGlow_ConfigureGlow(frame, frame.unit, dbTexture)
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UF:FrameGlow_CheckChildren(frame, dbTexture)
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elseif frame then
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for n = 1, frame:GetNumChildren() do
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local child = select(n, frame:GetChildren())
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if child and child.Health then
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UF:FrameGlow_ConfigureGlow(child, child.unit, dbTexture)
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UF:FrameGlow_CheckChildren(child, dbTexture)
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end
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end
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end
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end
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end
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end
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end |