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