b92401f2b3
This reverts commit 3d7b873aa9.
307 lines
9.5 KiB
Lua
307 lines
9.5 KiB
Lua
local E, L, V, P, G = unpack(ElvUI)
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local NP = E:GetModule('NamePlates')
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local UF = E:GetModule('UnitFrames')
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local LSM = E.Libs.LSM
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local ipairs = ipairs
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local unpack = unpack
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local UnitPlayerControlled = UnitPlayerControlled
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local UnitClass = UnitClass
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local UnitReaction = UnitReaction
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local UnitIsConnected = UnitIsConnected
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local CreateFrame = CreateFrame
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local UnitIsTapped = UnitIsTapped
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local UnitIsTappedByPlayer = UnitIsTappedByPlayer
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local UnitIsDeadOrGhost = UnitIsDeadOrGhost
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local UnitIsPlayer = UnitIsPlayer
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function NP:Health_UpdateColor(_, unit)
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if not unit or self.unit ~= unit then return end
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local element = self.Health
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local r, g, b, t
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if element.colorDisconnected and not UnitIsConnected(unit) then
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t = self.colors.disconnected
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elseif (element.colorClass and self.isPlayer) or (element.colorClassNPC and not self.isPlayer) or (element.colorClassPet and UnitPlayerControlled(unit) and not self.isPlayer) then
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local _, class = UnitClass(unit)
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t = self.colors.class[class]
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elseif element.colorReaction and UnitReaction(unit, 'player') then
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local reaction = UnitReaction(unit, 'player')
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t = NP.db.colors.reactions[reaction == 4 and 'neutral' or reaction <= 3 and 'bad' or 'good']
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elseif element.colorSmooth then
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r, g, b = self:ColorGradient(element.cur or 1, element.max or 1, unpack(element.smoothGradient or self.colors.smooth))
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elseif element.colorHealth then
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t = NP.db.colors.health
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end
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if t then
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r, g, b = t.r, t.g, t.b
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element.r, element.g, element.b = r, g, b -- save these for the style filter to switch back
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end
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local db = NP:PlateDB(self)
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if db.greyTappedTargets and UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit) and not UnitIsPlayer(unit) and not UnitIsDeadOrGhost(unit) then
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r, g, b = 0.5, 0.5, 0.5
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element.r, element.g, element.b = r, g, b
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end
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local sf = NP:StyleFilterChanges(self)
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if sf.HealthColor then
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r, g, b = sf.HealthColor.r, sf.HealthColor.g, sf.HealthColor.b
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end
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if b then
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element:SetStatusBarColor(r, g, b)
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if element.bg then
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element.bg:SetVertexColor(r * NP.multiplier, g * NP.multiplier, b * NP.multiplier)
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end
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end
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if element.PostUpdateColor then
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element:PostUpdateColor(unit, r, g, b)
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end
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end
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function NP:Construct_Health(nameplate)
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local Health = CreateFrame('StatusBar', nameplate:GetName()..'Health', nameplate)
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Health:SetParent(nameplate)
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Health:CreateBackdrop('Transparent', nil, nil, nil, nil, true, true)
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Health:SetStatusBarTexture(LSM:Fetch('statusbar', NP.db.statusbar))
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Health.considerSelectionInCombatHostile = true
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Health.UpdateColor = NP.Health_UpdateColor
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NP.StatusBars[Health] = true
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local statusBarTexture = Health:GetStatusBarTexture()
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local healthFlashTexture = Health:CreateTexture(nameplate:GetName()..'FlashTexture', 'OVERLAY')
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healthFlashTexture:SetTexture(LSM:Fetch('background', 'ElvUI Blank'))
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healthFlashTexture:Point('BOTTOMLEFT', statusBarTexture, 'BOTTOMLEFT')
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healthFlashTexture:Point('TOPRIGHT', statusBarTexture, 'TOPRIGHT')
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healthFlashTexture:Hide()
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nameplate.HealthFlashTexture = healthFlashTexture
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local clipFrame = CreateFrame("Frame", nil, Health)
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clipFrame:SetScript("OnUpdate", UF.HealthClipFrame_OnUpdate)
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clipFrame:SetAllPoints()
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clipFrame:EnableMouse(false)
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clipFrame.__frame = Health
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Health.ClipFrame = clipFrame
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return Health
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end
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function NP:Health_SetColors(nameplate, threatColors)
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if threatColors then -- managed by ThreatIndicator_PostUpdate
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nameplate.Health:SetColorTapping(nil)
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nameplate.Health:SetColorSelection(nil)
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nameplate.Health.colorReaction = nil
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nameplate.Health.colorClass = nil
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else
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local db = NP:PlateDB(nameplate)
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nameplate.Health:SetColorTapping(true)
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nameplate.Health:SetColorSelection(true)
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nameplate.Health.colorReaction = true
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nameplate.Health.colorClass = db.health and db.health.useClassColor
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end
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end
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function NP:Update_Health(nameplate, skipUpdate)
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local db = NP:PlateDB(nameplate)
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NP:Health_SetColors(nameplate)
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if skipUpdate then return end
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if db.health.enable then
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if not nameplate:IsElementEnabled('Health') then
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nameplate:EnableElement('Health')
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end
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nameplate.Health:Point('CENTER')
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nameplate.Health:Point('LEFT')
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nameplate.Health:Point('RIGHT')
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E:SetSmoothing(nameplate.Health, NP.db.smoothbars)
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elseif nameplate:IsElementEnabled('Health') then
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nameplate:DisableElement('Health')
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end
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nameplate.Health.width = db.health.width
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nameplate.Health.height = db.health.height
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nameplate.Health:Height(db.health.height)
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end
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function NP:Update_HealComm(nameplate)
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local db = NP:PlateDB(nameplate)
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if db.health.enable and db.health.healPrediction then
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if not nameplate:IsElementEnabled('HealCommBar') then
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nameplate:EnableElement('HealCommBar')
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end
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nameplate.HealCommBar.myBar:SetStatusBarColor(NP.db.colors.healPrediction.personal.r, NP.db.colors.healPrediction.personal.g, NP.db.colors.healPrediction.personal.b)
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nameplate.HealCommBar.otherBar:SetStatusBarColor(NP.db.colors.healPrediction.others.r, NP.db.colors.healPrediction.others.g, NP.db.colors.healPrediction.others.b)
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elseif nameplate:IsElementEnabled('HealCommBar') then
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nameplate:DisableElement('HealCommBar')
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end
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end
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function NP.HealthClipFrame_HealComm(frame)
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local pred = frame.HealCommBar
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if pred then
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NP:SetAlpha_HealComm(pred, true)
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NP:SetVisibility_HealComm(pred)
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end
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end
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function NP:SetAlpha_HealComm(obj, show)
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obj.myBar:SetAlpha(show and 1 or 0)
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obj.otherBar:SetAlpha(show and 1 or 0)
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end
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function NP:SetVisibility_HealComm(obj)
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-- the first update is from `HealthClipFrame_HealComm`
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-- we set this variable to allow `Configure_HealComm` to
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-- update the elements overflow lock later on by option
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if not obj.allowClippingUpdate then
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obj.allowClippingUpdate = true
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end
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if obj.maxOverflow > 1 then
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obj.myBar:SetParent(obj.health)
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obj.otherBar:SetParent(obj.health)
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else
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obj.myBar:SetParent(obj.parent)
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obj.otherBar:SetParent(obj.parent)
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end
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end
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function NP:Construct_HealComm(frame)
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local health = frame.Health
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local parent = health.ClipFrame
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local myBar = CreateFrame("StatusBar", nil, parent)
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local otherBar = CreateFrame("StatusBar", nil, parent)
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myBar:SetFrameLevel(health:GetFrameLevel()+1)
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otherBar:SetFrameLevel(health:GetFrameLevel()+1)
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NP.StatusBars[myBar] = true
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NP.StatusBars[otherBar] = true
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local healPrediction = {
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myBar = myBar,
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otherBar = otherBar,
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PostUpdate = NP.UpdateHealComm,
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maxOverflow = 1,
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health = health,
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parent = parent,
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frame = frame
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}
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NP:SetAlpha_HealComm(healPrediction)
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return healPrediction
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end
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function NP:Configure_HealComm(frame)
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local db = NP:PlateDB(frame)
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if db.health.enable and db.health.healPrediction then
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if not frame:IsElementEnabled('HealComm4') then
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frame:EnableElement('HealComm4')
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end
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local healPrediction = frame.HealCommBar
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local c = db.colors.healPrediction
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healPrediction.maxOverflow = 1 + (c.maxOverflow or 0)
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if healPrediction.allowClippingUpdate then
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NP:SetVisibility_HealComm(healPrediction)
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end
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local health = frame.Health
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local orientation = health:GetOrientation()
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local myBar = healPrediction.myBar
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local otherBar = healPrediction.otherBar
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myBar:SetOrientation(orientation)
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otherBar:SetOrientation(orientation)
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if orientation == "HORIZONTAL" then
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local width = health:GetWidth()
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width = (width > 0 and width) or health.WIDTH
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local healthTexture = health:GetStatusBarTexture()
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myBar:Size(width, 0)
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myBar:ClearAllPoints()
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myBar:Point("TOP", health, "TOP")
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myBar:Point("BOTTOM", health, "BOTTOM")
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myBar:Point("LEFT", healthTexture, "RIGHT")
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otherBar:Size(width, 0)
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otherBar:ClearAllPoints()
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otherBar:Point("TOP", health, "TOP")
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otherBar:Point("BOTTOM", health, "BOTTOM")
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otherBar:Point("LEFT", myBar:GetStatusBarTexture(), "RIGHT")
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else
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local height = health:GetHeight()
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height = (height > 0 and height) or health.HEIGHT
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local healthTexture = health:GetStatusBarTexture()
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myBar:Size(0, height)
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myBar:ClearAllPoints()
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myBar:Point("LEFT", health, "LEFT")
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myBar:Point("RIGHT", health, "RIGHT")
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myBar:Point("BOTTOM", healthTexture, "TOP")
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otherBar:Size(0, height)
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otherBar:ClearAllPoints()
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otherBar:Point("LEFT", health, "LEFT")
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otherBar:Point("RIGHT", health, "RIGHT")
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otherBar:Point("BOTTOM", myBar:GetStatusBarTexture(), "TOP")
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end
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frame.HealCommBar.myBar:SetStatusBarColor(NP.db.colors.healPrediction.personal.r, NP.db.colors.healPrediction.personal.g, NP.db.colors.healPrediction.personal.b)
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frame.HealCommBar.otherBar:SetStatusBarColor(NP.db.colors.healPrediction.others.r, NP.db.colors.healPrediction.others.g, NP.db.colors.healPrediction.others.b)
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elseif frame:IsElementEnabled('HealComm4') then
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frame:DisableElement('HealComm4')
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end
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end
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local function UpdateFillBar(frame, previousTexture, bar, amount)
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if amount == 0 then
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bar:Hide()
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return previousTexture
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end
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local orientation = frame:GetOrientation()
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bar:ClearAllPoints()
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if orientation == "HORIZONTAL" then
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bar:SetPoint("TOPLEFT", previousTexture, "TOPRIGHT")
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bar:SetPoint("BOTTOMLEFT", previousTexture, "BOTTOMRIGHT")
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else
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bar:SetPoint("BOTTOMRIGHT", previousTexture, "TOPRIGHT")
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bar:SetPoint("BOTTOMLEFT", previousTexture, "TOPLEFT")
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end
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local totalWidth, totalHeight = frame:GetSize()
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if orientation == "HORIZONTAL" then
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bar:Width(totalWidth)
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else
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bar:Height(totalHeight)
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end
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return bar:GetStatusBarTexture()
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end
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function NP:UpdateHealComm(_, myIncomingHeal, allIncomingHeal)
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local health = self.health
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local previousTexture = health:GetStatusBarTexture()
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previousTexture = UpdateFillBar(health, previousTexture, self.myBar, myIncomingHeal)
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UpdateFillBar(health, previousTexture, self.otherBar, allIncomingHeal)
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end
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