411 lines
15 KiB
Lua
411 lines
15 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 select = select
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local strfind, strsub, gsub = strfind, strsub, gsub
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local floor, max = floor, max
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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:Configure_ClassBar(frame)
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if not frame.VARIABLES_SET then return end
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local bars = frame[frame.ClassBar]
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if not bars then return end
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local db = frame.db
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bars.Holder = frame.ClassBarHolder
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bars.origParent = frame
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--Fix height in case it is lower than the theme allows, or in case it's higher than 30px when not detached
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if (not self.thinBorders and not E.PixelMode) and frame.CLASSBAR_HEIGHT > 0 and frame.CLASSBAR_HEIGHT < 7 then --A height of 7 means 6px for borders and just 1px for the actual power statusbar
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frame.CLASSBAR_HEIGHT = 7
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if db.classbar then db.classbar.height = 7 end
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UF.ToggleResourceBar(bars) --Trigger update to health if needed
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elseif (self.thinBorders or E.PixelMode) and frame.CLASSBAR_HEIGHT > 0 and frame.CLASSBAR_HEIGHT < 3 then --A height of 3 means 2px for borders and just 1px for the actual power statusbar
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frame.CLASSBAR_HEIGHT = 3
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if db.classbar then db.classbar.height = 3 end
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UF.ToggleResourceBar(bars) --Trigger update to health if needed
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elseif (not frame.CLASSBAR_DETACHED and frame.CLASSBAR_HEIGHT > 30) then
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frame.CLASSBAR_HEIGHT = 10
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if db.classbar then db.classbar.height = 10 end
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--Override visibility if Classbar is Additional Power in order to fix a bug when Auto Hide is enabled, height is higher than 30 and it goes from detached to not detached
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local overrideVisibility = frame.ClassBar == "AdditionalPower"
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UF.ToggleResourceBar(bars, overrideVisibility) --Trigger update to health if needed
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end
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--We don't want to modify the original frame.CLASSBAR_WIDTH value, as it bugs out when the classbar gains more buttons
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local CLASSBAR_WIDTH = frame.CLASSBAR_WIDTH
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if frame.USE_MINI_CLASSBAR and not frame.CLASSBAR_DETACHED then
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if frame.MAX_CLASS_BAR == 1 or frame.ClassBar == "AdditionalPower" then
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CLASSBAR_WIDTH = CLASSBAR_WIDTH * 2/3
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else
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CLASSBAR_WIDTH = CLASSBAR_WIDTH * (frame.MAX_CLASS_BAR - 1) / frame.MAX_CLASS_BAR
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end
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elseif frame.CLASSBAR_DETACHED then
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CLASSBAR_WIDTH = db.classbar.detachedWidth - ((frame.BORDER + frame.SPACING) * 2)
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end
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bars:Width(CLASSBAR_WIDTH)
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bars:Height(frame.CLASSBAR_HEIGHT - ((frame.BORDER + frame.SPACING) * 2))
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local color = E.db.unitframe.colors.borderColor
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bars.backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
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if frame.ClassBar == "Runes" then
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if (not frame.USE_MINI_CLASSBAR) and frame.USE_CLASSBAR then
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bars.backdrop:Show()
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else
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bars.backdrop:Hide()
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end
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local maxClassBarButtons = max(UF.classMaxResourceBar[E.myclass] or 0)
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for i = 1, maxClassBarButtons do
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bars[i]:Hide()
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if i <= frame.MAX_CLASS_BAR then
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bars[i].backdrop:SetBackdropBorderColor(color.r, color.g, color.b)
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bars[i]:Height(bars:GetHeight())
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if frame.MAX_CLASS_BAR == 1 then
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bars[i]:Width(CLASSBAR_WIDTH)
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elseif frame.USE_MINI_CLASSBAR then
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if frame.CLASSBAR_DETACHED and db.classbar.orientation == "VERTICAL" then
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bars[i]:Width(CLASSBAR_WIDTH)
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else
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bars[i]:Width((CLASSBAR_WIDTH - ((5 + (frame.BORDER * 2 + frame.SPACING * 2)) * (frame.MAX_CLASS_BAR - 1))) / frame.MAX_CLASS_BAR) --Width accounts for 5px spacing between each button, excluding borders
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end
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elseif i ~= frame.MAX_CLASS_BAR then
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bars[i]:Width((CLASSBAR_WIDTH - ((frame.MAX_CLASS_BAR - 1) * (frame.BORDER-frame.SPACING))) / frame.MAX_CLASS_BAR) --classbar width minus total width of dividers between each button, divided by number of buttons
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end
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bars[i]:GetStatusBarTexture():SetHorizTile(false)
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bars[i]:ClearAllPoints()
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if i == 1 then
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bars[i]:Point("LEFT", bars)
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else
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if frame.USE_MINI_CLASSBAR then
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if frame.CLASSBAR_DETACHED and db.classbar.orientation == "VERTICAL" then
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bars[i]:Point("BOTTOM", bars[i - 1], "TOP", 0, (db.classbar.spacing + frame.BORDER * 2 + frame.SPACING * 2))
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elseif frame.CLASSBAR_DETACHED and db.classbar.orientation == "HORIZONTAL" then
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bars[i]:Point("LEFT", bars[i - 1], "RIGHT", (db.classbar.spacing + frame.BORDER * 2 + frame.SPACING * 2), 0) --5px spacing between borders of each button(replaced with Detached Spacing option)
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else
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bars[i]:Point("LEFT", bars[i - 1], "RIGHT", (5 + frame.BORDER * 2 + frame.SPACING * 2), 0) --5px spacing between borders of each button
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end
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elseif i == frame.MAX_CLASS_BAR then
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bars[i]:Point("LEFT", bars[i - 1], "RIGHT", frame.BORDER-frame.SPACING, 0)
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bars[i]:Point("RIGHT", bars)
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else
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bars[i]:Point("LEFT", bars[i - 1], "RIGHT", frame.BORDER-frame.SPACING, 0)
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end
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end
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if frame.CLASSBAR_DETACHED and db.classbar.verticalOrientation then
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bars[i]:SetOrientation("VERTICAL")
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else
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bars[i]:SetOrientation("HORIZONTAL")
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end
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bars[i]:Show()
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end
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end
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elseif frame.ClassBar == "AdditionalPower" then
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if frame.CLASSBAR_DETACHED and db.classbar.verticalOrientation then
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bars:SetOrientation("VERTICAL")
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else
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bars:SetOrientation("HORIZONTAL")
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end
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end
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if frame.USE_MINI_CLASSBAR and not frame.CLASSBAR_DETACHED then
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bars:ClearAllPoints()
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bars:Point("CENTER", frame.Health.backdrop, "TOP", 0, 0)
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bars:SetParent(frame)
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bars:SetFrameLevel(50) --RaisedElementParent uses 100, we want it lower than this
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if bars.Holder and bars.Holder.mover then
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bars.Holder.mover:SetScale(0.0001)
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bars.Holder.mover:SetAlpha(0)
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end
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elseif frame.CLASSBAR_DETACHED then
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if frame.USE_MINI_CLASSBAR and not (frame.MAX_CLASS_BAR == 1 or frame.ClassBar == "AdditionalPower") then
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local widthMult = UF.classMaxResourceBar[E.myclass] - 1
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if db.classbar.orientation == "HORIZONTAL" then
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bars.Holder:Size(db.classbar.detachedWidth + (db.classbar.spacing * widthMult) - (widthMult * 5), db.classbar.height)
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else
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bars.Holder:Size(db.classbar.detachedWidth, (db.classbar.height * UF.classMaxResourceBar[E.myclass]) + (db.classbar.spacing * widthMult))
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end
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else
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bars.Holder:Size(db.classbar.detachedWidth, db.classbar.height)
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end
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if not bars.Holder.mover then
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bars:ClearAllPoints()
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bars:Point("BOTTOMLEFT", bars.Holder, "BOTTOMLEFT", frame.BORDER + frame.SPACING, frame.BORDER + frame.SPACING)
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E:CreateMover(bars.Holder, "ClassBarMover", L["Classbar"], nil, nil, nil, "ALL,SOLO", nil, "unitframe,player,classbar")
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else
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bars:ClearAllPoints()
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bars:Point("BOTTOMLEFT", bars.Holder, "BOTTOMLEFT", frame.BORDER + frame.SPACING, frame.BORDER + frame.SPACING)
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bars.Holder.mover:SetScale(1)
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bars.Holder.mover:SetAlpha(1)
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end
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if db.classbar.parent == "UIPARENT" then
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bars:SetParent(E.UIParent)
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else
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bars:SetParent(frame)
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end
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if not db.classbar.strataAndLevel.useCustomStrata then
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bars:SetFrameStrata("LOW")
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else
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bars:SetFrameStrata(db.classbar.strataAndLevel.frameStrata)
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end
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if not db.classbar.strataAndLevel.useCustomLevel then
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bars:SetFrameLevel(frame.Health:GetFrameLevel() + 10) --Health uses 10, Power uses (Health + 5) when attached
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else
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bars:SetFrameLevel(db.classbar.strataAndLevel.frameLevel)
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end
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else
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bars:ClearAllPoints()
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if frame.ORIENTATION == "RIGHT" then
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bars:Point("BOTTOMRIGHT", frame.Health.backdrop, "TOPRIGHT", -frame.BORDER, frame.SPACING*3)
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else
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bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", frame.BORDER, frame.SPACING*3)
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end
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bars:SetParent(frame)
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bars:SetFrameStrata("LOW")
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bars:SetFrameLevel(frame.Health:GetFrameLevel() + 10) --Health uses 10, Power uses (Health + 5) when attached
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if bars.Holder and bars.Holder.mover then
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bars.Holder.mover:SetScale(0.0001)
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bars.Holder.mover:SetAlpha(0)
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end
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end
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if frame.USE_CLASSBAR then
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if frame.AdditionalPower and not frame:IsElementEnabled("AdditionalPower") then
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frame:EnableElement("AdditionalPower")
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end
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if frame.Runes and not frame:IsElementEnabled("Runes") then
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frame:EnableElement("Runes")
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end
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else
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if frame.AdditionalPower and frame:IsElementEnabled("AdditionalPower") then
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frame:DisableElement("AdditionalPower")
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end
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if frame.Runes and frame:IsElementEnabled("Runes") then
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frame:DisableElement("Runes")
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end
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end
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end
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local function ToggleResourceBar(bars, overrideVisibility)
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local frame = bars.origParent or bars:GetParent()
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local db = frame.db
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if not db then return end
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frame.CLASSBAR_SHOWN = (not not overrideVisibility) or bars:IsShown()
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local height
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if db.classbar then
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height = db.classbar.height
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elseif db.combobar then
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height = db.combobar.height
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elseif frame.AlternativePower then
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height = db.power.height
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end
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if bars.text then
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if frame.CLASSBAR_SHOWN then
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bars.text:SetAlpha(1)
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else
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bars.text:SetAlpha(0)
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end
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end
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frame.CLASSBAR_HEIGHT = (frame.USE_CLASSBAR and (frame.CLASSBAR_SHOWN and height) or 0)
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frame.CLASSBAR_YOFFSET = (not frame.USE_CLASSBAR or not frame.CLASSBAR_SHOWN or frame.CLASSBAR_DETACHED) and 0 or (frame.USE_MINI_CLASSBAR and ((frame.SPACING+(frame.CLASSBAR_HEIGHT/2))) or (frame.CLASSBAR_HEIGHT - (frame.BORDER-frame.SPACING)))
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if not frame.CLASSBAR_DETACHED then --Only update when necessary
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UF:Configure_HealthBar(frame)
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UF:Configure_Portrait(frame, true) --running :Hide on portrait makes the frame all funky
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UF:Configure_Threat(frame)
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end
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end
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UF.ToggleResourceBar = ToggleResourceBar --Make available to combobar
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-------------------------------------------------------------
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-- DEATHKNIGHT
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-------------------------------------------------------------
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function UF:Construct_DeathKnightResourceBar(frame)
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local runes = CreateFrame("Frame", nil, frame)
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runes:CreateBackdrop(nil, nil, nil, self.thinBorders, true)
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for i = 1, UF.classMaxResourceBar[E.myclass] do
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runes[i] = CreateFrame("StatusBar", frame:GetName().."RuneButton"..i, runes)
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runes[i]:SetStatusBarTexture(E.media.blankTex)
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runes[i]:GetStatusBarTexture():SetHorizTile(false)
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UF.statusbars[runes[i]] = true
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runes[i]:CreateBackdrop(nil, nil, nil, self.thinBorders, true)
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runes[i].backdrop:SetParent(runes)
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runes[i].backdrop:SetFrameLevel(runes[i]:GetFrameLevel() - 1)
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runes[i].bg = runes[i]:CreateTexture(nil, "BORDER")
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runes[i].bg:SetAllPoints()
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runes[i].bg:SetTexture(E.media.blankTex)
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runes[i].bg:SetParent(runes[i].backdrop)
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runes[i].bg.multiplier = 0.35
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end
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runes.PostUpdateType = UF.PostUpdateRuneType
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runes.PostUpdateVisibility = UF.PostVisibilityRunes
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runes:SetScript("OnShow", ToggleResourceBar)
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runes:SetScript("OnHide", ToggleResourceBar)
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return runes
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end
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function UF:PostUpdateRuneType(rune)
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local custom_backdrop = UF.db.colors.customclasspowerbackdrop and UF.db.colors.classpower_backdrop
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if custom_backdrop then
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rune.bg:SetVertexColor(custom_backdrop.r, custom_backdrop.g, custom_backdrop.b)
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end
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end
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function UF:PostVisibilityRunes(enabled, stateChanged)
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local frame = self.origParent or self:GetParent()
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if enabled then
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frame.MAX_CLASS_BAR = #self
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end
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if stateChanged then
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ToggleResourceBar(frame[frame.ClassBar])
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UF:Configure_ClassBar(frame)
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UF:Configure_HealthBar(frame)
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UF:Configure_Power(frame)
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UF:Configure_InfoPanel(frame, true) --2nd argument is to prevent it from setting template, which removes threat border
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end
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end
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-------------------------------------------------------------
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-- DRUID
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-------------------------------------------------------------
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function UF:Construct_AdditionalPowerBar(frame)
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local additionalPower = CreateFrame("StatusBar", "AdditionalPowerBar", frame)
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additionalPower:SetStatusBarTexture(E.media.blankTex)
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UF.statusbars[additionalPower] = true
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additionalPower.colorPower = true
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additionalPower:CreateBackdrop(nil, nil, nil, self.thinBorders, true)
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additionalPower.BG = additionalPower:CreateTexture(nil, "BORDER")
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additionalPower.BG:SetAllPoints(additionalPower)
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additionalPower.BG:SetTexture(E.media.blankTex)
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additionalPower.text = additionalPower:CreateFontString(nil, "OVERLAY")
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UF:Configure_FontString(additionalPower.text)
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additionalPower.PostUpdate = UF.PostUpdateAdditionalPower
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additionalPower.PostUpdateVisibility = UF.PostVisibilityAdditionalPower
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additionalPower:SetScript("OnShow", ToggleResourceBar)
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additionalPower:SetScript("OnHide", ToggleResourceBar)
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return additionalPower
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end
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function UF:PostUpdateAdditionalPower(_, MIN, MAX, event)
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local frame = self.origParent or self:GetParent()
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local db = frame.db
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if frame.USE_CLASSBAR and ((MIN ~= MAX or (not db.classbar.autoHide)) and (event ~= "ElementDisable")) then
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if db.classbar.additionalPowerText then
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local powerValue = frame.Power.value
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local powerValueText = powerValue:GetText()
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local powerValueParent = powerValue:GetParent()
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local powerTextPosition = db.power.position
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local color = ElvUF.colors.power.MANA
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color = E:RGBToHex(color[1], color[2], color[3])
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--Attempt to remove |cFFXXXXXX color codes in order to determine if power text is really empty
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if powerValueText then
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local _, endIndex = strfind(powerValueText, "|cff")
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if endIndex then
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endIndex = endIndex + 7 --Add hex code
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powerValueText = strsub(powerValueText, endIndex)
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powerValueText = gsub(powerValueText, "%s+", "")
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end
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end
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self.text:ClearAllPoints()
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if not frame.CLASSBAR_DETACHED then
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self.text:SetParent(powerValueParent)
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if powerValueText and (powerValueText ~= "" and powerValueText ~= " ") then
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if strfind(powerTextPosition, "RIGHT") then
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self.text:Point("RIGHT", powerValue, "LEFT", 3, 0)
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self.text:SetFormattedText(color.."%d%%|r |cffD7BEA5- |r", floor(MIN / MAX * 100))
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elseif strfind(powerTextPosition, "LEFT") then
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self.text:Point("LEFT", powerValue, "RIGHT", -3, 0)
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self.text:SetFormattedText("|cffD7BEA5 -|r"..color.." %d%%|r", floor(MIN / MAX * 100))
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else
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if select(4, powerValue:GetPoint()) <= 0 then
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self.text:Point("LEFT", powerValue, "RIGHT", -3, 0)
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self.text:SetFormattedText(" |cffD7BEA5-|r"..color.." %d%%|r", floor(MIN / MAX * 100))
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else
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self.text:Point("RIGHT", powerValue, "LEFT", 3, 0)
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self.text:SetFormattedText(color.."%d%%|r |cffD7BEA5- |r", floor(MIN / MAX * 100))
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end
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end
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else
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self.text:Point(powerValue:GetPoint())
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self.text:SetFormattedText(color.."%d%%|r", floor(MIN / MAX * 100))
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end
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else
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self.text:SetParent(frame.RaisedElementParent) -- needs to be 'frame.RaisedElementParent' otherwise the new PowerPrediction Bar will overlap
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self.text:Point("CENTER", self, 0, 1)
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self.text:SetFormattedText(color.."%d%%|r", floor(MIN / MAX * 100))
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end
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else --Text disabled
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self.text:SetText("")
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end
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local custom_backdrop = UF.db.colors.customclasspowerbackdrop and UF.db.colors.classpower_backdrop
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if custom_backdrop then
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self.BG:SetVertexColor(custom_backdrop.r, custom_backdrop.g, custom_backdrop.b)
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else
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local r, g, b = self:GetStatusBarColor()
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self.BG:SetVertexColor(r * 0.35, g * 0.35, b * 0.35)
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end
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self:Show()
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else --Bar disabled
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self.text:SetText("")
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self:Hide()
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end
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end
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function UF:PostVisibilityAdditionalPower(enabled, stateChanged)
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local frame = self.origParent or self:GetParent()
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if stateChanged then
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ToggleResourceBar(frame[frame.ClassBar])
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UF:Configure_ClassBar(frame)
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UF:Configure_HealthBar(frame)
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UF:Configure_Power(frame)
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UF:Configure_InfoPanel(frame, true) --2nd argument is to prevent it from setting template, which removes threat border
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end
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end |