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coa-elvui/ElvUI/Modules/UnitFrames/Elements/FrameGlow.lua
T

431 lines
14 KiB
Lua

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