529 lines
18 KiB
Lua
529 lines
18 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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local LSM = E.Libs.LSM
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--Lua functions
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local unpack = unpack
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local ceil = math.ceil
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local find, format, split = string.find, string.format, string.split
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local sort = table.sort
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--WoW API / Variables
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local CreateFrame = CreateFrame
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local IsShiftKeyDown = IsShiftKeyDown
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local IsAltKeyDown = IsAltKeyDown
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local IsControlKeyDown = IsControlKeyDown
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local UnitCanAttack = UnitCanAttack
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local UnitIsFriend = UnitIsFriend
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local UnitIsUnit = UnitIsUnit
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function UF:Construct_Buffs(frame)
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local buffs = CreateFrame("Frame", frame:GetName().."Buffs", frame)
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buffs.spacing = E.Spacing
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buffs.PreSetPosition = (not frame:GetScript("OnUpdate")) and self.SortAuras or nil
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buffs.PostCreateIcon = self.Construct_AuraIcon
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buffs.PostUpdateIcon = self.PostUpdateAura
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buffs.CustomFilter = self.AuraFilter
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buffs:SetFrameLevel(frame.RaisedElementParent:GetFrameLevel() + 10) --Make them appear above any text element
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buffs.type = "buffs"
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--Set initial width to prevent division by zero. This value doesn't matter, as it will be updated later
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buffs:Width(100)
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return buffs
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end
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function UF:Construct_Debuffs(frame)
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local debuffs = CreateFrame("Frame", frame:GetName().."Debuffs", frame)
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debuffs.spacing = E.Spacing
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debuffs.PreSetPosition = (not frame:GetScript("OnUpdate")) and self.SortAuras or nil
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debuffs.PostCreateIcon = self.Construct_AuraIcon
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debuffs.PostUpdateIcon = self.PostUpdateAura
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debuffs.CustomFilter = self.AuraFilter
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debuffs.type = "debuffs"
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debuffs:SetFrameLevel(frame.RaisedElementParent:GetFrameLevel() + 10) --Make them appear above any text element
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--Set initial width to prevent division by zero. This value doesn't matter, as it will be updated later
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debuffs:Width(100)
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return debuffs
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end
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local function OnClick(btn)
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local mod = E.db.unitframe.auraBlacklistModifier
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if mod == "NONE" or not ((mod == "SHIFT" and IsShiftKeyDown()) or (mod == "ALT" and IsAltKeyDown()) or (mod == "CTRL" and IsControlKeyDown())) then return end
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local auraName = btn.name
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if auraName then
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E:Print(format(L["The spell '%s' has been added to the Blacklist unitframe aura filter."], auraName))
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E.global.unitframe.aurafilters.Blacklist.spells[btn.spellID] = {enable = true, priority = 0}
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UF:Update_AllFrames()
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end
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end
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function UF:Construct_AuraIcon(button)
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local offset = UF.thinBorders and E.mult or E.Border
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button:SetTemplate(nil, nil, nil, UF.thinBorders, true)
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button.cd.noOCC = true
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button.cd.noCooldownCount = true
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button.cd:SetReverse(true)
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button.cd:SetInside(button, offset, offset)
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button.icon:SetInside(button, offset, offset)
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button.icon:SetDrawLayer("ARTWORK")
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button.count:ClearAllPoints()
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button.count:Point("BOTTOMRIGHT", 1, 1)
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button.count:SetJustifyH("RIGHT")
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button.overlay:SetTexture()
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button.stealable:SetTexture()
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button:RegisterForClicks("RightButtonUp")
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button:SetScript("OnClick", OnClick)
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button.cd.CooldownOverride = "unitframe"
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E:RegisterCooldown(button.cd)
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local auras = button:GetParent()
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local frame = auras:GetParent()
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button.db = frame.db and frame.db[auras.type]
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UF:UpdateAuraSettings(auras, button)
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end
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function UF:UpdateAuraSettings(auras, button)
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if button.db then
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button.count:FontTemplate(LSM:Fetch("font", button.db.countFont), button.db.countFontSize, button.db.countFontOutline)
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end
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if button.icon then
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button.icon:SetTexCoord(unpack(E.TexCoords))
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end
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button:Size((auras and auras.size) or 30)
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button.needsUpdateCooldownPosition = true
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end
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function UF:EnableDisable_Auras(frame)
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if frame.db.debuffs.enable or frame.db.buffs.enable then
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if not frame:IsElementEnabled("Auras") then
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frame:EnableElement("Auras")
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end
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else
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if frame:IsElementEnabled("Auras") then
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frame:DisableElement("Auras")
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end
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end
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end
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local function ReverseUpdate(frame)
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UF:Configure_Auras(frame, "Debuffs")
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UF:Configure_Auras(frame, "Buffs")
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end
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function UF:UpdateAuraCooldownPosition(button)
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button.cd.timer.text:ClearAllPoints()
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local point = (button.db and button.db.durationPosition) or "CENTER"
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if point == "CENTER" then
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button.cd.timer.text:Point(point, 1, 0)
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else
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local bottom, right = find(point, "BOTTOM"), find(point, "RIGHT")
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button.cd.timer.text:Point(point, right and -1 or 1, bottom and 1 or -1)
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end
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button.needsUpdateCooldownPosition = nil
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end
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function UF:Configure_Auras(frame, auraType)
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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 auras = frame[auraType]
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auraType = string.lower(auraType)
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auras.db = db[auraType]
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local rows = auras.db.numrows
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auras.forceShow = frame.forceShowAuras
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auras.num = auras.db.perrow * rows
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auras.size = auras.db.sizeOverride ~= 0 and auras.db.sizeOverride or ((((auras:GetWidth() - (auras.spacing*(auras.num/rows - 1))) / auras.num)) * rows)
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auras.disableMouse = auras.db.clickThrough
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if auras.db.sizeOverride and auras.db.sizeOverride > 0 then
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auras:Width(auras.db.perrow * auras.db.sizeOverride)
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else
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local totalWidth = frame.UNIT_WIDTH - frame.SPACING*2
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if frame.USE_POWERBAR_OFFSET then
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if not (auras.db.attachTo == "POWER" and frame.ORIENTATION == "MIDDLE") then
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local powerOffset = ((frame.ORIENTATION == "MIDDLE" and 2 or 1) * frame.POWERBAR_OFFSET)
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totalWidth = totalWidth - powerOffset
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end
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end
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auras:Width(totalWidth)
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end
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local index = 1
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while auras[index] do
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local button = auras[index]
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if button then
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button.db = auras.db
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UF:UpdateAuraSettings(auras, button)
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end
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index = index + 1
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end
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local attachTo = self:GetAuraAnchorFrame(frame, auras.db.attachTo, db.debuffs.attachTo == "BUFFS" and db.buffs.attachTo == "DEBUFFS")
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local x, y = E:GetXYOffset(auras.db.anchorPoint, frame.SPACING) --Use frame.SPACING override since it may be different from E.Spacing due to forced thin borders
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if auras.db.attachTo == "FRAME" then
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y = 0
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elseif auras.db.attachTo == "HEALTH" or auras.db.attachTo == "POWER" then
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local newX = E:GetXYOffset(auras.db.anchorPoint, -frame.BORDER)
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local _, newY = E:GetXYOffset(auras.db.anchorPoint, (frame.BORDER + frame.SPACING))
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x = newX
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y = newY
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else
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x = 0
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end
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if (auraType == "buffs" and frame.Debuffs.attachTo and frame.Debuffs.attachTo == frame.Buffs and auras.db.attachTo == "DEBUFFS") then
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--Update Debuffs first, as we would otherwise get conflicting anchor points
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--This is usually only an issue on profile change
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ReverseUpdate(frame)
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return
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end
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auras:ClearAllPoints()
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auras:Point(E.InversePoints[auras.db.anchorPoint], attachTo, auras.db.anchorPoint, x + auras.db.xOffset, y + auras.db.yOffset)
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auras:Height(auras.size * rows)
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auras["growth-y"] = find(auras.db.anchorPoint, "TOP") and "UP" or "DOWN"
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auras["growth-x"] = auras.db.anchorPoint == "LEFT" and "LEFT" or auras.db.anchorPoint == "RIGHT" and "RIGHT" or (find(auras.db.anchorPoint, "LEFT") and "RIGHT" or "LEFT")
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auras.initialAnchor = E.InversePoints[auras.db.anchorPoint]
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--These are needed for SmartAuraPosition
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auras.attachTo = attachTo
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auras.point = E.InversePoints[auras.db.anchorPoint]
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auras.anchorPoint = auras.db.anchorPoint
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auras.xOffset = x + auras.db.xOffset
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auras.yOffset = y + auras.db.yOffset
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if auras.db.enable then
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auras:Show()
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else
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auras:Hide()
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end
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local position = db.smartAuraPosition
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if position == "BUFFS_ON_DEBUFFS" then
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if db.debuffs.attachTo == "BUFFS" then
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E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Buffs"], L["Debuffs"], L["Frame"]))
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db.debuffs.attachTo = "FRAME"
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frame.Debuffs.attachTo = frame
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end
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db.buffs.attachTo = "DEBUFFS"
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frame.Buffs.attachTo = frame.Debuffs
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frame.Buffs.PostUpdate = nil
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frame.Debuffs.PostUpdate = UF.UpdateBuffsHeaderPosition
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elseif position == "DEBUFFS_ON_BUFFS" then
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if db.buffs.attachTo == "DEBUFFS" then
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E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Debuffs"], L["Buffs"], L["Frame"]))
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db.buffs.attachTo = "FRAME"
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frame.Buffs.attachTo = frame
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end
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db.debuffs.attachTo = "BUFFS"
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frame.Debuffs.attachTo = frame.Buffs
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frame.Buffs.PostUpdate = UF.UpdateDebuffsHeaderPosition
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frame.Debuffs.PostUpdate = nil
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elseif position == "FLUID_BUFFS_ON_DEBUFFS" then
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if db.debuffs.attachTo == "BUFFS" then
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E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Buffs"], L["Debuffs"], L["Frame"]))
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db.debuffs.attachTo = "FRAME"
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frame.Debuffs.attachTo = frame
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end
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db.buffs.attachTo = "DEBUFFS"
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frame.Buffs.attachTo = frame.Debuffs
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frame.Buffs.PostUpdate = UF.UpdateBuffsHeight
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frame.Debuffs.PostUpdate = UF.UpdateBuffsPositionAndDebuffHeight
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elseif position == "FLUID_DEBUFFS_ON_BUFFS" then
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if db.buffs.attachTo == "DEBUFFS" then
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E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Debuffs"], L["Buffs"], L["Frame"]))
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db.buffs.attachTo = "FRAME"
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frame.Buffs.attachTo = frame
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end
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db.debuffs.attachTo = "BUFFS"
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frame.Debuffs.attachTo = frame.Buffs
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frame.Buffs.PostUpdate = UF.UpdateDebuffsPositionAndBuffHeight
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frame.Debuffs.PostUpdate = UF.UpdateDebuffsHeight
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else
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frame.Buffs.PostUpdate = nil
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frame.Debuffs.PostUpdate = nil
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end
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end
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local function SortAurasByTime(a, b)
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if a and b and a:GetParent().db then
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if a:IsShown() and b:IsShown() then
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local sortDirection = a:GetParent().db.sortDirection
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local aTime = a.expiration or -1
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local bTime = b.expiration or -1
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if (aTime and bTime) then
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if sortDirection == "DESCENDING" then
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return aTime < bTime
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else
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return aTime > bTime
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end
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end
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elseif a:IsShown() then
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return true
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end
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end
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end
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local function SortAurasByName(a, b)
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if a and b and a:GetParent().db then
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if a:IsShown() and b:IsShown() then
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local sortDirection = a:GetParent().db.sortDirection
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local aName = a.spell or ""
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local bName = b.spell or ""
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if aName and bName then
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if sortDirection == "DESCENDING" then
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return aName < bName
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else
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return aName > bName
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end
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end
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elseif a:IsShown() then
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return true
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end
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end
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end
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local function SortAurasByDuration(a, b)
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if a and b and a:GetParent().db then
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if a:IsShown() and b:IsShown() then
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local sortDirection = a:GetParent().db.sortDirection
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local aTime = a.duration or -1
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local bTime = b.duration or -1
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if aTime and bTime then
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if sortDirection == "DESCENDING" then
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return aTime < bTime
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else
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return aTime > bTime
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end
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end
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elseif a:IsShown() then
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return true
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end
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end
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end
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local function SortAurasByCaster(a, b)
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if a and b and a:GetParent().db then
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if a:IsShown() and b:IsShown() then
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local sortDirection = a:GetParent().db.sortDirection
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local aPlayer = a.isPlayer or false
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local bPlayer = b.isPlayer or false
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if sortDirection == "DESCENDING" then
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return (aPlayer and not bPlayer)
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else
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return (not aPlayer and bPlayer)
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end
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elseif a:IsShown() then
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return true
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end
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end
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end
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function UF:SortAuras()
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if not self.db then return end
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--Sorting by Index is Default
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if self.db.sortMethod == "TIME_REMAINING" then
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sort(self, SortAurasByTime)
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elseif self.db.sortMethod == "NAME" then
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sort(self, SortAurasByName)
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elseif self.db.sortMethod == "DURATION" then
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sort(self, SortAurasByDuration)
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elseif self.db.sortMethod == "PLAYER" then
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sort(self, SortAurasByCaster)
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end
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--Look into possibly applying filter priorities for auras here.
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return 1, #self --from/to range needed for the :SetPosition call in oUF aura element. Without this aura icon position gets all whacky when not sorted by index
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end
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local unstableAffliction = GetSpellInfo(30108)
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local vampiricTouch = GetSpellInfo(34914)
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function UF:PostUpdateAura(unit, button)
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if button.isDebuff then
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if not button.isFriend and not button.isPlayer then --[[and (not E.isDebuffWhiteList[name])]]
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button:SetBackdropBorderColor(0.9, 0.1, 0.1)
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button.icon:SetDesaturated((unit and not find(unit, "arena%d")) and true or false)
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else
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local color = (button.dtype and DebuffTypeColor[button.dtype]) or DebuffTypeColor.none
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if button.name and (button.name == unstableAffliction or button.name == vampiricTouch) then
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button:SetBackdropBorderColor(0.05, 0.85, 0.94)
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else
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button:SetBackdropBorderColor(color.r * 0.6, color.g * 0.6, color.b * 0.6)
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end
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button.icon:SetDesaturated(false)
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end
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else
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if button.isStealable and not button.isFriend then
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button:SetBackdropBorderColor(0.93, 0.91, 0.55, 1.0)
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else
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button:SetBackdropBorderColor(unpack(E.media.unitframeBorderColor))
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end
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end
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if button.needsUpdateCooldownPosition and (button.cd and button.cd.timer and button.cd.timer.text) then
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UF:UpdateAuraCooldownPosition(button)
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end
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end
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function UF:AuraFilter(unit, button, name, _, _, _, debuffType, duration, expiration, caster, isStealable, _, spellID)
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if not name then return end -- checking for an aura that is not there, pass nil to break while loop
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local parent = self:GetParent()
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local db = parent.db and parent.db[self.type]
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if not db then return true end
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local isPlayer = (caster == "player" or caster == "vehicle")
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local isFriend = unit and UnitIsFriend("player", unit) and not UnitCanAttack("player", unit)
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button.isPlayer = isPlayer
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button.isFriend = isFriend
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button.isStealable = isStealable
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button.dtype = debuffType
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button.duration = duration
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button.expiration = expiration
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button.name = name
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button.spellID = spellID
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button.owner = caster --what uses this?
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button.spell = name --what uses this? (SortAurasByName?)
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button.priority = 0
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local noDuration = (not duration or duration == 0)
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local allowDuration = noDuration or (duration and (duration > 0) and (db.maxDuration == 0 or duration <= db.maxDuration) and (db.minDuration == 0 or duration >= db.minDuration))
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local filterCheck, spellPriority
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if db.priority ~= "" then
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local isUnit = unit and caster and UnitIsUnit(unit, caster)
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local canDispell = (self.type == "buffs" and isStealable) or (self.type == "debuffs" and debuffType)
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filterCheck, spellPriority = UF:CheckFilter(name, caster, spellID, isFriend, isPlayer, isUnit, allowDuration, noDuration, canDispell, split(",", db.priority))
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if spellPriority then button.priority = spellPriority end -- this is the only difference from auarbars code
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else
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filterCheck = allowDuration and true -- Allow all auras to be shown when the filter list is empty, while obeying duration sliders
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end
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return filterCheck
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end
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function UF:UpdateBuffsHeaderPosition()
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local parent = self:GetParent()
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local buffs = parent.Buffs
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local debuffs = parent.Debuffs
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local numDebuffs = self.visibleDebuffs
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if numDebuffs == 0 then
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buffs:ClearAllPoints()
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buffs:Point(debuffs.point, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
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else
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buffs:ClearAllPoints()
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buffs:Point(buffs.point, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
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end
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end
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function UF:UpdateDebuffsHeaderPosition()
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local parent = self:GetParent()
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local debuffs = parent.Debuffs
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local buffs = parent.Buffs
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local numBuffs = self.visibleBuffs
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if numBuffs == 0 then
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debuffs:ClearAllPoints()
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debuffs:Point(buffs.point, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
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else
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debuffs:ClearAllPoints()
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debuffs:Point(debuffs.point, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
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end
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end
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function UF:UpdateBuffsPositionAndDebuffHeight()
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local parent = self:GetParent()
|
|
local db = parent.db
|
|
local buffs = parent.Buffs
|
|
local debuffs = parent.Debuffs
|
|
local numDebuffs = self.visibleDebuffs
|
|
|
|
if numDebuffs == 0 then
|
|
buffs:ClearAllPoints()
|
|
buffs:Point(debuffs.point, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
|
|
else
|
|
buffs:ClearAllPoints()
|
|
buffs:Point(buffs.point, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
|
|
end
|
|
|
|
if numDebuffs > 0 then
|
|
local numRows = ceil(numDebuffs/db.debuffs.perrow)
|
|
debuffs:Height(debuffs.size * (numRows > db.debuffs.numrows and db.debuffs.numrows or numRows))
|
|
else
|
|
debuffs:Height(debuffs.size)
|
|
end
|
|
end
|
|
|
|
function UF:UpdateDebuffsPositionAndBuffHeight()
|
|
local parent = self:GetParent()
|
|
local db = parent.db
|
|
local debuffs = parent.Debuffs
|
|
local buffs = parent.Buffs
|
|
local numBuffs = self.visibleBuffs
|
|
|
|
if numBuffs == 0 then
|
|
debuffs:ClearAllPoints()
|
|
debuffs:Point(buffs.point, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
|
|
else
|
|
debuffs:ClearAllPoints()
|
|
debuffs:Point(debuffs.point, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
|
|
end
|
|
|
|
if numBuffs > 0 then
|
|
local numRows = ceil(numBuffs/db.buffs.perrow)
|
|
buffs:Height(buffs.size * (numRows > db.buffs.numrows and db.buffs.numrows or numRows))
|
|
else
|
|
buffs:Height(buffs.size)
|
|
end
|
|
end
|
|
|
|
function UF:UpdateBuffsHeight()
|
|
local parent = self:GetParent()
|
|
local db = parent.db
|
|
local buffs = parent.Buffs
|
|
local numBuffs = self.visibleBuffs
|
|
|
|
if numBuffs > 0 then
|
|
local numRows = ceil(numBuffs/db.buffs.perrow)
|
|
buffs:Height(buffs.size * (numRows > db.buffs.numrows and db.buffs.numrows or numRows))
|
|
else
|
|
buffs:Height(buffs.size)
|
|
-- Any way to get rid of the last row as well?
|
|
-- Using buffs:Height(0) makes frames anchored to this one disappear
|
|
end
|
|
end
|
|
|
|
function UF:UpdateDebuffsHeight()
|
|
local parent = self:GetParent()
|
|
local db = parent.db
|
|
local debuffs = parent.Debuffs
|
|
local numDebuffs = self.visibleDebuffs
|
|
|
|
if numDebuffs > 0 then
|
|
local numRows = ceil(numDebuffs/db.debuffs.perrow)
|
|
debuffs:Height(debuffs.size * (numRows > db.debuffs.numrows and db.debuffs.numrows or numRows))
|
|
else
|
|
debuffs:Height(debuffs.size)
|
|
-- Any way to get rid of the last row as well?
|
|
-- Using debuffs:Height(0) makes frames anchored to this one disappear
|
|
end
|
|
end |