missing files
This commit is contained in:
@@ -0,0 +1,496 @@
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-- I am undecided if this is a brilliant idea or an insane one
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local L = ShadowUF.L
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local Movers = {}
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local originalEnvs = {}
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local unitConfig = {}
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local attributeBlacklist = {["showplayer"] = true, ["showraid"] = true, ["showparty"] = true, ["showsolo"] = true, ["initial-unitwatch"] = true}
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local playerClass = select(2, UnitClass("player"))
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local noop = function() end
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local OnDragStop, OnDragStart, configEnv
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ShadowUF:RegisterModule(Movers, "movers")
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-- This is the fun part, the env to fake units and make them show up as examples
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local function getValue(func, unit, value)
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unit = string.gsub(unit, "(%d+)", "")
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if( unitConfig[func .. unit] == nil ) then unitConfig[func .. unit] = value end
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return unitConfig[func .. unit]
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end
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local function createConfigEnv()
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if( configEnv ) then return end
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configEnv = setmetatable({
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GetRaidTargetIndex = function(unit) return getValue("GetRaidTargetIndex", unit, math.random(1, 8)) end,
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GetLootMethod = function(unit) return "master", 0, 0 end,
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GetComboPoints = function() return MAX_COMBO_POINTS end,
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GetPetHappiness = function() return getValue("GetPetHappiness", "pet", math.random(1, 3)) end,
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UnitInRaid = function() return true end,
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UnitInParty = function() return true end,
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UnitIsUnit = function(unitA, unitB) return unitB == "player" and true or false end,
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UnitIsDeadOrGhost = function(unit) return false end,
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UnitIsConnected = function(unit) return true end,
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UnitLevel = function(unit) return MAX_PLAYER_LEVEL end,
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UnitIsPlayer = function(unit) return unit ~= "boss" and unit ~= "pet" and not string.match(unit, "(%w+)pet") end,
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UnitHealth = function(unit) return getValue("UnitHealth", unit, math.random(20000, 50000)) end,
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UnitHealthMax = function(unit) return 50000 end,
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UnitPower = function(unit) return getValue("UnitPower", unit, math.random(20000, 50000)) end,
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UnitExists = function(unit) return true end,
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UnitPowerMax = function(unit) return 50000 end,
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UnitIsPartyLeader = function() return true end,
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UnitIsPVP = function(unit) return true end,
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UnitIsDND = function(unit) return false end,
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UnitIsAFK = function(unit) return false end,
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UnitFactionGroup = function(unit) return _G.UnitFactionGroup("player") end,
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UnitAffectingCombat = function() return true end,
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UnitThreatSituation = function() return 0 end,
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UnitDetailedThreatSituation = function() return nil end,
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UnitThreatSituation = function() return 0 end,
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UnitCastingInfo = function(unit)
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-- 1 -> 10: spell, rank, displayName, icon, startTime, endTime, isTradeSkill, castID, notInterruptible
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local data = unitConfig["UnitCastingInfo" .. unit] or {}
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if( not data[6] or GetTime() < data[6] ) then
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data[1] = L["Test spell"]
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data[2] = L["Rank 1"]
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data[3] = L["Test spell"]
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data[4] = "Interface\\Icons\\Spell_Nature_Rejuvenation"
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data[5] = GetTime() * 1000
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data[6] = data[5] + 60000
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data[7] = false
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data[8] = math.floor(GetTime())
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data[9] = math.random(0, 100) < 25
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unitConfig["UnitCastingInfo" .. unit] = data
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end
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return unpack(data)
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end,
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UnitIsFriend = function(unit) return unit ~= "target" and unit ~= ShadowUF.fakeUnits[unit] and unit ~= "arena" end,
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GetReadyCheckStatus = function(unit)
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local status = getValue("GetReadyCheckStatus", unit, math.random(1, 3))
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return status == 1 and "ready" or status == 2 and "notready" or "waiting"
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end,
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GetPartyAssignment = function(type, unit)
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local assignment = getValue("GetPartyAssignment", unit, math.random(1, 2) == 1 and "MAINTANK" or "MAINASSIST")
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return assignment == type
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end,
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UnitGroupRolesAssigned = function(unit)
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local role = getValue("UnitGroupRolesAssigned", unit, math.random(1, 3))
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return role == 1, role == 2, role == 3
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end,
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UnitPowerType = function(unit)
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local powerType = math.random(0, 4)
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powerType = getValue("UnitPowerType", unit, powerType == 4 and 6 or powerType)
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return powerType, powerType == 0 and "MANA" or powerType == 1 and "RAGE" or powerType == 2 and "FOCUS" or powerType == 3 and "ENERGY" or powerType == 6 and "RUNIC_POWER"
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end,
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UnitAura = function(unit, id, filter)
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if( type(id) ~= "number" or id > 40 ) then return end
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local texture = filter == "HELPFUL" and "Interface\\Icons\\Spell_Nature_Rejuvenation" or "Interface\\Icons\\Ability_DualWield"
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local mod = id % 5
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local auraType = mod == 0 and "Magic" or mod == 1 and "Curse" or mod == 2 and "Poison" or mod == 3 and "Disease" or "none"
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return L["Test Aura"], L["Rank 1"], texture, id, auraType, 0, 0, "player", id % 6 == 0
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end,
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UnitName = function(unit)
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local unitID = string.match(unit, "(%d+)")
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if( unitID ) then
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return string.format("%s #%d", L.units[string.gsub(unit, "(%d+)", "")] or unit, unitID)
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end
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return L.units[unit]
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end,
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UnitClass = function(unit)
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local classToken = getValue("UnitClass", unit, CLASS_SORT_ORDER[math.random(1, #(CLASS_SORT_ORDER))])
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return LOCALIZED_CLASS_NAMES_MALE[classToken], classToken
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end,
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}, {
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__index = _G,
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__newindex = function(tbl, key, value) _G[key] = value end,
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})
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end
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-- Child units have to manually be added to the list to make sure they function properly
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local function prepareChildUnits(header, ...)
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for i=1, select("#", ...) do
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local frame = select(i, ...)
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if( frame.unitType and not frame.configUnitID ) then
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ShadowUF.Units.frameList[frame] = true
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frame.configUnitID = header.groupID and (header.groupID * 5) - 5 + i or i
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frame:SetAttribute("unit", ShadowUF[header.unitType .. "Units"][frame.configUnitID])
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end
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end
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end
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local function OnEnter(self)
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local tooltip = self.tooltipText or self.unitID and string.format("%s #%d", L.units[self.unitType], self.unitID) or L.units[self.unit] or self.unit
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local additionalText = ShadowUF.Units.childUnits[self.unitType] and L["Child units cannot be dragged, you will have to reposition them through /shadowuf."]
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GameTooltip:SetOwner(self, "ANCHOR_BOTTOMLEFT")
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GameTooltip:SetText(tooltip, 1, 0.81, 0, 1, true)
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if( additionalText ) then GameTooltip:AddLine(additionalText, 0.90, 0.90, 0.90, 1) end
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GameTooltip:Show()
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end
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local function OnLeave(self)
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GameTooltip:Hide()
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end
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local function setupUnits(childrenOnly)
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for frame in pairs(ShadowUF.Units.frameList) do
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if( frame.configMode ) then
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-- Units visible, but it's not supposed to be
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if( frame:IsVisible() and not ShadowUF.db.profile.units[frame.unitType].enabled ) then
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RegisterUnitWatch(frame, frame.hasStateWatch)
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if( not UnitExists(frame.unit) ) then frame:Hide() end
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-- Unit's not visible and it's enabled so it should
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elseif( not frame:IsVisible() and ShadowUF.db.profile.units[frame.unitType].enabled ) then
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UnregisterUnitWatch(frame)
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frame:FullUpdate()
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frame:Show()
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end
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elseif( not frame.configMode and ShadowUF.db.profile.units[frame.unitType].enabled ) then
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frame.originalUnit = frame:GetAttribute("unit")
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frame.originalOnEnter = frame:GetScript("OnEnter")
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frame.originalOnLeave = frame:GetScript("OnLeave")
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frame.originalOnUpdate = frame:GetScript("OnUpdate")
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frame:SetMovable(not ShadowUF.Units.childUnits[frame.unitType])
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frame:SetScript("OnDragStop", OnDragStop)
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frame:SetScript("OnDragStart", OnDragStart)
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frame:SetScript("OnEnter", OnEnter)
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frame:SetScript("OnLeave", OnLeave)
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frame:SetScript("OnEvent", nil)
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frame:SetScript("OnUpdate", nil)
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frame:RegisterForDrag("LeftButton")
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frame.configMode = true
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frame.unitOwner = nil
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frame.originalMenu = frame.menu
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frame.menu = nil
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local unit
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if( frame.isChildUnit ) then
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local unitFormat = string.gsub(string.gsub(frame.unitType, "target$", "%%dtarget"), "pet$", "pet%%d")
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unit = string.format(unitFormat, frame.parent.configUnitID or "")
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else
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unit = frame.unitType .. (frame.configUnitID or "")
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end
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ShadowUF.Units.OnAttributeChanged(frame, "unit", unit)
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if( frame.healthBar ) then frame.healthBar:SetScript("OnUpdate", nil) end
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if( frame.powerBar ) then frame.powerBar:SetScript("OnUpdate", nil) end
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if( frame.indicators ) then frame.indicators:SetScript("OnUpdate", nil) end
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UnregisterUnitWatch(frame)
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frame:FullUpdate()
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frame:Show()
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end
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end
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end
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function Movers:Enable()
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createConfigEnv()
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-- Force create zone headers
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for type, zone in pairs(ShadowUF.Units.zoneUnits) do
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if( ShadowUF.db.profile.units[type].enabled ) then
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ShadowUF.Units:InitializeFrame(type)
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end
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end
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-- Setup the headers
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for _, header in pairs(ShadowUF.Units.headerFrames) do
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for key in pairs(attributeBlacklist) do
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header:SetAttribute(key, nil)
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end
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local config = ShadowUF.db.profile.units[header.unitType]
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if( config.frameSplit ) then
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header:SetAttribute("startingIndex", -4)
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elseif( config.maxColumns ) then
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local maxUnits = MAX_RAID_MEMBERS
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if( config.filters ) then
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for _, enabled in pairs(config.filters) do
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if( not enabled ) then
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maxUnits = maxUnits - 5
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end
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end
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end
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header:SetAttribute("startingIndex", -math.min(config.maxColumns * config.unitsPerColumn, maxUnits) + 1)
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elseif( ShadowUF[header.unitType .. "Units"] ) then
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header:SetAttribute("startingIndex", -#(ShadowUF[header.unitType .. "Units"]) + 1)
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end
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header.startingIndex = header:GetAttribute("startingIndex")
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header:SetMovable(true)
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prepareChildUnits(header, header:GetChildren())
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end
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-- Setup the test env
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if( not self.isEnabled ) then
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for _, func in pairs(ShadowUF.tagFunc) do
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if( type(func) == "function" ) then
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originalEnvs[func] = getfenv(func)
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setfenv(func, configEnv)
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end
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end
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for _, module in pairs(ShadowUF.modules) do
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if( module.moduleName ) then
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for key, func in pairs(module) do
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if( type(func) == "function" ) then
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originalEnvs[module[key]] = getfenv(module[key])
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setfenv(module[key], configEnv)
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end
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end
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end
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end
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end
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-- Why is this called twice you ask? Child units are created on the OnAttributeChanged call
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-- so the first call gets all the parent units, the second call gets the child units
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setupUnits()
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setupUnits(true)
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-- Don't show the dialog if the configuration is opened through the configmode spec
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if( not self.isConfigModeSpec ) then
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self:CreateInfoFrame()
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self.infoFrame:Show()
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elseif( self.infoFrame ) then
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self.infoFrame:Hide()
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end
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self.isEnabled = true
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end
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function Movers:Disable()
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if( not self.isEnabled ) then return nil end
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for func, env in pairs(originalEnvs) do
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setfenv(func, env)
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originalEnvs[func] = nil
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end
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for frame in pairs(ShadowUF.Units.frameList) do
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if( frame.configMode ) then
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if( frame.isMoving ) then
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frame:GetScript("OnDragStop")(frame)
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end
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frame.configMode = nil
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frame.unitOwner = nil
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frame.unit = nil
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frame.configUnitID = nil
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frame.menu = frame.originalMenu
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frame.originalMenu = nil
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frame.Hide = frame.originalHide
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frame:SetAttribute("unit", frame.originalUnit)
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frame:SetScript("OnDragStop", nil)
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frame:SetScript("OnDragStart", nil)
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frame:SetScript("OnEvent", frame:IsVisible() and ShadowUF.Units.OnEvent)
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frame:SetScript("OnUpdate", frame.originalOnUpdate)
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frame:SetScript("OnEnter", frame.originalOnEnter)
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frame:SetScript("OnLeave", frame.originalOnLeave)
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frame:SetMovable(false)
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frame:RegisterForDrag()
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if( frame.isChildUnit ) then
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ShadowUF.Units.OnAttributeChanged(frame, "unit", SecureButton_GetModifiedUnit(frame))
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end
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RegisterUnitWatch(frame, frame.hasStateWatch)
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if( not UnitExists(frame.unit) ) then frame:Hide() end
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end
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end
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for type, header in pairs(ShadowUF.Units.headerFrames) do
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header:SetMovable(false)
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header:SetAttribute("startingIndex", 1)
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header:SetAttribute("initial-unitWatch", true)
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if( header.unitType == type or type == "raidParent" ) then
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ShadowUF.Units:ReloadHeader(header.unitType)
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end
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end
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ShadowUF.Units:CheckPlayerZone(true)
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ShadowUF.Layout:Reload()
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if( self.infoFrame ) then
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self.infoFrame:Hide()
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end
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self.isConfigModeSpec = nil
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self.isEnabled = nil
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end
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OnDragStart = function(self)
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if( not self:IsMovable() ) then return end
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if( self.unitType == "raid" and ShadowUF.Units.headerFrames.raidParent and ShadowUF.Units.headerFrames.raidParent:IsVisible() ) then
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self = ShadowUF.Units.headerFrames.raidParent
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else
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self = ShadowUF.Units.headerFrames[self.unitType] or ShadowUF.Units.unitFrames[self.unitType]
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end
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self.isMoving = true
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self:StartMoving()
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end
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OnDragStop = function(self)
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if( not self:IsMovable() ) then return end
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if( self.unitType == "raid" and ShadowUF.Units.headerFrames.raidParent and ShadowUF.Units.headerFrames.raidParent:IsVisible() ) then
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self = ShadowUF.Units.headerFrames.raidParent
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else
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self = ShadowUF.Units.headerFrames[self.unitType] or ShadowUF.Units.unitFrames[self.unitType]
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end
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self.isMoving = nil
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self:StopMovingOrSizing()
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-- When dragging the frame around, Blizzard changes the anchoring based on the closet portion of the screen
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-- When a widget is near the top left it uses top left, near the left it uses left and so on, which messes up positioning for header frames
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local scale = (self:GetScale() * UIParent:GetScale()) or 1
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local position = ShadowUF.db.profile.positions[self.unitType]
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local point, _, relativePoint, x, y = self:GetPoint()
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-- Figure out the horizontal anchor
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if( self.isHeaderFrame ) then
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if( ShadowUF.db.profile.units[self.unitType].attribAnchorPoint == "RIGHT" ) then
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x = self:GetRight()
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point = "RIGHT"
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else
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x = self:GetLeft()
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point = "LEFT"
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end
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if( ShadowUF.db.profile.units[self.unitType].attribPoint == "BOTTOM" ) then
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y = self:GetBottom()
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point = "BOTTOM" .. point
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else
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y = self:GetTop()
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point = "TOP" .. point
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end
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relativePoint = "BOTTOMLEFT"
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position.bottom = self:GetBottom() * scale
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position.top = self:GetTop() * scale
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end
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position.anchorTo = "UIParent"
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position.movedAnchor = nil
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position.anchorPoint = ""
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position.point = point
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position.relativePoint = relativePoint
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position.x = x * scale
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position.y = y * scale
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ShadowUF.Layout:AnchorFrame(UIParent, self, ShadowUF.db.profile.positions[self.unitType])
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-- Unlock the parent frame from the mover now too
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if( self.parent ) then
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ShadowUF.Layout:AnchorFrame(UIParent, self.parent, ShadowUF.db.profile.positions[self.parent.unitType])
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end
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-- Notify the configuration it can update itself now
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local ACR = LibStub("AceConfigRegistry-3.0", true)
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if( ACR ) then
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ACR:NotifyChange("ShadowedUF")
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end
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end
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function Movers:Update()
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if( not ShadowUF.db.profile.locked ) then
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self:Enable()
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elseif( ShadowUF.db.profile.locked ) then
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self:Disable()
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end
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end
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function Movers:CreateInfoFrame()
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if( self.infoFrame ) then return end
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-- Show an info frame that users can lock the frames through
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local frame = CreateFrame("Frame", nil, UIParent)
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frame:SetClampedToScreen(true)
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frame:SetWidth(300)
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frame:SetHeight(115)
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frame:RegisterForDrag("LeftButton")
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frame:EnableMouse(true)
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frame:SetMovable(true)
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frame:RegisterEvent("PLAYER_REGEN_DISABLED")
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frame:SetScript("OnEvent", function(self)
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if( not ShadowUF.db.profile.locked and self:IsVisible() ) then
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ShadowUF.db.profile.locked = true
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Movers:Disable()
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||||
DEFAULT_CHAT_FRAME:AddMessage(L["You have entered combat, unit frames have been locked. Once you leave combat you will need to unlock them again through /shadowuf."])
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end
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end)
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frame:SetScript("OnShow", OnShow)
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||||
frame:SetScript("OnHide", OnHide)
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||||
frame:SetScript("OnDragStart", function(self)
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||||
self:StartMoving()
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end)
|
||||
frame:SetScript("OnDragStop", function(self)
|
||||
self:StopMovingOrSizing()
|
||||
end)
|
||||
frame:SetBackdrop({
|
||||
bgFile = "Interface\\ChatFrame\\ChatFrameBackground",
|
||||
edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border",
|
||||
edgeSize = 26,
|
||||
insets = {left = 9, right = 9, top = 9, bottom = 9},
|
||||
})
|
||||
frame:SetBackdropColor(0, 0, 0, 0.85)
|
||||
frame:SetPoint("CENTER", UIParent, "CENTER", 0, 225)
|
||||
|
||||
frame.titleBar = frame:CreateTexture(nil, "ARTWORK")
|
||||
frame.titleBar:SetTexture("Interface\\DialogFrame\\UI-DialogBox-Header")
|
||||
frame.titleBar:SetPoint("TOP", 0, 8)
|
||||
frame.titleBar:SetWidth(350)
|
||||
frame.titleBar:SetHeight(45)
|
||||
|
||||
frame.title = frame:CreateFontString(nil, "ARTWORK", "GameFontNormal")
|
||||
frame.title:SetPoint("TOP", 0, 0)
|
||||
frame.title:SetText("Shadowed Unit Frames")
|
||||
|
||||
frame.text = frame:CreateFontString(nil, "ARTWORK", "GameFontHighlightSmall")
|
||||
frame.text:SetText(L["The unit frames you see are examples, they are not perfect and do not show all the data they normally would.|n|nYou can hide them by locking them through /shadowuf or clicking the button below."])
|
||||
frame.text:SetPoint("TOPLEFT", 12, -22)
|
||||
frame.text:SetWidth(frame:GetWidth() - 20)
|
||||
frame.text:SetJustifyH("LEFT")
|
||||
|
||||
frame.lock = CreateFrame("Button", nil, frame, "UIPanelButtonTemplate")
|
||||
frame.lock:SetText(L["Lock frames"])
|
||||
frame.lock:SetHeight(20)
|
||||
frame.lock:SetWidth(100)
|
||||
frame.lock:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 6, 8)
|
||||
frame.lock:SetScript("OnEnter", OnEnter)
|
||||
frame.lock:SetScript("OnLeave", OnLeave)
|
||||
frame.lock.tooltipText = L["Locks the unit frame positionings hiding the mover boxes."]
|
||||
frame.lock:SetScript("OnClick", function()
|
||||
ShadowUF.db.profile.locked = true
|
||||
Movers:Update()
|
||||
end)
|
||||
|
||||
frame.unlink = CreateFrame("Button", nil, frame, "UIPanelButtonTemplate")
|
||||
frame.unlink:SetText(L["Unlink frames"])
|
||||
frame.unlink:SetHeight(20)
|
||||
frame.unlink:SetWidth(100)
|
||||
frame.unlink:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -6, 8)
|
||||
frame.unlink:SetScript("OnEnter", OnEnter)
|
||||
frame.unlink:SetScript("OnLeave", OnLeave)
|
||||
frame.unlink.tooltipText = L["WARNING: This will unlink all frames from each other so you can move them without another frame moving with it."]
|
||||
frame.unlink:SetScript("OnClick", function()
|
||||
for frame in pairs(ShadowUF.Units.frameList) do
|
||||
if( not ShadowUF.Units.childUnits[frame.unitType] and frame:GetScript("OnDragStart") and frame:GetScript("OnDragStop") ) then
|
||||
frame:GetScript("OnDragStart")(frame)
|
||||
frame:GetScript("OnDragStop")(frame)
|
||||
end
|
||||
end
|
||||
|
||||
Movers:Update()
|
||||
end)
|
||||
|
||||
self.infoFrame = frame
|
||||
end
|
||||
Reference in New Issue
Block a user