Files
Icarium d40388b8b7 Init
2023-03-02 12:15:00 +01:00

5050 lines
161 KiB
Lua

local Config = {}
local AceDialog, AceRegistry, AceGUI, SML, registered, options
local playerClass = select(2, UnitClass("player"))
local modifyUnits, globalConfig = {}, {}
local L = ShadowUF.L
ShadowUF.Config = Config
--[[
The part that makes configuration a pain when you actually try is it gets unwieldly when you're adding special code to deal with
showing help for certain cases, swapping tabs etc that makes it work smoothly.
I'm going to have to split it out into separate files for each type to clean everything up but that takes time and I have other things
I want to get done with first.
]]
local unitCategories = {
player = {"player", "pet"},
general = {"target", "targettarget", "targettargettarget", "focus", "focustarget", "pettarget"},
party = {"party", "partypet", "partytarget"},
raid = {"raid", "raidpet", "boss", "bosstarget", "maintank", "maintanktarget", "mainassist", "mainassisttarget"},
arena = {"arena", "arenapet", "arenatarget"}}
local UNIT_DESC = {
["boss"] = L["Boss units are for only certain fights, such as Blood Princes or the Gunship battle, you will not see them for every boss fight."],
["mainassist"] = L["Main Assists's are set by the Blizzard Main Assist system or mods that use them such as oRA3."],
["maintank"] = L["Main Tank's are set by the Blizzard Main Tank system or mods that use them such as oRA3."],
}
local PAGE_DESC = {
["general"] = L["General configuration to all enabled units."],
["enableUnits"] = L["Various units can be enabled through this page, such as raid or party targets."],
["hideBlizzard"] = L["Hiding and showing various aspects of the default UI such as the player buff frames."],
["units"] = L["Configuration to specific unit frames."],
["visibility"] = L["Disabling unit modules in various instances."],
["tags"] = L["Advanced tag management, allows you to add your own custom tags."],
["filter"] = L["Simple aura filtering by whitelists and blacklists."],
}
local INDICATOR_NAMES = {["happiness"] = L["Happiness"], ["leader"] = L["Leader"], ["lfdRole"] = L["Dungeon role"], ["masterLoot"] = L["Master looter"], ["pvp"] = L["PvP Flag"],["raidTarget"] = L["Raid target"], ["ready"] = L["Ready status"], ["role"] = L["Raid role"], ["status"] = L["Combat status"], ["class"] = L["Class icon"]}
local AREA_NAMES = {["arena"] = L["Arenas"],["none"] = L["Everywhere else"], ["party"] = L["Party instances"], ["pvp"] = L["Battlegrounds"], ["raid"] = L["Raid instances"],}
local INDICATOR_DESC = {["happiness"] = L["Indicator for your pet's happiness, only applies to Hunters."],
["leader"] = L["Crown indicator for group leaders."], ["lfdRole"] = L["Role the unit is playing in dungeons formed through the Looking For Dungeon system."],
["masterLoot"] = L["Bag indicator for master looters."], ["pvp"] = L["PVP flag indicator, Horde for Horde flagged pvpers and Alliance for Alliance flagged pvpers."],
["raidTarget"] = L["Raid target indicator."], ["ready"] = L["Ready status of group members."],
["role"] = L["Raid role indicator, adds a shield indicator for main tanks and a sword icon for main assists."], ["status"] = L["Status indicator, shows if the unit is currently in combat. For the player it will also show if you are rested."], ["class"] = L["Class icon for players."]}
local TAG_GROUPS = {["classification"] = L["Classifications"], ["health"] = L["Health"], ["misc"] = L["Miscellaneous"], ["playerthreat"] = L["Player threat"], ["power"] = L["Power"], ["status"] = L["Status"], ["threat"] = L["Threat"], ["raid"] = L["Raid"],}
local pointPositions = {["BOTTOM"] = L["Bottom"], ["TOP"] = L["Top"], ["LEFT"] = L["Left"], ["RIGHT"] = L["Right"], ["TOPLEFT"] = L["Top Left"], ["TOPRIGHT"] = L["Top Right"], ["BOTTOMLEFT"] = L["Bottom Left"], ["BOTTOMRIGHT"] = L["Bottom Right"], ["CENTER"] = L["Center"]}
local positionList = {["C"] = L["Center"], ["RT"] = L["Right Top"], ["RC"] = L["Right Center"], ["RB"] = L["Right Bottom"], ["LT"] = L["Left Top"], ["LC"] = L["Left Center"], ["LB"] = L["Left Bottom"], ["BL"] = L["Bottom Left"], ["BC"] = L["Bottom Center"], ["BR"] = L["Bottom Right"], ["TR"] = L["Top Right"], ["TC"] = L["Top Center"], ["TL"] = L["Top Left"] }
local unitOrder = {}
for order, unit in pairs(ShadowUF.unitList) do unitOrder[unit] = order end
local fullReload = {["bars"] = true, ["auras"] = true, ["backdrop"] = true, ["font"] = true, ["classColors"] = true, ["powerColors"] = true, ["healthColors"] = true, ["xpColors"] = true, ["omnicc"] = true}
local quickIDMap = {}
-- Helper functions
local function getPageDescription(info)
return PAGE_DESC[info[#(info)]]
end
local function getFrameName(unit)
if( unit == "raidpet" or unit == "raid" or unit == "party" or unit == "maintank" or unit == "mainassist" or unit == "boss" or unit == "arena" ) then
return string.format("#SUFHeader%s", unit)
end
return string.format("#SUFUnit%s", unit)
end
local anchorList = {}
local function getAnchorParents(info)
local unit = info[2]
for k in pairs(anchorList) do anchorList[k] = nil end
if( ShadowUF.Units.childUnits[unit] ) then
anchorList["$parent"] = string.format(L["%s member"], L.units[ShadowUF.Units.childUnits[unit]])
return anchorList
end
anchorList["UIParent"] = L["Screen"]
-- Don't let a frame anchor to a frame thats anchored to it already (Stop infinite loops-o-doom)
local currentName = getFrameName(unit)
for _, unitID in pairs(ShadowUF.unitList) do
if( unitID ~= unit and ShadowUF.db.profile.positions[unitID] and ShadowUF.db.profile.positions[unitID].anchorTo ~= currentName ) then
anchorList[getFrameName(unitID)] = string.format(L["%s frames"], L.units[unitID] or unitID)
end
end
return anchorList
end
local function selectDialogGroup(group, key)
AceDialog.Status.ShadowedUF.children[group].status.groups.selected = key
AceRegistry:NotifyChange("ShadowedUF")
end
local function selectTabGroup(group, subGroup, key)
AceDialog.Status.ShadowedUF.children[group].status.groups.selected = subGroup
AceDialog.Status.ShadowedUF.children[group].children[subGroup].status.groups.selected = key
AceRegistry:NotifyChange("ShadowedUF")
end
local function hideAdvancedOption(info)
return not ShadowUF.db.profile.advanced
end
local function hideBasicOption(info)
return ShadowUF.db.profile.advanced
end
local function isUnitDisabled(info)
local unit = info[#(info)]
local enabled = ShadowUF.db.profile.units[unit].enabled
for _, visibility in pairs(ShadowUF.db.profile.visibility) do
if( visibility[unit] ) then
enabled = visibility[unit]
break
end
end
return not enabled
end
local function mergeTables(parent, child)
for key, value in pairs(child) do
if( type(parent[key]) == "table" ) then
parent[key] = mergeTables(parent[key], value)
elseif( type(value) == "table" ) then
parent[key] = CopyTable(value)
elseif( parent[key] == nil ) then
parent[key] = value
end
end
return parent
end
local function getName(info)
local key = info[#(info)]
if( ShadowUF.modules[key] and ShadowUF.modules[key].moduleName ) then
return ShadowUF.modules[key].moduleName
end
return LOCALIZED_CLASS_NAMES_MALE[key] or INDICATOR_NAMES[key] or L.units[key] or TAG_GROUPS[key] or L[key]
end
local function getUnitOrder(info)
return unitOrder[info[#(info)]]
end
local function isModifiersSet(info)
if( info[2] ~= "global" ) then return false end
for k in pairs(modifyUnits) do return false end
return true
end
-- These are for setting simple options like bars.texture = "Default" or locked = true
local function set(info, value)
local cat, key = string.split(".", info.arg)
if( key == "$key" ) then key = info[#(info)] end
if( not key ) then
ShadowUF.db.profile[cat] = value
else
ShadowUF.db.profile[cat][key] = value
end
if( cat and fullReload[cat] ) then
ShadowUF.Layout:CheckMedia()
ShadowUF.Layout:Reload()
end
end
local function get(info)
local cat, key = string.split(".", info.arg)
if( key == "$key" ) then key = info[#(info)] end
if( not key ) then
return ShadowUF.db.profile[cat]
else
return ShadowUF.db.profile[cat][key]
end
end
local function setColor(info, r, g, b, a)
local color = get(info)
color.r, color.g, color.b, color.a = r, g, b, a
set(info, color)
end
local function getColor(info)
local color = get(info)
return color.r, color.g, color.b, color.a
end
-- These are for setting complex options like units.player.auras.buffs.enabled = true or units.player.portrait.enabled = true
local function setVariable(unit, moduleKey, moduleSubKey, key, value)
local configTable = unit == "global" and globalConfig or ShadowUF.db.profile.units[unit]
-- For setting options like units.player.auras.buffs.enabled = true
if( moduleKey and moduleSubKey and configTable[moduleKey][moduleSubKey] ) then
configTable[moduleKey][moduleSubKey][key] = value
ShadowUF.Layout:Reload(unit)
-- For setting options like units.player.portrait.enabled = true
elseif( moduleKey and not moduleSubKey and configTable[moduleKey] ) then
configTable[moduleKey][key] = value
ShadowUF.Layout:Reload(unit)
-- For setting options like units.player.height = 50
elseif( not moduleKey and not moduleSubKey ) then
configTable[key] = value
ShadowUF.Layout:Reload(unit)
end
end
local function specialRestricted(unit, moduleKey, moduleSubKey, key)
if( ShadowUF.fakeUnits[unit] and ( key == "colorAggro" or key == "aggro" or moduleKey == "incHeal" or moduleKey == "castBar" ) ) then
return true
elseif( moduleKey == "healthBar" and unit == "player" and key == "reaction" ) then
return true
end
end
local function setUnit(info, value)
local unit = info[2]
-- auras, buffs, enabled / text, 1, text / portrait, enabled
local moduleKey, moduleSubKey, key = string.split(".", info.arg)
if( not moduleSubKey ) then key = moduleKey moduleKey = nil end
if( moduleSubKey and not key ) then key = moduleSubKey moduleSubKey = nil end
if( moduleSubKey == "$parent" ) then moduleSubKey = info[#(info) - 1] end
if( moduleKey == "$parent" ) then moduleKey = info[#(info) - 1] end
if( tonumber(moduleSubKey) ) then moduleSubKey = tonumber(moduleSubKey) end
if( unit == "global" ) then
for unit in pairs(modifyUnits) do
if( not specialRestricted(unit, moduleKey, moduleSubKey, key) ) then
setVariable(unit, moduleKey, moduleSubKey, key, value)
end
end
setVariable("global", moduleKey, moduleSubKey, key, value)
else
setVariable(unit, moduleKey, moduleSubKey, key, value)
end
end
local function getVariable(unit, moduleKey, moduleSubKey, key)
local configTbl = unit == "global" and globalConfig or ShadowUF.db.profile.units[unit]
if( moduleKey and moduleSubKey ) then
return configTbl[moduleKey][moduleSubKey] and configTbl[moduleKey][moduleSubKey][key]
elseif( moduleKey and not moduleSubKey ) then
return configTbl[moduleKey] and configTbl[moduleKey][key]
end
return configTbl[key]
end
local function getUnit(info)
local moduleKey, moduleSubKey, key = string.split(".", info.arg)
if( not moduleSubKey ) then key = moduleKey moduleKey = nil end
if( moduleSubKey and not key ) then key = moduleSubKey moduleSubKey = nil end
if( moduleSubKey == "$parent" ) then moduleSubKey = info[#(info) - 1] end
if( moduleKey == "$parent" ) then moduleKey = info[#(info) - 1] end
if( tonumber(moduleSubKey) ) then moduleSubKey = tonumber(moduleSubKey) end
return getVariable(info[2], moduleKey, moduleSubKey, key)
end
-- Tag functions
local function getTagName(info)
local tag = info[#(info)]
if( ShadowUF.db.profile.tags[tag] and ShadowUF.db.profile.tags[tag].name ) then
return ShadowUF.db.profile.tags[tag].name
end
return ShadowUF.Tags.defaultNames[tag] or tag
end
local function getTagHelp(info)
local tag = info[#(info)]
return ShadowUF.Tags.defaultHelp[tag] or ShadowUF.db.profile.tags[tag] and ShadowUF.db.profile.tags[tag].help
end
-- Module functions
local function hideRestrictedOption(info)
local unit = type(info.arg) == "number" and info[#(info) - info.arg] or info[2]
local key = info[#(info)]
if( ShadowUF.modules[key] and ShadowUF.modules[key].moduleClass and ShadowUF.modules[key].moduleClass ~= playerClass ) then
return true
elseif( key == "incHeal" and not ShadowUF.modules.incHeal ) then
return true
-- Non-standard units do not support color by aggro or incoming heal
elseif( key == "colorAggro" or key == "incHeal" or key == "aggro" ) then
return string.match(unit, "%w+target" )
-- Fall back for indicators, no variable table so it shouldn't be shown
elseif( info[#(info) - 1] == "indicators" ) then
if( ( unit == "global" and not globalConfig.indicators[key] ) or ( unit ~= "global" and not ShadowUF.db.profile.units[unit].indicators[key] ) ) then
return true
end
-- Fall back, no variable table so it shouldn't be shown
elseif( ( unit == "global" and not globalConfig[key] ) or ( unit ~= "global" and not ShadowUF.db.profile.units[unit][key] ) ) then
return true
end
return false
end
local function getModuleOrder(info)
local key = info[#(info)]
return key == "healthBar" and 1 or key == "powerBar" and 2 or key == "castBar" and 3 or 4
end
-- Expose these for modules
Config.getAnchorParents = getAnchorParents
Config.hideAdvancedOption = hideAdvancedOption
Config.isUnitDisabled = isUnitDisabled
Config.selectDialogGroup = selectDialogGroup
Config.selectTabGroup = selectTabGroup
Config.getName = getName
Config.getUnitOrder = getUnitOrder
Config.isModifiersSet = isModifiersSet
Config.set = set
Config.get = get
Config.setUnit = setUnit
Config.setVariable = setVariable
Config.getUnit = getUnit
Config.getVariable = getVariable
Config.hideRestrictedOption = hideRestrictedOption
Config.hideBasicOption = hideBasicOption
--------------------
-- GENERAL CONFIGURATION
---------------------
local function loadGeneralOptions()
SML = SML or LibStub:GetLibrary("LibSharedMedia-3.0")
local MediaList = {}
local function getMediaData(info)
local mediaType = info[#(info)]
MediaList[mediaType] = MediaList[mediaType] or {}
for k in pairs(MediaList[mediaType]) do MediaList[mediaType][k] = nil end
for _, name in pairs(SML:List(mediaType)) do
MediaList[mediaType][name] = name
end
return MediaList[mediaType]
end
local barModules = {}
for key, module in pairs(ShadowUF.modules) do
if( module.moduleHasBar ) then
barModules["$" .. key] = module.moduleName
end
end
local addTextParent = {
order = 4,
type = "group",
inline = true,
name = function(info) return barModules[info[#(info)]] or string.sub(info[#(info)], 2) end,
hidden = function(info)
for _, text in pairs(ShadowUF.db.profile.units.player.text) do
if( text.anchorTo == info[#(info)] ) then
return false
end
end
return true
end,
args = {},
}
local addTextLabel = {
order = function(info) return tonumber(string.match(info[#(info)], "(%d+)")) end,
type = "description",
width = "",
fontSize = "medium",
hidden = function(info)
local id = tonumber(string.match(info[#(info)], "(%d+)"))
if( not getVariable("player", "text", nil, id) ) then return true end
return getVariable("player", "text", id, "anchorTo") ~= info[#(info) - 1]
end,
name = function(info)
return getVariable("player", "text", tonumber(string.match(info[#(info)], "(%d+)")), "name")
end,
}
local addTextSep = {
order = function(info) return tonumber(string.match(info[#(info)], "(%d+)")) + 0.75 end,
type = "description",
width = "full",
hidden = function(info)
local id = tonumber(string.match(info[#(info)], "(%d+)"))
if( not getVariable("player", "text", nil, id) ) then return true end
return getVariable("player", "text", id, "anchorTo") ~= info[#(info) - 1]
end,
name = "",
}
local addText = {
order = function(info) return info[#(info)] + 0.5 end,
type = "execute",
width = "half",
name = L["Delete"],
hidden = function(info)
local id = tonumber(info[#(info)])
if( not getVariable("player", "text", nil, id) ) then return true end
return getVariable("player", "text", id, "anchorTo") ~= info[#(info) - 1]
end,
disabled = function(info) return tonumber(info[#(info)]) <= 6 end,
confirmText = L["Are you sure you want to delete this text? All settings for it will be deleted."],
confirm = true,
func = function(info)
local id = tonumber(info[#(info)])
for _, unit in pairs(ShadowUF.unitList) do
table.remove(ShadowUF.db.profile.units[unit].text, id)
end
addTextParent.args[info[#(info)]] = nil
ShadowUF.Layout:Reload()
end,
}
local function validateSpell(info, spell)
if( spell and spell ~= "" and not GetSpellInfo(spell) ) then
return string.format(L["Invalid spell \"%s\" entered."], spell or "")
end
return true
end
local function setRange(info, spell)
ShadowUF.db.profile.range[info[#(info)] .. playerClass] = spell and spell ~= "" and spell or nil
ShadowUF.Layout:Reload()
end
local function getRange(info, spell)
local spell = ShadowUF.db.profile.range[info[#(info)] .. playerClass]
return spell and spell ~= "" and spell or ShadowUF.modules.range[info[#(info)]][playerClass]
end
local textData = {}
local function writeTable(tbl)
local data = ""
for key, value in pairs(tbl) do
local valueType = type(value)
-- Wrap the key in brackets if it's a number
if( type(key) == "number" ) then
key = string.format("[%s]", key)
-- Wrap the string with quotes if it has a space in it
elseif( string.match(key, "[%p%s%c]") ) then
key = string.format("['%s']", string.gsub(key, "'", "\\'"))
end
-- foo = {bar = 5}
if( valueType == "table" ) then
data = string.format("%s%s=%s;", data, key, writeTable(value))
-- foo = true / foo = 5
elseif( valueType == "number" or valueType == "boolean" ) then
data = string.format("%s%s=%s;", data, key, tostring(value))
-- foo = "bar"
else
data = string.format("%s%s='%s';", data, key, string.gsub(tostring(value), "'", "\\'"))
end
end
return "{" .. data .. "}"
end
local layoutData = {positions = true, visibility = true, modules = false}
local layoutManager = {
type = "group",
order = 7,
name = L["Layout manager"],
childGroups = "tab",
hidden = hideAdvancedOption,
args = {
import = {
order = 1,
type = "group",
name = L["Import"],
hidden = false,
args = {
help = {
order = 1,
type = "group",
inline = true,
name = function(info) return layoutData.error and L["Error"] or L["Help"] end,
args = {
help = {
order = 1,
type = "description",
name = function(info)
if( ShadowUF.db:GetCurrentProfile() == "Import Backup" ) then
return L["Your active layout is the profile used for import backup, this cannot be overwritten by an import. Change your profiles to something else and try again."]
end
return layoutData.error or L["You can import another Shadowed Unit Frame users configuration by entering the export code they gave you below. This will backup your old layout to \"Import Backup\".|n|nIt will take 30-60 seconds for it to load your layout when you paste it in, please by patient."]
end
},
},
},
positions = {
order = 2,
type = "toggle",
name = L["Import unit frame positions"],
set = function(info, value) layoutData[info[#(info)]] = value end,
get = function(info) return layoutData[info[#(info)]] end,
width = "double",
},
visibility = {
order = 3,
type = "toggle",
name = L["Import visibility settings"],
set = function(info, value) layoutData[info[#(info)]] = value end,
get = function(info) return layoutData[info[#(info)]] end,
width = "double",
},
modules = {
order = 4,
type = "toggle",
name = L["Import non-standard module settings"],
desc = L["Will not import settings of modules that are not included with Shadowed Unit Frames by default."],
set = function(info, value) layoutData[info[#(info)]] = value end,
get = function(info) return layoutData[info[#(info)]] end,
width = "double",
},
import = {
order = 5,
type = "input",
name = L["Code"],
multiline = true,
width = "full",
get = false,
disabled = function() return ShadowUF.db:GetCurrentProfile() == "Import Backup" end,
set = function(info, import)
local layout, err = loadstring(string.format([[return %s]], import))
if( err ) then
layoutData.error = string.format(L["Failed to import layout, error:|n|n%s"], err)
return
end
layout = layout()
-- Strip position settings
if( not layoutData.positions ) then
layout.positions = nil
end
-- Strip visibility settings
if( not layoutData.visibility ) then
layout.visibility = nil
end
-- Strip any units we don't have included by default
for unit in pairs(layout.units) do
if( not ShadowUF.defaults.profile.units[unit] ) then
layout.units[unit] = nil
end
end
-- Strip module settings that aren't with SUF by default
if( not layoutData.modules ) then
local validModules = {["healthBar"] = true, ["powerBar"] = true, ["portrait"] = true, ["range"] = true, ["text"] = true, ["indicators"] = true, ["auras"] = true, ["incHeal"] = true, ["castBar"] = true, ["combatText"] = true, ["highlight"] = true, ["runeBar"] = true, ["totemBar"] = true, ["xpBar"] = true, ["fader"] = true, ["comboPoints"] = true}
for _, unitData in pairs(layout.units) do
for key, data in pairs(unitData) do
if( type(data) == "table" and not validModules[key] and ShadowUF.modules[key] ) then
unitData[key] = nil
end
end
end
end
-- Check if we need move over the visibility and positions info
layout.positions = layout.positions or CopyTable(ShadowUF.db.profile.positions)
layout.visibility = layout.visibility or CopyTable(ShadowUF.db.profile.positions)
-- Now backup the profile
local currentLayout = ShadowUF.db:GetCurrentProfile()
ShadowUF.layoutImporting = true
ShadowUF.db:SetProfile("Import Backup")
ShadowUF.db:CopyProfile(currentLayout)
ShadowUF.db:SetProfile(currentLayout)
ShadowUF.db:ResetProfile()
ShadowUF.layoutImporting = nil
-- Overwrite everything we did import
ShadowUF:LoadDefaultLayout()
for key, data in pairs(layout) do
if( type(data) == "table" ) then
ShadowUF.db.profile[key] = CopyTable(data)
else
ShadowUF.db.profile[key] = data
end
end
ShadowUF:ProfilesChanged()
end,
},
},
},
export = {
order = 2,
type = "group",
name = L["Export"],
hidden = false,
args = {
help = {
order = 1,
type = "group",
inline = true,
name = L["Help"],
args = {
help = {
order = 1,
type = "description",
name = L["After you hit export, you can give the below code to other Shadowed Unit Frames users and they will get your exact layout."],
},
},
},
doExport = {
order = 2,
type = "execute",
name = L["Export"],
func = function(info)
layoutData.export = writeTable(ShadowUF.db.profile)
end,
},
export = {
order = 3,
type = "input",
name = L["Code"],
multiline = true,
width = "full",
set = false,
get = function(info) return layoutData[info[#(info)]] end,
},
},
},
},
}
options.args.general = {
type = "group",
childGroups = "tab",
name = L["General"],
args = {
general = {
type = "group",
order = 1,
name = L["General"],
set = set,
get = get,
args = {
general = {
order = 1,
type = "group",
inline = true,
name = L["General"],
args = {
locked = {
order = 1,
type = "toggle",
name = L["Lock frames"],
desc = L["Enables configuration mode, letting you move and giving you example frames to setup."],
set = function(info, value)
set(info, value)
ShadowUF.modules.movers:Update()
end,
arg = "locked",
},
sep = {
order = 1.5,
type = "description",
name = "",
width = "full",
hidden = hideAdvancedOption,
},
advanced = {
order = 2,
type = "toggle",
name = L["Advanced"],
desc = L["Enabling advanced settings will give you access to more configuration options. This is meant for people who want to tweak every single thing, and should not be enabled by default as it increases the options."],
arg = "advanced",
},
omnicc = {
order = 2.5,
type = "toggle",
name = L["Disable OmniCC"],
desc = L["Disables showing OmniCC timers in all Shadowed Unit Frame auras."],
arg = "omnicc",
hidden = hideAdvancedOption,
},
hideCombat = {
order = 3,
type = "toggle",
name = L["Hide tooltips in combat"],
desc = L["Prevents unit tooltips from showing while in combat."],
arg = "tooltipCombat",
},
auraBorder = {
order = 5,
type = "select",
name = L["Aura border style"],
desc = L["Style of borders to show for all auras."],
values = {["dark"] = L["Dark"], ["light"] = L["Light"], ["blizzard"] = L["Blizzard"], [""] = L["None"]},
arg = "auras.borderType",
},
statusbar = {
order = 6,
type = "select",
name = L["Bar texture"],
dialogControl = "LSM30_Statusbar",
values = getMediaData,
arg = "bars.texture",
},
spacing = {
order = 7,
type = "range",
name = L["Bar spacing"],
desc = L["How much spacing should be provided between all of the bars inside a unit frame, negative values move them farther apart, positive values bring them closer together. 0 for no spacing."],
min = -10, max = 10, step = 0.05, softMin = -5, softMax = 5,
arg = "bars.spacing",
hidden = hideAdvancedOption,
},
},
},
backdrop = {
order = 2,
type = "group",
inline = true,
name = L["Background/border"],
args = {
backgroundColor = {
order = 1,
type = "color",
name = L["Background color"],
hasAlpha = true,
set = setColor,
get = getColor,
arg = "backdrop.backgroundColor",
},
borderColor = {
order = 2,
type = "color",
name = L["Border color"],
hasAlpha = true,
set = setColor,
get = getColor,
arg = "backdrop.borderColor",
},
sep = {
order = 3,
type = "description",
name = "",
width = "full",
},
background = {
order = 4,
type = "select",
name = L["Background"],
dialogControl = "LSM30_Background",
values = getMediaData,
arg = "backdrop.backgroundTexture",
},
border = {
order = 5,
type = "select",
name = L["Border"],
dialogControl = "LSM30_Border",
values = getMediaData,
arg = "backdrop.borderTexture",
},
inset = {
order = 5.5,
type = "range",
name = L["Inset"],
desc = L["How far the background should be from the unit frame border."],
min = -10, max = 10, step = 1,
hidden = hideAdvancedOption,
arg = "backdrop.inset",
},
sep2 = {
order = 6,
type = "description",
name = "",
width = "full",
hidden = hideAdvancedOption,
},
edgeSize = {
order = 7,
type = "range",
name = L["Edge size"],
desc = L["How large the edges should be."],
hidden = hideAdvancedOption,
min = 0, max = 20, step = 1,
arg = "backdrop.edgeSize",
},
tileSize = {
order = 8,
type = "range",
name = L["Tile size"],
desc = L["How large the background should tile"],
hidden = hideAdvancedOption,
min = 0, max = 20, step = 1,
arg = "backdrop.tileSize",
},
clip = {
order = 9,
type = "range",
name = L["Clip"],
desc = L["How close the frame should clip with the border."],
hidden = hideAdvancedOption,
min = 0, max = 20, step = 1,
arg = "backdrop.clip",
},
},
},
font = {
order = 3,
type = "group",
inline = true,
name = L["Font"],
args = {
color = {
order = 1,
type = "color",
name = L["Default color"],
desc = L["Default font color, any color tags inside individual tag texts will override this."],
hasAlpha = true,
set = setColor,
get = getColor,
arg = "font.color",
hidden = hideAdvancedOption,
},
sep = {order = 1.25, type = "description", name = "", hidden = hideAdvancedOption},
font = {
order = 1.5,
type = "select",
name = L["Font"],
dialogControl = "LSM30_Font",
values = getMediaData,
arg = "font.name",
},
size = {
order = 2,
type = "range",
name = L["Size"],
min = 1, max = 50, step = 1, softMin = 1, softMax = 20,
arg = "font.size",
},
outline = {
order = 3,
type = "select",
name = L["Outline"],
values = {["OUTLINE"] = L["Thin outline"], ["THICKOUTLINE"] = L["Thick outline"], [""] = L["None"]},
arg = "font.extra",
hidden = hideAdvancedOption,
},
},
},
bar = {
order = 4,
type = "group",
inline = true,
name = L["Bars"],
hidden = hideAdvancedOption,
args = {
override = {
order = 0,
type = "toggle",
name = L["Override color"],
desc = L["Forces a static color to be used for the background of all bars"],
set = function(info, value)
if( value and not ShadowUF.db.profile.bars.backgroundColor ) then
ShadowUF.db.profile.bars.backgroundColor = {r = 0, g = 0, b = 0}
elseif( not value ) then
ShadowUF.db.profile.bars.backgroundColor = nil
end
ShadowUF.Layout:Reload()
end,
get = function(info)
return ShadowUF.db.profile.bars.backgroundColor and true or false
end,
},
color = {
order = 1,
type = "color",
name = L["Background color"],
desc = L["This will override all background colorings for bars including custom set ones."],
set = setColor,
get = function(info)
if( not ShadowUF.db.profile.bars.backgroundColor ) then
return {r = 0, g = 0, b = 0}
end
return getColor(info)
end,
disabled = function(info) return not ShadowUF.db.profile.bars.backgroundColor end,
arg = "bars.backgroundColor",
},
sep = { order = 2, type = "description", name = "", width = "full"},
barAlpha = {
order = 3,
type = "range",
name = L["Bar alpha"],
desc = L["Alpha to use for bar."],
arg = "bars.alpha",
min = 0, max = 1, step = 0.05,
isPercent = true
},
backgroundAlpha = {
order = 4,
type = "range",
name = L["Background alpha"],
desc = L["Alpha to use for bar backgrounds."],
arg = "bars.backgroundAlpha",
min = 0, max = 1, step = 0.05,
isPercent = true
},
},
},
range = {
order = 5,
type = "group",
inline = true,
name = L["Range spells"],
args = {
friendly = {
order = 0,
type = "input",
name = L["Friendly spell"],
desc = L["Name of a friendly spell to check range on friendlies.|n|nThis is automatically set for your current class only."],
validate = validateSpell,
set = setRange,
get = getRange,
},
hostile = {
order = 1,
type = "input",
name = L["Hostile spell"],
desc = L["Name of a hostile spell to check range on enemies.|n|nThis is automatically set for your current class only."],
validate = validateSpell,
set = setRange,
get = getRange,
},
},
},
},
},
color = {
order = 2,
type = "group",
name = L["Colors"],
args = {
health = {
order = 1,
type = "group",
inline = true,
name = L["Health"],
set = setColor,
get = getColor,
args = {
green = {
order = 1,
type = "color",
name = L["High health"],
desc = L["Health bar color used as the transitional color for 100% -> 50% on players, as well as when your pet is happy."],
arg = "healthColors.green",
},
yellow = {
order = 2,
type = "color",
name = L["Half health"],
desc = L["Health bar color used as the transitional color for 100% -> 0% on players, as well as when your pet is mildly unhappy."],
arg = "healthColors.yellow",
},
red = {
order = 3,
type = "color",
name = L["Low health"],
desc = L["Health bar color used as the transitional color for 50% -> 0% on players, as well as when your pet is very unhappy."],
arg = "healthColors.red",
},
friendly = {
order = 4,
type = "color",
name = L["Friendly"],
desc = L["Health bar color for friendly units."],
arg = "healthColors.friendly",
},
neutral = {
order = 5,
type = "color",
name = L["Neutral"],
desc = L["Health bar color for neutral units."],
arg = "healthColors.neutral",
},
hostile = {
order = 6,
type = "color",
name = L["Hostile"],
desc = L["Health bar color for hostile units."],
arg = "healthColors.hostile",
},
static = {
order = 7,
type = "color",
name = L["Static"],
desc = L["Color to use for health bars that are set to be colored by a static color."],
arg = "healthColors.static",
},
inc = {
order = 8,
type = "color",
name = L["Incoming heal"],
desc = L["Health bar color to use to show how much healing someone is about to receive."],
arg = "healthColors.inc",
},
enemyUnattack = {
order = 9,
type = "color",
name = L["Unattackable hostile"],
desc = L["Health bar color to use for hostile units who you cannot attack, used for reaction coloring."],
hidden = hideAdvancedOption,
arg = "healthColors.enemyUnattack",
},
},
},
power = {
order = 2,
type = "group",
inline = true,
name = L["Power"],
set = setColor,
get = getColor,
args = {
MANA = {
order = 0,
type = "color",
name = L["Mana"],
hasAlpha = true,
width = "half",
arg = "powerColors.MANA",
},
RAGE = {
order = 1,
type = "color",
name = L["Rage"],
hasAlpha = true,
width = "half",
arg = "powerColors.RAGE",
},
FOCUS = {
order = 2,
type = "color",
name = L["Focus"],
hasAlpha = true,
arg = "powerColors.FOCUS",
width = "half",
},
ENERGY = {
order = 3,
type = "color",
name = L["Energy"],
hasAlpha = true,
arg = "powerColors.ENERGY",
width = "half",
},
HAPPINESS = {
order = 5,
type = "color",
name = L["Happiness"],
hasAlpha = true,
arg = "powerColors.HAPPINESS",
},
RUNIC_POWER = {
order = 6,
type = "color",
name = L["Runic Power"],
hasAlpha = true,
arg = "powerColors.RUNIC_POWER",
},
AMMOSLOT = {
order = 7,
type = "color",
name = L["Ammo"],
hasAlpha = true,
arg = "powerColors.AMMOSLOT",
hidden = hideAdvancedOption,
},
FUEL = {
order = 8,
type = "color",
name = L["Fuel"],
hasAlpha = true,
arg = "powerColors.FUEL",
hidden = hideAdvancedOption,
},
},
},
cast = {
order = 3,
type = "group",
inline = true,
name = L["Cast"],
set = setColor,
get = getColor,
args = {
cast = {
order = 0,
type = "color",
name = L["Casting"],
desc = L["Color used when an unit is casting a spell."],
arg = "castColors.cast",
},
channel = {
order = 1,
type = "color",
name = L["Channelling"],
desc = L["Color used when a cast is a channel."],
arg = "castColors.channel",
},
sep = {
order = 2,
type = "description",
name = "",
hidden = hideAdvancedOption,
width = "full",
},
finished = {
order = 3,
type = "color",
name = L["Finished cast"],
desc = L["Color used when a cast is successfully finished."],
hidden = hideAdvancedOption,
arg = "castColors.finished",
},
interrupted = {
order = 4,
type = "color",
name = L["Cast interrupted"],
desc = L["Color used when a cast is interrupted either by the caster themselves or by another unit."],
hidden = hideAdvancedOption,
arg = "castColors.interrupted",
},
uninterruptible = {
order = 5,
type = "color",
name = L["Cast uninterruptible"],
desc = L["Color used when a cast cannot be interrupted, this is only used for PvE mobs."],
arg = "castColors.uninterruptible",
},
},
},
classColors = {
order = 4,
type = "group",
inline = true,
name = L["Classes"],
set = setColor,
get = getColor,
args = {}
},
},
},
profile = LibStub("AceDBOptions-3.0"):GetOptionsTable(ShadowUF.db, true),
text = {
type = "group",
order = 6,
name = L["Text management"],
hidden = false,
args = {
help = {
order = 0,
type = "group",
inline = true,
name = L["Help"],
args = {
help = {
order = 0,
type = "description",
name = L["You can add additional text with tags enabled using this configuration, note that any additional text added (or removed) effects all units, removing text will reset their settings as well.|n|nKeep in mind, you cannot delete the default text included with the units."],
},
},
},
add = {
order = 1,
name = L["Add new text"],
inline = true,
type = "group",
set = function(info, value) textData[info[#(info)] ] = value end,
get = function(info, value) return textData[info[#(info)] ] end,
args = {
name = {
order = 0,
type = "input",
name = L["Text name"],
desc = L["Text name that you can use to identify this text from others when configuring."],
},
parent = {
order = 1,
type = "select",
name = L["Text parent"],
desc = L["Where inside the frame the text should be anchored to."],
values = barModules,
},
add = {
order = 2,
type = "execute",
name = L["Add"],
disabled = function() return not textData.name or textData.name == "" or not textData.parent end,
func = function(info)
-- Verify we entered a good name
textData.name = string.trim(textData.name)
textData.name = textData.name ~= "" and textData.name or nil
-- Add the new entry
for _, unit in pairs(ShadowUF.unitList) do
table.insert(ShadowUF.db.profile.units[unit].text, {enabled = true, name = textData.name or "??", text = "", anchorTo = textData.parent, x = 0, y = 0, anchorPoint = "C", size = 0, width = 0.50})
end
-- Add it to the GUI
local id = tostring(#(ShadowUF.db.profile.units.player.text))
addTextParent.args[id .. ":label"] = addTextLabel
addTextParent.args[id] = addText
addTextParent.args[id .. ":sep"] = addTextSep
options.args.general.args.text.args[textData.parent] = options.args.general.args.text.args[textData.parent] or addTextParent
local parent = string.sub(textData.parent, 2)
Config.tagWizard[parent] = Config.tagWizard[parent] or Config.parentTable
Config.tagWizard[parent].args[id] = Config.tagTextTable
Config.tagWizard[parent].args[id .. ":adv"] = Config.advanceTextTable
quickIDMap[id .. ":adv"] = #(ShadowUF.db.profile.units.player.text)
-- Reset
textData.name = nil
textData.parent = nil
end,
},
},
},
},
},
layout = layoutManager,
},
}
-- Load text
for id, text in pairs(ShadowUF.db.profile.units.player.text) do
addTextParent.args[id .. ":label"] = addTextLabel
addTextParent.args[tostring(id)] = addText
addTextParent.args[id .. ":sep"] = addTextSep
options.args.general.args.text.args[text.anchorTo] = addTextParent
end
Config.classTable = {
order = 0,
type = "color",
name = getName,
hasAlpha = true,
width = "half",
arg = "classColors.$key",
}
for classToken in pairs(RAID_CLASS_COLORS) do
options.args.general.args.color.args.classColors.args[classToken] = Config.classTable
end
options.args.general.args.color.args.classColors.args.PET = Config.classTable
options.args.general.args.color.args.classColors.args.VEHICLE = Config.classTable
options.args.general.args.profile.order = 4
end
---------------------
-- HIDE BLIZZARD FRAMES CONFIGURATION
---------------------
local function loadHideOptions()
Config.hideTable = {
order = function(info) return info[#(info)] == "buffs" and 1 or 2 end,
type = "toggle",
name = function(info)
local key = info[#(info)]
return L.units[key] and string.format(L["Hide %s frames"], string.lower(L.units[key])) or string.format(L["Hide %s"], key == "cast" and L["player cast bar"] or key == "runes" and L["rune bar"] or key == "buffs" and L["buff frames"])
end,
set = function(info, value)
set(info, value)
if( value ) then ShadowUF:HideBlizzardFrames() end
end,
hidden = false,
get = get,
arg = "hidden.$key",
}
options.args.hideBlizzard = {
type = "group",
name = L["Hide Blizzard"],
desc = getPageDescription,
args = {
help = {
order = 0,
type = "group",
name = L["Help"],
inline = true,
args = {
description = {
type = "description",
name = L["You will need to do a /console reloadui before a hidden frame becomes visible again.|nPlayer and other unit frames are automatically hidden depending on if you enable the unit in Shadowed Unit Frames."],
width = "full",
},
},
},
hide = {
order = 1,
type = "group",
name = L["Frames"],
inline = true,
args = {
buffs = Config.hideTable,
cast = Config.hideTable,
runes = Config.hideTable,
party = Config.hideTable,
player = Config.hideTable,
pet = Config.hideTable,
target = Config.hideTable,
focus = Config.hideTable,
boss = Config.hideTable,
arena = Config.hideTable,
},
},
}
}
end
---------------------
-- UNIT CONFIGURATION
---------------------
local function loadUnitOptions()
-- This makes sure we don't end up with any messed up positioning due to two different anchors being used
local function fixPositions(info)
local unit = info[2]
local key = info[#(info)]
if( key == "point" or key == "relativePoint" ) then
ShadowUF.db.profile.positions[unit].anchorPoint = ""
ShadowUF.db.profile.positions[unit].movedAnchor = nil
elseif( key == "anchorPoint" ) then
ShadowUF.db.profile.positions[unit].point = ""
ShadowUF.db.profile.positions[unit].relativePoint = ""
end
-- Reset offset if it was a manually positioned frame, and it got anchored
-- Why 100/-100 you ask? Because anything else requires some sort of logic applied to it
-- and this means the frames won't directly overlap too which is a nice bonus
if( key == "anchorTo" ) then
ShadowUF.db.profile.positions[unit].x = 100
ShadowUF.db.profile.positions[unit].y = -100
end
end
-- Hide raid option in party config
local function hideRaidOrAdvancedOption(info)
if( info[2] == "party" and ShadowUF.db.profile.advanced ) then return false end
return info[2] ~= "raid" and info[2] ~= "raidpet" and info[2] ~= "maintank" and info[2] ~= "mainassist"
end
local function hideRaidOption(info)
return info[2] ~= "raid" and info[2] ~= "raidpet" and info[2] ~= "maintank" and info[2] ~= "mainassist"
end
local function hideSplitOrRaidOption(info)
if( info[2] == "raid" and ShadowUF.db.profile.units.raid.frameSplit ) then
return true
end
return hideRaidOption(info)
end
-- Not every option should be changed via global settings
local function hideSpecialOptions(info)
local unit = info[2]
if( unit == "global" or unit == "partypet" ) then
return true
end
return hideAdvancedOption(info)
end
local function checkNumber(info, value)
return tonumber(value)
end
local function setPosition(info, value)
ShadowUF.db.profile.positions[info[2]][info[#(info)]] = value
fixPositions(info)
if( info[2] == "raid" or info[2] == "raidpet" or info[2] == "maintank" or info[2] == "mainassist" or info[2] == "party" or info[2] == "boss" or info[2] == "arena" ) then
ShadowUF.Units:ReloadHeader(info[2])
else
ShadowUF.Layout:Reload(info[2])
end
end
local function getPosition(info)
return ShadowUF.db.profile.positions[info[2]][info[#(info)]]
end
local function setNumber(info, value)
local unit = info[2]
local key = info[#(info)]
local id = unit .. key
-- Apply effective scaling if it's anchored to UIParent
if( ShadowUF.db.profile.positions[unit].anchorTo == "UIParent" ) then
value = value * (ShadowUF.db.profile.units[unit].scale * UIParent:GetScale())
end
setPosition(info, tonumber(value))
end
local function getString(info)
local unit = info[2]
local key = info[#(info)]
local id = unit .. key
local coord = getPosition(info)
-- If the frame is created and it's anchored to UIParent, will return the number modified by scale
if( ShadowUF.db.profile.positions[unit].anchorTo == "UIParent" ) then
coord = coord / (ShadowUF.db.profile.units[unit].scale * UIParent:GetScale())
end
-- OCD, most definitely.
-- Pain to check coord == math.floor(coord) because floats are handled oddly with frames and return 0.99999999999435
return string.gsub(string.format("%.2f", coord), "%.00$", "")
end
-- TAG WIZARD
local tagWizard = {}
Config.tagWizard = tagWizard
do
-- Load tag list
Config.advanceTextTable = {
order = 1,
name = function(info) return getVariable(info[2], "text", quickIDMap[info[#(info)]], "name") end,
type = "group",
inline = true,
hidden = function(info)
if( not getVariable(info[2], "text", nil, quickIDMap[info[#(info)]]) ) then return true end
return string.sub(getVariable(info[2], "text", quickIDMap[info[#(info)]], "anchorTo"), 2) ~= info[#(info) - 1]
end,
set = function(info, value)
info.arg = string.format("text.%s.%s", quickIDMap[info[#(info) - 1]], info[#(info)])
setUnit(info, value)
end,
get = function(info)
info.arg = string.format("text.%s.%s", quickIDMap[info[#(info) - 1]], info[#(info)])
return getUnit(info)
end,
args = {
anchorPoint = {
order = 1,
type = "select",
name = L["Anchor point"],
values = {["LC"] = L["Left Center"], ["RT"] = L["Right Top"], ["RB"] = L["Right Bottom"], ["LT"] = L["Left Top"], ["LB"] = L["Left Bottom"], ["RC"] = L["Right Center"],["TRI"] = L["Inside Top Right"], ["TLI"] = L["Inside Top Left"], ["CLI"] = L["Inside Center Left"], ["C"] = L["Inside Center"], ["CRI"] = L["Inside Center Right"], ["TR"] = L["Top Right"], ["TL"] = L["Top Left"], ["BR"] = L["Bottom Right"], ["BL"] = L["Bottom Left"]},
hidden = hideAdvancedOption,
},
sep = {
order = 2,
type = "description",
name = "",
width = "full",
hidden = hideAdvancedOption,
},
width = {
order = 3,
name = L["Width weight"],
desc = L["How much weight this should use when figuring out the total text width."],
type = "range",
min = 0, max = 10, step = 0.1,
hidden = false,
},
size = {
order = 4,
name = L["Size"],
desc = L["Let's you modify the base font size to either make it larger or smaller."],
type = "range",
min = -20, max = 20, step = 1, softMin = -5, softMax = 5,
hidden = false,
},
x = {
order = 5,
type = "range",
name = L["X Offset"],
min = -1000, max = 1000, step = 1, softMin = -100, softMax = 100,
hidden = false,
},
y = {
order = 6,
type = "range",
name = L["Y Offset"],
min = -1000, max = 1000, step = 1, softMin = -100, softMax = 100,
hidden = false,
},
},
}
Config.parentTable = {
order = 0,
type = "group",
hidden = false,
name = function(info) return getName(info) or string.sub(info[#(info)], 1) end,
hidden = function(info) return not getVariable(info[2], info[#(info)], nil, "enabled") end,
args = {}
}
local function hideBlacklistedTag(info)
local unit = info[2]
local tag = info[#(info)]
if( unit == "global" ) then
for unit in pairs(modifyUnits) do
if( ShadowUF.Tags.unitRestrictions[tag] == unit ) then
return false
end
end
end
if( ShadowUF.Tags.unitRestrictions[tag] and ShadowUF.Tags.unitRestrictions[tag] ~= unit ) then
return true
end
return false
end
local function hideBlacklistedGroup(info)
local unit = info[2]
local tagGroup = info[#(info)]
if( unit ~= "global" ) then
if( ShadowUF.Tags.unitBlacklist[tagGroup] and string.match(unit, ShadowUF.Tags.unitBlacklist[tagGroup]) ) then
return true
end
else
-- If the only units that are in the global configuration have the tag filtered, then don't bother showing it
for unit in pairs(modifyUnits) do
if( not ShadowUF.Tags.unitBlacklist[tagGroup] or not string.match(unit, ShadowUF.Tags.unitBlacklist[tagGroup]) ) then
return false
end
end
end
return false
end
local savedTagTexts = {}
local function selectTag(info, value)
local unit = info[2]
local id = tonumber(info[#(info) - 2])
local tag = info[#(info)]
local text = getVariable(unit, "text", id, "text")
local savedText
if( value ) then
if( unit == "global" ) then
table.wipe(savedTagTexts)
-- Set special tag texts based on the unit, so targettarget won't get a tag that will cause errors
local tagGroup = ShadowUF.Tags.defaultCategories[tag]
for unit in pairs(modifyUnits) do
savedTagTexts[unit] = getVariable(unit, "text", id, "text")
if( not ShadowUF.Tags.unitBlacklist[tagGroup] or not string.match(unit, ShadowUF.Tags.unitBlacklist[tagGroup]) ) then
if( not ShadowUF.Tags.unitRestrictions[tag] or ShadowUF.Tags.unitRestrictions[tag] == unit ) then
if( text == "" ) then
savedTagTexts[unit] = string.format("[%s]", tag)
else
savedTagTexts[unit] = string.format("%s[( )%s]", savedTagTexts[unit], tag)
end
savedTagTexts.global = savedTagTexts[unit]
end
end
end
else
if( text == "" ) then
text = string.format("[%s]", tag)
else
text = string.format("%s[( )%s]", text, tag)
end
end
-- Removing a tag from global config, need to make sure we can do it
-- Hack, clean up later
elseif( unit == "global" ) then
table.wipe(savedTagTexts)
for unit in pairs(modifyUnits) do
if( not ShadowUF.Tags.unitBlacklist[tagGroup] or not string.match(unit, ShadowUF.Tags.unitBlacklist[tagGroup]) ) then
if( not ShadowUF.Tags.unitRestrictions[tag] or ShadowUF.Tags.unitRestrictions[tag] == unit ) then
local text = getVariable(unit, "text", id, "text")
for matchedTag in string.gmatch(text, "%[(.-)%]") do
local safeTag = "[" .. matchedTag .. "]"
if( string.match(safeTag, "%[" .. tag .. "%]") or string.match(safeTag, "%)" .. tag .. "%]") or string.match(safeTag, "%[" .. tag .. "%(") or string.match(safeTag, "%)" .. tag .. "%(") ) then
text = string.gsub(text, "%[" .. string.gsub(string.gsub(matchedTag, "%)", "%%)"), "%(", "%%(") .. "%]", "")
text = string.gsub(text, " ", "")
text = string.trim(text)
break
end
end
savedTagTexts[unit] = text
savedTagTexts.global = text
end
end
end
-- Removing a tag from a single unit, super easy :<
else
-- Ugly, but it works
for matchedTag in string.gmatch(text, "%[(.-)%]") do
local safeTag = "[" .. matchedTag .. "]"
if( string.match(safeTag, "%[" .. tag .. "%]") or string.match(safeTag, "%)" .. tag .. "%]") or string.match(safeTag, "%[" .. tag .. "%(") or string.match(safeTag, "%)" .. tag .. "%(") ) then
text = string.gsub(text, "%[" .. string.gsub(string.gsub(matchedTag, "%)", "%%)"), "%(", "%%(") .. "%]", "")
text = string.gsub(text, " ", "")
text = string.trim(text)
break
end
end
end
if( unit == "global" ) then
for unit in pairs(modifyUnits) do
if( savedTagTexts[unit] ) then
setVariable(unit, "text", id, "text", savedTagTexts[unit])
end
end
setVariable("global", "text", id, "text", savedTagTexts.global)
else
setVariable(unit, "text", id, "text", text)
end
end
local function getTag(info)
local text = getVariable(info[2], "text", tonumber(info[#(info) - 2]), "text")
local tag = info[#(info)]
-- FUN WITH PATTERN MATCHING
if( string.match(text, "%[" .. tag .. "%]") or string.match(text, "%)" .. tag .. "%]") or string.match(text, "%[" .. tag .. "%(") or string.match(text, "%)" .. tag .. "%(") ) then
return true
end
return false
end
Config.tagTextTable = {
type = "group",
name = function(info) return getVariable(info[2], "text", nil, tonumber(info[#(info)])) and getVariable(info[2], "text", tonumber(info[#(info)]), "name") or "" end,
hidden = function(info)
if( not getVariable(info[2], "text", nil, tonumber(info[#(info)])) ) then return true end
return string.sub(getVariable(info[2], "text", tonumber(info[#(info)]), "anchorTo"), 2) ~= info[#(info) - 1] end,
set = false,
get = false,
args = {
text = {
order = 0,
type = "input",
name = L["Text"],
width = "full",
hidden = false,
set = function(info, value) setUnit(info, string.gsub(value, "||", "|")) end,
get = function(info) return string.gsub(getUnit(info), "|", "||") end,
arg = "text.$parent.text",
},
},
}
local function getCategoryOrder(info)
return info[#(info)] == "health" and 1 or info[#(info)] == "power" and 2 or info[#(info)] == "misc" and 3 or 4
end
for _, cat in pairs(ShadowUF.Tags.defaultCategories) do
Config.tagTextTable.args[cat] = Config.tagTextTable.args[cat] or {
order = getCategoryOrder,
type = "group",
inline = true,
name = getName,
hidden = hideBlacklistedGroup,
set = selectTag,
get = getTag,
args = {},
}
end
Config.tagTable = {
order = 0,
type = "toggle",
hidden = hideBlacklistedTag,
name = getTagName,
desc = getTagHelp,
}
local tagList = {}
for tag in pairs(ShadowUF.Tags.defaultTags) do
local category = ShadowUF.Tags.defaultCategories[tag] or "misc"
Config.tagTextTable.args[category].args[tag] = Config.tagTable
end
for tag, data in pairs(ShadowUF.db.profile.tags) do
local category = data.category or "misc"
Config.tagTextTable.args[category].args[tag] = Config.tagTable
end
local parentList = {}
for id, text in pairs(ShadowUF.db.profile.units.player.text) do
parentList[text.anchorTo] = parentList[text.anchorTo] or {}
parentList[text.anchorTo][id] = text
end
local nagityNagNagTable = {
order = 0,
type = "group",
name = L["Help"],
inline = true,
hidden = false,
args = {
help = {
order = 0,
type = "description",
name = L["Selecting a tag text from the left panel to change tags. Truncating width, sizing, and offsets can be done in the current panel."],
},
},
}
for parent, list in pairs(parentList) do
parent = string.sub(parent, 2)
tagWizard[parent] = Config.parentTable
Config.parentTable.args.help = nagityNagNagTable
for id in pairs(list) do
tagWizard[parent].args[tostring(id)] = Config.tagTextTable
tagWizard[parent].args[tostring(id) .. ":adv"] = Config.advanceTextTable
quickIDMap[tostring(id) .. ":adv"] = id
end
end
end
local function disableAnchoredTo(info)
local auras = getVariable(info[2], "auras", nil, info[#(info) - 1])
return auras.anchorOn or not auras.enabled
end
local function disableSameAnchor(info)
local buffs = getVariable(info[2], "auras", nil, "buffs")
local debuffs = getVariable(info[2], "auras", nil, "debuffs")
local anchor = buffs.enabled and buffs.prioritize and "buffs" or "debuffs"
if( not getVariable(info[2], "auras", info[#(info) - 1], "enabled") ) then
return true
end
if( ( info[#(info)] == "x" or info[#(info)] == "y" ) and ( info[#(info) - 1] == "buffs" and buffs.anchorOn or info[#(info) - 1] == "debuffs" and debuffs.anchorOn ) ) then
return true
end
if( anchor == info[#(info) - 1] or buffs.anchorOn or debuffs.anchorOn ) then
return false
end
return buffs.anchorPoint == debuffs.anchorPoint
end
local defaultAuraList = {["BL"] = L["Bottom"], ["TL"] = L["Top"], ["LT"] = L["Left"], ["RT"] = L["Right"]}
local advancedAuraList = {["BL"] = L["Bottom Left"], ["BR"] = L["Bottom Right"], ["TL"] = L["Top Left"], ["TR"] = L["Top Right"], ["RT"] = L["Right Top"], ["RB"] = L["Right Bottom"], ["LT"] = L["Left Top"], ["LB"] = L["Left Bottom"]}
local function getAuraAnchors()
return ShadowUF.db.profile.advanced and advancedAuraList or defaultAuraList
end
Config.auraTable = {
type = "group",
inline = true,
hidden = false,
name = function(info) return info[#(info)] == "buffs" and L["Buffs"] or L["Debuffs"] end,
order = function(info) return info[#(info)] == "buffs" and 1 or 2 end,
disabled = function(info) return not getVariable(info[2], "auras", info[#(info) - 1], "enabled") end,
args = {
enabled = {
order = 1,
type = "toggle",
name = function(info) if( info[#(info) - 1] == "buffs" ) then return L["Enable buffs"] end return L["Enable debuffs"] end,
disabled = false,
arg = "auras.$parent.enabled",
},
anchorOn = {
order = 2,
type = "toggle",
name = function(info) return info[#(info) - 1] == "buffs" and L["Anchor to debuffs"] or L["Anchor to buffs"] end,
desc = L["Allows you to anchor the aura group to another, you can then choose where it will be anchored using the position.|n|nUse this if you want to duplicate the default ui style where buffs and debuffs are separate groups."],
set = function(info, value)
setVariable(info[2], "auras", info[#(info) - 1] == "buffs" and "debuffs" or "buffs", "anchorOn", false)
setUnit(info, value)
end,
arg = "auras.$parent.anchorOn",
},
prioritize = {
order = 2.25,
type = "toggle",
name = L["Prioritize buffs"],
desc = L["Show buffs before debuffs when sharing the same anchor point."],
hidden = function(info) return info[#(info) - 1] == "debuffs" end,
disabled = function(info)
if( not getVariable(info[2], "auras", info[#(info) - 1], "enabled") ) then return true end
local buffs = getVariable(info[2], "auras", nil, "buffs")
local debuffs = getVariable(info[2], "auras", nil, "debuffs")
return buffs.anchorOn or debuffs.anchorOn or buffs.anchorPoint ~= debuffs.anchorPoint
end,
arg = "auras.$parent.prioritize",
},
sep2 = {
order = 6,
type = "description",
name = "",
width = "full",
},
player = {
order = 7,
type = "toggle",
name = L["Show your auras only"],
desc = L["Filter out any auras that you did not cast yourself."],
arg = "auras.$parent.player",
},
raid = {
order = 8,
type = "toggle",
name = function(info) return info[#(info) - 1] == "buffs" and L["Show castable on other auras only"] or L["Show curable only"] end,
desc = function(info) return info[#(info) - 1] == "buffs" and L["Filter out any auras that you cannot cast on another player, or yourself."] or L["Filter out any aura that you cannot cure."] end,
width = "double",
arg = "auras.$parent.raid",
},
sep3 = {
order = 9,
type = "description",
name = "",
width = "full",
},
selfTimers = {
order = 9.5,
type = "toggle",
name = L["Timers for self auras only"],
desc = L["Hides the cooldown ring for any auras that you did not cast."],
hidden = hideAdvancedOption,
arg = "auras.$parent.selfTimers",
},
enlargeSelf = {
order = 10,
type = "toggle",
name = L["Enlarge your auras"],
desc = L["If you casted the aura, then the buff icon will be increased in size to make it more visible."],
arg = "auras.$parent.enlargeSelf",
},
selfScale = {
order = 11,
type = "range",
name = L["Self aura size"],
desc = L["Scale for auras that you casted, any number above 100% is bigger tahn default, any number below 100% is smaller than default."],
min = 1, max = 3, step = 0.10,
isPercent = true,
disabled = function(info) return not getVariable(info[2], "auras", info[#(info) - 1], "enlargeSelf") end,
hidden = hideAdvancedOption,
arg = "auras.$parent.selfScale",
},
selfTimersDouble = {
order = 11,
type = "toggle",
name = L["Timers for self auras only"],
desc = L["Hides the cooldown ring for any auras that you did not cast."],
hidden = hideBasicOption,
arg = "auras.$parent.selfTimers",
width = "double",
},
sep4 = {
order = 12,
type = "description",
name = "",
width = "full",
},
perRow = {
order = 13,
type = "range",
name = function(info)
local anchorPoint = getVariable(info[2], "auras", info[#(info) - 1], "anchorPoint")
if( ShadowUF.Layout:GetColumnGrowth(anchorPoint) == "LEFT" or ShadowUF.Layout:GetColumnGrowth(anchorPoint) == "RIGHT" ) then
return L["Per column"]
end
return L["Per row"]
end,
desc = L["How many auras to show in a single row."],
min = 1, max = 100, step = 1, softMin = 1, softMax = 50,
disabled = disableSameAnchor,
arg = "auras.$parent.perRow",
},
maxRows = {
order = 14,
type = "range",
name = L["Max rows"],
desc = L["How many rows total should be used, rows will be however long the per row value is set at."],
min = 1, max = 10, step = 1, softMin = 1, softMax = 5,
disabled = disableSameAnchor,
hidden = function(info)
local anchorPoint = getVariable(info[2], "auras", info[#(info) - 1], "anchorPoint")
if( ShadowUF.Layout:GetColumnGrowth(anchorPoint) == "LEFT" or ShadowUF.Layout:GetColumnGrowth(anchorPoint) == "RIGHT" ) then
return true
end
return false
end,
arg = "auras.$parent.maxRows",
},
maxColumns = {
order = 14,
type = "range",
name = L["Max columns"],
desc = L["How many auras per a column for example, entering two her will create two rows that are filled up to whatever per row is set as."],
min = 1, max = 100, step = 1, softMin = 1, softMax = 50,
hidden = function(info)
local anchorPoint = getVariable(info[2], "auras", info[#(info) - 1], "anchorPoint")
if( ShadowUF.Layout:GetColumnGrowth(anchorPoint) == "LEFT" or ShadowUF.Layout:GetColumnGrowth(anchorPoint) == "RIGHT" ) then
return false
end
return true
end,
disabled = disableSameAnchor,
arg = "auras.$parent.maxRows",
},
size = {
order = 15,
type = "range",
name = L["Size"],
min = 1, max = 30, step = 1,
arg = "auras.$parent.size",
},
sep5 = {
order = 16,
type = "description",
name = "",
width = "full",
},
anchorPoint = {
order = 17,
type = "select",
name = L["Position"],
desc = L["How you want this aura to be anchored to the unit frame."],
values = getAuraAnchors,
disabled = disableAnchoredTo,
arg = "auras.$parent.anchorPoint",
},
x = {
order = 18,
type = "range",
name = L["X Offset"],
min = -1000, max = 1000, step = 1, softMin = -100, softMax = 100,
disabled = disableSameAnchor,
hidden = hideAdvancedOption,
arg = "auras.$parent.x",
},
y = {
order = 19,
type = "range",
name = L["Y Offset"],
min = -1000, max = 1000, step = 1, softMin = -100, softMax = 100,
disabled = disableSameAnchor,
hidden = hideAdvancedOption,
arg = "auras.$parent.y",
},
},
}
local function hideBarOption(info)
local module = info[#(info) - 1]
if( ShadowUF.modules[module].moduleHasBar or getVariable(info[2], module, nil, "isBar") ) then
return false
end
return true
end
local function disableIfCastName(info)
return not getVariable(info[2], "castBar", "name", "enabled")
end
Config.barTable = {
order = getModuleOrder,
name = getName,
type = "group",
inline = true,
hidden = function(info) return hideRestrictedOption(info) or not getVariable(info[2], info[#(info)], nil, "enabled") end,
args = {
enableBar = {
order = 1,
type = "toggle",
name = L["Show as bar"],
desc = L["Turns this widget into a bar that can be resized and ordered just like health and power bars."],
hidden = function(info) return ShadowUF.modules[info[#(info) - 1]].moduleHasBar end,
arg = "$parent.isBar",
width = "full",
},
background = {
order = 1.5,
type = "toggle",
name = L["Show background"],
desc = L["Show a background behind the bars with the same texture/color but faded out."],
hidden = hideBarOption,
arg = "$parent.background",
},
sep2 = {order = 1.75, type = "description", name = "", hidden = function(info)
local moduleKey = info[#(info) - 1]
return ( moduleKey ~= "healthBar" and moduleKey ~= "powerBar" and moduleKey ~= "druidBar" ) or not ShadowUF.db.profile.advanced
end},
invert = {
order = 2,
type = "toggle",
name = L["Invert colors"],
desc = L["Flips coloring so the bar color is shown as the background color and the background as the bar"],
hidden = function(info) return ( info[#(info) - 1] ~= "healthBar" and info[#(info) - 1] ~= "powerBar" and info[#(info) - 1] ~= "druidBar" ) or not ShadowUF.db.profile.advanced end,
arg = "$parent.invert",
},
order = {
order = 4,
type = "range",
name = L["Order"],
min = 0, max = 100, step = 5,
hidden = hideBarOption,
arg = "$parent.order",
},
height = {
order = 5,
type = "range",
name = L["Height"],
desc = L["How much of the frames total height this bar should get, this is a weighted value, the higher it is the more it gets."],
min = 0, max = 10, step = 0.1,
hidden = hideBarOption,
arg = "$parent.height",
},
},
}
Config.indicatorTable = {
order = 0,
name = function(info)
if( info[#(info)] == "status" and info[2] == "player" ) then
return L["Combat/resting status"]
end
return getName(info)
end,
desc = function(info) return INDICATOR_DESC[info[#(info)]] end,
type = "group",
hidden = hideRestrictedOption,
args = {
enabled = {
order = 0,
type = "toggle",
name = L["Enable indicator"],
hidden = false,
arg = "indicators.$parent.enabled",
},
sep1 = {
order = 1,
type = "description",
name = "",
width = "full",
hidden = function() return not ShadowUF.db.profile.advanced end,
},
anchorPoint = {
order = 2,
type = "select",
name = L["Anchor point"],
values = positionList,
hidden = false,
arg = "indicators.$parent.anchorPoint",
},
size = {
order = 4,
type = "range",
name = L["Size"],
min = 1, max = 40, step = 1,
hidden = hideAdvancedOption,
arg = "indicators.$parent.size",
},
x = {
order = 5,
type = "range",
name = L["X Offset"],
min = -100, max = 100, step = 1, softMin = -50, softMax = 50,
hidden = false,
arg = "indicators.$parent.x",
},
y = {
order = 6,
type = "range",
name = L["Y Offset"],
min = -100, max = 100, step = 1, softMin = -50, softMax = 50,
hidden = false,
arg = "indicators.$parent.y",
},
},
}
Config.unitTable = {
type = "group",
childGroups = "tab",
order = getUnitOrder,
name = getName,
hidden = isUnitDisabled,
args = {
general = {
order = 1,
name = L["General"],
type = "group",
hidden = isModifiersSet,
set = setUnit,
get = getUnit,
args = {
vehicle = {
order = 1,
type = "group",
inline = true,
name = L["Vehicles"],
hidden = function(info) return info[2] ~= "player" and info[2] ~= "party" or not ShadowUF.db.profile.advanced end,
args = {
disable = {
order = 0,
type = "toggle",
name = L["Disable vehicle swap"],
desc = L["Disables the unit frame from turning into a vehicle when the player enters one."],
set = function(info, value)
setUnit(info, value)
local unit = info[2]
if( unit == "player" ) then
if( ShadowUF.Units.unitFrames.pet ) then
ShadowUF.Units.unitFrames.pet:SetAttribute("disableVehicleSwap", ShadowUF.db.profile.units[unit].disableVehicle)
end
if( ShadowUF.Units.unitFrames.player ) then
ShadowUF.Units:CheckVehicleStatus(ShadowUF.Units.unitFrames.player)
end
elseif( unit == "party" ) then
for frame in pairs(ShadowUF.Units.unitFrames) do
if( frame.unitType == "partypet" ) then
frame:SetAttribute("disableVehicleSwap", ShadowUF.db.profile.units[unit].disableVehicle)
elseif( frame.unitType == "party" ) then
ShadowUF.Units:CheckVehicleStatus(frame)
end
end
end
end,
arg = "disableVehicle",
},
},
},
portrait = {
order = 2,
type = "group",
inline = true,
hidden = false,
name = L["Portrait"],
args = {
portrait = {
order = 0,
type = "toggle",
name = string.format(L["Enable %s"], L["Portrait"]),
arg = "portrait.enabled",
},
portraitType = {
order = 1,
type = "select",
name = L["Portrait type"],
values = {["class"] = L["Class icon"], ["2D"] = L["2D"], ["3D"] = L["3D"]},
arg = "portrait.type",
},
alignment = {
order = 2,
type = "select",
name = L["Position"],
values = {["LEFT"] = L["Left"], ["RIGHT"] = L["Right"]},
arg = "portrait.alignment",
},
},
},
fader = {
order = 3,
type = "group",
inline = true,
name = L["Combat fader"],
hidden = hideRestrictedOption,
args = {
fader = {
order = 0,
type = "toggle",
name = string.format(L["Enable %s"], L["Combat fader"]),
desc = L["Combat fader will fade out all your frames while they are inactive and fade them back in once you are in combat or active."],
hidden = false,
arg = "fader.enabled",
},
combatAlpha = {
order = 1,
type = "range",
name = L["Combat alpha"],
desc = L["Frame alpha while this unit is in combat."],
min = 0, max = 1.0, step = 0.1,
arg = "fader.combatAlpha",
hidden = false,
isPercent = true,
},
inactiveAlpha = {
order = 2,
type = "range",
name = L["Inactive alpha"],
desc = L["Frame alpha when you are out of combat while having no target and 100% mana or energy."],
min = 0, max = 1.0, step = 0.1,
arg = "fader.inactiveAlpha",
hidden = false,
isPercent = true,
},
}
},
range = {
order = 3,
type = "group",
inline = true,
name = L["Range indicator"],
hidden = hideRestrictedOption,
args = {
fader = {
order = 0,
type = "toggle",
name = string.format(L["Enable %s"], L["Range indicator"]),
desc = L["Fades out the unit frames of people who are not within range of you."],
arg = "range.enabled",
hidden = false,
},
inAlpha = {
order = 1,
type = "range",
name = L["In range alpha"],
desc = L["Frame alpha while this unit is in combat."],
min = 0, max = 1.0, step = 0.05,
arg = "range.inAlpha",
hidden = false,
isPercent = true,
},
oorAlpha = {
order = 2,
type = "range",
name = L["Out of range alpha"],
min = 0, max = 1.0, step = 0.05,
arg = "range.oorAlpha",
hidden = false,
isPercent = true,
},
}
},
highlight = {
order = 3.5,
type = "group",
inline = true,
name = L["Border highlighting"],
hidden = hideRestrictedOption,
args = {
mouseover = {
order = 3,
type = "toggle",
name = L["On mouseover"],
desc = L["Highlight units when you mouse over them."],
arg = "highlight.mouseover",
hidden = false,
},
attention = {
order = 4,
type = "toggle",
name = L["For target/focus"],
desc = L["Highlight units that you are targeting or have focused."],
arg = "highlight.attention",
hidden = function(info) return info[2] == "target" or info[2] == "focus" end,
},
aggro = {
order = 5,
type = "toggle",
name = L["On aggro"],
desc = L["Highlight units that have aggro on any mob."],
arg = "highlight.aggro",
hidden = function(info) return info[2] == "arena" or info[2] == "arenapet" or ShadowUF.fakeUnits[info[2]] end,
},
debuff = {
order = 6,
type = "toggle",
name = L["On curable debuff"],
desc = L["Highlight units that are debuffed with something you can cure."],
arg = "highlight.debuff",
hidden = function(info) return string.match(info[2], "^arena") or string.match(info[2], "^boss") end,
},
alpha = {
order = 7,
type = "range",
name = L["Border alpha"],
min = 0, max = 1, step = 0.05,
isPercent = true,
hidden = false,
arg = "highlight.alpha",
},
size = {
order = 8,
type = "range",
name = L["Border thickness"],
min = 0, max = 50, step = 1,
arg = "highlight.size",
hidden = false,
},
},
},
-- This might need some help text indicating why the options disappeared, will see.
barComboPoints = {
order = 4,
type = "group",
inline = true,
name = L["Combo points"],
hidden = function(info) return not getVariable(info[2], "comboPoints", nil, "isBar") or not getVariable(info[2], nil, nil, "comboPoints") end,
args = {
enabled = {
order = 1,
type = "toggle",
name = string.format(L["Enable %s"], L["Combo points"]),
hidden = false,
arg = "comboPoints.enabled",
},
growth = {
order = 2,
type = "select",
name = L["Growth"],
values = {["LEFT"] = L["Left"], ["RIGHT"] = L["Right"]},
hidden = false,
arg = "comboPoints.growth",
},
},
},
comboPoints = {
order = 4,
type = "group",
inline = true,
name = L["Combo points"],
hidden = function(info) if( info[2] == "global" or getVariable(info[2], "comboPoints", nil, "isBar") ) then return true end return hideRestrictedOption(info) end,
args = {
enabled = {
order = 0,
type = "toggle",
name = string.format(L["Enable %s"], L["Combo points"]),
hidden = false,
arg = "comboPoints.enabled",
},
sep1 = {
order = 1,
type = "description",
name = "",
width = "full",
hidden = hideAdvancedOption,
},
growth = {
order = 2,
type = "select",
name = L["Growth"],
values = {["UP"] = L["Up"], ["LEFT"] = L["Left"], ["RIGHT"] = L["Right"], ["DOWN"] = L["Down"]},
hidden = false,
arg = "comboPoints.growth",
},
size = {
order = 2,
type = "range",
name = L["Size"],
min = 0, max = 50, step = 1, softMin = 0, softMax = 20,
hidden = hideAdvancedOption,
arg = "comboPoints.size",
},
spacing = {
order = 3,
type = "range",
name = L["Spacing"],
min = -20, max = 20, step = 1, softMin = -10, softMax = 10,
hidden = hideAdvancedOption,
arg = "comboPoints.spacing",
},
sep2 = {
order = 4,
type = "description",
name = "",
width = "full",
hidden = hideAdvancedOption,
},
anchorPoint = {
order = 5,
type = "select",
name = L["Anchor point"],
values = positionList,
hidden = false,
arg = "comboPoints.anchorPoint",
},
x = {
order = 6,
type = "range",
name = L["X Offset"],
min = -20, max = 20, step = 1,
hidden = false,
arg = "comboPoints.x",
},
y = {
order = 7,
type = "range",
name = L["Y Offset"],
min = -20, max = 20, step = 1,
hidden = false,
arg = "comboPoints.y",
},
},
},
combatText = {
order = 5,
type = "group",
inline = true,
name = L["Combat text"],
hidden = hideRestrictedOption,
args = {
combatText = {
order = 0,
type = "toggle",
name = string.format(L["Enable %s"], L["Combat text"]),
desc = L["Shows combat feedback, last healing the unit received, last hit did it miss, resist, dodged and so on."],
arg = "combatText.enabled",
hidden = false,
},
sep = {
order = 1,
type = "description",
name = "",
width = "full",
hidden = hideAdvancedOption,
},
anchorPoint = {
order = 3,
type = "select",
name = L["Anchor point"],
values = positionList,
arg = "combatText.anchorPoint",
hidden = hideAdvancedOption,
},
x = {
order = 4,
type = "range",
name = L["X Offset"],
min = -50, max = 50, step = 1,
arg = "combatText.x",
hidden = hideAdvancedOption,
},
y = {
order = 5,
type = "range",
name = L["Y Offset"],
min = -50, max = 50, step = 1,
arg = "combatText.y",
hidden = hideAdvancedOption,
},
},
},
},
},
attributes = {
order = 1.5,
type = "group",
name = function(info) return L.units[info[#(info) - 1]] end,
hidden = function(info)
local unit = info[#(info) - 1]
return unit ~= "raid" and unit ~= "raidpet" and unit ~= "party" and unit ~= "mainassist" and unit ~= "maintank" and unit ~= "boss" and unit ~= "arena"
end,
set = function(info, value)
setUnit(info, value)
ShadowUF.Units:ReloadHeader(info[2])
ShadowUF.modules.movers:Update()
end,
get = getUnit,
args = {
show = {
order = 0.5,
type = "group",
inline = true,
name = L["Visibility"],
hidden = function(info) return info[2] ~= "party" and info[2] ~= "raid" end,
args = {
showPlayer = {
order = 0,
type = "toggle",
name = L["Show player in party"],
desc = L["The player frame will not be hidden regardless, you will have to manually disable it either entirely or per zone type."],
hidden = function(info) return info[2] ~= "party" end,
arg = "showPlayer",
},
hideSemiRaid = {
order = 1,
type = "toggle",
name = L["Hide in 6-man raid"],
desc = L["Party frames are hidden while in a raid group with more than 5 people inside."],
hidden = function(info) return info[2] ~= "party" end,
set = function(info, value)
if( value ) then
setVariable(info[2], nil, nil, "hideAnyRaid", false)
end
setVariable(info[2], nil, nil, "hideSemiRaid", value)
ShadowUF.Units:ReloadHeader(info[#(info) - 3])
end,
arg = "hideSemiRaid",
},
hideRaid = {
order = 2,
type = "toggle",
name = L["Hide in any raid"],
desc = L["Party frames are hidden while in any sort of raid no matter how many people."],
hidden = function(info) return info[2] ~= "party" end,
set = function(info, value)
if( value ) then
setVariable(info[2], nil, nil, "hideSemiRaid", false)
end
setVariable(info[2], nil, nil, "hideAnyRaid", value)
ShadowUF.Units:ReloadHeader(info[#(info) - 3])
end,
arg = "hideAnyRaid",
},
separateFrames = {
order = 3,
type = "toggle",
name = L["Separate raid frames"],
desc = L["Splits raid frames into individual frames for each raid group instead of one single frame.|nNOTE! You cannot drag each group frame individualy, but how they grow is set through the column and row growth options."],
hidden = function(info) return info[2] ~= "raid" end,
arg = "frameSplit",
},
showInRaid = {
order = 4,
type = "toggle",
name = L["Show party as raid"],
hidden = hideRaidOption,
set = function(info, value)
setUnit(info, value)
ShadowUF.Units:ReloadHeader("party")
ShadowUF.Units:ReloadHeader("raid")
ShadowUF.modules.movers:Update()
end,
arg = "showParty",
},
},
},
general = {
order = 1,
type = "group",
inline = true,
name = L["General"],
hidden = false,
args = {
offset = {
order = 2,
type = "range",
name = L["Row offset"],
desc = L["Spacing between each row"],
min = -10, max = 100, step = 1,
arg = "offset",
},
attribPoint = {
order = 3,
type = "select",
name = L["Row growth"],
desc = L["How the rows should grow when new group members are added."],
values = {["TOP"] = L["Down"], ["BOTTOM"] = L["Up"], ["LEFT"] = L["Right"], ["RIGHT"] = L["Left"]},
arg = "attribPoint",
set = function(info, value)
-- If you set the frames to grow left, the columns have to grow down or up as well
local attribAnchorPoint = getVariable(info[2], nil, nil, "attribAnchorPoint")
if( ( value == "LEFT" or value == "RIGHT" ) and attribAnchorPoint ~= "BOTTOM" and attribAnchorPoint ~= "TOP" ) then
ShadowUF.db.profile.units[info[2]].attribAnchorPoint = "BOTTOM"
elseif( ( value == "TOP" or value == "BOTTOM" ) and attribAnchorPoint ~= "LEFT" and attribAnchorPoint ~= "RIGHT" ) then
ShadowUF.db.profile.units[info[2]].attribAnchorPoint = "RIGHT"
end
setUnit(info, value)
local position = ShadowUF.db.profile.positions[info[2]]
if( position.top and position.bottom ) then
local point = ShadowUF.db.profile.units[info[2]].attribAnchorPoint == "RIGHT" and "RIGHT" or "LEFT"
position.point = (ShadowUF.db.profile.units[info[2]].attribPoint == "BOTTOM" and "BOTTOM" or "TOP") .. point
position.y = ShadowUF.db.profile.units[info[2]].attribPoint == "BOTTOM" and position.bottom or position.top
end
ShadowUF.Units:ReloadHeader(info[2])
ShadowUF.modules.movers:Update()
end,
},
sep2 = {
order = 4,
type = "description",
name = "",
width = "full",
hidden = false,
},
columnSpacing = {
order = 5,
type = "range",
name = L["Column spacing"],
min = -30, max = 100, step = 1,
hidden = hideRaidOrAdvancedOption,
arg = "columnSpacing",
},
attribAnchorPoint = {
order = 6,
type = "select",
name = L["Column growth"],
desc = L["How the frames should grow when a new column is added."],
values = function(info)
local attribPoint = getVariable(info[2], nil, nil, "attribPoint")
if( attribPoint == "LEFT" or attribPoint == "RIGHT" ) then
return {["TOP"] = L["Down"], ["BOTTOM"] = L["Up"]}
end
return {["LEFT"] = L["Right"], ["RIGHT"] = L["Left"]}
end,
hidden = hideRaidOrAdvancedOption,
set = function(info, value)
-- If you set the frames to grow left, the columns have to grow down or up as well
local attribPoint = getVariable(info[2], nil, nil, "attribPoint")
if( ( value == "LEFT" or value == "RIGHT" ) and attribPoint ~= "BOTTOM" and attribPoint ~= "TOP" ) then
ShadowUF.db.profile.units[info[2]].attribPoint = "BOTTOM"
end
setUnit(info, value)
ShadowUF.Units:ReloadHeader(info[2])
ShadowUF.modules.movers:Update()
end,
arg = "attribAnchorPoint",
},
sep3 = {
order = 7,
type = "description",
name = "",
width = "full",
hidden = false,
},
maxColumns = {
order = 8,
type = "range",
name = L["Max columns"],
min = 1, max = 20, step = 1,
arg = "maxColumns",
hidden = function(info) return info[2] == "boss" or info[2] == "arena" or hideSplitOrRaidOption(info) end,
},
unitsPerColumn = {
order = 8,
type = "range",
name = L["Units per column"],
min = 1, max = 40, step = 1,
arg = "unitsPerColumn",
hidden = function(info) return info[2] == "boss" or info[2] == "arena" or hideSplitOrRaidOption(info) end,
},
partyPerColumn = {
order = 9,
type = "range",
name = L["Units per column"],
min = 1, max = 5, step = 1,
arg = "unitsPerColumn",
hidden = function(info) return info[2] ~= "party" or not ShadowUF.db.profile.advanced end,
},
groupsPerRow = {
order = 8,
type = "range",
name = L["Groups per row"],
desc = L["How many groups should be shown per row."],
min = 1, max = 8, step = 1,
arg = "groupsPerRow",
hidden = function(info) return info[2] ~= "raid" or not ShadowUF.db.profile.units.raid.frameSplit end,
},
groupSpacing = {
order = 9,
type = "range",
name = L["Group row spacing"],
desc = L["How much spacing should be between each new row of groups."],
min = -50, max = 50, step = 1,
arg = "groupSpacing",
hidden = function(info) return info[2] ~= "raid" or not ShadowUF.db.profile.units.raid.frameSplit end,
},
},
},
sort = {
order = 2,
type = "group",
inline = true,
name = L["Sorting"],
hidden = function(info) return info[2] == "boss" or info[2] == "arena" or ( info[2] ~= "raid" and not ShadowUF.db.profile.advanced ) end,
args = {
sortMethod = {
order = 2,
type = "select",
name = L["Sort method"],
values = {["INDEX"] = L["Index"], ["NAME"] = L["Name"]},
arg = "sortMethod",
hidden = false,
},
sortOrder = {
order = 2,
type = "select",
name = L["Sort order"],
values = {["ASC"] = L["Ascending"], ["DESC"] = L["Descending"]},
arg = "sortOrder",
hidden = false,
},
},
},
raid = {
order = 3,
type = "group",
inline = true,
name = L["Groups"],
hidden = hideRaidOption,
args = {
groupBy = {
order = 4,
type = "select",
name = L["Group by"],
values = {["GROUP"] = L["Group number"], ["CLASS"] = L["Class"]},
arg = "groupBy",
hidden = hideSplitOrRaidOption,
},
sortMethod = {
order = 5,
type = "select",
name = L["Sort method"],
values = {["INDEX"] = L["Index"], ["NAME"] = L["Name"]},
arg = "sortMethod",
hidden = false,
},
sortOrder = {
order = 6,
type = "select",
name = L["Sort order"],
values = {["ASC"] = L["Ascending"], ["DESC"] = L["Descending"]},
arg = "sortOrder",
hidden = false,
},
selectedGroups = {
order = 7,
type = "multiselect",
name = L["Groups to show"],
values = {string.format(L["Group %d"], 1), string.format(L["Group %d"], 2), string.format(L["Group %d"], 3), string.format(L["Group %d"], 4), string.format(L["Group %d"], 5), string.format(L["Group %d"], 6), string.format(L["Group %d"], 7), string.format(L["Group %d"], 8)},
set = function(info, key, value)
local tbl = getVariable(info[2], nil, nil, "filters")
tbl[key] = value
setVariable(info[2], "filters", nil, tbl)
ShadowUF.Units:ReloadHeader(info[2])
ShadowUF.modules.movers:Update()
end,
get = function(info, key)
return getVariable(info[2], nil, nil, "filters")[key]
end,
hidden = function(info) return info[2] ~= "raid" and info[2] ~= "raidpet" end,
},
},
},
},
},
frame = {
order = 2,
name = L["Frame"],
type = "group",
hidden = isModifiersSet,
set = setUnit,
get = getUnit,
args = {
size = {
order = 0,
type = "group",
inline = true,
name = L["Size"],
hidden = false,
set = function(info, value)
setUnit(info, value)
ShadowUF.modules.movers:Update()
end,
args = {
scale = {
order = 0,
type = "range",
name = L["Scale"],
min = 0.50, max = 1.50, step = 0.01,
isPercent = true,
arg = "scale",
},
height = {
order = 1,
type = "range",
name = L["Height"],
min = 0, max = 100, step = 1,
arg = "height",
},
width = {
order = 2,
type = "range",
name = L["Width"],
min = 0, max = 300, step = 1,
arg = "width",
},
},
},
anchor = {
order = 1,
type = "group",
inline = true,
hidden = function(info) return info[2] == "global" end,
name = L["Anchor to another frame"],
set = setPosition,
get = getPosition,
args = {
anchorPoint = {
order = 0.50,
type = "select",
name = L["Anchor point"],
values = positionList,
hidden = false,
get = function(info)
local position = ShadowUF.db.profile.positions[info[2]]
if( ShadowUF.db.profile.advanced ) then
return position[info[#(info)]]
end
return position.movedAnchor or position[info[#(info)]]
end,
},
anchorTo = {
order = 1,
type = "select",
name = L["Anchor to"],
values = getAnchorParents,
hidden = false,
},
sep = {
order = 2,
type = "description",
name = "",
width = "full",
hidden = false,
},
x = {
order = 3,
type = "input",
name = L["X Offset"],
validate = checkNumber,
set = setNumber,
get = getString,
hidden = false,
},
y = {
order = 4,
type = "input",
name = L["Y Offset"],
validate = checkNumber,
set = setNumber,
get = getString,
hidden = false,
},
},
},
orHeader = {
order = 1.5,
type = "header",
name = L["Or you can set a position manually"],
hidden = function(info) if( info[2] == "global" or hideAdvancedOption() ) then return true else return false end end,
},
position = {
order = 2,
type = "group",
hidden = function(info) if( info[2] == "global" or hideAdvancedOption() ) then return true else return false end end,
inline = true,
name = L["Manual position"],
set = setPosition,
get = getPosition,
args = {
point = {
order = 0,
type = "select",
name = L["Point"],
values = pointPositions,
hidden = false,
},
anchorTo = {
order = 0.50,
type = "select",
name = L["Anchor to"],
values = getAnchorParents,
hidden = false,
},
relativePoint = {
order = 1,
type = "select",
name = L["Relative point"],
values = pointPositions,
hidden = false,
},
sep = {
order = 2,
type = "description",
name = "",
width = "full",
hidden = false,
},
x = {
order = 3,
type = "input",
name = L["X Offset"],
validate = checkNumber,
set = setNumber,
get = getString,
hidden = false,
},
y = {
order = 4,
type = "input",
name = L["Y Offset"],
validate = checkNumber,
set = setNumber,
get = getString,
hidden = false,
},
},
},
},
},
bars = {
order = 3,
name = L["Bars"],
type = "group",
hidden = isModifiersSet,
set = setUnit,
get = getUnit,
args = {
bar = {
order = 1,
type = "group",
inline = true,
name = L["General"],
hidden = false,
args = {
runeBar = {
order = 1,
type = "toggle",
name = string.format(L["Enable %s"], L["Rune bar"]),
desc = L["Adds rune bars and timers before runes refresh to the player frame."],
hidden = hideRestrictedOption,
arg = "runeBar.enabled",
},
totemBar = {
order = 1.5,
type = "toggle",
name = string.format(L["Enable %s"], ShadowUF.modules.totemBar.moduleName),
desc = function(info)
return select(2, UnitClass("player")) == "SHAMAN" and L["Adds totem bars with timers before they expire to the player frame."] or L["Adds a bar indicating how much time is left on your ghoul timer, only used if you do not have a permanent ghoul."]
end,
hidden = hideRestrictedOption,
arg = "totemBar.enabled",
},
druidBar = {
order = 1,
type = "toggle",
name = string.format(L["Enable %s"], L["Druid mana bar"]),
desc = L["Adds another mana bar to the player frame when you are in Bear or Cat form showing you how much mana you have."],
hidden = hideRestrictedOption,
arg = "druidBar.enabled",
},
xpBar = {
order = 2,
type = "toggle",
name = string.format(L["Enable %s"], L["XP/Rep bar"]),
desc = L["This bar will automatically hide when you are at the level cap, or you do not have any reputations tracked."],
hidden = hideRestrictedOption,
arg = "xpBar.enabled",
},
sep = {
order = 3,
type = "description",
name = "",
hidden = function(info) return playerClass ~= "DRUID" and playerClass ~= "SHAMAN" and playerClass ~= "DEATHKNIGHT" and info[2] ~= "player" end,
},
powerBar = {
order = 4,
type = "toggle",
name = string.format(L["Enable %s"], L["Power bar"]),
arg = "powerBar.enabled",
},
predictPower = {
order = 5,
type = "toggle",
name = L["Enable quick power"],
desc = L["Turns fast updating of the power bar on giving you more up to date power information than normal."],
arg = "powerBar.predicted",
},
},
},
healthBar = {
order = 2,
type = "group",
inline = true,
name = L["Health bar"],
hidden = false,
args = {
enabled = {
order = 1,
type = "toggle",
name = string.format(L["Enable %s"], L["Health bar"]),
arg = "healthBar.enabled",
},
predictedHealth = {
order = 3,
type = "toggle",
name = L["Enable quick health"],
desc = L["Turns on fast updating of health bars giving you more up to date health info."],
arg = "healthBar.predicted",
},
sep = {
order = 3.5,
type = "description",
name = "",
},
healthColor = {
order = 4,
type = "select",
name = L["Color health by"],
desc = L["Primary means of coloring the health bar, color on aggro and color by reaction will override this if necessary."],
values = {["class"] = L["Class"], ["static"] = L["Static"], ["percent"] = L["Health percent"]},
arg = "healthBar.colorType",
},
reactionPet = {
order = 5,
type = "toggle",
name = L["Color by happiness"],
desc = L["Colors the health bar by how happy your pet is."],
arg = "healthBar.reactionType",
set = function(info, value) setVariable(info[2], "healthBar", nil, "reactionType", value and "happiness" or "none") end,
get = function(info) return getVariable(info[2], "healthBar", nil, "reactionType") == "happiness" and true or false end,
hidden = function(info) return info[2] ~= "pet" end,
},
reaction = {
order = 5,
type = "select",
name = L["Color by reaction on"],
desc = L["When to color the health bar by the units reaction, overriding the color health by option."],
arg = "healthBar.reactionType",
values = {["none"] = L["Never (Disabled)"], ["player"] = L["Players only"], ["npc"] = L["NPCs only"], ["both"] = L["Both"]},
hidden = function(info) return info[2] == "player" or info[2] == "pet" end,
},
colorAggro = {
order = 6,
type = "toggle",
name = L["Color on aggro"],
desc = L["Changes the health bar to the set hostile color (Red by default) when the unit takes aggro."],
arg = "healthBar.colorAggro",
hidden = hideRestrictedOption,
},
},
},
incHeal = {
order = 3,
type = "group",
inline = true,
name = L["Incoming heals"],
hidden = hideRestrictedOption,
disabled = function(info) return not getVariable(info[2], "healthBar", nil, "enabled") end,
args = {
enabled = {
order = 1,
type = "toggle",
name = string.format(L["Enable %s"], L["Incoming heals"]),
desc = L["Adds a bar inside the health bar indicating how much healing someone is estimated to be receiving."],
arg = "incHeal.enabled",
hidden = false,
},
cap = {
order = 2,
type = "range",
name = L["Outside bar limit"],
desc = L["Percentage value of how far outside the unit frame the incoming heal bar can go. 130% means it will go 30% outside the frame, 100% means it will not go outside."],
min = 1, max = 1.50, step = 0.05, isPercent = true,
arg = "incHeal.cap",
hidden = false,
},
},
},
emptyBar = {
order = 4,
type = "group",
inline = true,
name = L["Empty bar"],
hidden = false,
args = {
enabled = {
order = 1,
type = "toggle",
name = string.format(L["Enable %s"], L["Empty bar"]),
desc = L["Adds an empty bar that you can put text into as a way of uncluttering other bars."],
arg = "emptyBar.enabled",
width = "full",
},
reaction = {
order = 2,
type = "select",
name = L["Color by reaction on"],
desc = L["When to color the empty bar by reaction, overriding the default color by option."],
arg = "emptyBar.reactionType",
values = {["none"] = L["Never (Disabled)"], ["player"] = L["Players only"], ["npc"] = L["NPCs only"], ["both"] = L["Both"]},
},
colorType = {
order = 3,
type = "toggle",
name = L["Color by class"],
desc = L["Players will be colored by class, "],
arg = "emptyBar.class",
},
overrideColor = {
order = 4,
type = "color",
name = L["Background color"],
disabled = function(info)
local emptyBar = getVariable(info[2], nil, nil, "emptyBar")
return emptyBar.class and emptyBar.reaciton
end,
set = function(info, r, g, b)
local color = getUnit(info) or {}
color.r = r
color.g = g
color.b = b
setUnit(info, color)
end,
get = function(info)
local color = getUnit(info)
if( not color ) then
return 0, 0, 0
end
return color.r, color.g, color.b
end,
arg = "emptyBar.backgroundColor",
},
},
},
castBar = {
order = 5,
type = "group",
inline = true,
name = L["Cast bar"],
hidden = hideRestrictedOption,
args = {
enabled = {
order = 1,
type = "toggle",
name = string.format(L["Enable %s"], L["Cast bar"]),
desc = function(info) return ShadowUF.fakeUnits[info[2]] and string.format(L["Due to the nature of fake units, cast bars for %s are not super efficient and can take at most 0.10 seconds to notice a change in cast."], L.units[info[2]] or info[2]) end,
hidden = false,
arg = "castBar.enabled",
},
autoHide = {
order = 2,
type = "toggle",
name = L["Hide bar when empty"],
desc = L["Hides the cast bar if there is no cast active."],
hidden = false,
arg = "castBar.autoHide",
},
castIcon = {
order = 2.5,
type = "select",
name = L["Cast icon"],
arg = "castBar.icon",
values = {["LEFT"] = L["Left"], ["RIGHT"] = L["Right"], ["HIDE"] = L["Disabled"]},
hidden = false,
},
castName = {
order = 3,
type = "header",
name = L["Cast name"],
hidden = hideAdvancedOption,
},
nameEnabled = {
order = 4,
type = "toggle",
name = L["Show cast name"],
arg = "castBar.name.enabled",
hidden = hideAdvancedOption,
},
rankEnabled = {
order = 4.5,
type = "toggle",
name = L["Show cast rank"],
arg = "castBar.name.rank",
hidden = hideAdvancedOption,
disabled = disableIfCastName,
},
nameAnchor = {
order = 5,
type = "select",
name = L["Anchor point"],
desc = L["Where to anchor the cast name text."],
values = {["CLI"] = L["Inside Center Left"], ["CRI"] = L["Inside Center Right"]},
hidden = hideAdvancedOption,
arg = "castBar.name.anchorPoint",
},
nameSep = {
order = 6,
type = "description",
name = "",
width = "full",
hidden = hideAdvancedOption,
},
nameSize = {
order = 7,
type = "range",
name = L["Size"],
desc = L["Let's you modify the base font size to either make it larger or smaller."],
type = "range",
min = -10, max = 10, step = 1, softMin = -5, softMax = 5,
hidden = hideAdvancedOption,
arg = "castBar.name.size",
},
nameX = {
order = 8,
type = "range",
name = L["X Offset"],
min = -20, max = 20, step = 1,
hidden = hideAdvancedOption,
arg = "castBar.name.x",
},
nameY = {
order = 9,
type = "range",
name = L["Y Offset"],
min = -20, max = 20, step = 1,
hidden = hideAdvancedOption,
arg = "castBar.name.y",
},
castTime = {
order = 10,
type = "header",
name = L["Cast time"],
hidden = hideAdvancedOption,
},
timeEnabled = {
order = 11,
type = "toggle",
name = L["Show cast time"],
arg = "castBar.time.enabled",
hidden = hideAdvancedOption,
},
timeAnchor = {
order = 12,
type = "select",
name = L["Anchor point"],
desc = L["Where to anchor the cast time text."],
values = {["CLI"] = L["Inside Center Left"], ["CRI"] = L["Inside Center Right"]},
hidden = hideAdvancedOption,
arg = "castBar.time.anchorPoint",
},
timeSep = {
order = 13,
type = "description",
name = "",
width = "full",
hidden = hideAdvancedOption,
},
timeSize = {
order = 14,
type = "range",
name = L["Size"],
desc = L["Let's you modify the base font size to either make it larger or smaller."],
type = "range",
min = -10, max = 10, step = 1, softMin = -5, softMax = 5,
hidden = hideAdvancedOption,
arg = "castBar.time.size",
},
timeX = {
order = 15,
type = "range",
name = L["X Offset"],
min = -20, max = 20, step = 1,
hidden = hideAdvancedOption,
arg = "castBar.time.x",
},
timeY = {
order = 16,
type = "range",
name = L["Y Offset"],
min = -20, max = 20, step = 1,
hidden = hideAdvancedOption,
arg = "castBar.time.y",
},
},
},
},
},
widgetSize = {
order = 4,
name = L["Widget size"],
type = "group",
hidden = isModifiersSet,
set = setUnit,
get = getUnit,
args = {
help = {
order = 0,
type = "group",
name = L["Help"],
inline = true,
hidden = false,
args = {
help = {
order = 0,
type = "description",
name = L["Bars with an order higher or lower than the full size options will use the entire unit frame width.|n|nBar orders between those two numbers are shown next to the portrait."],
},
},
},
portrait = {
order = 0.5,
type = "group",
name = L["Portrait"],
inline = true,
hidden = false,
args = {
enableBar = {
order = 1,
type = "toggle",
name = L["Show as bar"],
desc = L["Changes this widget into a bar, you will be able to change the height and ordering like you can change health and power bars."],
arg = "$parent.isBar",
},
sep = {
order = 1.5,
type = "description",
name = "",
width = "full",
hidden = function(info) return getVariable(info[2], "portrait", nil, "isBar") end,
},
width = {
order = 2,
type = "range",
name = L["Width percent"],
desc = L["Percentage of width the portrait should use."],
min = 0, max = 1.0, step = 0.01, isPercent = true,
hidden = function(info) return getVariable(info[2], "portrait", nil, "isBar") end,
arg = "$parent.width",
},
before = {
order = 3,
type = "range",
name = L["Full size before"],
min = 0, max = 100, step = 5,
hidden = function(info) return getVariable(info[2], "portrait", nil, "isBar") end,
arg = "$parent.fullBefore",
},
after = {
order = 4,
type = "range",
name = L["Full size after"],
min = 0, max = 100, step = 5,
hidden = function(info) return getVariable(info[2], "portrait", nil, "isBar") end,
arg = "$parent.fullAfter",
},
order = {
order = 3,
type = "range",
name = L["Order"],
min = 0, max = 100, step = 5,
hidden = hideBarOption,
arg = "portrait.order",
},
height = {
order = 4,
type = "range",
name = L["Height"],
desc = L["How much of the frames total height this bar should get, this is a weighted value, the higher it is the more it gets."],
min = 0, max = 10, step = 0.1,
hidden = hideBarOption,
arg = "portrait.height",
},
},
},
},
},
auras = {
order = 5,
name = L["Auras"],
type = "group",
hidden = isModifiersSet,
set = setUnit,
get = getUnit,
args = {
temp = {
order = 0,
type = "group",
inline = true,
name = L["Temporary enchants"],
hidden = function(info) return info[2] ~= "player" end,
args = {
temporary = {
order = 0,
type = "toggle",
name = L["Enable temporary enchants"],
desc = L["Adds temporary enchants to the buffs for the player."],
disabled = function(info) return not getVariable(info[2], "auras", "buffs", "enabled") end,
arg = "auras.buffs.temporary",
width = "double",
},
},
},
buffs = Config.auraTable,
debuffs = Config.auraTable,
},
},
indicators = {
order = 5.5,
type = "group",
name = L["Indicators"],
hidden = isModifiersSet,
childGroups = "tree",
set = setUnit,
get = getUnit,
args = {
},
},
tag = {
order = 7,
name = L["Text/Tags"],
type = "group",
hidden = isModifiersSet,
childGroups = "tree",
args = tagWizard,
},
},
}
for _, indicator in pairs(ShadowUF.modules.indicators.list) do
Config.unitTable.args.indicators.args[indicator] = Config.indicatorTable
end
options.args.enableUnits = {
type = "group",
name = L["Enabled units"],
desc = getPageDescription,
args = {
help = {
order = 1,
type = "group",
inline = true,
name = L["Help"],
hidden = hideBasicOption,
args = {
help = {
order = 0,
type = "description",
name = L["The check boxes below will allow you to enable or disable units."],
},
},
},
enabled = {
order = 2,
type = "group",
inline = true,
name = L["Enable units"],
args = {},
},
},
}
options.args.units = {
type = "group",
name = L["Unit configuration"],
desc = getPageDescription,
args = {
help = {
order = 1,
type = "group",
inline = true,
name = L["Help"],
args = {
help = {
order = 0,
type = "description",
name = L["Wondering what all of the tabs for the unit configuration mean? Here's some information:|n|n|cfffed000General:|r Portrait, range checker, combat fader, border highlighting|n|cfffed000Frame:|r Unit positioning and frame anchoring|n|cfffed000Bars:|r Health, power, empty and cast bar, and combo point configuration|n|cfffed000Widget size:|r All bar and portrait sizing and ordering options|n|cfffed000Auras:|r All aura configuration for enabling/disabling/enlarging self/etc|n|cfffed000Indicators:|r All indicator configuration|n|cfffed000Text/Tags:|r Tag management as well as text positioning and width settings.|n|n|n*** Frequently looked for options ***|n|n|cfffed000Raid frames by group|r - Unit configuration -> Raid -> Raid -> Separate raid frames|n|cfffed000Class coloring:|r Bars -> Color health by|n|cfffed000Timers on auras:|r You need OmniCC for that|n|cfffed000Showing/Hiding default buff frames:|r Hide Blizzard -> Hide buff frames|n|cfffed000Percentage HP/MP text:|r Tags/Text tab, use the [percenthp] or [percentpp] tags|n|cfffed000Hiding party based on raid|r - Unit configuration -> Party -> Party -> Hide in 6-man raid/Hide in any raid"],
fontSize = "medium",
},
},
},
global = {
type = "group",
childGroups = "tab",
order = 0,
name = L["Global"],
args = {
units = {
order = 0,
type = "group",
name = L["Units"],
set = function(info, value)
local unit = info[#(info)]
if( IsShiftKeyDown() ) then
for _, unit in pairs(ShadowUF.unitList) do
if( ShadowUF.db.profile.units[unit].enabled ) then
modifyUnits[unit] = value and true or nil
if( value ) then
globalConfig = mergeTables(globalConfig, ShadowUF.db.profile.units[unit])
end
end
end
else
modifyUnits[unit] = value and true or nil
if( value ) then
globalConfig = mergeTables(globalConfig, ShadowUF.db.profile.units[unit])
end
end
-- Check if we have nothing else selected, if so wipe it
local hasUnit
for k in pairs(modifyUnits) do hasUnit = true break end
if( not hasUnit ) then
globalConfig = {}
end
AceRegistry:NotifyChange("ShadowedUF")
end,
get = function(info) return modifyUnits[info[#(info)]] end,
args = {
help = {
order = 0,
type = "group",
name = L["Help"],
inline = true,
args = {
help = {
order = 0,
type = "description",
name = L["Select the units that you want to modify, any settings changed will change every unit you selected. If you want to anchor or change raid/party unit specific settings you will need to do that through their options.|n|nShift click a unit to select all/unselect all."],
},
},
},
units = {
order = 1,
type = "group",
name = L["Units"],
inline = true,
args = {},
},
},
},
},
},
},
}
-- Load modules into the unit table
for key, module in pairs(ShadowUF.modules) do
local canHaveBar = module.moduleHasBar
for _, data in pairs(ShadowUF.defaults.profile.units) do
if( data[key] and data[key].isBar ~= nil ) then
canHaveBar = true
end
end
if( canHaveBar ) then
Config.unitTable.args.widgetSize.args[key] = Config.barTable
end
end
-- Load global unit
for k, v in pairs(Config.unitTable.args) do
options.args.units.args.global.args[k] = v
end
-- Load all of the per unit settings
local perUnitList = {
order = getUnitOrder,
type = "toggle",
name = getName,
hidden = isUnitDisabled,
desc = function(info)
return string.format(L["Adds %s to the list of units to be modified when you change values in this tab."], L.units[info[#(info)]])
end,
}
-- Enabled units list
local unitCatOrder = {}
local enabledUnits = {
order = function(info) return unitCatOrder[info[#(info)]] + getUnitOrder(info) end,
type = "toggle",
name = getName,
set = function(info, value)
local unit = info[#(info)]
for child, parent in pairs(ShadowUF.Units.childUnits) do
if( unit == parent and not value ) then
ShadowUF.db.profile.units[child].enabled = false
end
end
ShadowUF.modules.movers:Update()
ShadowUF.db.profile.units[unit].enabled = value
ShadowUF:LoadUnits()
-- Update party frame visibility
if( unit == "raid" and ShadowUF.Units.headerFrames.party ) then
ShadowUF.Units:SetHeaderAttributes(ShadowUF.Units.headerFrames.party, "party")
end
ShadowUF.modules.movers:Update()
end,
get = function(info)
return ShadowUF.db.profile.units[info[#(info)]].enabled
end,
desc = function(info)
local unit = info[#(info)]
local unitDesc = UNIT_DESC[unit] or ""
if( ShadowUF.db.profile.units[unit].enabled and ShadowUF.Units.childUnits[unit] ) then
if( unitDesc ~= "" ) then unitDesc = unitDesc .. "\n\n" end
return unitDesc .. string.format(L["This unit depends on another to work, disabling %s will disable %s."], L.units[ShadowUF.Units.childUnits[unit]], L.units[unit])
elseif( not ShadowUF.db.profile.units[unit].enabled ) then
for child, parent in pairs(ShadowUF.Units.childUnits) do
if( parent == unit ) then
if( unitDesc ~= "" ) then unitDesc = unitDesc .. "\n\n" end
return unitDesc .. L["This unit has child units that depend on it, you need to enable this unit before you can enable its children."]
end
end
end
return unitDesc ~= "" and unitDesc
end,
disabled = function(info)
local unit = info[#(info)]
if( ShadowUF.Units.childUnits[unit] ) then
return not ShadowUF.db.profile.units[ShadowUF.Units.childUnits[unit]].enabled
end
return false
end,
}
local unitCategory = {
order = function(info)
local cat = info[#(info)]
return cat == "playercat" and 50 or cat == "generalcat" and 100 or cat == "partycat" and 200 or cat == "raidcat" and 300 or 400
end,
type = "header",
name = function(info)
local cat = info[#(info)]
return cat == "playercat" and L["Player"] or cat == "generalcat" and L["General"] or cat == "raidcat" and L["Raid"] or cat == "partycat" and L["Party"] or cat == "arenacat" and L["Arena"]
end,
width = "full",
}
for cat, list in pairs(unitCategories) do
options.args.enableUnits.args.enabled.args[cat .. "cat"] = unitCategory
for _, unit in pairs(list) do
unitCatOrder[unit] = cat == "player" and 50 or cat == "general" and 100 or cat == "party" and 200 or cat == "raid" and 300 or 400
end
end
for order, unit in pairs(ShadowUF.unitList) do
options.args.enableUnits.args.enabled.args[unit] = enabledUnits
options.args.units.args.global.args.units.args.units.args[unit] = perUnitList
options.args.units.args[unit] = Config.unitTable
unitCatOrder[unit] = unitCatOrder[unit] or 100
end
end
---------------------
-- FILTER CONFIGURATION
---------------------
local function loadFilterOptions()
local hasWhitelist, hasBlacklist, rebuildFilters
local filterMap, spellMap = {}, {}
local manageFiltersTable = {
order = function(info) return info[#(info)] == "whitelists" and 1 or 2 end,
type = "group",
name = function(info) return info[#(info)] == "whitelists" and L["Whitelists"] or L["Blacklists"] end,
args = {
},
}
local function reloadUnitAuras()
for _, frame in pairs(ShadowUF.Units.unitFrames) do
if( UnitExists(frame.unit) and frame.visibility.auras ) then
ShadowUF.modules.auras:UpdateFilter(frame)
frame:FullUpdate()
end
end
end
local function setFilterType(info, value)
local filter = filterMap[info[#(info) - 2]]
local filterType = info[#(info) - 3]
ShadowUF.db.profile.filters[filterType][filter][info[#(info)]] = value
reloadUnitAuras()
end
local function getFilterType(info)
local filter = filterMap[info[#(info) - 2]]
local filterType = info[#(info) - 3]
return ShadowUF.db.profile.filters[filterType][filter][info[#(info)]]
end
--- Container widget for the filter listing
local filterEditTable = {
order = 0,
type = "group",
name = function(info) return filterMap[info[#(info)]] end,
hidden = function(info) return not ShadowUF.db.profile.filters[info[#(info) - 1]][filterMap[info[#(info)]]] end,
args = {
general = {
order = 0,
type = "group",
name = function(info) return filterMap[info[#(info) - 1]] end,
hidden = false,
inline = true,
args = {
add = {
order = 0,
type = "input",
name = L["Aura name"],
--dialogControl = "Aura_EditBox",
hidden = false,
set = function(info, value)
local filterType = info[#(info) - 3]
local filter = filterMap[info[#(info) - 2]]
ShadowUF.db.profile.filters[filterType][filter][value] = true
reloadUnitAuras()
rebuildFilters()
end,
},
delete = {
order = 1,
type = "execute",
name = L["Delete filter"],
hidden = false,
confirmText = L["Are you sure you want to delete this filter?"],
confirm = true,
func = function(info, value)
local filterType = info[#(info) - 3]
local filter = filterMap[info[#(info) - 2]]
ShadowUF.db.profile.filters[filterType][filter] = nil
-- Delete anything that used this filter too
local filterList = filterType == "whitelist" and ShadowUF.db.profile.filters.zonewhite or filterType == "blacklist" and ShadowUF.db.profile.filters.zoneblack
for id, filterUsed in pairs(filterList) do
if( filterUsed == filter ) then
filterList[id] = nil
end
end
reloadUnitAuras()
rebuildFilters()
end,
},
},
},
filters = {
order = 2,
type = "group",
inline = true,
hidden = false,
name = L["Aura types to filter"],
args = {
buffs = {
order = 4,
type = "toggle",
name = L["Buffs"],
desc = L["When this filter is active, apply the filter to buffs."],
set = setFilterType,
get = getFilterType,
},
debuffs = {
order = 5,
type = "toggle",
name = L["Debuffs"],
desc = L["When this filter is active, apply the filter to debuffs."],
set = setFilterType,
get = getFilterType,
},
},
},
spells = {
order = 3,
type = "group",
inline = true,
name = L["Auras"],
hidden = false,
args = {
},
},
},
}
-- Spell list for manage aura filters
local spellLabel = {
order = function(info) return tonumber(string.match(info[#(info)], "(%d+)")) end,
type = "description",
-- Odd I know, AceConfigDialog-3.0 expands descriptions to full width if width is nil
-- on the other hand we can't set width to "normal" so tricking it
width = "",
fontSize = "medium",
name = function(info) return spellMap[info[#(info)]] end,
}
local spellRow = {
order = function(info) return tonumber(string.match(info[#(info)], "(%d+)")) + 0.5 end,
type = "execute",
name = L["Delete"],
width = "half",
func = function(info)
local spell = spellMap[info[#(info)]]
local filter = filterMap[info[#(info) - 2]]
local filterType = info[#(info) - 3]
ShadowUF.db.profile.filters[filterType][filter][spell] = nil
rebuildFilters()
end
}
local noSpells = {
order = 0,
type = "description",
name = L["This filter has no auras in it, you will have to add some using the dialog above."],
}
-- The filter [View] widgets for manage aura filters
local filterLabel = {
order = function(info) return tonumber(string.match(info[#(info)], "(%d+)")) end,
type = "description",
width = "", -- Odd I know, AceConfigDialog-3.0 expands descriptions to full width if width is nil
fontSize = "medium",
name = function(info) return filterMap[info[#(info)]] end,
}
local filterRow = {
order = function(info) return tonumber(string.match(info[#(info)], "(%d+)")) + 0.5 end,
type = "execute",
name = L["View"],
width = "half",
func = function(info)
local filterType = info[#(info) - 2]
AceDialog.Status.ShadowedUF.children.filter.children.filters.status.groups.groups[filterType] = true
selectTabGroup("filter", "filters", filterType .. "\001" .. string.match(info[#(info)], "(%d+)"))
end
}
local noFilters = {
order = 0,
type = "description",
name = L["You do not have any filters of this type added yet, you will have to create one in the management panel before this page is useful."],
}
-- Container table for a filter zone
local globalSettings = {}
local zoneList = {"none", "pvp", "arena", "party", "raid"}
local filterTable = {
order = function(info) return info[#(info)] == "global" and 1 or info[#(info)] == "none" and 2 or 3 end,
type = "group",
inline = true,
hidden = function() return not hasWhitelist and not hasBlacklist end,
name = function(info) return AREA_NAMES[info[#(info)]] or L["Global"] end,
set = function(info, value)
local filter = filterMap[info[#(info)]]
local zone = info[#(info) - 1]
local unit = info[#(info) - 2]
local filterKey = ShadowUF.db.profile.filters.whitelists[filter] and "zonewhite" or "zoneblack"
for _, zoneConfig in pairs(zoneList) do
if( zone == "global" or zoneConfig == zone ) then
if( unit == "global" ) then
globalSettings[zoneConfig .. filterKey] = value and filter or false
for _, unit in pairs(ShadowUF.unitList) do
ShadowUF.db.profile.filters[filterKey][zoneConfig .. unit] = value and filter or nil
end
else
ShadowUF.db.profile.filters[filterKey][zoneConfig .. unit] = value and filter or nil
end
end
end
if( zone == "global" ) then
globalSettings[zone .. unit .. filterKey] = value and filter or false
end
reloadUnitAuras()
end,
get = function(info)
local filter = filterMap[info[#(info)]]
local zone = info[#(info) - 1]
local unit = info[#(info) - 2]
if( unit == "global" or zone == "global" ) then
local id = zone == "global" and zone .. unit or zone
local filterKey = ShadowUF.db.profile.filters.whitelists[filter] and "zonewhite" or "zoneblack"
if( info[#(info)] == "nofilter" ) then
return globalSettings[id .. "zonewhite"] == false and globalSettings[id .. "zoneblack"] == false
end
return globalSettings[id .. filterKey] == filter
end
if( info[#(info)] == "nofilter" ) then
return not ShadowUF.db.profile.filters.zonewhite[zone .. unit] and not ShadowUF.db.profile.filters.zoneblack[zone .. unit]
end
return ShadowUF.db.profile.filters.zonewhite[zone .. unit] == filter or ShadowUF.db.profile.filters.zoneblack[zone .. unit] == filter
end,
args = {
nofilter = {
order = 0,
type = "toggle",
name = L["Don't use a filter"],
hidden = false,
set = function(info, value)
local filter = filterMap[info[#(info)]]
local zone = info[#(info) - 1]
local unit = info[#(info) - 2]
for _, zoneConfig in pairs(zoneList) do
if( zone == "global" or zoneConfig == zone ) then
if( unit == "global" ) then
globalSettings[zoneConfig .. "zonewhite"] = false
globalSettings[zoneConfig .. "zoneblack"] = false
for _, unit in pairs(ShadowUF.unitList) do
ShadowUF.db.profile.filters.zonewhite[zoneConfig .. unit] = nil
ShadowUF.db.profile.filters.zoneblack[zoneConfig .. unit] = nil
end
else
ShadowUF.db.profile.filters.zonewhite[zoneConfig .. unit] = nil
ShadowUF.db.profile.filters.zoneblack[zoneConfig .. unit] = nil
end
end
end
if( zone == "global" ) then
globalSettings[zone .. unit .. "zonewhite"] = false
globalSettings[zone .. unit .. "zoneblack"] = false
end
reloadUnitAuras()
end,
},
white = {
order = 1,
type = "header",
name = "|cffffffff" .. L["Whitelists"] .. "|r",
hidden = function(info) return not hasWhitelist end
},
black = {
order = 3,
type = "header",
name = L["Blacklists"], -- In theory I would make this black, but as black doesn't work with a black background I'll skip that
hidden = function(info) return not hasBlacklist end
},
},
}
-- Toggle used for set filter zones to enable filters
local filterToggle = {
order = function(info) return ShadowUF.db.profile.filters.whitelists[filterMap[info[#(info)]]] and 2 or 4 end,
type = "toggle",
name = function(info) return filterMap[info[#(info)]] end,
desc = function(info)
local filter = filterMap[info[#(info)]]
filter = ShadowUF.db.profile.filters.whitelists[filter] or ShadowUF.db.profile.filters.blacklists[filter]
if( filter.buffs and filter.debuffs ) then
return L["Filtering both buffs and debuffs"]
elseif( filter.buffs ) then
return L["Filtering buffs only"]
elseif( filter.debuffs ) then
return L["Filtering debuffs only"]
end
return L["This filter has no aura types set to filter out."]
end,
}
-- Load existing filters in
-- This needs to be cleaned up later
local filterID, spellID = 0, 0
local function buildList(type)
local manageFiltersTable = {
order = type == "whitelists" and 1 or 2,
type = "group",
name = type == "whitelists" and L["Whitelists"] or L["Blacklists"],
args = {
groups = {
order = 0,
type = "group",
inline = true,
name = function(info) return info[#(info) - 1] == "whitelists" and L["Whitelist filters"] or L["Blacklist filters"] end,
args = {
},
},
},
}
local hasFilters
for name, spells in pairs(ShadowUF.db.profile.filters[type]) do
hasFilters = true
filterID = filterID + 1
filterMap[tostring(filterID)] = name
filterMap[filterID .. "label"] = name
filterMap[filterID .. "row"] = name
manageFiltersTable.args[tostring(filterID)] = CopyTable(filterEditTable)
manageFiltersTable.args.groups.args[filterID .. "label"] = filterLabel
manageFiltersTable.args.groups.args[filterID .. "row"] = filterRow
filterTable.args[tostring(filterID)] = filterToggle
local hasSpells
for spellName in pairs(spells) do
if( spellName ~= "buffs" and spellName ~= "debuffs" ) then
hasSpells = true
spellID = spellID + 1
spellMap[tostring(spellID)] = spellName
spellMap[spellID .. "label"] = spellName
manageFiltersTable.args[tostring(filterID)].args.spells.args[spellID .. "label"] = spellLabel
manageFiltersTable.args[tostring(filterID)].args.spells.args[tostring(spellID)] = spellRow
end
end
if( not hasSpells ) then
manageFiltersTable.args[tostring(filterID)].args.spells.args.noSpells = noSpells
end
end
if( not hasFilters ) then
if( type == "whitelists" ) then hasWhitelist = nil else hasBlacklist = nil end
manageFiltersTable.args.groups.args.noFilters = noFilters
end
return manageFiltersTable
end
rebuildFilters = function()
for id in pairs(filterMap) do filterTable.args[id] = nil end
spellID = 0
filterID = 0
hasBlacklist = true
hasWhitelist = true
table.wipe(filterMap)
table.wipe(spellMap)
options.args.filter.args.filters.args.whitelists = buildList("whitelists")
options.args.filter.args.filters.args.blacklists = buildList("blacklists")
end
local unitFilterSelection = {
order = function(info) return info[#(info)] == "global" and 1 or (getUnitOrder(info) + 1) end,
type = "group",
name = function(info) return info[#(info)] == "global" and L["Global"] or getName(info) end,
disabled = function(info)
if( info[#(info)] == "global" ) then
return false
end
return not hasWhitelist and not hasBlacklist
end,
args = {
help = {
order = 0,
type = "group",
inline = true,
name = L["Help"],
hidden = function() return hasWhitelist or hasBlacklist end,
args = {
help = {
type = "description",
name = L["You will need to create an aura filter before you can set which unit to enable aura filtering on."],
width = "full",
}
},
},
header = {
order = 0,
type = "header",
name = function(info) return (info[#(info) - 1] == "global" and L["Global"] or L.units[info[#(info) - 1]]) end,
hidden = function() return not hasWhitelist and not hasBlacklist end,
},
global = filterTable,
none = filterTable,
pvp = filterTable,
arena = filterTable,
party = filterTable,
raid = filterTable,
}
}
local addFilter = {type = "whitelists"}
options.args.filter = {
type = "group",
name = L["Aura filters"],
childGroups = "tab",
desc = getPageDescription,
args = {
groups = {
order = 1,
type = "group",
name = L["Set filter zones"],
args = {
help = {
order = 0,
type = "group",
inline = true,
name = L["Help"],
args = {
help = {
type = "description",
name = L["You can set what unit frame should use what filter group and in what zone type here, if you want to change what auras goes into what group then see the \"Manage aura groups\" option."],
width = "full",
}
},
},
}
},
filters = {
order = 2,
type = "group",
name = L["Manage aura filters"],
childGroups = "tree",
args = {
manage = {
order = 1,
type = "group",
name = L["Management"],
args = {
help = {
order = 0,
type = "group",
inline = true,
name = L["Help"],
args = {
help = {
type = "description",
name = L["Whitelists will hide any aura not in the filter group.|nBlacklists will hide auras that are in the filter group."],
width = "full",
}
},
},
error = {
order = 1,
type = "group",
inline = true,
hidden = function() return not addFilter.error end,
name = L["Error"],
args = {
error = {
order = 0,
type = "description",
name = function() return addFilter.error end,
width = "full",
},
},
},
add = {
order = 2,
type = "group",
inline = true,
name = L["New filter"],
get = function(info) return addFilter[info[#(info)]] end,
args = {
name = {
order = 0,
type = "input",
name = L["Name"],
set = function(info, value)
addFilter[info[#(info)]] = string.trim(value) ~= "" and value or nil
addFilter.error = nil
end,
get = function(info) return addFilter.errorName or addFilter.name end,
validate = function(info, value)
local name = string.lower(string.trim(value))
for filter in pairs(ShadowUF.db.profile.filters.whitelists) do
if( string.lower(filter) == name ) then
addFilter.error = string.format(L["The whitelist \"%s\" already exists."], value)
addFilter.errorName = value
AceRegistry:NotifyChange("ShadowedUF")
return ""
end
end
for filter in pairs(ShadowUF.db.profile.filters.blacklists) do
if( string.lower(filter) == name ) then
addFilter.error = string.format(L["The blacklist \"%s\" already exists."], value)
addFilter.errorName = value
AceRegistry:NotifyChange("ShadowedUF")
return ""
end
end
addFilter.error = nil
addFilter.errorName = nil
return true
end,
},
type = {
order = 1,
type = "select",
name = L["Filter type"],
set = function(info, value) addFilter[info[#(info)]] = value end,
values = {["whitelists"] = L["Whitelist"], ["blacklists"] = L["Blacklist"]},
},
add = {
order = 2,
type = "execute",
name = L["Create"],
disabled = function(info) return not addFilter.name end,
func = function(info)
ShadowUF.db.profile.filters[addFilter.type][addFilter.name] = {buffs = true, debuffs = true}
rebuildFilters()
local id
for key, value in pairs(filterMap) do
if( value == addFilter.name ) then
id = key
break
end
end
AceDialog.Status.ShadowedUF.children.filter.children.filters.status.groups.groups[addFilter.type] = true
selectTabGroup("filter", "filters", addFilter.type .. "\001" .. id)
table.wipe(addFilter)
addFilter.type = "whitelists"
end,
},
},
},
},
},
},
},
},
}
options.args.filter.args.groups.args.global = unitFilterSelection
for _, unit in pairs(ShadowUF.unitList) do
options.args.filter.args.groups.args[unit] = unitFilterSelection
end
rebuildFilters()
end
---------------------
-- TAG CONFIGURATION
---------------------
local function loadTagOptions()
local tagData = {search = ""}
local function set(info, value, key)
local key = key or info[#(info)]
if( ShadowUF.Tags.defaultHelp[tagData.name] ) then
return
end
-- Reset loaded function + reload tags
if( key == "funct" ) then
ShadowUF.tagFunc[tagData.name] = nil
ShadowUF.Tags:Reload()
elseif( key == "category" ) then
local cat = ShadowUF.db.profile.tags[tagData.name][key]
if( cat and cat ~= value ) then
Config.tagTextTable.args[cat].args[tagData.name] = nil
Config.tagTextTable.args[value].args[tagData.name] = Config.tagTable
end
end
ShadowUF.db.profile.tags[tagData.name][key] = value
end
local function stripCode(text)
if( not text ) then
return ""
end
return string.gsub(string.gsub(text, "|", "||"), "\t", "")
end
local function get(info, key)
local key = key or info[#(info)]
if( key == "help" and ShadowUF.Tags.defaultHelp[tagData.name] ) then
return ShadowUF.Tags.defaultHelp[tagData.name] or ""
elseif( key == "events" and ShadowUF.Tags.defaultEvents[tagData.name] ) then
return ShadowUF.Tags.defaultEvents[tagData.name] or ""
elseif( key == "frequency" and ShadowUF.Tags.defaultFrequents[tagData.name] ) then
return ShadowUF.Tags.defaultFrequents[tagData.name] or ""
elseif( key == "category" and ShadowUF.Tags.defaultCategories[tagData.name] ) then
return ShadowUF.Tags.defaultCategories[tagData.name] or ""
elseif( key == "name" and ShadowUF.Tags.defaultNames[tagData.name] ) then
return ShadowUF.Tags.defaultNames[tagData.name] or ""
elseif( key == "funct" and ShadowUF.Tags.defaultTags[tagData.name] ) then
return ShadowUF.Tags.defaultTags[tagData.name] or ""
end
return ShadowUF.db.profile.tags[tagData.name] and ShadowUF.db.profile.tags[tagData.name][key] or ""
end
local function isSearchHidden(info)
return tagData.search ~= "" and not string.match(info[#(info)], tagData.search) or false
end
local function editTag(info)
tagData.name = info[#(info)]
if( ShadowUF.Tags.defaultHelp[tagData.name] ) then
tagData.error = L["You cannot edit this tag because it is one of the default ones included in this mod. This function is here to provide an example for your own custom tags."]
end
selectDialogGroup("tags", "edit")
end
-- Create all of the tag editor options, if it's a default tag will show it after any custom ones
local tagTable = {
type = "execute",
order = function(info) return ShadowUF.Tags.defaultTags[info[#(info)]] and 100 or 1 end,
name = getTagName,
desc = getTagHelp,
hidden = isSearchHidden,
func = editTag,
}
local tagCategories = {}
local function getTagCategories(info)
for k in pairs(tagCategories) do tagCategories[k] = nil end
for _, cat in pairs(ShadowUF.Tags.defaultCategories) do
tagCategories[cat] = TAG_GROUPS[cat]
end
return tagCategories
end
-- Tag configuration
options.args.tags = {
type = "group",
childGroups = "tab",
name = L["Add tags"],
desc = getPageDescription,
hidden = hideAdvancedOption,
args = {
general = {
order = 0,
type = "group",
name = L["Tag list"],
args = {
help = {
order = 0,
type = "group",
inline = true,
name = L["Help"],
hidden = function() return ShadowUF.db.profile.advanced end,
args = {
description = {
order = 0,
type = "description",
name = L["You can add new custom tags through this page, if you're looking to change what tags are used in text look under the Text tab for an Units configuration."],
},
},
},
search = {
order = 1,
type = "group",
inline = true,
name = L["Search"],
args = {
search = {
order = 1,
type = "input",
name = L["Search tags"],
set = function(info, text) tagData.search = text end,
get = function(info) return tagData.search end,
},
},
},
list = {
order = 2,
type = "group",
inline = true,
name = L["Tags"],
args = {},
},
},
},
add = {
order = 1,
type = "group",
name = L["Add new tag"],
args = {
help = {
order = 0,
type = "group",
inline = true,
name = L["Help"],
args = {
help = {
order = 0,
type = "description",
name = L["You can find more information on creating your own custom tags in the \"Help\" tab above."],
},
},
},
add = {
order = 1,
type = "group",
inline = true,
name = L["Add new tag"],
args = {
error = {
order = 0,
type = "description",
name = function() return tagData.addError or "" end,
hidden = function() return not tagData.addError end,
},
errorHeader = {
order = 0.50,
type = "header",
name = "",
hidden = function() return not tagData.addError end,
},
tag = {
order = 1,
type = "input",
name = L["Tag name"],
desc = L["Tag that you will use to access this code, do not wrap it in brackets or parenthesis it's automatically done. For example, you would enter \"foobar\" and then access it with [foobar]."],
validate = function(info, text)
if( text == "" ) then
tagData.addError = L["You must enter a tag name."]
elseif( string.match(text, "[%[%]%(%)]") ) then
tagData.addError = string.format(L["You cannot name a tag \"%s\", tag names should contain no brackets or parenthesis."], text)
elseif( ShadowUF.tagFunc[text] ) then
tagData.addError = string.format(L["The tag \"%s\" already exists."], text)
else
tagData.addError = nil
end
AceRegistry:NotifyChange("ShadowedUF")
return tagData.addError and "" or true
end,
set = function(info, tag)
tagData.name = tag
tagData.error = nil
tagData.addError = nil
ShadowUF.db.profile.tags[tag] = {func = "function(unit, unitOwner)\n\nend", category = "misc"}
options.args.tags.args.general.args.list.args[tag] = tagTable
Config.tagTextTable.args.misc.args[tag] = Config.tagTable
selectDialogGroup("tags", "edit")
end,
},
},
},
},
},
edit = {
order = 2,
type = "group",
name = L["Edit tag"],
hidden = function() return not tagData.name end,
args = {
help = {
order = 0,
type = "group",
inline = true,
name = L["Help"],
args = {
help = {
order = 0,
type = "description",
name = L["You can find more information on creating your own custom tags in the \"Help\" tab above.|nSUF will attempt to automatically detect what events your tag will need, so you do not generally need to fill out the events field."],
},
},
},
tag = {
order = 1,
type = "group",
inline = true,
name = function() return string.format(L["Editing %s"], tagData.name or "") end,
args = {
error = {
order = 0,
type = "description",
name = function() return tagData.error or "" end,
hidden = function() return not tagData.error end,
},
errorHeader = {
order = 1,
type = "header",
name = "",
hidden = function() return not tagData.error end,
},
discovery = {
order = 1,
type = "toggle",
name = L["Disable event discovery"],
desc = L["This will disable the automatic detection of what events this tag will need, you should leave this unchecked unless you know what you are doing."],
set = function(info, value) tagData.discovery = value end,
get = function() return tagData.discovery end,
width = "full",
},
frequencyEnable = {
order = 1.10,
type = "toggle",
name = L["Enable frequent updates"],
desc = L["Flags the tag for frequent updating, it will update the tag on a timer regardless of any events firing."],
set = function(info, value)
tagData.frequency = value and 5 or nil
set(info, tagData.frequency, "frequency")
end,
get = function(info) return get(info, "frequency") ~= "" and true or false end,
width = "full",
},
frequency = {
order = 1.20,
type = "input",
name = L["Update interval"],
desc = L["How many seconds between updates.|n[WARNING] By setting the frequency to 0 it will update every single frame redraw, if you want to disable frequent updating uncheck it don't set this to 0."],
disabled = function(info) return get(info) == "" end,
validate = function(info, value)
value = tonumber(value)
if( not value ) then
tagData.error = L["Invalid interval entered, must be a number."]
elseif( value < 0 ) then
tagData.error = L["You must enter a number that is 0 or higher, negative numbers are not allowed."]
else
tagData.error = nil
end
if( tagData.error ) then
AceRegistry:NotifyChange("ShadowedUF")
return ""
end
return true
end,
set = function(info, value)
tagData.frequency = tonumber(value)
tagData.frequency = tagData.frequency < 0 and 0 or tagData.frequency
set(info, tagData.frequency)
end,
get = function(info) return tostring(get(info) or "") end,
width = "half",
},
name = {
order = 2,
type = "input",
name = L["Tag name"],
set = set,
get = get,
},
category = {
order = 2.5,
type = "select",
name = L["Category"],
values = getTagCategories,
set = set,
get = get,
},
sep = {
order = 2.75,
type = "description",
name = "",
width = "full",
},
events = {
order = 3,
type = "input",
name = L["Events"],
desc = L["Events that should be used to trigger an update of this tag. Separate each event with a single space."],
width = "full",
validate = function(info, text)
if( ShadowUF.Tags.defaultTags[tagData.name] ) then
return true
end
if( text == "" or string.match(text, "[^_%a%s]") ) then
tagData.error = L["You have to set the events to fire, you can only enter letters and underscores, \"FOO_BAR\" for example is valid, \"APPLE_5_ORANGE\" is not because it contains a number."]
tagData.eventError = text
AceRegistry:NotifyChange("ShadowedUF")
return ""
end
tagData.eventError = text
tagData.error = nil
return true
end,
set = set,
get = function(info)
if( tagData.eventError ) then
return tagData.eventError
end
return get(info)
end,
},
func = {
order = 4,
type = "input",
multiline = true,
name = L["Code"],
desc = L["Your code must be wrapped in a function, for example, if you were to make a tag to return the units name you would do:|n|nfunction(unit, unitOwner)|nreturn UnitName(unitOwner)|nend"],
width = "full",
validate = function(info, text)
if( ShadowUF.Tags.defaultTags[tagData.name] ) then
return true
end
local funct, msg = loadstring("return " .. text)
if( not string.match(text, "function") ) then
tagData.error = L["You must wrap your code in a function."]
tagData.funcError = text
elseif( not funct and msg ) then
tagData.error = string.format(L["Failed to save tag, error:|n %s"], msg)
tagData.funcError = text
else
tagData.error = nil
tagData.funcError = nil
end
AceRegistry:NotifyChange("ShadowedUF")
return tagData.error and "" or true
end,
set = function(info, value)
value = string.gsub(value, "||", "|")
set(info, value)
-- Try and automatically identify the events this tag is going to want to use
if( not tagData.discovery ) then
tagData.eventError = nil
ShadowUF.db.profile.tags[tagData.name].events = ShadowUF.Tags:IdentifyEvents(value) or ""
end
ShadowUF.Tags:Reload(tagData.name)
end,
get = function(info)
if( tagData.funcError ) then
return stripCode(tagData.funcError)
end
return stripCode(ShadowUF.Tags.defaultTags[tagData.name] or ( ShadowUF.db.profile.tags[tagData.name] and ShadowUF.db.profile.tags[tagData.name].func))
end,
},
delete = {
order = 5,
type = "execute",
name = L["Delete"],
hidden = function() return ShadowUF.Tags.defaultTags[tagData.name] end,
confirm = true,
confirmText = L["Are you sure you want to delete this tag?"],
func = function(info)
local category = ShadowUF.db.profile.tags[tagData.name].category
if( category ) then
Config.tagTextTable.args[category].args[tagData.name] = nil
end
options.args.tags.args.general.args.list.args[tagData.name] = nil
ShadowUF.db.profile.tags[tagData.name] = nil
ShadowUF.tagFunc[tagData.name] = nil
ShadowUF.Tags:Reload(tagData.name)
tagData.name = nil
tagData.error = nil
selectDialogGroup("tags", "general")
end,
},
},
},
},
},
help = {
order = 3,
type = "group",
name = L["Help"],
args = {
general = {
order = 0,
type = "group",
name = L["General"],
inline = true,
args = {
general = {
order = 0,
type = "description",
name = L["See the documentation below for information and examples on creating tags, if you just want basic Lua or WoW API information then see the Programming in Lua and WoW Programming links."],
},
},
},
documentation = {
order = 1,
type = "group",
name = L["Documentation"],
inline = true,
args = {
doc = {
order = 0,
type = "input",
name = L["Documentation"],
set = false,
get = function() return "http://wiki.github.com/Shadowed/ShadowedUnitFrames/tag-documentation" end,
width = "full",
},
},
},
resources = {
order = 2,
type = "group",
inline = true,
name = L["Resources"],
args = {
lua = {
order = 0,
type = "input",
name = L["Programming in Lua"],
desc = L["This is a good guide on how to get started with programming in Lua, while you do not need to read the entire thing it is a helpful for understanding the basics of Lua syntax and API's."],
set = false,
get = function() return "http://www.lua.org/pil/" end,
width = "full",
},
wow = {
order = 1,
type = "input",
name = L["WoW Programming"],
desc = L["WoW Programming is a good resource for finding out what difference API's do and how to call them."],
set = false,
get = function() return "http://wowprogramming.com/docs" end,
width = "full",
},
},
},
},
},
},
}
-- Load the initial tag list
for tag in pairs(ShadowUF.Tags.defaultTags) do
options.args.tags.args.general.args.list.args[tag] = tagTable
end
for tag, data in pairs(ShadowUF.db.profile.tags) do
options.args.tags.args.general.args.list.args[tag] = tagTable
end
end
---------------------
-- VISIBILITY OPTIONS
---------------------
local function loadVisibilityOptions()
-- As zone units are only enabled in a certain zone... it's pointless to provide visibility options for them
local unitBlacklist = {}
for unit in pairs(ShadowUF.Units.zoneUnits) do unitBlacklist[unit] = true end
for unit, parent in pairs(ShadowUF.Units.childUnits) do
if( ShadowUF.Units.zoneUnits[parent] ) then
unitBlacklist[unit] = true
end
end
local globalVisibility = {}
local function set(info, value)
local key = info[#(info)]
local unit = info[#(info) - 1]
local area = info[#(info) - 2]
if( key == "enabled" ) then
key = ""
end
if( value == nil ) then
value = false
elseif( value == false ) then
value = nil
end
for _, configUnit in pairs(ShadowUF.unitList) do
if( ( configUnit == unit or unit == "global" ) and not unitBlacklist[configUnit] ) then
ShadowUF.db.profile.visibility[area][configUnit .. key] = value
end
end
-- Annoying yes, but only way that works
ShadowUF.Units:CheckPlayerZone(true)
if( unit == "global" ) then
globalVisibility[area .. key] = value
end
end
local function get(info)
local key = info[#(info)]
local unit = info[#(info) - 1]
local area = info[#(info) - 2]
if( key == "enabled" ) then
key = ""
end
if( unit == "global" ) then
if( globalVisibility[area .. key] == false ) then
return nil
elseif( globalVisibility[area .. key] == nil ) then
return false
end
return globalVisibility[area .. key]
elseif( ShadowUF.db.profile.visibility[area][unit .. key] == false ) then
return nil
elseif( ShadowUF.db.profile.visibility[area][unit .. key] == nil ) then
return false
end
return ShadowUF.db.profile.visibility[area][unit .. key]
end
local function getHelp(info)
local unit = info[#(info) - 1]
local area = info[#(info) - 2]
local key = info[#(info)]
if( key == "enabled" ) then
key = ""
end
local current
if( unit == "global" ) then
current = globalVisibility[area .. key]
else
current = ShadowUF.db.profile.visibility[area][unit .. key]
end
if( current == false ) then
return string.format(L["Disabled in %s"], AREA_NAMES[area])
elseif( current == true ) then
return string.format(L["Enabled in %s"], AREA_NAMES[area])
end
return L["Using unit settings"]
end
local areaTable = {
type = "group",
order = function(info) return info[#(info)] == "none" and 2 or 1 end,
childGroups = "tree",
name = function(info)
return AREA_NAMES[info[#(info)]]
end,
get = get,
set = set,
args = {},
}
Config.visibilityTable = {
type = "group",
order = function(info) return info[#(info)] == "global" and 1 or (getUnitOrder(info) + 1) end,
name = function(info) return info[#(info)] == "global" and L["Global"] or getName(info) end,
args = {
help = {
order = 0,
type = "group",
name = L["Help"],
inline = true,
hidden = hideBasicOption,
args = {
help = {
order = 0,
type = "description",
name = function(info)
return string.format(L["Disabling a module on this page disables it while inside %s. Do not disable a module here if you do not want this to happen!."], string.lower(AREA_NAMES[info[2]]))
end,
},
},
},
enabled = {
order = 0.25,
type = "toggle",
name = function(info)
local unit = info[#(info) - 1]
if( unit == "global" ) then return "" end
return string.format(L["%s frames"], L.units[unit])
end,
hidden = function(info) return info[#(info) - 1] == "global" end,
desc = getHelp,
tristate = true,
width = "double",
},
sep = {
order = 0.5,
type = "description",
name = "",
width = "full",
hidden = function(info) return info[#(info) - 1] == "global" end,
},
}
}
local moduleTable = {
order = 1,
type = "toggle",
name = getName,
desc = getHelp,
tristate = true,
hidden = function(info)
if( info[#(info) - 1] == "global" ) then return false end
return hideRestrictedOption(info)
end,
arg = 1,
}
for key, module in pairs(ShadowUF.modules) do
if( module.moduleName ) then
Config.visibilityTable.args[key] = moduleTable
end
end
areaTable.args.global = Config.visibilityTable
for _, unit in pairs(ShadowUF.unitList) do
if( not unitBlacklist[unit] ) then
areaTable.args[unit] = Config.visibilityTable
end
end
options.args.visibility = {
type = "group",
childGroups = "tab",
name = L["Zone configuration"],
desc = getPageDescription,
args = {
start = {
order = 0,
type = "group",
name = L["Help"],
inline = true,
hidden = hideBasicOption,
args = {
help = {
order = 0,
type = "description",
name = L["Gold checkmark - Enabled in this zone / Grey checkmark - Disabled in this zone / No checkmark - Use the default unit settings"],
},
},
},
pvp = areaTable,
arena = areaTable,
party = areaTable,
raid = areaTable,
},
}
end
local function loadOptions()
options = {
type = "group",
name = "Shadowed UF",
args = {}
}
loadGeneralOptions()
loadUnitOptions()
loadHideOptions()
loadTagOptions()
loadFilterOptions()
loadVisibilityOptions()
-- Ordering
options.args.general.order = 1
options.args.enableUnits.order = 2
options.args.units.order = 3
options.args.filter.order = 4
options.args.hideBlizzard.order = 5
options.args.visibility.order = 6
options.args.tags.order = 7
-- So modules can access it easier/debug
Config.options = options
-- Options finished loading, fire callback for any non-default modules that want to be included
ShadowUF:FireModuleEvent("OnConfigurationLoad")
end
function Config:Open()
AceDialog = AceDialog or LibStub("AceConfigDialog-3.0")
AceRegistry = AceRegistry or LibStub("AceConfigRegistry-3.0")
if( not registered ) then
loadOptions()
LibStub("AceConfig-3.0"):RegisterOptionsTable("ShadowedUF", options)
AceDialog:SetDefaultSize("ShadowedUF", 835, 525)
registered = true
end
AceDialog:Open("ShadowedUF")
end