mirror of
https://github.com/Bluewhale1337/ElvUIModernized.git
synced 2026-07-27 08:24:44 +00:00
update np
This commit is contained in:
@@ -1,4 +1,5 @@
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<Ui xmlns="http://www.blizzard.com/wow/ui/">
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<Script file="NamePlates.lua"/>
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<Script file="StyleFilter.lua"/>
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<Include file="Elements\Load_Elements.xml"/>
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</Ui>
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@@ -31,51 +31,9 @@ local RaidIconCoordinate = {
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[0.75] = {[0] = "TRIANGLE", [0.25] = "SKULL"}
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}
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local healClasses = {
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["DRUID"] = true,
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["HUNTER"] = false,
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["MAGE"] = false,
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["PALADIN"] = true,
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["PRIEST"] = true,
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["ROGUE"] = false,
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["SHAMAN"] = true,
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["WARLOCK"] = false,
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["WARRIOR"] = false
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}
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mod.CreatedPlates = {}
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mod.VisiblePlates = {}
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function mod:CheckFilter(frame)
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--[[local db = E.global.nameplates["filter"][frame.UnitName]
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if db and db.enable then
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if db.hide then
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frame:Hide()
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return
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else
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if not frame:IsShown() then
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frame:Show()
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end
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if db.customColor then
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frame.CustomColor = db.color
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frame.HealthBar:SetStatusBarColor(db.color.r, db.color.g, db.color.b)
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else
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frame.CustomColor = nil
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end
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if db.customScale and db.customScale ~= 1 then
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frame.CustomScale = db.customScale
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else
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frame.CustomScale = nil
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end
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end
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elseif not frame:IsShown() then
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frame:Show()
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end]]
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return true
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end
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function mod:GetPlateFrameLevel(frame)
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local plateLevel
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if frame.plateID then
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@@ -97,7 +55,7 @@ function mod:SetPlateFrameLevel(frame, level, isTarget)
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end
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frame:SetFrameLevel(level+1)
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frame.HealthBar:SetFrameLevel(level+3)
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frame.HealthBar:SetFrameLevel(level+1)
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frame.Glow:SetFrameLevel(frame:GetFrameLevel()-1)
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frame.Buffs:SetFrameLevel(level+1)
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frame.Debuffs:SetFrameLevel(level+1)
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@@ -151,7 +109,6 @@ function mod:SetTargetFrame(frame)
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self:ConfigureElement_HealthBar(frame)
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-- self:ConfigureElement_CastBar(frame)
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self:ConfigureElement_Glow(frame)
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-- self:ConfigureElement_Elite(frame)
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self:ConfigureElement_Highlight(frame)
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self:ConfigureElement_Level(frame)
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self:ConfigureElement_Name(frame)
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@@ -166,8 +123,8 @@ function mod:SetTargetFrame(frame)
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-- TEST
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mod:UpdateElement_Highlight(frame)
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-- mod:UpdateElement_CPoints(frame)
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-- mod:UpdateElement_Filters(frame, "PLAYER_TARGET_CHANGED")
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-- mod:ForEachPlate("ResetNameplateFrameLevel") --keep this after `UpdateElement_Filters`
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mod:UpdateElement_Filters(frame, "PLAYER_TARGET_CHANGED")
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mod:ForEachPlate("ResetNameplateFrameLevel") --keep this after `UpdateElement_Filters`
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end
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elseif frame.isTargetChanged then
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frame.isTargetChanged = false
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@@ -197,8 +154,8 @@ function mod:SetTargetFrame(frame)
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-- TEST
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-- mod:UpdateElement_CPoints(frame)
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-- mod:UpdateElement_Filters(frame, "PLAYER_TARGET_CHANGED")
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-- mod:ForEachPlate("ResetNameplateFrameLevel") --keep this after `UpdateElement_Filters`
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mod:UpdateElement_Filters(frame, "PLAYER_TARGET_CHANGED")
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mod:ForEachPlate("ResetNameplateFrameLevel") --keep this after `UpdateElement_Filters`
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elseif frame.oldHighlight:IsShown() then
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if not frame.isMouseover then
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frame.isMouseover = true
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@@ -325,6 +282,8 @@ function mod:RoundColors(r, g, b)
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end
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function mod:UnitClass(name, type)
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if type == "FRIENDLY_NPC" then return end
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if E.private.general.classCache then
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return CC:GetClassByName(name)
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end
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@@ -358,8 +317,8 @@ end
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function mod:OnShow(self, isUpdate)
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if mod.db.motionType == "OVERLAP" then
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self:SetWidth(0.001)
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self:SetHeight(0.001)
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self:SetWidth(0.01)
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self:SetHeight(0.01)
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end
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if not isUpdate then
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@@ -383,8 +342,6 @@ function mod:OnShow(self, isUpdate)
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self.UnitFrame.UnitType = unitType
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end
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--if not mod:CheckFilter(self.UnitFrame) then return end
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self.UnitFrame.Level:ClearAllPoints()
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self.UnitFrame.Name:ClearAllPoints()
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@@ -404,13 +361,9 @@ function mod:OnShow(self, isUpdate)
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end
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end
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if mod.db.units[unitType].healthbar.enable then
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mod:ConfigureElement_Name(self.UnitFrame)
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mod:ConfigureElement_Level(self.UnitFrame)
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else
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mod:ConfigureElement_Level(self.UnitFrame)
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mod:ConfigureElement_Name(self.UnitFrame)
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end
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mod:ConfigureElement_Level(self.UnitFrame)
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mod:ConfigureElement_Name(self.UnitFrame)
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mod:ConfigureElement_Highlight(self.UnitFrame)
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--[[if(mod.db.units[unitType].castbar.enable) then
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self.UnitFrame:RegisterEvent("UNIT_SPELLCAST_START")
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@@ -528,7 +481,7 @@ function mod:UpdateElement_All(frame, noTargetFrame, filterIgnore)
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end
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if not filterIgnore then
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-- mod:UpdateElement_Filters(frame, "UpdateElement_All")
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mod:UpdateElement_Filters(frame, "UpdateElement_All")
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end
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end
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@@ -807,6 +760,13 @@ function mod:Initialize()
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self.hasTarget = false
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--Add metatable to all our StyleFilters so they can grab default values if missing
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for _, filterTable in pairs(E.global.nameplates.filters) do
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self:StyleFilterInitializeFilter(filterTable);
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end
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self:StyleFilterConfigureEvents()
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self.levelStep = 2
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self:UpdateCVars()
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@@ -0,0 +1,737 @@
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local E, L, V, P, G = unpack(ElvUI); --Inport: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
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local mod = E:GetModule("NamePlates");
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local LSM = LibStub("LibSharedMedia-3.0");
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--Cache global variables
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--Lua functions
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local ipairs = ipairs
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local next = next
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local pairs = pairs
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local rawget = rawget
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local rawset = rawset
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local select = select
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local setmetatable = setmetatable
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local tonumber = tonumber
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local type = type
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local unpack = unpack
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--WoW API / Variables
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local tinsert = table.insert
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local tsort = table.sort
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local twipe = table.wipe
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local FAILED = FAILED
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local INTERRUPTED = INTERRUPTED
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local GetInstanceInfo = GetInstanceInfo
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local GetSpellCooldown = GetSpellCooldown
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local GetSpellInfo = GetSpellInfo
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local GetTime = GetTime
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local UnitAffectingCombat = UnitAffectingCombat
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local UnitHealth = UnitHealth
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local UnitHealthMax = UnitHealthMax
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local UnitLevel = UnitLevel
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function mod:StyleFilterAuraCheck(names, icons, mustHaveAll, missing, minTimeLeft, maxTimeLeft)
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local total, count = 0, 0
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for name, value in pairs(names) do
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if value == true then --only if they are turned on
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total = total + 1 --keep track of the names
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end
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for frameNum, icon in pairs(icons) do
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if icons[frameNum]:IsShown() and (value == true) and ((icon.name and icon.name == name) or (icon.spellID and icon.spellID == tonumber(name)))
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and (not minTimeLeft or (minTimeLeft == 0 or (icon.expirationTime and (icon.expirationTime - GetTime()) > minTimeLeft))) and (not maxTimeLeft or (maxTimeLeft == 0 or (icon.expirationTime and (icon.expirationTime - GetTime()) < maxTimeLeft))) then
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count = count + 1 --keep track of how many matches we have
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end
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end
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end
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if total == 0 then
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return nil --If no auras are checked just pass nil, we dont need to run the filter here.
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else
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return ((mustHaveAll and not missing) and total == count) -- [x] Check for all [ ] Missing: total needs to match count
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or ((not mustHaveAll and not missing) and count > 0) -- [ ] Check for all [ ] Missing: count needs to be greater than zero
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or ((not mustHaveAll and missing) and count == 0) -- [ ] Check for all [x] Missing: count needs to be zero
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or ((mustHaveAll and missing) and total ~= count) -- [x] Check for all [x] Missing: count must not match total
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end
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end
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function mod:StyleFilterCooldownCheck(names, mustHaveAll)
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local total, count, duration, _ = 0, 0
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local _, gcd = GetSpellCooldown(61304)
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for name, value in pairs(names) do
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if value == "ONCD" or value == "OFFCD" then --only if they are turned on
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total = total + 1 --keep track of the names
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_, duration = GetSpellCooldown(name)
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if (duration > gcd and value == "ONCD")
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or (duration <= gcd and value == "OFFCD") then
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count = count + 1
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--print(((charges and charges == 0 and value == "ONCD") and name.." (charge) passes because it is on cd") or ((charges and charges > 0 and value == "OFFCD") and name.." (charge) passes because it is offcd") or ((charges == nil and (duration > gcd and value == "ONCD")) and name.."passes because it is on cd.") or ((charges == nil and (duration <= gcd and value == "OFFCD")) and name.." passes because it is off cd."))
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end
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end
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end
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if total == 0 then
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return nil
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else
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return (mustHaveAll and total == count) or (not mustHaveAll and count > 0)
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end
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end
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function mod:StyleFilterSetChanges(frame, actions, HealthColorChanged, BorderChanged, FlashingHealth, TextureChanged, ScaleChanged, FrameLevelChanged, AlphaChanged, NameColorChanged, NameOnlyChanged, VisibilityChanged)
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if VisibilityChanged then
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frame.StyleChanged = true
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frame.VisibilityChanged = true
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frame:Hide()
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return --We hide it. Lets not do other things (no point)
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end
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if FrameLevelChanged then
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frame.StyleChanged = true
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frame.FrameLevelChanged = actions.frameLevel -- we pass this to `ResetNameplateFrameLevel`
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end
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if HealthColorChanged then
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frame.StyleChanged = true
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frame.HealthColorChanged = true
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frame.HealthBar:SetStatusBarColor(actions.color.healthColor.r, actions.color.healthColor.g, actions.color.healthColor.b, actions.color.healthColor.a);
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end
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if BorderChanged then --Lets lock this to the values we want (needed for when the media border color changes)
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frame.StyleChanged = true
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frame.BorderChanged = true
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frame.HealthBar.bordertop:SetTexture(actions.color.borderColor.r, actions.color.borderColor.g, actions.color.borderColor.b, actions.color.borderColor.a)
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frame.HealthBar.borderbottom:SetTexture(actions.color.borderColor.r, actions.color.borderColor.g, actions.color.borderColor.b, actions.color.borderColor.a)
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frame.HealthBar.borderleft:SetTexture(actions.color.borderColor.r, actions.color.borderColor.g, actions.color.borderColor.b, actions.color.borderColor.a)
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frame.HealthBar.borderright:SetTexture(actions.color.borderColor.r, actions.color.borderColor.g, actions.color.borderColor.b, actions.color.borderColor.a)
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end
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if FlashingHealth then
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frame.StyleChanged = true
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frame.FlashingHealth = true
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if not TextureChanged then
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frame.FlashTexture:SetTexture(LSM:Fetch("statusbar", self.db.statusbar))
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end
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frame.FlashTexture:SetVertexColor(actions.flash.color.r, actions.flash.color.g, actions.flash.color.b)
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frame.FlashTexture:SetAlpha(actions.flash.color.a)
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--frame.FlashTexture:Show()
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--E:Flash(frame.FlashTexture, actions.flash.speed * 0.1, true)
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end
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if TextureChanged then
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frame.StyleChanged = true
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frame.TextureChanged = true
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frame.Highlight.texture:SetTexture(LSM:Fetch("statusbar", actions.texture.texture))
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frame.HealthBar:SetStatusBarTexture(LSM:Fetch("statusbar", actions.texture.texture))
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if FlashingHealth then
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frame.FlashTexture:SetTexture(LSM:Fetch("statusbar", actions.texture.texture))
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end
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end
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if ScaleChanged then
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frame.StyleChanged = true
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frame.ScaleChanged = true
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local scale = (frame.ThreatScale or 1)
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frame.ActionScale = actions.scale
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if frame.isTarget and self.db.useTargetScale then
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scale = scale * self.db.targetScale
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end
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self:SetFrameScale(frame, scale * actions.scale)
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end
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if AlphaChanged then
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frame.StyleChanged = true
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frame.AlphaChanged = true
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frame:SetAlpha(actions.alpha / 100)
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end
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if NameColorChanged then
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frame.StyleChanged = true
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frame.NameColorChanged = true
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local nameText = frame.oldName:GetText()
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if nameText and nameText ~= "" then
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frame.Name:SetTextColor(actions.color.nameColor.r, actions.color.nameColor.g, actions.color.nameColor.b, actions.color.nameColor.a)
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if self.db.nameColoredGlow then
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frame.Name.NameOnlyGlow:SetVertexColor(actions.color.nameColor.r - 0.1, actions.color.nameColor.g - 0.1, actions.color.nameColor.b - 0.1, 1)
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end
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end
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end
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if NameOnlyChanged then
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frame.StyleChanged = true
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frame.NameOnlyChanged = true
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--hide the bars
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if frame.CastBar:IsShown() then frame.CastBar:Hide() end
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if frame.HealthBar:IsShown() then frame.HealthBar:Hide() end
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--hide the target indicator
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self:UpdateElement_Glow(frame)
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--position the name and update its color
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frame.Name:ClearAllPoints()
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frame.Name:SetJustifyH("CENTER")
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frame.Name:SetPoint("TOP", frame, "CENTER")
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frame.Level:ClearAllPoints()
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frame.Level:SetPoint("LEFT", frame.Name, "RIGHT")
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frame.Level:SetJustifyH("LEFT")
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if not NameColorChanged then
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self:UpdateElement_Name(frame, true)
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end
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end
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end
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function mod:StyleFilterClearChanges(frame, HealthColorChanged, BorderChanged, FlashingHealth, TextureChanged, ScaleChanged, FrameLevelChanged, AlphaChanged, NameColorChanged, NameOnlyChanged, VisibilityChanged)
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frame.StyleChanged = nil
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if VisibilityChanged then
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frame.VisibilityChanged = nil
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frame:Show()
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end
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if FrameLevelChanged then
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frame.FrameLevelChanged = nil
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end
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if HealthColorChanged then
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frame.HealthColorChanged = nil
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frame.HealthBar:SetStatusBarColor(frame.HealthBar.r, frame.HealthBar.g, frame.HealthBar.b);
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end
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if BorderChanged then
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frame.BorderChanged = nil
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frame.HealthBar.bordertop:SetTexture(unpack(E.media.bordercolor))
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frame.HealthBar.borderbottom:SetTexture(unpack(E.media.bordercolor))
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frame.HealthBar.borderleft:SetTexture(unpack(E.media.bordercolor))
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frame.HealthBar.borderright:SetTexture(unpack(E.media.bordercolor))
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end
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if FlashingHealth then
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frame.FlashingHealth = nil
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--E:StopFlash(frame.FlashTexture)
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--frame.FlashTexture:Hide()
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end
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if TextureChanged then
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frame.TextureChanged = nil
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frame.Highlight.texture:SetTexture(LSM:Fetch("statusbar", self.db.statusbar))
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frame.HealthBar:SetStatusBarTexture(LSM:Fetch("statusbar", self.db.statusbar))
|
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end
|
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if ScaleChanged then
|
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frame.ScaleChanged = nil
|
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frame.ActionScale = nil
|
||||
local scale = frame.ThreatScale or 1
|
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if frame.isTarget and self.db.useTargetScale then
|
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scale = scale * self.db.targetScale
|
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end
|
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self:SetFrameScale(frame, scale)
|
||||
end
|
||||
if AlphaChanged then
|
||||
frame.AlphaChanged = nil
|
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if frame.isTarget then
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frame:SetAlpha(1)
|
||||
else
|
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frame:SetAlpha(1 - self.db.nonTargetTransparency)
|
||||
end
|
||||
end
|
||||
if NameColorChanged then
|
||||
frame.NameColorChanged = nil
|
||||
frame.Name:SetTextColor(frame.Name.r, frame.Name.g, frame.Name.b)
|
||||
end
|
||||
if NameOnlyChanged then
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frame.NameOnlyChanged = nil
|
||||
frame.TopLevelFrame = nil --We can safely clear this here because it is set upon `UpdateElement_Auras` if needed
|
||||
if self.db.units[frame.UnitType].healthbar.enable or (frame.isTarget and self.db.alwaysShowTargetHealth) then
|
||||
frame.HealthBar:Show()
|
||||
self:UpdateElement_Glow(frame)
|
||||
end
|
||||
if self.db.units[frame.UnitType].showName then
|
||||
self:ConfigureElement_Level(frame)
|
||||
self:ConfigureElement_Name(frame)
|
||||
self:UpdateElement_Name(frame)
|
||||
else
|
||||
frame.Name:SetText()
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mod:StyleFilterConditionCheck(frame, filter, trigger, failed)
|
||||
local condition, name, inCombat, reaction, spell;
|
||||
local _, instanceType, instanceDifficulty;
|
||||
local level, myLevel, curLevel, minLevel, maxLevel, matchMyLevel, myRole;
|
||||
local power, maxPower, percPower, underPowerThreshold, overPowerThreshold
|
||||
local health, maxHealth, percHealth, underHealthThreshold, overHealthThreshold;
|
||||
|
||||
local castbarShown = frame.CastBar:IsShown()
|
||||
local castbarTriggered = false --We use this to prevent additional calls to `UpdateElement_All` when the castbar hides
|
||||
|
||||
if not failed and trigger.names and next(trigger.names) then
|
||||
condition = 0
|
||||
for unitName, value in pairs(trigger.names) do
|
||||
if value == true then --only check names that are checked
|
||||
condition = 1
|
||||
name = frame.UnitName
|
||||
if unitName and unitName ~= "" and unitName == name then
|
||||
condition = 2
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
if condition ~= 0 then
|
||||
failed = (condition == 1)
|
||||
end
|
||||
end
|
||||
--[[
|
||||
--Try to match by casting spell name or spell id
|
||||
if not failed and (trigger.casting and trigger.casting.spells) and next(trigger.casting.spells) then
|
||||
condition = 0
|
||||
for spellName, value in pairs(trigger.casting.spells) do
|
||||
if value == true then --only check spell that are checked
|
||||
condition = 1
|
||||
if castbarShown then
|
||||
spell = frame.CastBar.Name:GetText() --Make sure we can check spell name
|
||||
if spell and spell ~= "" and spell ~= FAILED and spell ~= INTERRUPTED then
|
||||
if tonumber(spellName) then
|
||||
spellName = GetSpellInfo(spellName)
|
||||
end
|
||||
if spellName and spellName == spell then
|
||||
condition = 2
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
if condition ~= 0 then --If we cant check spell name, we ignore this trigger when the castbar is shown
|
||||
failed = (condition == 1)
|
||||
castbarTriggered = (condition == 2)
|
||||
end
|
||||
end
|
||||
|
||||
--Try to match by casting interruptible
|
||||
if not failed and (trigger.casting and (trigger.casting.interruptible or trigger.casting.notInterruptible)) then
|
||||
condition = false
|
||||
if castbarShown and ((trigger.casting.interruptible and frame.CastBar.canInterrupt) or (trigger.casting.notInterruptible and not frame.CastBar.canInterrupt)) then
|
||||
condition = true
|
||||
castbarTriggered = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
]]
|
||||
--Try to match by player health conditions
|
||||
if not failed and trigger.healthThreshold then
|
||||
condition = false
|
||||
health = (trigger.healthUsePlayer and UnitHealth("player")) or frame.oldHealthBar:GetValue() or 0
|
||||
maxHealth = (trigger.healthUsePlayer and UnitHealthMax("player")) or select(2, frame.oldHealthBar:GetMinMaxValues()) or 0
|
||||
percHealth = (maxHealth and (maxHealth > 0) and health/maxHealth) or 0
|
||||
underHealthThreshold = trigger.underHealthThreshold and (trigger.underHealthThreshold ~= 0) and (trigger.underHealthThreshold > percHealth)
|
||||
overHealthThreshold = trigger.overHealthThreshold and (trigger.overHealthThreshold ~= 0) and (trigger.overHealthThreshold < percHealth)
|
||||
if underHealthThreshold or overHealthThreshold then
|
||||
condition = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
|
||||
--Try to match by power conditions
|
||||
if not failed and trigger.powerThreshold then
|
||||
condition = false
|
||||
power = (trigger.powerThreshold and UnitPower("player")) or 0
|
||||
maxPower = (trigger.powerThreshold and UnitPowerMax("player")) or 0
|
||||
percPower = (maxPower and (maxPower > 0) and power/maxPower) or 0
|
||||
underPowerThreshold = trigger.underPowerThreshold and (trigger.underPowerThreshold ~= 0) and (trigger.underPowerThreshold > percPower)
|
||||
overPowerThreshold = trigger.overPowerThreshold and (trigger.overPowerThreshold ~= 0) and (trigger.overPowerThreshold < percPower)
|
||||
if underPowerThreshold or overPowerThreshold then
|
||||
condition = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
|
||||
--Try to match by player combat conditions
|
||||
if not failed and (trigger.inCombat or trigger.outOfCombat) then
|
||||
condition = false
|
||||
inCombat = UnitAffectingCombat("player")
|
||||
if (trigger.inCombat and inCombat) or (trigger.outOfCombat and not inCombat) then
|
||||
condition = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
|
||||
--Try to match by player target conditions
|
||||
if not failed and (trigger.isTarget or trigger.notTarget) then
|
||||
condition = false
|
||||
if (trigger.isTarget and frame.isTarget) or (trigger.notTarget and not frame.isTarget) then
|
||||
condition = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
--[[
|
||||
--Try to match by role conditions
|
||||
if not failed and (trigger.role.tank or trigger.role.healer or trigger.role.damager) then
|
||||
condition = false
|
||||
myRole = E:GetPlayerRole()
|
||||
if myRole and ((trigger.role.tank and myRole == "TANK") or (trigger.role.healer and myRole == "HEALER") or (trigger.role.damager and myRole == "DAMAGER")) then
|
||||
condition = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
|
||||
--Try to match by instance conditions
|
||||
if not failed and (trigger.instanceType.none or trigger.instanceType.scenario or trigger.instanceType.party or trigger.instanceType.raid or trigger.instanceType.arena or trigger.instanceType.pvp) then
|
||||
condition = false
|
||||
_, instanceType, instanceDifficulty = GetInstanceInfo()
|
||||
if instanceType
|
||||
and ((trigger.instanceType.none and instanceType == "none")
|
||||
or (trigger.instanceType.party and instanceType == "party")
|
||||
or (trigger.instanceType.raid and instanceType == "raid")
|
||||
or (trigger.instanceType.arena and instanceType == "arena")
|
||||
or (trigger.instanceType.pvp and instanceType == "pvp")) then
|
||||
condition = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
|
||||
--Try to match by instance difficulty
|
||||
if not failed and (trigger.instanceType.party or trigger.instanceType.raid) then
|
||||
if trigger.instanceType.party and instanceType == "party" and (trigger.instanceDifficulty.dungeon.normal or trigger.instanceDifficulty.dungeon.heroic) then
|
||||
condition = false
|
||||
if ((trigger.instanceDifficulty.dungeon.normal and instanceDifficulty == 1)
|
||||
or (trigger.instanceDifficulty.dungeon.heroic and instanceDifficulty == 2)) then
|
||||
condition = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
|
||||
if trigger.instanceType.raid and instanceType == "raid" and (trigger.instanceDifficulty.raid.normal or trigger.instanceDifficulty.raid.heroic) then
|
||||
condition = false;
|
||||
if ((trigger.instanceDifficulty.raid.normal and instanceDifficulty == 14)
|
||||
or (trigger.instanceDifficulty.raid.heroic and instanceDifficulty == 15)) then
|
||||
condition = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
end
|
||||
]]
|
||||
--Try to match by level conditions
|
||||
if not failed and trigger.level then
|
||||
condition = false
|
||||
myLevel = UnitLevel("player")
|
||||
level = mod:UnitLevel(frame)
|
||||
level = level == "??" and -1 or tonumber(level)
|
||||
curLevel = (trigger.curlevel and trigger.curlevel ~= 0 and (trigger.curlevel == level))
|
||||
minLevel = (trigger.minlevel and trigger.minlevel ~= 0 and (trigger.minlevel <= level))
|
||||
maxLevel = (trigger.maxlevel and trigger.maxlevel ~= 0 and (trigger.maxlevel >= level))
|
||||
matchMyLevel = trigger.mylevel and (level == myLevel)
|
||||
if curLevel or minLevel or maxLevel or matchMyLevel then
|
||||
condition = true
|
||||
end
|
||||
failed = not condition
|
||||
end
|
||||
|
||||
--Try to match by unit type
|
||||
if not failed and trigger.nameplateType and trigger.nameplateType.enable then
|
||||
condition = false
|
||||
|
||||
if (trigger.nameplateType.friendlyPlayer and frame.UnitType=="FRIENDLY_PLAYER")
|
||||
or (trigger.nameplateType.friendlyNPC and frame.UnitType=="FRIENDLY_NPC")
|
||||
or (trigger.nameplateType.enemyPlayer and frame.UnitType=="ENEMY_PLAYER")
|
||||
or (trigger.nameplateType.enemyNPC and frame.UnitType=="ENEMY_NPC") then
|
||||
condition = true
|
||||
end
|
||||
|
||||
failed = not condition
|
||||
end
|
||||
|
||||
--Try to match by Reaction type
|
||||
if not failed and trigger.reactionType and trigger.reactionType.enable then
|
||||
reaction = frame.UnitReaction
|
||||
condition = false
|
||||
|
||||
if ((reaction==1 or reaction==2 or reaction==3) and trigger.reactionType.hostile)
|
||||
or (reaction==4 and trigger.reactionType.neutral)
|
||||
or (reaction==5 and trigger.reactionType.friendly) then
|
||||
condition = true
|
||||
end
|
||||
|
||||
failed = not condition
|
||||
end
|
||||
--[[
|
||||
--Try to match according to cooldown conditions
|
||||
if not failed and trigger.cooldowns and trigger.cooldowns.names and next(trigger.cooldowns.names) then
|
||||
condition = self:StyleFilterCooldownCheck(trigger.cooldowns.names, trigger.cooldowns.mustHaveAll)
|
||||
if condition ~= nil then --Condition will be nil if none are set to ONCD or OFFCD
|
||||
failed = not condition
|
||||
end
|
||||
end
|
||||
|
||||
--Try to match according to buff aura conditions
|
||||
if not failed and trigger.buffs and trigger.buffs.names and next(trigger.buffs.names) then
|
||||
condition = self:StyleFilterAuraCheck(trigger.buffs.names, frame.Buffs and frame.Buffs.icons, trigger.buffs.mustHaveAll, trigger.buffs.missing, trigger.buffs.minTimeLeft, trigger.buffs.maxTimeLeft)
|
||||
if condition ~= nil then --Condition will be nil if none are selected
|
||||
failed = not condition
|
||||
end
|
||||
end
|
||||
|
||||
--Try to match according to debuff aura conditions
|
||||
if not failed and trigger.debuffs and trigger.debuffs.names and next(trigger.debuffs.names) then
|
||||
condition = self:StyleFilterAuraCheck(trigger.debuffs.names, frame.Debuffs and frame.Debuffs.icons, trigger.debuffs.mustHaveAll, trigger.debuffs.missing, trigger.debuffs.minTimeLeft, trigger.debuffs.maxTimeLeft)
|
||||
if condition ~= nil then --Condition will be nil if none are selected
|
||||
failed = not condition
|
||||
end
|
||||
end
|
||||
]]
|
||||
--Callback for Plugins
|
||||
if self.CustomStyleConditions then
|
||||
failed = self:CustomStyleConditions(frame, filter, trigger, failed)
|
||||
end
|
||||
|
||||
--If failed is nil it means the filter is empty so we dont run FilterStyle
|
||||
if failed == false then --The conditions didn't fail so pass to FilterStyle
|
||||
self:StyleFilterPass(frame, filter.actions, castbarTriggered);
|
||||
end
|
||||
end
|
||||
|
||||
function mod:StyleFilterPass(frame, actions, castbarTriggered)
|
||||
if castbarTriggered then
|
||||
frame.castbarTriggered = castbarTriggered
|
||||
end
|
||||
|
||||
local healthBarShown = frame.HealthBar:IsShown()
|
||||
self:StyleFilterSetChanges(frame, actions,
|
||||
(healthBarShown and actions.color and actions.color.health), --HealthColorChanged
|
||||
(healthBarShown and actions.color and actions.color.border and frame.HealthBar.backdrop), --BorderChanged
|
||||
(healthBarShown and actions.flash and actions.flash.enable and frame.FlashTexture), --FlashingHealth
|
||||
(healthBarShown and actions.texture and actions.texture.enable), --TextureChanged
|
||||
(healthBarShown and actions.scale and actions.scale ~= 1), --ScaleChanged
|
||||
(actions.frameLevel and actions.frameLevel ~= 0), --FrameLevelChanged
|
||||
(actions.alpha and actions.alpha ~= -1), --AlphaChanged
|
||||
(actions.color and actions.color.name), --NameColorChanged
|
||||
(actions.nameOnly), --NameOnlyChanged
|
||||
(actions.hide) --VisibilityChanged
|
||||
)
|
||||
end
|
||||
|
||||
function mod:ClearStyledPlate(frame)
|
||||
if frame.StyleChanged then
|
||||
self:StyleFilterClearChanges(frame, frame.HealthColorChanged, frame.BorderChanged, frame.FlashingHealth, frame.TextureChanged, frame.ScaleChanged, frame.FrameLevelChanged, frame.AlphaChanged, frame.NameColorChanged, frame.NameOnlyChanged, frame.VisibilityChanged)
|
||||
end
|
||||
end
|
||||
|
||||
function mod:StyleFilterSort(place)
|
||||
if self[2] and place[2] then
|
||||
return self[2] > place[2] --Sort by priority: 1=first, 2=second, 3=third, etc
|
||||
end
|
||||
end
|
||||
|
||||
mod.StyleFilterList = {}
|
||||
mod.StyleFilterEvents = {}
|
||||
function mod:StyleFilterConfigureEvents()
|
||||
twipe(self.StyleFilterList)
|
||||
twipe(self.StyleFilterEvents)
|
||||
|
||||
for filterName, filter in pairs(E.global.nameplates.filters) do
|
||||
if filter.triggers and E.db.nameplates and E.db.nameplates.filters then
|
||||
if E.db.nameplates.filters[filterName] and E.db.nameplates.filters[filterName].triggers and E.db.nameplates.filters[filterName].triggers.enable then
|
||||
tinsert(self.StyleFilterList, {filterName, filter.triggers.priority or 1})
|
||||
|
||||
-- fake events along with "UpdateElement_Cast" (use 1 instead of true to override StyleFilterWaitTime)
|
||||
self.StyleFilterEvents["UpdateElement_All"] = true
|
||||
self.StyleFilterEvents["NAME_PLATE_UNIT_ADDED"] = 1
|
||||
--[[
|
||||
if next(filter.triggers.casting.spells) then
|
||||
for _, value in pairs(filter.triggers.casting.spells) do
|
||||
if value == true then
|
||||
self.StyleFilterEvents["UpdateElement_Cast"] = 1
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if filter.triggers.casting.interruptible or filter.triggers.casting.notInterruptible then
|
||||
self.StyleFilterEvents["UpdateElement_Cast"] = 1
|
||||
end
|
||||
]]
|
||||
-- real events
|
||||
self.StyleFilterEvents["PLAYER_TARGET_CHANGED"] = true
|
||||
|
||||
if filter.triggers.healthThreshold then
|
||||
self.StyleFilterEvents["UNIT_HEALTH"] = true
|
||||
self.StyleFilterEvents["UNIT_MAXHEALTH"] = true
|
||||
self.StyleFilterEvents["UNIT_HEALTH_FREQUENT"] = true
|
||||
end
|
||||
|
||||
if filter.triggers.powerThreshold then
|
||||
self.StyleFilterEvents["UNIT_MANA"] = true
|
||||
self.StyleFilterEvents["UNIT_ENERGY"] = true
|
||||
self.StyleFilterEvents["UNIT_FOCUS"] = true
|
||||
self.StyleFilterEvents["UNIT_RAGE"] = true
|
||||
self.StyleFilterEvents["UNIT_RUNIC_POWER"] = true
|
||||
self.StyleFilterEvents["UNIT_DISPLAYPOWER"] = true
|
||||
end
|
||||
|
||||
if next(filter.triggers.names) then
|
||||
for _, value in pairs(filter.triggers.names) do
|
||||
if value == true then
|
||||
self.StyleFilterEvents["UNIT_NAME_UPDATE"] = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if filter.triggers.inCombat or filter.triggers.outOfCombat or filter.triggers.inCombatUnit or filter.triggers.outOfCombatUnit then
|
||||
self.StyleFilterEvents["PLAYER_REGEN_DISABLED"] = true
|
||||
self.StyleFilterEvents["PLAYER_REGEN_ENABLED"] = true
|
||||
end
|
||||
--[[
|
||||
if next(filter.triggers.cooldowns.names) then
|
||||
for _, value in pairs(filter.triggers.cooldowns.names) do
|
||||
if value == "ONCD" or value == "OFFCD" then
|
||||
self.StyleFilterEvents["SPELL_UPDATE_COOLDOWN"] = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if next(filter.triggers.buffs.names) then
|
||||
for _, value in pairs(filter.triggers.buffs.names) do
|
||||
if value == true then
|
||||
self.StyleFilterEvents["UNIT_AURA"] = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if next(filter.triggers.debuffs.names) then
|
||||
for _, value in pairs(filter.triggers.debuffs.names) do
|
||||
if value == true then
|
||||
self.StyleFilterEvents["UNIT_AURA"] = true
|
||||
break
|
||||
end
|
||||
end
|
||||
end
|
||||
]]
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
if next(self.StyleFilterList) then
|
||||
tsort(self.StyleFilterList, self.StyleFilterSort) --sort by priority
|
||||
else
|
||||
self:ForEachPlate("ClearStyledPlate")
|
||||
end
|
||||
end
|
||||
|
||||
function mod:UpdateElement_Filters(frame, event)
|
||||
if not self.StyleFilterEvents[event] then return end
|
||||
|
||||
--[[if self.StyleFilterEvents[event] == true then
|
||||
if not frame.StyleFilterWaitTime then
|
||||
frame.StyleFilterWaitTime = GetTime()
|
||||
elseif GetTime() > (frame.StyleFilterWaitTime + 0.1) then
|
||||
frame.StyleFilterWaitTime = nil
|
||||
else
|
||||
return --block calls faster than 0.1 second
|
||||
end
|
||||
end]]
|
||||
|
||||
self:ClearStyledPlate(frame)
|
||||
|
||||
local filter
|
||||
for filterNum in ipairs(self.StyleFilterList) do
|
||||
filter = E.global.nameplates.filters[self.StyleFilterList[filterNum][1]]
|
||||
if filter then
|
||||
self:StyleFilterConditionCheck(frame, filter, filter.triggers, nil)
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
-- Shamelessy taken from AceDB-3.0
|
||||
local function copyDefaults(dest, src)
|
||||
-- this happens if some value in the SV overwrites our default value with a non-table
|
||||
--if type(dest) ~= "table" then return end
|
||||
for k, v in pairs(src) do
|
||||
if k == "*" or k == "**" then
|
||||
if type(v) == "table" then
|
||||
-- This is a metatable used for table defaults
|
||||
local mt = {
|
||||
-- This handles the lookup and creation of new subtables
|
||||
__index = function(t,k)
|
||||
if k == nil then return nil end
|
||||
local tbl = {}
|
||||
copyDefaults(tbl, v)
|
||||
rawset(t, k, tbl)
|
||||
return tbl
|
||||
end,
|
||||
}
|
||||
setmetatable(dest, mt)
|
||||
-- handle already existing tables in the SV
|
||||
for dk, dv in pairs(dest) do
|
||||
if not rawget(src, dk) and type(dv) == "table" then
|
||||
copyDefaults(dv, v)
|
||||
end
|
||||
end
|
||||
else
|
||||
-- Values are not tables, so this is just a simple return
|
||||
local mt = {__index = function(t,k) return k~=nil and v or nil end}
|
||||
setmetatable(dest, mt)
|
||||
end
|
||||
elseif type(v) == "table" then
|
||||
if not rawget(dest, k) then rawset(dest, k, {}) end
|
||||
if type(dest[k]) == "table" then
|
||||
copyDefaults(dest[k], v)
|
||||
if src['**'] then
|
||||
copyDefaults(dest[k], src['**'])
|
||||
end
|
||||
end
|
||||
else
|
||||
if rawget(dest, k) == nil then
|
||||
rawset(dest, k, v)
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
local function removeDefaults(db, defaults, blocker)
|
||||
-- remove all metatables from the db, so we don't accidentally create new sub-tables through them
|
||||
setmetatable(db, nil)
|
||||
-- loop through the defaults and remove their content
|
||||
for k,v in pairs(defaults) do
|
||||
if k == "*" or k == "**" then
|
||||
if type(v) == "table" then
|
||||
-- Loop through all the actual k,v pairs and remove
|
||||
for key, value in pairs(db) do
|
||||
if type(value) == "table" then
|
||||
-- if the key was not explicitly specified in the defaults table, just strip everything from * and ** tables
|
||||
if defaults[key] == nil and (not blocker or blocker[key] == nil) then
|
||||
removeDefaults(value, v)
|
||||
-- if the table is empty afterwards, remove it
|
||||
if next(value) == nil then
|
||||
db[key] = nil
|
||||
end
|
||||
-- if it was specified, only strip ** content, but block values which were set in the key table
|
||||
elseif k == "**" then
|
||||
removeDefaults(value, v, defaults[key])
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif k == "*" then
|
||||
-- check for non-table default
|
||||
for key, value in pairs(db) do
|
||||
if defaults[key] == nil and v == value then
|
||||
db[key] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
elseif type(v) == "table" and type(db[k]) == "table" then
|
||||
-- if a blocker was set, dive into it, to allow multi-level defaults
|
||||
removeDefaults(db[k], v, blocker and blocker[k])
|
||||
if next(db[k]) == nil then
|
||||
db[k] = nil
|
||||
end
|
||||
else
|
||||
-- check if the current value matches the default, and that its not blocked by another defaults table
|
||||
if db[k] == defaults[k] and (not blocker or blocker[k] == nil) then
|
||||
db[k] = nil
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mod:PLAYER_LOGOUT()
|
||||
for filterName, filterTable in pairs(E.global.nameplates.filters) do
|
||||
if G.nameplates.filters[filterName] then
|
||||
local defaultTable = E:CopyTable({}, E.StyleFilterDefaults);
|
||||
E:CopyTable(defaultTable, G.nameplates.filters[filterName]);
|
||||
removeDefaults(filterTable, defaultTable);
|
||||
else
|
||||
removeDefaults(filterTable, E.StyleFilterDefaults);
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function mod:StyleFilterInitializeFilter(tbl)
|
||||
copyDefaults(tbl, E.StyleFilterDefaults);
|
||||
end
|
||||
Reference in New Issue
Block a user