This commit is contained in:
Bunny67
2018-06-10 16:40:27 +03:00
parent 5bb1121ea1
commit efd6ee12e2
12 changed files with 544 additions and 89 deletions
@@ -0,0 +1,461 @@
local E, L, V, P, G = unpack(ElvUI); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local UF = E:GetModule("UnitFrames");
local _G = _G
local pairs = pairs
local select = select
local assert = assert
local tinsert = table.insert
local CreateFrame = CreateFrame
local UnitIsUnit = UnitIsUnit
local UnitReaction = UnitReaction
local UnitIsPlayer = UnitIsPlayer
local UnitClass = UnitClass
local UnitExists = UnitExists
local RAID_CLASS_COLORS = RAID_CLASS_COLORS
local FACTION_BAR_COLORS = FACTION_BAR_COLORS
function UF:FrameGlow_MouseOnUnit(frame)
if frame and frame:IsVisible() and UnitExists("mouseover") then
local unit = frame.unit or (frame.isForced and "player")
return unit and UnitIsUnit("mouseover", unit)
elseif frame.isHighlight then
return true
end
return false
end
function UF:FrameGlow_ElementHook(frame, glow, which)
if not (frame and frame.__elements) then return end
tinsert(frame.__elements, function()
local unit = frame.unit or (frame.isForced and "player")
if unit then
UF:FrameGlow_SetGlowColor(glow, unit, which)
end
if which == "mouseoverGlow" then
UF:FrameGlow_PositionHighlight(frame)
UF:FrameGlow_CheckMouseover(frame)
else
UF:FrameGlow_PositionGlow(frame, glow, glow.powerGlow)
end
if which == "targetGlow" then
UF:FrameGlow_CheckTarget(frame)
end
end)
end
function UF:FrameGlow_HookPowerBar(frame, power, powerName, glow, offset)
if (frame and power and powerName and glow and offset) and not glow[powerName.."Hooked"] then
glow[powerName.."Hooked"] = true
local func = function() UF:FrameGlow_ClassGlowPosition(frame, powerName, glow, offset, true) end
HookScript(power, "OnShow", func)
HookScript(power, "OnHide", func)
end
end
function UF:FrameGlow_ClassGlowPosition(frame, powerName, glow, offset, fromScript)
if not (frame and glow and offset) then return end
local power = powerName and frame[powerName]
if not power then return end
if not fromScript then
UF:FrameGlow_HookPowerBar(frame, power, powerName, glow, offset)
end
local portrait = (frame.USE_PORTRAIT and not frame.PORTRAIT_WIDTH == 0) and (frame.Portrait and frame.Portrait.backdrop)
if powerName == "HappinessIndicator" and (power and power.backdrop and power:IsVisible()) then
if frame.ORIENTATION == "RIGHT" then
glow:SetPoint("TOPLEFT", power.backdrop, -offset, offset)
glow:SetPoint("TOPRIGHT", portrait or frame.Health.backdrop, offset, offset)
else
glow:SetPoint("TOPLEFT", portrait or frame.Health.backdrop, -offset, offset)
glow:SetPoint("TOPRIGHT", power.backdrop, offset, offset)
end
else
if (power and power.backdrop and power:IsVisible()) and (not (frame.CLASSBAR_DETACHED or frame.USE_MINI_CLASSBAR)) then
if frame.ORIENTATION == "RIGHT" then
glow:SetPoint("TOPLEFT", power.backdrop, -offset, offset)
glow:SetPoint("TOPRIGHT", portrait or power.backdrop, offset, offset)
else
glow:SetPoint("TOPLEFT", portrait or power.backdrop, -offset, offset)
glow:SetPoint("TOPRIGHT", power.backdrop, offset, offset)
end
elseif frame.Health and frame.Health.backdrop then
if frame.ORIENTATION == "RIGHT" then
glow:SetPoint("TOPLEFT", frame.Health.backdrop, -offset, offset)
glow:SetPoint("TOPRIGHT", portrait or frame.Health.backdrop, offset, offset)
else
glow:SetPoint("TOPLEFT", portrait or frame.Health.backdrop, -offset, offset)
glow:SetPoint("TOPRIGHT", frame.Health.backdrop, offset, offset)
end
end
end
end
function UF:FrameGlow_PositionGlow(frame, mainGlow, powerGlow)
if not (frame and frame.VARIABLES_SET) then return end
local infoPanel = frame.InfoPanel
local additionalPower = frame.AdditionalPower
local runes = frame.Runes
local comboPoints = frame.ComboPoints
local happiness = frame.HappinessIndicator
local power = frame.Power and frame.Power.backdrop
local health = frame.Health and frame.Health.backdrop
local portrait = (frame.USE_PORTRAIT and not frame.PORTRAIT_WIDTH ~= 0) and (frame.Portrait and frame.Portrait.backdrop)
local offset = (E.PixelMode and E.mult*3) or E.mult*4 -- edgeSize is 3
mainGlow:ClearAllPoints()
if frame.ORIENTATION == "RIGHT" then
mainGlow:SetPoint("TOPLEFT", health, -offset, offset)
mainGlow:SetPoint("TOPRIGHT", portrait or health, offset, offset)
else
mainGlow:SetPoint("TOPLEFT", portrait or health, -offset, offset)
mainGlow:SetPoint("TOPRIGHT", health, offset, offset)
end
if frame.USE_POWERBAR_OFFSET or frame.USE_MINI_POWERBAR then
mainGlow:SetPoint("BOTTOMLEFT", health, -offset, -offset)
mainGlow:SetPoint("BOTTOMRIGHT", health, offset, -offset)
else
--offset is set because its one pixel off for some reason
mainGlow:SetPoint("BOTTOMLEFT", frame, -offset, -(E.PixelMode and offset or offset-1))
mainGlow:SetPoint("BOTTOMRIGHT", frame, offset, -(E.PixelMode and offset or offset-1))
end
if powerGlow then
powerGlow:ClearAllPoints()
powerGlow:SetPoint("TOPLEFT", power, -offset, offset)
powerGlow:SetPoint("TOPRIGHT", power, offset, offset)
powerGlow:SetPoint("BOTTOMLEFT", power, -offset, -offset)
powerGlow:SetPoint("BOTTOMRIGHT", power, offset, -offset)
end
if additionalPower then
UF:FrameGlow_ClassGlowPosition(frame, "AdditionalPower", mainGlow, offset)
elseif runes then
UF:FrameGlow_ClassGlowPosition(frame, "Runes", mainGlow, offset)
elseif comboPoints then
UF:FrameGlow_ClassGlowPosition(frame, "ComboPoints", mainGlow, offset)
elseif happiness then
UF:FrameGlow_ClassGlowPosition(frame, "HappinessIndicator", mainGlow, offset)
end
end
function UF:FrameGlow_CreateGlow(frame, mouse)
-- Main Glow to wrap the health frame to it's best ability
E:CreateShadow(frame, "Default")
local mainGlow = frame.shadow
mainGlow:SetFrameStrata("BACKGROUND")
mainGlow:Hide()
frame.shadow = nil
-- Secondary Glow for power frame when using power offset or mini power
E:CreateShadow(frame, "Default")
local powerGlow = frame.shadow
powerGlow:SetFrameStrata("BACKGROUND")
powerGlow:Hide()
frame.shadow = nil
if mouse then
mainGlow:SetFrameLevel(4)
powerGlow:SetFrameLevel(4)
else
mainGlow:SetFrameLevel(3)
powerGlow:SetFrameLevel(3)
end
-- Eventing Frame
if not frame.Highlight then
frame.Highlight = CreateFrame("Frame", nil, frame)
frame.Highlight:Hide()
HookScript(frame, "OnEnter", function()
frame.isHighlight = true
UF:FrameGlow_CheckMouseover(frame)
end)
HookScript(frame, "OnLeave", function()
frame.isHighlight = false
UF:FrameGlow_CheckMouseover(frame)
end)
HookScript(frame.Highlight, "OnEvent", function()
if event == "UPDATE_MOUSEOVER_UNIT" then
UF:FrameGlow_CheckMouseover(frame)
elseif event == "PLAYER_TARGET_CHANGED" then
UF:FrameGlow_CheckTarget(frame)
end
end)
end
mainGlow.powerGlow = powerGlow
return mainGlow
end
function UF:FrameGlow_SetGlowColor(glow, unit, which)
if not glow then return end
local option = E.db.unitframe.colors.frameGlow[which]
local r, g, b, a = 1, 1, 1, 1
if option.color then
local color = option.color
r, g, b, a = color.r, color.g, color.b, color.a
end
if option.class then
local isPlayer = unit and UnitIsPlayer(unit)
local reaction = unit and UnitReaction(unit, "player")
if isPlayer then
local _, class = UnitClass(unit)
if class then
local color = CUSTOM_CLASS_COLORS and CUSTOM_CLASS_COLORS[class] or RAID_CLASS_COLORS[class]
if color then
r, g, b = color.r, color.g, color.b
end
end
elseif reaction then
local color = FACTION_BAR_COLORS[reaction]
if color then
r, g, b = color.r, color.g, color.b
end
end
end
if which == "mouseoverGlow" then
glow:SetVertexColor(r, g, b, a)
else
glow:SetBackdropBorderColor(r, g, b, a)
if glow.powerGlow then
glow.powerGlow:SetBackdropBorderColor(r, g, b, a)
end
end
end
function UF:FrameGlow_HideGlow(glow)
if not glow then return end
if glow:IsShown() then glow:Hide() end
if glow.powerGlow and glow.powerGlow:IsShown() then
glow.powerGlow:Hide()
end
end
function UF:FrameGlow_ConfigureGlow(frame, unit, dbTexture)
if not frame then return end
if not unit then
unit = frame.unit or (frame.isForced and "player")
end
local shouldHide
if frame.Highlight and frame.Highlight.texture then
if E.db.unitframe.colors.frameGlow.mouseoverGlow.enable and not (frame.db and frame.db.disableMouseoverGlow) then
frame.Highlight.texture:SetTexture(dbTexture)
UF:FrameGlow_SetGlowColor(frame.Highlight.texture, unit, "mouseoverGlow")
else
shouldHide = "texture"
end
end
if frame.MouseGlow then
if E.db.unitframe.colors.frameGlow.mainGlow.enable and not (frame.db and frame.db.disableMouseoverGlow) then
UF:FrameGlow_SetGlowColor(frame.MouseGlow, unit, "mainGlow")
else
UF:FrameGlow_HideGlow(frame.MouseGlow)
if shouldHide then
shouldHide = "both"
end
end
end
if shouldHide then
if shouldHide == "both" and frame.Highlight:IsShown() then
frame.Highlight:Hide()
elseif shouldHide == "texture" then
frame.Highlight.texture:Hide()
end
end
if frame.TargetGlow then
UF:FrameGlow_CheckTarget(frame, true)
end
end
function UF:FrameGlow_CheckTarget(frame, setColor)
if not (frame and frame.TargetGlow and frame:IsVisible()) then return end
local unit = frame.unit or (frame.isForced and "player")
if E.db.unitframe.colors.frameGlow.targetGlow.enable and (unit and UnitIsUnit(unit, "target")) and not (frame.db and frame.db.disableTargetGlow) then
if setColor then
UF:FrameGlow_SetGlowColor(frame.TargetGlow, unit, "targetGlow")
end
if frame.TargetGlow.powerGlow then
if frame.USE_POWERBAR_OFFSET or frame.USE_MINI_POWERBAR then
frame.TargetGlow.powerGlow:Show()
elseif frame.TargetGlow.powerGlow:IsShown() then
frame.TargetGlow.powerGlow:Hide()
end
end
frame.TargetGlow:Show()
else
UF:FrameGlow_HideGlow(frame.TargetGlow)
end
end
function UF:FrameGlow_CheckMouseover(frame, onEnter)
if not (frame and frame.MouseGlow and frame:IsVisible()) then return end
local shouldShow
if UF:FrameGlow_MouseOnUnit(frame, onEnter) then
if E.db.unitframe.colors.frameGlow.mainGlow.enable and not (frame.db and frame.db.disableMouseoverGlow) then
shouldShow = "frame"
end
if E.db.unitframe.colors.frameGlow.mouseoverGlow.enable and not (frame.db and frame.db.disableMouseoverGlow) then
shouldShow = (shouldShow and "both") or "texture"
end
end
if shouldShow then
if frame.Highlight and not frame.Highlight:IsShown() then
frame.Highlight:Show()
end
if (shouldShow == "both" or shouldShow == "frame") then
if frame.MouseGlow.powerGlow then
if frame.USE_POWERBAR_OFFSET or frame.USE_MINI_POWERBAR then
frame.MouseGlow.powerGlow:Show()
elseif frame.MouseGlow.powerGlow:IsShown() then
frame.MouseGlow.powerGlow:Hide()
end
end
frame.MouseGlow:Show()
if (shouldShow == "frame") and frame.Highlight.texture and frame.Highlight.texture:IsShown() then
frame.Highlight.texture:Hide()
end
end
if (shouldShow == "both" or shouldShow == "texture") and frame.Highlight.texture and not frame.Highlight.texture:IsShown() then
frame.Highlight.texture:Show()
end
elseif frame.Highlight and frame.Highlight:IsShown() then
frame.Highlight:Hide()
end
end
function UF:FrameGlow_PositionHighlight(frame)
if frame.Highlight and frame.Highlight.texture then
frame.Highlight.texture:ClearAllPoints()
frame.Highlight.texture:SetPoint("TOPLEFT", frame.Health, "TOPLEFT")
frame.Highlight.texture:SetPoint("BOTTOMRIGHT", frame.Health.texturePointer, "BOTTOMRIGHT")
end
end
function UF:Configure_HighlightGlow(frame)
if frame.Highlight and frame.Highlight.texture then
local dbTexture = UF.LSM:Fetch("statusbar", E.db.unitframe.colors.frameGlow.mouseoverGlow.texture)
frame.Highlight.texture:SetTexture(dbTexture)
end
end
function UF:Construct_HighlightGlow(frame, glow)
if frame.Health and frame.Highlight then
HookScript(frame.Highlight, "OnHide", function()
UF:FrameGlow_HideGlow(glow)
if this.texture and this.texture:IsShown() then
this.texture:Hide()
end
end)
frame.Highlight:Show()
frame.Highlight:SetScript("OnUpdate", function()
if this.elapsed and this.elapsed > 0.1 then
if not UF:FrameGlow_MouseOnUnit(frame) then
this:Hide()
end
this.elapsed = 0
else
this.elapsed = (this.elapsed or 0) + arg1
end
end)
frame.Highlight.texture = frame.Health:CreateTexture("$parentHighlight", "OVERLAY")
frame.Highlight.texture:Hide()
UF:FrameGlow_ElementHook(frame, frame.Highlight.texture, "mouseoverGlow")
end
end
function UF:Construct_MouseGlow(frame)
local mainGlow = UF:FrameGlow_CreateGlow(frame, true)
UF:FrameGlow_ElementHook(frame, mainGlow, "mainGlow")
UF:Construct_HighlightGlow(frame, mainGlow)
frame.Highlight:RegisterEvent("UPDATE_MOUSEOVER_UNIT")
return mainGlow
end
function UF:Construct_TargetGlow(frame)
local targetGlow = UF:FrameGlow_CreateGlow(frame)
UF:FrameGlow_ElementHook(frame, targetGlow, "targetGlow")
frame.Highlight:RegisterEvent("PLAYER_TARGET_CHANGED")
return targetGlow
end
function UF:FrameGlow_CheckChildren(frame, dbTexture)
if frame.GetName then
local pet = _G[frame:GetName().."Pet"]
if pet then
UF:FrameGlow_ConfigureGlow(pet, pet.unit, dbTexture)
end
local target = _G[frame:GetName().."Target"]
if target then
UF:FrameGlow_ConfigureGlow(target, target.unit, dbTexture)
end
end
end
function UF:FrameGlow_UpdateFrames()
local dbTexture = UF.LSM:Fetch("statusbar", E.db.unitframe.colors.frameGlow.mouseoverGlow.texture)
-- focus, focustarget, pet, pettarget, player, target, targettarget, targettargettarget
for unit in pairs(self.units) do
UF:FrameGlow_ConfigureGlow(self[unit], unit, dbTexture)
end
-- arena{1-5}, boss{1-5}
for unit in pairs(self.groupunits) do
UF:FrameGlow_ConfigureGlow(self[unit], unit, dbTexture)
end
-- assist, tank, party, raid, raid40, raidpet
for groupName in pairs(self.headers) do
assert(self[groupName], "UF FrameGlow: Invalid group specified.")
local group = self[groupName]
if group.GetNumChildren then
for i = 1, group:GetNumChildren() do
local frame = select(i, group:GetChildren())
if frame and frame.Health then
UF:FrameGlow_ConfigureGlow(frame, frame.unit, dbTexture)
UF:FrameGlow_CheckChildren(frame, dbTexture)
elseif frame then
for n = 1, frame:GetNumChildren() do
local child = select(n, frame:GetChildren())
if child and child.Health then
UF:FrameGlow_ConfigureGlow(child, child.unit, dbTexture)
UF:FrameGlow_CheckChildren(child, dbTexture)
end
end
end
end
end
end
end