local E, L, V, P, G = unpack(ElvUI); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local UF = E:GetModule("UnitFrames"); --WoW API / Variables local CreateFrame = CreateFrame function UF:Construct_Portrait(frame, type) local portrait if type == "texture" then local backdrop = CreateFrame("Frame", nil, frame) portrait = frame:CreateTexture(nil, "OVERLAY") portrait:SetTexCoord(0.15, 0.85, 0.15, 0.85) E:SetOutside(backdrop, portrait) backdrop:SetFrameLevel(frame:GetFrameLevel()) E:SetTemplate(backdrop, "Default") portrait.backdrop = backdrop else portrait = CreateFrame("PlayerModel", nil, frame) E:CreateBackdrop(portrait, "Default", nil, nil, self.thinBorders, true) end portrait.PostUpdate = self.PortraitUpdate portrait.overlay = CreateFrame("Frame", nil, frame) portrait.overlay:SetFrameLevel(frame.Health:GetFrameLevel() + 5) --Set to "frame.Health:GetFrameLevel()" if you don"t want portrait cut off. return portrait end function UF:Configure_Portrait(frame, dontHide) if not frame.VARIABLES_SET then return end local db = frame.db if frame.Portrait and not dontHide then frame.Portrait:Hide() frame.Portrait:ClearAllPoints() frame.Portrait.backdrop:Hide() end frame.Portrait = db.portrait.style == "2D" and frame.Portrait2D or frame.Portrait3D local portrait = frame.Portrait if frame.USE_PORTRAIT then if not frame:IsElementEnabled("Portrait") then frame:EnableElement("Portrait") end local color = E.db.unitframe.colors.borderColor portrait.backdrop:SetBackdropBorderColor(color.r, color.g, color.b) portrait:ClearAllPoints() portrait.backdrop:ClearAllPoints() if frame.USE_PORTRAIT_OVERLAY then if db.portrait.style == "3D" then portrait:SetFrameLevel(frame.Health:GetFrameLevel()) else portrait:SetParent(frame.Health) end portrait:SetAllPoints(frame.Health) portrait:SetAlpha(0.35) if not dontHide then portrait:Show() end portrait.backdrop:Hide() else portrait:SetAlpha(1) if not dontHide then portrait:Show() end portrait.backdrop:Show() if db.portrait.style == "3D" then portrait:SetFrameLevel(frame.Health:GetFrameLevel() - 4) --Make sure portrait is behind Health and Power else portrait:SetParent(frame) end if frame.ORIENTATION == "LEFT" then E:Point(portrait.backdrop, "TOPLEFT", frame, "TOPLEFT", frame.SPACING, frame.USE_MINI_CLASSBAR and -(frame.CLASSBAR_YOFFSET+frame.SPACING) or -frame.SPACING) if frame.USE_MINI_POWERBAR or frame.USE_POWERBAR_OFFSET or not frame.USE_POWERBAR or frame.USE_INSET_POWERBAR or frame.POWERBAR_DETACHED then E:Point(portrait.backdrop, "BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMLEFT", frame.BORDER - frame.SPACING*3, 0) else E:Point(portrait.backdrop, "BOTTOMRIGHT", frame.Power.backdrop, "BOTTOMLEFT", frame.BORDER - frame.SPACING*3, 0) end elseif frame.ORIENTATION == "RIGHT" then E:Point(portrait.backdrop, "TOPRIGHT", frame, "TOPRIGHT", -frame.SPACING, frame.USE_MINI_CLASSBAR and -(frame.CLASSBAR_YOFFSET+frame.SPACING) or -frame.SPACING) if frame.USE_MINI_POWERBAR or frame.USE_POWERBAR_OFFSET or not frame.USE_POWERBAR or frame.USE_INSET_POWERBAR or frame.POWERBAR_DETACHED then E:Point(portrait.backdrop, "BOTTOMLEFT", frame.Health.backdrop, "BOTTOMRIGHT", -frame.BORDER + frame.SPACING*3, 0) else E:Point(portrait.backdrop, "BOTTOMLEFT", frame.Power.backdrop, "BOTTOMRIGHT", -frame.BORDER + frame.SPACING*3, 0) end end E:SetInside(portrait, portrait.backdrop, frame.BORDER) end else if frame:IsElementEnabled("Portrait") then frame:DisableElement("Portrait") portrait:Hide() portrait.backdrop:Hide() end end end function UF:PortraitUpdate() local db = self:GetParent().db if not db then return end local portrait = db.portrait if portrait.enable and self:GetParent().USE_PORTRAIT_OVERLAY then self:SetAlpha(0) self:SetAlpha(0.35) else self:SetAlpha(1) end end