Files
ElvUIModernized/ElvUI/Modules/UnitFrames/Elements/Power.lua
T
2018-12-13 14:51:37 -06:00

249 lines
9.3 KiB
Lua

local E, L, V, P, G = unpack(ElvUI); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local UF = E:GetModule("UnitFrames");
--Cache global variables
--Lua functions
local random = random
--WoW API / Variables
local CreateFrame = CreateFrame
local ns = oUF
local ElvUF = ns.oUF
assert(ElvUF, "ElvUI was unable to locate oUF.")
function UF:Construct_PowerBar(frame, bg, text, textPos)
local power = CreateFrame("StatusBar", nil, frame)
UF.statusbars[power] = true
power.PostUpdate = self.PostUpdatePower
CreateStatusBarTexturePointer(power)
if bg then
power.bg = power:CreateTexture(nil, "BORDER")
power.bg:SetAllPoints()
power.bg:SetTexture(E.media.blankTex)
power.bg.multiplier = 0.2
end
if text then
power.value = frame.RaisedElementParent:CreateFontString(nil, "OVERLAY")
power.value.frequentUpdates = true
UF:Configure_FontString(power.value)
local x = -2
if textPos == "LEFT" then
x = 2
end
power.value:SetPoint(textPos, frame.Health, textPos, x, 0)
end
power.colorDisconnected = false
power.colorTapping = false
E:CreateBackdrop(power, "Default", nil, nil, self.thinBorders)
return power
end
function UF:Configure_Power(frame)
if not frame.VARIABLES_SET then return end
local db = frame.db
local power = frame.Power
power.origParent = frame
if frame.USE_POWERBAR then
if not frame:IsElementEnabled("Power") then
frame:EnableElement("Power")
power:Show()
end
power.Smooth = self.db.smoothbars
power.SmoothSpeed = self.db.smoothSpeed * 10
--Text
local attachPoint = self:GetObjectAnchorPoint(frame, db.power.attachTextTo)
power.value:ClearAllPoints()
power.value:SetPoint(db.power.position, attachPoint, db.power.position, db.power.xOffset, db.power.yOffset)
frame:Tag(power.value, db.power.text_format)
if db.power.attachTextTo == "Power" then
power.value:SetParent(power)
else
power.value:SetParent(frame.RaisedElementParent)
end
--Colors
power.colorClass = nil
power.colorReaction = nil
power.colorPower = nil
if self.db["colors"].powerclass then
power.colorClass = true
power.colorReaction = true
else
power.colorPower = true
end
--Fix height in case it is lower than the theme allows
local heightChanged = false
if (not self.thinBorders and not E.PixelMode) and frame.POWERBAR_HEIGHT < 7 then --A height of 7 means 6px for borders and just 1px for the actual power statusbar
frame.POWERBAR_HEIGHT = 7
if db.power then db.power.height = 7 end
heightChanged = true
elseif (self.thinBorders or E.PixelMode) and frame.POWERBAR_HEIGHT < 3 then --A height of 3 means 2px for borders and just 1px for the actual power statusbar
frame.POWERBAR_HEIGHT = 3
if db.power then db.power.height = 3 end
heightChanged = true
end
if heightChanged then
--Update health size
frame.BOTTOM_OFFSET = UF:GetHealthBottomOffset(frame)
UF:Configure_HealthBar(frame)
end
power:ClearAllPoints()
if frame.POWERBAR_DETACHED then
power:SetWidth(frame.POWERBAR_WIDTH - ((frame.BORDER + frame.SPACING)*2))
power:SetHeight(frame.POWERBAR_HEIGHT - ((frame.BORDER + frame.SPACING)*2))
if not power.Holder or (power.Holder and not power.Holder.mover) then
power.Holder = CreateFrame("Frame", nil, power)
power.Holder:SetWidth(frame.POWERBAR_WIDTH)
power.Holder:SetHeight(frame.POWERBAR_HEIGHT)
power.Holder:SetPoint("BOTTOM", frame, "BOTTOM", 0, -20)
power:ClearAllPoints()
power:SetPoint("BOTTOMLEFT", power.Holder, "BOTTOMLEFT", frame.BORDER+frame.SPACING, frame.BORDER+frame.SPACING)
if(frame.unitframeType and frame.unitframeType == "player") then
E:CreateMover(power.Holder, "PlayerPowerBarMover", L["Player Powerbar"], nil, nil, nil, "ALL,SOLO")
elseif(frame.unitframeType and frame.unitframeType == "target") then
E:CreateMover(power.Holder, "TargetPowerBarMover", L["Target Powerbar"], nil, nil, nil, "ALL,SOLO")
end
else
power.Holder:SetWidth(frame.POWERBAR_WIDTH)
power.Holder:SetHeight(frame.POWERBAR_HEIGHT)
power:ClearAllPoints()
power:SetPoint("BOTTOMLEFT", power.Holder, "BOTTOMLEFT", frame.BORDER+frame.SPACING, frame.BORDER+frame.SPACING)
power.Holder.mover:SetScale(1)
power.Holder.mover:SetAlpha(1)
end
power:SetFrameLevel(50) --RaisedElementParent uses 100, we want lower value to allow certain icons and texts to appear above power
power.backdrop:SetFrameLevel(49)
elseif frame.USE_POWERBAR_OFFSET then
if frame.ORIENTATION == "LEFT" then
power:SetPoint("TOPRIGHT", frame.Health, "TOPRIGHT", frame.POWERBAR_OFFSET + frame.HAPPINESS_WIDTH, -frame.POWERBAR_OFFSET)
power:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING + frame.POWERBAR_OFFSET))
power:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.POWERBAR_OFFSET) - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET))
elseif frame.ORIENTATION == "MIDDLE" then
power:SetPoint("TOPLEFT", frame, "TOPLEFT", frame.BORDER + frame.SPACING, -frame.POWERBAR_OFFSET -frame.CLASSBAR_YOFFSET)
power:SetWidth(frame.UNIT_WIDTH - frame.PORTRAIT_WIDTH - ((frame.BORDER + frame.SPACING) * 2))
power:SetHeight(frame.UNIT_HEIGHT - (frame.POWERBAR_OFFSET + frame.CLASSBAR_YOFFSET) - frame.BORDER)
else
power:SetPoint("TOPLEFT", frame.Health, "TOPLEFT", -frame.POWERBAR_OFFSET - frame.HAPPINESS_WIDTH, -frame.POWERBAR_OFFSET)
power:SetWidth(frame.UNIT_WIDTH - frame.PORTRAIT_WIDTH - frame.POWERBAR_OFFSET)
power:SetHeight(frame.UNIT_HEIGHT - frame.POWERBAR_OFFSET)
end
power:SetFrameLevel(frame.Health:GetFrameLevel() -5) --Health uses 10
power.backdrop:SetFrameLevel(frame.Health:GetFrameLevel() - 6)
elseif frame.USE_INSET_POWERBAR then
power:SetWidth(frame.UNIT_WIDTH - frame.PORTRAIT_WIDTH - ((frame.BORDER + (frame.BORDER*2)) * 2) - ((frame.BORDER + frame.SPACING) * 2))
power:SetHeight(frame.POWERBAR_HEIGHT - ((frame.BORDER + frame.SPACING)*2))
power:SetPoint("BOTTOMLEFT", frame.Health, "BOTTOMLEFT", frame.BORDER + (frame.BORDER*2), frame.BORDER + (frame.BORDER*2))
power:SetFrameLevel(50)
power.backdrop:SetFrameLevel(49)
elseif frame.USE_MINI_POWERBAR then
power:SetHeight(frame.POWERBAR_HEIGHT - ((frame.BORDER + frame.SPACING)*2))
if frame.ORIENTATION == "LEFT" then
power:SetWidth(frame.POWERBAR_WIDTH - frame.BORDER*2)
power:SetPoint("RIGHT", frame, "BOTTOMRIGHT", -(frame.BORDER*2 + 4) -frame.HAPPINESS_WIDTH, ((frame.POWERBAR_HEIGHT-frame.BORDER)/2))
elseif frame.ORIENTATION == "RIGHT" then
power:SetWidth(frame.POWERBAR_WIDTH - frame.BORDER*2)
power:SetPoint("LEFT", frame, "BOTTOMLEFT", (frame.BORDER*2 + 4) +frame.HAPPINESS_WIDTH, ((frame.POWERBAR_HEIGHT-frame.BORDER)/2))
else
power:SetWidth(frame.UNIT_WIDTH - ((frame.BORDER*2 + 4) * 2))
power:SetHeight(frame.POWERBAR_HEIGHT - frame.BORDER*2)
power:SetPoint("RIGHT", frame, "BOTTOMRIGHT", -(frame.BORDER*2 + 4) -frame.HAPPINESS_WIDTH, ((frame.POWERBAR_HEIGHT-frame.BORDER)/2))
end
power:SetFrameLevel(50)
power.backdrop:SetFrameLevel(49)
else
power:SetPoint("TOPLEFT", frame.Health.backdrop, "BOTTOMLEFT", frame.BORDER, -frame.SPACING*3)
power:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
power:SetHeight(frame.POWERBAR_HEIGHT - ((frame.BORDER + frame.SPACING)*2))
power:SetFrameLevel(frame.Health:GetFrameLevel() - 5)
power.backdrop:SetFrameLevel(frame.Health:GetFrameLevel() - 6)
end
--Hide mover until we detach again
if not frame.POWERBAR_DETACHED then
if power.Holder and power.Holder.mover then
power.Holder.mover:SetScale(0.0001)
power.Holder.mover:SetAlpha(0)
end
end
if db.power.strataAndLevel and db.power.strataAndLevel.useCustomStrata then
power:SetFrameStrata(db.power.strataAndLevel.frameStrata)
else
power:SetFrameStrata("LOW")
end
if db.power.strataAndLevel and db.power.strataAndLevel.useCustomLevel then
power:SetFrameLevel(db.power.strataAndLevel.frameLevel)
power.backdrop:SetFrameLevel(power:GetFrameLevel() - 1)
end
if frame.POWERBAR_DETACHED and db.power.parent == "UIPARENT" then
power:SetParent(E.UIParent)
else
power:SetParent(frame)
end
elseif frame:IsElementEnabled("Power") then
frame:DisableElement("Power")
power:Hide()
frame:Tag(power.value, "")
end
if frame.DruidAltMana then
if db.power.druidMana then
frame:EnableElement("DruidAltMana")
else
frame:DisableElement("DruidAltMana")
frame.DruidAltMana:Hide()
end
end
--Transparency Settings
UF:ToggleTransparentStatusBar(UF.db.colors.transparentPower, frame.Power, frame.Power.bg)
end
function UF:PostUpdatePower(unit, cur, max)
local parent = self:GetParent()
if parent.isForced then
local pType = random(0, 3)
local color = ElvUF["colors"].power[pType]
cur = random(1, max)
self:SetValue(cur)
if not self.colorClass then
self:SetStatusBarColor(color[1], color[2], color[3])
local mu = self.bg.multiplier or 1
self.bg:SetVertexColor(color[1] * mu, color[2] * mu, color[3] * mu)
end
end
local db = parent.db
if db and db.power and db.power.hideonnpc then
UF:PostNamePosition(parent, unit)
end
--Force update to DruidAltMana in order to reposition text if necessary
if parent:IsElementEnabled("DruidAltMana") then
E:Delay(0.01, parent.DruidAltMana.ForceUpdate, parent.DruidAltMana) --Delay it slightly so Power text has a chance to clear itself first
end
end