Files
ElvUIModernized/ElvUI/Modules/UnitFrames/Elements/Health.lua
T
Crum 93f5762a44 big update Unitframes
update #56
fix #38
fix #69
2018-12-07 23:27:23 -06:00

241 lines
10 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 UnitIsTapped = UnitIsTapped
local UnitIsTappedByPlayer = UnitIsTappedByPlayer
local UnitReaction = UnitReaction
local UnitIsPlayer = UnitIsPlayer
local UnitClass = UnitClass
local UnitIsDeadOrGhost = UnitIsDeadOrGhost
local ns = oUF
local ElvUF = ns.oUF
assert(ElvUF, "ElvUI was unable to locate oUF.")
function UF:Construct_HealthBar(frame, bg, text, textPos)
local health = CreateFrame("StatusBar", nil, frame)
UF["statusbars"][health] = true
health:SetFrameLevel(10) --Make room for Portrait and Power which should be lower by default
health.PostUpdate = self.PostUpdateHealth
CreateStatusBarTexturePointer(health)
if bg then
health.bg = health:CreateTexture(nil, "BORDER")
health.bg:SetAllPoints()
health.bg:SetTexture(E["media"].blankTex)
health.bg.multiplier = 0.25
end
if text then
health.value = frame.RaisedElementParent:CreateFontString(nil, "OVERLAY")
UF:Configure_FontString(health.value)
local x = -2
if textPos == "LEFT" then
x = 2
end
health.value:SetPoint(textPos, health, textPos, x, 0)
end
health.colorTapping = true
health.colorDisconnected = true
E:CreateBackdrop(health, "Default", nil, nil, self.thinBorders, true)
return health
end
function UF:Configure_HealthBar(frame)
if not frame.VARIABLES_SET then return end
local db = frame.db
local health = frame.Health
health.Smooth = self.db.smoothbars
health.SmoothSpeed = self.db.smoothSpeed * 10
--Text
if db.health and health.value then
local attachPoint = self:GetObjectAnchorPoint(frame, db.health.attachTextTo)
health.value:ClearAllPoints()
health.value:SetPoint(db.health.position, attachPoint, db.health.position, db.health.xOffset, db.health.yOffset)
frame:Tag(health.value, db.health.text_format)
end
--Colors
health.colorSmooth = nil
health.colorHealth = nil
health.colorClass = nil
health.colorReaction = nil
if db.colorOverride and db.colorOverride == "FORCE_ON" then
health.colorClass = true
health.colorReaction = true
elseif db.colorOverride and db.colorOverride == "FORCE_OFF" then
if self.db["colors"].colorhealthbyvalue == true then
health.colorSmooth = true
else
health.colorHealth = true
end
else
if self.db.colors.healthclass ~= true then
if self.db.colors.colorhealthbyvalue == true then
health.colorSmooth = true
else
health.colorHealth = true
end
else
health.colorClass = (not self.db.colors.forcehealthreaction)
health.colorReaction = true
end
end
--Position
health:ClearAllPoints()
if frame.ORIENTATION == "LEFT" then
health:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -frame.BORDER - frame.SPACING - (frame.HAPPINESS_WIDTH or 0), -frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET)
if frame.USE_POWERBAR_OFFSET then
health:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -frame.BORDER - frame.SPACING - frame.POWERBAR_OFFSET - (frame.HAPPINESS_WIDTH or 0), -frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET"TOPLEFT", frame, "TOPLEFT", frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0), -frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET)
health:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING + frame.POWERBAR_OFFSET))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.POWERBAR_OFFSET) - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET))
elseif frame.POWERBAR_DETACHED or not frame.USE_POWERBAR or frame.USE_INSET_POWERBAR then
health:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET))
elseif frame.USE_MINI_POWERBAR then
health:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.SPACING + (frame.POWERBAR_HEIGHT/2)))
else
health:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET))
end
elseif frame.ORIENTATION == "RIGHT" then
health:SetPoint("TOPLEFT", frame, "TOPLEFT", frame.BORDER + frame.SPACING + (frame.HAPPINESS_WIDTH or 0), -frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET)
if frame.USE_POWERBAR_OFFSET then
health:SetPoint("TOPLEFT", frame, "TOPLEFT", frame.BORDER + frame.SPACING + frame.POWERBAR_OFFSET + (frame.HAPPINESS_WIDTH or 0), -frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET)
health:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING + frame.POWERBAR_OFFSET))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.POWERBAR_OFFSET) - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET))
elseif frame.POWERBAR_DETACHED or not frame.USE_POWERBAR or frame.USE_INSET_POWERBAR then
health:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET))
elseif frame.USE_MINI_POWERBAR then
health:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.SPACING + (frame.POWERBAR_HEIGHT/2)))
else
health:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET))
end
elseif frame.ORIENTATION == "MIDDLE" then
health:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -frame.BORDER - frame.SPACING - (frame.HAPPINESS_WIDTH or 0), -frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET)
if frame.USE_POWERBAR_OFFSET then
health:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -frame.BORDER - frame.SPACING - frame.POWERBAR_OFFSET, -frame.BORDER - frame.SPACING - frame.CLASSBAR_YOFFSET)
health:SetWidth(frame.UNIT_WIDTH - (frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING + (frame.POWERBAR_OFFSET*2)))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.POWERBAR_OFFSET) - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET))
elseif frame.POWERBAR_DETACHED or not frame.USE_POWERBAR or frame.USE_INSET_POWERBAR then
health:SetWidth(frame.UNIT_WIDTH - (frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET))
elseif frame.USE_MINI_POWERBAR then
health:SetWidth(frame.UNIT_WIDTH - (frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.SPACING + (frame.POWERBAR_HEIGHT/2)))
else
health:SetWidth(frame.UNIT_WIDTH - (frame.PORTRAIT_WIDTH + frame.BORDER + frame.SPACING) - (frame.BORDER + frame.SPACING))
health:SetHeight(frame.UNIT_HEIGHT - (frame.BORDER + frame.SPACING + frame.CLASSBAR_YOFFSET) - (frame.BORDER + frame.SPACING + frame.BOTTOM_OFFSET))
end
end
health.bg:ClearAllPoints()
if not frame.USE_PORTRAIT_OVERLAY then
health.bg:SetParent(health)
health.bg:SetAllPoints()
else
health.bg:SetPoint("BOTTOMLEFT", health.texturePointer, "BOTTOMRIGHT")
health.bg:SetPoint("TOPRIGHT", health)
health.bg:SetParent(frame.Portrait.overlay)
end
if db.health then
--Party/Raid Frames allow to change statusbar orientation
if db.health.orientation then
health:SetOrientation(db.health.orientation)
end
--Party/Raid Frames can toggle frequent updates
if db.health.frequentUpdates then
health.frequentUpdates = db.health.frequentUpdates
end
end
--Transparency Settings
UF:ToggleTransparentStatusBar(UF.db.colors.transparentHealth, frame.Health, frame.Health.bg, (frame.USE_PORTRAIT and frame.USE_PORTRAIT_OVERLAY) ~= true)
--Highlight Texture
UF:Configure_HighlightGlow(frame)
frame:UpdateElement("Health")
end
function UF:GetHealthBottomOffset(frame)
local bottomOffset = 0
if frame.USE_POWERBAR and not frame.POWERBAR_DETACHED and not frame.USE_INSET_POWERBAR then
bottomOffset = bottomOffset + frame.POWERBAR_HEIGHT - (frame.BORDER-frame.SPACING)
end
if frame.USE_INFO_PANEL then
bottomOffset = bottomOffset + frame.INFO_PANEL_HEIGHT - (frame.BORDER-frame.SPACING)
end
return bottomOffset
end
function UF:PostUpdateHealth(unit, min, max)
local parent = self:GetParent()
if parent.isForced then
min = random(1, max)
self:SetValue(min)
end
local r, g, b = self:GetStatusBarColor()
local colors = E.db["unitframe"]["colors"]
if ((colors.healthclass == true and colors.colorhealthbyvalue == true) or (colors.colorhealthbyvalue and parent.isForced)) and not (UnitIsTapped(unit) and not UnitIsTappedByPlayer(unit)) then
local newr, newg, newb = ElvUF.ColorGradient(min, max, 1, 0, 0, 1, 1, 0, r, g, b)
self:SetStatusBarColor(newr, newg, newb)
if self.bg and self.bg.multiplier then
local mu = self.bg.multiplier
self.bg:SetVertexColor(newr * mu, newg * mu, newb * mu)
end
end
if colors.classbackdrop then
local reaction = UnitReaction(unit, "player")
local t
if UnitIsPlayer(unit) then
local _, class = UnitClass(unit)
t = parent.colors.class[class]
elseif(reaction) then
t = parent.colors.reaction[reaction]
end
if t then
self.bg:SetVertexColor(t[1], t[2], t[3])
end
end
--Backdrop
if colors.customhealthbackdrop then
local backdrop = colors.health_backdrop
self.bg:SetVertexColor(backdrop.r, backdrop.g, backdrop.b)
end
if colors.useDeadBackdrop and UnitIsDeadOrGhost(unit) then
local backdrop = colors.health_backdrop_dead
self.bg:SetVertexColor(backdrop.r, backdrop.g, backdrop.b)
end
end