Files
ShaguTweaks-ClassicAPI/mods/unitframes-bighealth.lua
T

261 lines
9.6 KiB
Lua

local T = ShaguTweaks.T
local hooksecurefunc = hooksecurefunc or ShaguTweaks.hooksecurefunc
local module = ShaguTweaks:register({
title = T["Unit Frame Big Health"],
description = T["Increases the healthbar of the player and target unitframe."],
expansions = { ["vanilla"] = true },
category = T["Unit Frames"],
enabled = nil,
})
local addonpath
local tocs = { "", "-master", "-tbc", "-wotlk" }
for i = 1, table.getn(tocs) do
local current = string.format("ShaguTweaks%s", tocs[i])
local _, title = GetAddOnInfo(current)
if title then
addonpath = "Interface\\AddOns\\" .. current
break
end
end
addonpath = addonpath or "Interface\\AddOns\\ShaguTweaks"
module.enable = function(self)
local normalTexture = addonpath .. "\\img\\UI-TargetingFrame"
local eliteTexture = addonpath .. "\\img\\UI-TargetingFrame-Elite"
local rareTexture = addonpath .. "\\img\\UI-TargetingFrame-Rare"
PlayerFrameTexture:SetTexture(normalTexture)
PlayerFrameHealthBar:SetPoint("TOPLEFT", 106, -22)
PlayerFrameHealthBar:SetHeight(30)
PlayerStatusTexture:SetTexture(addonpath .. "\\img\\UI-Player-Status")
TargetFrameTexture:SetTexture(normalTexture)
TargetFrameHealthBar:SetPoint("TOPRIGHT", -106, -22)
TargetFrameHealthBar:SetHeight(30)
-- Dark mode is applied after the world has loaded. Keep this event separate
-- from the one-frame deferred setup so the event cannot be unregistered early.
local world = CreateFrame("Frame")
world:RegisterEvent("PLAYER_ENTERING_WORLD")
world:SetScript("OnEvent", function()
ShaguTweaks.DarkenFrame(PlayerFrameTexture)
ShaguTweaks.DarkenFrame(TargetFrameTexture)
this:UnregisterAllEvents()
end)
-- Delay hook installation by one frame so all enabled unit-frame modules have
-- finished their setup first. This keeps hooks attached to the final handlers.
local deferred = CreateFrame("Frame")
deferred:SetScript("OnUpdate", function()
this:SetScript("OnUpdate", nil)
this:Hide()
local function UpdateTargetClassificationTexture()
local classification = UnitClassification("target")
if classification == "worldboss" or classification == "rareelite" or classification == "elite" then
TargetFrameTexture:SetTexture(eliteTexture)
elseif classification == "rare" then
TargetFrameTexture:SetTexture(rareTexture)
else
TargetFrameTexture:SetTexture(normalTexture)
end
end
-- Let Blizzard and other addons finish classification handling, then apply
-- the matching Big Health texture instead of replacing the global function.
hooksecurefunc("TargetFrame_CheckClassification", UpdateTargetClassificationTexture)
-- Big Health owns the compact value display while enabled. Keep Blizzard /
-- Turtle status texts alive for compatibility, but make them invisible so
-- their current/max or percent formats cannot overlap our centered values.
local nativeTexts = {
PlayerFrameHealthBar.TextString,
PlayerFrameManaBar.TextString,
TargetFrameHealthBar.TextString,
TargetFrameManaBar.TextString,
_G.PlayerFrameAlternatePowerBarText,
_G.TargetHPText,
_G.TargetHPPercText,
}
for _, text in pairs(nativeTexts) do
if text then text:SetAlpha(0) end
end
if not self.valueTexts then
self.valueTexts = {}
local function CreateValueText(parent, anchor, y)
local text = parent:CreateFontString(nil, "OVERLAY", "GameFontWhite")
-- Match the compact unit-frame number style used by the former
-- health-numbers module: Friz Quadrata, 10px, outlined.
text:SetFont(STANDARD_TEXT_FONT, 10, "OUTLINE")
text:SetHeight(32)
text:ClearAllPoints()
text:SetPoint("CENTER", anchor, "CENTER", 0, y or 0)
text:SetJustifyH("CENTER")
text:SetTextColor(1, 1, 1, 1)
return text
end
self.valueTexts.playerHealth = CreateValueText(PlayerFrameHealthBar, PlayerFrameHealthBar, -7)
self.valueTexts.playerMana = CreateValueText(PlayerFrameManaBar, PlayerFrameManaBar, 0)
self.valueTexts.targetHealth = CreateValueText(TargetFrameHealthBar, TargetFrameHealthBar, -7)
self.valueTexts.targetMana = CreateValueText(TargetFrameManaBar, TargetFrameManaBar, 0)
if _G.PlayerFrameAlternatePowerBar then
self.valueTexts.playerAlternatePower = CreateValueText(
_G.PlayerFrameAlternatePowerBar,
_G.PlayerFrameAlternatePowerBar,
0
)
end
end
local function UpdateValueText(text, unit, power)
if unit == "target" and not UnitExists("target") then
text:Hide()
return
end
local value
local max
if power == "health" then
value = UnitHealth(unit)
max = UnitHealthMax(unit)
else
value = UnitMana(unit)
max = UnitManaMax(unit)
end
if not max or max <= 0 then
text:Hide()
return
end
text:SetText(tostring(value or 0))
text:Show()
end
local function UpdateUnitValues(unit)
if unit == "player" then
UpdateValueText(self.valueTexts.playerHealth, "player", "health")
UpdateValueText(self.valueTexts.playerMana, "player", "power")
elseif unit == "target" then
UpdateValueText(self.valueTexts.targetHealth, "target", "health")
UpdateValueText(self.valueTexts.targetMana, "target", "power")
end
end
if not self.valueEvents then
self.valueEvents = CreateFrame("Frame")
self.valueEvents:RegisterEvent("PLAYER_ENTERING_WORLD")
self.valueEvents:RegisterEvent("PLAYER_TARGET_CHANGED")
self.valueEvents:RegisterEvent("UNIT_HEALTH")
self.valueEvents:RegisterEvent("UNIT_MAXHEALTH")
self.valueEvents:RegisterEvent("UNIT_MANA")
self.valueEvents:RegisterEvent("UNIT_MAXMANA")
self.valueEvents:RegisterEvent("UNIT_RAGE")
self.valueEvents:RegisterEvent("UNIT_MAXRAGE")
self.valueEvents:RegisterEvent("UNIT_ENERGY")
self.valueEvents:RegisterEvent("UNIT_MAXENERGY")
self.valueEvents:RegisterEvent("UNIT_FOCUS")
self.valueEvents:RegisterEvent("UNIT_MAXFOCUS")
self.valueEvents:RegisterEvent("UNIT_HAPPINESS")
self.valueEvents:RegisterEvent("UNIT_MAXHAPPINESS")
self.valueEvents:RegisterEvent("UNIT_DISPLAYPOWER")
self.valueEvents:SetScript("OnEvent", function()
if event == "PLAYER_ENTERING_WORLD" or event == "PLAYER_TARGET_CHANGED" then
UpdateUnitValues("player")
UpdateUnitValues("target")
elseif arg1 == "player" or arg1 == "target" then
UpdateUnitValues(arg1)
end
end)
end
UpdateUnitValues("player")
UpdateUnitValues("target")
-- Turtle WoW exposes a native alternate power bar for druids while
-- shapeshifted. It stores caster mana separately from the active rage/energy
-- value. Keep the native bar and only replace its text presentation.
local alternatePowerBar = _G.PlayerFrameAlternatePowerBar
if alternatePowerBar and self.valueTexts.playerAlternatePower then
local function UpdateAlternatePowerValue()
local text = self.valueTexts.playerAlternatePower
if not alternatePowerBar:IsShown() then
text:Hide()
return
end
local value = alternatePowerBar:GetValue() or 0
local _, max = alternatePowerBar:GetMinMaxValues()
if not max or max <= 0 then
text:Hide()
return
end
text:SetText(tostring(math.floor(value + 0.5)))
text:Show()
end
-- Turtle updates this bar from UnitFrameManaBar_Update using the second
-- UnitMana / UnitManaMax return values. Refresh after that native write.
hooksecurefunc(alternatePowerBar, "SetValue", UpdateAlternatePowerValue)
hooksecurefunc(alternatePowerBar, "Show", UpdateAlternatePowerValue)
UpdateAlternatePowerValue()
end
local playerSetStatusBarColor = PlayerFrameHealthBar.SetStatusBarColor
local targetSetStatusBarColor = TargetFrameHealthBar.SetStatusBarColor
local function ApplyPlayerHealthColor()
if not PlayerFrameNameBackground or not playerSetStatusBarColor then return end
local r, g, b, a = PlayerFrameNameBackground:GetVertexColor()
playerSetStatusBarColor(PlayerFrameHealthBar, r, g, b, a)
end
local function ApplyTargetHealthColor()
if not TargetFrameNameBackground or not targetSetStatusBarColor then return end
local r, g, b, a = TargetFrameNameBackground:GetVertexColor()
targetSetStatusBarColor(TargetFrameHealthBar, r, g, b, a)
end
-- Keep the Big Health colors without replacing SetStatusBarColor with a
-- no-op. Other addons may still call the original method normally.
if PlayerFrameNameBackground then
hooksecurefunc(PlayerFrameHealthBar, "SetStatusBarColor", ApplyPlayerHealthColor)
hooksecurefunc(PlayerFrameNameBackground, "Show", function()
PlayerFrameNameBackground:Hide()
end)
PlayerFrameNameBackground:Hide()
ApplyPlayerHealthColor()
end
if TargetFrameNameBackground then
hooksecurefunc(TargetFrameHealthBar, "SetStatusBarColor", ApplyTargetHealthColor)
hooksecurefunc(TargetFrameNameBackground, "Show", function()
TargetFrameNameBackground:Hide()
end)
TargetFrameNameBackground:Hide()
ApplyTargetHealthColor()
end
-- Reapply the target health color after faction/class-color updates.
hooksecurefunc("TargetFrame_CheckFaction", ApplyTargetHealthColor)
-- Refresh once because the target frame may already have been initialized
-- before this deferred setup ran.
UpdateTargetClassificationTexture()
TargetFrame_CheckFaction()
end)
end