Files
BlizzNameplatesPlus/core/options.lua
T
2026-09-05 20:07:28 +02:00

1497 lines
60 KiB
Lua

BNP = BNP or {}
local _, optionsPlayerClass = UnitClass("player")
local comboOptionsClass = (optionsPlayerClass == "ROGUE" or optionsPlayerClass == "DRUID")
local function Round(value, step)
return math.floor((value / step) + 0.5) * step
end
local sliderCount = 0
local function CreateSlider(parent, label, minValue, maxValue, step, y)
sliderCount = sliderCount + 1
local slider = CreateFrame("Slider", "BNPOptionsSlider" .. sliderCount, parent, "OptionsSliderTemplate")
slider:SetPoint("TOPLEFT", parent, "TOPLEFT", 28, y)
slider:SetWidth(220)
slider:SetHeight(16)
slider:SetMinMaxValues(minValue, maxValue)
slider:SetValueStep(step)
getglobal(slider:GetName() .. "Low"):SetText(tostring(minValue))
getglobal(slider:GetName() .. "High"):SetText(tostring(maxValue))
getglobal(slider:GetName() .. "Text"):SetText(label)
return slider
end
local function CreateCheck(parent, label, y, onclick, x)
local check = CreateFrame("CheckButton", nil, parent, "UICheckButtonTemplate")
check:SetPoint("TOPLEFT", parent, "TOPLEFT", x or 22, y)
check:SetWidth(24)
check:SetHeight(24)
local text = parent:CreateFontString(nil, "OVERLAY", "GameFontNormal")
text:SetPoint("LEFT", check, "RIGHT", 4, 0)
text:SetText(label)
check.BNPLabel = text
check:SetScript("OnClick", onclick)
return check
end
-- 1.12-safe emergency recorder ------------------------------------------------
--
-- Keep a compact recorder directly in this already proven options file. The
-- full diagnostic module replaces BNP.OpenAuraRecorder later when it loads.
-- If an old/private 1.12 client refuses that larger module, this fallback still
-- provides the window and the ClassicAPI aura data we actually need.
local emergency = BNP.emergencyAuraRecorder or {}
BNP.emergencyAuraRecorder = emergency
emergency.lines = emergency.lines or {}
emergency.active = false
local function EmergencyValue(value, limit)
if value == nil then return "nil" end
local text = tostring(value)
text = string.gsub(text, "\r", "\\r")
text = string.gsub(text, "\n", "\\n")
text = string.gsub(text, "\t", "\\t")
limit = limit or 240
if string.len(text) > limit then text = string.sub(text, 1, limit) .. "..." end
return text
end
local function EmergencyAppend(text)
text = EmergencyValue(text, 1300)
if string.len(table.concat(emergency.lines, "\n")) + string.len(text) > 60000 then
if not emergency.limitHit then
table.insert(emergency.lines, "[REPORT LIMIT REACHED - recording stopped]")
emergency.limitHit = true
emergency.active = false
end
return
end
table.insert(emergency.lines, text)
emergency.dirty = true
end
local function EmergencyFields(data)
if type(data) ~= "table" then return EmergencyValue(data) end
local fields = {}
local key, value
for key, value in pairs(data) do
local kind = type(value)
if kind ~= "table" and kind ~= "function" and kind ~= "userdata" then
table.insert(fields, EmergencyValue(key, 80) .. "=" .. EmergencyValue(value, 180))
end
end
table.sort(fields)
return table.concat(fields, " | ")
end
local function EmergencyGUID(unit)
local exists, guid = UnitExists(unit)
if exists and guid then return guid end
if UnitGUID then
local ok, value = pcall(UnitGUID, unit)
if ok then return value end
end
return nil
end
local function EmergencyWantedAura(aura)
if type(aura) ~= "table" then return true end
local spellID = tonumber(aura.spellId or aura.spellID)
local name = string.lower(tostring(aura.name or ""))
if spellID == 17794 or spellID == 17797 or spellID == 17798 or spellID == 17799 or spellID == 17800 then return true end
if name == "shadow vulnerability" or name == "schattenverwundbarkeit" then return true end
local playerGUID = EmergencyGUID("player")
if aura.sourceGUID and playerGUID then return aura.sourceGUID == playerGUID end
if aura.sourceUnit then return aura.sourceUnit == "player" end
return false
end
local function EmergencyIsShadowBolt(spellID, spellName)
local numeric = tonumber(spellID)
if numeric == 686 or numeric == 695 or numeric == 705 or numeric == 1088 or
numeric == 1106 or numeric == 7641 or numeric == 11659 or numeric == 11660 or
numeric == 11661 or numeric == 25307 then return true end
local name = string.lower(tostring(spellName or ""))
return name == "shadow bolt" or name == "schattenblitz"
end
local function EmergencyRefresh()
if not emergency.edit then return end
emergency.edit:SetText(table.concat(emergency.lines, "\n"))
emergency.edit:SetHeight(math.max(300, table.getn(emergency.lines) * 16 + 30))
if emergency.status then
if emergency.active then
emergency.status:SetText("RECORDING | Target: " .. EmergencyValue(UnitName("target") or "none", 100))
emergency.status:SetTextColor(0.2, 1, 0.35)
else
emergency.status:SetText("STOPPED | " .. tostring(table.getn(emergency.lines)) .. " lines")
emergency.status:SetTextColor(1, 0.82, 0)
end
end
emergency.dirty = false
end
local function EmergencySnapshot(reason, force)
if not UnitExists("target") then
if force then EmergencyAppend("AURA_SNAPSHOT | reason=" .. reason .. " | no target") end
return
end
local auraLines = {}
local signatureParts = {}
local count = 0
local classic = type(C_UnitAuras) == "table" and type(C_UnitAuras.GetDebuffDataByIndex) == "function"
local i
if classic then
for i = 1, 64 do
local ok, aura = pcall(C_UnitAuras.GetDebuffDataByIndex, "target", i)
if not ok then
EmergencyAppend("CLASSICAPI_ERROR | " .. EmergencyValue(aura, 800))
break
end
if not aura then break end
if EmergencyWantedAura(aura) then
count = count + 1
local fields = EmergencyFields(aura)
table.insert(signatureParts, fields)
table.insert(auraLines, " CLASSIC_AURA " .. tostring(i) .. " | " .. fields)
end
end
else
for i = 1, 64 do
local ok, texture, stacks, dispelType, spellID, r5, r6, r7, r8, r9, r10 = pcall(UnitDebuff, "target", i)
if not ok or not texture then break end
count = count + 1
local fields = "spellId=" .. EmergencyValue(spellID) ..
" | stacks=" .. EmergencyValue(stacks) ..
" | type=" .. EmergencyValue(dispelType) ..
" | texture=" .. EmergencyValue(texture, 160) ..
" | r5=" .. EmergencyValue(r5) .. " | r6=" .. EmergencyValue(r6) ..
" | r7=" .. EmergencyValue(r7) .. " | r8=" .. EmergencyValue(r8) ..
" | r9=" .. EmergencyValue(r9) .. " | r10=" .. EmergencyValue(r10)
table.insert(signatureParts, fields)
table.insert(auraLines, " LEGACY_AURA " .. tostring(i) .. " | " .. fields)
end
end
local signature = table.concat(signatureParts, "||")
if emergency.baselineOnly then
emergency.lastSignature = signature
return
end
if not force and signature == emergency.lastSignature then return end
emergency.lastSignature = signature
EmergencyAppend(
"[+" .. string.format("%.3f", GetTime() - (emergency.startedAt or GetTime())) .. "] AURA_SNAPSHOT" ..
" | reason=" .. EmergencyValue(reason) ..
" | guid=" .. EmergencyValue(EmergencyGUID("target")) ..
" | source=" .. (classic and "ClassicAPI" or "UnitDebuff") ..
" | count=" .. tostring(count)
)
if count == 0 then
EmergencyAppend(" AURA none")
else
for i = 1, table.getn(auraLines) do EmergencyAppend(auraLines[i]) end
end
end
local function EmergencyUnregister()
if emergency.eventFrame then pcall(emergency.eventFrame.UnregisterAllEvents, emergency.eventFrame) end
end
local function EmergencyStop(reason)
if not emergency.active then EmergencyRefresh() return end
EmergencySnapshot("final", true)
emergency.active = false
EmergencyUnregister()
if emergency.frame then emergency.frame:SetScript("OnUpdate", nil) end
EmergencyAppend("=== END | reason=" .. EmergencyValue(reason or "user") .. " ===")
EmergencyRefresh()
end
local function EmergencyStart()
EmergencyUnregister()
emergency.lines = {}
emergency.limitHit = false
emergency.lastSignature = nil
emergency.startedAt = GetTime()
emergency.elapsed = 0
emergency.active = true
if emergency.frame and emergency.onUpdate then emergency.frame:SetScript("OnUpdate", emergency.onUpdate) end
EmergencyAppend("BNP_CLASSICAPI_AURA_REPORT v2")
EmergencyAppend(
"ClassicAPI | version=" .. EmergencyValue(CLASSIC_API_VERSION or "not detected") ..
" | C_UnitAuras=" .. ((type(C_UnitAuras) == "table" and type(C_UnitAuras.GetDebuffDataByIndex) == "function") and "yes" or "no") ..
" | CopyToClipboard=" .. (CopyToClipboard and "yes" or "no")
)
EmergencyAppend("Aura filter | own auras + Shadow Vulnerability from any Warlock")
EmergencyAppend("Target | name=" .. EmergencyValue(UnitName("target")) .. " | guid=" .. EmergencyValue(EmergencyGUID("target")))
EmergencyAppend("Test | proc aura, refresh it while active, then let it expire")
EmergencyAppend("=== LIVE RECORDING ===")
local events = {
"UNIT_CASTEVENT", "UNIT_AURA", "PLAYER_TARGET_CHANGED",
"UNIT_SPELLCAST_SENT", "UNIT_SPELLCAST_START", "UNIT_SPELLCAST_STOP",
"UNIT_SPELLCAST_SUCCEEDED", "UNIT_SPELLCAST_CHANNEL_START", "UNIT_SPELLCAST_CHANNEL_STOP",
}
local i
for i = 1, table.getn(events) do pcall(emergency.eventFrame.RegisterEvent, emergency.eventFrame, events[i]) end
-- Learn the target's existing auras without printing them. Only changes
-- occurring after Start Recording belong in the diagnostic report.
emergency.baselineOnly = true
EmergencySnapshot("baseline", false)
emergency.baselineOnly = false
EmergencyRefresh()
end
local function EmergencyCreateWindow()
if emergency.frame then return emergency.frame end
local frame = CreateFrame("Frame", "BNPEmergencyAuraRecorderFrame", UIParent)
frame:SetWidth(720)
frame:SetHeight(520)
frame:SetPoint("CENTER", UIParent, "CENTER", 0, 20)
frame:SetFrameStrata("DIALOG")
frame:SetBackdrop({
bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background",
edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border",
tile = true, tileSize = 32, edgeSize = 32,
insets = { left = 11, right = 12, top = 12, bottom = 11 }
})
frame:SetMovable(true)
frame:EnableMouse(true)
frame:RegisterForDrag("LeftButton")
frame:SetScript("OnDragStart", function() this:StartMoving() end)
frame:SetScript("OnDragStop", function() this:StopMovingOrSizing() end)
frame:SetScript("OnHide", function() EmergencyStop("window closed") end)
emergency.frame = frame
local title = frame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge")
title:SetPoint("TOP", frame, "TOP", 0, -18)
title:SetText("Missing Spell / Aura Recorder")
local status = frame:CreateFontString(nil, "OVERLAY", "GameFontNormal")
status:SetPoint("TOPLEFT", frame, "TOPLEFT", 26, -50)
status:SetWidth(660)
status:SetJustifyH("LEFT")
emergency.status = status
local start = CreateFrame("Button", nil, frame, "UIPanelButtonTemplate")
start:SetPoint("TOPLEFT", frame, "TOPLEFT", 26, -76)
start:SetWidth(126)
start:SetHeight(24)
start:SetText("Start Recording")
start:SetScript("OnClick", EmergencyStart)
local stop = CreateFrame("Button", nil, frame, "UIPanelButtonTemplate")
stop:SetPoint("LEFT", start, "RIGHT", 8, 0)
stop:SetWidth(82)
stop:SetHeight(24)
stop:SetText("Stop")
stop:SetScript("OnClick", function() EmergencyStop("user") end)
local copy = CreateFrame("Button", nil, frame, "UIPanelButtonTemplate")
copy:SetPoint("LEFT", stop, "RIGHT", 8, 0)
copy:SetWidth(110)
copy:SetHeight(24)
copy:SetText(CopyToClipboard and "Copy Report" or "Select All")
copy:SetScript("OnClick", function()
EmergencyRefresh()
local report = table.concat(emergency.lines, "\n")
if CopyToClipboard and pcall(CopyToClipboard, report) then
emergency.status:SetText("COPIED | Paste with Ctrl+V")
emergency.status:SetTextColor(0.2, 1, 0.35)
else
emergency.edit:SetFocus()
emergency.edit:HighlightText()
emergency.status:SetText("SELECTED | Press Ctrl+C")
end
end)
local close = CreateFrame("Button", nil, frame, "UIPanelCloseButton")
close:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -5, -5)
local scroll = CreateFrame("ScrollFrame", "BNPEmergencyAuraRecorderScroll", frame, "UIPanelScrollFrameTemplate")
scroll:SetPoint("TOPLEFT", frame, "TOPLEFT", 26, -112)
scroll:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -48, 30)
local edit = CreateFrame("EditBox", "BNPEmergencyAuraRecorderEdit", scroll)
edit:SetWidth(640)
edit:SetHeight(300)
edit:SetMultiLine(true)
edit:SetAutoFocus(false)
edit:SetFontObject(ChatFontNormal)
edit:SetMaxLetters(65000)
edit:SetScript("OnEscapePressed", function() this:ClearFocus() end)
scroll:SetScrollChild(edit)
emergency.edit = edit
emergency.eventFrame = CreateFrame("Frame", "BNPEmergencyAuraRecorderEvents")
emergency.eventFrame:SetScript("OnEvent", function()
if not emergency.active then return end
if event == "UNIT_AURA" and arg1 ~= "target" then return end
if event == "UNIT_CASTEVENT" and arg1 ~= EmergencyGUID("player") then return end
EmergencyAppend(
"[+" .. string.format("%.3f", GetTime() - emergency.startedAt) .. "] EVENT | " .. EmergencyValue(event) ..
" | a1=" .. EmergencyValue(arg1) .. " | a2=" .. EmergencyValue(arg2) ..
" | a3=" .. EmergencyValue(arg3) .. " | a4=" .. EmergencyValue(arg4) ..
" | a5=" .. EmergencyValue(arg5) .. " | a6=" .. EmergencyValue(arg6)
)
emergency.forceSnapshot = event == "PLAYER_TARGET_CHANGED" or
(event == "UNIT_CASTEVENT" and EmergencyIsShadowBolt(arg4)) or
(event == "UNIT_SPELLCAST_SENT" and EmergencyIsShadowBolt(arg4, arg5)) or
(event ~= "UNIT_SPELLCAST_SENT" and string.find(tostring(event or ""), "UNIT_SPELLCAST_", 1, true) and EmergencyIsShadowBolt(arg3, arg4))
end)
emergency.onUpdate = function()
if not emergency.active then return end
emergency.elapsed = (emergency.elapsed or 0) + arg1
if emergency.elapsed >= 0.12 then
emergency.elapsed = 0
EmergencySnapshot(emergency.forceSnapshot and "event" or "poll", emergency.forceSnapshot)
emergency.forceSnapshot = false
if emergency.dirty then EmergencyRefresh() end
end
end
return frame
end
-- This remains available even if the full recorder loads, so that module can
-- fall back when a private client rejects one of the larger window calls.
function BNP:OpenEmergencyAuraRecorder()
local frame = EmergencyCreateWindow()
frame:Show()
EmergencyRefresh()
end
function BNP:StartEmergencyAuraRecorder()
EmergencyStart()
end
-- This is intentionally defined before the large optional recorder module.
-- A successful module load overwrites it; otherwise the button still works.
function BNP:OpenAuraRecorder()
self:OpenEmergencyAuraRecorder()
end
function BNP:CreateOptions()
if self.optionsFrame then return end
local frame = CreateFrame("Frame", "BNPOptionsFrame", UIParent)
frame:SetWidth(430)
frame:SetHeight(500)
frame:SetPoint("CENTER", UIParent, "CENTER", 0, 40)
frame:SetFrameStrata("DIALOG")
frame:SetBackdrop({
bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background",
edgeFile = "Interface\\DialogFrame\\UI-DialogBox-Border",
tile = true, tileSize = 32, edgeSize = 32,
insets = { left = 11, right = 12, top = 12, bottom = 11 }
})
frame:SetMovable(true)
frame:EnableMouse(true)
frame:RegisterForDrag("LeftButton")
frame:SetScript("OnDragStart", function() this:StartMoving() end)
frame:SetScript("OnDragStop", function() this:StopMovingOrSizing() end)
frame:Hide()
local title = frame:CreateFontString(nil, "OVERLAY", "GameFontNormalLarge")
title:SetPoint("TOP", frame, "TOP", 0, -18)
title:SetText("Blizz Nameplates+")
local version = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
version:SetPoint("TOP", title, "BOTTOM", 0, -4)
version:SetText("Version " .. tostring(BNP.version or "?"))
frame.versionText = version
local close = CreateFrame("Button", nil, frame, "UIPanelCloseButton")
close:SetPoint("TOPRIGHT", frame, "TOPRIGHT", -5, -5)
local function CreatePage()
local page = CreateFrame("Frame", nil, frame)
page:SetPoint("TOPLEFT", frame, "TOPLEFT", 18, -104)
page:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -18, 22)
page:Hide()
return page
end
local function CreateSection(parent, label, y)
local text = parent:CreateFontString(nil, "OVERLAY", "GameFontNormal")
text:SetPoint("TOPLEFT", parent, "TOPLEFT", 8, y)
text:SetText(label)
local line = parent:CreateTexture(nil, "ARTWORK")
line:SetTexture(1, 1, 1, 0.16)
line:SetPoint("LEFT", text, "RIGHT", 8, 0)
line:SetPoint("RIGHT", parent, "RIGHT", -8, 0)
line:SetHeight(1)
return text
end
local function SetCheckEnabled(check, enabled)
if not check then return end
if enabled then
if check.Enable then check:Enable() end
check:SetAlpha(1.0)
if check.BNPLabel then check.BNPLabel:SetTextColor(1, 0.82, 0) end
else
if check.Disable then check:Disable() end
check:SetAlpha(0.45)
if check.BNPLabel then check.BNPLabel:SetTextColor(0.5, 0.5, 0.5) end
end
end
-- Compact tab navigation. Totems stays separate from aura tracking so PvP
-- nameplate indicators never touch the debuff/CC state machine.
frame.pages = {
nameplates = CreatePage(),
auras = CreatePage(),
totems = CreatePage(),
castbar = CreatePage(),
target = CreatePage(),
tools = CreatePage(),
}
frame.tabs = {}
local tabDefs = {
{ key = "nameplates", label = "Nameplates", width = 76 },
{ key = "auras", label = "Auras", width = 52 },
{ key = "totems", label = "Totems", width = 58 },
{ key = "castbar", label = "Castbar", width = 60 },
{ key = "target", label = "Target", width = 56 },
{ key = "tools", label = "Tools", width = 50 },
}
function frame:ShowTab(key)
local pageKey, page
for pageKey, page in pairs(self.pages) do
if pageKey == key then page:Show() else page:Hide() end
end
local i
for i = 1, table.getn(tabDefs) do
local def = tabDefs[i]
local button = self.tabs[def.key]
if button then
if def.key == key then
if button.Disable then button:Disable() end
button:SetAlpha(1.0)
else
if button.Enable then button:Enable() end
button:SetAlpha(0.80)
end
end
end
self.selectedTab = key
end
local tabX = 28
local i
for i = 1, table.getn(tabDefs) do
local def = tabDefs[i]
local button = CreateFrame("Button", nil, frame, "UIPanelButtonTemplate")
button:SetWidth(def.width)
button:SetHeight(24)
button:SetPoint("TOPLEFT", frame, "TOPLEFT", tabX, -68)
button:SetText(def.label)
button.BNPTabKey = def.key
button:SetScript("OnClick", function()
frame:ShowTab(this.BNPTabKey)
end)
frame.tabs[def.key] = button
tabX = tabX + def.width + 4
end
-- NAMEPLATES TAB ---------------------------------------------------------
local nameplatesPage = frame.pages.nameplates
CreateSection(nameplatesPage, "Nameplates", -4)
local scale = CreateSlider(nameplatesPage, "Nameplate Scale", 0.70, 1.50, 0.05, -38)
scale:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = Round(this:GetValue(), 0.05)
BNP_DB.nameplateScale = value
getglobal(this:GetName() .. "Text"):SetText("Nameplate Scale: " .. string.format("%.2f", value))
if BNP.ApplyNameplateScaleAll then BNP:ApplyNameplateScaleAll() end
end)
frame.scaleSlider = scale
local yOffset = CreateSlider(nameplatesPage, "Nameplate Y Offset", 0, 50, 1, -86)
yOffset:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.nameplateYOffset = value
getglobal(this:GetName() .. "Text"):SetText("Nameplate Y Offset: +" .. value)
if BNP.ApplyNameplateYOffsetAll then BNP:ApplyNameplateYOffsetAll() end
end)
frame.yOffsetSlider = yOffset
local nonTargetAlpha = CreateSlider(nameplatesPage, "Non-Target Alpha", 30, 100, 5, -134)
nonTargetAlpha:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local percent = math.floor((this:GetValue() / 5) + 0.5) * 5
if percent < 30 then percent = 30 end
if percent > 100 then percent = 100 end
BNP_DB.nonTargetAlpha = percent / 100
getglobal(this:GetName() .. "Text"):SetText("Non-Target Alpha: " .. percent .. "%")
if BNP.RefreshNonTargetAlpha then BNP:RefreshNonTargetAlpha() end
end)
frame.nonTargetAlphaSlider = nonTargetAlpha
local classColors = CreateCheck(nameplatesPage, "Class Colors", -180, function()
BNP_DB.classColors = this:GetChecked() and true or false
if BNP.RefreshClassColors then BNP:RefreshClassColors() end
end)
frame.classColorsCheck = classColors
local hidePlayerNames = CreateCheck(nameplatesPage, "Hide Player Names", -180, function()
BNP_DB.hidePlayerNames = this:GetChecked() and true or false
if BNP.RefreshNameVisibility then BNP:RefreshNameVisibility() end
end, 190)
frame.hidePlayerNamesCheck = hidePlayerNames
local tank = CreateCheck(nameplatesPage, "Tank Mode", -208, function()
BNP_DB.tankMode = this:GetChecked() and true or false
if BNP.UpdateTankMode then BNP:UpdateTankMode() end
end)
tank:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("Tank Mode", 1, 0.82, 0)
GameTooltip:AddLine("Green: the unit is targeting you.", 1, 1, 1)
GameTooltip:AddLine("Red: the unit is targeting someone else.", 1, 1, 1)
GameTooltip:Show()
end)
tank:SetScript("OnLeave", function() GameTooltip:Hide() end)
frame.tankCheck = tank
local hideNPCNames = CreateCheck(nameplatesPage, "Hide NPC/Mob Names", -208, function()
BNP_DB.hideNPCNames = this:GetChecked() and true or false
if BNP.RefreshNameVisibility then BNP:RefreshNameVisibility() end
end, 190)
frame.hideNPCNamesCheck = hideNPCNames
local healthTextLabel = nameplatesPage:CreateFontString(nil, "OVERLAY", "GameFontNormal")
healthTextLabel:SetPoint("TOPLEFT", nameplatesPage, "TOPLEFT", 28, -276)
healthTextLabel:SetText("Health Text")
local healthTextDropdown = CreateFrame("Frame", "BNPHealthTextDropdown", nameplatesPage, "UIDropDownMenuTemplate")
healthTextDropdown:SetPoint("TOPLEFT", nameplatesPage, "TOPLEFT", 10, -288)
UIDropDownMenu_SetWidth(150, healthTextDropdown)
local healthModeLabels = {
off = "Off",
percent = "Percent",
hp = "HP",
both = "HP + Percent",
}
local function SetHealthTextMode(mode)
if not healthModeLabels[mode] then mode = "off" end
BNP_DB.healthText = mode
BNP_DB.healthPercent = (mode == "percent" or mode == "both")
UIDropDownMenu_SetSelectedValue(healthTextDropdown, mode)
UIDropDownMenu_SetText(healthModeLabels[mode], healthTextDropdown)
if BNP.RefreshHealthPercent then BNP:RefreshHealthPercent() end
end
UIDropDownMenu_Initialize(healthTextDropdown, function()
local modes = { "off", "percent", "hp", "both" }
local n
for n = 1, table.getn(modes) do
local mode = modes[n]
local info = {}
info.text = healthModeLabels[mode]
info.value = mode
info.func = function() SetHealthTextMode(this.value) end
info.checked = (BNP:GetHealthTextMode() == mode)
UIDropDownMenu_AddButton(info)
end
end)
frame.healthTextDropdown = healthTextDropdown
frame.SetHealthTextMode = SetHealthTextMode
if comboOptionsClass then
local comboPoints = CreateCheck(nameplatesPage, "Combo Points", -236, function()
BNP_DB.comboPoints = this:GetChecked() and true or false
if BNP.RefreshComboPoints then BNP:RefreshComboPoints() end
if BNP.RefreshAllAuraLayouts then BNP:RefreshAllAuraLayouts() end
if BNP.RefreshAllImmunityLayouts then BNP:RefreshAllImmunityLayouts() end
end, 22)
frame.comboPointsCheck = comboPoints
end
-- AURAS TAB --------------------------------------------------------------
local aurasPage = frame.pages.auras
CreateSection(aurasPage, "Auras & Crowd Control", -4)
local icon = CreateSlider(aurasPage, "Aura Icon Size", 12, 32, 1, -38)
icon:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.iconSize = value
getglobal(this:GetName() .. "Text"):SetText("Aura Icon Size: " .. value)
if BNP.RefreshAllAuraLayouts then BNP:RefreshAllAuraLayouts() end
if BNP.RefreshAllImmunityLayouts then BNP:RefreshAllImmunityLayouts() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end)
frame.iconSlider = icon
local ccIcon = CreateSlider(aurasPage, "CC Icon Size", 12, 32, 1, -86)
ccIcon:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.ccIconSize = value
getglobal(this:GetName() .. "Text"):SetText("CC Icon Size: " .. value)
if BNP.RefreshAllAuraLayouts then BNP:RefreshAllAuraLayouts() end
if BNP.RefreshAllImmunityLayouts then BNP:RefreshAllImmunityLayouts() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end)
frame.ccIconSlider = ccIcon
local debuffs = CreateCheck(aurasPage, "Debuffs", -134, function()
BNP_DB.debuffs = this:GetChecked() and true or false
if BNP.RefreshDebuffVisibility then BNP:RefreshDebuffVisibility() end
if BNP.RefreshAllImmunityLayouts then BNP:RefreshAllImmunityLayouts() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end)
frame.debuffsCheck = debuffs
local debuffPositionDropdown = CreateFrame("Frame", "BNPDebuffPositionDropdown", aurasPage, "UIDropDownMenuTemplate")
debuffPositionDropdown:SetPoint("TOPLEFT", aurasPage, "TOPLEFT", 188, -128)
UIDropDownMenu_SetWidth(112, debuffPositionDropdown)
local debuffPositionLabels = {
top = "Top Mid",
top_left = "Top Left",
top_right = "Top Right",
left = "Left",
right = "Right",
bottom_mid = "Bottom Mid",
bottom_left = "Bottom Left",
bottom_right = "Bottom Right",
}
local function SetDebuffPosition(position)
if not debuffPositionLabels[position] then position = "top" end
BNP_DB.debuffPosition = position
UIDropDownMenu_SetSelectedValue(debuffPositionDropdown, position)
UIDropDownMenu_SetText(debuffPositionLabels[position], debuffPositionDropdown)
if frame.UpdateDependentControls then frame:UpdateDependentControls() end
if BNP.RefreshAllAuraLayouts then BNP:RefreshAllAuraLayouts() end
if BNP.RefreshAllImmunityLayouts then BNP:RefreshAllImmunityLayouts() end
if BNP.RefreshDebuffVisibility then BNP:RefreshDebuffVisibility() end
if BNP.RefreshTotemIndicators then BNP:RefreshTotemIndicators() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end
UIDropDownMenu_Initialize(debuffPositionDropdown, function()
local positions = { "top", "top_left", "top_right", "left", "right", "bottom_mid", "bottom_left", "bottom_right" }
local n
for n = 1, table.getn(positions) do
local position = positions[n]
local info = {}
info.text = debuffPositionLabels[position]
info.value = position
info.func = function() SetDebuffPosition(this.value) end
info.checked = (BNP:GetDebuffPosition() == position)
UIDropDownMenu_AddButton(info)
end
end)
frame.debuffPositionDropdown = debuffPositionDropdown
frame.SetDebuffPosition = SetDebuffPosition
local debuffPositionLabel = aurasPage:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
debuffPositionLabel:SetPoint("BOTTOMLEFT", debuffPositionDropdown, "TOPLEFT", 18, 5)
debuffPositionLabel:SetText("Debuff Position")
frame.debuffPositionLabel = debuffPositionLabel
local crowdControl = CreateCheck(aurasPage, "Crowd Control", -190, function()
BNP_DB.crowdControl = this:GetChecked() and true or false
if BNP.RefreshDebuffVisibility then BNP:RefreshDebuffVisibility() end
if BNP.RefreshAllImmunityLayouts then BNP:RefreshAllImmunityLayouts() end
if frame.UpdateDependentControls then frame:UpdateDependentControls() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end)
frame.crowdControlCheck = crowdControl
local ccPositionDropdown = CreateFrame("Frame", "BNPCCPositionDropdown", aurasPage, "UIDropDownMenuTemplate")
ccPositionDropdown:SetPoint("TOPLEFT", aurasPage, "TOPLEFT", 188, -184)
UIDropDownMenu_SetWidth(92, ccPositionDropdown)
local ccPositionLabels = {
top = "Top",
left = "Left",
right = "Right",
}
local function SetCCPosition(position)
if not ccPositionLabels[position] then position = "top" end
BNP_DB.ccPosition = position
UIDropDownMenu_SetSelectedValue(ccPositionDropdown, position)
UIDropDownMenu_SetText(ccPositionLabels[position], ccPositionDropdown)
if frame.UpdateDependentControls then frame:UpdateDependentControls() end
if BNP.RefreshAllAuraLayouts then BNP:RefreshAllAuraLayouts() end
if BNP.RefreshDebuffVisibility then BNP:RefreshDebuffVisibility() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end
UIDropDownMenu_Initialize(ccPositionDropdown, function()
local positions = { "top", "left", "right" }
local n
for n = 1, table.getn(positions) do
local position = positions[n]
local info = {}
info.text = ccPositionLabels[position]
info.value = position
info.func = function() SetCCPosition(this.value) end
info.checked = (BNP:GetCCPosition() == position)
UIDropDownMenu_AddButton(info)
end
end)
frame.ccPositionDropdown = ccPositionDropdown
frame.SetCCPosition = SetCCPosition
local ccPositionLabel = aurasPage:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
ccPositionLabel:SetPoint("BOTTOMLEFT", ccPositionDropdown, "TOPLEFT", 18, 5)
ccPositionLabel:SetText("CC Position")
frame.ccPositionLabel = ccPositionLabel
local separateCCRow = CreateCheck(aurasPage, "Display CCs in Separate Row", -222, function()
BNP_DB.separateCCRow = this:GetChecked() and true or false
if BNP.RefreshAllAuraLayouts then BNP:RefreshAllAuraLayouts() end
if BNP.RefreshAllImmunityLayouts then BNP:RefreshAllImmunityLayouts() end
if BNP.RefreshDebuffVisibility then BNP:RefreshDebuffVisibility() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end, 42)
frame.separateCCRowCheck = separateCCRow
local showOtherCCs = CreateCheck(aurasPage, "Show CCs from Other Players", -250, function()
BNP_DB.showOtherCCs = this:GetChecked() and true or false
if BNP.RefreshDebuffVisibility then BNP:RefreshDebuffVisibility() end
end, 42)
frame.showOtherCCsCheck = showOtherCCs
local pvpImmunities = CreateCheck(aurasPage, "PvP Immunities", -302, function()
BNP_DB.pvpImmunities = this:GetChecked() and true or false
if BNP.RefreshImmunityVisibility then BNP:RefreshImmunityVisibility() end
if frame.UpdateDependentControls then frame:UpdateDependentControls() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end, 42)
frame.pvpImmunitiesCheck = pvpImmunities
local immunityPositionDropdown = CreateFrame("Frame", "BNPImmunityPositionDropdown", aurasPage, "UIDropDownMenuTemplate")
immunityPositionDropdown:SetPoint("TOPLEFT", aurasPage, "TOPLEFT", 188, -296)
UIDropDownMenu_SetWidth(92, immunityPositionDropdown)
local immunityPositionLabels = {
top = "Top",
left = "Left",
right = "Right",
}
local function SetImmunityPosition(position)
if not immunityPositionLabels[position] then position = "top" end
BNP_DB.immunityPosition = position
UIDropDownMenu_SetSelectedValue(immunityPositionDropdown, position)
UIDropDownMenu_SetText(immunityPositionLabels[position], immunityPositionDropdown)
if BNP.RefreshAllImmunityLayouts then BNP:RefreshAllImmunityLayouts() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end
UIDropDownMenu_Initialize(immunityPositionDropdown, function()
local positions = { "top", "left", "right" }
local n
for n = 1, table.getn(positions) do
local position = positions[n]
local info = {}
info.text = immunityPositionLabels[position]
info.value = position
info.func = function() SetImmunityPosition(this.value) end
info.checked = (BNP:GetImmunityPosition() == position)
UIDropDownMenu_AddButton(info)
end
end)
frame.immunityPositionDropdown = immunityPositionDropdown
frame.SetImmunityPosition = SetImmunityPosition
local immunityPositionLabel = aurasPage:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
immunityPositionLabel:SetPoint("BOTTOMLEFT", immunityPositionDropdown, "TOPLEFT", 18, 5)
immunityPositionLabel:SetText("Immunity Position")
frame.immunityPositionLabel = immunityPositionLabel
local immunityIcon = CreateSlider(aurasPage, "Immunity Icon Size", 12, 32, 1, -350)
immunityIcon:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.immunityIconSize = value
getglobal(this:GetName() .. "Text"):SetText("Immunity Icon Size: " .. value)
if BNP.RefreshAllImmunityLayouts then BNP:RefreshAllImmunityLayouts() end
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end)
frame.immunityIconSlider = immunityIcon
-- TOTEMS TAB -------------------------------------------------------------
local totemsPage = frame.pages.totems
CreateSection(totemsPage, "Totem Indicators", -4)
local totemIndicators = CreateCheck(totemsPage, "Enable Totem Icons", -42, function()
BNP_DB.totemIndicators = this:GetChecked() and true or false
if BNP.RefreshTotemIndicators then BNP:RefreshTotemIndicators() end
if frame.UpdateDependentControls then frame:UpdateDependentControls() end
end)
frame.totemIndicatorsCheck = totemIndicators
local totemIcon = CreateSlider(totemsPage, "Totem Icon Size", 16, 36, 1, -92)
totemIcon:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.totemIconSize = value
getglobal(this:GetName() .. "Text"):SetText("Totem Icon Size: " .. value)
if BNP.RefreshTotemIndicators then BNP:RefreshTotemIndicators() end
end)
frame.totemIconSlider = totemIcon
local totemNote = totemsPage:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
totemNote:SetPoint("TOPLEFT", totemsPage, "TOPLEFT", 28, -150)
totemNote:SetWidth(340)
totemNote:SetJustifyH("LEFT")
totemNote:SetText("Replaces all visible shaman totem nameplates with compact icons. There are no individual totem filters.")
-- CASTBAR TAB ------------------------------------------------------------
local castbarPage = frame.pages.castbar
CreateSection(castbarPage, "Castbar", -4)
local castbars = CreateCheck(castbarPage, "Castbars", -42, function()
local enabled = this:GetChecked() and true or false
if BNP.SetCastbarsEnabled then BNP:SetCastbarsEnabled(enabled) else BNP_DB.castbars = enabled end
end)
frame.castbarsCheck = castbars
local castbarTest = CreateCheck(castbarPage, "Test Castbars", -42, function()
if BNP.SetCastbarTestMode then BNP:SetCastbarTestMode(this:GetChecked() and true or false) end
end, 164)
castbarTest:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("Test Castbars", 1, 0.82, 0)
GameTooltip:AddLine("Shows a looping simulated castbar on every visible nameplate.", 1, 1, 1, true)
GameTooltip:AddLine("Use it to adjust height and spacing live. The test mode is not saved.", 0.8, 0.8, 0.8, true)
GameTooltip:Show()
end)
castbarTest:SetScript("OnLeave", function() GameTooltip:Hide() end)
frame.castbarTestCheck = castbarTest
local castbarHeight = CreateSlider(castbarPage, "Castbar Height", 4, 14, 1, -94)
castbarHeight:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.castbarHeight = value
getglobal(this:GetName() .. "Text"):SetText("Castbar Height: " .. value)
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() elseif BNP.RefreshCastbarHeights then BNP:RefreshCastbarHeights() end
end)
frame.castbarHeightSlider = castbarHeight
local castbarSpacing = CreateSlider(castbarPage, "Castbar Spacing", 0, 10, 1, -148)
castbarSpacing:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.castbarSpacing = value
getglobal(this:GetName() .. "Text"):SetText("Castbar Spacing: " .. value .. " px")
if BNP.RefreshCastbarLayout then BNP:RefreshCastbarLayout() end
end)
frame.castbarSpacingSlider = castbarSpacing
-- TARGET TAB -------------------------------------------------------------
local targetPage = frame.pages.target
CreateSection(targetPage, "Target", -4)
local targetFocus = CreateCheck(targetPage, "Target Glow", -42, function()
BNP_DB.targetFocus = this:GetChecked() and true or false
if BNP.RefreshTargetFocus then BNP:RefreshTargetFocus() end
if frame.UpdateDependentControls then frame:UpdateDependentControls() end
end)
frame.targetFocusCheck = targetFocus
local glowColorLabel = targetPage:CreateFontString(nil, "OVERLAY", "GameFontNormal")
glowColorLabel:SetPoint("TOPLEFT", targetPage, "TOPLEFT", 28, -88)
glowColorLabel:SetText("Target Color")
frame.glowColorLabel = glowColorLabel
local glowColorDropdown = CreateFrame("Frame", "BNPTargetGlowColorDropdown", targetPage, "UIDropDownMenuTemplate")
glowColorDropdown:SetPoint("TOPLEFT", targetPage, "TOPLEFT", 10, -100)
UIDropDownMenu_SetWidth(150, glowColorDropdown)
local glowColorLabels = {
white = "White",
gold = "Gold",
blue = "Blue",
green = "Green",
red = "Red",
purple = "Purple",
}
local function SetTargetGlowColor(color)
if not glowColorLabels[color] then color = "white" end
BNP_DB.targetGlowColor = color
UIDropDownMenu_SetSelectedValue(glowColorDropdown, color)
UIDropDownMenu_SetText(glowColorLabels[color], glowColorDropdown)
if BNP.RefreshTargetFocus then BNP:RefreshTargetFocus() end
end
UIDropDownMenu_Initialize(glowColorDropdown, function()
local colors = { "white", "gold", "blue", "green", "red", "purple" }
local n
for n = 1, table.getn(colors) do
local color = colors[n]
local info = {}
info.text = glowColorLabels[color]
info.value = color
info.func = function() SetTargetGlowColor(this.value) end
info.checked = ((BNP_DB and BNP_DB.targetGlowColor) or "white") == color
UIDropDownMenu_AddButton(info)
end
end)
frame.glowColorDropdown = glowColorDropdown
frame.SetTargetGlowColor = SetTargetGlowColor
local glowSize = CreateSlider(targetPage, "Target Glow Size", 0, 20, 1, -168)
glowSize:SetWidth(145)
glowSize:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.targetGlowSize = value
getglobal(this:GetName() .. "Text"):SetText("Target Glow Size: +" .. value .. " px")
if BNP.RefreshTargetFocus then BNP:RefreshTargetFocus() end
end)
frame.targetGlowSizeSlider = glowSize
local glowOpacity = CreateSlider(targetPage, "Target Glow Opacity", 20, 100, 5, -222)
glowOpacity:SetWidth(145)
glowOpacity:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.targetGlowOpacity = value / 100
getglobal(this:GetName() .. "Text"):SetText("Target Glow Opacity: " .. value .. "%")
if BNP.RefreshTargetFocus then BNP:RefreshTargetFocus() end
end)
frame.targetGlowOpacitySlider = glowOpacity
local targetArrows = CreateCheck(targetPage, "Target Arrows", -42, function()
BNP_DB.targetArrows = this:GetChecked() and true or false
if BNP.RefreshTargetFocus then BNP:RefreshTargetFocus() end
if frame.UpdateDependentControls then frame:UpdateDependentControls() end
end)
targetArrows:ClearAllPoints()
targetArrows:SetPoint("TOPLEFT", targetPage, "TOPLEFT", 204, -42)
frame.targetArrowsCheck = targetArrows
local arrowColorLabel = targetPage:CreateFontString(nil, "OVERLAY", "GameFontNormal")
arrowColorLabel:SetPoint("TOPLEFT", targetPage, "TOPLEFT", 210, -88)
arrowColorLabel:SetText("Arrow Color")
frame.arrowColorLabel = arrowColorLabel
local arrowColorDropdown = CreateFrame("Frame", "BNPTargetArrowColorDropdown", targetPage, "UIDropDownMenuTemplate")
arrowColorDropdown:SetPoint("TOPLEFT", targetPage, "TOPLEFT", 192, -100)
UIDropDownMenu_SetWidth(140, arrowColorDropdown)
local arrowColorLabels = {
match = "Match Target Color",
white = "White",
gold = "Gold",
blue = "Blue",
green = "Green",
red = "Red",
purple = "Purple",
}
local function SetTargetArrowColor(color)
if not arrowColorLabels[color] then color = "match" end
BNP_DB.targetArrowColor = color
UIDropDownMenu_SetSelectedValue(arrowColorDropdown, color)
UIDropDownMenu_SetText(arrowColorLabels[color], arrowColorDropdown)
if BNP.RefreshTargetFocus then BNP:RefreshTargetFocus() end
end
UIDropDownMenu_Initialize(arrowColorDropdown, function()
local colors = { "match", "white", "gold", "blue", "green", "red", "purple" }
local n
for n = 1, table.getn(colors) do
local color = colors[n]
local info = {}
info.text = arrowColorLabels[color]
info.value = color
info.func = function() SetTargetArrowColor(this.value) end
info.checked = ((BNP_DB and BNP_DB.targetArrowColor) or "match") == color
UIDropDownMenu_AddButton(info)
end
end)
frame.arrowColorDropdown = arrowColorDropdown
frame.SetTargetArrowColor = SetTargetArrowColor
local arrowStyleLabel = targetPage:CreateFontString(nil, "OVERLAY", "GameFontNormal")
arrowStyleLabel:SetPoint("TOPLEFT", targetPage, "TOPLEFT", 210, -142)
arrowStyleLabel:SetText("Arrow Style")
frame.arrowStyleLabel = arrowStyleLabel
local arrowStyleDropdown = CreateFrame("Frame", "BNPTargetArrowStyleDropdown", targetPage, "UIDropDownMenuTemplate")
arrowStyleDropdown:SetPoint("TOPLEFT", targetPage, "TOPLEFT", 192, -154)
UIDropDownMenu_SetWidth(140, arrowStyleDropdown)
local arrowStyleLabels = {
chevron = "Chevron",
triangle = "Triangle",
slim_triangle = "Slim Triangle",
double_chevron = "Double Chevron",
diamond_tip = "Diamond Tip",
}
local function SetTargetArrowStyle(style)
if not arrowStyleLabels[style] then style = "chevron" end
BNP_DB.targetArrowStyle = style
UIDropDownMenu_SetSelectedValue(arrowStyleDropdown, style)
UIDropDownMenu_SetText(arrowStyleLabels[style], arrowStyleDropdown)
if BNP.RefreshTargetFocus then BNP:RefreshTargetFocus() end
end
UIDropDownMenu_Initialize(arrowStyleDropdown, function()
local styles = { "chevron", "triangle", "slim_triangle", "double_chevron", "diamond_tip" }
local n
for n = 1, table.getn(styles) do
local style = styles[n]
local info = {}
info.text = arrowStyleLabels[style]
info.value = style
info.func = function() SetTargetArrowStyle(this.value) end
info.checked = ((BNP_DB and BNP_DB.targetArrowStyle) or "chevron") == style
UIDropDownMenu_AddButton(info)
end
end)
frame.arrowStyleDropdown = arrowStyleDropdown
frame.SetTargetArrowStyle = SetTargetArrowStyle
local arrowSize = CreateSlider(targetPage, "Target Arrow Size", 10, 24, 1, -222)
arrowSize:ClearAllPoints()
arrowSize:SetPoint("TOPLEFT", targetPage, "TOPLEFT", 210, -222)
arrowSize:SetWidth(145)
arrowSize:SetScript("OnValueChanged", function()
if not BNP_DB then return end
local value = math.floor(this:GetValue() + 0.5)
BNP_DB.targetArrowSize = value
getglobal(this:GetName() .. "Text"):SetText("Target Arrow Size: " .. value)
if BNP.RefreshTargetFocus then BNP:RefreshTargetFocus() end
end)
frame.targetArrowSizeSlider = arrowSize
local thickArrows = CreateCheck(targetPage, "Thick Arrows", -276, function()
BNP_DB.targetArrowThick = this:GetChecked() and true or false
if BNP.RefreshTargetFocus then BNP:RefreshTargetFocus() end
end)
thickArrows:ClearAllPoints()
thickArrows:SetPoint("TOPLEFT", targetPage, "TOPLEFT", 204, -276)
frame.targetArrowThickCheck = thickArrows
-- TOOLS TAB --------------------------------------------------------------
local toolsPage = frame.pages.tools
CreateSection(toolsPage, "Tools", -4)
local auraRecorder = CreateFrame("Button", nil, toolsPage, "UIPanelButtonTemplate")
auraRecorder:SetPoint("TOPLEFT", toolsPage, "TOPLEFT", 28, -48)
auraRecorder:SetWidth(254)
auraRecorder:SetHeight(24)
auraRecorder:SetText("Missing Spell / Aura...")
auraRecorder:SetScript("OnClick", function() BNP:OpenAuraRecorder() end)
auraRecorder:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_RIGHT")
GameTooltip:SetText("Missing Spell / Aura Recorder", 1, 0.82, 0)
GameTooltip:AddLine("Records target aura IDs, SuperWoW events and refresh signals in one copyable report.", 1, 1, 1, true)
GameTooltip:Show()
end)
auraRecorder:SetScript("OnLeave", function() GameTooltip:Hide() end)
frame.auraRecorderButton = auraRecorder
local note = toolsPage:CreateFontString(nil, "OVERLAY", "GameFontHighlightSmall")
note:SetPoint("TOPLEFT", toolsPage, "TOPLEFT", 28, -88)
note:SetWidth(330)
note:SetJustifyH("LEFT")
note:SetText("Diagnostic tools for testing missing spells and aura refresh behavior.")
function frame:UpdateDependentControls()
local ccEnabled = BNP:AreCrowdControlEnabled()
local debuffsEnabled = BNP:AreDebuffsEnabled()
local debuffPosition = BNP.GetDebuffPosition and BNP:GetDebuffPosition() or "top"
local ccPosition = BNP.GetCCPosition and BNP:GetCCPosition() or debuffPosition
local separateRowAvailable = ccEnabled and debuffsEnabled and (debuffPosition == "top" or debuffPosition == "top_left" or debuffPosition == "top_right") and ccPosition == "top"
SetCheckEnabled(self.separateCCRowCheck, separateRowAvailable)
if self.separateCCRowCheck then
self.separateCCRowCheck:SetChecked(separateRowAvailable and BNP:IsSeparateCCRowEnabled() or false)
end
SetCheckEnabled(self.showOtherCCsCheck, ccEnabled)
local immunitiesEnabled = BNP.ArePvPImmunitiesEnabled and BNP:ArePvPImmunitiesEnabled() or false
if self.immunityIconSlider then
self.immunityIconSlider:SetAlpha(immunitiesEnabled and 1.0 or 0.45)
if self.immunityIconSlider.EnableMouse then self.immunityIconSlider:EnableMouse(immunitiesEnabled) end
end
if self.immunityPositionLabel then
self.immunityPositionLabel:SetTextColor(immunitiesEnabled and 1 or 0.5, immunitiesEnabled and 1 or 0.5, immunitiesEnabled and 1 or 0.5)
end
if self.immunityPositionDropdown then
self.immunityPositionDropdown:SetAlpha(immunitiesEnabled and 1.0 or 0.45)
if immunitiesEnabled then
if UIDropDownMenu_EnableDropDown then UIDropDownMenu_EnableDropDown(self.immunityPositionDropdown) end
else
if UIDropDownMenu_DisableDropDown then UIDropDownMenu_DisableDropDown(self.immunityPositionDropdown) end
end
end
local totemsEnabled = BNP.AreTotemIndicatorsEnabled and BNP:AreTotemIndicatorsEnabled() or false
if self.totemIconSlider then
self.totemIconSlider:SetAlpha(totemsEnabled and 1.0 or 0.45)
if self.totemIconSlider.EnableMouse then self.totemIconSlider:EnableMouse(totemsEnabled) end
end
local glowEnabled = BNP:IsTargetFocusEnabled()
local arrowsEnabled = BNP.AreTargetArrowsEnabled and BNP:AreTargetArrowsEnabled() or false
local targetColorEnabled = glowEnabled or arrowsEnabled
if self.glowColorLabel then
self.glowColorLabel:SetTextColor(targetColorEnabled and 1 or 0.5, targetColorEnabled and 0.82 or 0.5, targetColorEnabled and 0 or 0.5)
end
if self.glowColorDropdown then
self.glowColorDropdown:SetAlpha(targetColorEnabled and 1.0 or 0.45)
if targetColorEnabled then
if UIDropDownMenu_EnableDropDown then UIDropDownMenu_EnableDropDown(self.glowColorDropdown) end
else
if UIDropDownMenu_DisableDropDown then UIDropDownMenu_DisableDropDown(self.glowColorDropdown) end
end
end
if self.targetGlowSizeSlider then
self.targetGlowSizeSlider:SetAlpha(glowEnabled and 1.0 or 0.45)
if self.targetGlowSizeSlider.EnableMouse then self.targetGlowSizeSlider:EnableMouse(glowEnabled) end
end
if self.targetGlowOpacitySlider then
self.targetGlowOpacitySlider:SetAlpha(glowEnabled and 1.0 or 0.45)
if self.targetGlowOpacitySlider.EnableMouse then self.targetGlowOpacitySlider:EnableMouse(glowEnabled) end
end
if self.arrowColorLabel then
self.arrowColorLabel:SetTextColor(arrowsEnabled and 1 or 0.5, arrowsEnabled and 0.82 or 0.5, arrowsEnabled and 0 or 0.5)
end
if self.arrowColorDropdown then
self.arrowColorDropdown:SetAlpha(arrowsEnabled and 1.0 or 0.45)
if arrowsEnabled then
if UIDropDownMenu_EnableDropDown then UIDropDownMenu_EnableDropDown(self.arrowColorDropdown) end
else
if UIDropDownMenu_DisableDropDown then UIDropDownMenu_DisableDropDown(self.arrowColorDropdown) end
end
end
if self.arrowStyleLabel then
self.arrowStyleLabel:SetTextColor(arrowsEnabled and 1 or 0.5, arrowsEnabled and 0.82 or 0.5, arrowsEnabled and 0 or 0.5)
end
if self.arrowStyleDropdown then
self.arrowStyleDropdown:SetAlpha(arrowsEnabled and 1.0 or 0.45)
if arrowsEnabled then
if UIDropDownMenu_EnableDropDown then UIDropDownMenu_EnableDropDown(self.arrowStyleDropdown) end
else
if UIDropDownMenu_DisableDropDown then UIDropDownMenu_DisableDropDown(self.arrowStyleDropdown) end
end
end
if self.targetArrowSizeSlider then
self.targetArrowSizeSlider:SetAlpha(arrowsEnabled and 1.0 or 0.45)
if self.targetArrowSizeSlider.EnableMouse then self.targetArrowSizeSlider:EnableMouse(arrowsEnabled) end
end
SetCheckEnabled(self.targetArrowThickCheck, arrowsEnabled)
end
frame:ShowTab("nameplates")
self.optionsFrame = frame
end
function BNP:SyncOptions()
self:CreateOptions()
local frame = self.optionsFrame
frame.scaleSlider:SetValue(self:GetNameplateScale())
if frame.yOffsetSlider then
local yOffset = self:GetNameplateYOffset()
frame.yOffsetSlider:SetValue(yOffset)
getglobal(frame.yOffsetSlider:GetName() .. "Text"):SetText("Nameplate Y Offset: +" .. yOffset)
end
if frame.nonTargetAlphaSlider then
local alphaPercent = math.floor((self:GetNonTargetAlpha() * 100) + 0.5)
frame.nonTargetAlphaSlider:SetValue(alphaPercent)
getglobal(frame.nonTargetAlphaSlider:GetName() .. "Text"):SetText("Non-Target Alpha: " .. alphaPercent .. "%")
end
frame.iconSlider:SetValue(self:GetIconSize())
if frame.ccIconSlider then
local ccSize = self:GetCCIconSize()
frame.ccIconSlider:SetValue(ccSize)
getglobal(frame.ccIconSlider:GetName() .. "Text"):SetText("CC Icon Size: " .. ccSize)
end
if frame.immunityIconSlider then
local immunitySize = self:GetImmunityIconSize()
frame.immunityIconSlider:SetValue(immunitySize)
getglobal(frame.immunityIconSlider:GetName() .. "Text"):SetText("Immunity Icon Size: " .. immunitySize)
end
if frame.totemIconSlider then
local totemSize = self:GetTotemIconSize()
frame.totemIconSlider:SetValue(totemSize)
getglobal(frame.totemIconSlider:GetName() .. "Text"):SetText("Totem Icon Size: " .. totemSize)
end
frame.castbarHeightSlider:SetValue(self:GetCastbarHeight())
if frame.castbarSpacingSlider then
local spacing = self:GetCastbarSpacing()
frame.castbarSpacingSlider:SetValue(spacing)
getglobal(frame.castbarSpacingSlider:GetName() .. "Text"):SetText("Castbar Spacing: " .. spacing .. " px")
end
frame.classColorsCheck:SetChecked(self:AreClassColorsEnabled())
if frame.hidePlayerNamesCheck then frame.hidePlayerNamesCheck:SetChecked(self:HidePlayerNamesEnabled()) end
if frame.hideNPCNamesCheck then frame.hideNPCNamesCheck:SetChecked(self:HideNPCNamesEnabled()) end
if frame.debuffsCheck then frame.debuffsCheck:SetChecked(self:AreDebuffsEnabled()) end
if frame.debuffPositionDropdown then
local position = self:GetDebuffPosition()
local labels = { top = "Top Mid", top_left = "Top Left", top_right = "Top Right", left = "Left", right = "Right", bottom_mid = "Bottom Mid", bottom_left = "Bottom Left", bottom_right = "Bottom Right" }
UIDropDownMenu_SetSelectedValue(frame.debuffPositionDropdown, position)
UIDropDownMenu_SetText(labels[position] or "Top Mid", frame.debuffPositionDropdown)
end
if frame.ccPositionDropdown then
local position = self:GetCCPosition()
local labels = { top = "Top", left = "Left", right = "Right" }
UIDropDownMenu_SetSelectedValue(frame.ccPositionDropdown, position)
UIDropDownMenu_SetText(labels[position] or "Top", frame.ccPositionDropdown)
end
if frame.crowdControlCheck then frame.crowdControlCheck:SetChecked(self:AreCrowdControlEnabled()) end
if frame.separateCCRowCheck then frame.separateCCRowCheck:SetChecked(self:IsSeparateCCRowEnabled()) end
if frame.showOtherCCsCheck then frame.showOtherCCsCheck:SetChecked(self:ShowOtherPlayersCCs()) end
if frame.pvpImmunitiesCheck then frame.pvpImmunitiesCheck:SetChecked(self:ArePvPImmunitiesEnabled()) end
if frame.immunityPositionDropdown then
local position = self:GetImmunityPosition()
local labels = { top = "Top", left = "Left", right = "Right" }
UIDropDownMenu_SetSelectedValue(frame.immunityPositionDropdown, position)
UIDropDownMenu_SetText(labels[position] or "Top", frame.immunityPositionDropdown)
end
if frame.totemIndicatorsCheck then frame.totemIndicatorsCheck:SetChecked(self:AreTotemIndicatorsEnabled()) end
frame.castbarsCheck:SetChecked(self:AreCastbarsEnabled())
if frame.castbarTestCheck then
frame.castbarTestCheck:SetChecked(self.IsCastbarTestMode and self:IsCastbarTestMode() or false)
end
frame.tankCheck:SetChecked(self:IsTankModeEnabled())
if frame.comboPointsCheck and comboOptionsClass then
frame.comboPointsCheck:SetChecked(self:AreComboPointsEnabled())
end
if frame.healthTextDropdown then
local mode = self:GetHealthTextMode()
UIDropDownMenu_SetSelectedValue(frame.healthTextDropdown, mode)
local labels = { off = "Off", percent = "Percent", hp = "HP", both = "HP + Percent" }
UIDropDownMenu_SetText(labels[mode] or "Off", frame.healthTextDropdown)
end
frame.targetFocusCheck:SetChecked(self:IsTargetFocusEnabled())
if frame.targetArrowsCheck then
frame.targetArrowsCheck:SetChecked(self.AreTargetArrowsEnabled and self:AreTargetArrowsEnabled() or false)
end
if frame.arrowColorDropdown then
local _, _, _, color = self:GetTargetArrowColor()
local labels = {
match = "Match Target Color",
white = "White",
gold = "Gold",
blue = "Blue",
green = "Green",
red = "Red",
purple = "Purple",
}
UIDropDownMenu_SetSelectedValue(frame.arrowColorDropdown, color or "match")
UIDropDownMenu_SetText(labels[color] or "Match Target Color", frame.arrowColorDropdown)
end
if frame.arrowStyleDropdown then
local style = self:GetTargetArrowStyle()
local labels = {
chevron = "Chevron",
triangle = "Triangle",
slim_triangle = "Slim Triangle",
double_chevron = "Double Chevron",
diamond_tip = "Diamond Tip",
}
UIDropDownMenu_SetSelectedValue(frame.arrowStyleDropdown, style)
UIDropDownMenu_SetText(labels[style] or "Chevron", frame.arrowStyleDropdown)
end
if frame.targetArrowSizeSlider then
local arrowSize = self:GetTargetArrowSize()
frame.targetArrowSizeSlider:SetValue(arrowSize)
getglobal(frame.targetArrowSizeSlider:GetName() .. "Text"):SetText("Target Arrow Size: " .. arrowSize)
end
if frame.targetArrowThickCheck then
frame.targetArrowThickCheck:SetChecked(self.AreTargetArrowsThick and self:AreTargetArrowsThick() or false)
end
if frame.glowColorDropdown then
local _, _, _, color = self:GetTargetGlowColor()
local labels = {
white = "White",
gold = "Gold",
blue = "Blue",
green = "Green",
red = "Red",
purple = "Purple",
}
UIDropDownMenu_SetSelectedValue(frame.glowColorDropdown, color or "white")
UIDropDownMenu_SetText(labels[color] or "White", frame.glowColorDropdown)
end
if frame.targetGlowSizeSlider then
local glowSize = self:GetTargetGlowSize()
frame.targetGlowSizeSlider:SetValue(glowSize)
getglobal(frame.targetGlowSizeSlider:GetName() .. "Text"):SetText("Target Glow Size: +" .. glowSize .. " px")
end
if frame.targetGlowOpacitySlider then
local opacityPercent = math.floor((self:GetTargetGlowOpacity() * 100) + 0.5)
frame.targetGlowOpacitySlider:SetValue(opacityPercent)
getglobal(frame.targetGlowOpacitySlider:GetName() .. "Text"):SetText("Target Glow Opacity: " .. opacityPercent .. "%")
end
if frame.UpdateDependentControls then frame:UpdateDependentControls() end
frame.versionText:SetText("Version " .. tostring(self.version or "?"))
end
function BNP:ToggleOptions()
self:SyncOptions()
if self.optionsFrame:IsShown() then
self.optionsFrame:Hide()
else
self.optionsFrame:Show()
end
end
function BNP:CreateMinimapButton()
if self.minimapButton then return end
BNP_DB = BNP_DB or {}
if BNP_DB.minimapAngle == nil then BNP_DB.minimapAngle = 225 end
local button = CreateFrame("Button", "BNPMinimapButton", Minimap)
button:SetWidth(31)
button:SetHeight(31)
button:SetFrameStrata("MEDIUM")
button:SetFrameLevel((Minimap:GetFrameLevel() or 1) + 8)
button:RegisterForClicks("LeftButtonUp")
button:RegisterForDrag("LeftButton")
button:EnableMouse(true)
button:SetMovable(true)
-- Classic round minimap-button background.
local bg = button:CreateTexture(nil, "BACKGROUND")
bg:SetTexture("Interface\\Minimap\\UI-Minimap-Background")
bg:SetWidth(22)
bg:SetHeight(22)
bg:SetPoint("CENTER", button, "CENTER", 0, 0)
button.bg = bg
-- Addon identity: simple BN+ lettering instead of a spell/item icon.
-- Rendered directly by the client, so no external texture file is needed.
local iconBG = button:CreateTexture(nil, "ARTWORK")
iconBG:SetTexture(0.03, 0.03, 0.03, 1)
iconBG:SetWidth(20)
iconBG:SetHeight(20)
iconBG:SetPoint("CENTER", button, "CENTER", 0, 0)
button.iconBG = iconBG
local label = button:CreateFontString(nil, "OVERLAY")
label:SetFont("Fonts\\FRIZQT__.TTF", 10, "OUTLINE")
label:SetPoint("CENTER", button, "CENTER", 0, 0)
label:SetText("BN+")
label:SetTextColor(0.20, 0.60, 1.00)
button.label = label
-- Standard Blizzard circular minimap border.
local border = button:CreateTexture(nil, "OVERLAY")
border:SetTexture("Interface\\Minimap\\MiniMap-TrackingBorder")
border:SetWidth(54)
border:SetHeight(54)
border:SetPoint("TOPLEFT", button, "TOPLEFT", 0, 0)
button.border = border
local highlight = button:CreateTexture(nil, "HIGHLIGHT")
highlight:SetTexture("Interface\\Minimap\\UI-Minimap-ZoomButton-Highlight")
highlight:SetBlendMode("ADD")
highlight:SetAllPoints(button)
button.highlight = highlight
local function UpdatePosition()
local angle = tonumber(BNP_DB.minimapAngle) or 225
local radius = 78
local rad = math.rad(angle)
button:ClearAllPoints()
button:SetPoint(
"CENTER",
Minimap,
"CENTER",
math.cos(rad) * radius,
math.sin(rad) * radius
)
end
local function UpdateAngleFromCursor()
local mx, my = Minimap:GetCenter()
local scale = 1
if UIParent.GetEffectiveScale then
scale = UIParent:GetEffectiveScale() or 1
elseif UIParent.GetScale then
scale = UIParent:GetScale() or 1
end
local cx, cy = GetCursorPosition()
cx = cx / scale
cy = cy / scale
local dx = cx - mx
local dy = cy - my
local angle
if math.atan2 then
angle = math.deg(math.atan2(dy, dx))
else
if dx == 0 then
angle = dy >= 0 and 90 or -90
else
angle = math.deg(math.atan(dy / dx))
if dx < 0 then angle = angle + 180 end
end
end
BNP_DB.minimapAngle = angle
UpdatePosition()
end
button:SetScript("OnDragStart", function()
this:SetScript("OnUpdate", UpdateAngleFromCursor)
end)
button:SetScript("OnDragStop", function()
this:SetScript("OnUpdate", nil)
UpdateAngleFromCursor()
end)
button:SetScript("OnClick", function()
BNP:ToggleOptions()
end)
button:SetScript("OnEnter", function()
GameTooltip:SetOwner(this, "ANCHOR_LEFT")
GameTooltip:SetText("Blizz Nameplates+")
GameTooltip:AddLine("Left-click: Open settings", 1, 1, 1)
GameTooltip:AddLine("Drag: Move minimap button", 0.8, 0.8, 0.8)
GameTooltip:Show()
end)
button:SetScript("OnLeave", function()
GameTooltip:Hide()
end)
UpdatePosition()
self.minimapButton = button
end