348 lines
9.1 KiB
Lua
348 lines
9.1 KiB
Lua
if not Cursive.superwow then
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return
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end
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local utils = Cursive.utils
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local filter = Cursive.filter
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local ui = CreateFrame("Frame", nil, UIParent)
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ui.border = {
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edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border",
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tile = true, tileSize = 16, edgeSize = 8,
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insets = { left = 2, right = 2, top = 2, bottom = 2 }
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}
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ui.background = {
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bgFile = "Interface\\Tooltips\\UI-Tooltip-Background",
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tile = true, tileSize = 16, edgeSize = 8,
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insets = { left = 0, right = 0, top = 0, bottom = 0 }
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}
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ui.frames = {}
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ui.CreateRoot = function(parent, caption)
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local frame = CreateFrame("Frame", "Cursive" .. caption, parent)
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frame.id = caption
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frame:EnableMouse(true)
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frame:RegisterForDrag("LeftButton")
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frame:SetMovable(true)
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frame:SetScript("OnDragStart", function()
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this.lock = true
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this:StartMoving()
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end)
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frame:SetScript("OnDragStop", function()
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-- load current window config
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-- convert to best anchor depending on position
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local new_anchor = utils.GetBestAnchor(this)
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local anchor, x, y = utils.ConvertFrameAnchor(this, new_anchor)
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this:ClearAllPoints()
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this:SetPoint(anchor, UIParent, anchor, x, y)
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-- save new position
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anchor, _, _, x, y = this:GetPoint()
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Cursive.db.profile.anchor, Cursive.db.profile.x, Cursive.db.profile.y = anchor, x, y
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-- stop drag
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this:StopMovingOrSizing()
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this.lock = false
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end)
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-- assign/initialize elements
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frame.CreateBar = ui.CreateBar
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frame.frames = {}
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-- create title text
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frame.caption = frame:CreateFontString(nil, "HIGH", "GameFontWhite")
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frame.caption:SetFont(STANDARD_TEXT_FONT, 9, "THINOUTLINE")
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frame.caption:SetPoint("TOPLEFT", frame, "TOPLEFT", 10, -2)
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frame.caption:SetTextColor(1, 1, 1, 1)
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frame.caption:SetText(caption)
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return frame
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end
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ui.BarEnter = function()
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this.border:SetBackdropBorderColor(1, 1, 1, 1)
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this.hover = true
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GameTooltip_SetDefaultAnchor(GameTooltip, this)
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GameTooltip:SetUnit(this.guid)
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GameTooltip:Show()
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end
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ui.BarLeave = function()
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this.hover = false
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GameTooltip:Hide()
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end
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ui.BarUpdate = function()
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-- update statusbar values
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this.bar:SetMinMaxValues(0, UnitHealthMax(this.guid))
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this.bar:SetValue(UnitHealth(this.guid))
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-- update health bar color
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local hex, r, g, b, a = utils.GetUnitColor(this.guid)
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this.bar:SetStatusBarColor(r, g, b, a)
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-- update caption text
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local name = UnitName(this.guid)
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local hp = UnitHealth(this.guid)
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-- convert hp to k if > 1000
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if hp and hp > 1000 then
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-- round to 1 decimal
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hp = math.floor(hp / 100) / 10 .. "k"
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end
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if name then
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if hp then
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this.text:SetText(name .. " " .. tostring(hp))
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else
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this.text:SetText(name)
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end
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end
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-- update health bar border
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if this.hover then
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this.border:SetBackdropBorderColor(1, 1, 1, 1)
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elseif UnitAffectingCombat(this.guid) then
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this.border:SetBackdropBorderColor(.8, .2, .2, 1)
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else
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this.border:SetBackdropBorderColor(.2, .2, .2, 1)
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end
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-- show raid icon if existing
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if GetRaidTargetIndex(this.guid) and Cursive.filter.alive(this.guid) then
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SetRaidTargetIconTexture(this.icon, GetRaidTargetIndex(this.guid))
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this.icon:Show()
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else
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this.icon:Hide()
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end
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-- update target indicator
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if UnitIsUnit("target", this.guid) then
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this.target_left:Show()
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else
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this.target_left:Hide()
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end
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end
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ui.BarClick = function()
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TargetUnit(this.guid)
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end
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ui.CreateBar = function(parent, guid)
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local frame = CreateFrame("Button", nil, parent)
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frame.guid = guid
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frame:SetScript("OnClick", ui.BarClick)
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frame:SetScript("OnEnter", ui.BarEnter)
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frame:SetScript("OnLeave", ui.BarLeave)
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frame:SetScript("OnUpdate", ui.BarUpdate)
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-- create health bar
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local bar = CreateFrame("StatusBar", nil, frame)
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bar:SetStatusBarTexture("Interface\\TargetingFrame\\UI-StatusBar")
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bar:SetStatusBarColor(1, .8, .2, 1)
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bar:SetMinMaxValues(0, 100)
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bar:SetValue(20)
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bar:SetAllPoints()
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frame.bar = bar
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-- create caption text
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local text = frame.bar:CreateFontString(nil, "HIGH", "GameFontWhite")
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text:SetPoint("TOPLEFT", bar, "TOPLEFT", 2, -2)
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text:SetPoint("BOTTOMRIGHT", bar, "BOTTOMRIGHT", -2, 2)
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text:SetFont(STANDARD_TEXT_FONT, 9, "THINOUTLINE")
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text:SetJustifyH("LEFT")
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frame.text = text
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-- create raid icon textures
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local icon = bar:CreateTexture(nil, "OVERLAY")
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icon:SetWidth(16)
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icon:SetHeight(16)
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icon:SetPoint("RIGHT", frame, "RIGHT", -2, 0)
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icon:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons")
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icon:Hide()
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frame.icon = icon
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-- display up to 3 curses
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for i = 1, 3 do
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local curse = bar:CreateTexture(nil, "OVERLAY")
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curse:SetWidth(20)
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curse:SetHeight(20)
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curse:SetPoint("LEFT", frame, "RIGHT", 4 + ((i - 1) * 20), 0)
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curse.timer = bar:CreateFontString(nil, "OVERLAY", "GameFontNormal")
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curse.timer:SetFontObject(GameFontHighlight)
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curse.timer:SetFont(STANDARD_TEXT_FONT, 11, "OUTLINE")
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curse.timer:SetTextColor(1, 1, 1)
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curse.timer:SetAllPoints(curse)
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curse.timer:Hide()
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curse:Hide()
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frame["curse" .. i] = curse
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end
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-- create target indicator
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local target_left = bar:CreateTexture(nil, "OVERLAY")
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target_left:SetWidth(8)
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target_left:SetHeight(8)
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target_left:SetPoint("LEFT", frame, "LEFT", -4, 0)
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target_left:SetTexture("Interface\\AddOns\\Cursive\\img\\target-left")
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target_left:Hide()
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frame.target_left = target_left
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-- create frame backdrops
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if pfUI and pfUI.uf then
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pfUI.api.CreateBackdrop(frame)
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frame.border = frame.backdrop
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else
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frame:SetBackdrop(ui.background)
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frame:SetBackdropColor(0, 0, 0, 1)
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local border = CreateFrame("Frame", nil, frame.bar)
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border:SetBackdrop(ui.border)
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border:SetBackdropColor(.2, .2, .2, 1)
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border:SetPoint("TOPLEFT", frame.bar, "TOPLEFT", -2, 2)
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border:SetPoint("BOTTOMRIGHT", frame.bar, "BOTTOMRIGHT", 2, -2)
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frame.border = border
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end
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return frame
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end
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ui:SetAllPoints()
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ui:SetScript("OnUpdate", function()
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if not Cursive.db.profile.enabled then
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return
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end
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if (this.tick or 1) > GetTime() then
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return
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else
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this.tick = GetTime() + .2
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end
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local caption = Cursive.db.profile.caption
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local config = Cursive.db.profile
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-- create ui frames based on config values
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-- create root frame if not existing
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ui.frames[caption] = ui.frames[caption] or ui:CreateRoot(caption)
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local root = ui.frames[caption]
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-- skip if locked (due to moving)
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if root.lock then
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return
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end
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-- update position based on config
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if not root.pos or root.pos ~= config.anchor .. config.x .. config.y .. config.scale then
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root.pos = config.anchor .. config.x .. config.y .. config.scale
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root:ClearAllPoints()
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root:SetPoint(config.anchor, config.x, config.y)
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root:SetScale(config.scale)
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end
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-- run through all guids and fill with bars
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local title_size = 12 + config.spacing
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local width, height = config.width, config.height + title_size
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local x, y, rowCount, colCount = 0, 0, 0, 1
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for guid, time in pairs(Cursive.core.guids) do
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-- apply filters
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local shouldDisplay = Cursive:ShouldDisplayGuid(guid)
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local exists = UnitExists(guid) and Cursive.filter.alive(guid)
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-- display element if filters allow it
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if exists and shouldDisplay then
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rowCount = rowCount + 1
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if rowCount > config.maxrow then
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if colCount < config.maxcol then
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colCount = colCount + 1
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rowCount, x = 1, x + config.width + config.spacing
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width = math.max(x + config.width, width)
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else
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break
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end
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end
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y = (rowCount - 1) * (config.height + config.spacing) + title_size
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height = math.max(y + config.height + config.spacing, height)
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root.frames[guid] = root.frames[guid] or root:CreateBar(guid)
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-- update position if required
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if not root.frames[guid].pos or root.frames[guid].pos ~= x .. -y then
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root.frames[guid]:ClearAllPoints()
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root.frames[guid]:SetPoint("TOPLEFT", root, "TOPLEFT", x, -y)
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root.frames[guid].pos = x .. -y
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end
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-- update sizes if required
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if not root.frames[guid].sizes or root.frames[guid].sizes ~= config.width .. config.height then
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root.frames[guid]:SetWidth(config.width)
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root.frames[guid]:SetHeight(config.height)
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root.frames[guid].sizes = config.width .. config.height
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end
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for i = 1, 3 do
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if not root.frames[guid]["curse" .. i].sizes or root.frames[guid]["curse" .. i].sizes ~= config.width .. config.height then
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root.frames[guid]["curse" .. i]:SetWidth(config.height)
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root.frames[guid]["curse" .. i]:SetHeight(config.height)
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end
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end
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-- update curses
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local curseNumber = 1
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local guidCurses = Cursive.curses.guids[guid]
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if guidCurses then
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for curseName, curseData in pairs(guidCurses) do
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if curseNumber > 3 then
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break
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end
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local remaining = Cursive.curses:TimeRemaining(curseData)
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local curse = root.frames[guid]["curse" .. curseNumber]
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if remaining >= 0 then
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curse:SetTexture(Cursive.curses.trackedCurseIds[curseData.spellID].texture)
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curse.timer:SetText(remaining)
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curse.timer:Show()
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curse:Show()
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else
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curse.timer:Hide()
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curse:Hide()
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end
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curseNumber = curseNumber + 1
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end
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end
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root.frames[guid]:Show()
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else
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if root.frames[guid] then
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root.frames[guid]:Hide()
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root.frames[guid] = nil
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end
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if not exists then
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-- remove from core
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Cursive.core.remove(guid)
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-- remove from curses
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Cursive.curses:RemoveGuid(guid)
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end
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end
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end
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-- update window size
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root:SetWidth(width)
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root:SetHeight(height)
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end)
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Cursive.ui = ui
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