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

187 lines
7.0 KiB
Lua

local T = ShaguTweaks.T
local hooksecurefunc = hooksecurefunc or ShaguTweaks.hooksecurefunc
local playerModule = ShaguTweaks:register({
title = T["Unit Frame Big Health for Player"],
description = T["Increases the healthbar of the player unitframe."],
expansions = { ["vanilla"] = true },
category = T["Unit Frames"],
enabled = nil,
})
local targetModule = ShaguTweaks:register({
title = T["Unit Frame Big Health for Target"],
description = T["Increases the healthbar of the 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"
local function Enable(player, target)
local normalTexture = addonpath .. "\\img\\UI-TargetingFrame"
local eliteTexture = addonpath .. "\\img\\UI-TargetingFrame-Elite"
local rareTexture = addonpath .. "\\img\\UI-TargetingFrame-Rare"
-- Darkened UI and Big Health can be enabled in either order because modules
-- are initialized from an unordered table. If Darkened UI ran first, Big
-- Health replaces the already-darkened textures with fresh bright ones.
-- Apply the configured dark tint directly to our replacement textures so the
-- result is deterministic without adding any permanent OnUpdate work.
local function ApplyDarkModeTextures()
-- Darkened UI or Golden UI publish their texture tint here, with the
-- /st overwrites already applied.
local color = ShaguTweaks.UITint
if not color then return end
local r = tonumber(color.r) or color.r
local g = tonumber(color.g) or color.g
local b = tonumber(color.b) or color.b
local a = tonumber(color.a) or color.a or 1
if player and PlayerFrameTexture then PlayerFrameTexture:SetVertexColor(r, g, b, a) end
if player and PlayerStatusTexture then PlayerStatusTexture:SetVertexColor(r, g, b, a) end
if target and TargetFrameTexture then TargetFrameTexture:SetVertexColor(r, g, b, a) end
end
-- Big Health is presentation-only. Numeric health/power values are owned by
-- the independent Real Health Numbers module.
if player then
PlayerFrameTexture:SetTexture(normalTexture)
PlayerFrameHealthBar:SetPoint("TOPLEFT", 106, -22)
PlayerFrameHealthBar:SetHeight(30)
PlayerStatusTexture:SetTexture(addonpath .. "\\img\\UI-Player-Status")
-- The additive status artwork contains both the portrait ring and bar edge.
-- Crop only the latter while resting, shrinking the displayed width by the
-- same ratio so the portrait ring keeps its original size and position.
-- Native status code continues to own visibility, tint, alpha and pulsing.
local statusCoords = {PlayerStatusTexture:GetTexCoord()}
local statusWidth = PlayerStatusTexture:GetWidth()
local portraitRight = 72 / 256 -- right edge of the portrait in UI-Player-Status
local restingCrop = false
local function UpdateRestingGlow()
local resting = IsResting()
and not UnitAffectingCombat("player")
local left, right = statusCoords[1], statusCoords[5]
if not left or not right or right <= left
or portraitRight <= left or portraitRight >= right then return end
if resting and not restingCrop then
PlayerStatusTexture:SetTexCoord(
left, portraitRight, statusCoords[2], statusCoords[4])
PlayerStatusTexture:SetWidth(
statusWidth * (portraitRight - left) / (right - left))
restingCrop = true
elseif not resting and restingCrop then
PlayerStatusTexture:SetTexCoord(
left, right, statusCoords[2], statusCoords[4])
PlayerStatusTexture:SetWidth(statusWidth)
restingCrop = false
end
end
hooksecurefunc("PlayerFrame_UpdateStatus", UpdateRestingGlow)
UpdateRestingGlow()
end
if target then
TargetFrameTexture:SetTexture(normalTexture)
TargetFrameHealthBar:SetPoint("TOPRIGHT", -106, -22)
TargetFrameHealthBar:SetHeight(30)
end
ApplyDarkModeTextures()
local world = CreateFrame("Frame")
world:RegisterEvent("PLAYER_ENTERING_WORLD")
world:SetScript("OnEvent", function()
ApplyDarkModeTextures()
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 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
ApplyDarkModeTextures()
end
if target then hooksecurefunc("TargetFrame_CheckClassification", UpdateTargetClassificationTexture) 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 player and PlayerFrameNameBackground then
hooksecurefunc(PlayerFrameHealthBar, "SetStatusBarColor", ApplyPlayerHealthColor)
hooksecurefunc(PlayerFrameNameBackground, "Show", function()
PlayerFrameNameBackground:Hide()
end)
PlayerFrameNameBackground:Hide()
ApplyPlayerHealthColor()
end
if target and TargetFrameNameBackground then
hooksecurefunc(TargetFrameHealthBar, "SetStatusBarColor", ApplyTargetHealthColor)
hooksecurefunc(TargetFrameNameBackground, "Show", function()
TargetFrameNameBackground:Hide()
end)
TargetFrameNameBackground:Hide()
ApplyTargetHealthColor()
end
if target then hooksecurefunc("TargetFrame_CheckFaction", ApplyTargetHealthColor) end
if target then
UpdateTargetClassificationTexture()
TargetFrame_CheckFaction()
end
end)
end
playerModule.enable = function() Enable(true, false) end
targetModule.enable = function() Enable(false, true) end