Draw unit frame bars with the native StatusBar

The custom bar sized its textures in Lua from GetWidth(), so it had to
track how ClassicAPI reports the UI scale (#71), and it stretched the bar
texture instead of cropping it. The engine's StatusBar does that layout
itself.

The background of the missing part is a second StatusBar that fills
from the other end (ClassicAPI's SetReverseFill), one frame level below
the fill, so the incoming-heal texture still draws between the two.
SetFrameLevel moves both, and the health and power bars now sit two
levels above their backdrops. SetStatusBarBackgroundTexture becomes
SetStatusBarBackgroundColor, as it only ever took a color.
This commit is contained in:
Brues
2026-10-29 11:06:02 -05:00
parent 35c32f365e
commit 6c76a88467
2 changed files with 43 additions and 73 deletions
+6 -4
View File
@@ -508,6 +508,8 @@ function pfUI.uf:UpdateConfig()
if tonumber(f.config.height) < 0 then f.hp:Hide() end
pfUI.api.CreateBackdrop(f.hp, default_border)
-- one level above the backdrop for the bar's background, one more for its fill
f.hp.bar:SetFrameLevel(f.hp.backdrop:GetFrameLevel() + 2)
f.hp.bar:SetStatusBarTexture(pfUI.media[f.config.bartexture])
f.hp.bar:SetAllPoints(f.hp)
if f.config.verticalbar == "1" then
@@ -522,7 +524,7 @@ function pfUI.uf:UpdateConfig()
if custombg == "1" then
local cr, cg, cb, ca = GetStringColor(custombgcolor)
cr, cg, cb, ca = tonumber(cr), tonumber(cg), tonumber(cb), tonumber(ca)
f.hp.bar:SetStatusBarBackgroundTexture(cr,cg,cb,ca)
f.hp.bar:SetStatusBarBackgroundColor(cr,cg,cb,ca)
end
f.power:ClearAllPoints()
@@ -531,7 +533,7 @@ function pfUI.uf:UpdateConfig()
if tonumber(f.config.pheight) < 0 then f.power:Hide() end
pfUI.api.CreateBackdrop(f.power, default_border)
f.power.bar:SetFrameLevel(f.power.backdrop:GetFrameLevel() + 1)
f.power.bar:SetFrameLevel(f.power.backdrop:GetFrameLevel() + 2)
f.power.bar:SetStatusBarTexture(pfUI.media[f.config.pbartexture])
f.power.bar:SetAllPoints(f.power)
@@ -541,7 +543,7 @@ function pfUI.uf:UpdateConfig()
if custompbg == "1" then
local cr, cg, cb, ca = GetStringColor(custompbgcolor)
cr, cg, cb, ca = tonumber(cr), tonumber(cg), tonumber(cb), tonumber(ca)
f.power.bar:SetStatusBarBackgroundTexture(cr,cg,cb,ca)
f.power.bar:SetStatusBarBackgroundColor(cr,cg,cb,ca)
end
local fontname, fontsize, fontstyle
@@ -1490,7 +1492,7 @@ function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
f.incHeal = CreateFrame("Frame", nil, f.hp)
-- Texture lives on hp.bar for correct draw order:
-- hp.bar.bg (BACKGROUND) < incHeal (BORDER) < hp.bar.bar (NORMAL)
-- hp.bar.bg (a level below) < incHeal (BORDER) < hp.bar's fill (ARTWORK)
f.incHeal.texture = f.hp.bar:CreateTexture(nil, "BORDER")
f.incHeal.texture:SetAllPoints(f.incHeal)
-- Override Show/Hide since texture lives on hp.bar, not incHeal