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https://github.com/brues-code/pfUI.git
synced 2026-09-26 01:26:01 +00:00
Move druid mana bar into the unit frame, off nampower
The druid secondary mana bar (shown while shapeshifted into a form that uses energy/rage) lived in nampower.lua and read base mana through nampower's GetUnitField. Extract it into the unit frame proper and drive it with ClassicAPI instead: - Create pfDruidMana_<unit> as f.druidmana in CreateUnitFrame (player and target), lay it out in UpdateConfig from the existing C.unitframes.druidmana* keys, and update it in a new pfUI.uf:UpdateDruidMana driven by the frame's own base-refresh pass (UNIT_MANA / UNIT_DISPLAYPOWER). No separate event frames, no nampower dependency. - Read mana via UnitPower(unit, 0) / UnitPowerMax(unit, 0), the ClassicAPI slot getters that return the mana pool regardless of the active power, so it works while in Cat/Bear form. - Add a "Show Druid Mana Bar Text" toggle (druidmanatext) so the current/max readout can be hidden while keeping the bar; config default, GUI checkbox, and locale stubs. - Remove the now-dead block from nampower.lua.
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@@ -529,6 +529,50 @@ function pfUI.uf:UpdateConfig()
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fontstyle = C.global.font_unit_style
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end
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-- Druid secondary mana bar: texture/color/size/position below the power bar,
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-- using its own C.unitframes.druidmana* config. Values are read in
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-- UpdateDruidMana; here we only lay it out.
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if f.druidmana then
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local DC = C.unitframes
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local dmTexture = DC.druidmanatexture or "Interface\\AddOns\\pfUI\\img\\bar"
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f.druidmana:SetStatusBarTexture(pfUI.media[dmTexture] or dmTexture)
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f.druidmana:SetFrameLevel(f:GetFrameLevel() + 5)
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local manacolor = f.config.defcolor == "0" and f.config.manacolor or C.unitframes.manacolor
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f.druidmana:SetStatusBarColor(GetStringColor(manacolor))
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local dmHeight = tonumber(DC.druidmanaheight) or 10
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local dmWidth = DC.druidmanawidth or "-1"
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local dmOffX = tonumber(DC.druidmanaoffx) or 0
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local dmOffY = tonumber(DC.druidmanaoffy) or 0
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local dmSpace = tonumber(DC.druidmanaspace) or -3
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local dmSpacing = -2 * default_border - dmSpace
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f.druidmana:SetHeight(dmHeight)
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f.druidmana:ClearAllPoints()
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local w = dmWidth ~= "-1" and tonumber(dmWidth) or nil
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if w then
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f.druidmana:SetWidth(w)
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f.druidmana:SetPoint("TOP", f.power, "BOTTOM", dmOffX, dmSpacing + dmOffY)
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else
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f.druidmana:SetPoint("TOPLEFT", f.power, "BOTTOMLEFT", dmOffX, dmSpacing + dmOffY)
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f.druidmana:SetPoint("TOPRIGHT", f.power, "BOTTOMRIGHT", dmOffX, dmSpacing + dmOffY)
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end
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if not f.druidmana._hasbd then
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CreateBackdrop(f.druidmana, default_border)
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CreateBackdropShadow(f.druidmana)
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f.druidmana._hasbd = true
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end
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local tr, tg, tb = ManaBarColor[0].r, ManaBarColor[0].g, ManaBarColor[0].b
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if C.unitframes.pastel == "1" then
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tr, tg, tb = (tr + .75) * .5, (tg + .75) * .5, (tb + .75) * .5
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end
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f.druidmana.text:SetFont(fontname, fontsize, fontstyle)
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f.druidmana.text:SetTextColor(tr, tg, tb, 1)
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end
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f.portrait.tex:SetAllPoints(f.portrait)
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f.portrait.tex:SetTexCoord(.1, .9, .1, .9)
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f.portrait.model:SetAllPoints(f.portrait)
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@@ -1644,6 +1688,18 @@ function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
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f.power = CreateFrame("Frame",nil, f)
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f.power.bar = CreateStatusBar(nil, f.power)
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-- Druid secondary mana bar: shows base mana (read via ClassicAPI
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-- UnitPower(unit, 0), which works regardless of the active power) while
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-- shapeshifted into a form that uses energy/rage. Player + target only;
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-- styled/positioned in UpdateConfig, driven in UpdateDruidMana.
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if C.unitframes.druidmanabar == "1" and (f.label == "player" or f.label == "target") then
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f.druidmana = CreateFrame("StatusBar", "pfDruidMana_" .. f.label .. f.id, f)
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f.druidmana.text = f.druidmana:CreateFontString(nil, "OVERLAY", "GameFontNormalSmall")
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f.druidmana.text:SetPoint("CENTER", f.druidmana, "CENTER", 0, 0)
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f.druidmana.text:SetJustifyH("CENTER")
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f.druidmana:Hide()
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end
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f.glow = CreateFrame("Frame", nil, f)
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f.combat = CreateFrame("Frame", nil, f.hp.bar)
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f.combat.tex = f.combat:CreateTexture(nil, "OVERLAY")
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@@ -1853,6 +1909,32 @@ function pfUI.uf:RefreshIndicators(unit)
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end
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end
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-- Druid secondary mana bar update. Reads base mana with ClassicAPI
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-- UnitPower(unit, 0)/UnitPowerMax(unit, 0), which return the mana slot
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-- regardless of the unit's active power -- so it works while shapeshifted,
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-- with no nampower/GetUnitField dependency. Shown only while off mana
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-- (Cat=energy, Bear=rage); non-player frames only for druid units.
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function pfUI.uf:UpdateDruidMana(unit)
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local bar = unit.druidmana
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local unitstr = unit.label .. unit.id
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if not UnitExists(unitstr) then bar:Hide() return end
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if unit.label ~= "player" then
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local _, cls = UnitClass(unitstr)
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if cls ~= "DRUID" then bar:Hide() return end
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end
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if UnitPowerType(unitstr) == 0 then bar:Hide() return end
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local mana, maxmana = UnitPower(unitstr, 0), UnitPowerMax(unitstr, 0)
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if not maxmana or maxmana == 0 then bar:Hide() return end
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bar:SetMinMaxValues(0, maxmana)
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bar:SetValue(mana)
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if C.unitframes.druidmanatext == "1" then
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bar.text:SetText(pfUI.api.Abbreviate(mana) .. "/" .. pfUI.api.Abbreviate(maxmana))
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else
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bar.text:SetText("")
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end
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bar:Show()
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end
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function pfUI.uf:RefreshUnit(unit, component)
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-- break early on misconfigured UF's
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if not unit.label then return end
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@@ -2399,6 +2481,8 @@ function pfUI.uf:RefreshUnit(unit, component)
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end
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end
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if unit.druidmana then pfUI.uf:UpdateDruidMana(unit) end
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pfUI.uf:RefreshUnitState(unit)
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end
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end
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