Files
pfUI/api/unitframes.lua
T

2258 lines
77 KiB
Lua

-- load pfUI environment
setfenv(1, pfUI:GetEnvironment())
pfUI.uf = CreateFrame("Frame", nil, UIParent)
pfUI.uf:SetScript("OnUpdate", function()
if InCombatLockdown and not InCombatLockdown() then
for frame in pairs(pfUI.uf.delayed) do
frame:UpdateVisibility()
pfUI.uf.delayed[frame] = nil
end
end
end)
pfUI.uf.frames = {}
pfUI.uf.delayed = {}
local scanner
local glow = {
edgeFile = pfUI.media["img:glow"], edgeSize = 8,
insets = {left = 0, right = 0, top = 0, bottom = 0},
}
local glow2 = {
edgeFile = pfUI.media["img:glow2"], edgeSize = 8,
insets = {left = 0, right = 0, top = 0, bottom = 0},
}
local function BuffOnUpdate()
local timeleft = GetPlayerBuffTimeLeft(GetPlayerBuff(PLAYER_BUFF_START_ID+this.id,"HELPFUL"))
CooldownFrame_SetTimer(this.cd, GetTime(), timeleft, 1)
end
local function TargetBuffOnUpdate()
local name, rank, icon, count, duration, timeleft = _G.UnitBuff("target", this.id)
if duration and timeleft then
CooldownFrame_SetTimer(this.cd, GetTime() + timeleft - duration, duration, 1)
else
CooldownFrame_SetTimer(this.cd, 0, 0, 0)
end
end
local function BuffOnEnter()
local parent = this:GetParent()
if not parent.label then return end
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMRIGHT")
if parent.label == "player" then
GameTooltip:SetPlayerBuff(GetPlayerBuff(PLAYER_BUFF_START_ID+this.id,"HELPFUL"))
else
GameTooltip:SetUnitBuff(parent.label .. parent.id, this.id)
end
if IsShiftKeyDown() then
local texture = parent.label == "player" and GetPlayerBuffTexture(GetPlayerBuff(PLAYER_BUFF_START_ID+this.id,"HELPFUL")) or UnitBuff(parent.label .. parent.id, this.id)
local playerlist = ""
local first = true
if UnitInRaid("player") then
for i=1,40 do
local unitstr = "raid" .. i
if not UnitHasBuff(unitstr, texture) and UnitName(unitstr) then
playerlist = playerlist .. ( not first and ", " or "") .. GetUnitColor(unitstr) .. UnitName(unitstr) .. "|r"
first = nil
end
end
else
if not UnitHasBuff("player", texture) then
playerlist = playerlist .. ( not first and ", " or "") .. GetUnitColor("player") .. UnitName("player") .. "|r"
first = nil
end
for i=1,4 do
local unitstr = "party" .. i
if not UnitHasBuff(unitstr, texture) and UnitName(unitstr) then
playerlist = playerlist .. ( not first and ", " or "") .. GetUnitColor(unitstr) .. UnitName(unitstr) .. "|r"
first = nil
end
end
end
if strlen(playerlist) > 0 then
GameTooltip:AddLine(" ")
GameTooltip:AddLine(T["Unbuffed"] .. ":", .3, 1, .8)
GameTooltip:AddLine(playerlist,1,1,1,1)
GameTooltip:Show()
end
end
end
local function BuffOnLeave()
GameTooltip:Hide()
end
local function BuffOnClick()
if this:GetParent().label == "player" then
CancelPlayerBuff(GetPlayerBuff(PLAYER_BUFF_START_ID+this.id,"HELPFUL"))
end
end
local function DebuffOnUpdate()
if ( this.tick or 1) > GetTime() then return else this.tick = GetTime() + .4 end
local timeleft = GetPlayerBuffTimeLeft(GetPlayerBuff(PLAYER_BUFF_START_ID+this.id,"HARMFUL"))
CooldownFrame_SetTimer(this.cd, GetTime(), timeleft, 1)
end
local function DebuffOnEnter()
if not this:GetParent().label then return end
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMRIGHT")
if this:GetParent().label == "player" then
GameTooltip:SetPlayerBuff(GetPlayerBuff(PLAYER_BUFF_START_ID+this.id,"HARMFUL"))
else
GameTooltip:SetUnitDebuff(this:GetParent().label .. this:GetParent().id, this.id)
end
end
local function DebuffOnLeave()
GameTooltip:Hide()
end
local function DebuffOnClick()
if this:GetParent().label == "player" then
CancelPlayerBuff(GetPlayerBuff(PLAYER_BUFF_START_ID+this.id,"HARMFUL"))
end
end
local function UpdateVisibilityScanner(self)
local self = self or this
if ( self.limit or 1) > GetTime() then return else self.limit = GetTime() + .2 end
self.frame:UpdateVisibility()
end
local aggrodata = { }
function pfUI.api.UnitHasAggro(unit)
if aggrodata[unit] and GetTime() < aggrodata[unit].check + 1 then
return aggrodata[unit].state
end
aggrodata[unit] = aggrodata[unit] or { }
aggrodata[unit].check = GetTime()
aggrodata[unit].state = 0
if UnitExists(unit) and UnitIsFriend(unit, "player") then
for u in pairs(pfValidUnits) do
local t = u .. "target"
local tt = t .. "target"
if UnitExists(t) and UnitIsUnit(t, unit) and UnitCanAttack(u, unit) then
aggrodata[unit].state = aggrodata[unit].state + 1
end
if UnitExists(tt) and UnitIsUnit(tt, unit) and UnitCanAttack(t, unit) then
aggrodata[unit].state = aggrodata[unit].state + 1
end
end
end
return aggrodata[unit].state
end
pfUI.uf.glow = CreateFrame("Frame")
pfUI.uf.glow:SetScript("OnUpdate", function()
local fpsmod = GetFramerate() / 30
if not this.val or this.val >= .8 then
this.mod = -0.01 / fpsmod
elseif this.val <= .4 then
this.mod = 0.01 / fpsmod
end
this.val = this.val + this.mod
end)
pfUI.uf.glow.mod = 0
pfUI.uf.glow.val = 0
function pfUI.uf.glow.UpdateGlowAnimation()
this:SetAlpha(pfUI.uf.glow.val)
end
function pfUI.uf:UpdateVisibility()
local self = self or this
-- we're infight, delay the update
if InCombatLockdown and InCombatLockdown() then
pfUI.uf.delayed[self] = true
return
end
-- cache result of strsub to avoid repeating calls
if not self.cache_raid then
if strsub(self:GetName(),0,6) == "pfRaid" then
self.cache_raid = tonumber(strsub(self:GetName(),7,8))
else
self.cache_raid = 0
end
end
-- show groupframes as raid
if self.cache_raid > 0 then
local id = self.cache_raid
-- always show self in raidframes
if not UnitInRaid("player") and GetNumPartyMembers() == 0 and C.unitframes.selfinraid == "1" and id == 1 then
self.id = ""
self.label = "player"
-- use raidframes for groups
elseif not UnitInRaid("player") and GetNumPartyMembers() > 0 and C.unitframes.raidforgroup == "1" then
if id == 1 then
self.id = ""
self.label = "player"
elseif id <= 5 then
self.id = id - 1
self.label = "party"
end
-- reset to regular raid unitstrings
elseif self.label == "party" or self.label == "player" then
self.id = id
self.label = "raid"
end
end
-- display every unit as player while pfUI.uf.showall is set
if pfUI.uf.showall then
self._label = self._label or self.label
self._id = self._id or self.id
self.label, self.id = "player", ""
elseif not pfUI.uf.showall and self._label and self._id then
self.label, self.id = self._label, self._id
self._label, self._id = nil, nil
end
local unitstr = string.format("%s%s", self.label or "", self.id or "")
local visibility = string.format("[target=%s,exists] show; hide", unitstr)
if pfUI.unlock and pfUI.unlock:IsShown() then
-- display during unlock mode
visibility = "show"
self.visible = true
elseif self.config.visible == "0" then
-- frame shall not be visible
visibility = "hide"
self.visible = nil
elseif C["unitframes"]["group"]["hide_in_raid"] == "1" and self.label and strsub(self.label,0,5) == "party" and UnitInRaid("player") then
-- hide group while in raid and option is set
visibility = "hide"
self.visible = nil
elseif ( self.fname == "Group0" or self.fname == "PartyPet0" or self.fname == "Party0Target" )
and (GetNumPartyMembers() <= 0 or (C["unitframes"]["group"]["hide_in_raid"] == "1" and UnitInRaid("player"))) then
-- hide self in group if solo or hide in raid is set
visibility = "hide"
self.visible = nil
end
-- tbc visibility
if pfUI.client > 11200 then
self:SetAttribute("unit", unitstr)
-- update visibility condition on change
if self.visibilitycondition ~= visibility then
RegisterStateDriver(self, 'visibility', visibility)
self.visibilitycondition = visibility
self.visible = true
end
return
end
-- vanilla visibility
if self.unitname and self.unitname ~= "focus" then
self:Show()
elseif visibility == "hide" then
self:Hide()
elseif visibility == "show" then
self:Show()
else
if UnitName(unitstr) then
-- hide existing but too far away pet and pets of old group members
if self.label == "partypet" then
if not UnitIsVisible(unitstr) or not UnitExists("party" .. self.id) then
self:Hide()
return
end
elseif self.label == "pettarget" then
if not UnitIsVisible(unitstr) or not UnitExists("pet") then
self.frame:Hide()
return
end
end
self:Show()
else
self.lastUnit = nil
self:Hide()
end
end
end
function pfUI.uf:UpdateFrameSize()
local rawborder, default_border = GetBorderSize("unitframes")
local spacing = self.config.pspace * GetPerfectPixel()
local width = self.config.width
local height = self.config.height
local pheight = self.config.pheight
local real_height = height + spacing + pheight + 2*default_border
if spacing ~= abs(spacing) and abs(spacing) > tonumber(pheight) then
real_height = height
spacing = 0
end
local portrait = 0
if self.config.portrait == "left" or self.config.portrait == "right" then
self.portrait:SetWidth(real_height)
self.portrait:SetHeight(real_height)
portrait = real_height + spacing + 2*default_border
end
self:SetWidth(width + portrait)
self:SetHeight(real_height)
end
function pfUI.uf:UpdateConfig()
local f = self
local C = pfUI_config
local rawborder, default_border = GetBorderSize("unitframes")
local relative_point = "BOTTOM"
if f.config.panchor == "TOPLEFT" then
relative_point = "BOTTOMLEFT"
elseif f.config.panchor == "TOPRIGHT" then
relative_point = "BOTTOMRIGHT"
end
f.dispellable = nil
f.indicators = nil
f.indicator_custom = nil
f.alpha_visible = tonumber(f.config.alpha_visible)
f.alpha_outrange = tonumber(f.config.alpha_outrange)
f.alpha_offline = tonumber(f.config.alpha_offline)
f:SetFrameStrata("BACKGROUND")
f.glow:SetFrameStrata("BACKGROUND")
f.glow:SetFrameLevel(0)
f.glow:SetBackdrop(glow2)
f.glow:SetPoint("TOPLEFT", f, "TOPLEFT", -6 - default_border,6 + default_border)
f.glow:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", 6 + default_border,-6 - default_border)
f.glow:SetScript("OnUpdate", pfUI.uf.glow.UpdateGlowAnimation)
f.glow:Hide()
f.hp:ClearAllPoints()
f.hp:SetPoint("TOP", 0, 0)
f.hp:SetWidth(f.config.width)
f.hp:SetHeight(f.config.height)
if tonumber(f.config.height) < 0 then f.hp:Hide() end
pfUI.api.CreateBackdrop(f.hp, default_border)
f.hp.bar:SetStatusBarTexture(pfUI.media[f.config.bartexture])
f.hp.bar:SetAllPoints(f.hp)
if f.config.verticalbar == "1" then
f.hp.bar:SetOrientation("VERTICAL")
else
f.hp.bar:SetOrientation("HORIZONTAL")
end
local custombg = f.config.defcolor == "0" and f.config.custombg or C.unitframes.custombg
local custombgcolor = f.config.defcolor == "0" and f.config.custombgcolor or C.unitframes.custombgcolor
if custombg == "1" then
local cr, cg, cb, ca = pfUI.api.strsplit(",", custombgcolor)
cr, cg, cb, ca = tonumber(cr), tonumber(cg), tonumber(cb), tonumber(ca)
f.hp.bar:SetStatusBarBackgroundTexture(cr,cg,cb,ca)
end
f.power:ClearAllPoints()
f.power:SetPoint(f.config.panchor, f.hp, relative_point, 0, -2*default_border - f.config.pspace * GetPerfectPixel())
f.power:SetWidth((f.config.pwidth ~= "-1" and f.config.pwidth or f.config.width))
f.power:SetHeight(f.config.pheight)
if tonumber(f.config.pheight) < 0 then f.power:Hide() end
pfUI.api.CreateBackdrop(f.power, default_border)
f.power.bar:SetStatusBarTexture(pfUI.media[f.config.bartexture])
f.power.bar:SetAllPoints(f.power)
f.power.bar:SetFrameStrata("LOW")
local custompbg = f.config.defcolor == "0" and f.config.custompbg or C.unitframes.custompbg
local custompbgcolor = f.config.defcolor == "0" and f.config.custompbgcolor or C.unitframes.custompbgcolor
if custompbg == "1" then
local cr, cg, cb, ca = pfUI.api.strsplit(",", custompbgcolor)
cr, cg, cb, ca = tonumber(cr), tonumber(cg), tonumber(cb), tonumber(ca)
f.power.bar:SetStatusBarBackgroundTexture(cr,cg,cb,ca)
end
f.portrait:SetFrameStrata("LOW")
f.portrait.tex:SetAllPoints(f.portrait)
f.portrait.tex:SetTexCoord(.1, .9, .1, .9)
f.portrait.model:SetFrameStrata("LOW")
f.portrait.model:SetAllPoints(f.portrait)
if f.config.portrait == "bar" then
f.portrait:SetParent(f.hp.bar)
f.portrait:SetAllPoints(f.hp.bar)
f.portrait:SetAlpha(C.unitframes.portraitalpha)
if f.portrait.backdrop then f.portrait.backdrop:Hide() end
-- place portrait below fonts
f.portrait:SetFrameStrata("BACKGROUND")
f.portrait.model:SetFrameStrata("BACKGROUND")
f.portrait.model:SetFrameLevel(3)
f.portrait:Show()
elseif f.config.portrait == "left" then
f.portrait:SetParent(f)
f.portrait:ClearAllPoints()
f.portrait:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
f.hp:ClearAllPoints()
f.hp:SetPoint("TOPRIGHT", f, "TOPRIGHT", 0, 0)
f.portrait:SetAlpha(f:GetAlpha())
-- make sure incHeal is above
f.portrait:SetFrameStrata("BACKGROUND")
f.portrait.model:SetFrameStrata("BACKGROUND")
f.portrait.model:SetFrameLevel(1)
pfUI.api.CreateBackdrop(f.portrait, default_border)
f.portrait.backdrop:Show()
f.portrait:Show()
elseif f.config.portrait == "right" then
f.portrait:SetParent(f)
f.portrait:ClearAllPoints()
f.portrait:SetPoint("TOPRIGHT", f, "TOPRIGHT", 0, 0)
f.hp:ClearAllPoints()
f.hp:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
f.portrait:SetAlpha(f:GetAlpha())
-- make sure incHeal is above
f.portrait:SetFrameStrata("BACKGROUND")
f.portrait.model:SetFrameStrata("BACKGROUND")
f.portrait.model:SetFrameLevel(1)
pfUI.api.CreateBackdrop(f.portrait, default_border)
f.portrait.backdrop:Show()
f.portrait:Show()
else
f.portrait:Hide()
end
if f.config.hitindicator == "1" then
f.feedbackText:SetFont(pfUI.media[f.config.hitindicatorfont], f.config.hitindicatorsize, "OUTLINE")
f.feedbackFontHeight = f.config.hitindicatorsize
f.feedbackStartTime = GetTime()
if f.config.portrait == "bar" or f.config.portrait == "off" then
f.feedbackText:SetParent(f.hp.bar)
f.feedbackText:ClearAllPoints()
f.feedbackText:SetPoint("CENTER", f.hp.bar, "CENTER")
else
f.feedbackText:SetParent(f.portrait)
f.feedbackText:ClearAllPoints()
f.feedbackText:SetPoint("CENTER", f.portrait, "CENTER")
end
f:RegisterEvent("UNIT_COMBAT")
else
f.feedbackText:Hide()
f:UnregisterEvent("UNIT_COMBAT")
end
f.hpLeftText:SetFont(pfUI.font_unit, C.global.font_unit_size, C.global.font_unit_style)
f.hpLeftText:SetJustifyH("LEFT")
f.hpLeftText:SetFontObject(GameFontWhite)
f.hpLeftText:SetParent(f.hp.bar)
f.hpLeftText:ClearAllPoints()
f.hpLeftText:SetPoint("TOPLEFT",f.hp.bar, "TOPLEFT", 2*default_border, 1)
f.hpLeftText:SetPoint("BOTTOMRIGHT",f.hp.bar, "BOTTOMRIGHT", -2*default_border, 0)
f.hpRightText:SetFont(pfUI.font_unit, C.global.font_unit_size, C.global.font_unit_style)
f.hpRightText:SetJustifyH("RIGHT")
f.hpRightText:SetFontObject(GameFontWhite)
f.hpRightText:SetParent(f.hp.bar)
f.hpRightText:ClearAllPoints()
f.hpRightText:SetPoint("TOPLEFT",f.hp.bar, "TOPLEFT", 2*default_border, 1)
f.hpRightText:SetPoint("BOTTOMRIGHT",f.hp.bar, "BOTTOMRIGHT", -2*default_border, 0)
f.hpCenterText:SetFont(pfUI.font_unit, C.global.font_unit_size, C.global.font_unit_style)
f.hpCenterText:SetJustifyH("CENTER")
f.hpCenterText:SetFontObject(GameFontWhite)
f.hpCenterText:SetParent(f.hp.bar)
f.hpCenterText:ClearAllPoints()
f.hpCenterText:SetPoint("TOPLEFT",f.hp.bar, "TOPLEFT", 2*default_border, 1)
f.hpCenterText:SetPoint("BOTTOMRIGHT",f.hp.bar, "BOTTOMRIGHT", -2*default_border, 0)
f.powerLeftText:SetFont(pfUI.font_unit, C.global.font_unit_size, C.global.font_unit_style)
f.powerLeftText:SetJustifyH("LEFT")
f.powerLeftText:SetFontObject(GameFontWhite)
f.powerLeftText:SetParent(f.power.bar)
f.powerLeftText:ClearAllPoints()
f.powerLeftText:SetPoint("TOPLEFT",f.power.bar, "TOPLEFT", 2*default_border, 1)
f.powerLeftText:SetPoint("BOTTOMRIGHT",f.power.bar, "BOTTOMRIGHT", -2*default_border, 0)
f.powerRightText:SetFont(pfUI.font_unit, C.global.font_unit_size, C.global.font_unit_style)
f.powerRightText:SetJustifyH("RIGHT")
f.powerRightText:SetFontObject(GameFontWhite)
f.powerRightText:SetParent(f.power.bar)
f.powerRightText:ClearAllPoints()
f.powerRightText:SetPoint("TOPLEFT",f.power.bar, "TOPLEFT", 2*default_border, 1)
f.powerRightText:SetPoint("BOTTOMRIGHT",f.power.bar, "BOTTOMRIGHT", -2*default_border, 0)
f.powerCenterText:SetFont(pfUI.font_unit, C.global.font_unit_size, C.global.font_unit_style)
f.powerCenterText:SetJustifyH("CENTER")
f.powerCenterText:SetFontObject(GameFontWhite)
f.powerCenterText:SetParent(f.power.bar)
f.powerCenterText:ClearAllPoints()
f.powerCenterText:SetPoint("TOPLEFT",f.power.bar, "TOPLEFT", 2*default_border, 1)
f.powerCenterText:SetPoint("BOTTOMRIGHT",f.power.bar, "BOTTOMRIGHT", -2*default_border, 0)
f.incHeal:SetHeight(f.config.height)
f.incHeal:SetWidth(f.config.width)
f.incHeal.texture:SetTexture(pfUI.media["img:bar"])
f.incHeal.texture:SetVertexColor(0, 1, 0, 0.5)
f.incHeal:Hide()
f.incHeal:SetScript("OnShow", function()
if pfUI.prediction and f.label and f.id then
pfUI.prediction:TriggerUpdate(UnitName(f.label .. f.id))
end
end)
if f.config.verticalbar == "0" then
f.incHeal:ClearAllPoints()
f.incHeal:SetPoint("TOPLEFT", f.hp.bar, "TOPLEFT", 0, 0)
else
f.incHeal:ClearAllPoints()
f.incHeal:SetPoint("BOTTOM", f.hp.bar, "BOTTOM", 0, 0)
end
f.ressIcon:SetFrameLevel(16)
f.ressIcon:SetWidth(32)
f.ressIcon:SetHeight(32)
f.ressIcon:SetPoint("CENTER", f, "CENTER", 0, 4)
f.ressIcon.texture:SetTexture(pfUI.media["img:ress"])
f.ressIcon.texture:SetAllPoints(f.ressIcon)
f.ressIcon:Hide()
f.leaderIcon:SetWidth(10)
f.leaderIcon:SetHeight(10)
f.leaderIcon:SetPoint("CENTER", f, "TOPLEFT", 0, 0)
f.leaderIcon.texture:SetTexture("Interface\\GROUPFRAME\\UI-Group-LeaderIcon")
f.leaderIcon.texture:SetAllPoints(f.leaderIcon)
f.leaderIcon:Hide()
f.lootIcon:SetWidth(10)
f.lootIcon:SetHeight(10)
f.lootIcon:SetPoint("CENTER", f, "LEFT", 0, 0)
f.lootIcon.texture:SetTexture("Interface\\GROUPFRAME\\UI-Group-MasterLooter")
f.lootIcon.texture:SetAllPoints(f.lootIcon)
f.lootIcon:Hide()
f.pvpIcon:SetWidth(16)
f.pvpIcon:SetHeight(16)
f.pvpIcon:SetPoint("CENTER", 0, 0)
f.pvpIcon.texture:SetTexture(pfUI.media["img:pvp"])
f.pvpIcon.texture:SetAllPoints(f.pvpIcon)
f.pvpIcon.texture:SetVertexColor(1,1,1,.5)
f.pvpIcon:Hide()
f.raidIcon:SetWidth(f.config.raidiconsize)
f.raidIcon:SetHeight(f.config.raidiconsize)
f.raidIcon:SetPoint("TOP", f, "TOP", 0, 6)
f.raidIcon.texture:SetTexture(pfUI.media["img:raidicons"])
f.raidIcon.texture:SetAllPoints(f.raidIcon)
f.raidIcon:Hide()
f.restIcon:SetWidth(16)
f.restIcon:SetHeight(16)
f.restIcon:SetPoint("TOP", f, "TOPLEFT", 0, -1)
f.restIcon.texture:SetTexture("Interface\\CharacterFrame\\UI-StateIcon", true)
f.restIcon.texture:SetTexCoord(0, .5, 0, .421875)
f.restIcon.texture:SetAllPoints(f.restIcon)
f.restIcon:Hide()
f.happinessIcon:SetWidth(tonumber(C.unitframes.pet.happinesssize))
f.happinessIcon:SetHeight(tonumber(C.unitframes.pet.happinesssize))
f.happinessIcon:SetPoint("CENTER", f, "TOPLEFT", default_border, -default_border)
f.happinessIcon.texture:SetTexture(pfUI.media["img:neutral"])
f.happinessIcon.texture:SetAllPoints(f.happinessIcon)
f.happinessIcon.texture:SetVertexColor(1, 1, 0, 1)
f.happinessIcon:Hide()
if f.config.buffs == "off" then
for i=1, 32 do
if f.buffs and f.buffs[i] then
f.buffs[i]:Hide()
f.buffs[i] = nil
end
end
f.buffs = nil
else
f.buffs = f.buffs or {}
for i=1, 32 do
if i > tonumber(f.config.bufflimit) then break end
local perrow = f.config.buffperrow
local row = floor((i-1) / perrow)
f.buffs[i] = f.buffs[i] or CreateFrame("Button", "pfUI" .. f.fname .. "Buff" .. i, f)
f.buffs[i].texture = f.buffs[i].texture or f.buffs[i]:CreateTexture()
f.buffs[i].texture:SetTexCoord(.08, .92, .08, .92)
f.buffs[i].texture:SetAllPoints()
f.buffs[i].stacks = f.buffs[i].stacks or f.buffs[i]:CreateFontString(nil, "OVERLAY", f.buffs[i])
f.buffs[i].stacks:SetFont(pfUI.font_unit, C.global.font_unit_size, "OUTLINE")
f.buffs[i].stacks:SetPoint("BOTTOMRIGHT", f.buffs[i], 2, -2)
f.buffs[i].stacks:SetJustifyH("LEFT")
f.buffs[i].stacks:SetShadowColor(0, 0, 0)
f.buffs[i].stacks:SetShadowOffset(0.8, -0.8)
f.buffs[i].stacks:SetTextColor(1,1,.5)
f.buffs[i].cd = f.buffs[i].cd or CreateFrame(COOLDOWN_FRAME_TYPE, nil, f.buffs[i])
f.buffs[i].cd.pfCooldownType = "ALL"
f.buffs[i].cd:SetAlpha(0)
f.buffs[i].id = i
f.buffs[i]:Hide()
CreateBackdrop(f.buffs[i], default_border)
CreateBackdropShadow(f.buffs[i])
f.buffs[i]:RegisterForClicks("RightButtonUp")
f.buffs[i]:ClearAllPoints()
local invert_h, invert_v, af
if f.config.buffs == "TOPLEFT" then
invert_h = 1
invert_v = 1
af = "BOTTOMLEFT"
elseif f.config.buffs == "BOTTOMLEFT" then
invert_h = -1
invert_v = 1
af = "TOPLEFT"
elseif f.config.buffs == "TOPRIGHT" then
invert_h = 1
invert_v = -1
af = "BOTTOMRIGHT"
elseif f.config.buffs == "BOTTOMRIGHT" then
invert_h = -1
invert_v = -1
af = "TOPRIGHT"
end
f.buffs[i]:SetPoint(af, f, f.config.buffs,
invert_v * (i-1-row*perrow)*(2*default_border + f.config.buffsize + 1),
invert_h * (row*(2*default_border + f.config.buffsize + 1) + (2*default_border + 1)))
f.buffs[i]:SetWidth(f.config.buffsize)
f.buffs[i]:SetHeight(f.config.buffsize)
if f:GetName() == "pfPlayer" then
f.buffs[i]:SetScript("OnUpdate", BuffOnUpdate)
elseif f:GetName() == "pfTarget" and pfUI.expansion == "tbc" then
f.buffs[i]:SetScript("OnUpdate", TargetBuffOnUpdate)
end
f.buffs[i]:SetScript("OnEnter", BuffOnEnter)
f.buffs[i]:SetScript("OnLeave", BuffOnLeave)
f.buffs[i]:SetScript("OnClick", BuffOnClick)
end
end
if f.config.debuffs == "off" then
for i=1, 32 do
if f.debuffs and f.debuffs[i] then
f.debuffs[i]:Hide()
f.debuffs[i] = nil
end
end
f.debuffs = nil
else
f.debuffs = f.debuffs or {}
for i=1, 32 do
if i > tonumber(f.config.debufflimit) then break end
f.debuffs[i] = f.debuffs[i] or CreateFrame("Button", "pfUI" .. f.fname .. "Debuff" .. i, f)
f.debuffs[i].texture = f.debuffs[i].texture or f.debuffs[i]:CreateTexture()
f.debuffs[i].texture:SetTexCoord(.08, .92, .08, .92)
f.debuffs[i].texture:SetAllPoints()
f.debuffs[i].stacks = f.debuffs[i].stacks or f.debuffs[i]:CreateFontString(nil, "OVERLAY", f.debuffs[i])
f.debuffs[i].stacks:SetFont(pfUI.font_unit, C.global.font_unit_size, "OUTLINE")
f.debuffs[i].stacks:SetPoint("BOTTOMRIGHT", f.debuffs[i], 2, -2)
f.debuffs[i].stacks:SetJustifyH("LEFT")
f.debuffs[i].stacks:SetShadowColor(0, 0, 0)
f.debuffs[i].stacks:SetShadowOffset(0.8, -0.8)
f.debuffs[i].stacks:SetTextColor(1,1,.5)
f.debuffs[i].cd = f.debuffs[i].cd or CreateFrame(COOLDOWN_FRAME_TYPE, nil, f.debuffs[i])
f.debuffs[i].cd.pfCooldownType = "ALL"
f.debuffs[i].cd:SetAlpha(0)
f.debuffs[i].id = i
f.debuffs[i]:Hide()
CreateBackdrop(f.debuffs[i], default_border)
CreateBackdropShadow(f.debuffs[i])
f.debuffs[i]:RegisterForClicks("RightButtonUp")
f.debuffs[i]:ClearAllPoints()
f.debuffs[i]:SetWidth(f.config.debuffsize)
f.debuffs[i]:SetHeight(f.config.debuffsize)
f.debuffs[i]:SetNormalTexture(nil)
if f:GetName() == "pfPlayer" then
f.debuffs[i]:SetScript("OnUpdate", DebuffOnUpdate)
end
f.debuffs[i]:SetScript("OnEnter", DebuffOnEnter)
f.debuffs[i]:SetScript("OnLeave", DebuffOnLeave)
f.debuffs[i]:SetScript("OnClick", DebuffOnClick)
end
end
if f.config.visible == "1" then
pfUI.uf:RefreshUnit(f, "all")
f:EnableScripts()
f:EnableEvents()
f:UpdateFrameSize()
else
f:UnregisterAllEvents()
f:Hide()
end
end
function pfUI.uf.OnShow()
pfUI.uf:RefreshUnit(this)
end
function pfUI.uf.OnEvent()
-- update indicators
if event == "PARTY_LEADER_CHANGED" or
event == "PARTY_LOOT_METHOD_CHANGED" or
event == "PARTY_MEMBERS_CHANGED" or
event == "RAID_TARGET_UPDATE" or
event == "RAID_ROSTER_UPDATE" or
event == "PLAYER_UPDATE_RESTING"
then
pfUI.uf:RefreshIndicators(this)
end
-- abort on broken unitframes (e.g focus)
if not this.label then return end
-- update regular frames
if event == "PLAYER_ENTERING_WORLD" then
pfUI.uf:RefreshUnit(this, "all")
elseif this.label == "target" and event == "PLAYER_TARGET_CHANGED" then
pfUI.uf:RefreshUnit(this, "all")
elseif ( this.label == "raid" or this.label == "party" or this.label == "player" ) and event == "PARTY_MEMBERS_CHANGED" then
pfUI.uf:RefreshUnit(this, "all")
elseif ( this.label == "raid" or this.label == "party" ) and event == "PARTY_MEMBER_ENABLE" then
pfUI.uf:RefreshUnit(this, "all")
elseif ( this.label == "raid" or this.label == "party" ) and event == "PARTY_MEMBER_DISABLE" then
pfUI.uf:RefreshUnit(this, "all")
elseif ( this.label == "raid" or this.label == "party" ) and event == "RAID_ROSTER_UPDATE" then
pfUI.uf:RefreshUnit(this, "all")
elseif this.label == "player" and (event == "PLAYER_AURAS_CHANGED" or event == "UNIT_INVENTORY_CHANGED") then
pfUI.uf:RefreshUnit(this, "aura")
elseif this.label == "pet" and event == "UNIT_PET" then
pfUI.uf:RefreshUnit(this, "all")
elseif this.label == "pet" and event == "UNIT_HAPPINESS" then
pfUI.uf:RefreshUnit(this)
-- UNIT_XXX Events
elseif arg1 and arg1 == this.label .. this.id then
if event == "UNIT_PORTRAIT_UPDATE" or event == "UNIT_MODEL_CHANGED" then
pfUI.uf:RefreshUnit(this, "portrait")
elseif event == "UNIT_AURA" then
pfUI.uf:RefreshUnit(this, "aura")
elseif event == "UNIT_FACTION" then
pfUI.uf:RefreshUnit(this, "pvp")
elseif event == "UNIT_COMBAT" then
CombatFeedback_OnCombatEvent(arg2, arg3, arg4, arg5)
else
pfUI.uf:RefreshUnit(this)
end
end
end
function pfUI.uf.OnUpdate()
-- update combat feedback
if this.feedbackText then CombatFeedback_OnUpdate(arg1) end
-- early return on unset focus frames
if this.unitname then
local unitname = ( this.label and UnitName(this.label) ) or ""
if this.unitname == "focus" then
return
end
-- focus unit detection
if this.unitname ~= strlower(unitname) then
-- invalid focus frame
for unit, bool in pairs(pfValidUnits) do
local scan = UnitName(unit) or ""
if this.unitname == strlower(scan) then
this.label = unit
if this.portrait then this.portrait.model.lastUnit = nil end
this.instantRefresh = true
pfUI.uf:RefreshUnit(this, "all")
return
end
this.label = nil
this.instantRefresh = true
this.hp.bar:SetStatusBarColor(.2,.2,.2)
end
end
end
if not this.label then return end
-- update portrait on first visible frame
if this.portrait and this.portrait.model and this.portrait.model.update then
this.portrait.model.lastUnit = UnitName(this.portrait.model.update)
this.portrait.model:SetUnit(this.portrait.model.update)
this.portrait.model:SetCamera(0)
this.portrait.model.update = nil
end
-- trigger eventless actions (online/offline/range)
if not this.lastTick then this.lastTick = GetTime() + (this.tick or .2) end
if this.lastTick and this.lastTick < GetTime() then
local unitstr = this.label .. this.id
this.lastTick = GetTime() + (this.tick or .2)
pfUI.uf:RefreshUnitState(this)
pfUI.uf:RefreshIndicators(this)
if this.config.glowaggro == "1" and pfUI.api.UnitHasAggro(this.label .. this.id) > 0 then
this.glow:SetBackdropBorderColor(1,.2,0)
this.glow:Show()
elseif this.config.glowcombat == "1" and UnitAffectingCombat(this.label .. this.id) then
this.glow:SetBackdropBorderColor(1,1,.2)
this.glow:Show()
else
this.glow:SetBackdropBorderColor(1,1,1)
this.glow:Hide()
end
-- update everything on eventless frames (targettarget, etc)
if this.tick then
pfUI.uf:RefreshUnit(this, "all")
end
end
end
function pfUI.uf.OnEnter()
if not this.label then return end
if this.config.showtooltip == "0" then return end
GameTooltip_SetDefaultAnchor(GameTooltip, this)
GameTooltip:SetUnit(this.label .. this.id)
GameTooltip:Show()
end
function pfUI.uf.OnLeave()
GameTooltip:FadeOut()
end
function pfUI.uf.OnClick()
if not this.label and this.unitname then
TargetByName(this.unitname, true)
else
pfUI.uf:ClickAction(arg1)
end
end
function pfUI.uf:RightClickAction(unit)
if unit == "player" then
ToggleDropDownMenu(1, nil, PlayerFrameDropDown, "cursor")
elseif unit == "target" then
ToggleDropDownMenu(1, nil, TargetFrameDropDown, "cursor")
elseif unit == "pet" then
ToggleDropDownMenu(1, nil, PetFrameDropDown, "cursor")
elseif unit == "party" or strfind(unit, "party%d") then
ToggleDropDownMenu(1, nil, getglobal("PartyMemberFrame" .. this.id .. "DropDown"), "cursor")
elseif unit == "raid" or strfind(unit, "raid%d") then
local name = this.lastUnit
local unitstr = this.label .. this.id
FriendsDropDown.displayMode = "MENU"
FriendsDropDown.initialize = function() UnitPopup_ShowMenu(_G[UIDROPDOWNMENU_OPEN_MENU], "PARTY", unitstr, name, id) end
ToggleDropDownMenu(1, nil, FriendsDropDown, "cursor")
end
end
function pfUI.uf:EnableEvents()
local f = self
f:RegisterEvent("PLAYER_ENTERING_WORLD")
f:RegisterEvent("UNIT_DISPLAYPOWER")
f:RegisterEvent("UNIT_HEALTH")
f:RegisterEvent("UNIT_MAXHEALTH")
f:RegisterEvent("UNIT_MANA")
f:RegisterEvent("UNIT_MAXMANA")
f:RegisterEvent("UNIT_RAGE")
f:RegisterEvent("UNIT_MAXRAGE")
f:RegisterEvent("UNIT_ENERGY")
f:RegisterEvent("UNIT_MAXENERGY")
f:RegisterEvent("UNIT_FOCUS")
f:RegisterEvent("UNIT_PORTRAIT_UPDATE")
f:RegisterEvent("UNIT_MODEL_CHANGED")
f:RegisterEvent("UNIT_FACTION")
f:RegisterEvent("UNIT_AURA") -- frame=buff, frame=debuff
f:RegisterEvent("PLAYER_AURAS_CHANGED") -- label=player && frame=buff
f:RegisterEvent("UNIT_INVENTORY_CHANGED") -- label=player && frame=buff
f:RegisterEvent("PARTY_MEMBERS_CHANGED") -- label=party, frame=leaderIcon
f:RegisterEvent("PARTY_LEADER_CHANGED") -- frame=leaderIcon
f:RegisterEvent("RAID_ROSTER_UPDATE") -- label=raidIcon
f:RegisterEvent("PLAYER_UPDATE_RESTING") -- label=restIcon
f:RegisterEvent("PLAYER_TARGET_CHANGED") -- label=target
f:RegisterEvent("PARTY_LOOT_METHOD_CHANGED") -- frame=lootIcon
f:RegisterEvent("RAID_TARGET_UPDATE") -- frame=raidIcon
f:RegisterEvent("UNIT_PET")
f:RegisterEvent("UNIT_HAPPINESS")
f:RegisterForClicks('LeftButtonUp', 'RightButtonUp',
'MiddleButtonUp', 'Button4Up', 'Button5Up')
end
function pfUI.uf:EnableScripts()
local f = self
-- handle secure unit button templates (> vanilla)
if pfUI.client > 11200 then
f.showmenu = pfUI.uf.RightClickAction
f:SetAttribute("*type1", "target")
f:SetAttribute("*type2", "showmenu")
else
f:SetScript("OnClick", pfUI.uf.OnClick)
end
f:SetScript("OnShow", pfUI.uf.OnShow)
f:SetScript("OnEvent", pfUI.uf.OnEvent)
f:SetScript("OnUpdate", pfUI.uf.OnUpdate)
f:SetScript("OnEnter", pfUI.uf.OnEnter)
f:SetScript("OnLeave", pfUI.uf.OnLeave)
f:EnableClickCast()
-- add generic visibility handler
f.visibility:SetScript("OnUpdate", UpdateVisibilityScanner)
end
function pfUI.uf:CreateUnitFrame(unit, id, config, tick)
local fname = (( unit == "Party" ) and "Group" or (unit or "")) .. (id or "")
local unit = strlower(unit or "")
local id = strlower(id or "")
-- fake party0 units as self
if unit == "party" and id == "0" then
unit, id = "player", ""
end
if unit == "partypet" and id == "0" then
unit, id = "pet", ""
end
if unit == "pettarget" and id == "0" then
unit, id = "pettarget", ""
end
if unit == "party0target" then
unit, id = "target", ""
end
local f = CreateFrame("Button", "pf" .. fname, UIParent, UNITFRAME_SECURE_TEMPLATE)
-- add unitframe functions
f.UpdateFrameSize = pfUI.uf.UpdateFrameSize
f.UpdateVisibility = pfUI.uf.UpdateVisibility
f.UpdateConfig = pfUI.uf.UpdateConfig
f.EnableScripts = pfUI.uf.EnableScripts
f.EnableEvents = pfUI.uf.EnableEvents
f.EnableClickCast = pfUI.uf.EnableClickCast
f.GetColor = pfUI.uf.GetColor
-- cache values to the frame
f.label = unit
f.fname = fname
f.id = id
f.config = config or pfUI_config.unitframes.fallback
f.tick = tick
-- disable events for unknown unitstrings
if not pfValidUnits[unit .. id] then
f.unitname = unit
f.label, f.id = "", ""
f.RegisterEvent = function() return end
end
CreateBackdropShadow(f)
f.hp = CreateFrame("Frame",nil, f)
f.hp.bar = CreateStatusBar(nil, f.hp)
f.power = CreateFrame("Frame",nil, f)
f.power.bar = CreateStatusBar(nil, f.power)
f.glow = CreateFrame("Frame", nil, f)
f.hpLeftText = f:CreateFontString("Status", "OVERLAY", "GameFontNormalSmall")
f.hpRightText = f:CreateFontString("Status", "OVERLAY", "GameFontNormalSmall")
f.hpCenterText = f:CreateFontString("Status", "OVERLAY", "GameFontNormalSmall")
f.powerLeftText = f:CreateFontString("Status", "OVERLAY", "GameFontNormalSmall")
f.powerRightText = f:CreateFontString("Status", "OVERLAY", "GameFontNormalSmall")
f.powerCenterText = f:CreateFontString("Status", "OVERLAY", "GameFontNormalSmall")
f.incHeal = CreateFrame("Frame", nil, f.hp)
f.incHeal.texture = f.incHeal:CreateTexture(nil, "BACKGROUND")
f.incHeal.texture:SetAllPoints()
f.ressIcon = CreateFrame("Frame", nil, f.hp.bar)
f.ressIcon.texture = f.ressIcon:CreateTexture(nil,"BACKGROUND")
f.leaderIcon = CreateFrame("Frame", nil, f.hp.bar)
f.leaderIcon.texture = f.leaderIcon:CreateTexture(nil,"BACKGROUND")
f.lootIcon = CreateFrame("Frame",nil, f.hp.bar)
f.lootIcon.texture = f.lootIcon:CreateTexture(nil,"BACKGROUND")
f.pvpIcon = CreateFrame("Frame", nil, f.hp.bar)
f.pvpIcon.texture = f.pvpIcon:CreateTexture(nil,"BACKGROUND")
f.raidIcon = CreateFrame("Frame", nil, f.hp.bar)
f.raidIcon.texture = f.raidIcon:CreateTexture(nil,"ARTWORK")
f.restIcon = CreateFrame("Frame", nil, f.hp.bar)
f.restIcon.texture = f.restIcon:CreateTexture(nil, "BACKGROUND")
f.happinessIcon = CreateFrame("Frame", nil, f.hp.bar)
f.happinessIcon.texture = f.happinessIcon:CreateTexture(nil, "BACKGROUND")
f.portrait = CreateFrame("Frame", "pfPortrait" .. f.label .. f.id, f)
f.portrait.tex = f.portrait:CreateTexture("pfPortraitTexture" .. f.label .. f.id, "OVERLAY")
f.portrait.model = CreateFrame("PlayerModel", "pfPortraitModel" .. f.label .. f.id, f.portrait)
f.portrait.model.next = CreateFrame("PlayerModel", nil, nil)
f.feedbackText = f:CreateFontString("pfHitIndicator" .. f.label .. f.id, "OVERLAY", "NumberFontNormalHuge")
f.visibility = f.visibility or CreateFrame("Frame", nil, pfUI)
f.visibility.frame = f
f:Hide()
f:UpdateConfig()
f:UpdateFrameSize()
f:EnableScripts()
f:EnableEvents()
if f.config.visible == "1" then
pfUI.uf:RefreshUnit(f, "all")
f:EnableScripts()
f:EnableEvents()
f:UpdateFrameSize()
else
f:UnregisterAllEvents()
f:Hide()
end
table.insert(pfUI.uf.frames, f)
return f
end
function pfUI.uf:RefreshUnitState(unit)
local alpha = unit.alpha_visible
local unlock = pfUI.unlock and pfUI.unlock:IsShown() or nil
if not UnitIsConnected(unit.label .. unit.id) and not unlock then
-- offline
alpha = unit.alpha_offline
unit.hp.bar:SetMinMaxValues(0, 100, true)
unit.power.bar:SetMinMaxValues(0, 100, true)
unit.hp.bar:SetValue(0)
unit.power.bar:SetValue(0)
elseif unit.config.faderange == "1" and not pfUI.api.UnitInRange(unit.label .. unit.id, 4) and not unlock then
alpha = unit.alpha_outrange
end
-- skip if alpha is already correct
if floor(unit:GetAlpha()*10+.5) == floor(alpha*10+.5) then return end
-- set unitframe alpha
unit:SetAlpha(alpha)
-- refresh portrait alpha
if unit.config.portrait == "bar" then
unit.portrait:SetAlpha(pfUI_config.unitframes.portraitalpha)
end
-- refresh debuff indicator alpha
local disptype = unit.config.debuff_indicator
local indicator = unit.hp.bar.debuffindicators
if indicator then
indicator:SetAlpha(0)
if ( disptype == "4" or disptype == "3" ) then
indicator:SetAlpha(1)
elseif disptype == "2" then
indicator:SetAlpha(.4)
elseif disptype == "1" then
indicator:SetAlpha(.2)
end
end
end
function pfUI.uf:RefreshIndicators(unit)
if not unit.label or not unit.id then return end
local unitstr = unit.label .. unit.id
if unit.leaderIcon then -- Leader Icon
if unit.config.leadericon == "1" and UnitIsPartyLeader(unitstr) and ( GetNumPartyMembers() > 0 or GetNumRaidMembers() > 0 ) then
unit.leaderIcon:Show()
else
unit.leaderIcon:Hide()
end
end
if unit.lootIcon then -- Loot Icon
if unit.config.looticon == "0" then
unit.lootIcon:Hide()
else
-- no third return value here.. but leaving this as a hint
local method, group, raid = GetLootMethod()
local name = group and UnitName(group == 0 and "player" or "party"..group) or raid and UnitName("raid"..raid) or nil
if name and name == UnitName(unitstr) then
unit.lootIcon:Show()
else
unit.lootIcon:Hide()
end
end
end
if unit.pvpIcon then -- PvP Icon
if unit.config.showPVP == "1" and UnitIsPVP(unitstr) then
unit.pvpIcon:Show()
else
unit.pvpIcon:Hide()
end
end
if unit.restIcon and unit:GetName() == "pfPlayer" then -- Rest Icon
if C.unitframes.player.showRest == "1" and UnitIsUnit(unitstr, "player") and IsResting() then
unit.restIcon:Show()
else
unit.restIcon:Hide()
end
end
if unit.happinessIcon and unit:GetName() == "pfPet" then -- Happiness Icon
if unit.config.happinessicon == "0" then
unit.happinessIcon:Hide()
else
if UnitIsVisible("pet") then
local happiness = GetPetHappiness()
if happiness == 1 then
unit.happinessIcon.texture:SetTexture(pfUI.media["img:sad"])
unit.happinessIcon.texture:SetVertexColor(1, 0, 0, 1)
elseif happiness == 2 then
unit.happinessIcon.texture:SetTexture(pfUI.media["img:neutral"])
unit.happinessIcon.texture:SetVertexColor(1, 1, 0, 1)
else
unit.happinessIcon.texture:SetTexture(pfUI.media["img:happy"])
unit.happinessIcon.texture:SetVertexColor(0, 1, 0, 1)
end
unit.happinessIcon:Show()
else
unit.happinessIcon:Hide()
end
end
end
if unit.raidIcon then -- Raid Icon
local raidIcon = UnitName(unitstr) and GetRaidTargetIndex(unitstr)
if unit.config.raidicon == "1" and raidIcon then
SetRaidTargetIconTexture(unit.raidIcon.texture, raidIcon)
unit.raidIcon:Show()
else
unit.raidIcon:Hide()
end
end
end
local pfDebuffColors = {
["Magic"] = { 0.1, 0.7, 0.8, 1 },
["Poison"] = { 0.2, 0.7, 0.3, 1 },
["Curse"] = { 0.6, 0.2, 0.6, 1 },
["Disease"] = { 0.9, 0.7, 0.2, 1 }
}
function pfUI.uf:RefreshUnit(unit, component)
-- break early on misconfigured UF's
if not unit.label then return end
if not unit.hp then return end
if not unit.power then return end
if not unit.id then unit.id = "" end
local component = component or ""
-- don't update scanner activity
if unit.label == "target" or unit.label == "targettarget" or unit.label == "targettargettarget" then
if pfScanActive == true then return end
end
-- hide unused and invalid frames
unit:UpdateVisibility()
-- return on invisible unit frames
if not unit:IsShown() and not unit.visible then return end
-- create required fields
local unitstr = unit.label..unit.id
local rawborder, default_border = GetBorderSize("unitframes")
-- Buffs
if unit.buffs and ( component == "all" or component == "aura" ) then
for i=1, unit.config.bufflimit do
if not unit.buffs[i] then break end
local texture, stacks
if unit.label == "player" then
stacks = GetPlayerBuffApplications(GetPlayerBuff(PLAYER_BUFF_START_ID+i,"HELPFUL"))
texture = GetPlayerBuffTexture(GetPlayerBuff(PLAYER_BUFF_START_ID+i,"HELPFUL"))
else
texture, stacks = UnitBuff(unitstr, i)
end
unit.buffs[i].texture:SetTexture(texture)
if texture then
unit.buffs[i]:Show()
if stacks > 1 then
unit.buffs[i].stacks:SetText(stacks)
else
unit.buffs[i].stacks:SetText("")
end
else
unit.buffs[i]:Hide()
end
end
end
-- Debuffs
if unit.debuffs and ( component == "all" or component == "aura" ) then
for i=1, unit.config.debufflimit do
if not unit.debuffs[i] then break end
local perrow = unit.config.debuffperrow
local bperrow = unit.config.buffperrow
local row = floor((i-1) / unit.config.debuffperrow)
local buffrow = 0
if unit.config.buffs == unit.config.debuffs then
if unit.buffs[0*bperrow+1] and unit.buffs[0*bperrow+1]:IsShown() then buffrow = buffrow + 1 end
if unit.buffs[1*bperrow+1] and unit.buffs[1*bperrow+1]:IsShown() then buffrow = buffrow + 1 end
if unit.buffs[2*bperrow+1] and unit.buffs[2*bperrow+1]:IsShown() then buffrow = buffrow + 1 end
if unit.buffs[3*bperrow+1] and unit.buffs[3*bperrow+1]:IsShown() then buffrow = buffrow + 1 end
end
local invert_h, invert_v, af
if unit.config.debuffs == "TOPLEFT" then
invert_h = 1
invert_v = 1
af = "BOTTOMLEFT"
elseif unit.config.debuffs == "BOTTOMLEFT" then
invert_h = -1
invert_v = 1
af = "TOPLEFT"
elseif unit.config.debuffs == "TOPRIGHT" then
invert_h = 1
invert_v = -1
af = "BOTTOMRIGHT"
elseif unit.config.debuffs == "BOTTOMRIGHT" then
invert_h = -1
invert_v = -1
af = "TOPRIGHT"
end
unit.debuffs[i]:SetPoint(af, unit, unit.config.debuffs,
invert_v * (i-1-row*perrow)*(2*default_border + unit.config.debuffsize + 1),
invert_h * ((row+buffrow)*(2*default_border + unit.config.debuffsize + 1) + (2*default_border + 1)))
local texture, stacks, dtype
if unit.label == "player" then
texture = GetPlayerBuffTexture(GetPlayerBuff(PLAYER_BUFF_START_ID+i, "HARMFUL"))
stacks = GetPlayerBuffApplications(GetPlayerBuff(PLAYER_BUFF_START_ID+i, "HARMFUL"))
dtype = GetPlayerBuffDispelType(GetPlayerBuff(PLAYER_BUFF_START_ID+i, "HARMFUL"))
else
texture, stacks, dtype = UnitDebuff(unitstr, i)
end
unit.debuffs[i].texture:SetTexture(texture)
local r,g,b = DebuffTypeColor.none.r,DebuffTypeColor.none.g,DebuffTypeColor.none.b
if dtype and DebuffTypeColor[dtype] then
r,g,b = DebuffTypeColor[dtype].r,DebuffTypeColor[dtype].g,DebuffTypeColor[dtype].b
end
unit.debuffs[i].backdrop:SetBackdropBorderColor(r,g,b,1)
if texture then
unit.debuffs[i]:Show()
if unit:GetName() == "pfPlayer" then
local timeleft = GetPlayerBuffTimeLeft(GetPlayerBuff(PLAYER_BUFF_START_ID+unit.debuffs[i].id, "HARMFUL"),"HARMFUL")
CooldownFrame_SetTimer(unit.debuffs[i].cd, GetTime(), timeleft, 1)
elseif libdebuff then
local name, rank, texture, stacks, dtype, duration, timeleft = libdebuff:UnitDebuff(unitstr, i)
if duration and timeleft then
CooldownFrame_SetTimer(unit.debuffs[i].cd, GetTime() + timeleft - duration, duration, 1)
end
end
if stacks > 1 then
unit.debuffs[i].stacks:SetText(stacks)
else
unit.debuffs[i].stacks:SetText("")
end
else
unit.debuffs[i]:Hide()
end
end
end
-- indicators
if component == "all" or ( component == "all" or component == "aura" ) then
if not unit.dispellable and unit.config.debuff_indicator ~= "0" then
unit.dispellable = pfUI.uf:SetupDebuffFilter((unit.config.debuff_ind_class == "0" and true or nil))
elseif not unit.dispellable then
unit.dispellable = {}
end
if table.getn(unit.dispellable) > 0 then
unit.hp.bar.debuffindicators = unit.hp.bar.debuffindicators or CreateFrame("Frame", nil, unit.hp.bar)
-- 0 = OFF, 1 = Legacy, 2 = Glow, 3 = Square, 4 = Icons
local disptype = unit.config.debuff_indicator
local indicator = unit.hp.bar.debuffindicators
local indipos = unit.config.debuff_ind_pos
local count = 0
local size
if disptype == "4" or disptype == "3" then
size = unit.hp.bar:GetHeight() * tonumber(unit.config.debuff_ind_size)
if size ~= indicator.size or disptype ~= indicator.disp or indipos ~= indicator.ipos then
indicator:ClearAllPoints()
indicator:SetPoint(indipos, 0, 0)
indicator:SetHeight(size)
indicator:SetWidth(size)
indicator.size = size
indicator.disp = disptype
indicator.ipos = indipos
end
elseif disptype == "2" or disptype == "1" then
size = "FULL"
if size ~= indicator.size or disptype ~= indicator.disp or indipos ~= indicator.ipos then
indicator:ClearAllPoints()
indicator:SetAllPoints(unit.hp.bar)
indicator.size = size
indicator.disp = disptype
indicator.ipos = indipos
end
end
for _, debuff in pairs(unit.dispellable) do
indicator[debuff] = indicator[debuff] or CreateFrame("Frame", nil, indicator)
indicator[debuff]:SetParent(indicator)
indicator[debuff].tex = indicator[debuff].tex or indicator[debuff]:CreateTexture(nil)
indicator[debuff].tex:SetAllPoints(indicator[debuff])
if indicator.size ~= indicator[debuff].size or disptype ~= indicator[debuff].disp then
if disptype == "4" then
indicator[debuff].tex:SetTexture(pfUI.media["img:"..debuff])
indicator[debuff].tex:SetVertexColor(unpack(pfDebuffColors[debuff]))
indicator[debuff].tex:Show()
indicator[debuff]:ClearAllPoints()
indicator[debuff]:SetHeight(size)
indicator[debuff]:SetWidth(size)
indicator[debuff]:SetBackdrop(nil)
elseif disptype == "3" then
indicator[debuff].tex:SetTexture(unpack(pfDebuffColors[debuff]))
indicator[debuff].tex:SetVertexColor(1,1,1,1)
indicator[debuff].tex:Show()
indicator[debuff]:ClearAllPoints()
indicator[debuff]:SetHeight(size)
indicator[debuff]:SetWidth(size)
indicator[debuff]:SetBackdrop(nil)
elseif disptype == "2" then
indicator[debuff].tex:Hide()
indicator[debuff]:SetAllPoints(unit.hp.bar)
indicator[debuff]:SetBackdrop(glow)
indicator[debuff]:SetBackdropBorderColor(unpack(pfDebuffColors[debuff]))
elseif disptype == "1" then
indicator[debuff].tex:SetTexture(unpack(pfDebuffColors[debuff]))
indicator[debuff].tex:SetVertexColor(1,1,1,1)
indicator[debuff].tex:Show()
indicator[debuff]:SetAllPoints(unit.hp.bar)
indicator[debuff]:SetBackdrop(nil)
end
indicator[debuff].size = indicator.size
indicator[debuff].disp = indicator.disp
end
indicator[debuff].visible = nil
for i=1,16 do
local _, _, dtype = UnitDebuff(unitstr, i)
if dtype == debuff then
indicator[debuff].visible = true
end
end
if indicator[debuff].visible then
indicator[debuff]:Show()
indicator:Show()
indicator:SetAlpha(0)
if disptype == "4" or disptype == "3" then
indicator:SetAlpha(1)
elseif disptype == "2" then
indicator:SetAlpha(.4)
elseif disptype == "1" then
indicator:SetAlpha(.2)
end
if disptype == "4" or disptype == "3" then
indicator[debuff]:SetPoint("LEFT", indicator, "LEFT", count*(size+1), 0)
count = count + 1
end
else
indicator[debuff]:Hide()
end
end
if disptype == "4" or disptype == "3" then
indicator:SetWidth(count*(size+1))
end
elseif unit.hp.bar.debuffindicators then
unit.hp.bar.debuffindicators:Hide()
end
if not unit.indicators and unit.config.buff_indicator == "1" then
unit.indicators = pfUI.uf:SetupBuffIndicators(unit.config)
elseif not unit.indicators then
unit.indicators = {}
end
if not unit.indicator_custom and unit.config.buff_indicator == "1" then
unit.indicator_custom = {}
for k, v in pairs({strsplit("#", unit.config.custom_indicator)}) do
unit.indicator_custom[k] = string.lower(v)
end
elseif not unit.indicator_custom then
unit.indicator_custom = {}
end
local pos = 1
if table.getn(unit.indicators) > 0 then
for i=1,32 do
local texture, count = UnitBuff(unitstr, i)
local timeleft, _
if pfUI.client > 11200 then
_, _, texture, _, _, timeleft = _G.UnitBuff(unitstr, i)
end
if texture then
-- match filter
for _, filter in pairs(unit.indicators) do
if filter == string.lower(texture) then
pfUI.uf:AddIcon(unit, pos, texture, timeleft, count)
pos = pos + 1
break
end
end
end
end
end
if table.getn(unit.indicator_custom) > 0 then
scanner = scanner or libtipscan:GetScanner("unitframes")
for i=1,32 do -- scan for custom buffs
local texture, count = UnitBuff(unitstr, i)
if texture then
local timeleft, name, _
if pfUI.client > 11200 then
name, _, texture, _, _, timeleft = _G.UnitBuff(unitstr, i)
else
scanner:SetUnitBuff(unitstr, i)
name = scanner:Line(1) or ""
end
-- match filter
for _, filter in pairs(unit.indicator_custom) do
if filter == string.lower(name) then
pfUI.uf:AddIcon(unit, pos, texture, timeleft, count)
pos = pos + 1
break
end
end
end
end
for i=1,32 do -- scan for custom debuffs
local texture, count = UnitDebuff(unitstr, i)
if texture then
local timeleft, name, _
if libdebuff then
name, _, texture, _, _, _, timeleft = libdebuff:UnitDebuff(unitstr, i)
else
scanner:SetUnitDebuff(unitstr, i)
name = scanner:Line(1) or ""
end
-- match filter
for _, filter in pairs(unit.indicator_custom) do
if filter == string.lower(name) then
pfUI.uf:AddIcon(unit, pos, texture, timeleft, count)
pos = pos + 1
break
end
end
end
end
end
-- hide unused icon slots
for pos=pos, 6 do pfUI.uf:HideIcon(unit, pos) end
end
-- portrait
if unit.portrait and ( component == "all" or component == "portrait" ) then
if C.unitframes.always2dportrait == "1" then
unit.portrait.tex:Show()
unit.portrait.model:Hide()
SetPortraitTexture(unit.portrait.tex, unitstr)
else
if not UnitIsVisible(unitstr) or not UnitIsConnected(unitstr) then
if unit.config.portrait == "bar" then
unit.portrait.tex:Hide()
unit.portrait.model:Hide()
elseif C.unitframes.portraittexture == "1" then
unit.portrait.tex:Show()
unit.portrait.model:Hide()
SetPortraitTexture(unit.portrait.tex, unitstr)
else
unit.portrait.tex:Hide()
unit.portrait.model:Show()
unit.portrait.model:SetModelScale(4.25)
unit.portrait.model:SetPosition(0, 0, -1)
unit.portrait.model:SetModel("Interface\\Buttons\\talktomequestionmark.mdx")
end
else
if unit.config.portrait == "bar" then
unit.portrait:SetAlpha(C.unitframes.portraitalpha)
else
unit.portrait:SetAlpha(1)
end
unit.portrait.tex:Hide()
unit.portrait.model:Show()
if unit.tick then
unit.portrait.model.next:SetUnit(unitstr)
if unit.portrait.model.lastUnit ~= UnitName(unitstr) or unit.portrait.model:GetModel() ~= unit.portrait.model.next:GetModel() then
unit.portrait.model.update = unitstr
end
else
unit.portrait.model.update = unitstr
end
end
end
end
-- Unit HP/MP
local hp, hpmax = UnitHealth(unitstr), UnitHealthMax(unitstr)
local power, powermax = UnitMana(unitstr), UnitManaMax(unitstr)
if unit.config.invert_healthbar == "1" then
hp = hpmax - hp
end
unit.hp.bar:SetMinMaxValues(0, hpmax, true)
unit.hp.bar:SetValue(hp)
unit.power.bar:SetMinMaxValues(0, powermax, true)
unit.power.bar:SetValue(power)
-- set healthbar color
local custom_active = nil
local customfullhp = unit.config.defcolor == "0" and unit.config.customfullhp or C.unitframes.customfullhp
local customcolor = unit.config.defcolor == "0" and unit.config.customcolor or C.unitframes.customcolor
local custom = unit.config.defcolor == "0" and unit.config.custom or C.unitframes.custom
local r, g, b, a = .2, .2, .2, 1
if customfullhp == "1" and UnitHealth(unitstr) == UnitHealthMax(unitstr) then
r, g, b, a = pfUI.api.strsplit(",", customcolor)
custom_active = true
elseif custom == "0" then
if UnitIsPlayer(unitstr) then
local _, class = UnitClass(unitstr)
local color = RAID_CLASS_COLORS[class]
if color then r, g, b = color.r, color.g, color.b end
elseif unit.label == "pet" then
local happiness = GetPetHappiness()
if happiness == 1 then
r, g, b = 1, 0, 0
elseif happiness == 2 then
r, g, b = 1, 1, 0
else
r, g, b = 0, 1, 0
end
else
local color = UnitReactionColor[UnitReaction(unitstr, "player")]
if color then r, g, b = color.r, color.g, color.b end
end
elseif custom == "1" then
r, g, b, a = pfUI.api.strsplit(",", customcolor)
custom_active = true
elseif custom == "2" then
if UnitHealthMax(unitstr) > 0 then
r, g, b = GetColorGradient(UnitHealth(unitstr) / UnitHealthMax(unitstr))
else
r, g, b = 0, 0, 0
end
end
if C.unitframes.pastel == "1" and not custom_active then
r, g, b = (r + .5) * .5, (g + .5) * .5, (b + .5) * .5
end
unit.hp.bar:SetStatusBarColor(r, g, b, a)
-- set powerbar color
local mana = unit.config.defcolor == "0" and unit.config.manacolor or C.unitframes.manacolor
local rage = unit.config.defcolor == "0" and unit.config.ragecolor or C.unitframes.ragecolor
local energy = unit.config.defcolor == "0" and unit.config.energycolor or C.unitframes.energycolor
local focus = unit.config.defcolor == "0" and unit.config.focuscolor or C.unitframes.focuscolor
local r, g, b, a = .5, .5, .5, 1
local utype = UnitPowerType(unitstr)
if utype == 0 then
r, g, b, a = pfUI.api.strsplit(",", mana)
elseif utype == 1 then
r, g, b, a = pfUI.api.strsplit(",", rage)
elseif utype == 2 then
r, g, b, a = pfUI.api.strsplit(",", focus)
elseif utype == 3 then
r, g, b, a = pfUI.api.strsplit(",", energy)
end
unit.power.bar:SetStatusBarColor(r, g, b, a)
if UnitName(unitstr) then
unit.hpLeftText:SetText(pfUI.uf:GetStatusValue(unit, "hpleft"))
unit.hpCenterText:SetText(pfUI.uf:GetStatusValue(unit, "hpcenter"))
unit.hpRightText:SetText(pfUI.uf:GetStatusValue(unit, "hpright"))
unit.powerLeftText:SetText(pfUI.uf:GetStatusValue(unit, "powerleft"))
unit.powerCenterText:SetText(pfUI.uf:GetStatusValue(unit, "powercenter"))
unit.powerRightText:SetText(pfUI.uf:GetStatusValue(unit, "powerright"))
if UnitIsTapped(unitstr) and not UnitIsTappedByPlayer(unitstr) then
unit.hp.bar:SetStatusBarColor(.5,.5,.5,.5)
end
end
pfUI.uf:RefreshUnitState(unit)
end
local buttons = {
[1] = "LeftButton",
[2] = "RightButton",
[3] = "MiddleButton",
[4] = "Button4",
[5] = "Button5",
}
local modifiers = {
[""] = "",
["alt"] = "_alt",
["ctrl"] = "_ctrl",
["shift"] = "_shift",
}
function pfUI.uf:EnableClickCast()
if self.config.clickcast ~= "1" then return end
for bid, button in pairs(buttons) do
for modifier, mconf in pairs(modifiers) do
local bconf = bid == 1 and "" or bid
if pfUI_config.unitframes["clickcast"..bconf..mconf] ~= "" then
-- prepare click casting
if pfUI.client > 11200 then
-- set attributes for tbc+
local prefix = modifier == "" and "" or modifier .. "-"
-- check for "/" in the beginning of the string, to detect macros
if string.find(pfUI_config.unitframes["clickcast"..bconf..mconf], "^%/(.+)") then
self:SetAttribute(prefix.."type"..bid, "macro")
self:SetAttribute(prefix.."macrotext"..bid, pfUI_config.unitframes["clickcast"..bconf..mconf])
self:SetAttribute(prefix.."spell"..bid, nil)
elseif string.find(pfUI_config.unitframes["clickcast"..bconf..mconf], "^target") then
self:SetAttribute(prefix.."type"..bid, "target")
self:SetAttribute(prefix.."macrotext"..bid, nil)
self:SetAttribute(prefix.."spell"..bid, nil)
elseif string.find(pfUI_config.unitframes["clickcast"..bconf..mconf], "^menu") then
self:SetAttribute(prefix.."type"..bid, "showmenu")
self:SetAttribute(prefix.."macrotext"..bid, nil)
self:SetAttribute(prefix.."spell"..bid, nil)
else
self:SetAttribute(prefix.."type"..bid, "spell")
self:SetAttribute(prefix.."spell"..bid, pfUI_config.unitframes["clickcast"..bconf..mconf])
self:SetAttribute(prefix.."macro"..bid, nil)
end
else
-- fill clickaction table for vanillla
self.clickactions = self.clickactions or {}
self.clickactions[modifier..button] = pfUI_config.unitframes["clickcast"..bconf..mconf]
end
end
end
end
end
function pfUI.uf:ClickAction(button)
local label = this.label or ""
local id = this.id or ""
local unitstr = label .. id
local showmenu = button == "RightButton" and true or nil
if SpellIsTargeting() and button == "RightButton" then
SpellStopTargeting()
return
end
if SpellIsTargeting() and button == "LeftButton" then
SpellTargetUnit(unitstr)
elseif CursorHasItem() then
DropItemOnUnit(unitstr)
end
-- run click casting if enabled
local modstring = ""
modstring = IsAltKeyDown() and modstring.."alt" or modstring
modstring = IsControlKeyDown() and modstring.."ctrl" or modstring
modstring = IsShiftKeyDown() and modstring.."shift" or modstring
modstring = modstring..button
if this.clickactions and this.clickactions[modstring] then
if string.find(this.clickactions[modstring], "^menu") then
-- show menu
showmenu = true
elseif string.find(this.clickactions[modstring], "^target") then
-- target unit
showmenu = nil
else
-- run click cast action
local tswitch = UnitIsUnit(unitstr, "target")
TargetUnit(unitstr)
if string.find(this.clickactions[modstring], "^%/(.+)") then
RunMacroText(this.clickactions[modstring])
else
CastSpellByName(this.clickactions[modstring])
end
if not tswitch then TargetLastTarget() end
return
end
end
-- dropdown menus
if showmenu then
pfUI.uf:RightClickAction(label)
return
end
-- drop food on petframe
if label == "pet" and CursorHasItem() then
local _, playerClass = UnitClass("player")
if playerClass == "HUNTER" then
DropItemOnUnit("pet")
return
end
end
-- default click
TargetUnit(unitstr)
end
function pfUI.uf:AddIcon(frame, pos, icon, timeleft, stacks)
local showtime = frame.config.indicator_time == "1" and true or nil
local showstacks = frame.config.indicator_stacks == "1" and true or nil
local position = frame.config.indicator_pos or "TOPLEFT"
local iconsize = tonumber(frame.config.indicator_size)
local spacing = tonumber(frame.config.indicator_spacing)
if not frame.hp then return end
local frame = frame.hp.bar
if pos > 6 or pos > ceil(frame:GetWidth() / iconsize) then return end
frame.icon = frame.icon or CreateFrame("Frame", nil, frame)
if not frame.icon[pos] then
frame.icon[pos] = CreateFrame("Frame", frame.icon)
frame.icon[pos]:SetParent(frame)
frame.icon[pos].tex = frame.icon[pos]:CreateTexture("OVERLAY")
frame.icon[pos].tex:SetAllPoints(frame.icon[pos])
frame.icon[pos].tex:SetTexCoord(.08, .92, .08, .92)
frame.icon[pos].stacks = frame.icon[pos]:CreateFontString(nil, "OVERLAY")
frame.icon[pos].stacks:SetPoint("BOTTOMRIGHT", 0, 0)
frame.icon[pos].stacks:SetJustifyH("RIGHT")
frame.icon[pos].stacks:SetJustifyV("BOTTOM")
frame.icon[pos].cd = CreateFrame(COOLDOWN_FRAME_TYPE, nil, frame.icon[pos])
frame.icon[pos].cd.pfCooldownType = "ALL"
frame.icon[pos].cd:SetAlpha(0)
end
-- update icon configuration
if frame.icon[pos].iconsize ~= iconsize or frame.icon[pos].spacing ~= spacing then
frame.icon[pos]:SetWidth(iconsize)
frame.icon[pos]:SetHeight(iconsize)
frame.icon[pos]:SetPoint("TOPLEFT", frame.icon, "TOPLEFT", (pos-1)*(iconsize + spacing), 0)
frame.icon[pos].stacks:SetFont(pfUI.font_unit, math.max(iconsize/3, 10), "OUTLINE")
frame.icon[pos].iconsize = iconsize
frame.icon[pos].spacing = spacing
end
-- update icon
if frame.icon[pos].icon ~= icon then
frame.icon[pos].tex:SetTexture(icon)
frame.icon[pos].icon = icon
end
-- show remaining time if config is set
if showtime and timeleft and timeleft < 100 and iconsize > 9 then
CooldownFrame_SetTimer(frame.icon[pos].cd, GetTime(), timeleft, 1)
else
CooldownFrame_SetTimer(frame.icon[pos].cd, GetTime(), 0, 1)
end
-- show stacks if config is set
if showstacks and stacks and stacks > 1 and iconsize > 9 then
frame.icon[pos].stacks:SetText(stacks)
else
frame.icon[pos].stacks:SetText("")
end
-- update parent icon size
if frame.icon.iconsize ~= iconsize then
frame.icon:SetHeight(iconsize)
frame.icon.iconsize = iconsize
end
-- update parent position
if frame.icon.position ~= position then
frame.icon:ClearAllPoints()
frame.icon:SetPoint(position, frame, position, 0, 0)
frame.icon.position = position
end
frame.icon[pos]:Show()
frame.icon:SetWidth((pos-1)*(iconsize+spacing)+iconsize)
end
function pfUI.uf:HideIcon(frame, pos)
if not frame or not frame.hp or not frame.hp.bar then return end
local frame = frame.hp.bar
if frame.icon and frame.icon[pos] then
frame.icon[pos]:Hide()
end
end
function pfUI.uf:SetupDebuffFilter(allclasses)
local _, myclass = UnitClass("player")
local debuffs = {}
if myclass == "PALADIN" or myclass == "PRIEST" or myclass == "WARLOCK" or allclasses then
table.insert(debuffs, "Magic")
end
if myclass == "DRUID" or myclass == "PALADIN" or myclass == "SHAMAN" or allclasses then
table.insert(debuffs, "Poison")
end
if myclass == "PRIEST" or myclass == "PALADIN" or myclass == "SHAMAN" or allclasses then
table.insert(debuffs, "Disease")
end
if myclass == "DRUID" or myclass == "MAGE" or allclasses then
table.insert(debuffs, "Curse")
end
return debuffs
end
function pfUI.uf:SetupBuffIndicators(config)
local _, myclass = UnitClass("player")
local indicators = {}
if config.show_buffs == "1" then -- buffs
if myclass == "DRUID" then
-- Mark of the Wild
table.insert(indicators, "interface\\icons\\spell_nature_regeneration")
-- Gift of the Wild
table.insert(indicators, "interface\\icons\\spell_nature_giftofthewild")
-- Thorns
table.insert(indicators, "interface\\icons\\spell_nature_thorns")
end
if myclass == "PRIEST" then
-- Prayer Of Fortitude"
table.insert(indicators, "interface\\icons\\spell_holy_wordfortitude")
table.insert(indicators, "interface\\icons\\spell_holy_prayeroffortitude")
-- Prayer of Spirit
table.insert(indicators, "interface\\icons\\spell_holy_divinespirit")
table.insert(indicators, "interface\\icons\\spell_holy_prayerofspirit")
-- Shadow Protection
table.insert(indicators, "interface\\icons\\spell_shadow_antishadow")
table.insert(indicators, "interface\\icons\\spell_holy_prayerofshadowprotection")
-- Fear Ward
table.insert(indicators, "interface\\icons\\spell_holy_excorcism")
end
if myclass == "PALADIN" then
-- Blessing of Salvation
table.insert(indicators, "interface\\icons\\spell_holy_greaterblessingofsalvation")
table.insert(indicators, "interface\\icons\\spell_holy_sealofsalvation")
-- Blessing of Wisdom
table.insert(indicators, "interface\\icons\\spell_holy_sealofwisdom")
table.insert(indicators, "interface\\icons\\spell_holy_greaterblessingofwisdom")
-- Blessing of Sanctuary
table.insert(indicators, "interface\\icons\\spell_nature_lightningshield")
table.insert(indicators, "interface\\icons\\spell_holy_greaterblessingofsanctuary")
-- Blessing of Kings
table.insert(indicators, "interface\\icons\\spell_magic_magearmor")
table.insert(indicators, "interface\\icons\\spell_magic_greaterblessingofkings")
-- Blessing of Might
table.insert(indicators, "interface\\icons\\spell_holy_fistofjustice")
table.insert(indicators, "interface\\icons\\spell_holy_greaterblessingofkings")
-- Blessing of Light
table.insert(indicators, "interface\\icons\\spell_holy_prayerofhealing02")
table.insert(indicators, "interface\\icons\\spell_holy_greaterblessingoflight")
end
if myclass == "WARLOCK" then
-- Fire Shield
table.insert(indicators, "interface\\icons\\spell_fire_firearmor")
-- Blood Pact
table.insert(indicators, "interface\\icons\\spell_shadow_bloodboil")
-- Soulstone
table.insert(indicators, "interface\\icons\\spell_shadow_soulgem")
-- Unending Breath
table.insert(indicators, "interface\\icons\\spell_shadow_demonbreath")
-- Detect Greater Invisibility or Detect Invisibility
table.insert(indicators, "interface\\icons\\spell_shadow_detectinvisibility")
-- Detect Lesser Invisibility
table.insert(indicators, "interface\\icons\\spell_shadow_detectlesserinvisibility")
-- Paranoia
table.insert(indicators, "interface\\icons\\Spell_Shadow_AuraOfDarkness")
end
if myclass == "WARRIOR" then
-- Battle Shout
table.insert(indicators, "interface\\icons\\ability_warrior_battleshout")
-- Commanding Shout (TBC)
table.insert(indicators, "interface\\icons\\ability_warrior_rallyingcry")
end
if myclass == "MAGE" then
-- Arcane Intellect
table.insert(indicators, "interface\\icons\\spell_holy_magicalsentry")
table.insert(indicators, "interface\\icons\\spell_holy_arcaneintellect")
-- Dampen Magic
table.insert(indicators, "interface\\icons\\spell_nature_abolishmagic")
-- Amplify Magic
table.insert(indicators, "interface\\icons\\spell_holy_flashheal")
end
if myclass == "HUNTER" then
-- Aspect of the Wild
table.insert(indicators, "interface\\icons\\spell_nature_protectionformnature")
-- Aspect of the Pack
table.insert(indicators, "interface\\icons\\ability_mount_whitetiger")
-- Misdirection (TBC)
table.insert(indicators, "interface\\icons\\ability_hunter_misdirection")
end
if myclass == "SHAMAN" then
-- Earth Shield (TBC)
table.insert(indicators, "interface\\icons\\spell_nature_skinofearth")
end
end
if config.show_procs == "1" then -- procs
if myclass == "SHAMAN" or config.all_procs == "1" then
-- Ancestral Fortitude
table.insert(indicators, "interface\\icons\\spell_nature_undyingstrength")
-- Healing Way
table.insert(indicators, "interface\\icons\\spell_nature_healingway")
-- Totemic Power (known issue: one conflicts with Blessed Sunfruit buff)
table.insert(indicators, "interface\\icons\\spell_holy_spiritualguidence")
table.insert(indicators, "interface\\icons\\spell_holy_devotion")
table.insert(indicators, "interface\\icons\\spell_holy_holynova")
table.insert(indicators, "interface\\icons\\spell_magic_magearmor")
end
if myclass == "PRIEST" or config.all_procs == "1" then
-- Inspiration
table.insert(indicators, "interface\\icons\\inv_shield_06")
end
end
if config.show_hots == "1" then -- hots
if myclass == "PRIEST" or config.all_hots == "1" then
-- Renew
table.insert(indicators, "interface\\icons\\spell_holy_renew")
-- Power Word: Shield
table.insert(indicators, "interface\\icons\\spell_holy_powerwordshield")
-- Prayer of Mending (TBC)
table.insert(indicators, "interface\\icons\\spell_holy_prayerofmendingtga")
end
if myclass == "DRUID" or config.all_hots == "1" then
-- Regrowth
table.insert(indicators, "interface\\icons\\spell_nature_resistnature")
-- Rejuvenation
table.insert(indicators, "interface\\icons\\spell_nature_rejuvenation")
-- Lifebloom
table.insert(indicators, "interface\\icons\\inv_misc_herb_felblossom")
end
end
if config.show_totems == "1" and myclass == "SHAMAN" then -- totems
-- Strength of Earth Totem
table.insert(indicators, "interface\\icons\\spell_nature_earthbindtotem")
-- Stoneskin Totem
table.insert(indicators, "interface\\icons\\spell_nature_stoneskintotem")
-- Mana Spring Totem
table.insert(indicators, "interface\\icons\\spell_nature_manaregentotem")
-- Mana Tide Totem
table.insert(indicators, "interface\\icons\\spell_frost_summonwaterelemental")
-- Healing Spring Totem
table.insert(indicators, "interface\\icons\\inv_spear_04")
-- Tranquil Air Totem
table.insert(indicators, "interface\\icons\\spell_nature_brilliance")
-- Grace of Air Totem
table.insert(indicators, "interface\\icons\\spell_nature_invisibilitytotem")
-- Grounding Totem
table.insert(indicators, "interface\\icons\\spell_nature_groundingtotem")
-- Nature Resistance Totem
table.insert(indicators, "interface\\icons\\spell_nature_natureresistancetotem")
-- Fire Resistance Totem
table.insert(indicators, "interface\\icons\\spell_fireresistancetotem_01")
-- Frost Resistance Totem
table.insert(indicators, "interface\\icons\\spell_frostresistancetotem_01")
end
return indicators
end
function pfUI.uf:GetLevelString(unitstr)
local level = UnitLevel(unitstr)
if level == -1 then level = "??" end
local elite = UnitClassification(unitstr)
if elite == "worldboss" then
level = level .. "B"
elseif elite == "rareelite" then
level = level .. "R+"
elseif elite == "elite" then
level = level .. "+"
elseif elite == "rare" then
level = level .. "R"
end
return level
end
function pfUI.uf:GetStatusValue(unit, pos)
if not pos or not unit then return end
local config = unit.config["txt"..pos]
local unitstr = unit.label .. unit.id
local frame = unit[pos .. "Text"]
-- as a fallback, draw the name
if pos == "center" and not config then
config = "unit"
end
local mp, mpmax = UnitMana(unitstr), UnitManaMax(unitstr)
local hp, hpmax = UnitHealth(unitstr), UnitHealthMax(unitstr)
local rhp, rhpmax = hp, hpmax
if pfUI.libhealth and pfUI.libhealth.enabled then
rhp, rhpmax = pfUI.libhealth:GetUnitHealth(unitstr)
elseif unit.label == "target" and (MobHealth3 or MobHealthFrame) and MobHealth_GetTargetCurHP() then
rhp, rhpmax = MobHealth_GetTargetCurHP(), MobHealth_GetTargetMaxHP()
end
if config == "unit" then
local name = unit:GetColor("unit") .. UnitName(unitstr)
local level = unit:GetColor("level") .. pfUI.uf:GetLevelString(unitstr)
return level .. " " .. name
elseif config == "name" then
return unit:GetColor("unit") .. UnitName(unitstr)
elseif config == "nameshort" then
return unit:GetColor("unit") .. strsub(UnitName(unitstr), 0, 3)
elseif config == "level" then
return unit:GetColor("level") .. pfUI.uf:GetLevelString(unitstr)
elseif config == "class" then
if UnitIsPlayer(unitstr) then
return unit:GetColor("class") .. (UnitClass(unitstr) or UNKNOWN)
else
return ""
end
-- health
elseif config == "health" then
return unit:GetColor("health") .. pfUI.api.Abbreviate(rhp)
elseif config == "healthmax" then
return unit:GetColor("health") .. pfUI.api.Abbreviate(rhpmax)
elseif config == "healthperc" then
return unit:GetColor("health") .. ceil(hp / hpmax * 100)
elseif config == "healthmiss" then
local health = ceil(rhp - rhpmax)
if UnitIsDead(unitstr) then
return unit:GetColor("health") .. DEAD
elseif health == 0 then
return unit:GetColor("health") .. "0"
else
return unit:GetColor("health") .. pfUI.api.Abbreviate(health)
end
elseif config == "healthdyn" then
if hp ~= hpmax then
return unit:GetColor("health") .. pfUI.api.Abbreviate(rhp) .. " - " .. ceil(hp / hpmax * 100) .. "%"
else
return unit:GetColor("health") .. pfUI.api.Abbreviate(rhp)
end
elseif config == "namehealth" then
local health = ceil(rhp - rhpmax)
if UnitIsDead(unitstr) then
return unit:GetColor("health") .. DEAD
elseif health == 0 then
return unit:GetColor("unit") .. UnitName(unitstr)
else
return unit:GetColor("health") .. pfUI.api.Abbreviate(health)
end
elseif config == "shortnamehealth" then
local health = ceil(rhp - rhpmax)
if UnitIsDead(unitstr) then
return unit:GetColor("health") .. DEAD
elseif health == 0 then
return unit:GetColor("unit") .. strsub(UnitName(unitstr), 0, 3)
else
return unit:GetColor("health") .. pfUI.api.Abbreviate(health)
end
elseif config == "healthminmax" then
return unit:GetColor("health") .. pfUI.api.Abbreviate(rhp) .. "/" .. pfUI.api.Abbreviate(rhpmax)
-- mana/power/focus
elseif config == "power" then
return unit:GetColor("power") .. pfUI.api.Abbreviate(mp)
elseif config == "powermax" then
return unit:GetColor("power") .. pfUI.api.Abbreviate(mpmax)
elseif config == "powerperc" then
local perc = UnitManaMax(unitstr) > 0 and ceil(mp / mpmax * 100) or 0
return unit:GetColor("power") .. perc
elseif config == "powermiss" then
local power = ceil(mp - mpmax)
if power == 0 then
return unit:GetColor("power") .. "0"
else
return unit:GetColor("power") .. pfUI.api.Abbreviate(power)
end
elseif config == "powerdyn" then
if mp ~= mpmax then
return unit:GetColor("power") .. pfUI.api.Abbreviate(mp) .. " - " .. ceil(mp / mpmax * 100) .. "%"
else
return unit:GetColor("power") .. pfUI.api.Abbreviate(mp)
end
elseif config == "powerminmax" then
return unit:GetColor("power") .. pfUI.api.Abbreviate(mp) .. "/" .. pfUI.api.Abbreviate(mpmax)
else
return ""
end
end
function pfUI.uf.GetColor(self, preset)
local config = self.config
local unitstr = self.label .. self.id
local r, g, b = 1, 1, 1
if preset == "unit" and config["classcolor"] == "1" then
if UnitIsPlayer(unitstr) then
local _, class = UnitClass(unitstr)
if RAID_CLASS_COLORS[class] then
r, g, b = RAID_CLASS_COLORS[class].r, RAID_CLASS_COLORS[class].g, RAID_CLASS_COLORS[class].b
end
elseif self.label == "pet" then
local happiness = GetPetHappiness()
if happiness == 1 then
r, g, b = 1, 0, 0
elseif happiness == 2 then
r, g, b = 1, 1, 0
else
r, g, b = 0, 1, 0
end
else
local color = UnitReactionColor[UnitReaction(unitstr, "player")]
if color then r, g, b = color.r, color.g, color.b end
end
elseif preset == "class" and config["classcolor"] == "1" then
local _, class = UnitClass(unitstr)
if RAID_CLASS_COLORS[class] then
r, g, b = RAID_CLASS_COLORS[class].r, RAID_CLASS_COLORS[class].g, RAID_CLASS_COLORS[class].b
end
elseif preset == "reaction" and config["classcolor"] == "1" then
r = UnitReactionColor[UnitReaction(unitstr, "player")].r
g = UnitReactionColor[UnitReaction(unitstr, "player")].g
b = UnitReactionColor[UnitReaction(unitstr, "player")].b
elseif preset == "health" and config["healthcolor"] == "1" then
if UnitHealthMax(unitstr) > 0 then
r, g, b = GetColorGradient(UnitHealth(unitstr) / UnitHealthMax(unitstr))
else
r, g, b = 0, 0, 0
end
elseif preset == "power" and config["powercolor"] == "1" then
r = ManaBarColor[UnitPowerType(unitstr)].r
g = ManaBarColor[UnitPowerType(unitstr)].g
b = ManaBarColor[UnitPowerType(unitstr)].b
elseif preset == "level" and config["levelcolor"] == "1" then
r = GetDifficultyColor(UnitLevel(unitstr)).r
g = GetDifficultyColor(UnitLevel(unitstr)).g
b = GetDifficultyColor(UnitLevel(unitstr)).b
end
-- pastel
if C.unitframes.pastel == "1" then
r = ( r + .75 ) * .5
g = ( g + .75 ) * .5
b = ( b + .75 ) * .5
end
return rgbhex(r,g,b)
end