Files
pfUI/modules/nameplates.lua
T

638 lines
25 KiB
Lua

pfUI:RegisterModule("nameplates", function ()
local font = C.nameplates.use_unitfonts == "1" and pfUI.font_unit or pfUI.font_default
local font_size = C.nameplates.use_unitfonts == "1" and C.global.font_unit_size or C.global.font_size
pfUI.nameplates = CreateFrame("Frame", nil, UIParent)
pfUI.nameplates.players = pfUI_playerDB
pfUI.nameplates.mobs = {}
pfUI.nameplates.targets = {}
pfUI.nameplates.scanqueue = {}
-- catch all nameplates
pfUI.nameplates.scanner = CreateFrame("Frame", "pfNameplateScanner", UIParent)
pfUI.nameplates.scanner.parentCount = 0
pfUI.nameplates.scanner:SetScript("OnUpdate", function()
local parentCount = WorldFrame:GetNumChildren()
-- [[ scan nameplate frames ]]
if pfUI.nameplates.scanner.parentCount < parentCount then
pfUI.nameplates.scanner.parentCount = parentCount
for _, nameplate in ipairs({WorldFrame:GetChildren()}) do
if not nameplate.done and nameplate:GetObjectType() == "Button" then
local regions = nameplate:GetRegions()
if regions and regions:GetObjectType() == "Texture" and regions:GetTexture() == "Interface\\Tooltips\\Nameplate-Border" then
local visible = nameplate:IsVisible()
nameplate:Hide()
nameplate:SetScript("OnShow", pfUI.nameplates.OnShow)
nameplate:SetScript("OnUpdate", pfUI.nameplates.OnUpdate)
nameplate:SetAlpha(1)
if visible then nameplate:Show() end
nameplate.done = true
end
end
end
end
-- [[ scan missing names ]]
for index, name in pairs(pfUI.nameplates.scanqueue) do
-- remove entry if already scanned
if pfUI.nameplates.targets[name] == "OK" then
table.remove(pfUI.nameplates.scanqueue, index)
else
if UnitName("mouseover") == name then
if UnitIsPlayer("mouseover") then
local _, class = UnitClass("mouseover")
pfUI.nameplates.players[name] = {}
pfUI.nameplates.players[name]["class"] = class
elseif UnitClassification("mouseover") then
local elite = UnitClassification("mouseover")
pfUI.nameplates.mobs[name] = elite
end
pfUI.nameplates.targets[name] = "OK"
elseif not UnitName("target") then
TargetByName(name, true)
if UnitIsPlayer("target") then
local _, class = UnitClass("target")
pfUI.nameplates.players[name] = {}
pfUI.nameplates.players[name]["class"] = class
elseif UnitClassification("target") then
local elite = UnitClassification("target")
pfUI.nameplates.mobs[name] = elite
end
pfUI.nameplates.targets[name] = "OK"
ClearTarget()
end
end
end
end)
local plate_width = C.nameplates.width + 50
local plate_height = C.nameplates.heighthealth + font_size + 5
local plate_height_cast = C.nameplates.heighthealth + font_size + 5 + C.nameplates.heightcast + 5
-- Create Nameplate
function pfUI.nameplates:OnShow()
-- initialize nameplate frames
if not this.nameplate then
this.nameplate = CreateFrame("Button", nil, this)
this.nameplate.parent = this
this.healthbar = this:GetChildren()
this.border, this.glow, this.name, this.level, this.levelicon , this.raidicon = this:GetRegions()
this.healthbar:SetParent(this.nameplate)
this.border:SetParent(this.nameplate)
this.glow:SetParent(this.nameplate)
this.name:SetParent(this.nameplate)
this.level:SetParent(this.nameplate)
this.levelicon:SetParent(this.nameplate)
this.raidicon:SetParent(this.healthbar)
end
-- init
this:SetFrameLevel(0)
this:EnableMouse(false)
-- enable plate overlap
if C.nameplates.overlap == "1" then
this:SetWidth(1)
this:SetHeight(1)
else
this:SetWidth(plate_width * UIParent:GetScale())
this:SetHeight(plate_height * UIParent:GetScale())
end
-- set dimensions
this.nameplate:SetScale(UIParent:GetScale())
this.nameplate:SetWidth(plate_width)
this.nameplate:SetHeight(plate_height)
this.nameplate:SetPoint("TOP", this, "TOP", 0, -tonumber(C.nameplates.vpos))
-- add click handlers
if C.nameplates["clickthrough"] == "0" then
this.nameplate:SetScript("OnClick", function() this.parent:Click() end)
if C.nameplates["rightclick"] == "1" then
this.nameplate:SetScript("OnMouseDown", function()
if arg1 and arg1 == "RightButton" then
MouselookStart()
-- start detection of the rightclick emulation
pfUI.nameplates.emulateRightClick.time = GetTime()
pfUI.nameplates.emulateRightClick.frame = this
pfUI.nameplates.emulateRightClick:Show()
end
end)
end
else
this.nameplate:EnableMouse(false)
end
-- hide default plates
this.border:Hide()
-- remove glowing
this.glow:Hide()
this.glow:SetAlpha(0)
this.glow.Show = function() return end
-- name
this.name:SetFont(font, font_size, "OUTLINE")
this.name:ClearAllPoints()
this.name:SetPoint("TOP", this.nameplate, "TOP", 0, 0)
-- healthbar
this.healthbar:SetStatusBarTexture("Interface\\AddOns\\pfUI\\img\\bar")
this.healthbar:ClearAllPoints()
this.healthbar:SetPoint("TOP", this.name, "BOTTOM", 0, -3)
this.healthbar:SetWidth(C.nameplates.width)
this.healthbar:SetHeight(C.nameplates.heighthealth)
if not this.healthbar.bg then
this.healthbar.bg = this.healthbar:CreateTexture(nil, "BORDER")
this.healthbar.bg:SetTexture(0,0,0,0.90)
this.healthbar.bg:ClearAllPoints()
this.healthbar.bg:SetPoint("CENTER", this.healthbar, "CENTER", 0, 0)
this.healthbar.bg:SetWidth(this.healthbar:GetWidth() + 3)
this.healthbar.bg:SetHeight(this.healthbar:GetHeight() + 3)
end
if not this.healthbar.bgtarget then
this.healthbar.bgtarget = this.healthbar:CreateTexture(nil, "BACKGROUND")
this.healthbar.bgtarget:SetTexture(1,1,1,0.90)
this.healthbar.bgtarget:ClearAllPoints()
this.healthbar.bgtarget:SetPoint("CENTER", this.healthbar, "CENTER", 0, 0)
this.healthbar.bgtarget:SetWidth(this.healthbar:GetWidth() + 5)
this.healthbar.bgtarget:SetHeight(this.healthbar:GetHeight() + 5)
end
this.healthbar.reaction = nil
-- level
this.level:SetFont(font, font_size, "OUTLINE")
this.level:ClearAllPoints()
this.level:SetPoint("RIGHT", this.healthbar, "LEFT", 0, 0)
this.level.needUpdate = true
this.healthbar.needReactionUpdate = true
-- adjust font
this.levelicon:ClearAllPoints()
this.levelicon:SetPoint("RIGHT", this.healthbar, "LEFT", -1, 0)
-- raidtarget
this.raidicon:ClearAllPoints()
this.raidicon:SetWidth(C.nameplates.raidiconsize)
this.raidicon:SetHeight(C.nameplates.raidiconsize)
this.raidicon:SetPoint("CENTER", this.healthbar, "CENTER", 0, -5)
this.raidicon:SetDrawLayer("OVERLAY")
this.raidicon:SetTexture("Interface\\AddOns\\pfUI\\img\\raidicons")
-- add debuff frames
if C.nameplates["showdebuffs"] == "1" then
if not this.debuffs then this.debuffs = {} end
for j=1, 16, 1 do
if this.debuffs[j] == nil then
this.debuffs[j] = CreateFrame("Frame", nil, this.nameplate)
this.debuffs[j]:ClearAllPoints()
this.debuffs[j]:SetWidth(18)
this.debuffs[j]:SetHeight(18)
if j == 1 then
this.debuffs[j]:SetPoint("TOPLEFT", this.healthbar, "BOTTOMLEFT", 0, -3)
elseif j <= 8 then
this.debuffs[j]:SetPoint("LEFT", this.debuffs[j-1], "RIGHT", 1, 0)
elseif j > 8 then
this.debuffs[j]:SetPoint("TOPLEFT", this.debuffs[j-8], "BOTTOMLEFT", 0, -1)
end
this.debuffs[j].icon = this.debuffs[j]:CreateTexture(nil, "BORDER")
this.debuffs[j].icon:SetTexture(0,0,0,0)
this.debuffs[j].icon:SetAllPoints(this.debuffs[j])
end
end
end
-- combopoints
if C.nameplates.cpdisplay == "1" then
local combo_size = 5
local offset = 5 + C.nameplates.heightcast + C.nameplates.heighthealth + C.appearance.border.default*2
if not this.combopoints then
this.combopoints = CreateFrame("Frame", nil, this.nameplate)
for point=1, 5 do
if not this.combopoints["combopoint" .. point] then
this.combopoints["combopoint" .. point] = CreateFrame("Frame", "pfNameplateCombo" .. point, this.nameplate)
this.combopoints["combopoint" .. point]:SetFrameStrata("HIGH")
this.combopoints["combopoint" .. point]:SetWidth(combo_size)
this.combopoints["combopoint" .. point]:SetHeight(combo_size)
end
CreateBackdrop(this.combopoints["combopoint" .. point])
this.combopoints["combopoint" .. point]:SetPoint("BOTTOMRIGHT", this.nameplate, "BOTTOMRIGHT", -(point - 1) * (combo_size + C.appearance.border.default*3) - offset, -C.appearance.border.default*3)
if point < 3 then
local tex = this.combopoints["combopoint" .. point]:CreateTexture("OVERLAY")
tex:SetAllPoints(this.combopoints["combopoint" .. point])
tex:SetTexture(1, .3, .3, .75)
elseif point < 4 then
local tex = this.combopoints["combopoint" .. point]:CreateTexture("OVERLAY")
tex:SetAllPoints(this.combopoints["combopoint" .. point])
tex:SetTexture(1, 1, .3, .75)
else
local tex = this.combopoints["combopoint" .. point]:CreateTexture("OVERLAY")
tex:SetAllPoints(this.combopoints["combopoint" .. point])
tex:SetTexture(.3, 1, .3, .75)
end
this.combopoints["combopoint" .. point]:Hide()
end
end
end
-- add castbar
if pfUI.castbar and C.nameplates["showcastbar"] == "1" then
local plate = this
if not this.healthbar.castbar then
this.healthbar.castbar = CreateFrame("StatusBar", nil, this.healthbar)
this.healthbar.castbar:Hide()
this.healthbar.castbar:SetWidth(this.healthbar:GetWidth())
this.healthbar.castbar:SetHeight(C.nameplates.heightcast)
this.healthbar.castbar:SetPoint("TOPLEFT", this.healthbar, "BOTTOMLEFT", 0, -5)
this.healthbar.castbar:SetBackdrop({ bgFile = [[Interface\Tooltips\UI-Tooltip-Background]],
insets = {left = -1, right = -1, top = -1, bottom = -1} })
this.healthbar.castbar:SetBackdropColor(0,0,0,1)
this.healthbar.castbar:SetStatusBarTexture("Interface\\AddOns\\pfUI\\img\\bar")
this.healthbar.castbar:SetStatusBarColor(.9,.8,0,1)
plate.healthbar.castbar:SetScript("OnShow", function()
plate:SetHeight(plate_height_cast * UIParent:GetScale())
plate.nameplate:SetHeight(plate_height_cast)
if plate.debuffs then
plate.debuffs[1]:SetPoint("TOPLEFT", plate.healthbar.castbar, "BOTTOMLEFT", 0, -3)
end
end)
this.healthbar.castbar:SetScript("OnHide", function()
plate:SetHeight(plate_height * UIParent:GetScale())
plate.nameplate:SetHeight(plate_height)
if plate.debuffs then
plate.debuffs[1]:SetPoint("TOPLEFT", plate.healthbar, "BOTTOMLEFT", 0, -3)
end
end)
this.healthbar.castbar.bg = this.healthbar.castbar:CreateTexture(nil, "BACKGROUND")
this.healthbar.castbar.bg:SetTexture(0,0,0,0.90)
this.healthbar.castbar.bg:ClearAllPoints()
this.healthbar.castbar.bg:SetPoint("CENTER", this.healthbar.castbar, "CENTER", 0, 0)
this.healthbar.castbar.bg:SetWidth(this.healthbar.castbar:GetWidth() + 3)
this.healthbar.castbar.bg:SetHeight(this.healthbar.castbar:GetHeight() + 3)
this.healthbar.castbar.text = this.healthbar.castbar:CreateFontString("Status", "DIALOG", "GameFontNormal")
this.healthbar.castbar.text:SetPoint("RIGHT", this.healthbar.castbar, "LEFT")
this.healthbar.castbar.text:SetNonSpaceWrap(false)
this.healthbar.castbar.text:SetFontObject(GameFontWhite)
this.healthbar.castbar.text:SetTextColor(1,1,1,.5)
this.healthbar.castbar.text:SetFont(font, font_size, "OUTLINE")
this.healthbar.castbar.spell = this.healthbar.castbar:CreateFontString("Status", "DIALOG", "GameFontNormal")
this.healthbar.castbar.spell:SetPoint("CENTER", this.healthbar.castbar, "CENTER")
this.healthbar.castbar.spell:SetNonSpaceWrap(false)
this.healthbar.castbar.spell:SetFontObject(GameFontWhite)
this.healthbar.castbar.spell:SetTextColor(1,1,1,1)
this.healthbar.castbar.spell:SetFont(font, font_size, "OUTLINE")
this.healthbar.castbar.icon = this.healthbar.castbar:CreateTexture(nil, "BORDER")
this.healthbar.castbar.icon:ClearAllPoints()
this.healthbar.castbar.icon:SetPoint("BOTTOMLEFT", this.healthbar.castbar, "BOTTOMRIGHT", 5, 0)
this.healthbar.castbar.icon:SetWidth(C.nameplates.heightcast + 5 + C.nameplates.heighthealth)
this.healthbar.castbar.icon:SetHeight(C.nameplates.heightcast + 5 + C.nameplates.heighthealth)
this.healthbar.castbar.icon.bg = this.healthbar.castbar:CreateTexture(nil, "BACKGROUND")
this.healthbar.castbar.icon.bg:SetTexture(0,0,0,0.90)
this.healthbar.castbar.icon.bg:ClearAllPoints()
this.healthbar.castbar.icon.bg:SetPoint("CENTER", this.healthbar.castbar.icon, "CENTER", 0, 0)
this.healthbar.castbar.icon.bg:SetWidth(this.healthbar.castbar.icon:GetWidth() + 3)
this.healthbar.castbar.icon.bg:SetHeight(this.healthbar.castbar.icon:GetHeight() + 3)
end
end
if C.nameplates.showhp == "1" and not this.healthbar.hptext then
this.healthbar.hptext = this.healthbar:CreateFontString("Status", "DIALOG", "GameFontNormal")
this.healthbar.hptext:SetPoint("RIGHT", this.healthbar, "RIGHT")
this.healthbar.hptext:SetNonSpaceWrap(false)
this.healthbar.hptext:SetFontObject(GameFontWhite)
this.healthbar.hptext:SetTextColor(1,1,1,1)
this.healthbar.hptext:SetFont(font, font_size)
end
if C.nameplates.players == "1" then
if pfUI.nameplates.targets[this.name:GetText()] == "OK" then
if not pfUI.nameplates.players[this.name:GetText()] then this:Hide() end
end
end
this.needNameUpdate = true
this.needClassColorUpdate = true
this.needLevelColorUpdate = true
this.needEliteUpdate = true
this.setup = true
end
-- Nameplate OnUpdate
function pfUI.nameplates:OnUpdate()
if not this.setup then pfUI.nameplates:OnShow() return end
local healthbar = this.healthbar
local border, glow, name, level, levelicon , raidicon, combopoints = this.border, this.glow, this.name, this.level, this.levelicon , this.raidicon, this.combopoints
local unitname = name:GetText()
-- add scan entry if not existing
if this.needNameUpdate and unitname ~= UNKNOWN then
if not pfUI.nameplates.targets[unitname] then
table.insert(pfUI.nameplates.scanqueue, unitname)
end
this.needNameUpdate = nil
end
-- hide non-player frames
if C.nameplates.players == "1" and not this.needNameUpdate then
if pfUI.nameplates.targets[unitname] == "OK" then
if not pfUI.nameplates.players[unitname] then this:Hide() end
end
end
-- hide critters
if C.nameplates.critters == "1" and not this.needNameUpdate then
local red, green, blue, _ = healthbar:GetStatusBarColor()
local name_val = unitname
for i, critter_val in pairs(L["critters"]) do
if red > 0.9 and green > 0.9 and blue < 0.2 and name_val == critter_val then
this:Hide()
end
end
end
-- hide totems
if C.nameplates.totems == "1" and not this.needNameUpdate then
for totem in pairs(L["totems"]) do
if string.find(unitname, totem) then
this:Hide()
end
end
end
-- level elite indicator
if this.needEliteUpdate and pfUI.nameplates.mobs[unitname] then
if level:GetText() ~= nil then
if pfUI.nameplates.mobs[unitname] == "elite" then
level:SetText(level:GetText() .. "+")
elseif pfUI.nameplates.mobs[unitname] == "rareelite" then
level:SetText(level:GetText() .. "R+")
elseif pfUI.nameplates.mobs[unitname] == "rare" then
level:SetText(level:GetText() .. "R")
end
end
this.needEliteUpdate = nil
end
-- level colors
if this.needLevelColorUpdate then
local red, green, blue, _ = level:GetTextColor()
if red > 0.99 and green == 0 and blue == 0 then
level:SetTextColor(1,0.4,0.2,0.85)
elseif red > 0.99 and green > 0.81 and green < 0.82 and blue == 0 then
level:SetTextColor(1,1,1,0.85)
end
this.needLevelColorUpdate = nil
end
-- healtbar: update colors
local red, green, blue, _ = healthbar:GetStatusBarColor()
if red ~= healthbar.wantR or green ~= healthbar.wantG or blue ~= healthbar.wantB then
-- set reaction color
-- reaction: 0 enemy ; 1 neutral ; 2 player ; 3 npc
if red > 0.9 and green < 0.2 and blue < 0.2 then
healthbar.reaction = 0
healthbar:SetStatusBarColor(.9,.2,.3,0.8)
elseif red > 0.9 and green > 0.9 and blue < 0.2 then
healthbar.reaction = 1
healthbar:SetStatusBarColor(1,1,.3,0.8)
elseif ( blue > 0.9 and red == 0 and green == 0 ) then
healthbar.reaction = 2
healthbar:SetStatusBarColor(0.2,0.6,1,0.8)
elseif red == 0 and green > 0.99 and blue == 0 then
healthbar.reaction = 3
healthbar:SetStatusBarColor(0.6,1,0,0.8)
end
healthbar.wantR, healthbar.wantG, healthbar.wantB = healthbar:GetStatusBarColor()
this.needClassColorUpdate = true
end
-- add class colors
if this.needClassColorUpdate and pfUI.nameplates.targets[unitname] == "OK" then
-- show class names?
if healthbar.reaction == 0 then
if C.nameplates["enemyclassc"] == "1"
and pfUI.nameplates.players[unitname]
and pfUI.nameplates.players[unitname]["class"]
and RAID_CLASS_COLORS[pfUI.nameplates.players[unitname]["class"]]
then
healthbar:SetStatusBarColor(
RAID_CLASS_COLORS[pfUI.nameplates.players[unitname]["class"]].r,
RAID_CLASS_COLORS[pfUI.nameplates.players[unitname]["class"]].g,
RAID_CLASS_COLORS[pfUI.nameplates.players[unitname]["class"]].b,
0.9)
end
elseif healthbar.reaction == 2 then
if C.nameplates["friendclassc"] == "1"
and pfUI.nameplates.players[unitname]
and pfUI.nameplates.players[unitname]["class"]
and RAID_CLASS_COLORS[pfUI.nameplates.players[unitname]["class"]]
then
healthbar:SetStatusBarColor(
RAID_CLASS_COLORS[pfUI.nameplates.players[unitname]["class"]].r,
RAID_CLASS_COLORS[pfUI.nameplates.players[unitname]["class"]].g,
RAID_CLASS_COLORS[pfUI.nameplates.players[unitname]["class"]].b,
0.9)
end
end
healthbar.wantR, healthbar.wantG, healthbar.wantB = healthbar:GetStatusBarColor()
this.needClassColorUpdate = nil
end
-- name color
local red, green, blue, _ = name:GetTextColor()
if red > 0.99 and green == 0 and blue == 0 then
name:SetTextColor(1,0.4,0.2,0.85)
elseif red > 0.99 and green > 0.81 and green < 0.82 and blue == 0 then
name:SetTextColor(1,1,1,0.85)
end
-- target indicator
if UnitExists("target") and healthbar:GetAlpha() == 1 then
healthbar.bgtarget:Show()
else
healthbar.bgtarget:Hide()
end
-- update combopoints
if combopoints and C.nameplates.cpdisplay == "1" then
for point=1, 5 do
combopoints["combopoint" .. point]:Hide()
end
local cp = GetComboPoints("target")
if GetUnitName("target") == unitname and healthbar:GetAlpha() == 1 and cp > 0 then
for point=1, cp do
combopoints["combopoint" .. point]:Show()
end
end
end
-- show castbar
if healthbar.castbar and pfUI.castbar and C.nameplates["showcastbar"] == "1" then
local spellname, start, casttime, icon = libcast:GetCastInfo(unitname)
casttime = casttime / 1000
if not spellname then
healthbar.castbar:Hide()
else
healthbar.castbar:SetMinMaxValues(0, casttime)
healthbar.castbar:SetValue(GetTime() - start)
healthbar.castbar.text:SetText(round(start + casttime - GetTime(),1))
if C.nameplates.spellname == "1" and healthbar.castbar.spell then
healthbar.castbar.spell:SetText(spellname)
else
healthbar.castbar.spell:SetText("")
end
healthbar.castbar:Show()
if this.debuffs then
this.debuffs[1]:SetPoint("TOPLEFT", healthbar.castbar, "BOTTOMLEFT", 0, -3)
end
if icon then
healthbar.castbar.icon:SetTexture("Interface\\Icons\\" .. icon)
healthbar.castbar.icon:SetTexCoord(.1,.9,.1,.9)
end
end
else
if healthbar.castbar then
healthbar.castbar:Hide()
end
if this.debuffs then
this.debuffs[1]:SetPoint("TOPLEFT", healthbar, "BOTTOMLEFT", 0, -3)
end
end
-- update debuffs
if this.debuffs and pfUI.nameplates.debuffs and C.nameplates["showdebuffs"] == "1" then
if UnitExists("target") and healthbar:GetAlpha() == 1 then
local j = 1
local k = 1
for j, e in ipairs(pfUI.nameplates.debuffs) do
local icon, name = unpack(pfUI.nameplates.debuffs[j])
this.debuffs[j]:Show()
this.debuffs[j].icon:SetTexture(icon)
this.debuffs[j].icon:SetTexCoord(.078, .92, .079, .937)
if pfUI.debuffs and pfUI.debuffs.active and name then
this.debuffs[j].cd = this.debuffs[j].cd or CreateFrame("Model", nil, this.debuffs[j], "CooldownFrameTemplate")
this.debuffs[j].cd.pfCooldownType = "ALL"
local start, duration, timeleft = pfUI.debuffs:GetDebuffInfo("target", name)
this.debuffs[j].cd:SetAlpha(0)
CooldownFrame_SetTimer(this.debuffs[j].cd, start, duration, 1)
end
k = k + 1
end
for j = k, 16, 1 do
this.debuffs[j]:Hide()
end
elseif this.debuffs then
for j = 1, 16, 1 do
this.debuffs[j]:Hide()
end
end
end
-- show hp text
if C.nameplates.showhp == "1" and healthbar.hptext then
local min, max = healthbar:GetMinMaxValues()
local cur = healthbar:GetValue()
if (MobHealth3 or MobHealthFrame) and unitname == UnitName('target') and healthbar:GetAlpha() == 1 and MobHealth_GetTargetCurHP() then
cur, max = MobHealth_GetTargetCurHP(), MobHealth_GetTargetMaxHP()
end
healthbar.hptext:SetText(cur .. " / " .. max)
end
end
-- debuff detection
local pfNameplateDebuffNameScan = CreateFrame('GameTooltip', "pfNameplateDebuffNameScan", UIParent, "GameTooltipTemplate")
local function GetDebuffName(unit, index)
pfNameplateDebuffNameScan:SetOwner(UIParent, "ANCHOR_NONE")
pfNameplateDebuffNameScan:SetUnitDebuff(unit, index)
local text = getglobal("pfNameplateDebuffNameScanTextLeft1")
return ( text ) and text:GetText() or ""
end
pfUI.nameplates:RegisterEvent("PLAYER_TARGET_CHANGED")
pfUI.nameplates:RegisterEvent("UNIT_AURA")
pfUI.nameplates:SetScript("OnEvent", function()
if not arg1 or arg1 == "target" then
pfUI.nameplates.debuffs = {}
for i = 1, 16 do
if not UnitDebuff("target", i) then return end
local debuff = UnitDebuff("target", i)
local effect = (pfUI.debuffs and pfUI.debuffs:GetDebuffName("target", i)) or ""
pfUI.nameplates.debuffs[i] = { debuff, effect }
end
end
end)
-- combat tracker
pfUI.nameplates.combat = CreateFrame("Frame")
pfUI.nameplates.combat:RegisterEvent("PLAYER_ENTER_COMBAT")
pfUI.nameplates.combat:RegisterEvent("PLAYER_LEAVE_COMBAT")
pfUI.nameplates.combat:SetScript("OnEvent", function()
if event == "PLAYER_ENTER_COMBAT" then
this.inCombat = 1
if PlayerFrame then PlayerFrame.inCombat = 1 end
elseif event == "PLAYER_LEAVE_COMBAT" then
this.inCombat = nil
if PlayerFrame then PlayerFrame.inCombat = nil end
end
end)
-- emulate fake rightclick
pfUI.nameplates.emulateRightClick = CreateFrame("Frame", nil, UIParent)
pfUI.nameplates.emulateRightClick.time = nil
pfUI.nameplates.emulateRightClick.frame = nil
pfUI.nameplates.emulateRightClick:SetScript("OnUpdate", function()
-- break here if nothing to do
if not pfUI.nameplates.emulateRightClick.time or not pfUI.nameplates.emulateRightClick.frame then
this:Hide()
return
end
-- if threshold is reached (0.5 second) no click action will follow
if not IsMouselooking() and pfUI.nameplates.emulateRightClick.time + tonumber(C.nameplates["clickthreshold"]) < GetTime() then
pfUI.nameplates.emulateRightClick:Hide()
return
end
-- run a usual nameplate rightclick action
if not IsMouselooking() then
pfUI.nameplates.emulateRightClick.frame:Click("LeftButton")
if UnitCanAttack("player", "target") and not pfUI.nameplates.combat.inCombat then AttackTarget() end
pfUI.nameplates.emulateRightClick:Hide()
return
end
end)
end)