ElvUI/Modules/UnitFrames/Elements/Auras.lua

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2020-11-13 14:27:50 -05:00
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local UF = E:GetModule('UnitFrames')
local LSM = E.Libs.LSM
local _G = _G
local sort, ceil, huge = sort, ceil, math.huge
local select, unpack, next, format = select, unpack, next, format
local strfind, strsplit, strmatch = strfind, strsplit, strmatch
local CreateFrame = CreateFrame
local IsShiftKeyDown = IsShiftKeyDown
local IsAltKeyDown = IsAltKeyDown
local IsControlKeyDown = IsControlKeyDown
local UnitCanAttack = UnitCanAttack
local UnitIsFriend = UnitIsFriend
local UnitIsUnit = UnitIsUnit
function UF:Construct_Buffs(frame)
local buffs = CreateFrame('Frame', '$parentBuffs', frame)
buffs.spacing = UF.SPACING
buffs.PreSetPosition = (not frame:GetScript('OnUpdate')) and self.SortAuras or nil
buffs.PostCreateIcon = self.Construct_AuraIcon
buffs.PostUpdateIcon = self.PostUpdateAura
buffs.CustomFilter = self.AuraFilter
buffs:SetFrameLevel(frame.RaisedElementParent:GetFrameLevel() + 10) --Make them appear above any text element
buffs.type = 'buffs'
--Set initial width to prevent division by zero. This value doesn't matter, as it will be updated later
buffs:Width(100)
return buffs
end
function UF:Construct_Debuffs(frame)
local debuffs = CreateFrame('Frame', '$parentDebuffs', frame)
debuffs.spacing = UF.SPACING
debuffs.PreSetPosition = (not frame:GetScript('OnUpdate')) and self.SortAuras or nil
debuffs.PostCreateIcon = self.Construct_AuraIcon
debuffs.PostUpdateIcon = self.PostUpdateAura
debuffs.CustomFilter = self.AuraFilter
debuffs.type = 'debuffs'
debuffs:SetFrameLevel(frame.RaisedElementParent:GetFrameLevel() + 10) --Make them appear above any text element
--Set initial width to prevent division by zero. This value doesn't matter, as it will be updated later
debuffs:Width(100)
return debuffs
end
function UF:Aura_OnClick()
local keyDown = IsShiftKeyDown() and 'SHIFT' or IsAltKeyDown() and 'ALT' or IsControlKeyDown() and 'CTRL'
if not keyDown then return end
local spellName, spellID = self.name, self.spellID
local listName = UF.db.modifiers[keyDown]
if spellName and spellID and listName ~= 'NONE' then
if not E.global.unitframe.aurafilters[listName].spells[spellID] then
E:Print(format(L["The spell '%s' has been added to the '%s' unitframe aura filter."], spellName, listName))
E.global.unitframe.aurafilters[listName].spells[spellID] = { enable = true, priority = 0 }
else
E.global.unitframe.aurafilters[listName].spells[spellID].enable = true
end
UF:Update_AllFrames()
end
end
function UF:Construct_AuraIcon(button)
button:SetTemplate(nil, nil, nil, nil, true)
button.cd:SetReverse(true)
button.cd:SetDrawEdge(false)
button.cd:SetInside(button, UF.BORDER, UF.BORDER)
button.icon:SetInside(button, UF.BORDER, UF.BORDER)
button.icon:SetDrawLayer('ARTWORK')
button.count:ClearAllPoints()
button.count:Point('BOTTOMRIGHT', 1, 1)
button.count:SetJustifyH('RIGHT')
button.overlay:SetTexture()
button.stealable:SetTexture()
button:RegisterForClicks('RightButtonUp')
button:SetScript('OnClick', UF.Aura_OnClick)
button.cd.CooldownOverride = 'unitframe'
E:RegisterCooldown(button.cd)
local auras = button:GetParent()
local frame = auras:GetParent()
button.db = frame.db and frame.db[auras.type]
UF:UpdateAuraSettings(auras, button)
end
function UF:UpdateAuraSettings(auras, button)
if button.db then
button.count:FontTemplate(LSM:Fetch('font', button.db.countFont), button.db.countFontSize, button.db.countFontOutline)
end
if button.icon then
button.icon:SetTexCoord(unpack(E.TexCoords))
end
button:Size((auras and auras.size) or 30)
button.needsUpdateCooldownPosition = true
end
function UF:EnableDisable_Auras(frame)
if frame.db.debuffs.enable or frame.db.buffs.enable then
if not frame:IsElementEnabled('Auras') then
frame:EnableElement('Auras')
end
frame:SetAuraUpdateMethod(E.global.unitframe.effectiveAura)
frame:SetAuraUpdateSpeed(E.global.unitframe.effectiveAuraSpeed)
else
if frame:IsElementEnabled('Auras') then
frame:DisableElement('Auras')
end
end
end
function UF:UpdateAuraCooldownPosition(button)
button.cd.timer.text:ClearAllPoints()
local point = (button.db and button.db.durationPosition) or 'CENTER'
if point == 'CENTER' then
button.cd.timer.text:Point(point, 1, 0)
else
local bottom, right = point:find('BOTTOM'), point:find('RIGHT')
button.cd.timer.text:Point(point, right and -1 or 1, bottom and 1 or -1)
end
button.needsUpdateCooldownPosition = nil
end
function UF:Configure_AllAuras(frame)
if frame.Buffs then frame.Buffs:ClearAllPoints() end
if frame.Debuffs then frame.Debuffs:ClearAllPoints() end
UF:Configure_Auras(frame, 'Buffs')
UF:Configure_Auras(frame, 'Debuffs')
end
function UF:Configure_Auras(frame, which)
local db = frame.db
local auras = frame[which]
local auraType = which:lower()
auras.db = db[auraType]
local position = db.smartAuraPosition
if position == 'BUFFS_ON_DEBUFFS' then
if db.debuffs.attachTo == 'BUFFS' then
E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Buffs"], L["Debuffs"], L["Frame"]))
db.debuffs.attachTo = 'FRAME'
frame.Debuffs.attachTo = frame
frame.Debuffs:ClearAllPoints()
frame.Debuffs:Point(frame.Debuffs.initialAnchor, frame.Debuffs.attachTo, frame.Debuffs.anchorPoint, frame.Debuffs.xOffset, frame.Debuffs.yOffset)
end
db.buffs.attachTo = 'DEBUFFS'
frame.Buffs.attachTo = frame.Debuffs
frame.Buffs.PostUpdate = nil
frame.Debuffs.PostUpdate = UF.UpdateBuffsHeaderPosition
elseif position == 'DEBUFFS_ON_BUFFS' then
if db.buffs.attachTo == 'DEBUFFS' then
E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Debuffs"], L["Buffs"], L["Frame"]))
db.buffs.attachTo = 'FRAME'
frame.Buffs.attachTo = frame
frame.Buffs:ClearAllPoints()
frame.Buffs:Point(frame.Buffs.initialAnchor, frame.Buffs.attachTo, frame.Buffs.anchorPoint, frame.Buffs.xOffset, frame.Buffs.yOffset)
end
db.debuffs.attachTo = 'BUFFS'
frame.Debuffs.attachTo = frame.Buffs
frame.Buffs.PostUpdate = UF.UpdateDebuffsHeaderPosition
frame.Debuffs.PostUpdate = nil
elseif position == 'FLUID_BUFFS_ON_DEBUFFS' then
if db.debuffs.attachTo == 'BUFFS' then
E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Buffs"], L["Debuffs"], L["Frame"]))
db.debuffs.attachTo = 'FRAME'
frame.Debuffs.attachTo = frame
frame.Debuffs:ClearAllPoints()
frame.Debuffs:Point(frame.Debuffs.initialAnchor, frame.Debuffs.attachTo, frame.Debuffs.anchorPoint, frame.Debuffs.xOffset, frame.Debuffs.yOffset)
end
db.buffs.attachTo = 'DEBUFFS'
frame.Buffs.attachTo = frame.Debuffs
frame.Buffs.PostUpdate = UF.UpdateBuffsHeight
frame.Debuffs.PostUpdate = UF.UpdateBuffsPositionAndDebuffHeight
elseif position == 'FLUID_DEBUFFS_ON_BUFFS' then
if db.buffs.attachTo == 'DEBUFFS' then
E:Print(format(L["This setting caused a conflicting anchor point, where '%s' would be attached to itself. Please check your anchor points. Setting '%s' to be attached to '%s'."], L["Debuffs"], L["Buffs"], L["Frame"]))
db.buffs.attachTo = 'FRAME'
frame.Buffs.attachTo = frame
frame.Buffs:ClearAllPoints()
frame.Buffs:Point(frame.Buffs.initialAnchor, frame.Buffs.attachTo, frame.Buffs.anchorPoint, frame.Buffs.xOffset, frame.Buffs.yOffset)
end
db.debuffs.attachTo = 'BUFFS'
frame.Debuffs.attachTo = frame.Buffs
frame.Buffs.PostUpdate = UF.UpdateDebuffsPositionAndBuffHeight
frame.Debuffs.PostUpdate = UF.UpdateDebuffsHeight
else
frame.Buffs.PostUpdate = nil
frame.Debuffs.PostUpdate = nil
end
if db.debuffs.attachTo == 'BUFFS' and db.buffs.attachTo == 'DEBUFFS' then
E:Print(format(L["%s frame has a conflicting anchor point. Forcing the Buffs to be attached to the main unitframe."], E:StringTitle(frame:GetName())))
db.buffs.attachTo = 'FRAME'
end
local rows = auras.db.numrows
auras.spacing = auras.db.spacing
auras.attachTo = self:GetAuraAnchorFrame(frame, auras.db.attachTo)
if auras.db.sizeOverride and auras.db.sizeOverride > 0 then
auras:Width(auras.db.perrow * auras.db.sizeOverride + ((auras.db.perrow - 1) * auras.spacing))
else
local xOffset = 0
if frame.USE_POWERBAR_OFFSET then
if frame.ORIENTATION == 'MIDDLE' then
if auras.db.attachTo ~= 'POWER' then
xOffset = frame.POWERBAR_OFFSET * 2
end -- if its middle and power we dont want an offset.
else
xOffset = frame.POWERBAR_OFFSET
end
end
auras:Width((frame.UNIT_WIDTH - UF.SPACING*2) - xOffset)
end
auras.num = auras.db.perrow * rows
auras.size = auras.db.sizeOverride ~= 0 and auras.db.sizeOverride or ((((auras:GetWidth() - (auras.spacing*(auras.num/rows - 1))) / auras.num)) * rows)
auras.forceShow = frame.forceShowAuras
auras.disableMouse = auras.db.clickThrough
auras.anchorPoint = auras.db.anchorPoint
auras.initialAnchor = E.InversePoints[auras.anchorPoint]
auras['growth-y'] = strfind(auras.anchorPoint, 'TOP') and 'UP' or 'DOWN'
auras['growth-x'] = auras.anchorPoint == 'LEFT' and 'LEFT' or auras.anchorPoint == 'RIGHT' and 'RIGHT' or (strfind(auras.anchorPoint, 'LEFT') and 'RIGHT' or 'LEFT')
local x, y
if auras.db.attachTo == 'HEALTH' or auras.db.attachTo == 'POWER' then
x, y = E:GetXYOffset(auras.anchorPoint, -UF.BORDER, UF.BORDER)
elseif auras.db.attachTo == 'FRAME' then
x, y = E:GetXYOffset(auras.anchorPoint, UF.SPACING, 0)
else
x, y = E:GetXYOffset(auras.anchorPoint, 0, UF.SPACING)
end
auras.xOffset = x + auras.db.xOffset + (auras.db.attachTo == 'FRAME' and frame.ORIENTATION ~= 'LEFT' and frame.POWERBAR_OFFSET or 0)
auras.yOffset = y + auras.db.yOffset
local index = 1
while auras[index] do
local button = auras[index]
if button then
button.db = auras.db
UF:UpdateAuraSettings(auras, button)
button:SetBackdropBorderColor(unpack(E.media.unitframeBorderColor))
end
index = index + 1
end
auras:ClearAllPoints()
auras:Point(auras.initialAnchor, auras.attachTo, auras.anchorPoint, auras.xOffset, auras.yOffset)
auras:Height(auras.size * rows)
if auras.db.enable then
auras:Show()
else
auras:Hide()
end
end
local function SortAurasByTime(a, b)
if a and b and a:GetParent().db then
if a:IsShown() and b:IsShown() then
local sortDirection = a:GetParent().db.sortDirection
local aTime = a.noTime and huge or a.expiration or -1
local bTime = b.noTime and huge or b.expiration or -1
if aTime and bTime then
if sortDirection == 'DESCENDING' then
return aTime < bTime
else
return aTime > bTime
end
end
elseif a:IsShown() then
return true
end
end
end
local function SortAurasByName(a, b)
if a and b and a:GetParent().db then
if a:IsShown() and b:IsShown() then
local sortDirection = a:GetParent().db.sortDirection
local aName = a.spell or ''
local bName = b.spell or ''
if aName and bName then
if sortDirection == 'DESCENDING' then
return aName < bName
else
return aName > bName
end
end
elseif a:IsShown() then
return true
end
end
end
local function SortAurasByDuration(a, b)
if a and b and a:GetParent().db then
if a:IsShown() and b:IsShown() then
local sortDirection = a:GetParent().db.sortDirection
local aTime = a.noTime and huge or a.duration or -1
local bTime = b.noTime and huge or b.duration or -1
if aTime and bTime then
if sortDirection == 'DESCENDING' then
return aTime < bTime
else
return aTime > bTime
end
end
elseif a:IsShown() then
return true
end
end
end
local function SortAurasByCaster(a, b)
if a and b and a:GetParent().db then
if a:IsShown() and b:IsShown() then
local sortDirection = a:GetParent().db.sortDirection
local aPlayer = a.isPlayer or false
local bPlayer = b.isPlayer or false
if sortDirection == 'DESCENDING' then
return (aPlayer and not bPlayer)
else
return (not aPlayer and bPlayer)
end
elseif a:IsShown() then
return true
end
end
end
function UF:SortAuras()
if not self.db then return end
--Sorting by Index is Default
if self.db.sortMethod == 'TIME_REMAINING' then
sort(self, SortAurasByTime)
elseif self.db.sortMethod == 'NAME' then
sort(self, SortAurasByName)
elseif self.db.sortMethod == 'DURATION' then
sort(self, SortAurasByDuration)
elseif self.db.sortMethod == 'PLAYER' then
sort(self, SortAurasByCaster)
end
--Look into possibly applying filter priorities for auras here.
return 1, #self --from/to range needed for the :SetPosition call in oUF aura element. Without this aura icon position gets all whacky when not sorted by index
end
function UF:PostUpdateAura(_, button)
if button.isDebuff then
if not button.isFriend and not button.isPlayer then --[[and (not E.isDebuffWhiteList[name])]]
if UF.db.colors.auraByType then
button:SetBackdropBorderColor(.9, .1, .1)
end
button.icon:SetDesaturated(button.canDesaturate)
else
if UF.db.colors.auraByType then
if E.BadDispels[button.spellID] and button.dtype and E:IsDispellableByMe(button.dtype) then
button:SetBackdropBorderColor(.05, .85, .94)
else
local color = (button.dtype and _G.DebuffTypeColor[button.dtype]) or _G.DebuffTypeColor.none
button:SetBackdropBorderColor(color.r * 0.6, color.g * 0.6, color.b * 0.6)
end
end
button.icon:SetDesaturated(false)
end
else
if UF.db.colors.auraByType and button.isStealable and not button.isFriend then
button:SetBackdropBorderColor(.93, .91, .55)
else
button:SetBackdropBorderColor(unpack(E.media.unitframeBorderColor))
end
end
if button.needsUpdateCooldownPosition and (button.cd and button.cd.timer and button.cd.timer.text) then
UF:UpdateAuraCooldownPosition(button)
end
end
function UF:CheckFilter(caster, spellName, spellID, canDispell, isFriend, isPlayer, unitIsCaster, myPet, otherPet, isBossDebuff, allowDuration, noDuration, casterIsPlayer, nameplateShowSelf, nameplateShowAll, ...)
local special, filters = G.unitframe.specialFilters, E.global.unitframe.aurafilters
for i = 1, select('#', ...) do
local name = select(i, ...)
local check = (isFriend and strmatch(name, '^Friendly:([^,]*)')) or (not isFriend and strmatch(name, '^Enemy:([^,]*)')) or nil
if check ~= false then
if check ~= nil and (special[check] or filters[check]) then
name = check -- this is for our filters to handle Friendly and Enemy
end
-- Custom Filters
local filter = filters[name]
if filter then
local which, list = filter.type, filter.spells
if which and list and next(list) then
local spell = list[spellID] or list[spellName]
if spell and spell.enable then
if which == 'Blacklist' then
return false
elseif allowDuration then
return true, spell.priority
end
end
end
-- Special Filters
else
-- Whitelists
local found = (allowDuration and ((name == 'Personal' and isPlayer)
or (name == 'nonPersonal' and not isPlayer)
or (name == 'Boss' and isBossDebuff)
or (name == 'MyPet' and myPet)
or (name == 'OtherPet' and otherPet)
or (name == 'CastByUnit' and caster and unitIsCaster)
or (name == 'notCastByUnit' and caster and not unitIsCaster)
or (name == 'Dispellable' and canDispell)
or (name == 'notDispellable' and not canDispell)
or (name == 'CastByNPC' and not casterIsPlayer)
or (name == 'CastByPlayers' and casterIsPlayer)
or (name == 'BlizzardNameplate' and (nameplateShowAll or (nameplateShowSelf and (isPlayer or myPet))))))
-- Blacklists
or ((name == 'blockCastByPlayers' and casterIsPlayer)
or (name == 'blockNoDuration' and noDuration)
or (name == 'blockNonPersonal' and not isPlayer)
or (name == 'blockDispellable' and canDispell)
or (name == 'blockNotDispellable' and not canDispell)) and 0
if found then
return found ~= 0
end
end
end
end
end
function UF:AuraFilter(unit, button, name, _, count, debuffType, duration, expiration, caster, isStealable, nameplateShowSelf, spellID, _, isBossDebuff, casterIsPlayer, nameplateShowAll)
if not name then return end -- checking for an aura that is not there, pass nil to break while loop
local db = button.db or self.db
if not db then return true end
button.canDesaturate = db.desaturate
button.myPet = caster == 'pet'
button.isPlayer = caster == 'player' or caster == 'vehicle'
button.otherPet = caster and not UnitIsUnit('pet', caster) and strmatch(caster, 'pet%d+')
button.isFriend = unit and UnitIsFriend('player', unit) and not UnitCanAttack('player', unit)
button.unitIsCaster = unit and caster and UnitIsUnit(unit, caster)
button.canDispell = (self.type == 'buffs' and isStealable) or (self.type == 'debuffs' and debuffType and E:IsDispellableByMe(debuffType))
button.isStealable = isStealable
button.dtype = debuffType
button.duration = duration
button.expiration = expiration
button.noTime = duration == 0 and expiration == 0
button.stackCount = count
button.name = name
button.spellID = spellID
button.owner = caster
button.spell = name
button.priority = 0
local noDuration = (not duration or duration == 0)
local allowDuration = noDuration or (duration and duration > 0 and (not db.maxDuration or db.maxDuration == 0 or duration <= db.maxDuration) and (not db.minDuration or db.minDuration == 0 or duration >= db.minDuration))
if db.priority and db.priority ~= '' then
local filterCheck, spellPriority = UF:CheckFilter(caster, name, spellID, button.canDispell, button.isFriend, button.isPlayer, button.unitIsCaster, button.myPet, button.otherPet, isBossDebuff, allowDuration, noDuration, casterIsPlayer, nameplateShowSelf, nameplateShowAll, strsplit(',', db.priority))
if spellPriority then button.priority = spellPriority end -- this is the only difference from auarbars code
return filterCheck
else
return allowDuration -- Allow all auras to be shown when the filter list is empty, while obeying duration sliders
end
end
function UF:UpdateBuffsHeaderPosition()
local parent = self:GetParent()
local buffs = parent.Buffs
local debuffs = parent.Debuffs
local numDebuffs = self.visibleDebuffs
if numDebuffs == 0 then
buffs:ClearAllPoints()
buffs:Point(debuffs.initialAnchor, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
else
buffs:ClearAllPoints()
buffs:Point(buffs.initialAnchor, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
end
end
function UF:UpdateDebuffsHeaderPosition()
local parent = self:GetParent()
local debuffs = parent.Debuffs
local buffs = parent.Buffs
local numBuffs = self.visibleBuffs
if numBuffs == 0 then
debuffs:ClearAllPoints()
debuffs:Point(buffs.initialAnchor, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
else
debuffs:ClearAllPoints()
debuffs:Point(debuffs.initialAnchor, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
end
end
function UF:UpdateBuffsPositionAndDebuffHeight()
local parent = self:GetParent()
local db = parent.db
local buffs = parent.Buffs
local debuffs = parent.Debuffs
local numDebuffs = self.visibleDebuffs
if numDebuffs == 0 then
buffs:ClearAllPoints()
buffs:Point(debuffs.initialAnchor, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
else
buffs:ClearAllPoints()
buffs:Point(buffs.initialAnchor, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
end
if numDebuffs > 0 then
local numRows = ceil(numDebuffs/db.debuffs.perrow)
debuffs:Height(debuffs.size * (numRows > db.debuffs.numrows and db.debuffs.numrows or numRows))
else
debuffs:Height(debuffs.size)
end
end
function UF:UpdateDebuffsPositionAndBuffHeight()
local parent = self:GetParent()
local db = parent.db
local debuffs = parent.Debuffs
local buffs = parent.Buffs
local numBuffs = self.visibleBuffs
if numBuffs == 0 then
debuffs:ClearAllPoints()
debuffs:Point(buffs.initialAnchor, buffs.attachTo, buffs.anchorPoint, buffs.xOffset, buffs.yOffset)
else
debuffs:ClearAllPoints()
debuffs:Point(debuffs.initialAnchor, debuffs.attachTo, debuffs.anchorPoint, debuffs.xOffset, debuffs.yOffset)
end
if numBuffs > 0 then
local numRows = ceil(numBuffs/db.buffs.perrow)
buffs:Height(buffs.size * (numRows > db.buffs.numrows and db.buffs.numrows or numRows))
else
buffs:Height(buffs.size)
end
end
function UF:UpdateBuffsHeight()
local parent = self:GetParent()
local db = parent.db
local buffs = parent.Buffs
local numBuffs = self.visibleBuffs
if numBuffs > 0 then
local numRows = ceil(numBuffs/db.buffs.perrow)
buffs:Height(buffs.size * (numRows > db.buffs.numrows and db.buffs.numrows or numRows))
else
buffs:Height(buffs.size)
-- Any way to get rid of the last row as well?
-- Using buffs:Height(0) makes frames anchored to this one disappear
end
end
function UF:UpdateDebuffsHeight()
local parent = self:GetParent()
local db = parent.db
local debuffs = parent.Debuffs
local numDebuffs = self.visibleDebuffs
if numDebuffs > 0 then
local numRows = ceil(numDebuffs/db.debuffs.perrow)
debuffs:Height(debuffs.size * (numRows > db.debuffs.numrows and db.debuffs.numrows or numRows))
else
debuffs:Height(debuffs.size)
-- Any way to get rid of the last row as well?
-- Using debuffs:Height(0) makes frames anchored to this one disappear
end
end