local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local UF = E:GetModule('UnitFrames') local _, ns = ... local ElvUF = ns.oUF assert(ElvUF, 'ElvUI was unable to locate oUF.') local _G = _G local max = max local tinsert = tinsert local CreateFrame = CreateFrame local CastingBarFrame_OnLoad = CastingBarFrame_OnLoad local CastingBarFrame_SetUnit = CastingBarFrame_SetUnit local MAX_COMBO_POINTS = MAX_COMBO_POINTS -- GLOBALS: ElvUF_Target function UF:Construct_PlayerFrame(frame) frame.ThreatIndicator = UF:Construct_Threat(frame) frame.Health = UF:Construct_HealthBar(frame, true, true, 'RIGHT') frame.Power = UF:Construct_PowerBar(frame, true, true, 'LEFT') frame.Power.frequentUpdates = true frame.Name = UF:Construct_NameText(frame) frame.Portrait3D = UF:Construct_Portrait(frame, 'model') frame.Portrait2D = UF:Construct_Portrait(frame, 'texture') frame.Buffs = UF:Construct_Buffs(frame) frame.Debuffs = UF:Construct_Debuffs(frame) frame.Castbar = UF:Construct_Castbar(frame, L["Player Castbar"]) --Create a holder frame all 'classbars' can be positioned into frame.ClassBarHolder = CreateFrame('Frame', nil, frame) frame.ClassBarHolder:Point('BOTTOM', E.UIParent, 'BOTTOM', 0, 150) --Combo points was moved to the ClassPower element, so all classes need to have a ClassBar now. frame.ClassPower = UF:Construct_ClassBar(frame) frame.ClassBar = 'ClassPower' --Some classes need another set of different classbars. if E.myclass == 'DEATHKNIGHT' then frame.Runes = UF:Construct_DeathKnightResourceBar(frame) frame.ClassBar = 'Runes' elseif E.myclass == 'DRUID' then frame.AdditionalPower = UF:Construct_AdditionalPowerBar(frame) elseif E.myclass == 'MONK' then frame.Stagger = UF:Construct_Stagger(frame) elseif E.myclass == 'PRIEST' then frame.AdditionalPower = UF:Construct_AdditionalPowerBar(frame) elseif E.myclass == 'SHAMAN' then frame.AdditionalPower = UF:Construct_AdditionalPowerBar(frame) end frame.PowerPrediction = UF:Construct_PowerPrediction(frame) -- must be AFTER Power & AdditionalPower frame.MouseGlow = UF:Construct_MouseGlow(frame) frame.TargetGlow = UF:Construct_TargetGlow(frame) frame.FocusGlow = UF:Construct_FocusGlow(frame) frame.RaidTargetIndicator = UF:Construct_RaidIcon(frame) frame.RaidRoleFramesAnchor = UF:Construct_RaidRoleFrames(frame) frame.RestingIndicator = UF:Construct_RestingIndicator(frame) frame.ResurrectIndicator = UF:Construct_ResurrectionIcon(frame) frame.CombatIndicator = UF:Construct_CombatIndicator(frame) frame.PartyIndicator = UF:Construct_PartyIndicator(frame) frame.PvPText = UF:Construct_PvPIndicator(frame) frame.AuraHighlight = UF:Construct_AuraHighlight(frame) frame.HealthPrediction = UF:Construct_HealComm(frame) frame.AuraBars = UF:Construct_AuraBarHeader(frame) frame.InfoPanel = UF:Construct_InfoPanel(frame) frame.PvPIndicator = UF:Construct_PvPIcon(frame) frame.Fader = UF:Construct_Fader() frame.Cutaway = UF:Construct_Cutaway(frame) frame.customTexts = {} frame:Point('BOTTOM', E.UIParent, 'BOTTOM', -342, 139) --Set to default position E:CreateMover(frame, frame:GetName()..'Mover', L["Player Frame"], nil, nil, nil, 'ALL,SOLO', nil, 'unitframe,individualUnits,player,generalGroup') frame.unitframeType = 'player' end function UF:Update_PlayerFrame(frame, db) frame.db = db do frame.ORIENTATION = db.orientation --allow this value to change when unitframes position changes on screen? frame.UNIT_WIDTH = db.width frame.UNIT_HEIGHT = db.infoPanel.enable and (db.height + db.infoPanel.height) or db.height frame.USE_POWERBAR = db.power.enable frame.POWERBAR_DETACHED = db.power.detachFromFrame frame.USE_INSET_POWERBAR = not frame.POWERBAR_DETACHED and db.power.width == 'inset' and frame.USE_POWERBAR frame.USE_MINI_POWERBAR = (not frame.POWERBAR_DETACHED and db.power.width == 'spaced' and frame.USE_POWERBAR) frame.USE_POWERBAR_OFFSET = (db.power.width == 'offset' and db.power.offset ~= 0) and frame.USE_POWERBAR and not frame.POWERBAR_DETACHED frame.POWERBAR_OFFSET = frame.USE_POWERBAR_OFFSET and db.power.offset or 0 frame.POWERBAR_HEIGHT = not frame.USE_POWERBAR and 0 or db.power.height frame.POWERBAR_WIDTH = frame.USE_MINI_POWERBAR and (frame.UNIT_WIDTH - (UF.BORDER*2))/2 or (frame.POWERBAR_DETACHED and db.power.detachedWidth or (frame.UNIT_WIDTH - ((UF.BORDER+UF.SPACING)*2))) frame.USE_PORTRAIT = db.portrait and db.portrait.enable frame.USE_PORTRAIT_OVERLAY = frame.USE_PORTRAIT and (db.portrait.overlay or frame.ORIENTATION == 'MIDDLE') frame.PORTRAIT_WIDTH = (frame.USE_PORTRAIT_OVERLAY or not frame.USE_PORTRAIT) and 0 or db.portrait.width frame.CAN_HAVE_CLASSBAR = true --Combo points are in ClassPower now, so all classes need access to ClassBar frame.MAX_CLASS_BAR = frame.MAX_CLASS_BAR or max(UF.classMaxResourceBar[E.myclass] or 0, MAX_COMBO_POINTS) --only set this initially frame.USE_CLASSBAR = db.classbar.enable and frame.CAN_HAVE_CLASSBAR frame.CLASSBAR_SHOWN = frame.CAN_HAVE_CLASSBAR and frame[frame.ClassBar]:IsShown() frame.CLASSBAR_DETACHED = db.classbar.detachFromFrame frame.USE_MINI_CLASSBAR = db.classbar.fill == 'spaced' and frame.USE_CLASSBAR frame.CLASSBAR_HEIGHT = frame.USE_CLASSBAR and db.classbar.height or 0 frame.CLASSBAR_WIDTH = frame.UNIT_WIDTH - frame.PORTRAIT_WIDTH - (frame.ORIENTATION == 'MIDDLE' and (frame.POWERBAR_OFFSET*2) or frame.POWERBAR_OFFSET) --If formula for frame.CLASSBAR_YOFFSET changes, then remember to update it in classbars.lua too frame.CLASSBAR_YOFFSET = (not frame.USE_CLASSBAR or not frame.CLASSBAR_SHOWN or frame.CLASSBAR_DETACHED) and 0 or (frame.USE_MINI_CLASSBAR and (UF.SPACING+(frame.CLASSBAR_HEIGHT/2)) or (frame.CLASSBAR_HEIGHT - (UF.BORDER-UF.SPACING))) frame.USE_INFO_PANEL = not frame.USE_MINI_POWERBAR and not frame.USE_POWERBAR_OFFSET and db.infoPanel.enable frame.INFO_PANEL_HEIGHT = frame.USE_INFO_PANEL and db.infoPanel.height or 0 frame.BOTTOM_OFFSET = UF:GetHealthBottomOffset(frame) end if db.strataAndLevel and db.strataAndLevel.useCustomStrata then frame:SetFrameStrata(db.strataAndLevel.frameStrata) end if db.strataAndLevel and db.strataAndLevel.useCustomLevel then frame:SetFrameLevel(db.strataAndLevel.frameLevel) end frame.colors = ElvUF.colors frame:RegisterForClicks(self.db.targetOnMouseDown and 'AnyDown' or 'AnyUp') frame:Size(frame.UNIT_WIDTH, frame.UNIT_HEIGHT) _G[frame:GetName()..'Mover']:Size(frame:GetSize()) UF:Configure_InfoPanel(frame) UF:Configure_Threat(frame) UF:Configure_RestingIndicator(frame) UF:Configure_CombatIndicator(frame) UF:Configure_PartyIndicator(frame) UF:Configure_ClassBar(frame) UF:Configure_HealthBar(frame) UF:UpdateNameSettings(frame) UF:Configure_PVPIndicator(frame) UF:Configure_Power(frame) UF:Configure_PowerPrediction(frame) UF:Configure_Portrait(frame) UF:EnableDisable_Auras(frame) UF:Configure_AllAuras(frame) UF:Configure_ResurrectionIcon(frame) frame:DisableElement('Castbar') UF:Configure_Castbar(frame) if not db.enable and not E.private.unitframe.disabledBlizzardFrames.player then CastingBarFrame_OnLoad(_G.CastingBarFrame, 'player', true, false) CastingBarFrame_OnLoad(_G.PetCastingBarFrame) elseif not db.enable and E.private.unitframe.disabledBlizzardFrames.player or (db.enable and not db.castbar.enable) then CastingBarFrame_SetUnit(_G.CastingBarFrame, nil) CastingBarFrame_SetUnit(_G.PetCastingBarFrame, nil) end UF:Configure_Fader(frame) UF:Configure_AuraHighlight(frame) UF:Configure_RaidIcon(frame) UF:Configure_HealComm(frame) UF:Configure_AuraBars(frame) UF:Configure_PVPIcon(frame) UF:Configure_RaidRoleIcons(frame) UF:Configure_Cutaway(frame) UF:Configure_CustomTexts(frame) --We need to update Target AuraBars if attached to Player AuraBars --mainly because of issues when using power offset on player and switching to/from middle orientation if E.db.unitframe.units.target.aurabar.attachTo == 'PLAYER_AURABARS' and UF.target then UF:Configure_AuraBars(UF.target) end E:SetMoverSnapOffset(frame:GetName()..'Mover', -(12 + db.castbar.height)) frame:UpdateAllElements('ElvUI_UpdateAllElements') end tinsert(UF.unitstoload, 'player')