ElvUI/Modules/Nameplates/Nameplates.lua

860 lines
29 KiB
Lua

local E, L, V, P, G = unpack(select(2, ...)) --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB
local NP = E:GetModule('NamePlates')
local LSM = E.Libs.LSM
local ElvUF = E.oUF
assert(ElvUF, 'ElvUI was unable to locate oUF.')
local _G = _G
local pairs, ipairs, wipe, tinsert = pairs, ipairs, wipe, tinsert
local format, select, strsplit, tostring = format, select, strsplit, tostring
local CreateFrame = CreateFrame
local GetCVar = GetCVar
local GetCVarDefault = GetCVarDefault
local GetInstanceInfo = GetInstanceInfo
local GetNumGroupMembers = GetNumGroupMembers
local GetNumSubgroupMembers = GetNumSubgroupMembers
local InCombatLockdown = InCombatLockdown
local IsInGroup, IsInRaid = IsInGroup, IsInRaid
local SetCVar = SetCVar
local UnitClass = UnitClass
local UnitClassification = UnitClassification
local UnitCreatureType = UnitCreatureType
local UnitExists = UnitExists
local UnitFactionGroup = UnitFactionGroup
local UnitGroupRolesAssigned = UnitGroupRolesAssigned
local UnitGUID = UnitGUID
local UnitIsEnemy = UnitIsEnemy
local UnitIsFriend = UnitIsFriend
local UnitIsPlayer = UnitIsPlayer
local UnitIsPVPSanctuary = UnitIsPVPSanctuary
local UnitIsUnit = UnitIsUnit
local UnitName = UnitName
local UnitReaction = UnitReaction
local UnitWidgetSet = UnitWidgetSet
local UnitSelectionType = UnitSelectionType
local UnitThreatSituation = UnitThreatSituation
local UnitNameplateShowsWidgetsOnly = UnitNameplateShowsWidgetsOnly
local ShowBossFrameWhenUninteractable = ShowBossFrameWhenUninteractable
local C_NamePlate_SetNamePlateEnemyClickThrough = C_NamePlate.SetNamePlateEnemyClickThrough
local C_NamePlate_SetNamePlateEnemySize = C_NamePlate.SetNamePlateEnemySize
local C_NamePlate_SetNamePlateFriendlyClickThrough = C_NamePlate.SetNamePlateFriendlyClickThrough
local C_NamePlate_SetNamePlateFriendlySize = C_NamePlate.SetNamePlateFriendlySize
local C_NamePlate_SetNamePlateSelfClickThrough = C_NamePlate.SetNamePlateSelfClickThrough
local C_NamePlate_SetNamePlateSelfSize = C_NamePlate.SetNamePlateSelfSize
local hooksecurefunc = hooksecurefunc
do -- credit: oUF/private.lua
local selectionTypes = {[0]=0,[1]=1,[2]=2,[3]=3,[4]=4,[5]=5,[6]=6,[7]=7,[8]=8,[9]=9,[13]=13}
-- 10 and 11 are unavailable to players, 12 is inconsistent due to bugs and its reliance on cvars
function NP:UnitExists(unit)
return unit and UnitExists(unit) or ShowBossFrameWhenUninteractable(unit)
end
function NP:UnitSelectionType(unit, considerHostile)
if considerHostile and UnitThreatSituation('player', unit) then
return 0
else
return selectionTypes[UnitSelectionType(unit, true)]
end
end
end
local Blacklist = {
PLAYER = {
enable = true,
health = {
enable = true,
},
},
ENEMY_PLAYER = {},
FRIENDLY_PLAYER = {},
ENEMY_NPC = {},
FRIENDLY_NPC = {},
}
function NP:ResetSettings(unit)
E:CopyTable(NP.db.units[unit], P.nameplates.units[unit])
end
function NP:CopySettings(from, to)
if from == to then
E:Print(L["You cannot copy settings from the same unit."])
return
end
E:CopyTable(NP.db.units[to], E:FilterTableFromBlacklist(NP.db.units[from], Blacklist[to]))
end
do
local empty = {}
function NP:PlateDB(nameplate)
return (nameplate and NP.db.units[nameplate.frameType]) or empty
end
end
function NP:SetCVar(cvar, value)
if GetCVar(cvar) ~= tostring(value) then
SetCVar(cvar, value)
end
end
function NP:CVarReset()
NP:SetCVar('nameplateMinAlpha', 1)
NP:SetCVar('nameplateMaxAlpha', 1)
NP:SetCVar('nameplateClassResourceTopInset', GetCVarDefault('nameplateClassResourceTopInset'))
NP:SetCVar('nameplateGlobalScale', 1)
NP:SetCVar('NamePlateHorizontalScale', 1)
NP:SetCVar('nameplateLargeBottomInset', GetCVarDefault('nameplateLargeBottomInset'))
NP:SetCVar('nameplateLargerScale', 1)
NP:SetCVar('nameplateLargeTopInset', GetCVarDefault('nameplateLargeTopInset'))
NP:SetCVar('nameplateMaxAlphaDistance', GetCVarDefault('nameplateMaxAlphaDistance'))
NP:SetCVar('nameplateMaxScale', 1)
NP:SetCVar('nameplateMaxScaleDistance', 40)
NP:SetCVar('nameplateMinAlphaDistance', GetCVarDefault('nameplateMinAlphaDistance'))
NP:SetCVar('nameplateMinScale', 1)
NP:SetCVar('nameplateMinScaleDistance', 0)
NP:SetCVar('nameplateMotionSpeed', GetCVarDefault('nameplateMotionSpeed'))
NP:SetCVar('nameplateOccludedAlphaMult', GetCVarDefault('nameplateOccludedAlphaMult'))
NP:SetCVar('nameplateOtherAtBase', GetCVarDefault('nameplateOtherAtBase'))
NP:SetCVar('nameplateOverlapH', GetCVarDefault('nameplateOverlapH'))
NP:SetCVar('nameplateOverlapV', GetCVarDefault('nameplateOverlapV'))
NP:SetCVar('nameplateResourceOnTarget', GetCVarDefault('nameplateResourceOnTarget'))
NP:SetCVar('nameplateSelectedAlpha', 1)
NP:SetCVar('nameplateSelectedScale', 1)
NP:SetCVar('nameplateSelfAlpha', 1)
NP:SetCVar('nameplateSelfBottomInset', GetCVarDefault('nameplateSelfBottomInset'))
NP:SetCVar('nameplateSelfScale', 1)
NP:SetCVar('nameplateSelfTopInset', GetCVarDefault('nameplateSelfTopInset'))
NP:SetCVar('nameplateTargetBehindMaxDistance', 40)
end
function NP:SetCVars()
if NP.db.units.ENEMY_NPC.questIcon.enable or NP.db.units.FRIENDLY_NPC.questIcon.enable then
NP:SetCVar('showQuestTrackingTooltips', 1)
end
if NP.db.clampToScreen then
NP:SetCVar('nameplateOtherTopInset', 0.08)
NP:SetCVar('nameplateOtherBottomInset', 0.1)
elseif GetCVar('nameplateOtherTopInset') == '0.08' and GetCVar('nameplateOtherBottomInset') == '0.1' then
NP:SetCVar('nameplateOtherTopInset', -1)
NP:SetCVar('nameplateOtherBottomInset', -1)
end
NP:SetCVar('nameplateMotion', NP.db.motionType == 'STACKED' and 1 or 0)
NP:SetCVar('NameplatePersonalShowAlways', NP.db.units.PLAYER.visibility.showAlways and 1 or 0)
NP:SetCVar('NameplatePersonalShowInCombat', NP.db.units.PLAYER.visibility.showInCombat and 1 or 0)
NP:SetCVar('NameplatePersonalShowWithTarget', NP.db.units.PLAYER.visibility.showWithTarget and 1 or 0)
NP:SetCVar('NameplatePersonalHideDelayAlpha', NP.db.units.PLAYER.visibility.alphaDelay)
NP:SetCVar('NameplatePersonalHideDelaySeconds', NP.db.units.PLAYER.visibility.hideDelay)
-- the order of these is important !!
NP:SetCVar('nameplateShowAll', NP.db.visibility.showAll and 1 or 0)
NP:SetCVar('nameplateShowSelf', (NP.db.units.PLAYER.useStaticPosition or not NP.db.units.PLAYER.enable) and 0 or 1)
NP:SetCVar('nameplateShowEnemyMinions', NP.db.visibility.enemy.minions and 1 or 0)
NP:SetCVar('nameplateShowEnemyGuardians', NP.db.visibility.enemy.guardians and 1 or 0)
NP:SetCVar('nameplateShowEnemyMinus', NP.db.visibility.enemy.minus and 1 or 0)
NP:SetCVar('nameplateShowEnemyPets', NP.db.visibility.enemy.pets and 1 or 0)
NP:SetCVar('nameplateShowEnemyTotems', NP.db.visibility.enemy.totems and 1 or 0)
NP:SetCVar('nameplateShowFriendlyMinions', NP.db.visibility.friendly.minions and 1 or 0)
NP:SetCVar('nameplateShowFriendlyGuardians', NP.db.visibility.friendly.guardians and 1 or 0)
NP:SetCVar('nameplateShowFriendlyNPCs', NP.db.visibility.friendly.npcs and 1 or 0)
NP:SetCVar('nameplateShowFriendlyPets', NP.db.visibility.friendly.pets and 1 or 0)
NP:SetCVar('nameplateShowFriendlyTotems', NP.db.visibility.friendly.totems and 1 or 0)
end
function NP:PLAYER_REGEN_DISABLED()
if NP.db.showFriendlyCombat == 'TOGGLE_ON' then
NP:SetCVar('nameplateShowFriends', 1)
elseif NP.db.showFriendlyCombat == 'TOGGLE_OFF' then
NP:SetCVar('nameplateShowFriends', 0)
end
if NP.db.showEnemyCombat == 'TOGGLE_ON' then
NP:SetCVar('nameplateShowEnemies', 1)
elseif NP.db.showEnemyCombat == 'TOGGLE_OFF' then
NP:SetCVar('nameplateShowEnemies', 0)
end
end
function NP:PLAYER_REGEN_ENABLED()
if NP.db.showFriendlyCombat == 'TOGGLE_ON' then
NP:SetCVar('nameplateShowFriends', 0)
elseif NP.db.showFriendlyCombat == 'TOGGLE_OFF' then
NP:SetCVar('nameplateShowFriends', 1)
end
if NP.db.showEnemyCombat == 'TOGGLE_ON' then
NP:SetCVar('nameplateShowEnemies', 0)
elseif NP.db.showEnemyCombat == 'TOGGLE_OFF' then
NP:SetCVar('nameplateShowEnemies', 1)
end
end
function NP:Style(frame, unit)
frame.isNamePlate = true
if frame:GetName() == 'ElvNP_TargetClassPower' then
NP:StyleTargetPlate(frame, unit)
else
NP:StylePlate(frame, unit)
end
return frame
end
function NP:Construct_RaisedELement(nameplate)
local RaisedElement = CreateFrame('Frame', nameplate:GetName() .. 'RaisedElement', nameplate)
RaisedElement:SetFrameStrata(nameplate:GetFrameStrata())
RaisedElement:SetFrameLevel(10)
RaisedElement:SetAllPoints()
RaisedElement:EnableMouse(false)
return RaisedElement
end
function NP:StyleTargetPlate(nameplate)
nameplate:ClearAllPoints()
nameplate:Point('CENTER')
nameplate:Size(NP.db.plateSize.personalWidth, NP.db.plateSize.personalHeight)
nameplate:SetScale(E.global.general.UIScale)
nameplate.RaisedElement = NP:Construct_RaisedELement(nameplate)
nameplate.ClassPower = NP:Construct_ClassPower(nameplate)
if E.myclass == 'DEATHKNIGHT' then
nameplate.Runes = NP:Construct_Runes(nameplate)
elseif E.myclass == 'MONK' then
nameplate.Stagger = NP:Construct_Stagger(nameplate)
end
end
function NP:UpdateTargetPlate(nameplate)
NP:Update_ClassPower(nameplate)
if E.myclass == 'DEATHKNIGHT' then
NP:Update_Runes(nameplate)
elseif E.myclass == 'MONK' then
NP:Update_Stagger(nameplate)
end
nameplate:UpdateAllElements('OnShow')
end
function NP:ScalePlate(nameplate, scale, targetPlate)
local mult = (nameplate == _G.ElvNP_Player or nameplate == _G.ElvNP_Test) and 1 or E.global.general.UIScale
if targetPlate and NP.targetPlate then
NP.targetPlate:SetScale(mult)
NP.targetPlate = nil
end
if not nameplate then
return
end
local targetScale = format('%.2f', mult * scale)
nameplate:SetScale(targetScale)
if targetPlate then
NP.targetPlate = nameplate
end
end
function NP:StylePlate(nameplate)
nameplate:ClearAllPoints()
nameplate:Point('CENTER')
nameplate:SetScale(E.global.general.UIScale)
nameplate.StyleFilterChanges = {}
nameplate.RaisedElement = NP:Construct_RaisedELement(nameplate)
nameplate.Health = NP:Construct_Health(nameplate)
nameplate.Health.Text = NP:Construct_TagText(nameplate.RaisedElement)
nameplate.Health.Text.frequentUpdates = .1
nameplate.HealthPrediction = NP:Construct_HealthPrediction(nameplate)
nameplate.Power = NP:Construct_Power(nameplate)
nameplate.Power.Text = NP:Construct_TagText(nameplate.RaisedElement)
nameplate.Name = NP:Construct_TagText(nameplate.RaisedElement)
nameplate.Level = NP:Construct_TagText(nameplate.RaisedElement)
nameplate.Title = NP:Construct_TagText(nameplate.RaisedElement)
nameplate.ClassificationIndicator = NP:Construct_ClassificationIndicator(nameplate.RaisedElement)
nameplate.Castbar = NP:Construct_Castbar(nameplate)
nameplate.Portrait = NP:Construct_Portrait(nameplate.RaisedElement)
nameplate.QuestIcons = NP:Construct_QuestIcons(nameplate.RaisedElement)
nameplate.RaidTargetIndicator = NP:Construct_RaidTargetIndicator(nameplate.RaisedElement)
nameplate.TargetIndicator = NP:Construct_TargetIndicator(nameplate)
nameplate.ThreatIndicator = NP:Construct_ThreatIndicator(nameplate.RaisedElement)
nameplate.Highlight = NP:Construct_Highlight(nameplate)
nameplate.ClassPower = NP:Construct_ClassPower(nameplate)
nameplate.PvPIndicator = NP:Construct_PvPIndicator(nameplate.RaisedElement) -- Horde / Alliance / HonorInfo
nameplate.PvPClassificationIndicator = NP:Construct_PvPClassificationIndicator(nameplate.RaisedElement) -- Cart / Flag / Orb / Assassin Bounty
nameplate.PVPRole = NP:Construct_PVPRole(nameplate.RaisedElement)
nameplate.Cutaway = NP:Construct_Cutaway(nameplate)
nameplate.WidgetContainer = NP:Construct_WidgetContainer(nameplate)
NP:Construct_Auras(nameplate)
if E.myclass == 'DEATHKNIGHT' then
nameplate.Runes = NP:Construct_Runes(nameplate)
elseif E.myclass == 'MONK' then
nameplate.Stagger = NP:Construct_Stagger(nameplate)
end
NP.Plates[nameplate] = nameplate:GetName()
end
function NP:UpdatePlate(nameplate, updateBase)
NP:Update_RaidTargetIndicator(nameplate)
NP:Update_PVPRole(nameplate)
NP:Update_Portrait(nameplate)
NP:Update_QuestIcons(nameplate)
local db = NP:PlateDB(nameplate)
local sf = NP:StyleFilterChanges(nameplate)
if not db.enable then
NP:DisablePlate(nameplate)
if nameplate.RaisedElement:IsShown() then
nameplate.RaisedElement:Hide()
end
if nameplate == _G.ElvNP_Test then
nameplate.Castbar:SetAlpha(0)
nameplate.ClassPower:SetAlpha(0)
end
elseif sf.Visibility or sf.NameOnly or db.nameOnly then
NP:DisablePlate(nameplate, sf.NameOnly or (db.nameOnly and not sf.Visibility))
if nameplate == _G.ElvNP_Test then
nameplate.Castbar:SetAlpha(0)
nameplate.ClassPower:SetAlpha(0)
end
elseif updateBase then
NP:Update_Tags(nameplate)
NP:Update_Health(nameplate)
NP:Update_HealthPrediction(nameplate)
NP:Update_Highlight(nameplate)
NP:Update_Power(nameplate)
NP:Update_Castbar(nameplate)
NP:Update_ClassPower(nameplate)
NP:Update_Auras(nameplate)
NP:Update_ClassificationIndicator(nameplate)
NP:Update_PvPIndicator(nameplate) -- Horde / Alliance / HonorInfo
NP:Update_PvPClassificationIndicator(nameplate) -- Cart / Flag / Orb / Assassin Bounty
NP:Update_TargetIndicator(nameplate)
NP:Update_ThreatIndicator(nameplate)
NP:Update_Cutaway(nameplate)
if E.myclass == 'DEATHKNIGHT' then
NP:Update_Runes(nameplate)
elseif E.myclass == 'MONK' then
NP:Update_Stagger(nameplate)
end
if nameplate == _G.ElvNP_Player then
NP:Update_Fader(nameplate)
end
else
NP:Update_Health(nameplate, true) -- this will only reset the ouf vars so it won't hold stale threat ones
end
if nameplate.isTarget and nameplate ~= _G.ElvNP_Test then
NP:SetupTarget(nameplate, nil, true)
end
NP:StyleFilterEvents(nameplate)
end
NP.DisableInNotNameOnly = {
'QuestIcons',
'Highlight',
'Portrait',
'PVPRole'
}
NP.DisableElements = {
'Health',
'HealthPrediction',
'Power',
'ClassificationIndicator',
'Castbar',
'ThreatIndicator',
'TargetIndicator',
'ClassPower',
'PvPIndicator',
'PvPClassificationIndicator',
'Auras'
}
if E.myclass == 'DEATHKNIGHT' then
tinsert(NP.DisableElements, 'Runes')
elseif E.myclass == 'MONK' then
tinsert(NP.DisableElements, 'Stagger')
end
function NP:DisablePlate(nameplate, nameOnly)
for _, element in ipairs(NP.DisableElements) do
if nameplate:IsElementEnabled(element) then
nameplate:DisableElement(element)
end
end
if nameOnly then
NP:Update_Tags(nameplate)
NP:Update_Highlight(nameplate)
-- The position values here are forced on purpose.
nameplate.Name:ClearAllPoints()
nameplate.Name:Point('CENTER', nameplate, 'CENTER', 0, 0)
nameplate.RaidTargetIndicator:ClearAllPoints()
nameplate.RaidTargetIndicator:Point('BOTTOM', nameplate, 'TOP', 0, 0)
nameplate.Portrait:ClearAllPoints()
nameplate.Portrait:Point('RIGHT', nameplate.Name, 'LEFT', -6, 0)
nameplate.PVPRole:ClearAllPoints()
nameplate.PVPRole:Point('RIGHT', (nameplate.Portrait:IsShown() and nameplate.Portrait) or nameplate.Name, 'LEFT', -6, 0)
nameplate.QuestIcons:ClearAllPoints()
nameplate.QuestIcons:Point('LEFT', nameplate.Name, 'RIGHT', 6, 0)
nameplate.Title:ClearAllPoints()
nameplate.Title:Point('TOP', nameplate.Name, 'BOTTOM', 0, -2)
else
for _, element in ipairs(NP.DisableInNotNameOnly) do
if nameplate:IsElementEnabled(element) then
nameplate:DisableElement(element)
end
end
end
end
function NP:SetupTarget(nameplate, removed)
if not NP.db.units then return end
local TCP = _G.ElvNP_TargetClassPower
local cp = NP.db.units.TARGET.classpower
local db = NP:PlateDB(nameplate)
local sf = NP:StyleFilterChanges(nameplate)
TCP.realPlate = (cp.enable and not (removed or sf.NameOnly or db.nameOnly) and nameplate) or nil
local moveToPlate = TCP.realPlate or TCP
if TCP.ClassPower then
TCP.ClassPower:SetParent(moveToPlate)
TCP.ClassPower:ClearAllPoints()
TCP.ClassPower:Point('CENTER', moveToPlate, 'CENTER', cp.xOffset, cp.yOffset)
end
if TCP.Runes then
TCP.Runes:SetParent(moveToPlate)
TCP.Runes:ClearAllPoints()
TCP.Runes:Point('CENTER', moveToPlate, 'CENTER', cp.xOffset, cp.yOffset)
end
if TCP.Stagger then
TCP.Stagger:SetParent(moveToPlate)
TCP.Stagger:ClearAllPoints()
TCP.Stagger:Point('CENTER', moveToPlate, 'CENTER', cp.xOffset, cp.yOffset)
end
end
function NP:SetNamePlateClickThrough()
if InCombatLockdown() then return end
self:SetNamePlateSelfClickThrough()
self:SetNamePlateFriendlyClickThrough()
self:SetNamePlateEnemyClickThrough()
end
function NP:SetNamePlateSelfClickThrough()
C_NamePlate_SetNamePlateSelfClickThrough(NP.db.clickThrough.personal)
_G.ElvNP_StaticSecure:EnableMouse(not NP.db.clickThrough.personal)
end
function NP:SetNamePlateFriendlyClickThrough()
C_NamePlate_SetNamePlateFriendlyClickThrough(NP.db.clickThrough.friendly)
end
function NP:SetNamePlateEnemyClickThrough()
C_NamePlate_SetNamePlateEnemyClickThrough(NP.db.clickThrough.enemy)
end
function NP:Update_StatusBars()
for bar in pairs(NP.StatusBars) do
local sf = NP:StyleFilterChanges(bar:GetParent())
if not sf.HealthTexture then
bar:SetStatusBarTexture(LSM:Fetch('statusbar', NP.db.statusbar) or E.media.normTex)
end
end
end
function NP:GROUP_ROSTER_UPDATE()
local isInRaid = IsInRaid()
NP.IsInGroup = isInRaid or IsInGroup()
wipe(NP.GroupRoles)
if NP.IsInGroup then
local Unit = (isInRaid and 'raid') or 'party'
for i = 1, ((isInRaid and GetNumGroupMembers()) or GetNumSubgroupMembers()) do
if UnitExists(Unit .. i) then
NP.GroupRoles[UnitName(Unit .. i)] = UnitGroupRolesAssigned(Unit .. i)
end
end
end
end
function NP:GROUP_LEFT()
NP.IsInGroup = IsInRaid() or IsInGroup()
wipe(NP.GroupRoles)
end
function NP:PLAYER_ENTERING_WORLD(_, initLogin, isReload)
NP.InstanceType = select(2, GetInstanceInfo())
if initLogin or isReload then
NP:ConfigureAll(true)
end
end
function NP:ConfigureAll(skipUpdate)
if E.private.nameplates.enable ~= true then return end
NP:StyleFilterConfigure() -- keep this at the top
NP:SetNamePlateClickThrough()
NP:SetNamePlateSizes()
NP:PLAYER_REGEN_ENABLED()
NP:UpdateTargetPlate(_G.ElvNP_TargetClassPower)
NP:Update_StatusBars()
local playerEnabled = NP.db.units.PLAYER.enable
local isStatic = NP.db.units.PLAYER.useStaticPosition
if playerEnabled and isStatic then
E:EnableMover('ElvNP_PlayerMover')
_G.ElvNP_Player:Enable()
_G.ElvNP_StaticSecure:Show()
else
NP:DisablePlate(_G.ElvNP_Player)
E:DisableMover('ElvNP_PlayerMover')
_G.ElvNP_Player:Disable()
_G.ElvNP_StaticSecure:Hide()
end
NP:SetCVar('nameplateShowSelf', (isStatic or not playerEnabled) and 0 or 1)
NP.SkipFading = true
if _G.ElvNP_Test:IsEnabled() then
NP:NamePlateCallBack(_G.ElvNP_Test, 'NAME_PLATE_UNIT_ADDED')
end
if skipUpdate then -- since this is a fake plate, we actually need to trigger this always
NP:NamePlateCallBack(_G.ElvNP_Player, (isStatic and playerEnabled) and 'NAME_PLATE_UNIT_ADDED' or 'NAME_PLATE_UNIT_REMOVED', 'player')
_G.ElvNP_Player:UpdateAllElements('ForceUpdate')
else -- however, these only need to happen when changing options
for nameplate in pairs(NP.Plates) do
if nameplate.frameType == 'PLAYER' then
nameplate:Size(NP.db.plateSize.personalWidth, NP.db.plateSize.personalHeight)
elseif nameplate.frameType == 'FRIENDLY_PLAYER' or nameplate.frameType == 'FRIENDLY_NPC' then
nameplate:Size(NP.db.plateSize.friendlyWidth, NP.db.plateSize.friendlyHeight)
else
nameplate:Size(NP.db.plateSize.enemyWidth, NP.db.plateSize.enemyHeight)
end
if nameplate == _G.ElvNP_Player then
NP:NamePlateCallBack(_G.ElvNP_Player, (isStatic and playerEnabled) and 'NAME_PLATE_UNIT_ADDED' or 'NAME_PLATE_UNIT_REMOVED', 'player')
else
nameplate.previousType = nil -- we still need a full update
NP:NamePlateCallBack(nameplate, 'NAME_PLATE_UNIT_ADDED')
end
nameplate:UpdateAllElements('ForceUpdate')
end
end
NP.SkipFading = nil
end
function NP:PlateFade(nameplate, timeToFade, startAlpha, endAlpha)
-- we need our own function because we want a smooth transition and dont want it to force update every pass.
-- its controlled by fadeTimer which is reset when UIFrameFadeOut or UIFrameFadeIn code runs.
if not nameplate.FadeObject then
nameplate.FadeObject = {}
end
nameplate.FadeObject.timeToFade = (nameplate.isTarget and 0) or timeToFade
nameplate.FadeObject.startAlpha = startAlpha
nameplate.FadeObject.endAlpha = endAlpha
nameplate.FadeObject.diffAlpha = endAlpha - startAlpha
if nameplate.FadeObject.fadeTimer then
nameplate.FadeObject.fadeTimer = 0
else
E:UIFrameFade(nameplate, nameplate.FadeObject)
end
end
function NP:UpdatePlateGUID(nameplate, guid)
NP.PlateGUID[nameplate.unitGUID] = (guid and nameplate) or nil
end
function NP:NamePlateCallBack(nameplate, event, unit)
if event == 'NAME_PLATE_UNIT_ADDED' or (event == 'UNIT_FACTION' and nameplate) then
local updateBase = NP:StyleFilterClear(nameplate) -- keep this at the top
unit = unit or nameplate.unit
nameplate.blizzPlate = nameplate:GetParent().UnitFrame
nameplate.className, nameplate.classFile, nameplate.classID = UnitClass(unit)
nameplate.widgetsOnly = UnitNameplateShowsWidgetsOnly(unit)
nameplate.widgetSet = UnitWidgetSet(unit)
nameplate.classification = UnitClassification(unit)
nameplate.creatureType = UnitCreatureType(unit)
nameplate.isMe = UnitIsUnit(unit, 'player')
nameplate.isPet = UnitIsUnit(unit, 'pet')
nameplate.isFriend = UnitIsFriend('player', unit)
nameplate.isEnemy = UnitIsEnemy('player', unit)
nameplate.isPlayer = UnitIsPlayer(unit)
nameplate.isPVPSanctuary = UnitIsPVPSanctuary(unit)
nameplate.faction = UnitFactionGroup(unit)
nameplate.reaction = UnitReaction('player', unit)
nameplate.repReaction = UnitReaction(unit, 'player')
nameplate.unitGUID = UnitGUID(unit)
nameplate.unitName = UnitName(unit)
nameplate.npcID = nameplate.unitGUID and select(6, strsplit('-', nameplate.unitGUID))
if nameplate.unitGUID then
NP:UpdatePlateGUID(nameplate, nameplate.unitGUID)
end
NP:StyleFilterSetVariables(nameplate) -- sets: isTarget, isTargetingMe, isFocused
if nameplate ~= _G.ElvNP_Test then
if nameplate.isMe then
nameplate.frameType = 'PLAYER'
if NP.db.units.PLAYER.enable then
NP.PlayerNamePlateAnchor:ClearAllPoints()
NP.PlayerNamePlateAnchor:SetParent(NP.db.units.PLAYER.useStaticPosition and _G.ElvNP_Player or nameplate)
NP.PlayerNamePlateAnchor:SetAllPoints(NP.db.units.PLAYER.useStaticPosition and _G.ElvNP_Player or nameplate)
NP.PlayerNamePlateAnchor:Show()
end
elseif nameplate.isPVPSanctuary then
nameplate.frameType = 'FRIENDLY_PLAYER'
elseif not nameplate.isEnemy and (not nameplate.reaction or nameplate.reaction > 4) then -- keep as: not isEnemy, dont switch to isFriend
nameplate.frameType = (nameplate.isPlayer and 'FRIENDLY_PLAYER') or 'FRIENDLY_NPC'
else
nameplate.frameType = (nameplate.isPlayer and 'ENEMY_PLAYER') or 'ENEMY_NPC'
end
end
if nameplate.frameType == 'PLAYER' then
nameplate.width, nameplate.height = NP.db.plateSize.personalWidth, NP.db.plateSize.personalHeight
elseif nameplate.frameType == 'FRIENDLY_PLAYER' or nameplate.frameType == 'FRIENDLY_NPC' then
nameplate.width, nameplate.height = NP.db.plateSize.friendlyWidth, NP.db.plateSize.friendlyHeight
else
nameplate.width, nameplate.height = NP.db.plateSize.enemyWidth, NP.db.plateSize.enemyHeight
end
nameplate:Size(nameplate.width, nameplate.height)
if nameplate.widgetsOnly then
NP:DisablePlate(nameplate)
if nameplate.RaisedElement:IsShown() then
nameplate.RaisedElement:Hide()
end
else
if not nameplate.RaisedElement:IsShown() then
nameplate.RaisedElement:Show()
end
if nameplate == _G.ElvNP_Player or nameplate == _G.ElvNP_Test then
NP:UpdatePlate(nameplate, true)
else
NP:UpdatePlate(nameplate, updateBase or (nameplate.frameType ~= nameplate.previousType))
nameplate.previousType = nameplate.frameType
end
end
if NP.db.fadeIn and (event == 'NAME_PLATE_UNIT_ADDED' and nameplate.frameType ~= 'PLAYER') and not NP.SkipFading then
NP:PlateFade(nameplate, 1, 0, 1)
end
nameplate.WidgetContainer:RegisterForWidgetSet(nameplate.widgetSet, NP.Widget_DefaultLayout, nil, unit)
NP:StyleFilterUpdate(nameplate, event) -- keep this at the end
elseif event == 'NAME_PLATE_UNIT_REMOVED' then
if nameplate ~= _G.ElvNP_Test then
if nameplate.frameType == 'PLAYER' then
NP.PlayerNamePlateAnchor:Hide()
end
if nameplate.isTarget then
NP:SetupTarget(nameplate, true)
NP:ScalePlate(nameplate, 1, true)
end
end
if nameplate.unitGUID then
NP:UpdatePlateGUID(nameplate)
end
-- vars that we need to keep in a nonstale state
nameplate.Health.cur = nil -- cutaway
nameplate.Power.cur = nil -- cutaway
nameplate.npcID = nil -- just cause
nameplate.WidgetContainer:UnregisterForWidgetSet()
NP:StyleFilterClearVariables(nameplate) -- keep this at the end
elseif event == 'PLAYER_TARGET_CHANGED' then -- we need to check if nameplate exists in here
NP:SetupTarget(nameplate) -- pass it, even as nil here
end
end
local optionsTable = {
'EnemyMinus',
'EnemyMinions',
'FriendlyMinions',
'PersonalResource',
'PersonalResourceOnEnemy',
'MotionDropDown',
'ShowAll'
}
function NP:HideInterfaceOptions()
for _, x in pairs(optionsTable) do
local o = _G['InterfaceOptionsNamesPanelUnitNameplates' .. x]
o:SetSize(0.0001, 0.0001)
o:SetAlpha(0)
o:Hide()
end
end
function NP:SetNamePlateSizes()
if InCombatLockdown() then return end
local scale = E.global.general.UIScale
C_NamePlate_SetNamePlateSelfSize(NP.db.plateSize.personalWidth * scale, NP.db.plateSize.personalHeight * scale)
C_NamePlate_SetNamePlateEnemySize(NP.db.plateSize.enemyWidth * scale, NP.db.plateSize.enemyHeight * scale)
C_NamePlate_SetNamePlateFriendlySize(NP.db.plateSize.friendlyWidth * scale, NP.db.plateSize.friendlyHeight * scale)
end
function NP:Initialize()
NP.db = E.db.nameplates
if E.private.nameplates.enable ~= true then return end
NP.Initialized = true
NP.thinBorders = NP.db.thinBorders
NP.SPACING = (NP.thinBorders or E.twoPixelsPlease) and 0 or 1
NP.BORDER = (NP.thinBorders and not E.twoPixelsPlease) and 1 or 2
ElvUF:RegisterStyle('ElvNP', function(frame, unit) NP:Style(frame, unit) end)
ElvUF:SetActiveStyle('ElvNP')
NP.Plates = {}
NP.PlateGUID = {}
NP.StatusBars = {}
NP.GroupRoles = {}
NP.multiplier = 0.35
local BlizzPlateManaBar = _G.NamePlateDriverFrame.classNamePlatePowerBar
if BlizzPlateManaBar then
BlizzPlateManaBar:Hide()
BlizzPlateManaBar:UnregisterAllEvents()
end
hooksecurefunc(_G.NamePlateDriverFrame, 'UpdateNamePlateOptions', NP.SetNamePlateSizes)
hooksecurefunc(_G.NamePlateDriverFrame, 'SetupClassNameplateBars', function(frame)
if not frame or frame:IsForbidden() then
return
end
if frame.classNamePlateMechanicFrame then
frame.classNamePlateMechanicFrame:Hide()
end
if frame.classNamePlatePowerBar then
frame.classNamePlatePowerBar:Hide()
frame.classNamePlatePowerBar:UnregisterAllEvents()
end
end)
ElvUF:Spawn('player', 'ElvNP_Player', '')
_G.ElvNP_Player:ClearAllPoints()
_G.ElvNP_Player:Point('TOP', _G.UIParent, 'CENTER', 0, -150)
_G.ElvNP_Player:Size(NP.db.plateSize.personalWidth, NP.db.plateSize.personalHeight)
_G.ElvNP_Player:SetScale(1)
_G.ElvNP_Player.frameType = 'PLAYER'
E:CreateMover(_G.ElvNP_Player, 'ElvNP_PlayerMover', L["Player NamePlate"], nil, nil, nil, 'ALL,SOLO', nil, 'nameplate,playerGroup')
local StaticSecure = CreateFrame('Button', 'ElvNP_StaticSecure', _G.UIParent, 'SecureUnitButtonTemplate')
StaticSecure:SetAttribute('unit', 'player')
StaticSecure:SetAttribute('*type1', 'target')
StaticSecure:SetAttribute('*type2', 'togglemenu')
StaticSecure:SetAttribute('toggleForVehicle', true)
StaticSecure:RegisterForClicks('LeftButtonDown', 'RightButtonDown')
StaticSecure:SetScript('OnEnter', _G.UnitFrame_OnEnter)
StaticSecure:SetScript('OnLeave', _G.UnitFrame_OnLeave)
StaticSecure:ClearAllPoints()
StaticSecure:Point('BOTTOMRIGHT', _G.ElvNP_PlayerMover)
StaticSecure:Point('TOPLEFT', _G.ElvNP_PlayerMover)
StaticSecure:Hide()
StaticSecure.unit = 'player' -- Needed for OnEnter, OnLeave
ElvUF:Spawn('player', 'ElvNP_Test')
_G.ElvNP_Test:ClearAllPoints()
_G.ElvNP_Test:Point('BOTTOM', _G.UIParent, 'BOTTOM', 0, 250)
_G.ElvNP_Test:Size(NP.db.plateSize.personalWidth, NP.db.plateSize.personalHeight)
_G.ElvNP_Test:SetScale(1)
_G.ElvNP_Test:SetMovable(true)
_G.ElvNP_Test:RegisterForDrag('LeftButton', 'RightButton')
_G.ElvNP_Test:SetScript('OnDragStart', function() _G.ElvNP_Test:StartMoving() end)
_G.ElvNP_Test:SetScript('OnDragStop', function() _G.ElvNP_Test:StopMovingOrSizing() end)
_G.ElvNP_Test.frameType = 'PLAYER'
_G.ElvNP_Test:Disable()
NP:DisablePlate(_G.ElvNP_Test)
ElvUF:Spawn('player', 'ElvNP_TargetClassPower')
_G.ElvNP_TargetClassPower:SetScale(1)
_G.ElvNP_TargetClassPower:Size(NP.db.plateSize.personalWidth, NP.db.plateSize.personalHeight)
_G.ElvNP_TargetClassPower.frameType = 'TARGET'
_G.ElvNP_TargetClassPower:SetAttribute('toggleForVehicle', true)
_G.ElvNP_TargetClassPower:ClearAllPoints()
_G.ElvNP_TargetClassPower:Point('TOP', E.UIParent, 'BOTTOM', 0, -500)
NP.PlayerNamePlateAnchor = CreateFrame('Frame', 'ElvUIPlayerNamePlateAnchor', E.UIParent)
NP.PlayerNamePlateAnchor:EnableMouse(false)
NP.PlayerNamePlateAnchor:Hide()
ElvUF:SpawnNamePlates('ElvNP_', function(nameplate, event, unit)
NP:NamePlateCallBack(nameplate, event, unit)
end)
NP:RegisterEvent('PLAYER_REGEN_ENABLED')
NP:RegisterEvent('PLAYER_REGEN_DISABLED')
NP:RegisterEvent('PLAYER_ENTERING_WORLD')
NP:RegisterEvent('COMBAT_LOG_EVENT_UNFILTERED')
NP:RegisterEvent('GROUP_ROSTER_UPDATE')
NP:RegisterEvent('GROUP_LEFT')
NP:RegisterEvent('PLAYER_LOGOUT')
NP:StyleFilterInitialize()
NP:HideInterfaceOptions()
NP:GROUP_ROSTER_UPDATE()
NP:SetCVars()
end
E:RegisterModule(NP:GetName())