ElvUI/Modules/UnitFrames/Elements/Power.lua

285 lines
9.9 KiB
Lua

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 random = random
local CreateFrame = CreateFrame
local UnitPowerType = UnitPowerType
local hooksecurefunc = hooksecurefunc
local GetUnitPowerBarInfo = GetUnitPowerBarInfo
local ALTERNATE_POWER_INDEX = Enum.PowerType.Alternate or 10
function UF:Construct_PowerBar(frame, bg, text, textPos)
local power = CreateFrame('StatusBar', '$parent_PowerBar', frame)
UF.statusbars[power] = true
hooksecurefunc(power, 'SetStatusBarColor', function(_, r, g, b)
if frame and frame.PowerPrediction and frame.PowerPrediction.mainBar then
if UF and UF.db and UF.db.colors and UF.db.colors.powerPrediction and UF.db.colors.powerPrediction.enable then
local color = UF.db.colors.powerPrediction.color
frame.PowerPrediction.mainBar:SetStatusBarColor(color.r, color.g, color.b, color.a)
else
frame.PowerPrediction.mainBar:SetStatusBarColor(r * 1.25, g * 1.25, b * 1.25)
end
end
end)
power.RaisedElementParent = CreateFrame('Frame', nil, power)
power.RaisedElementParent:SetFrameLevel(power:GetFrameLevel() + 100)
power.RaisedElementParent:SetAllPoints()
power.PostUpdate = self.PostUpdatePower
power.PostUpdateColor = self.PostUpdatePowerColor
power.GetDisplayPower = self.GetDisplayPower
if bg then
power.BG = power:CreateTexture(nil, 'BORDER')
power.BG:SetAllPoints()
power.BG:SetTexture(E.media.blankTex)
end
if text then
power.value = frame.RaisedElementParent:CreateFontString(nil, 'OVERLAY')
UF:Configure_FontString(power.value)
local x = -2
if textPos == 'LEFT' then
x = 2
end
power.value:Point(textPos, frame.Health, textPos, x, 0)
end
power.useAtlas = false
power.colorDisconnected = false
power.colorTapping = false
power:CreateBackdrop(nil, nil, nil, nil, true)
local clipFrame = CreateFrame('Frame', nil, power)
clipFrame:SetClipsChildren(true)
clipFrame:SetAllPoints()
clipFrame:EnableMouse(false)
clipFrame.__frame = frame
power.ClipFrame = clipFrame
return power
end
function UF:Configure_Power(frame)
local db = frame.db
local power = frame.Power
power.origParent = frame
if frame.USE_POWERBAR then
if not frame:IsElementEnabled('Power') then
frame:EnableElement('Power')
end
--Show the power here so that attached texts can be displayed correctly.
power:Show() --Since it is updated in the PostUpdatePower, so it's fine!
E:SetSmoothing(power, self.db.smoothbars)
frame:SetPowerUpdateMethod(E.global.unitframe.effectivePower)
frame:SetPowerUpdateSpeed(E.global.unitframe.effectivePowerSpeed)
--Text
local attachPoint = UF:GetObjectAnchorPoint(frame, db.power.attachTextTo)
power.value:ClearAllPoints()
power.value:Point(db.power.position, attachPoint, db.power.position, db.power.xOffset, db.power.yOffset)
frame:Tag(power.value, db.power.text_format)
if db.power.attachTextTo == 'Power' then
power.value:SetParent(power.RaisedElementParent)
else
power.value:SetParent(frame.RaisedElementParent)
end
if db.power.reverseFill then
power:SetReverseFill(true)
else
power:SetReverseFill(false)
end
--Colors
power.colorClass = nil
power.colorReaction = nil
power.colorPower = nil
power.colorSelection = nil
power.displayAltPower = db.power.displayAltPower
if self.db.colors.powerselection then
power.colorSelection = true
--[[elseif self.db.colors.powerthreat then
power.colorThreat = true]]
elseif self.db.colors.powerclass then
power.colorClass = true
power.colorReaction = true
else
power.colorPower = true
end
--Fix height in case it is lower than the theme allows
local heightChanged = false
if not UF.thinBorders and frame.POWERBAR_HEIGHT < 7 then --A height of 7 means 6px for borders and just 1px for the actual power statusbar
frame.POWERBAR_HEIGHT = 7
db.power.height = 7
heightChanged = true
elseif UF.thinBorders and frame.POWERBAR_HEIGHT < 3 then --A height of 3 means 2px for borders and just 1px for the actual power statusbar
frame.POWERBAR_HEIGHT = 3
db.power.height = 3
heightChanged = true
end
if heightChanged then
--Update health size
frame.BOTTOM_OFFSET = UF:GetHealthBottomOffset(frame)
UF:Configure_HealthBar(frame)
end
--Position
power:ClearAllPoints()
local OFFSET = (UF.BORDER + UF.SPACING)*2
if frame.POWERBAR_DETACHED then
if power.Holder and power.Holder.mover then
E:EnableMover(power.Holder.mover:GetName())
else
power.Holder = CreateFrame('Frame', nil, power)
power.Holder:Point('BOTTOM', frame, 'BOTTOM', 0, -20)
if frame.unitframeType then
local key = frame.unitframeType:gsub('t(arget)','T%1'):gsub('p(layer)','P%1'):gsub('f(ocus)','F%1'):gsub('p(et)','P%1')
E:CreateMover(power.Holder, key..'PowerBarMover', L[key.." Powerbar"], nil, nil, nil, 'ALL,SOLO', nil, 'unitframe,individualUnits,'..frame.unitframeType..',power')
end
end
power.Holder:Size(frame.POWERBAR_WIDTH, frame.POWERBAR_HEIGHT)
power:Point('BOTTOMLEFT', power.Holder, 'BOTTOMLEFT', UF.BORDER+UF.SPACING, UF.BORDER+UF.SPACING)
power:Size(frame.POWERBAR_WIDTH - OFFSET, frame.POWERBAR_HEIGHT - OFFSET)
power:SetFrameLevel(50) --RaisedElementParent uses 100, we want lower value to allow certain icons and texts to appear above power
elseif frame.USE_POWERBAR_OFFSET then
if frame.ORIENTATION == 'LEFT' then
power:Point('TOPRIGHT', frame.Health, 'TOPRIGHT', frame.POWERBAR_OFFSET, -frame.POWERBAR_OFFSET)
power:Point('BOTTOMLEFT', frame.Health, 'BOTTOMLEFT', frame.POWERBAR_OFFSET, -frame.POWERBAR_OFFSET)
elseif frame.ORIENTATION == 'MIDDLE' then
power:Point('TOPLEFT', frame, 'TOPLEFT', UF.BORDER + UF.SPACING, -frame.POWERBAR_OFFSET -frame.CLASSBAR_YOFFSET)
power:Point('BOTTOMRIGHT', frame, 'BOTTOMRIGHT', -UF.BORDER - UF.SPACING, UF.BORDER)
else
power:Point('TOPLEFT', frame.Health, 'TOPLEFT', -frame.POWERBAR_OFFSET, -frame.POWERBAR_OFFSET)
power:Point('BOTTOMRIGHT', frame.Health, 'BOTTOMRIGHT', -frame.POWERBAR_OFFSET, -frame.POWERBAR_OFFSET)
end
power:SetFrameLevel(frame.Health:GetFrameLevel() - 5) --Health uses 10
elseif frame.USE_INSET_POWERBAR then
power:Height(frame.POWERBAR_HEIGHT - OFFSET)
power:Point('BOTTOMLEFT', frame.Health, 'BOTTOMLEFT', UF.BORDER + (UF.BORDER*2), UF.BORDER + (UF.BORDER*2))
power:Point('BOTTOMRIGHT', frame.Health, 'BOTTOMRIGHT', -(UF.BORDER + (UF.BORDER*2)), UF.BORDER + (UF.BORDER*2))
power:SetFrameLevel(50)
elseif frame.USE_MINI_POWERBAR then
power:Height(frame.POWERBAR_HEIGHT - OFFSET)
if frame.ORIENTATION == 'LEFT' then
power:Width(frame.POWERBAR_WIDTH - UF.BORDER*2)
power:Point('RIGHT', frame, 'BOTTOMRIGHT', -(UF.BORDER*2 + 4), ((frame.POWERBAR_HEIGHT-UF.BORDER)/2))
elseif frame.ORIENTATION == 'RIGHT' then
power:Width(frame.POWERBAR_WIDTH - UF.BORDER*2)
power:Point('LEFT', frame, 'BOTTOMLEFT', (UF.BORDER*2 + 4), ((frame.POWERBAR_HEIGHT-UF.BORDER)/2))
else
power:Point('LEFT', frame, 'BOTTOMLEFT', (UF.BORDER*2 + 4), ((frame.POWERBAR_HEIGHT-UF.BORDER)/2))
power:Point('RIGHT', frame, 'BOTTOMRIGHT', -(UF.BORDER*2 + 4 + (frame.PVPINFO_WIDTH or 0)), ((frame.POWERBAR_HEIGHT-UF.BORDER)/2))
end
power:SetFrameLevel(50)
else
power:Point('TOPRIGHT', frame.Health.backdrop, 'BOTTOMRIGHT', -UF.BORDER, -UF.SPACING*3)
power:Point('TOPLEFT', frame.Health.backdrop, 'BOTTOMLEFT', UF.BORDER, -UF.SPACING*3)
power:Height(frame.POWERBAR_HEIGHT - OFFSET)
power:SetFrameLevel(frame.Health:GetFrameLevel() + 5) --Health uses 10
end
--Hide mover until we detach again
if not frame.POWERBAR_DETACHED and power.Holder and power.Holder.mover then
E:DisableMover(power.Holder.mover:GetName())
end
if db.power.strataAndLevel and db.power.strataAndLevel.useCustomStrata then
power:SetFrameStrata(db.power.strataAndLevel.frameStrata)
else
power:SetFrameStrata('LOW')
end
if db.power.strataAndLevel and db.power.strataAndLevel.useCustomLevel then
power:SetFrameLevel(db.power.strataAndLevel.frameLevel)
end
power.backdrop:SetFrameLevel(power:GetFrameLevel() - 1)
if frame.POWERBAR_DETACHED and db.power.parent == 'UIPARENT' then
E.FrameLocks[power] = true
power:SetParent(E.UIParent)
else
E.FrameLocks[power] = nil
power:SetParent(frame)
end
elseif frame:IsElementEnabled('Power') then
frame:DisableElement('Power')
power:Hide()
frame:Tag(power.value, '')
end
frame.Power.custom_backdrop = UF.db.colors.custompowerbackdrop and UF.db.colors.power_backdrop
UF:ToggleTransparentStatusBar(UF.db.colors.transparentPower, frame.Power, frame.Power.BG, nil, UF.db.colors.invertPower, db.power.reverseFill)
end
function UF:GetDisplayPower()
local barInfo = GetUnitPowerBarInfo(self.__owner.unit)
if barInfo then
return ALTERNATE_POWER_INDEX, barInfo.minPower
end
end
local tokens = {[0]='MANA','RAGE','FOCUS','ENERGY','RUNIC_POWER'}
function UF:PostUpdatePowerColor()
local parent = self.origParent or self:GetParent()
if parent.isForced and not self.colorClass then
local color = ElvUF.colors.power[tokens[random(0,4)]]
self:SetStatusBarColor(color[1], color[2], color[3])
if self.BG then
UF:UpdateBackdropTextureColor(self.BG, color[1], color[2], color[3])
end
end
end
local powerTypesFull = {MANA = true, FOCUS = true, ENERGY = true}
function UF:PostUpdatePower(unit, cur, min, max)
local parent = self.origParent or self:GetParent()
if parent.isForced then
self.cur = random(1, 100)
self.max = 100
self:SetMinMaxValues(0, self.max)
self:SetValue(self.cur)
end
local db = parent.db and parent.db.power
if not db then return end
if (unit == 'player' or unit == 'target') and db.autoHide and parent.POWERBAR_DETACHED then
local _, powerType = UnitPowerType(unit)
if (powerTypesFull[powerType] and cur == max) or cur == min then
self:Hide()
else
self:Show()
end
elseif not self:IsShown() then
self:Show()
end
if db.hideonnpc then
UF:PostNamePosition(parent, unit)
end
end