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