diff --git a/ElvUI_SLE/modules/unitframes/units/player.lua b/ElvUI_SLE/modules/unitframes/units/player.lua index 9810650..135cdce 100644 --- a/ElvUI_SLE/modules/unitframes/units/player.lua +++ b/ElvUI_SLE/modules/unitframes/units/player.lua @@ -1,504 +1,505 @@ -local E, L, V, P, G, _ = unpack(ElvUI); --Inport: Engine, Locales, PrivateDB, ProfileDB, GlobalDB, Localize Underscore -if not E.private.unitframe.enable then return end -local UF = E:GetModule('UnitFrames'); -local SLE = E:GetModule('SLE'); - - ---Setting the variable for using classbar. Elv's function. -local CAN_HAVE_CLASSBAR = (E.myclass == "PALADIN" or E.myclass == "DRUID" or E.myclass == "DEATHKNIGHT" or E.myclass == "WARLOCK" or E.myclass == "PRIEST" or E.myclass == "MONK" or E.myclass == 'MAGE') - ---Function to move damn combat indicator to topright part of the frame. Maybe i should create an option to make it placeble everywhere. -function UF:Update_CombatIndicator() - local CombatText = ElvUF_Player.Combat - if E.db.sle.combatico.pos == "NONE" then - CombatText:ClearAllPoints() - else - local x, y = UF:GetPositionOffset(E.db.sle.combatico.pos) - CombatText:ClearAllPoints() - CombatText:Point(E.db.sle.combatico.pos, ElvUF_Player.Health, E.db.sle.combatico.pos, x, x) - end - SLE:UnregisterEvent("PLAYER_REGEN_DISABLED") -end - -UF.Update_PlayerFrameSLE = UF.Update_PlayerFrame -function UF:Update_PlayerFrame(frame, db) - UF:Update_PlayerFrameSLE(frame, db) - - local health = frame.Health - local power = frame.Power - - local BORDER = E.Border - local SPACING = E.Spacing - local SHADOW_SPACING = E.PixelMode and 3 or 4 - local UNIT_WIDTH = db.width - local UNIT_HEIGHT = db.height - - local USE_POWERBAR = db.power.enable - local USE_MINI_POWERBAR = db.power.width ~= 'fill' and USE_POWERBAR - local USE_POWERBAR_OFFSET = db.power.offset ~= 0 and USE_POWERBAR - local POWERBAR_OFFSET = db.power.offset - local POWERBAR_HEIGHT = db.power.height - local POWERBAR_WIDTH = db.width - (BORDER*2) - - local USE_CLASSBAR = db.classbar.enable and CAN_HAVE_CLASSBAR - local USE_MINI_CLASSBAR = db.classbar.fill == "spaced" and USE_CLASSBAR - local CLASSBAR_HEIGHT = db.classbar.height - local CLASSBAR_WIDTH = db.width - (BORDER*2) - - local USE_PORTRAIT = db.portrait.enable - local USE_PORTRAIT_OVERLAY = db.portrait.overlay and USE_PORTRAIT - local PORTRAIT_WIDTH = db.portrait.width - - local unit = self.unit - - --Power Text - if E.db.unitframe.units.player.fixTo == "power" then - local x, y = self:GetPositionOffset(db.power.position) - power.value:ClearAllPoints() - power.value:Point(db.power.position, frame.Power, db.power.position, x, y) - frame:Tag(power.value, db.power.text_format) - end - - if not E.db.unitframe.units.player.classbar.offset then return end --Checking for offset option enabled - --All this crap is needed to be copied from Elv's player.lua to avoid graphical bugs - --Adjust some variables - do - if not USE_POWERBAR then - POWERBAR_HEIGHT = 0 - end - - if USE_PORTRAIT_OVERLAY or not USE_PORTRAIT then - PORTRAIT_WIDTH = 0 - end - - if USE_PORTRAIT then - CLASSBAR_WIDTH = (UNIT_WIDTH - (BORDER*2)) - PORTRAIT_WIDTH - end - - if USE_POWERBAR_OFFSET then - CLASSBAR_WIDTH = CLASSBAR_WIDTH - POWERBAR_OFFSET - end - - if USE_MINI_POWERBAR then - POWERBAR_WIDTH = POWERBAR_WIDTH / 2 - end - end - --End of needed copy. - - --Classbar positioning - if USE_CLASSBAR then - local DEPTH - if USE_MINI_CLASSBAR then - DEPTH = -(BORDER+(CLASSBAR_HEIGHT/2)) - else - DEPTH = -(BORDER+SPACING) - end - - if USE_POWERBAR_OFFSET then - health:Point("TOPRIGHT", frame, "TOPRIGHT", -(BORDER+POWERBAR_OFFSET), DEPTH) - else - health:Point("TOPRIGHT", frame, "TOPRIGHT", -BORDER, DEPTH) - end - - health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH+BORDER, DEPTH) - end - - --Classbars - if E.myclass == "PALADIN" then - local bars = frame.HolyPower - frame.ClassBar = bars - bars:ClearAllPoints() - - local MAX_HOLY_POWER = 5 - - if USE_MINI_CLASSBAR then - CLASSBAR_WIDTH = CLASSBAR_WIDTH * (MAX_HOLY_POWER - 1) / MAX_HOLY_POWER - bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0)) - bars:SetFrameStrata("MEDIUM") - else - bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) + BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) - bars:SetFrameStrata("LOW") - end - bars:Width(CLASSBAR_WIDTH) - bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) - for i = 1, MAX_HOLY_POWER do - bars[i]:SetHeight(bars:GetHeight()) - bars[i]:SetWidth(E:Scale(bars:GetWidth() - (E.PixelMode and 4 or 2))/MAX_HOLY_POWER) - bars[i]:GetStatusBarTexture():SetHorizTile(false) - bars[i]:ClearAllPoints() - if i == 1 then - bars[i]:SetPoint("LEFT", bars) - else - if USE_MINI_CLASSBAR then - bars[i]:Point("LEFT", bars[i-1], "RIGHT", SPACING+(BORDER*2)+2, 0) - else - bars[i]:Point("LEFT", bars[i-1], "RIGHT", 1, 0) - end - end - - if not USE_MINI_CLASSBAR then - bars[i].backdrop:Hide() - else - bars[i].backdrop:Show() - end - bars[i]:SetStatusBarColor(unpack(ElvUF.colors.holyPower)) - end - - if not USE_MINI_CLASSBAR then - bars.backdrop:Show() - else - bars.backdrop:Hide() - end - - if USE_CLASSBAR and not frame:IsElementEnabled('HolyPower') then - frame:EnableElement('HolyPower') - bars:Show() - elseif not USE_CLASSBAR and frame:IsElementEnabled('HolyPower') then - frame:DisableElement('HolyPower') - bars:Hide() - end - elseif E.myclass == 'PRIEST' then - local bars = frame.ShadowOrbs - frame.ClassBar = bars - bars:ClearAllPoints() - if USE_MINI_CLASSBAR then - CLASSBAR_WIDTH = CLASSBAR_WIDTH * (PRIEST_BAR_NUM_ORBS - 1) / PRIEST_BAR_NUM_ORBS - bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0)) - bars:SetFrameStrata("MEDIUM") - else - bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) - bars:SetFrameStrata("LOW") - end - - bars:Width(CLASSBAR_WIDTH) - bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) - for i = 1, PRIEST_BAR_NUM_ORBS do - bars[i]:SetHeight(bars:GetHeight()) - bars[i]:SetWidth((bars:GetWidth() - 2)/PRIEST_BAR_NUM_ORBS) - bars[i]:GetStatusBarTexture():SetHorizTile(false) - bars[i]:ClearAllPoints() - if i == 1 then - bars[i]:SetPoint("LEFT", bars) - else - if USE_MINI_CLASSBAR then - bars[i]:Point("LEFT", bars[i-1], "RIGHT", SPACING+(BORDER*2)+8, 0) - else - bars[i]:Point("LEFT", bars[i-1], "RIGHT", 1, 0) - end - end - - if not USE_MINI_CLASSBAR then - bars[i].backdrop:Hide() - else - bars[i].backdrop:Show() - end - bars[i]:SetStatusBarColor(unpack(ElvUF.colors.shadowOrbs)) - end - - if not USE_MINI_CLASSBAR then - bars.backdrop:Show() - else - bars.backdrop:Hide() - end - - if USE_CLASSBAR and not frame:IsElementEnabled('ShadowOrbs') then - frame:EnableElement('ShadowOrbs') - elseif not USE_CLASSBAR and frame:IsElementEnabled('ShadowOrbs') then - frame:DisableElement('ShadowOrbs') - bars:Hide() - end - elseif E.myclass == 'MAGE' then - local bars = frame.ArcaneChargeBar - frame.ClassBar = bars - bars:ClearAllPoints() - if USE_MINI_CLASSBAR then - CLASSBAR_WIDTH = CLASSBAR_WIDTH * (UF['classMaxResourceBar'][E.myclass] - 1) / UF['classMaxResourceBar'][E.myclass] - bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 12), (db.classbar.yOffset or 0)) - bars:SetFrameStrata("MEDIUM") - else - bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) - bars:SetFrameStrata("LOW") - end - - bars:Width(CLASSBAR_WIDTH) - bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) - for i = 1, UF['classMaxResourceBar'][E.myclass] do - bars[i]:SetHeight(bars:GetHeight()) - bars[i]:SetWidth((bars:GetWidth() - (E.PixelMode and 5 or 2))/UF['classMaxResourceBar'][E.myclass]) - bars[i]:GetStatusBarTexture():SetHorizTile(false) - bars[i]:ClearAllPoints() - if i == 1 then - bars[i]:SetPoint("LEFT", bars) - else - if USE_MINI_CLASSBAR then - bars[i]:Point("LEFT", bars[i-1], "RIGHT", SPACING+(BORDER*2)+2, 0) - else - bars[i]:Point("LEFT", bars[i-1], "RIGHT", 1, 0) - end - end - - bars[i]:SetStatusBarColor(unpack(ElvUF.colors.arcaneCharges)) - bars[i].bg:SetTexture(unpack(ElvUF.colors.arcaneCharges)) - - if not USE_MINI_CLASSBAR then - bars[i].backdrop:Hide() - else - bars[i].backdrop:Show() - end - end - - if not USE_MINI_CLASSBAR then - bars.backdrop:Show() - else - bars.backdrop:Hide() - end - if USE_CLASSBAR and not frame:IsElementEnabled('ArcaneChargeBar') then - frame:EnableElement('ArcaneChargeBar') - elseif not USE_CLASSBAR and frame:IsElementEnabled('ArcaneChargeBar') then - frame:DisableElement('ArcaneChargeBar') - end - elseif E.myclass == "WARLOCK" then - local bars = frame.ShardBar - frame.ClassBar = bars - bars:ClearAllPoints() - if USE_MINI_CLASSBAR then - CLASSBAR_WIDTH = CLASSBAR_WIDTH * 2 / 3 - bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0)) - bars:SetFrameStrata("MEDIUM") - else - bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) + (E.PixelMode and 0 or (BORDER + SPACING))) - bars:SetFrameStrata("LOW") - end - bars:Width(CLASSBAR_WIDTH) - bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) - - if not USE_MINI_CLASSBAR then - bars.backdrop:Show() - else - bars.backdrop:Hide() - end - - if USE_CLASSBAR and not frame:IsElementEnabled('ShardBar') then - frame:EnableElement('ShardBar') - elseif not USE_CLASSBAR and frame:IsElementEnabled('ShardBar') then - frame:DisableElement('ShardBar') - bars:Hide() - end - elseif E.myclass == 'MONK' then - local bars = frame.Harmony - frame.ClassBar = bars - bars:ClearAllPoints() - if USE_MINI_CLASSBAR then - bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0)) - bars:SetFrameStrata("MEDIUM") - else - bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING)) ) - bars:SetFrameStrata("LOW") - end - bars:Width(CLASSBAR_WIDTH) - bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) - - if not USE_MINI_CLASSBAR then - bars.backdrop:Show() - else - bars.backdrop:Hide() - end - - if USE_CLASSBAR and not frame:IsElementEnabled('Harmony') then - frame:EnableElement('Harmony') - bars:Show() - elseif not USE_CLASSBAR and frame:IsElementEnabled('Harmony') then - frame:DisableElement('Harmony') - bars:Hide() - end - elseif E.myclass == "DEATHKNIGHT" then - local runes = frame.Runes - frame.ClassBar = runes - runes:ClearAllPoints() - if USE_MINI_CLASSBAR then - CLASSBAR_WIDTH = CLASSBAR_WIDTH * 4/5 - runes:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 8), (db.classbar.yOffset or 0)) - runes:SetFrameStrata("MEDIUM") - else - runes:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) - runes:SetFrameStrata("LOW") - end - runes:Width(CLASSBAR_WIDTH) - runes:Height(CLASSBAR_HEIGHT - (BORDER*2)) - - for i = 1, 6 do - runes[i]:SetHeight(runes:GetHeight()) - runes[i]:SetWidth(E:Scale(runes:GetWidth() - 5) / 6) - if USE_MINI_CLASSBAR then - runes[i].backdrop:Show() - else - runes[i].backdrop:Hide() - end - - runes[i]:ClearAllPoints() - if i == 1 then - runes[i]:SetPoint("LEFT", runes) - else - if USE_MINI_CLASSBAR then - runes[i]:Point("LEFT", runes[i-1], "RIGHT", 1+(BORDER*2)+2, 0) - else - runes[i]:Point("LEFT", runes[i-1], "RIGHT", 1, 0) - end - end - - if not USE_MINI_CLASSBAR then - runes[i].backdrop:Hide() - else - runes[i].backdrop:Show() - end - end - - if not USE_MINI_CLASSBAR then - runes.backdrop:Show() - else - runes.backdrop:Hide() - end - - if USE_CLASSBAR and not frame:IsElementEnabled('Runes') then - frame:EnableElement('Runes') - runes:Show() - elseif not USE_CLASSBAR and frame:IsElementEnabled('Runes') then - frame:DisableElement('Runes') - runes:Hide() - RuneFrame.Show = RuneFrame.Hide - RuneFrame:Hide() - end - if runes.UpdateAllRuneTypes then - runes.UpdateAllRuneTypes(frame) --colors update - end - elseif E.myclass == "DRUID" then - local eclipseBar = frame.EclipseBar - frame.ClassBar = eclipseBar - eclipseBar:ClearAllPoints() - if not USE_MINI_CLASSBAR then - eclipseBar:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) - eclipseBar:SetFrameStrata("LOW") - else - CLASSBAR_WIDTH = CLASSBAR_WIDTH * 2/3 - eclipseBar:Point("LEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +(BORDER*2 + 4), (db.classbar.yOffset or 0)) - eclipseBar:SetFrameStrata("MEDIUM") - end - eclipseBar:Width(CLASSBAR_WIDTH) - eclipseBar:Height(CLASSBAR_HEIGHT - (BORDER*2)) - - --?? Apparent bug fix for the width after in-game settings change - eclipseBar.LunarBar:SetMinMaxValues(0, 0) - eclipseBar.SolarBar:SetMinMaxValues(0, 0) - eclipseBar.LunarBar:SetStatusBarColor(unpack(ElvUF.colors.eclipseBar[1])) - eclipseBar.SolarBar:SetStatusBarColor(unpack(ElvUF.colors.eclipseBar[2])) - eclipseBar.LunarBar:Size(CLASSBAR_WIDTH, CLASSBAR_HEIGHT - (BORDER*2)) - eclipseBar.SolarBar:Size(CLASSBAR_WIDTH, CLASSBAR_HEIGHT - (BORDER*2)) - - if USE_CLASSBAR and not frame:IsElementEnabled('EclipseBar') then - frame:EnableElement('EclipseBar') - eclipseBar:Show() - elseif not USE_CLASSBAR and frame:IsElementEnabled('EclipseBar') then - frame:DisableElement('EclipseBar') - eclipseBar:Hide() - end - end - - frame:UpdateAllElements() -end - -UF.UpdatePlayerFrameAnchorsSLE = UF.UpdatePlayerFrameAnchors -function UF:UpdatePlayerFrameAnchors(frame, isShown) - UF:UpdatePlayerFrameAnchorsSLE(frame, isShown) - - if E.db.sle == nil then E.db.sle = {} end - - local db = E.db['unitframe']['units'].player - local health = frame.Health - local PORTRAIT_WIDTH = db.portrait.width - local CLASSBAR_HEIGHT = db.classbar.height - local USE_CLASSBAR = db.classbar.enable - local USE_MINI_CLASSBAR = db.classbar.fill == "spaced" and USE_CLASSBAR - local USE_PORTRAIT = db.portrait.enable - local USE_PORTRAIT_OVERLAY = db.portrait.overlay and USE_PORTRAIT - - if E.db.unitframe.units.player.classbar.offset then - local DEPTH - if USE_MINI_CLASSBAR then - DEPTH = -(E:Scale(2)+(CLASSBAR_HEIGHT/2)) - else - DEPTH = -(E:Scale(2)) - end - - if not USE_MINI_CLASSBAR and (USE_PORTRAIT and not USE_PORTRAIT_OVERLAY) then - health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH + 2, DEPTH) - end - end - - if E.myclass == "DRUID" then - UF:EclipseTextSLE() - end - - if E.myclass == "WARLOCK" then - UF:DFTextSLE() - end -end - -function UF:ClassbarTextSLE() - if E.myclass == "DRUID" then - UF:EclipseTextSLE() - elseif E.myclass == "WARLOCK" then - UF:DFTextSLE() - end -end - -function UF:EclipseTextSLE() - local eclipseBar = ElvUF_Player.EclipseBar - local spower = UnitPower( PlayerFrame.unit, SPELL_POWER_ECLIPSE ); - if E.db.sle.powtext then - eclipseBar.powtext:SetText(spower) - else - eclipseBar.powtext:SetText('') - end -end - -function UF:DFTextSLE() - local ShardBar = ElvUF_Player.ShardBar - local dfpower = UnitPower( PlayerFrame.unit, SPELL_POWER_DEMONIC_FURY ); - local hasspec = GetSpecialization(false, false) - if hasspec == nil then return end - local index = select(1, GetSpecializationInfo(GetSpecialization(false, false, active)), false, false) - if index == 266 then --This crap is checking the spec. - if E.db.sle.powtext then - ShardBar.powtext:SetText(dfpower) - if E.db.unitframe.units.player.classbar.fill == "spaced" then - ShardBar.powtext:ClearAllPoints() - ShardBar.powtext:SetPoint("LEFT", ShardBar, "RIGHT") - else - ShardBar.powtext:ClearAllPoints() - ShardBar.powtext:SetPoint("CENTER", ShardBar, "CENTER") - end - else - ShardBar.powtext:SetText('') - end - else - ShardBar.powtext:SetText('') - end -end - ---Text for druid eclipse bar -if E.myclass == "DRUID" then - local eclipseBar = ElvUF_Player.EclipseBar - local lunarBar = eclipseBar.LunarBar - - eclipseBar.powtext = lunarBar:CreateFontString(nil, 'OVERLAY') - eclipseBar.powtext:SetPoint("CENTER", eclipseBar, "CENTER") - eclipseBar.powtext:SetFont("Fonts\\FRIZQT__.TTF", 10, "OUTLINE") -end - -if E.myclass == "WARLOCK" then - local ShardBar = ElvUF_Player.ShardBar - local dfbar = select(2, ShardBar:GetChildren()) - - ShardBar.powtext = dfbar:CreateFontString(nil, 'OVERLAY') - ShardBar.powtext:SetFont("Fonts\\FRIZQT__.TTF", 10, "OUTLINE") +local E, L, V, P, G, _ = unpack(ElvUI); --Inport: Engine, Locales, PrivateDB, ProfileDB, GlobalDB, Localize Underscore +if not E.private.unitframe.enable then return end +local UF = E:GetModule('UnitFrames'); +local SLE = E:GetModule('SLE'); + + +--Setting the variable for using classbar. Elv's function. +local CAN_HAVE_CLASSBAR = (E.myclass == "PALADIN" or E.myclass == "DRUID" or E.myclass == "DEATHKNIGHT" or E.myclass == "WARLOCK" or E.myclass == "PRIEST" or E.myclass == "MONK" or E.myclass == 'MAGE') + +--Function to move damn combat indicator to topright part of the frame. Maybe i should create an option to make it placeble everywhere. +function UF:Update_CombatIndicator() + local CombatText = ElvUF_Player.Combat + if E.db.sle.combatico.pos == "NONE" then + CombatText:ClearAllPoints() + else + local x, y = UF:GetPositionOffset(E.db.sle.combatico.pos) + CombatText:ClearAllPoints() + CombatText:Point(E.db.sle.combatico.pos, ElvUF_Player.Health, E.db.sle.combatico.pos, x, x) + end + SLE:UnregisterEvent("PLAYER_REGEN_DISABLED") +end + +UF.Update_PlayerFrameSLE = UF.Update_PlayerFrame +function UF:Update_PlayerFrame(frame, db) + UF:Update_PlayerFrameSLE(frame, db) + + local health = frame.Health + local power = frame.Power + + local BORDER = E.Border + local SPACING = E.Spacing + local SHADOW_SPACING = E.PixelMode and 3 or 4 + local UNIT_WIDTH = db.width + local UNIT_HEIGHT = db.height + + local USE_POWERBAR = db.power.enable + local USE_MINI_POWERBAR = db.power.width ~= 'fill' and USE_POWERBAR + local USE_POWERBAR_OFFSET = db.power.offset ~= 0 and USE_POWERBAR + local POWERBAR_OFFSET = db.power.offset + local POWERBAR_HEIGHT = db.power.height + local POWERBAR_WIDTH = db.width - (BORDER*2) + + local USE_CLASSBAR = db.classbar.enable and CAN_HAVE_CLASSBAR + local USE_MINI_CLASSBAR = db.classbar.fill == "spaced" and USE_CLASSBAR + local CLASSBAR_HEIGHT = db.classbar.height + local CLASSBAR_WIDTH = db.width - (BORDER*2) + + local USE_PORTRAIT = db.portrait.enable + local USE_PORTRAIT_OVERLAY = db.portrait.overlay and USE_PORTRAIT + local PORTRAIT_WIDTH = db.portrait.width + + local unit = self.unit + + --Power Text + if E.db.unitframe.units.player.fixTo == "power" then + local x, y = self:GetPositionOffset(db.power.position) + power.value:ClearAllPoints() + power.value:Point(db.power.position, frame.Power, db.power.position, x, y) + frame:Tag(power.value, db.power.text_format) + end + + if not E.db.unitframe.units.player.classbar.offset then return end --Checking for offset option enabled + --All this crap is needed to be copied from Elv's player.lua to avoid graphical bugs + --Adjust some variables + do + if not USE_POWERBAR then + POWERBAR_HEIGHT = 0 + end + + if USE_PORTRAIT_OVERLAY or not USE_PORTRAIT then + PORTRAIT_WIDTH = 0 + end + + if USE_PORTRAIT then + CLASSBAR_WIDTH = (UNIT_WIDTH - (BORDER*2)) - PORTRAIT_WIDTH + end + + if USE_POWERBAR_OFFSET then + CLASSBAR_WIDTH = CLASSBAR_WIDTH - POWERBAR_OFFSET + end + + if USE_MINI_POWERBAR then + POWERBAR_WIDTH = POWERBAR_WIDTH / 2 + end + end + --End of needed copy. + + --Classbar positioning + if USE_CLASSBAR then + local DEPTH + if USE_MINI_CLASSBAR then + DEPTH = -(BORDER+(CLASSBAR_HEIGHT/2)) + else + DEPTH = -(BORDER+SPACING) + end + + if USE_POWERBAR_OFFSET then + health:Point("TOPRIGHT", frame, "TOPRIGHT", -(BORDER+POWERBAR_OFFSET), DEPTH) + else + health:Point("TOPRIGHT", frame, "TOPRIGHT", -BORDER, DEPTH) + end + + health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH+BORDER, DEPTH) + end + + --Classbars + if E.myclass == "PALADIN" then + local bars = frame.HolyPower + frame.ClassBar = bars + bars:ClearAllPoints() + + local MAX_HOLY_POWER = 5 + + if USE_MINI_CLASSBAR then + CLASSBAR_WIDTH = CLASSBAR_WIDTH * (MAX_HOLY_POWER - 1) / MAX_HOLY_POWER + bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0)) + bars:SetFrameStrata("MEDIUM") + else + bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) + BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) + bars:SetFrameStrata("LOW") + end + bars:Width(CLASSBAR_WIDTH) + bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) + for i = 1, MAX_HOLY_POWER do + bars[i]:SetHeight(bars:GetHeight()) + bars[i]:SetWidth(E:Scale(bars:GetWidth() - (E.PixelMode and 4 or 2))/MAX_HOLY_POWER) + bars[i]:GetStatusBarTexture():SetHorizTile(false) + bars[i]:ClearAllPoints() + if i == 1 then + bars[i]:SetPoint("LEFT", bars) + else + if USE_MINI_CLASSBAR then + bars[i]:Point("LEFT", bars[i-1], "RIGHT", SPACING+(BORDER*2)+2, 0) + else + bars[i]:Point("LEFT", bars[i-1], "RIGHT", 1, 0) + end + end + + if not USE_MINI_CLASSBAR then + bars[i].backdrop:Hide() + else + bars[i].backdrop:Show() + end + bars[i]:SetStatusBarColor(unpack(ElvUF.colors.holyPower)) + end + + if not USE_MINI_CLASSBAR then + bars.backdrop:Show() + else + bars.backdrop:Hide() + end + + if USE_CLASSBAR and not frame:IsElementEnabled('HolyPower') then + frame:EnableElement('HolyPower') + bars:Show() + elseif not USE_CLASSBAR and frame:IsElementEnabled('HolyPower') then + frame:DisableElement('HolyPower') + bars:Hide() + end + elseif E.myclass == 'PRIEST' then + local bars = frame.ShadowOrbs + frame.ClassBar = bars + bars:ClearAllPoints() + if USE_MINI_CLASSBAR then + CLASSBAR_WIDTH = CLASSBAR_WIDTH * (PRIEST_BAR_NUM_ORBS - 1) / PRIEST_BAR_NUM_ORBS + bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0)) + bars:SetFrameStrata("MEDIUM") + else + bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) + bars:SetFrameStrata("LOW") + end + + bars:Width(CLASSBAR_WIDTH) + bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) + for i = 1, PRIEST_BAR_NUM_ORBS do + bars[i]:SetHeight(bars:GetHeight()) + bars[i]:SetWidth((bars:GetWidth() - 2)/PRIEST_BAR_NUM_ORBS) + bars[i]:GetStatusBarTexture():SetHorizTile(false) + bars[i]:ClearAllPoints() + if i == 1 then + bars[i]:SetPoint("LEFT", bars) + else + if USE_MINI_CLASSBAR then + bars[i]:Point("LEFT", bars[i-1], "RIGHT", SPACING+(BORDER*2)+8, 0) + else + bars[i]:Point("LEFT", bars[i-1], "RIGHT", 1, 0) + end + end + + if not USE_MINI_CLASSBAR then + bars[i].backdrop:Hide() + else + bars[i].backdrop:Show() + end + bars[i]:SetStatusBarColor(unpack(ElvUF.colors.shadowOrbs)) + end + + if not USE_MINI_CLASSBAR then + bars.backdrop:Show() + else + bars.backdrop:Hide() + end + + if USE_CLASSBAR and not frame:IsElementEnabled('ShadowOrbs') then + frame:EnableElement('ShadowOrbs') + elseif not USE_CLASSBAR and frame:IsElementEnabled('ShadowOrbs') then + frame:DisableElement('ShadowOrbs') + bars:Hide() + end + elseif E.myclass == 'MAGE' then + local bars = frame.ArcaneChargeBar + frame.ClassBar = bars + bars:ClearAllPoints() + if USE_MINI_CLASSBAR then + CLASSBAR_WIDTH = CLASSBAR_WIDTH * (UF['classMaxResourceBar'][E.myclass] - 1) / UF['classMaxResourceBar'][E.myclass] + bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 12), (db.classbar.yOffset or 0)) + bars:SetFrameStrata("MEDIUM") + else + bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) + bars:SetFrameStrata("LOW") + end + + bars:Width(CLASSBAR_WIDTH) + bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) + local maxBars = UF['classMaxResourceBar'][E.myclass] + for i = 1, maxBars do + bars[i]:SetHeight(bars:GetHeight()) + bars[i]:SetWidth((bars:GetWidth() - (maxBars - 1)) / maxBars) + bars[i]:GetStatusBarTexture():SetHorizTile(false) + bars[i]:ClearAllPoints() + if i == 1 then + bars[i]:SetPoint("LEFT", bars) + else + if USE_MINI_CLASSBAR then + bars[i]:Point("LEFT", bars[i-1], "RIGHT", SPACING+(BORDER*2)+2, 0) + else + bars[i]:Point("LEFT", bars[i-1], "RIGHT", 1, 0) + end + end + + bars[i]:SetStatusBarColor(unpack(ElvUF.colors.arcaneCharges)) + bars[i].bg:SetTexture(unpack(ElvUF.colors.arcaneCharges)) + + if not USE_MINI_CLASSBAR then + bars[i].backdrop:Hide() + else + bars[i].backdrop:Show() + end + end + + if not USE_MINI_CLASSBAR then + bars.backdrop:Show() + else + bars.backdrop:Hide() + end + if USE_CLASSBAR and not frame:IsElementEnabled('ArcaneChargeBar') then + frame:EnableElement('ArcaneChargeBar') + elseif not USE_CLASSBAR and frame:IsElementEnabled('ArcaneChargeBar') then + frame:DisableElement('ArcaneChargeBar') + end + elseif E.myclass == "WARLOCK" then + local bars = frame.ShardBar + frame.ClassBar = bars + bars:ClearAllPoints() + if USE_MINI_CLASSBAR then + CLASSBAR_WIDTH = CLASSBAR_WIDTH * 2 / 3 + bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0)) + bars:SetFrameStrata("MEDIUM") + else + bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) + (E.PixelMode and 0 or (BORDER + SPACING))) + bars:SetFrameStrata("LOW") + end + bars:Width(CLASSBAR_WIDTH) + bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) + + if not USE_MINI_CLASSBAR then + bars.backdrop:Show() + else + bars.backdrop:Hide() + end + + if USE_CLASSBAR and not frame:IsElementEnabled('ShardBar') then + frame:EnableElement('ShardBar') + elseif not USE_CLASSBAR and frame:IsElementEnabled('ShardBar') then + frame:DisableElement('ShardBar') + bars:Hide() + end + elseif E.myclass == 'MONK' then + local bars = frame.Harmony + frame.ClassBar = bars + bars:ClearAllPoints() + if USE_MINI_CLASSBAR then + bars:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 6), (db.classbar.yOffset or 0)) + bars:SetFrameStrata("MEDIUM") + else + bars:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING)) ) + bars:SetFrameStrata("LOW") + end + bars:Width(CLASSBAR_WIDTH) + bars:Height(CLASSBAR_HEIGHT - (E.PixelMode and 1 or 4)) + + if not USE_MINI_CLASSBAR then + bars.backdrop:Show() + else + bars.backdrop:Hide() + end + + if USE_CLASSBAR and not frame:IsElementEnabled('Harmony') then + frame:EnableElement('Harmony') + bars:Show() + elseif not USE_CLASSBAR and frame:IsElementEnabled('Harmony') then + frame:DisableElement('Harmony') + bars:Hide() + end + elseif E.myclass == "DEATHKNIGHT" then + local runes = frame.Runes + frame.ClassBar = runes + runes:ClearAllPoints() + if USE_MINI_CLASSBAR then + CLASSBAR_WIDTH = CLASSBAR_WIDTH * 4/5 + runes:Point("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) -(BORDER*3 + 8), (db.classbar.yOffset or 0)) + runes:SetFrameStrata("MEDIUM") + else + runes:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) + runes:SetFrameStrata("LOW") + end + runes:Width(CLASSBAR_WIDTH) + runes:Height(CLASSBAR_HEIGHT - (BORDER*2)) + + for i = 1, 6 do + runes[i]:SetHeight(runes:GetHeight()) + runes[i]:SetWidth(E:Scale(runes:GetWidth() - 5) / 6) + if USE_MINI_CLASSBAR then + runes[i].backdrop:Show() + else + runes[i].backdrop:Hide() + end + + runes[i]:ClearAllPoints() + if i == 1 then + runes[i]:SetPoint("LEFT", runes) + else + if USE_MINI_CLASSBAR then + runes[i]:Point("LEFT", runes[i-1], "RIGHT", 1+(BORDER*2)+2, 0) + else + runes[i]:Point("LEFT", runes[i-1], "RIGHT", 1, 0) + end + end + + if not USE_MINI_CLASSBAR then + runes[i].backdrop:Hide() + else + runes[i].backdrop:Show() + end + end + + if not USE_MINI_CLASSBAR then + runes.backdrop:Show() + else + runes.backdrop:Hide() + end + + if USE_CLASSBAR and not frame:IsElementEnabled('Runes') then + frame:EnableElement('Runes') + runes:Show() + elseif not USE_CLASSBAR and frame:IsElementEnabled('Runes') then + frame:DisableElement('Runes') + runes:Hide() + RuneFrame.Show = RuneFrame.Hide + RuneFrame:Hide() + end + if runes.UpdateAllRuneTypes then + runes.UpdateAllRuneTypes(frame) --colors update + end + elseif E.myclass == "DRUID" then + local eclipseBar = frame.EclipseBar + frame.ClassBar = eclipseBar + eclipseBar:ClearAllPoints() + if not USE_MINI_CLASSBAR then + eclipseBar:Point("BOTTOMLEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0) +(E.PixelMode and 0 or (BORDER + SPACING))) + eclipseBar:SetFrameStrata("LOW") + else + CLASSBAR_WIDTH = CLASSBAR_WIDTH * 2/3 + eclipseBar:Point("LEFT", frame.Health.backdrop, "TOPLEFT", (db.classbar.xOffset or 0) +(BORDER*2 + 4), (db.classbar.yOffset or 0)) + eclipseBar:SetFrameStrata("MEDIUM") + end + eclipseBar:Width(CLASSBAR_WIDTH) + eclipseBar:Height(CLASSBAR_HEIGHT - (BORDER*2)) + + --?? Apparent bug fix for the width after in-game settings change + eclipseBar.LunarBar:SetMinMaxValues(0, 0) + eclipseBar.SolarBar:SetMinMaxValues(0, 0) + eclipseBar.LunarBar:SetStatusBarColor(unpack(ElvUF.colors.eclipseBar[1])) + eclipseBar.SolarBar:SetStatusBarColor(unpack(ElvUF.colors.eclipseBar[2])) + eclipseBar.LunarBar:Size(CLASSBAR_WIDTH, CLASSBAR_HEIGHT - (BORDER*2)) + eclipseBar.SolarBar:Size(CLASSBAR_WIDTH, CLASSBAR_HEIGHT - (BORDER*2)) + + if USE_CLASSBAR and not frame:IsElementEnabled('EclipseBar') then + frame:EnableElement('EclipseBar') + eclipseBar:Show() + elseif not USE_CLASSBAR and frame:IsElementEnabled('EclipseBar') then + frame:DisableElement('EclipseBar') + eclipseBar:Hide() + end + end + + frame:UpdateAllElements() +end + +UF.UpdatePlayerFrameAnchorsSLE = UF.UpdatePlayerFrameAnchors +function UF:UpdatePlayerFrameAnchors(frame, isShown) + UF:UpdatePlayerFrameAnchorsSLE(frame, isShown) + + if E.db.sle == nil then E.db.sle = {} end + + local db = E.db['unitframe']['units'].player + local health = frame.Health + local PORTRAIT_WIDTH = db.portrait.width + local CLASSBAR_HEIGHT = db.classbar.height + local USE_CLASSBAR = db.classbar.enable + local USE_MINI_CLASSBAR = db.classbar.fill == "spaced" and USE_CLASSBAR + local USE_PORTRAIT = db.portrait.enable + local USE_PORTRAIT_OVERLAY = db.portrait.overlay and USE_PORTRAIT + + if E.db.unitframe.units.player.classbar.offset then + local DEPTH + if USE_MINI_CLASSBAR then + DEPTH = -(E:Scale(2)+(CLASSBAR_HEIGHT/2)) + else + DEPTH = -(E:Scale(2)) + end + + if not USE_MINI_CLASSBAR and (USE_PORTRAIT and not USE_PORTRAIT_OVERLAY) then + health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH + 2, DEPTH) + end + end + + if E.myclass == "DRUID" then + UF:EclipseTextSLE() + end + + if E.myclass == "WARLOCK" then + UF:DFTextSLE() + end +end + +function UF:ClassbarTextSLE() + if E.myclass == "DRUID" then + UF:EclipseTextSLE() + elseif E.myclass == "WARLOCK" then + UF:DFTextSLE() + end +end + +function UF:EclipseTextSLE() + local eclipseBar = ElvUF_Player.EclipseBar + local spower = UnitPower( PlayerFrame.unit, SPELL_POWER_ECLIPSE ); + if E.db.sle.powtext then + eclipseBar.powtext:SetText(spower) + else + eclipseBar.powtext:SetText('') + end +end + +function UF:DFTextSLE() + local ShardBar = ElvUF_Player.ShardBar + local dfpower = UnitPower( PlayerFrame.unit, SPELL_POWER_DEMONIC_FURY ); + local hasspec = GetSpecialization(false, false) + if hasspec == nil then return end + local index = select(1, GetSpecializationInfo(GetSpecialization(false, false, active)), false, false) + if index == 266 then --This crap is checking the spec. + if E.db.sle.powtext then + ShardBar.powtext:SetText(dfpower) + if E.db.unitframe.units.player.classbar.fill == "spaced" then + ShardBar.powtext:ClearAllPoints() + ShardBar.powtext:SetPoint("LEFT", ShardBar, "RIGHT") + else + ShardBar.powtext:ClearAllPoints() + ShardBar.powtext:SetPoint("CENTER", ShardBar, "CENTER") + end + else + ShardBar.powtext:SetText('') + end + else + ShardBar.powtext:SetText('') + end +end + +--Text for druid eclipse bar +if E.myclass == "DRUID" then + local eclipseBar = ElvUF_Player.EclipseBar + local lunarBar = eclipseBar.LunarBar + + eclipseBar.powtext = lunarBar:CreateFontString(nil, 'OVERLAY') + eclipseBar.powtext:SetPoint("CENTER", eclipseBar, "CENTER") + eclipseBar.powtext:SetFont("Fonts\\FRIZQT__.TTF", 10, "OUTLINE") +end + +if E.myclass == "WARLOCK" then + local ShardBar = ElvUF_Player.ShardBar + local dfbar = select(2, ShardBar:GetChildren()) + + ShardBar.powtext = dfbar:CreateFontString(nil, 'OVERLAY') + ShardBar.powtext:SetFont("Fonts\\FRIZQT__.TTF", 10, "OUTLINE") end \ No newline at end of file