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Catchup with Elv

Darthpred [02-28-13 - 12:44]
Catchup with Elv
Filename
ElvUI_SLE/modules/unitframes/units/player.lua
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