diff --git a/ElvUI_SLE/config/profile.lua b/ElvUI_SLE/config/profile.lua
index e3a5316..4f78ee5 100755
--- a/ElvUI_SLE/config/profile.lua
+++ b/ElvUI_SLE/config/profile.lua
@@ -263,9 +263,4 @@ P.datatexts.panels.DP_6 = {
['right'] = '',
}
P.datatexts.panels.Top_Center = 'Version'
-P.datatexts.panels.Bottom_Panel = ''
-
---Unitframes
-P.unitframe.units.player.classbar.xOffset = 0
-P.unitframe.units.player.classbar.yOffset = 0
-P.unitframe.units.player.classbar.offset = false
\ No newline at end of file
+P.datatexts.panels.Bottom_Panel = ''
\ No newline at end of file
diff --git a/ElvUI_SLE/modules/unitframes/options.lua b/ElvUI_SLE/modules/unitframes/options.lua
index a65dbea..54a975a 100755
--- a/ElvUI_SLE/modules/unitframes/options.lua
+++ b/ElvUI_SLE/modules/unitframes/options.lua
@@ -77,46 +77,6 @@ E.Options.args.sle.args.unitframes.args.druid = {
}
end
-if CAN_HAVE_CLASSBAR then
-E.Options.args.sle.args.unitframes.args.classbar = {
- order = 6,
- type = "group",
- name = L["Classbar Offset"],
- guiInline = true,
- args = {
- info = {
- order = 1,
- type = "description",
- name = L["This options will allow you to detach your classbar from player's frame and move it in other location."],
- },
- enable = {
- order = 2,
- type = "toggle",
- name = L["Enable"],
- get = function(info) return E.db.unitframe.units.player.classbar.offset end,
- set = function(info, value) E.db.unitframe.units.player.classbar.offset = value; UF:CreateAndUpdateUF('player') end,
- },
- xOffset = {
- order = 7,
- name = L['X Offset'],
- type = 'range',
- disabled = function() return not E.db.unitframe.units.player.classbar.offset end,
- min = -E.screenwidth, max = E.screenwidth, step = 1,
- get = function(info) return E.db.unitframe.units.player.classbar.xOffset end,
- set = function(info, value) E.db.unitframe.units.player.classbar.xOffset = value; UF:CreateAndUpdateUF('player') end,
- },
- yOffset = {
- order = 8,
- name = L['Y Offset'],
- type = 'range',
- disabled = function() return not E.db.unitframe.units.player.classbar.offset end,
- min = -E.screenheight, max = E.screenheight, step = 1,
- get = function(info) return E.db.unitframe.units.player.classbar.yOffset end,
- set = function(info, value) E.db.unitframe.units.player.classbar.yOffset = value; UF:CreateAndUpdateUF('player') end,
- },
- },
-}
-end
end
table.insert(E.SLEConfigs, configTable)
\ No newline at end of file
diff --git a/ElvUI_SLE/modules/unitframes/units/player.lua b/ElvUI_SLE/modules/unitframes/units/player.lua
index faf6b22..c7b11d8 100755
--- a/ElvUI_SLE/modules/unitframes/units/player.lua
+++ b/ElvUI_SLE/modules/unitframes/units/player.lua
@@ -5,10 +5,6 @@ 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
@@ -21,1116 +17,10 @@ function UF:Update_CombatIndicator()
SLE:UnregisterEvent("PLAYER_REGEN_DISABLED")
end
-UF.Update_PlayerFrameSLE = UF.Update_PlayerFrame
-function UF:Update_PlayerFrame(frame, db)
- UF:Update_PlayerFrameSLE(frame, db)
- if not E.db.unitframe.units.player.classbar.offset then return end --Checking for offset option enabled
- frame.db = db
-
- if frame.Portrait then
- frame.Portrait:Hide()
- frame.Portrait:ClearAllPoints()
- frame.Portrait.backdrop:Hide()
- end
- frame.Portrait = db.portrait.style == '2D' and frame.Portrait2D or frame.Portrait3D
- frame:RegisterForClicks(self.db.targetOnMouseDown and 'AnyDown' or 'AnyUp')
- 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_INSET_POWERBAR = db.power.width == 'inset' and USE_POWERBAR
- local USE_MINI_POWERBAR = db.power.width == 'spaced' 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
-
- frame.colors = ElvUF.colors
- frame:Size(UNIT_WIDTH, UNIT_HEIGHT)
- _G[frame:GetName()..'Mover']:Size(frame:GetSize())
- --[[
- --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
- ]]
-
- --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.
- local mini_classbarY = 0
- if USE_MINI_CLASSBAR then
- mini_classbarY = -(SPACING+(CLASSBAR_HEIGHT/2))
- end
-
- --Threat
- do
- local threat = frame.Threat
-
- if db.threatStyle ~= 'NONE' and db.threatStyle ~= nil then
- if not frame:IsElementEnabled('Threat') then
- frame:EnableElement('Threat')
- end
-
- if db.threatStyle == "GLOW" then
- threat:SetFrameStrata('BACKGROUND')
- threat.glow:ClearAllPoints()
- threat.glow:SetBackdropBorderColor(0, 0, 0, 0)
- threat.glow:Point("TOPLEFT", -SHADOW_SPACING, SHADOW_SPACING+mini_classbarY)
- threat.glow:Point("TOPRIGHT", SHADOW_SPACING, SHADOW_SPACING+mini_classbarY)
-
- if USE_MINI_POWERBAR then
- threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
- threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
- else
- threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING)
- threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING)
- end
-
- if USE_POWERBAR_OFFSET then
- threat.glow:Point("TOPRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, SHADOW_SPACING+mini_classbarY)
- threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, -SHADOW_SPACING)
-
- if USE_PORTRAIT == true and not USE_PORTRAIT_OVERLAY then
- threat.glow:Point("BOTTOMLEFT", frame.Portrait.backdrop, "BOTTOMLEFT", -4, -4)
- else
- threat.glow:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT", -5, -5)
- end
- threat.glow:Point("BOTTOMRIGHT", frame.Health, "BOTTOMRIGHT", 5, -5)
- end
- elseif db.threatStyle == "ICONTOPLEFT" or db.threatStyle == "ICONTOPRIGHT" or db.threatStyle == "ICONBOTTOMLEFT" or db.threatStyle == "ICONBOTTOMRIGHT" or db.threatStyle == "ICONTOP" or db.threatStyle == "ICONBOTTOM" or db.threatStyle == "ICONLEFT" or db.threatStyle == "ICONRIGHT" then
- threat:SetFrameStrata('HIGH')
- local point = db.threatStyle
- point = point:gsub("ICON", "")
-
- threat.texIcon:ClearAllPoints()
- threat.texIcon:SetPoint(point, frame.Health, point)
- end
- elseif frame:IsElementEnabled('Threat') then
- frame:DisableElement('Threat')
- end
- end
- --Rest Icon
- do
- local rIcon = frame.Resting
- if db.restIcon then
- if not frame:IsElementEnabled('Resting') then
- frame:EnableElement('Resting')
- end
- elseif frame:IsElementEnabled('Resting') then
- frame:DisableElement('Resting')
- rIcon:Hide()
- end
- end
- --Health
- do
- local health = frame.Health
- health.Smooth = self.db.smoothbars
-
- --Text
- local x, y = self:GetPositionOffset(db.health.position)
- health.value:ClearAllPoints()
- health.value:Point(db.health.position, health, db.health.position, x + db.health.xOffset, y + db.health.yOffset)
- frame:Tag(health.value, db.health.text_format)
-
- --Colors
- health.colorSmooth = nil
- health.colorHealth = nil
- health.colorClass = nil
- health.colorReaction = nil
- if self.db['colors'].healthclass ~= true then
- if self.db['colors'].colorhealthbyvalue == true then
- health.colorSmooth = true
- else
- health.colorHealth = true
- end
- else
- health.colorClass = true
- health.colorReaction = true
- end
-
- --Position
- health:ClearAllPoints()
- health:Point("TOPRIGHT", frame, "TOPRIGHT", -BORDER, -BORDER)
-
- if USE_POWERBAR_OFFSET then
- health:Point("TOPRIGHT", frame, "TOPRIGHT", -(BORDER+POWERBAR_OFFSET), -BORDER)
- health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", BORDER, BORDER+POWERBAR_OFFSET)
- elseif USE_INSET_POWERBAR then
- health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", BORDER, BORDER)
- elseif USE_MINI_POWERBAR then
- health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", BORDER, BORDER + (POWERBAR_HEIGHT/2))
- else
- health:Point("BOTTOMLEFT", frame, "BOTTOMLEFT", BORDER, BORDER + POWERBAR_HEIGHT)
- end
-
- health.bg:ClearAllPoints()
- if not USE_PORTRAIT_OVERLAY then
- health:Point("TOPLEFT", PORTRAIT_WIDTH+BORDER, -BORDER)
- health.bg:SetParent(health)
- health.bg:SetAllPoints()
- else
- health.bg:Point('BOTTOMLEFT', health:GetStatusBarTexture(), 'BOTTOMRIGHT')
- health.bg:Point('TOPRIGHT', health)
- health.bg:SetParent(frame.Portrait.overlay)
- end
-
- if USE_CLASSBAR then
- local DEPTH
- if USE_MINI_CLASSBAR then
- DEPTH = -(BORDER)
- else
- DEPTH = -(BORDER+SPACING)
- --DEPTH = -(BORDER+CLASSBAR_HEIGHT+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
- end
-
- --Name
- UF:UpdateNameSettings(frame)
-
- --PvP
- do
- local pvp = frame.PvPText
- local x, y = self:GetPositionOffset(db.pvp.position)
- pvp:ClearAllPoints()
- pvp:Point(db.pvp.position, frame.Health, db.pvp.position, x, y)
-
- frame:Tag(pvp, db.pvp.text_format)
- end
-
- --Power
- do
- local power = frame.Power
- if USE_POWERBAR then
- if not frame:IsElementEnabled('Power') then
- frame:EnableElement('Power')
-
- if frame.DruidAltMana then
- frame:EnableElement('DruidAltMana')
- end
-
- power:Show()
- end
-
- power.Smooth = self.db.smoothbars
-
- --Text
- local x, y = self:GetPositionOffset(db.power.position)
- power.value:ClearAllPoints()
- power.value:Point(db.power.position, frame.Health, db.power.position, x + db.power.xOffset, y + db.power.yOffset)
- frame:Tag(power.value, db.power.text_format)
-
- --Colors
- power.colorClass = nil
- power.colorReaction = nil
- power.colorPower = nil
- if self.db['colors'].powerclass then
- power.colorClass = true
- power.colorReaction = true
- else
- power.colorPower = true
- end
-
- --Position
- power:ClearAllPoints()
- if USE_POWERBAR_OFFSET then
- power:Point("TOPRIGHT", frame.Health, "TOPRIGHT", POWERBAR_OFFSET, -POWERBAR_OFFSET)
- power:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT", POWERBAR_OFFSET, -POWERBAR_OFFSET)
- power:SetFrameStrata("LOW")
- power:SetFrameLevel(2)
- elseif USE_INSET_POWERBAR then
- power:Height(POWERBAR_HEIGHT - BORDER*2)
- power:Point("BOTTOMLEFT", frame.Health, "BOTTOMLEFT", BORDER + (BORDER*2), BORDER + (BORDER*2))
- power:Point("BOTTOMRIGHT", frame.Health, "BOTTOMRIGHT", -(BORDER + (BORDER*2)), BORDER + (BORDER*2))
- power:SetFrameStrata("MEDIUM")
- power:SetFrameLevel(frame:GetFrameLevel() + 3)
- elseif USE_MINI_POWERBAR then
- power:Width(POWERBAR_WIDTH - BORDER*2)
- power:Height(POWERBAR_HEIGHT - BORDER*2)
- power:Point("RIGHT", frame, "BOTTOMRIGHT", -(BORDER*2 + 4), BORDER + (POWERBAR_HEIGHT/2))
- power:SetFrameStrata("MEDIUM")
- power:SetFrameLevel(frame:GetFrameLevel() + 3)
- else
- power:Point("TOPLEFT", frame.Health.backdrop, "BOTTOMLEFT", BORDER, -(E.PixelMode and 0 or (BORDER + SPACING)))
- power:Point("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -BORDER, BORDER)
- end
- elseif frame:IsElementEnabled('Power') then
- frame:DisableElement('Power')
- power:Hide()
-
- if frame.DruidAltMana then
- frame:DisableElement('DruidAltMana')
- frame.DruidAltMana:Hide()
- end
- end
- end
-
- --Portrait
- do
- local portrait = frame.Portrait
-
- --Set Points
- if USE_PORTRAIT then
- if not frame:IsElementEnabled('Portrait') then
- frame:EnableElement('Portrait')
- end
-
- portrait:ClearAllPoints()
-
- if USE_PORTRAIT_OVERLAY then
- if db.portrait.style == '3D' then
- portrait:SetFrameLevel(frame.Health:GetFrameLevel() + 1)
- end
- portrait:SetAllPoints(frame.Health)
- portrait:SetAlpha(0.3)
- portrait:Show()
- portrait.backdrop:Hide()
- else
- portrait:SetAlpha(1)
- portrait:Show()
- portrait.backdrop:Show()
- if db.portrait.style == '3D' then
- portrait:SetFrameLevel(frame:GetFrameLevel() + 5)
- end
- if USE_MINI_CLASSBAR and USE_CLASSBAR then
- portrait.backdrop:Point("TOPLEFT", frame, "TOPLEFT", 0, -((CLASSBAR_HEIGHT/2)))
- else
- portrait.backdrop:SetPoint("TOPLEFT", frame, "TOPLEFT")
- end
-
- if USE_MINI_POWERBAR or USE_POWERBAR_OFFSET or not USE_POWERBAR or USE_INSET_POWERBAR then
- portrait.backdrop:Point("BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
- else
- portrait.backdrop:Point("BOTTOMRIGHT", frame.Power.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
- end
-
- portrait:Point('BOTTOMLEFT', portrait.backdrop, 'BOTTOMLEFT', BORDER, BORDER)
- portrait:Point('TOPRIGHT', portrait.backdrop, 'TOPRIGHT', -BORDER, -BORDER)
- end
- else
- if frame:IsElementEnabled('Portrait') then
- frame:DisableElement('Portrait')
- portrait:Hide()
- portrait.backdrop:Hide()
- end
- end
- end
-
- --Auras Disable/Enable
- --Only do if both debuffs and buffs aren't being used.
- do
- if db.debuffs.enable or db.buffs.enable then
- if not frame:IsElementEnabled('Aura') then
- frame:EnableElement('Aura')
- end
- else
- if frame:IsElementEnabled('Aura') then
- frame:DisableElement('Aura')
- end
- end
-
- frame.Buffs:ClearAllPoints()
- frame.Debuffs:ClearAllPoints()
- end
-
- --Buffs
- do
- local buffs = frame.Buffs
- local rows = db.buffs.numrows
-
- if USE_POWERBAR_OFFSET then
- buffs:SetWidth(UNIT_WIDTH - POWERBAR_OFFSET)
- else
- buffs:SetWidth(UNIT_WIDTH)
- end
-
- buffs.forceShow = frame.forceShowAuras
- buffs.num = db.buffs.perrow * rows
- buffs.size = db.buffs.sizeOverride ~= 0 and db.buffs.sizeOverride or ((((buffs:GetWidth() - (buffs.spacing*(buffs.num/rows - 1))) / buffs.num)) * rows)
-
- if db.buffs.sizeOverride and db.buffs.sizeOverride > 0 then
- buffs:SetWidth(db.buffs.perrow * db.buffs.sizeOverride)
- end
-
- local x, y = E:GetXYOffset(db.buffs.anchorPoint)
- local attachTo = self:GetAuraAnchorFrame(frame, db.buffs.attachTo)
-
- buffs:Point(E.InversePoints[db.buffs.anchorPoint], attachTo, db.buffs.anchorPoint, x + db.buffs.xOffset, y + db.buffs.yOffset + (E.PixelMode and (db.buffs.anchorPoint:find('TOP') and -1 or 1) or 0))
- buffs:Height(buffs.size * rows)
- buffs["growth-y"] = db.buffs.anchorPoint:find('TOP') and 'UP' or 'DOWN'
- buffs["growth-x"] = db.buffs.anchorPoint == 'LEFT' and 'LEFT' or db.buffs.anchorPoint == 'RIGHT' and 'RIGHT' or (db.buffs.anchorPoint:find('LEFT') and 'RIGHT' or 'LEFT')
- buffs.initialAnchor = E.InversePoints[db.buffs.anchorPoint]
-
- if db.buffs.enable then
- buffs:Show()
- else
- buffs:Hide()
- end
- end
-
- --Debuffs
- do
- local debuffs = frame.Debuffs
- local rows = db.debuffs.numrows
-
- if USE_POWERBAR_OFFSET then
- debuffs:SetWidth(UNIT_WIDTH - POWERBAR_OFFSET)
- else
- debuffs:SetWidth(UNIT_WIDTH)
- end
-
- debuffs.forceShow = frame.forceShowAuras
- debuffs.num = db.debuffs.perrow * rows
- debuffs.size = db.debuffs.sizeOverride ~= 0 and db.debuffs.sizeOverride or ((((debuffs:GetWidth() - (debuffs.spacing*(debuffs.num/rows - 1))) / debuffs.num)) * rows)
-
- if db.debuffs.sizeOverride and db.debuffs.sizeOverride > 0 then
- debuffs:SetWidth(db.debuffs.perrow * db.debuffs.sizeOverride)
- end
-
- local x, y = E:GetXYOffset(db.debuffs.anchorPoint)
- local attachTo = self:GetAuraAnchorFrame(frame, db.debuffs.attachTo, db.debuffs.attachTo == 'BUFFS' and db.buffs.attachTo == 'DEBUFFS')
-
- debuffs:Point(E.InversePoints[db.debuffs.anchorPoint], attachTo, db.debuffs.anchorPoint, x + db.debuffs.xOffset, y + db.debuffs.yOffset)
- debuffs:Height(debuffs.size * rows)
- debuffs["growth-y"] = db.debuffs.anchorPoint:find('TOP') and 'UP' or 'DOWN'
- debuffs["growth-x"] = db.debuffs.anchorPoint == 'LEFT' and 'LEFT' or db.debuffs.anchorPoint == 'RIGHT' and 'RIGHT' or (db.debuffs.anchorPoint:find('LEFT') and 'RIGHT' or 'LEFT')
- debuffs.initialAnchor = E.InversePoints[db.debuffs.anchorPoint]
-
- if db.debuffs.enable then
- debuffs:Show()
- else
- debuffs:Hide()
- end
- end
-
- --Castbar
- do
- local castbar = frame.Castbar
- castbar:Width(db.castbar.width - (E.PixelMode and 2 or (BORDER * 2)))
- castbar:Height(db.castbar.height)
- castbar.Holder:Width(db.castbar.width + (E.PixelMode and 0 or (BORDER * 2)))
- castbar.Holder:Height(db.castbar.height + (E.PixelMode and 2 or (BORDER * 2)))
- castbar.Holder:GetScript('OnSizeChanged')(castbar.Holder)
-
- --Latency
- if db.castbar.latency then
- castbar.SafeZone = castbar.LatencyTexture
- castbar.LatencyTexture:Show()
- else
- castbar.SafeZone = nil
- castbar.LatencyTexture:Hide()
- end
-
- --Icon
- if db.castbar.icon then
- castbar.Icon = castbar.ButtonIcon
- castbar.Icon.bg:Width(db.castbar.height + (E.Border * 2))
- castbar.Icon.bg:Height(db.castbar.height + (E.Border * 2))
-
- castbar:Width(db.castbar.width - castbar.Icon.bg:GetWidth() - (E.PixelMode and 1 or 5))
- castbar.Icon.bg:Show()
- else
- castbar.ButtonIcon.bg:Hide()
- castbar.Icon = nil
- end
-
- if db.castbar.spark then
- castbar.Spark:Show()
- else
- castbar.Spark:Hide()
- end
-
- if db.castbar.enable and not frame:IsElementEnabled('Castbar') then
- frame:EnableElement('Castbar')
- elseif not db.castbar.enable and frame:IsElementEnabled('Castbar') then
- frame:DisableElement('Castbar')
- end
- end
-
- do
- --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("CENTER", frame.Health.backdrop, "TOP", (db.classbar.xOffset or 0) +BORDER, (db.classbar.yOffset or 0))
- 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("MEDIUM")
- 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
- end
-
- --Stagger
- do
- if E.myclass == "MONK" then
- local stagger = frame.Stagger
- if db.stagger.enable then
- if not frame:IsElementEnabled('Stagger') then
- frame:EnableElement('Stagger')
- end
- else
- if frame:IsElementEnabled('Stagger') then
- frame:DisableElement('Stagger')
- end
- end
- end
- end
-
- --Combat Fade
- do
- if db.combatfade and not frame:IsElementEnabled('CombatFade') then
- frame:EnableElement('CombatFade')
- elseif not db.combatfade and frame:IsElementEnabled('CombatFade') then
- frame:DisableElement('CombatFade')
- end
- end
-
- --Debuff Highlight
- do
- local dbh = frame.DebuffHighlight
- if E.db.unitframe.debuffHighlighting then
- frame:EnableElement('DebuffHighlight')
- else
- frame:DisableElement('DebuffHighlight')
- end
- end
-
- --Raid Icon
- do
- local RI = frame.RaidIcon
- if db.raidicon.enable then
- frame:EnableElement('RaidIcon')
- RI:Show()
- RI:Size(db.raidicon.size)
-
- local x, y = self:GetPositionOffset(db.raidicon.attachTo)
- RI:ClearAllPoints()
- RI:Point(db.raidicon.attachTo, frame, db.raidicon.attachTo, x + db.raidicon.xOffset, y + db.raidicon.yOffset)
- else
- frame:DisableElement('RaidIcon')
- RI:Hide()
- end
- end
-
- --OverHealing
- do
- local healPrediction = frame.HealPrediction
- local c = UF.db.colors.healPrediction
- if db.healPrediction then
- if not frame:IsElementEnabled('HealPrediction') then
- frame:EnableElement('HealPrediction')
- end
-
- if not USE_PORTRAIT_OVERLAY then
- healPrediction.myBar:SetParent(frame)
- healPrediction.otherBar:SetParent(frame)
- healPrediction.absorbBar:SetParent(frame)
- else
- healPrediction.myBar:SetParent(frame.Portrait.overlay)
- healPrediction.otherBar:SetParent(frame.Portrait.overlay)
- healPrediction.absorbBar:SetParent(frame.Portrait.overlay)
- end
- healPrediction.myBar:SetStatusBarColor(c.personal.r, c.personal.g, c.personal.b, c.personal.a)
- healPrediction.otherBar:SetStatusBarColor(c.others.r, c.others.g, c.others.b, c.others.a)
- healPrediction.absorbBar:SetStatusBarColor(c.absorbs.r, c.absorbs.g, c.absorbs.b, c.absorbs.a)
- else
- if frame:IsElementEnabled('HealPrediction') then
- frame:DisableElement('HealPrediction')
- end
- end
- end
-
- --AuraBars
- do
- local auraBars = frame.AuraBars
-
- if db.aurabar.enable then
- if not frame:IsElementEnabled('AuraBars') then
- frame:EnableElement('AuraBars')
- end
- auraBars:Show()
- auraBars.friendlyAuraType = db.aurabar.friendlyAuraType
- auraBars.enemyAuraType = db.aurabar.enemyAuraType
-
- local buffColor = UF.db.colors.auraBarBuff
- local debuffColor = UF.db.colors.auraBarDebuff
- local attachTo = frame
-
- if db.aurabar.attachTo == 'BUFFS' then
- attachTo = frame.Buffs
- elseif db.aurabar.attachTo == 'DEBUFFS' then
- attachTo = frame.Debuffs
- end
-
- local anchorPoint, anchorTo = 'BOTTOM', 'TOP'
- if db.aurabar.anchorPoint == 'BELOW' then
- anchorPoint, anchorTo = 'TOP', 'BOTTOM'
- end
-
- local yOffset = 0;
- if E.PixelMode then
- if db.aurabar.anchorPoint == 'BELOW' then
- yOffset = 1;
- else
- yOffset = -1;
- end
- end
-
- auraBars.auraBarHeight = db.aurabar.height
- auraBars:ClearAllPoints()
- auraBars:SetPoint(anchorPoint..'LEFT', attachTo, anchorTo..'LEFT', (attachTo == frame and anchorTo == 'BOTTOM') and POWERBAR_OFFSET or 0, E.PixelMode and anchorPoint == -1 or yOffset)
- auraBars:SetPoint(anchorPoint..'RIGHT', attachTo, anchorTo..'RIGHT', attachTo == frame and POWERBAR_OFFSET * (anchorTo == 'BOTTOM' and 0 or -1) or 0, E.PixelMode and -1 or yOffset)
- auraBars.buffColor = {buffColor.r, buffColor.g, buffColor.b}
- if UF.db.colors.auraBarByType then
- auraBars.debuffColor = nil;
- auraBars.defaultDebuffColor = {debuffColor.r, debuffColor.g, debuffColor.b}
- else
- auraBars.debuffColor = {debuffColor.r, debuffColor.g, debuffColor.b}
- auraBars.defaultDebuffColor = nil;
- end
- auraBars.down = db.aurabar.anchorPoint == 'BELOW'
-
- if db.aurabar.sort == 'TIME_REMAINING' then
- auraBars.sort = true --default function
- elseif db.aurabar.sort == 'TIME_REMAINING_REVERSE' then
- auraBars.sort = UF.SortAuraBarReverse
- elseif db.aurabar.sort == 'TIME_DURATION' then
- auraBars.sort = UF.SortAuraBarDuration
- elseif db.aurabar.sort == 'TIME_DURATION_REVERSE' then
- auraBars.sort = UF.SortAuraBarDurationReverse
- elseif db.aurabar.sort == 'NAME' then
- auraBars.sort = UF.SortAuraBarName
- else
- auraBars.sort = nil
- end
-
- auraBars:SetAnchors()
- else
- if frame:IsElementEnabled('AuraBars') then
- frame:DisableElement('AuraBars')
- auraBars:Hide()
- end
- end
- end
-
- if db.customTexts then
- local customFont = UF.LSM:Fetch("font", UF.db.font)
- for objectName, _ in pairs(db.customTexts) do
- if not frame[objectName] then
- frame[objectName] = frame.RaisedElementParent:CreateFontString(nil, 'OVERLAY')
- end
-
- local objectDB = db.customTexts[objectName]
-
- if objectDB.font then
- customFont = UF.LSM:Fetch("font", objectDB.font)
- end
-
- frame[objectName]:FontTemplate(customFont, objectDB.size or UF.db.fontSize, objectDB.fontOutline or UF.db.fontOutline)
- frame:Tag(frame[objectName], objectDB.text_format or '')
- frame[objectName]:SetJustifyH(objectDB.justifyH or 'CENTER')
- frame[objectName]:ClearAllPoints()
- frame[objectName]:SetPoint(objectDB.justifyH or 'CENTER', frame, 'CENTER', objectDB.xOffset, objectDB.yOffset)
- end
- end
-
- if UF.db.colors.transparentHealth then
- UF:ToggleTransparentStatusBar(true, frame.Health, frame.Health.bg)
- else
- UF:ToggleTransparentStatusBar(false, frame.Health, frame.Health.bg, (USE_PORTRAIT and USE_PORTRAIT_OVERLAY) ~= true)
- end
-
- if UF.db.colors.transparentPower then
- UF:ToggleTransparentStatusBar(true, frame.Power, frame.Power.bg)
- else
- UF:ToggleTransparentStatusBar(false, frame.Power, frame.Power.bg, true)
- end
-
- E:SetMoverSnapOffset(frame:GetName()..'Mover', -(12 + db.castbar.height))
-
-
- 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 threat = frame.Threat
- local power = frame.Power
- local stagger = frame.Stagger
- local PORTRAIT_WIDTH = db.portrait.width
- local USE_PORTRAIT = db.portrait.enable
- local USE_PORTRAIT_OVERLAY = db.portrait.overlay and USE_PORTRAIT
- 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_POWERBAR = db.power.enable
- local USE_INSET_POWERBAR = db.power.width == 'inset' and USE_POWERBAR
- local USE_MINI_POWERBAR = db.power.width == 'spaced' 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 SPACING = E.Spacing;
- local BORDER = E.Border;
- local SHADOW_SPACING = E.PixelMode and 3 or 4
- local USE_STAGGER = stagger and stagger:IsShown();
- local STAGGER_WIDTH = USE_STAGGER and (db.stagger.width + (BORDER*2)) or 0;
---[[
- 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.db.unitframe.units.player.classbar.offset then
- if not USE_POWERBAR then
- POWERBAR_HEIGHT = 0
- end
-
- if USE_PORTRAIT_OVERLAY or not USE_PORTRAIT then
- PORTRAIT_WIDTH = 0
- end
-
- if USE_MINI_CLASSBAR then
- CLASSBAR_HEIGHT = CLASSBAR_HEIGHT / 2
- end
- if isShown then
- if db.power.offset ~= 0 then
- health:Point("TOPRIGHT", frame, "TOPRIGHT", -(BORDER+db.power.offset) - STAGGER_WIDTH, -(BORDER + SPACING))
- else
- health:Point("TOPRIGHT", frame, "TOPRIGHT", -BORDER - STAGGER_WIDTH, -(BORDER + SPACING))
- end
- health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH + BORDER, -(BORDER + SPACING))
-
- local mini_classbarY = 0
- if USE_MINI_CLASSBAR then
- mini_classbarY = -(SPACING+(CLASSBAR_HEIGHT))
- end
-
- if db.threatStyle == "GLOW" then
- threat.glow:Point("TOPLEFT", -SHADOW_SPACING, SHADOW_SPACING+mini_classbarY)
- threat.glow:Point("TOPRIGHT", SHADOW_SPACING, SHADOW_SPACING+mini_classbarY)
-
- if USE_MINI_POWERBAR then
- threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
- threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
- else
- threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING)
- threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING)
- end
-
- if USE_POWERBAR_OFFSET then
- threat.glow:Point("TOPRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, SHADOW_SPACING+mini_classbarY)
- threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, -SHADOW_SPACING)
- end
- end
-
-
- if db.portrait.enable and not USE_PORTRAIT_OVERLAY then
- local portrait = frame.Portrait
- portrait.backdrop:ClearAllPoints()
- if USE_MINI_CLASSBAR and USE_CLASSBAR then
- portrait.backdrop:Point("TOPLEFT", frame, "TOPLEFT", 0, -(CLASSBAR_HEIGHT + SPACING))
- else
- portrait.backdrop:SetPoint("TOPLEFT", frame, "TOPLEFT")
- end
-
- if USE_MINI_POWERBAR or USE_POWERBAR_OFFSET or USE_INSET_POWERBAR or not USE_POWERBAR or USE_INSET_POWERBAR then
- portrait.backdrop:Point("BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
- else
- portrait.backdrop:Point("BOTTOMRIGHT", frame.Power.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
- end
- end
-
- else
- if db.power.offset ~= 0 then
- health:Point("TOPRIGHT", frame, "TOPRIGHT", -(BORDER + db.power.offset) - STAGGER_WIDTH, -BORDER)
- else
- health:Point("TOPRIGHT", frame, "TOPRIGHT", -BORDER - STAGGER_WIDTH, -BORDER)
- end
- health:Point("TOPLEFT", frame, "TOPLEFT", PORTRAIT_WIDTH + BORDER, -BORDER)
-
- if db.threatStyle == "GLOW" then
- threat.glow:Point("TOPLEFT", -SHADOW_SPACING, SHADOW_SPACING)
- threat.glow:Point("TOPRIGHT", SHADOW_SPACING, SHADOW_SPACING)
-
- if USE_MINI_POWERBAR then
- threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
- threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING + (POWERBAR_HEIGHT/2))
- else
- threat.glow:Point("BOTTOMLEFT", -SHADOW_SPACING, -SHADOW_SPACING)
- threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING, -SHADOW_SPACING)
- end
-
- if USE_POWERBAR_OFFSET then
- threat.glow:Point("TOPRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, SHADOW_SPACING)
- threat.glow:Point("BOTTOMRIGHT", SHADOW_SPACING-POWERBAR_OFFSET, -SHADOW_SPACING)
- end
- end
-
- if db.portrait.enable and not USE_PORTRAIT_OVERLAY and frame.Portrait then
- local portrait = frame.Portrait
- portrait.backdrop:ClearAllPoints()
- portrait.backdrop:Point("TOPLEFT", frame, "TOPLEFT")
-
- if USE_MINI_POWERBAR or USE_POWERBAR_OFFSET or not USE_POWERBAR or USE_INSET_POWERBAR then
- portrait.backdrop:Point("BOTTOMRIGHT", frame.Health.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
- else
- portrait.backdrop:Point("BOTTOMRIGHT", frame.Power.backdrop, "BOTTOMLEFT", E.PixelMode and 1 or -SPACING, 0)
- end
- end
- end
- end
if E.myclass == "DRUID" then
UF:EclipseTextSLE()
end