From d952d126164bbab96b5596c8cb14c9a7c24a0d03 Mon Sep 17 00:00:00 2001 From: Darthpred Date: Wed, 10 Apr 2013 07:27:25 +0400 Subject: [PATCH] Deleting offset option --- ElvUI_SLE/config/profile.lua | 7 +- ElvUI_SLE/modules/unitframes/options.lua | 40 - ElvUI_SLE/modules/unitframes/units/player.lua | 1110 ------------------------- 3 files changed, 1 insertion(+), 1156 deletions(-) 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 -- 1.7.9.5