local SLE, T, E, L, V, P, G = unpack(select(2, ...)) local UF = E:GetModule('UnitFrames'); local SUF = SLE:NewModule("UnitFrames", "AceEvent-3.0") local RC = LibStub("LibRangeCheck-2.0") --GLOBALS: hooksecurefunc, CreateFrame local _G = _G local UnitGetTotalAbsorbs = UnitGetTotalAbsorbs function SUF:NewTags() _G["ElvUF"].Tags.Methods["range:sl"] = function(unit) local name, server = T.UnitName(unit) local rangeText = '' local min, max = RC:GetRange(unit) local curMin = min local curMax = max if(server and server ~= "") then name = T.format("%s-%s", name, server) end if min and max and (name ~= T.UnitName('player')) then rangeText = curMin.."-"..curMax end return rangeText end _G["ElvUF"].Tags.Events['absorbs:sl-short'] = 'UNIT_ABSORB_AMOUNT_CHANGED' _G["ElvUF"].Tags.Methods['absorbs:sl-short'] = function(unit) local absorb = UnitGetTotalAbsorbs(unit) or 0 if absorb == 0 then return 0 else return E:ShortValue(absorb) end end _G["ElvUF"].Tags.Events['absorbs:sl-full'] = 'UNIT_ABSORB_AMOUNT_CHANGED' _G["ElvUF"].Tags.Methods['absorbs:sl-full'] = function(unit) local absorb = UnitGetTotalAbsorbs(unit) or 0 if absorb == 0 then return 0 else return absorb end end end function SUF:ConfiguePortrait(frame, dontHide) local db = E.db.sle.unitframes.unit local portrait = frame.Portrait if not portrait.SLEHooked then hooksecurefunc(portrait, "PostUpdate", SUF.PortraitUpdate) portrait.SLEHooked = true end if (db[frame.unitframeType] and db[frame.unitframeType].higherPortrait) and frame.USE_PORTRAIT_OVERLAY then if not frame.Health.HigherPortrait then frame.Health.HigherPortrait = CreateFrame("Frame", frame:GetName().."HigherPortrait", frame) frame.Health.HigherPortrait:SetFrameLevel(frame.Health:GetFrameLevel() + 4) frame.Health.HigherPortrait:SetPoint("TOPLEFT", frame.Health, "TOPLEFT") frame.Health.HigherPortrait:SetPoint("BOTTOMRIGHT", frame.Health, "BOTTOMRIGHT", 0, 0.5) end portrait:ClearAllPoints() if frame.db.portrait.style == '3D' then portrait:SetFrameLevel(frame.Health.HigherPortrait:GetFrameLevel()) end portrait:SetAllPoints(frame.Health.HigherPortrait) frame.Health.bg:SetParent(frame.Health) end end function SUF:PortraitUpdate(unit) local frame = self:GetParent() local dbElv = frame.db if not dbElv then return end local db = E.db.sle.unitframes.unit local portrait = dbElv.portrait if db[frame.unitframeType] and portrait.enable and self:GetParent().USE_PORTRAIT_OVERLAY then self:SetAlpha(0); self:SetAlpha(db[frame.unitframeType].portraitAlpha); end end local function UpdateFillBar(frame, previousTexture, bar, amount) if ( amount == 0 ) then bar:Hide(); return previousTexture; end local orientation = frame.Health:GetOrientation() local first = false bar:ClearAllPoints() if previousTexture == frame.Health:GetStatusBarTexture() then first = true end if orientation == 'HORIZONTAL' then bar:Point("TOPLEFT", previousTexture, "TOPRIGHT"); bar:Point("BOTTOMLEFT", previousTexture, "BOTTOMRIGHT",0,first and -1 or 0); else bar:Point("BOTTOMRIGHT", previousTexture, "TOPRIGHT"); bar:Point("BOTTOMLEFT", previousTexture, "TOPLEFT"); end local totalWidth, totalHeight = frame.Health:GetSize(); if orientation == 'HORIZONTAL' then bar:Width(totalWidth); else bar:Height(totalHeight); end return bar:GetStatusBarTexture(); end function SUF:UpdateHealComm(unit, myIncomingHeal, allIncomingHeal, totalAbsorb) local frame = self.parent local previousTexture = frame.Health:GetStatusBarTexture(); previousTexture = UpdateFillBar(frame, previousTexture, self.myBar, myIncomingHeal); previousTexture = UpdateFillBar(frame, previousTexture, self.otherBar, allIncomingHeal); previousTexture = UpdateFillBar(frame, previousTexture, self.absorbBar, totalAbsorb); end function SUF:HealthPredictUpdate(frame) if frame.HealPrediction and (not frame.HealPrediction.SLEPredicHook and frame.HealPrediction.PostUpdate) then frame.HealPrediction.PostUpdate = SUF.UpdateHealComm frame.HealPrediction.SLEPredicHook = true end end function SUF:Initialize() if not SLE.initialized or not E.private.unitframe.enable then return end SUF:NewTags() SUF:InitPlayer() --Raid stuff SUF.specNameToRole = {} for i = 1, T.GetNumClasses() do local _, class, classID = T.GetClassInfo(i) SUF.specNameToRole[class] = {} for j = 1, T.GetNumSpecializationsForClassID(classID) do local _, spec, _, _, _, role = T.GetSpecializationInfoForClassID(classID, j) SUF.specNameToRole[class][spec] = role end end local f = CreateFrame("Frame") f:RegisterEvent("PLAYER_ENTERING_WORLD") f:SetScript("OnEvent", function(self, event) self:UnregisterEvent(event) SUF:SetRoleIcons() if E.private.sle.unitframe.statusbarTextures.cast then SUF:CastBarHook() end end) --Hooking to group frames hooksecurefunc(UF, "Update_PartyFrames", SUF.Update_GroupFrames) hooksecurefunc(UF, "Update_RaidFrames", SUF.Update_GroupFrames) hooksecurefunc(UF, "Update_Raid40Frames", SUF.Update_GroupFrames) --Portrait overlay hooksecurefunc(UF, "Configure_Portrait", SUF.ConfiguePortrait) if E.private.sle.unitframe.resizeHealthPrediction then hooksecurefunc(UF, "Configure_HealthBar", SUF.HealthPredictUpdate) end SUF:InitStatus() function SUF:ForUpdateAll() SUF:SetRoleIcons() if E.private.sle.unitframe.statusbarTextures.power then SUF:BuildStatusTable() end end end SLE:RegisterModule(SUF:GetName())