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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)
	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

	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