1731 lines
63 KiB
Lua
1731 lines
63 KiB
Lua
SFrames.Player = {}
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local _A = SFrames.ActiveTheme
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local CLASS_NAME_ZH = {
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WARRIOR = "\230\136\152\229\163\171",
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MAGE = "\230\179\149\229\184\136",
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ROGUE = "\230\189\156\232\161\140\232\128\133",
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DRUID = "\229\190\183\233\178\129\228\188\138",
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HUNTER = "\231\140\142\228\186\186",
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SHAMAN = "\232\144\168\230\187\161\231\165\173\229\143\184",
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PRIEST = "\231\137\167\229\184\136",
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WARLOCK = "\230\156\175\229\163\171",
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PALADIN = "\229\156\163\233\170\145\229\163\171",
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}
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local function GetChineseClassName(classToken, localizedClass)
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if classToken and CLASS_NAME_ZH[classToken] then
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return CLASS_NAME_ZH[classToken]
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end
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return localizedClass or ""
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end
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local function GetIncomingHeals(unit)
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return SFrames:GetIncomingHeals(unit)
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end
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local function Clamp(value, minValue, maxValue)
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if value < minValue then
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return minValue
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end
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if value > maxValue then
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return maxValue
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end
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return value
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end
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local function SetTextureIfPresent(region, texturePath)
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if region and region.SetTexture and texturePath then
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region:SetTexture(texturePath)
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end
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end
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local function ApplyFontIfPresent(fs, size, fontKey, fallbackFontKey)
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if not fs then return end
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SFrames:ApplyFontString(fs, size, fontKey, fallbackFontKey)
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end
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function SFrames.Player:GetConfig()
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local db = SFramesDB or {}
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local width = tonumber(db.playerFrameWidth) or SFrames.Config.width or 220
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width = Clamp(math.floor(width + 0.5), 170, 420)
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local portraitWidth = tonumber(db.playerPortraitWidth) or SFrames.Config.portraitWidth or 50
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portraitWidth = Clamp(math.floor(portraitWidth + 0.5), 32, 95)
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if portraitWidth > width - 90 then
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portraitWidth = width - 90
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end
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local healthHeight = tonumber(db.playerHealthHeight) or 38
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healthHeight = Clamp(math.floor(healthHeight + 0.5), 14, 80)
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local powerHeight = tonumber(db.playerPowerHeight) or 9
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powerHeight = Clamp(math.floor(powerHeight + 0.5), 6, 40)
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local showPortrait = db.playerShowPortrait ~= false
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local gradientStyle = SFrames:IsGradientStyle()
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local classicDefaultPowerWidth = width - (showPortrait and portraitWidth or 0) - 2
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if classicDefaultPowerWidth < 60 then
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classicDefaultPowerWidth = 60
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end
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local rawPowerWidth = tonumber(db.playerPowerWidth)
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local legacyFullWidth = tonumber(db.playerFrameWidth) or width
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local defaultPowerWidth = gradientStyle and width or classicDefaultPowerWidth
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local maxPowerWidth = gradientStyle and width or (width - 2)
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local powerWidth
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if gradientStyle then
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-- 渐变风格:能量条始终与血条等宽(全宽)
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powerWidth = width
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elseif not rawPowerWidth
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or math.abs(rawPowerWidth - legacyFullWidth) < 0.5
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or math.abs(rawPowerWidth - classicDefaultPowerWidth) < 0.5 then
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powerWidth = defaultPowerWidth
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else
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powerWidth = rawPowerWidth
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end
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powerWidth = Clamp(math.floor(powerWidth + 0.5), 60, maxPowerWidth)
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local powerOffsetX = Clamp(math.floor((tonumber(db.playerPowerOffsetX) or 0) + 0.5), -120, 120)
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local powerOffsetY = Clamp(math.floor((tonumber(db.playerPowerOffsetY) or 0) + 0.5), -80, 80)
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local height = healthHeight + powerHeight + 4
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height = Clamp(height, 30, 140)
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local nameFont = tonumber(db.playerNameFontSize) or 10
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nameFont = Clamp(math.floor(nameFont + 0.5), 8, 18)
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local valueFont = tonumber(db.playerValueFontSize) or 10
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valueFont = Clamp(math.floor(valueFont + 0.5), 8, 18)
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local healthFont = tonumber(db.playerHealthFontSize) or valueFont
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healthFont = Clamp(math.floor(healthFont + 0.5), 8, 18)
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local powerFont = tonumber(db.playerPowerFontSize) or valueFont
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powerFont = Clamp(math.floor(powerFont + 0.5), 8, 18)
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local frameScale = tonumber(db.playerFrameScale) or 1
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frameScale = Clamp(frameScale, 0.7, 1.8)
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return {
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width = width,
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height = height,
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portraitWidth = portraitWidth,
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healthHeight = healthHeight,
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powerHeight = powerHeight,
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powerWidth = powerWidth,
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powerOffsetX = powerOffsetX,
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powerOffsetY = powerOffsetY,
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powerOnTop = db.playerPowerOnTop == true,
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nameFont = nameFont,
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valueFont = valueFont,
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healthFont = healthFont,
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powerFont = powerFont,
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healthTexture = SFrames:ResolveBarTexture("playerHealthTexture", "barTexture"),
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powerTexture = SFrames:ResolveBarTexture("playerPowerTexture", "barTexture"),
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scale = frameScale,
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}
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end
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function SFrames.Player:ApplyConfig()
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if not self.frame then return end
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local cfg = self:GetConfig()
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local f = self.frame
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local db = SFramesDB or {}
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local showPortrait = db.playerShowPortrait ~= false
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local frameAlpha = tonumber(db.playerFrameAlpha) or 1
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frameAlpha = Clamp(frameAlpha, 0.1, 1.0)
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f:SetScale(cfg.scale)
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f:SetWidth(cfg.width)
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f:SetHeight(cfg.height)
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f:SetAlpha(frameAlpha)
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local bgA = tonumber(db.playerBgAlpha) or 0.9
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local _A = SFrames.ActiveTheme
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if _A and _A.panelBg and bgA < 0.89 then
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if f.SetBackdropColor then f:SetBackdropColor(_A.panelBg[1], _A.panelBg[2], _A.panelBg[3], bgA) end
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if f.healthBGFrame and f.healthBGFrame.SetBackdropColor then f.healthBGFrame:SetBackdropColor(_A.panelBg[1], _A.panelBg[2], _A.panelBg[3], bgA) end
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if f.powerBGFrame and f.powerBGFrame.SetBackdropColor then f.powerBGFrame:SetBackdropColor(_A.panelBg[1], _A.panelBg[2], _A.panelBg[3], bgA) end
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if f.portraitBG and f.portraitBG.SetBackdropColor then f.portraitBG:SetBackdropColor(_A.panelBg[1], _A.panelBg[2], _A.panelBg[3], bgA) end
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end
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if showPortrait then
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if f.portrait then
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f.portrait:SetWidth(cfg.portraitWidth)
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f.portrait:SetHeight(cfg.height - 2)
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f.portrait:Show()
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end
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if f.portraitBG then
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f.portraitBG:ClearAllPoints()
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f.portraitBG:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
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f.portraitBG:SetPoint("BOTTOMRIGHT", f.portrait, "BOTTOMRIGHT", 1, -1)
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f.portraitBG:Show()
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end
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if f.health then
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f.health:ClearAllPoints()
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f.health:SetPoint("TOPLEFT", f.portrait, "TOPRIGHT", 1, 0)
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f.health:SetPoint("TOPRIGHT", f, "TOPRIGHT", -1, -1)
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f.health:SetHeight(cfg.healthHeight)
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end
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if f.classIcon and f.classIcon.overlay then
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f.classIcon.overlay:ClearAllPoints()
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f.classIcon.overlay:SetPoint("CENTER", f.portrait, "TOPRIGHT", 0, 0)
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end
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else
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if f.portrait then f.portrait:Hide() end
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if f.portraitBG then f.portraitBG:Hide() end
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if f.health then
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f.health:ClearAllPoints()
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f.health:SetPoint("TOPLEFT", f, "TOPLEFT", 1, -1)
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f.health:SetPoint("TOPRIGHT", f, "TOPRIGHT", -1, -1)
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f.health:SetHeight(cfg.healthHeight)
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end
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if f.classIcon and f.classIcon.overlay then
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f.classIcon.overlay:ClearAllPoints()
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f.classIcon.overlay:SetPoint("CENTER", f, "TOPLEFT", 8, 0)
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end
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end
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if f.healthBGFrame then
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f.healthBGFrame:ClearAllPoints()
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f.healthBGFrame:SetPoint("TOPLEFT", f.health, "TOPLEFT", -1, 1)
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f.healthBGFrame:SetPoint("BOTTOMRIGHT", f.health, "BOTTOMRIGHT", 1, -1)
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end
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if f.power then
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f.power:ClearAllPoints()
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f.power:SetPoint("TOPLEFT", f.health, "BOTTOMLEFT", cfg.powerOffsetX, -1 + cfg.powerOffsetY)
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f.power:SetWidth(cfg.powerWidth)
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f.power:SetHeight(cfg.powerHeight)
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end
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if f.powerBGFrame then
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f.powerBGFrame:ClearAllPoints()
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f.powerBGFrame:SetPoint("TOPLEFT", f.power, "TOPLEFT", -1, 1)
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f.powerBGFrame:SetPoint("BOTTOMRIGHT", f.power, "BOTTOMRIGHT", 1, -1)
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end
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if f.restOverlay then
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if showPortrait then f.restOverlay:SetAlpha(1) else f.restOverlay:SetAlpha(0) end
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end
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if f.health and f.power then
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local healthLevel = f:GetFrameLevel() + 2
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local powerLevel = cfg.powerOnTop and (healthLevel + 1) or (healthLevel - 1)
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f.health:SetFrameLevel(healthLevel)
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f.power:SetFrameLevel(powerLevel)
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end
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SFrames:ApplyConfiguredUnitBackdrop(f, "player")
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if f.healthBGFrame then SFrames:ApplyConfiguredUnitBackdrop(f.healthBGFrame, "player") end
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if f.powerBGFrame then SFrames:ApplyConfiguredUnitBackdrop(f.powerBGFrame, "player") end
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if f.portraitBG then SFrames:ApplyConfiguredUnitBackdrop(f.portraitBG, "player", true) end
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if f.castbar then
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f.castbar:ClearAllPoints()
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if showPortrait then
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f.castbar:SetPoint("BOTTOMRIGHT", f, "TOPRIGHT", 0, 6)
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f.castbar:SetPoint("BOTTOMLEFT", f.portrait, "TOPLEFT", SFrames.Config.castbarHeight + 6, 6)
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else
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f.castbar:SetPoint("BOTTOMRIGHT", f, "TOPRIGHT", 0, 6)
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f.castbar:SetPoint("BOTTOMLEFT", f, "TOPLEFT", SFrames.Config.castbarHeight + 6, 6)
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end
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end
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SFrames:ApplyStatusBarTexture(f.health, "playerHealthTexture", "barTexture")
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SFrames:ApplyStatusBarTexture(f.power, "playerPowerTexture", "barTexture")
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if f.manaBar then
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SFrames:ApplyStatusBarTexture(f.manaBar, "playerPowerTexture", "barTexture")
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end
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SetTextureIfPresent(f.health and f.health.bg, cfg.healthTexture)
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SetTextureIfPresent(f.health and f.health.healPredMine, cfg.healthTexture)
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SetTextureIfPresent(f.health and f.health.healPredOther, cfg.healthTexture)
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SetTextureIfPresent(f.health and f.health.healPredOver, cfg.healthTexture)
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SetTextureIfPresent(f.power and f.power.bg, cfg.powerTexture)
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SetTextureIfPresent(f.manaBar and f.manaBar.bg, cfg.powerTexture)
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-- Gradient style preset
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if SFrames:IsGradientStyle() then
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-- Hide portrait, its backdrop, and class icon (no portrait in gradient mode)
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if f.portrait then f.portrait:Hide() end
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if f.portraitBG then f.portraitBG:Hide() end
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if f.restOverlay then f.restOverlay:SetAlpha(0) end
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if f.classIcon then f.classIcon:Hide(); if f.classIcon.overlay then f.classIcon.overlay:Hide() end end
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-- Strip backdrops
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SFrames:ClearBackdrop(f)
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SFrames:ClearBackdrop(f.healthBGFrame)
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SFrames:ClearBackdrop(f.powerBGFrame)
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-- Health bar full width
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if f.health then
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f.health:ClearAllPoints()
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f.health:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
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f.health:SetPoint("TOPRIGHT", f, "TOPRIGHT", 0, 0)
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f.health:SetHeight(cfg.healthHeight)
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end
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-- Power bar full width, below health
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if f.power then
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f.power:ClearAllPoints()
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f.power:SetPoint("TOPLEFT", f.health, "BOTTOMLEFT", cfg.powerOffsetX, -2 + cfg.powerOffsetY)
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f.power:SetWidth(cfg.powerWidth)
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f.power:SetHeight(cfg.powerHeight)
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end
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-- Apply gradient overlays
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SFrames:ApplyGradientStyle(f.health)
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SFrames:ApplyGradientStyle(f.power)
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if f.manaBar then SFrames:ApplyGradientStyle(f.manaBar) end
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-- Reposition healthBGFrame / powerBGFrame flush (no border padding)
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if f.healthBGFrame then
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f.healthBGFrame:ClearAllPoints()
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f.healthBGFrame:SetPoint("TOPLEFT", f.health, "TOPLEFT", 0, 0)
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f.healthBGFrame:SetPoint("BOTTOMRIGHT", f.health, "BOTTOMRIGHT", 0, 0)
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end
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if f.powerBGFrame then
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f.powerBGFrame:ClearAllPoints()
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f.powerBGFrame:SetPoint("TOPLEFT", f.power, "TOPLEFT", 0, 0)
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f.powerBGFrame:SetPoint("BOTTOMRIGHT", f.power, "BOTTOMRIGHT", 0, 0)
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end
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-- Hide bar backgrounds (transparent)
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if f.healthBGFrame then f.healthBGFrame:Hide() end
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if f.powerBGFrame then f.powerBGFrame:Hide() end
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if f.health and f.health.bg then f.health.bg:Hide() end
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if f.power and f.power.bg then f.power.bg:Hide() end
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if f.manaBar and f.manaBar.bg then f.manaBar.bg:Hide() end
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else
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-- Classic style: remove gradient overlays if they exist
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SFrames:RemoveGradientStyle(f.health)
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SFrames:RemoveGradientStyle(f.power)
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if f.manaBar then SFrames:RemoveGradientStyle(f.manaBar) end
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-- Restore bar backgrounds
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if f.healthBGFrame then f.healthBGFrame:Show() end
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if f.powerBGFrame then f.powerBGFrame:Show() end
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if f.health and f.health.bg then f.health.bg:Show() end
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if f.power and f.power.bg then f.power.bg:Show() end
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if f.manaBar and f.manaBar.bg then f.manaBar.bg:Show() end
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end
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ApplyFontIfPresent(f.nameText, cfg.nameFont, "playerNameFontKey")
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ApplyFontIfPresent(f.healthText, cfg.healthFont, "playerHealthFontKey")
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ApplyFontIfPresent(f.powerText, cfg.powerFont, "playerPowerFontKey")
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if f.manaText then
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local manaFont = cfg.powerFont - 1
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if manaFont < 8 then manaFont = 8 end
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ApplyFontIfPresent(f.manaText, manaFont, "playerPowerFontKey")
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end
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if f.zLetters then
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for i = 1, 3 do
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if f.zLetters[i] and f.zLetters[i].text then
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SFrames:ApplyFontString(f.zLetters[i].text, 8 + (i - 1) * 3, nil, "fontKey")
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end
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end
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end
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-- Icon positions
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if f.leaderIcon then
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local ox = tonumber(db.playerLeaderIconOffsetX) or 0
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local oy = tonumber(db.playerLeaderIconOffsetY) or 0
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f.leaderIcon:ClearAllPoints()
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f.leaderIcon:SetPoint("TOPLEFT", f, "TOPLEFT", ox, oy)
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end
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if f.raidIconOverlay then
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local ox = tonumber(db.playerRaidIconOffsetX) or 0
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local oy = tonumber(db.playerRaidIconOffsetY) or 0
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f.raidIconOverlay:ClearAllPoints()
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f.raidIconOverlay:SetPoint("CENTER", f.health, "TOP", ox, oy)
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end
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self:UpdateAll()
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end
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local RAINBOW_TEX_PATH = "Interface\\AddOns\\Nanami-UI\\img\\progress"
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function SFrames.Player:Initialize()
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local f = CreateFrame("Button", "SFramesPlayerFrame", UIParent)
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f:SetWidth(SFrames.Config.width)
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f:SetHeight(SFrames.Config.height)
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local frameScale = (SFramesDB and type(SFramesDB.playerFrameScale) == "number") and SFramesDB.playerFrameScale or 1
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f:SetScale(frameScale)
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if SFramesDB and SFramesDB.Positions and SFramesDB.Positions["PlayerFrame"] then
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local pos = SFramesDB.Positions["PlayerFrame"]
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local fScale = f:GetEffectiveScale() / UIParent:GetEffectiveScale()
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if fScale > 0.01 and math.abs(fScale - 1) > 0.001 then
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f:SetPoint(pos.point, UIParent, pos.relativePoint,
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(pos.xOfs or 0) / fScale, (pos.yOfs or 0) / fScale)
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else
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f:SetPoint(pos.point, UIParent, pos.relativePoint, pos.xOfs or 0, pos.yOfs or 0)
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end
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else
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f:SetPoint("CENTER", UIParent, "CENTER", -200, -100)
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end
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f:SetMovable(true)
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f:EnableMouse(true)
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f:RegisterForDrag("LeftButton")
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f:SetScript("OnDragStart", function() if IsAltKeyDown() or SFrames.isUnlocked then f:StartMoving() end end)
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f:SetScript("OnDragStop", function()
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f:StopMovingOrSizing()
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if not SFramesDB then SFramesDB = {} end
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if not SFramesDB.Positions then SFramesDB.Positions = {} end
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local point, relativeTo, relativePoint, xOfs, yOfs = f:GetPoint()
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local fSc = f:GetEffectiveScale() / UIParent:GetEffectiveScale()
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if fSc > 0.01 and math.abs(fSc - 1) > 0.001 then
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xOfs = (xOfs or 0) * fSc
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yOfs = (yOfs or 0) * fSc
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end
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SFramesDB.Positions["PlayerFrame"] = { point = point, relativePoint = relativePoint, xOfs = xOfs, yOfs = yOfs }
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end)
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-- Register clicks for targeting
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f:RegisterForClicks("LeftButtonUp", "RightButtonUp")
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f:SetScript("OnClick", function()
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if arg1 == "LeftButton" then
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TargetUnit("player")
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else
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ToggleDropDownMenu(1, nil, PlayerFrameDropDown, this:GetName(), 106, 27)
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end
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end)
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-- Base Backdrop
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SFrames:CreateUnitBackdrop(f)
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-- 3D Portrait
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local pWidth = SFrames.Config.portraitWidth
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f.portrait = CreateFrame("PlayerModel", nil, f)
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f.portrait:SetWidth(pWidth)
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f.portrait:SetHeight(SFrames.Config.height - 2)
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f.portrait:SetPoint("LEFT", f, "LEFT", 1, 0)
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f.portrait:SetUnit("player")
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f.portrait:SetCamera(0)
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f.portrait:SetPosition(-1.0, 0, 0)
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-- We need a backdrop for the portrait to separate it from health bar
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local pbg = CreateFrame("Frame", nil, f)
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pbg:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
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pbg:SetPoint("BOTTOMRIGHT", f.portrait, "BOTTOMRIGHT", 1, -1)
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pbg:SetFrameLevel(f:GetFrameLevel())
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SFrames:CreateUnitBackdrop(pbg)
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f.portraitBG = pbg
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-- Health Bar
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f.health = SFrames:CreateStatusBar(f, "SFramesPlayerHealth")
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f.health:SetPoint("TOPLEFT", f.portrait, "TOPRIGHT", 1, 0)
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f.health:SetPoint("TOPRIGHT", f, "TOPRIGHT", -1, -1)
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f.health:SetHeight((SFrames.Config.height - 2) * 0.82 - 1) -- 82% height, minus 1px gap
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f.health:SetMinMaxValues(0, 100)
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-- Health Backdrop
|
|
local hbg = CreateFrame("Frame", nil, f)
|
|
hbg:SetPoint("TOPLEFT", f.health, "TOPLEFT", -1, 1)
|
|
hbg:SetPoint("BOTTOMRIGHT", f.health, "BOTTOMRIGHT", 1, -1)
|
|
hbg:SetFrameLevel(math.max(0, f:GetFrameLevel() - 1))
|
|
SFrames:CreateUnitBackdrop(hbg)
|
|
f.healthBGFrame = hbg
|
|
|
|
-- Add a dark backdrop behind the health texture
|
|
f.health.bg = f.health:CreateTexture(nil, "BACKGROUND")
|
|
f.health.bg:SetAllPoints()
|
|
f.health.bg:SetTexture(SFrames:GetTexture())
|
|
f.health.bg:SetVertexColor(_A.slotBg[1], _A.slotBg[2], _A.slotBg[3], _A.slotBg[4] or 1)
|
|
|
|
-- Heal prediction overlay (incoming heals)
|
|
f.health.healPredMine = f.health:CreateTexture(nil, "ARTWORK")
|
|
f.health.healPredMine:SetTexture(SFrames:GetTexture())
|
|
f.health.healPredMine:SetVertexColor(0.4, 1.0, 0.55, 0.78)
|
|
f.health.healPredMine:SetDrawLayer("ARTWORK", 2)
|
|
f.health.healPredMine:Hide()
|
|
|
|
f.health.healPredOther = f.health:CreateTexture(nil, "ARTWORK")
|
|
f.health.healPredOther:SetTexture(SFrames:GetTexture())
|
|
f.health.healPredOther:SetVertexColor(0.2, 0.9, 0.35, 0.5)
|
|
f.health.healPredOther:SetDrawLayer("ARTWORK", 2)
|
|
f.health.healPredOther:Hide()
|
|
|
|
f.health.healPredOver = f.health:CreateTexture(nil, "OVERLAY")
|
|
f.health.healPredOver:SetTexture(SFrames:GetTexture())
|
|
f.health.healPredOver:SetVertexColor(1.0, 0.3, 0.3, 0.6)
|
|
f.health.healPredOver:SetDrawLayer("OVERLAY", 7)
|
|
f.health.healPredOver:Hide()
|
|
|
|
-- Power Bar
|
|
f.power = SFrames:CreateStatusBar(f, "SFramesPlayerPower")
|
|
f.power:SetPoint("TOPLEFT", f.health, "BOTTOMLEFT", 0, -1)
|
|
f.power:SetPoint("BOTTOMRIGHT", f, "BOTTOMRIGHT", -1, 1)
|
|
f.power:SetMinMaxValues(0, 100)
|
|
|
|
-- Power Backdrop
|
|
local powerbg = CreateFrame("Frame", nil, f)
|
|
powerbg:SetPoint("TOPLEFT", f.power, "TOPLEFT", -1, 1)
|
|
powerbg:SetPoint("BOTTOMRIGHT", f.power, "BOTTOMRIGHT", 1, -1)
|
|
powerbg:SetFrameLevel(math.max(0, f:GetFrameLevel() - 1))
|
|
SFrames:CreateUnitBackdrop(powerbg)
|
|
f.powerBGFrame = powerbg
|
|
|
|
-- Add a dark backdrop behind the power texture
|
|
f.power.bg = f.power:CreateTexture(nil, "BACKGROUND")
|
|
f.power.bg:SetAllPoints()
|
|
f.power.bg:SetTexture(SFrames:GetTexture())
|
|
f.power.bg:SetVertexColor(_A.slotBg[1], _A.slotBg[2], _A.slotBg[3], _A.slotBg[4] or 1)
|
|
|
|
-- Rainbow overlay for power bar
|
|
f.power.rainbowTex = f.power:CreateTexture(nil, "OVERLAY")
|
|
f.power.rainbowTex:SetTexture(RAINBOW_TEX_PATH)
|
|
f.power.rainbowTex:SetAllPoints()
|
|
f.power.rainbowTex:Hide()
|
|
|
|
-- Five-second rule ticker (mana regen delay indicator)
|
|
f.power.fsrGlow = f.power:CreateTexture(nil, "OVERLAY")
|
|
f.power.fsrGlow:SetTexture("Interface\\CastingBar\\UI-CastingBar-Spark")
|
|
f.power.fsrGlow:SetVertexColor(0.62, 0.90, 1.0, 0.52)
|
|
f.power.fsrGlow:SetBlendMode("ADD")
|
|
pcall(function() f.power.fsrGlow:SetDrawLayer("OVERLAY", 5) end)
|
|
f.power.fsrGlow:Hide()
|
|
|
|
-- Texts
|
|
f.nameText = SFrames:CreateFontString(f.health, 10, "LEFT")
|
|
f.nameText:SetPoint("LEFT", f.health, "LEFT", 6, 0)
|
|
|
|
f.healthText = SFrames:CreateFontString(f.health, 10, "RIGHT")
|
|
f.healthText:SetPoint("RIGHT", f.health, "RIGHT", -6, 0)
|
|
|
|
f.powerText = SFrames:CreateFontString(f.power, 10, "RIGHT")
|
|
f.powerText:SetPoint("RIGHT", f.power, "RIGHT", -6, 0)
|
|
|
|
-- Extra mana text for shapeshift druids (show blue mana while rage/energy is active)
|
|
f.manaText = SFrames:CreateFontString(f.power, 9, "LEFT")
|
|
f.manaText:SetPoint("LEFT", f.power, "LEFT", 6, 0)
|
|
f.manaText:SetTextColor(0.30, 0.65, 1.0)
|
|
f.manaText:Hide()
|
|
|
|
f.manaBar = CreateFrame("StatusBar", nil, f)
|
|
f.manaBar:SetHeight(4)
|
|
f.manaBar:SetPoint("TOPLEFT", f.power, "BOTTOMLEFT", 0, -1)
|
|
f.manaBar:SetPoint("TOPRIGHT", f.power, "BOTTOMRIGHT", 0, -1)
|
|
f.manaBar:SetStatusBarTexture(SFrames:GetTexture())
|
|
f.manaBar:SetStatusBarColor(0.30, 0.65, 1.0, 0.90)
|
|
f.manaBar:SetMinMaxValues(0, 100)
|
|
f.manaBar:SetValue(0)
|
|
f.manaBar:SetFrameLevel(f:GetFrameLevel() + 1)
|
|
f.manaBar.bg = f.manaBar:CreateTexture(nil, "BACKGROUND")
|
|
f.manaBar.bg:SetAllPoints()
|
|
f.manaBar.bg:SetTexture(SFrames:GetTexture())
|
|
f.manaBar.bg:SetVertexColor(0.05, 0.10, 0.20, 0.7)
|
|
f.manaBar:Hide()
|
|
|
|
-- Outline/shadow setup for text to make it pop
|
|
f.nameText:SetShadowColor(0, 0, 0, 1)
|
|
f.nameText:SetShadowOffset(1, -1)
|
|
f.healthText:SetShadowColor(0, 0, 0, 1)
|
|
f.healthText:SetShadowOffset(1, -1)
|
|
f.powerText:SetShadowColor(0, 0, 0, 1)
|
|
f.powerText:SetShadowOffset(1, -1)
|
|
f.manaText:SetShadowColor(0, 0, 0, 1)
|
|
f.manaText:SetShadowOffset(1, -1)
|
|
|
|
-- Resting Indicator (animated zzz on portrait)
|
|
local restOverlay = CreateFrame("Frame", nil, f)
|
|
restOverlay:SetFrameLevel((f:GetFrameLevel() or 0) + 6)
|
|
restOverlay:SetWidth(pWidth)
|
|
restOverlay:SetHeight(SFrames.Config.height)
|
|
restOverlay:SetPoint("CENTER", f.portrait, "CENTER", 0, 0)
|
|
f.restOverlay = restOverlay
|
|
|
|
local zLetters = {}
|
|
for i = 1, 3 do
|
|
local zf = CreateFrame("Frame", nil, restOverlay)
|
|
zf:SetWidth(16)
|
|
zf:SetHeight(16)
|
|
local zt = zf:CreateFontString(nil, "OVERLAY")
|
|
zt:SetFont(SFrames:GetFont(), 8 + (i - 1) * 3, "OUTLINE")
|
|
zt:SetText("z")
|
|
zt:SetTextColor(0.85, 0.85, 1.0)
|
|
zt:SetShadowColor(0, 0, 0, 0.8)
|
|
zt:SetShadowOffset(1, -1)
|
|
zt:SetAllPoints(zf)
|
|
zf.text = zt
|
|
zf.phase = (i - 1) * 1.2
|
|
zf.baseX = (i - 1) * 6 - 2
|
|
zf.baseY = (i - 1) * 5
|
|
zf:SetPoint("BOTTOMLEFT", restOverlay, "CENTER", zf.baseX, zf.baseY - 4)
|
|
zLetters[i] = zf
|
|
end
|
|
f.zLetters = zLetters
|
|
|
|
local restElapsed = 0
|
|
restOverlay:SetScript("OnUpdate", function()
|
|
restElapsed = restElapsed + arg1
|
|
for idx = 1, 3 do
|
|
local zf = zLetters[idx]
|
|
local t = math.mod(restElapsed + zf.phase, 3.6)
|
|
local ratio = t / 3.6
|
|
local floatY = ratio * 14
|
|
local alpha
|
|
if ratio < 0.15 then
|
|
alpha = ratio / 0.15
|
|
elseif ratio < 0.7 then
|
|
alpha = 1.0
|
|
else
|
|
alpha = 1.0 - (ratio - 0.7) / 0.3
|
|
end
|
|
if alpha < 0 then alpha = 0 end
|
|
if alpha > 1 then alpha = 1 end
|
|
zf.text:SetAlpha(alpha)
|
|
zf:ClearAllPoints()
|
|
zf:SetPoint("BOTTOMLEFT", restOverlay, "CENTER", zf.baseX, zf.baseY - 4 + floatY)
|
|
end
|
|
end)
|
|
restOverlay:Hide()
|
|
|
|
-- Class Icon Badge (overlaid on portrait, top-right corner with 1/3 outside)
|
|
f.classIcon = SFrames:CreateClassIcon(f, 16)
|
|
f.classIcon.overlay:SetPoint("CENTER", f.portrait, "TOPRIGHT", 0, 0)
|
|
|
|
-- Party Leader Icon
|
|
local leaderOvr = CreateFrame("Frame", nil, f)
|
|
leaderOvr:SetFrameLevel((f:GetFrameLevel() or 0) + 4)
|
|
leaderOvr:SetAllPoints(f)
|
|
f.leaderIcon = leaderOvr:CreateTexture(nil, "OVERLAY")
|
|
f.leaderIcon:SetTexture("Interface\\GroupFrame\\UI-Group-LeaderIcon")
|
|
f.leaderIcon:SetWidth(16)
|
|
f.leaderIcon:SetHeight(16)
|
|
f.leaderIcon:SetPoint("TOPLEFT", f, "TOPLEFT", 0, 0)
|
|
f.leaderIcon:Hide()
|
|
|
|
-- Raid Target Icon (top center of health bar, half outside frame)
|
|
local raidIconSize = 22
|
|
local raidIconOvr = CreateFrame("Frame", nil, f)
|
|
raidIconOvr:SetFrameLevel((f:GetFrameLevel() or 0) + 5)
|
|
raidIconOvr:SetWidth(raidIconSize)
|
|
raidIconOvr:SetHeight(raidIconSize)
|
|
raidIconOvr:SetPoint("CENTER", f.health, "TOP", 0, 0)
|
|
f.raidIcon = raidIconOvr:CreateTexture(nil, "OVERLAY")
|
|
f.raidIcon:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons")
|
|
f.raidIcon:SetAllPoints(raidIconOvr)
|
|
f.raidIcon:Hide()
|
|
f.raidIconOverlay = raidIconOvr
|
|
|
|
self.frame = f
|
|
self:ApplyConfig()
|
|
self.frame:Show() -- Ensure it's explicitly shown
|
|
self:UpdateAll()
|
|
|
|
-- Events
|
|
SFrames:RegisterEvent("UNIT_HEALTH", function() if arg1 == "player" then self:UpdateHealth() end end)
|
|
SFrames:RegisterEvent("UNIT_MAXHEALTH", function() if arg1 == "player" then self:UpdateHealth() end end)
|
|
SFrames:RegisterEvent("UNIT_MANA", function() if arg1 == "player" then self:UpdatePower() end end)
|
|
SFrames:RegisterEvent("UNIT_MAXMANA", function() if arg1 == "player" then self:UpdatePower() end end)
|
|
SFrames:RegisterEvent("UNIT_ENERGY", function() if arg1 == "player" then self:UpdatePower() end end)
|
|
SFrames:RegisterEvent("UNIT_MAXENERGY", function() if arg1 == "player" then self:UpdatePower() end end)
|
|
SFrames:RegisterEvent("UNIT_RAGE", function() if arg1 == "player" then self:UpdatePower() end end)
|
|
SFrames:RegisterEvent("UNIT_MAXRAGE", function() if arg1 == "player" then self:UpdatePower() end end)
|
|
SFrames:RegisterEvent("PLAYER_ENTERING_WORLD", function() self:UpdateAll() end)
|
|
SFrames:RegisterEvent("PLAYER_LEVEL_UP", function()
|
|
if arg1 then self.currentLevel = arg1 end
|
|
self:UpdateAll()
|
|
end)
|
|
SFrames:RegisterEvent("PARTY_MEMBERS_CHANGED", function() self:UpdateLeaderIcon() end)
|
|
SFrames:RegisterEvent("PARTY_LEADER_CHANGED", function() self:UpdateLeaderIcon() end)
|
|
SFrames:RegisterEvent("RAID_TARGET_UPDATE", function() self:UpdateRaidIcon() end)
|
|
SFrames:RegisterEvent("UNIT_PORTRAIT_UPDATE", function()
|
|
if arg1 == "player" and self.frame.portrait and not (SFramesDB and SFramesDB.playerShowPortrait == false) then
|
|
self.frame.portrait:SetUnit("player")
|
|
self.frame.portrait:SetCamera(0)
|
|
self.frame.portrait:SetPosition(-1.0, 0, 0)
|
|
end
|
|
end)
|
|
SFrames:RegisterEvent("UNIT_DISPLAYPOWER", function() if arg1 == "player" then self:UpdatePowerType(); self:UpdatePower() end end)
|
|
SFrames:RegisterEvent("UPDATE_SHAPESHIFT_FORM", function() self:UpdatePowerType(); self:UpdatePower() end)
|
|
SFrames:RegisterEvent("PLAYER_UPDATE_RESTING", function() self:UpdateRestingStatus() end)
|
|
|
|
f.unit = "player"
|
|
f:SetScript("OnEnter", function()
|
|
if SetMouseoverUnit then SetMouseoverUnit(this.unit) end
|
|
GameTooltip_SetDefaultAnchor(GameTooltip, this)
|
|
GameTooltip:SetUnit(this.unit)
|
|
GameTooltip:Show()
|
|
end)
|
|
f:SetScript("OnLeave", function()
|
|
if SetMouseoverUnit then SetMouseoverUnit() end
|
|
GameTooltip:Hide()
|
|
end)
|
|
end
|
|
|
|
function SFrames.Player:UpdateAll()
|
|
if not self.frame then return end
|
|
self:UpdateHealth()
|
|
self:UpdatePowerType()
|
|
self:UpdatePower()
|
|
self:UpdateLeaderIcon()
|
|
self:UpdateRaidIcon()
|
|
self:UpdateRestingStatus()
|
|
|
|
local name = UnitName("player") or ""
|
|
-- Use the stored level from PLAYER_LEVEL_UP if it exists, since API might lag slightly
|
|
local level = self.currentLevel or UnitLevel("player")
|
|
local formattedLevel = string.format("|cffffff00%d|r", level)
|
|
|
|
if SFramesDB and SFramesDB.showLevel == false then
|
|
formattedLevel = ""
|
|
else
|
|
formattedLevel = formattedLevel .. " "
|
|
end
|
|
|
|
local showPortrait = not (SFramesDB and SFramesDB.playerShowPortrait == false)
|
|
if showPortrait and self.frame.portrait then
|
|
self.frame.portrait:SetUnit("player")
|
|
self.frame.portrait:SetCamera(0)
|
|
self.frame.portrait:SetPosition(-1.0, 0, 0)
|
|
end
|
|
|
|
-- Class Color for Health
|
|
local localizedClass, class = UnitClass("player")
|
|
local className = GetChineseClassName(class, localizedClass)
|
|
local nameLine = formattedLevel .. name
|
|
local showClassText = not (SFramesDB and SFramesDB.playerShowClass == false)
|
|
if showClassText and className and className ~= "" then
|
|
nameLine = nameLine .. " " .. className
|
|
end
|
|
|
|
if not SFrames:IsGradientStyle() and not (SFramesDB and SFramesDB.playerShowClassIcon == false) then
|
|
SFrames:SetClassIcon(self.frame.classIcon, class)
|
|
else
|
|
self.frame.classIcon:Hide()
|
|
if self.frame.classIcon.overlay then self.frame.classIcon.overlay:Hide() end
|
|
end
|
|
|
|
local useClassColor = not (SFramesDB and SFramesDB.classColorHealth == false)
|
|
-- Gradient style always uses class colors
|
|
if SFrames:IsGradientStyle() then useClassColor = true end
|
|
|
|
if useClassColor and class and SFrames.Config.colors.class[class] then
|
|
local color = SFrames.Config.colors.class[class]
|
|
self.frame.health:SetStatusBarColor(color.r, color.g, color.b)
|
|
|
|
-- Apply Class Color to Name
|
|
self.frame.nameText:SetText(nameLine)
|
|
self.frame.nameText:SetTextColor(color.r, color.g, color.b)
|
|
else
|
|
self.frame.health:SetStatusBarColor(0, 1, 0)
|
|
self.frame.nameText:SetText(nameLine)
|
|
self.frame.nameText:SetTextColor(1, 1, 1)
|
|
end
|
|
-- Re-apply gradient after color change (SetStatusBarColor resets SetGradientAlpha)
|
|
if SFrames:IsGradientStyle() then
|
|
SFrames:ApplyBarGradient(self.frame.health)
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:UpdateRestingStatus()
|
|
if not self.frame or not self.frame.restOverlay then return end
|
|
if IsResting() then
|
|
self.frame.restOverlay:Show()
|
|
else
|
|
self.frame.restOverlay:Hide()
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:UpdateLeaderIcon()
|
|
if IsPartyLeader() then
|
|
self.frame.leaderIcon:Show()
|
|
else
|
|
self.frame.leaderIcon:Hide()
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:UpdateRaidIcon()
|
|
if not (self.frame and self.frame.raidIcon) then return end
|
|
if not GetRaidTargetIndex then
|
|
self.frame.raidIcon:Hide()
|
|
return
|
|
end
|
|
local index = GetRaidTargetIndex("player")
|
|
if index and index > 0 and index <= 8 then
|
|
local col = math.mod(index - 1, 4)
|
|
local row = math.floor((index - 1) / 4)
|
|
self.frame.raidIcon:SetTexCoord(col * 0.25, (col + 1) * 0.25, row * 0.25, (row + 1) * 0.25)
|
|
self.frame.raidIcon:Show()
|
|
else
|
|
self.frame.raidIcon:Hide()
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:UpdateHealth()
|
|
local hp = UnitHealth("player")
|
|
local maxHp = UnitHealthMax("player")
|
|
|
|
if CheckSuperWow then
|
|
local ok, hasSW = pcall(CheckSuperWow)
|
|
if ok and hasSW then
|
|
local ok2, realHp = pcall(UnitHealth, "player")
|
|
if ok2 then
|
|
hp = realHp or hp
|
|
end
|
|
local ok3, realMaxHp = pcall(UnitHealthMax, "player")
|
|
if ok3 then
|
|
maxHp = realMaxHp or maxHp
|
|
end
|
|
end
|
|
end
|
|
|
|
self.frame.health:SetMinMaxValues(0, maxHp)
|
|
self.frame.health:SetValue(hp)
|
|
|
|
if maxHp > 0 then
|
|
self.frame.healthText:SetText(SFrames:FormatCompactPair(hp, maxHp))
|
|
else
|
|
self.frame.healthText:SetText(SFrames:FormatCompactNumber(hp))
|
|
end
|
|
|
|
self:UpdateHealPrediction()
|
|
end
|
|
|
|
function SFrames.Player:UpdateHealPrediction()
|
|
if not (self.frame and self.frame.health and self.frame.health.healPredMine and self.frame.health.healPredOther and self.frame.health.healPredOver) then return end
|
|
local predMine = self.frame.health.healPredMine
|
|
local predOther = self.frame.health.healPredOther
|
|
local predOver = self.frame.health.healPredOver
|
|
|
|
local hp = UnitHealth("player") or 0
|
|
local maxHp = UnitHealthMax("player") or 0
|
|
|
|
if CheckSuperWow then
|
|
local ok, hasSW = pcall(CheckSuperWow)
|
|
if ok and hasSW then
|
|
local ok2, realHp = pcall(UnitHealth, "player")
|
|
if ok2 then
|
|
hp = realHp or hp
|
|
end
|
|
local ok3, realMaxHp = pcall(UnitHealthMax, "player")
|
|
if ok3 then
|
|
maxHp = realMaxHp or maxHp
|
|
end
|
|
end
|
|
end
|
|
|
|
if maxHp <= 0 or UnitIsDeadOrGhost("player") then
|
|
predMine:Hide(); predOther:Hide(); predOver:Hide()
|
|
return
|
|
end
|
|
|
|
local totalIncoming, mineIncoming, othersIncoming = 0, 0, 0
|
|
|
|
local ok, t, m, o = pcall(function() return GetIncomingHeals("player") end)
|
|
if ok then
|
|
totalIncoming, mineIncoming, othersIncoming = t or 0, m or 0, o or 0
|
|
end
|
|
local missing = maxHp - hp
|
|
if missing <= 0 and (mineIncoming <= 0 and othersIncoming <= 0) then
|
|
predMine:Hide(); predOther:Hide(); predOver:Hide()
|
|
return
|
|
end
|
|
|
|
local mineShown = math.min(math.max(0, mineIncoming), missing)
|
|
local remaining = missing - mineShown
|
|
local otherShown = math.min(math.max(0, othersIncoming), remaining)
|
|
if mineShown <= 0 and otherShown <= 0 and (mineIncoming <= 0 and othersIncoming <= 0) then
|
|
predMine:Hide(); predOther:Hide(); predOver:Hide()
|
|
return
|
|
end
|
|
|
|
local showPortrait = SFramesDB and SFramesDB.playerShowPortrait ~= false
|
|
local barWidth = self.frame:GetWidth() - (showPortrait and (self.frame.portrait:GetWidth() + 2) or 2)
|
|
if barWidth <= 0 then
|
|
predMine:Hide(); predOther:Hide(); predOver:Hide()
|
|
return
|
|
end
|
|
|
|
local currentWidth = (hp / maxHp) * barWidth
|
|
if currentWidth < 0 then currentWidth = 0 end
|
|
if currentWidth > barWidth then currentWidth = barWidth end
|
|
|
|
local availableWidth = barWidth - currentWidth
|
|
if availableWidth <= 0 and (mineIncoming <= 0 and othersIncoming <= 0) then
|
|
predMine:Hide(); predOther:Hide(); predOver:Hide()
|
|
return
|
|
end
|
|
|
|
local mineWidth = 0
|
|
local otherWidth = 0
|
|
if missing > 0 then
|
|
mineWidth = (mineShown / missing) * availableWidth
|
|
otherWidth = (otherShown / missing) * availableWidth
|
|
if mineWidth < 0 then mineWidth = 0 end
|
|
if otherWidth < 0 then otherWidth = 0 end
|
|
if mineWidth > availableWidth then mineWidth = availableWidth end
|
|
if otherWidth > (availableWidth - mineWidth) then
|
|
otherWidth = availableWidth - mineWidth
|
|
end
|
|
end
|
|
|
|
if mineWidth > 0 then
|
|
predMine:ClearAllPoints()
|
|
predMine:SetPoint("TOPLEFT", self.frame.health, "TOPLEFT", currentWidth, 0)
|
|
predMine:SetPoint("BOTTOMLEFT", self.frame.health, "BOTTOMLEFT", currentWidth, 0)
|
|
predMine:SetWidth(mineWidth)
|
|
predMine:SetHeight(self.frame.health:GetHeight())
|
|
predMine:Show()
|
|
else
|
|
predMine:Hide()
|
|
end
|
|
|
|
if otherWidth > 0 then
|
|
predOther:ClearAllPoints()
|
|
predOther:SetPoint("TOPLEFT", self.frame.health, "TOPLEFT", currentWidth + mineWidth, 0)
|
|
predOther:SetPoint("BOTTOMLEFT", self.frame.health, "BOTTOMLEFT", currentWidth + mineWidth, 0)
|
|
predOther:SetWidth(otherWidth)
|
|
predOther:SetHeight(self.frame.health:GetHeight())
|
|
predOther:Show()
|
|
else
|
|
predOther:Hide()
|
|
end
|
|
|
|
local totalIncomingValue = mineIncoming + othersIncoming
|
|
local overHeal = totalIncomingValue - missing
|
|
if overHeal > 0 then
|
|
local overWidth = math.floor((overHeal / maxHp) * barWidth + 0.5)
|
|
if overWidth > 0 then
|
|
predOver:ClearAllPoints()
|
|
predOver:SetPoint("TOPLEFT", self.frame.health, "TOPRIGHT", 0, 0)
|
|
predOver:SetPoint("BOTTOMLEFT", self.frame.health, "BOTTOMRIGHT", 0, 0)
|
|
predOver:SetWidth(overWidth)
|
|
predOver:SetHeight(self.frame.health:GetHeight())
|
|
predOver:Show()
|
|
else
|
|
predOver:Hide()
|
|
end
|
|
else
|
|
predOver:Hide()
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:UpdatePowerType()
|
|
local powerType = UnitPowerType("player")
|
|
local color = SFrames.Config.colors.power[powerType]
|
|
if color then
|
|
self.frame.power:SetStatusBarColor(color.r, color.g, color.b)
|
|
else
|
|
self.frame.power:SetStatusBarColor(0, 0, 1)
|
|
end
|
|
if SFrames:IsGradientStyle() then
|
|
SFrames:ApplyBarGradient(self.frame.power)
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:GetDruidAltMana(currentPower, currentMaxPower)
|
|
-- Method 1: DruidManaLib (tracks regen ticks, MP5, talents, shapeshift cost)
|
|
if AceLibrary and AceLibrary.HasInstance and AceLibrary:HasInstance("DruidManaLib-1.0") then
|
|
local ok, lib = pcall(function() return AceLibrary("DruidManaLib-1.0") end)
|
|
if ok and lib and lib.GetMana then
|
|
local mana, maxMana = lib:GetMana()
|
|
if type(mana) == "number" and type(maxMana) == "number" and maxMana > 0 then
|
|
return math.floor(mana + 0.5), math.floor(maxMana + 0.5)
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Method 2: SuperWow returns real mana as second value of UnitMana
|
|
if CheckSuperWow then
|
|
local ok, hasSW = pcall(CheckSuperWow)
|
|
if ok and hasSW then
|
|
local ok2, _, realMana = pcall(UnitMana, "player")
|
|
local ok3, _, realMax = pcall(UnitManaMax, "player")
|
|
if ok2 and ok3 and type(realMana) == "number" and type(realMax) == "number" and realMax > 0 then
|
|
return realMana, realMax
|
|
end
|
|
end
|
|
end
|
|
|
|
-- Method 3: TBC-style UnitPower API
|
|
if UnitPower and UnitPowerMax then
|
|
local okMana, pMana = pcall(function() return UnitPower("player", 0) end)
|
|
local okMax, pMax = pcall(function() return UnitPowerMax("player", 0) end)
|
|
if okMana and okMax and type(pMana) == "number" and type(pMax) == "number" and pMax > 0 then
|
|
if not (pMax == currentMaxPower and pMana == currentPower) and pMax > 100 then
|
|
return pMana, pMax
|
|
end
|
|
end
|
|
end
|
|
|
|
return nil, nil
|
|
end
|
|
|
|
function SFrames.Player:UpdateFiveSecondRule()
|
|
if not (self.frame and self.frame.power and self.frame.power.fsrGlow) then return end
|
|
|
|
local powerBar = self.frame.power
|
|
local glow = powerBar.fsrGlow
|
|
|
|
local function HideTicker()
|
|
glow:Hide()
|
|
end
|
|
|
|
local powerType = UnitPowerType("player")
|
|
if powerType ~= 0 then
|
|
self.fiveSecondStart = nil
|
|
self.fiveSecondPendingStart = nil
|
|
self.fiveSecondLastMana = nil
|
|
HideTicker()
|
|
return
|
|
end
|
|
|
|
local now = GetTime()
|
|
|
|
-- Continuous monitoring: whenever mana drops, (re)start 5-second rule.
|
|
-- If mana drops while hard-casting, delay start until cast end.
|
|
local currentMana = UnitMana("player") or 0
|
|
if self.fiveSecondLastMana and currentMana < self.fiveSecondLastMana then
|
|
local delay = 0
|
|
local cb = self.frame and self.frame.castbar
|
|
if cb and cb.casting and cb.startTime and cb.maxValue then
|
|
local castEnd = cb.startTime + cb.maxValue
|
|
if castEnd > now then
|
|
delay = castEnd - now
|
|
end
|
|
end
|
|
|
|
local startAt = now + delay + 0.08
|
|
if delay > 0 then
|
|
self.fiveSecondPendingStart = startAt
|
|
else
|
|
self.fiveSecondStart = startAt
|
|
self.fiveSecondPendingStart = nil
|
|
end
|
|
end
|
|
self.fiveSecondLastMana = currentMana
|
|
|
|
if self.fiveSecondPendingStart then
|
|
if now >= self.fiveSecondPendingStart then
|
|
self.fiveSecondStart = self.fiveSecondPendingStart
|
|
self.fiveSecondPendingStart = nil
|
|
else
|
|
HideTicker()
|
|
return
|
|
end
|
|
end
|
|
|
|
local startTime = self.fiveSecondStart
|
|
if not startTime then
|
|
HideTicker()
|
|
return
|
|
end
|
|
|
|
local elapsed = now - startTime
|
|
if elapsed < 0 then
|
|
HideTicker()
|
|
return
|
|
end
|
|
if elapsed >= 5 then
|
|
self.fiveSecondStart = nil
|
|
HideTicker()
|
|
return
|
|
end
|
|
|
|
local barWidth = powerBar:GetWidth() or 0
|
|
if barWidth <= 0 then
|
|
HideTicker()
|
|
return
|
|
end
|
|
|
|
local progress = elapsed / 5
|
|
if progress < 0 then progress = 0 end
|
|
if progress > 1 then progress = 1 end
|
|
|
|
local glowWidth = 40
|
|
if glowWidth > barWidth then glowWidth = barWidth end
|
|
|
|
local maxGlowX = barWidth - glowWidth
|
|
|
|
-- Move strictly from left edge to right edge across full 5 seconds.
|
|
local glowX = math.floor(progress * maxGlowX + 0.5)
|
|
|
|
local pulse = 0.82 + 0.18 * math.sin(GetTime() * 10)
|
|
|
|
glow:ClearAllPoints()
|
|
glow:SetPoint("TOPLEFT", powerBar, "TOPLEFT", glowX, 0)
|
|
glow:SetPoint("BOTTOMLEFT", powerBar, "BOTTOMLEFT", glowX, 0)
|
|
glow:SetWidth(glowWidth)
|
|
glow:SetAlpha(0.62 * pulse)
|
|
glow:Show()
|
|
end
|
|
|
|
function SFrames.Player:UpdatePower()
|
|
local power = UnitMana("player")
|
|
local maxPower = UnitManaMax("player")
|
|
self.frame.power:SetMinMaxValues(0, maxPower)
|
|
self.frame.power:SetValue(power)
|
|
self.frame.powerText:SetText(SFrames:FormatCompactPair(power, maxPower))
|
|
|
|
SFrames:UpdateRainbowBar(self.frame.power, power, maxPower, "player")
|
|
|
|
local _, class = UnitClass("player")
|
|
local powerType = UnitPowerType("player")
|
|
|
|
self:UpdateFiveSecondRule()
|
|
|
|
if class ~= "DRUID" then
|
|
if self.frame.manaText then self.frame.manaText:Hide() end
|
|
if self.frame.manaBar then self.frame.manaBar:Hide() end
|
|
return
|
|
end
|
|
|
|
if not self.druidManaCache then
|
|
self.druidManaCache = { value = 0, max = 0, ts = GetTime() }
|
|
end
|
|
|
|
if powerType == 0 then
|
|
self.druidManaCache.value = power or 0
|
|
self.druidManaCache.max = maxPower or 0
|
|
self.druidManaCache.ts = GetTime()
|
|
if self.frame.manaText then self.frame.manaText:Hide() end
|
|
if self.frame.manaBar then self.frame.manaBar:Hide() end
|
|
return
|
|
end
|
|
|
|
if not self.frame.manaText then
|
|
return
|
|
end
|
|
|
|
local mana, maxMana = self:GetDruidAltMana(power, maxPower)
|
|
if mana and maxMana and maxMana > 0 then
|
|
self.druidManaCache.value = mana
|
|
self.druidManaCache.max = maxMana
|
|
self.druidManaCache.ts = GetTime()
|
|
else
|
|
local cache = self.druidManaCache
|
|
if cache and cache.max and cache.max > 0 then
|
|
local now = GetTime()
|
|
local dt = now - (cache.ts or now)
|
|
if dt < 0 then dt = 0 end
|
|
|
|
local regen = 0
|
|
if GetManaRegen then
|
|
local base, casting = GetManaRegen()
|
|
if type(base) == "number" and base > 0 then
|
|
regen = base
|
|
elseif type(casting) == "number" and casting > 0 then
|
|
regen = casting
|
|
end
|
|
end
|
|
if (not regen or regen <= 0) and UnitStat then
|
|
local ok, _, spi = pcall(UnitStat, "player", 5)
|
|
if not (ok and type(spi) == "number" and spi > 0) then
|
|
ok, spi = pcall(function() return UnitStat("player", 5) end)
|
|
end
|
|
if ok and type(spi) == "number" and spi > 0 then
|
|
regen = (math.ceil(spi / 5) + 15) / 2
|
|
end
|
|
end
|
|
if regen and regen > 0 and dt > 0 then
|
|
cache.value = math.min(cache.max, (cache.value or 0) + regen * dt)
|
|
end
|
|
cache.ts = now
|
|
mana = math.floor((cache.value or 0) + 0.5)
|
|
maxMana = cache.max
|
|
end
|
|
end
|
|
|
|
if maxMana and maxMana > 0 then
|
|
local pct = math.floor(mana / maxMana * 100 + 0.5)
|
|
self.frame.manaText:SetText(pct .. "% " .. SFrames:FormatCompactNumber(mana))
|
|
self.frame.manaText:Show()
|
|
if self.frame.manaBar then
|
|
self.frame.manaBar:SetMinMaxValues(0, maxMana)
|
|
self.frame.manaBar:SetValue(mana)
|
|
self.frame.manaBar:Show()
|
|
end
|
|
else
|
|
self.frame.manaText:SetText("--")
|
|
self.frame.manaText:Show()
|
|
if self.frame.manaBar then self.frame.manaBar:Hide() end
|
|
end
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Player Auras (Buffs / Debuffs)
|
|
--------------------------------------------------------------------------------
|
|
|
|
function SFrames.Player:CreateAuras()
|
|
-- Create 32 Buff Slots
|
|
self.frame.buffs = {}
|
|
self.frame.debuffs = {}
|
|
local size = 24
|
|
local spacing = 2
|
|
local rowSpacing = 1
|
|
local buffsPerRow = 9
|
|
|
|
for i = 1, 32 do
|
|
local b = CreateFrame("Button", "SFramesPlayerBuff"..i, self.frame)
|
|
b:SetWidth(size)
|
|
b:SetHeight(size)
|
|
SFrames:CreateUnitBackdrop(b)
|
|
|
|
b.icon = b:CreateTexture(nil, "ARTWORK")
|
|
b.icon:SetPoint("TOPLEFT", b, "TOPLEFT", 1, -1)
|
|
b.icon:SetPoint("BOTTOMRIGHT", b, "BOTTOMRIGHT", -1, 1)
|
|
b.icon:SetTexCoord(0.07, 0.93, 0.07, 0.93)
|
|
|
|
b.cdText = SFrames:CreateFontString(b, 9, "CENTER")
|
|
b.cdText:SetPoint("BOTTOM", b, "BOTTOM", 0, 1)
|
|
b.cdText:SetTextColor(1, 0.82, 0)
|
|
b.cdText:SetShadowColor(0, 0, 0, 1)
|
|
b.cdText:SetShadowOffset(1, -1)
|
|
|
|
-- Tooltip support for precise buff checking
|
|
b:SetScript("OnEnter", function()
|
|
GameTooltip:SetOwner(this, "ANCHOR_BOTTOMRIGHT")
|
|
GameTooltip:SetPlayerBuff(this.buffIndex)
|
|
end)
|
|
b:SetScript("OnLeave", function() GameTooltip:Hide() end)
|
|
|
|
-- Default row anchor
|
|
if i == 1 then
|
|
b:SetPoint("TOPLEFT", self.frame, "BOTTOMLEFT", 0, -1)
|
|
elseif math.mod(i - 1, buffsPerRow) == 0 then
|
|
b:SetPoint("TOP", self.frame.buffs[i-buffsPerRow], "BOTTOM", 0, -rowSpacing)
|
|
else
|
|
b:SetPoint("LEFT", self.frame.buffs[i-1], "RIGHT", spacing, 0)
|
|
end
|
|
|
|
b:Hide()
|
|
self.frame.buffs[i] = b
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:UpdateAuras()
|
|
local slotIdx = 0
|
|
local hasGetPlayerBuffID = SFrames.superwow_active and type(GetPlayerBuffID) == "function"
|
|
for i = 0, 31 do
|
|
local buffIndex, untilCancelled = GetPlayerBuff(i, "HELPFUL")
|
|
if buffIndex and buffIndex >= 0 then
|
|
if not SFrames:IsBuffHidden(buffIndex) then
|
|
slotIdx = slotIdx + 1
|
|
if slotIdx > 32 then break end
|
|
local b = self.frame.buffs[slotIdx]
|
|
local texture = GetPlayerBuffTexture(buffIndex)
|
|
if texture then
|
|
b.icon:SetTexture(texture)
|
|
b.buffIndex = buffIndex
|
|
-- Store aura ID when SuperWoW is available
|
|
if hasGetPlayerBuffID then
|
|
local ok, auraID = pcall(GetPlayerBuffID, buffIndex)
|
|
b.auraID = ok and auraID or nil
|
|
else
|
|
b.auraID = nil
|
|
end
|
|
b:Show()
|
|
|
|
local timeLeft = GetPlayerBuffTimeLeft(buffIndex)
|
|
if timeLeft and timeLeft > 0 and timeLeft < 9999 then
|
|
b.cdText:SetText(SFrames:FormatTime(timeLeft))
|
|
else
|
|
b.cdText:SetText("")
|
|
end
|
|
else
|
|
b:Hide()
|
|
end
|
|
end
|
|
end
|
|
end
|
|
for j = slotIdx + 1, 32 do
|
|
self.frame.buffs[j]:Hide()
|
|
self.frame.buffs[j].auraID = nil
|
|
end
|
|
end
|
|
|
|
-- Initialization Hook for Auras and Castbar
|
|
local origInit = SFrames.Player.Initialize
|
|
function SFrames.Player:Initialize()
|
|
origInit(self)
|
|
|
|
-- Setup Auras
|
|
self:CreateAuras()
|
|
self.auraUpdater = CreateFrame("Frame")
|
|
self.auraUpdater.timer = 0
|
|
self.auraUpdater:SetScript("OnUpdate", function()
|
|
this.timer = this.timer + arg1
|
|
if this.timer >= 0.2 then
|
|
SFrames.Player:UpdateFiveSecondRule()
|
|
SFrames.Player:UpdateAuras()
|
|
SFrames.Player:UpdatePower()
|
|
SFrames.Player:UpdateHealPrediction()
|
|
this.timer = 0
|
|
end
|
|
end)
|
|
|
|
-- Setup Castbar
|
|
self:CreateCastbar()
|
|
|
|
-- Hide default castbar
|
|
if CastingBarFrame then
|
|
CastingBarFrame:UnregisterAllEvents()
|
|
CastingBarFrame:Hide()
|
|
end
|
|
|
|
-- Register mover
|
|
if SFrames.Movers and SFrames.Movers.RegisterMover and self.frame then
|
|
SFrames.Movers:RegisterMover("PlayerFrame", self.frame, "玩家",
|
|
"CENTER", "UIParent", "CENTER", -200, -100)
|
|
end
|
|
end
|
|
|
|
--------------------------------------------------------------------------------
|
|
-- Player Castbar
|
|
--------------------------------------------------------------------------------
|
|
|
|
local function GetLatencySeconds()
|
|
if GetNetStats then
|
|
local _, _, latency = GetNetStats()
|
|
if latency and latency > 0 then return latency / 1000 end
|
|
end
|
|
return 0
|
|
end
|
|
|
|
local function HSVtoRGB(h, s, v)
|
|
local i = math.floor(h * 6)
|
|
local f = h * 6 - i
|
|
local p = v * (1 - s)
|
|
local q = v * (1 - f * s)
|
|
local t = v * (1 - (1 - f) * s)
|
|
local m = math.mod(i, 6)
|
|
if m == 0 then return v, t, p
|
|
elseif m == 1 then return q, v, p
|
|
elseif m == 2 then return p, v, t
|
|
elseif m == 3 then return p, q, v
|
|
elseif m == 4 then return t, p, v
|
|
else return v, p, q end
|
|
end
|
|
|
|
local function UpdateRainbowProgress(cb, progress)
|
|
if not cb.rainbowTex then return end
|
|
local barWidth = cb:GetWidth()
|
|
if barWidth <= 0 then return end
|
|
local fillW = progress * barWidth
|
|
cb.rainbowTex:ClearAllPoints()
|
|
cb.rainbowTex:SetPoint("TOPLEFT", cb, "TOPLEFT", 0, 0)
|
|
cb.rainbowTex:SetPoint("BOTTOMRIGHT", cb, "BOTTOMLEFT", fillW, 0)
|
|
cb.rainbowTex:SetTexCoord(0, progress, 0, 1)
|
|
cb.rainbowTex:Show()
|
|
end
|
|
|
|
function SFrames.Player:CreateCastbar()
|
|
local cb = SFrames:CreateStatusBar(self.frame, "SFramesPlayerCastbar")
|
|
cb:SetHeight(SFrames.Config.castbarHeight)
|
|
cb:SetPoint("BOTTOMRIGHT", self.frame, "TOPRIGHT", 0, 6)
|
|
cb:SetPoint("BOTTOMLEFT", self.frame.portrait, "TOPLEFT", SFrames.Config.castbarHeight + 6, 6)
|
|
|
|
local cbbg = CreateFrame("Frame", nil, self.frame)
|
|
cbbg:SetPoint("TOPLEFT", cb, "TOPLEFT", -1, 1)
|
|
cbbg:SetPoint("BOTTOMRIGHT", cb, "BOTTOMRIGHT", 1, -1)
|
|
cbbg:SetFrameLevel(cb:GetFrameLevel() - 1)
|
|
SFrames:CreateUnitBackdrop(cbbg)
|
|
|
|
cb.bg = cb:CreateTexture(nil, "BACKGROUND")
|
|
cb.bg:SetAllPoints()
|
|
cb.bg:SetTexture(SFrames:GetTexture())
|
|
cb.bg:SetVertexColor(0.2, 0.2, 0.2, 1)
|
|
cb:SetStatusBarColor(1, 0.7, 0)
|
|
|
|
cb.text = SFrames:CreateFontString(cb, 10, "LEFT")
|
|
cb.text:SetPoint("LEFT", cb, "LEFT", 4, 0)
|
|
|
|
cb.time = SFrames:CreateFontString(cb, 10, "RIGHT")
|
|
cb.time:SetPoint("RIGHT", cb, "RIGHT", -4, 0)
|
|
|
|
cb.icon = cb:CreateTexture(nil, "ARTWORK")
|
|
cb.icon:SetWidth(SFrames.Config.castbarHeight + 2)
|
|
cb.icon:SetHeight(SFrames.Config.castbarHeight + 2)
|
|
cb.icon:SetPoint("RIGHT", cb, "LEFT", -4, 0)
|
|
cb.icon:SetTexCoord(0.07, 0.93, 0.07, 0.93)
|
|
|
|
-- Icon Backdrop
|
|
local ibg = CreateFrame("Frame", nil, self.frame)
|
|
ibg:SetPoint("TOPLEFT", cb.icon, "TOPLEFT", -1, 1)
|
|
ibg:SetPoint("BOTTOMRIGHT", cb.icon, "BOTTOMRIGHT", 1, -1)
|
|
ibg:SetFrameLevel(cb:GetFrameLevel() - 1)
|
|
SFrames:CreateUnitBackdrop(ibg)
|
|
|
|
local lagTex = cb:CreateTexture(nil, "OVERLAY")
|
|
lagTex:SetTexture(SFrames:GetTexture())
|
|
lagTex:SetVertexColor(1, 0.2, 0.2, 0.5)
|
|
lagTex:Hide()
|
|
cb.lagTex = lagTex
|
|
|
|
cb.rainbowTex = cb:CreateTexture(nil, "ARTWORK")
|
|
cb.rainbowTex:SetTexture(RAINBOW_TEX_PATH)
|
|
cb.rainbowTex:Hide()
|
|
|
|
cb:Hide()
|
|
cbbg:Hide()
|
|
cb.icon:Hide()
|
|
ibg:Hide()
|
|
|
|
self.frame.castbar = cb
|
|
self.frame.castbar.cbbg = cbbg
|
|
self.frame.castbar.ibg = ibg
|
|
|
|
cb:SetScript("OnUpdate", function() SFrames.Player:CastbarOnUpdate() end)
|
|
|
|
self:ApplyCastbarPosition()
|
|
|
|
-- Hook events
|
|
SFrames:RegisterEvent("SPELLCAST_START", function() self:CastbarStart(arg1, arg2) end)
|
|
SFrames:RegisterEvent("SPELLCAST_STOP", function() self:CastbarStop() end)
|
|
SFrames:RegisterEvent("SPELLCAST_FAILED", function() self:CastbarStop() end)
|
|
SFrames:RegisterEvent("SPELLCAST_INTERRUPTED", function() self:CastbarStop() end)
|
|
SFrames:RegisterEvent("SPELLCAST_DELAYED", function() self:CastbarDelayed(arg1) end)
|
|
SFrames:RegisterEvent("SPELLCAST_CHANNEL_START", function() self:CastbarChannelStart(arg1, arg2) end)
|
|
SFrames:RegisterEvent("SPELLCAST_CHANNEL_UPDATE", function() self:CastbarChannelUpdate(arg1) end)
|
|
SFrames:RegisterEvent("SPELLCAST_CHANNEL_STOP", function() self:CastbarStop() end)
|
|
end
|
|
|
|
function SFrames.Player:ApplyCastbarPosition()
|
|
local cb = self.frame.castbar
|
|
if not cb then return end
|
|
local db = SFramesDB or {}
|
|
|
|
cb:ClearAllPoints()
|
|
cb.cbbg:ClearAllPoints()
|
|
cb.icon:ClearAllPoints()
|
|
cb.ibg:ClearAllPoints()
|
|
|
|
if db.castbarStandalone then
|
|
cb:SetParent(UIParent)
|
|
cb.cbbg:SetParent(UIParent)
|
|
cb.ibg:SetParent(UIParent)
|
|
local cbW = db.castbarWidth or 280
|
|
local cbH = db.castbarHeight or 20
|
|
cb:SetWidth(cbW)
|
|
cb:SetHeight(cbH)
|
|
cb:SetFrameStrata("HIGH")
|
|
if SFrames.Movers and SFrames.Movers.ApplyPosition then
|
|
SFrames.Movers:ApplyPosition("PlayerCastbar", cb,
|
|
"BOTTOM", "SFramesPetHolder", "TOP", 0, 6)
|
|
else
|
|
local petHolder = _G["SFramesPetHolder"]
|
|
if petHolder then
|
|
cb:SetPoint("BOTTOM", petHolder, "TOP", 0, 6)
|
|
else
|
|
cb:SetPoint("BOTTOM", UIParent, "BOTTOM", 0, 120)
|
|
end
|
|
end
|
|
cb.cbbg:SetPoint("TOPLEFT", cb, "TOPLEFT", -1, 1)
|
|
cb.cbbg:SetPoint("BOTTOMRIGHT", cb, "BOTTOMRIGHT", 1, -1)
|
|
cb.cbbg:SetFrameLevel(math.max(1, cb:GetFrameLevel() - 1))
|
|
cb.icon:SetWidth(cbH + 2)
|
|
cb.icon:SetHeight(cbH + 2)
|
|
cb.icon:SetPoint("RIGHT", cb, "LEFT", -4, 0)
|
|
cb.ibg:SetPoint("TOPLEFT", cb.icon, "TOPLEFT", -1, 1)
|
|
cb.ibg:SetPoint("BOTTOMRIGHT", cb.icon, "BOTTOMRIGHT", 1, -1)
|
|
cb.ibg:SetFrameLevel(math.max(1, cb:GetFrameLevel() - 1))
|
|
|
|
if SFrames.Movers and SFrames.Movers.RegisterMover then
|
|
SFrames.Movers:RegisterMover("PlayerCastbar", cb, "施法条",
|
|
"BOTTOM", "SFramesPetHolder", "TOP", 0, 6,
|
|
nil, { alwaysShowInLayout = true })
|
|
end
|
|
if SFrames.Movers and SFrames.Movers.SetMoverAlwaysShow then
|
|
SFrames.Movers:SetMoverAlwaysShow("PlayerCastbar", true)
|
|
end
|
|
else
|
|
cb:SetParent(self.frame)
|
|
cb.cbbg:SetParent(self.frame)
|
|
cb.ibg:SetParent(self.frame)
|
|
local cbH = SFrames.Config.castbarHeight
|
|
cb:SetWidth(0) -- 清除独立模式的显式宽度,让双锚点自动计算
|
|
cb:SetHeight(cbH)
|
|
cb:SetPoint("BOTTOMRIGHT", self.frame, "TOPRIGHT", 0, 6)
|
|
cb:SetPoint("BOTTOMLEFT", self.frame.portrait, "TOPLEFT", cbH + 6, 6)
|
|
cb:SetFrameStrata("MEDIUM")
|
|
cb.cbbg:SetPoint("TOPLEFT", cb, "TOPLEFT", -1, 1)
|
|
cb.cbbg:SetPoint("BOTTOMRIGHT", cb, "BOTTOMRIGHT", 1, -1)
|
|
cb.cbbg:SetFrameLevel(math.max(1, cb:GetFrameLevel() - 1))
|
|
cb.icon:SetWidth(cbH + 2)
|
|
cb.icon:SetHeight(cbH + 2)
|
|
cb.icon:SetPoint("RIGHT", cb, "LEFT", -4, 0)
|
|
cb.ibg:SetPoint("TOPLEFT", cb.icon, "TOPLEFT", -1, 1)
|
|
cb.ibg:SetPoint("BOTTOMRIGHT", cb.icon, "BOTTOMRIGHT", 1, -1)
|
|
cb.ibg:SetFrameLevel(math.max(1, cb:GetFrameLevel() - 1))
|
|
if SFrames.Movers and SFrames.Movers.SetMoverAlwaysShow then
|
|
SFrames.Movers:SetMoverAlwaysShow("PlayerCastbar", false)
|
|
end
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:CastbarStart(spellName, duration)
|
|
local cb = self.frame.castbar
|
|
cb.casting = true
|
|
cb.channeling = nil
|
|
cb.fadeOut = nil
|
|
cb.startTime = GetTime()
|
|
cb.maxValue = duration / 1000
|
|
cb:SetMinMaxValues(0, cb.maxValue)
|
|
cb:SetValue(0)
|
|
cb.text:SetText(spellName)
|
|
|
|
local texture
|
|
local _UnitCastingInfo = UnitCastingInfo or (ShaguTweaks and ShaguTweaks.UnitCastingInfo)
|
|
if _UnitCastingInfo then
|
|
local _, _, _, tex = _UnitCastingInfo("player")
|
|
texture = tex
|
|
end
|
|
if not texture and SFrames.castdb and UnitGUID then
|
|
local guid = UnitGUID("player")
|
|
if guid and SFrames.castdb[guid] and SFrames.castdb[guid].icon then
|
|
texture = SFrames.castdb[guid].icon
|
|
end
|
|
end
|
|
if (not texture or texture == "Interface\\Icons\\INV_Misc_QuestionMark")
|
|
and SFrames.GetSpellIcon then
|
|
texture = SFrames.GetSpellIcon(spellName) or texture
|
|
end
|
|
|
|
if texture then
|
|
cb.icon:SetTexture(texture)
|
|
cb.icon:Show()
|
|
cb.ibg:Show()
|
|
else
|
|
cb.icon:Hide()
|
|
cb.ibg:Hide()
|
|
end
|
|
|
|
local cbAlpha = tonumber((SFramesDB or {}).castbarAlpha) or 1
|
|
cb:SetAlpha(cbAlpha)
|
|
cb.cbbg:SetAlpha(cbAlpha)
|
|
if texture then
|
|
cb.icon:SetAlpha(cbAlpha)
|
|
cb.ibg:SetAlpha(cbAlpha)
|
|
end
|
|
cb:Show()
|
|
cb.cbbg:Show()
|
|
|
|
local lag = GetLatencySeconds()
|
|
if lag > 0 and cb.maxValue > 0 then
|
|
local barW = cb:GetWidth()
|
|
local lagW = math.min((lag / cb.maxValue) * barW, barW * 0.5)
|
|
if lagW >= 1 then
|
|
cb.lagTex:ClearAllPoints()
|
|
cb.lagTex:SetPoint("TOPRIGHT", cb, "TOPRIGHT", 0, 0)
|
|
cb.lagTex:SetPoint("BOTTOMRIGHT", cb, "BOTTOMRIGHT", 0, 0)
|
|
cb.lagTex:SetWidth(lagW)
|
|
cb.lagTex:Show()
|
|
else
|
|
cb.lagTex:Hide()
|
|
end
|
|
else
|
|
cb.lagTex:Hide()
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:CastbarChannelStart(duration, spellName)
|
|
local cb = self.frame.castbar
|
|
cb.casting = nil
|
|
cb.channeling = true
|
|
cb.fadeOut = nil
|
|
cb.startTime = GetTime()
|
|
cb.maxValue = duration / 1000
|
|
cb.endTime = cb.startTime + cb.maxValue
|
|
cb:SetMinMaxValues(0, cb.maxValue)
|
|
cb:SetValue(cb.maxValue)
|
|
cb.text:SetText(spellName)
|
|
|
|
local texture
|
|
local _UnitChannelInfo = UnitChannelInfo or (ShaguTweaks and ShaguTweaks.UnitChannelInfo)
|
|
if _UnitChannelInfo then
|
|
local _, _, _, tex = _UnitChannelInfo("player")
|
|
texture = tex
|
|
end
|
|
if not texture and SFrames.castdb and UnitGUID then
|
|
local guid = UnitGUID("player")
|
|
if guid and SFrames.castdb[guid] and SFrames.castdb[guid].icon then
|
|
texture = SFrames.castdb[guid].icon
|
|
end
|
|
end
|
|
if (not texture or texture == "Interface\\Icons\\INV_Misc_QuestionMark")
|
|
and SFrames.GetSpellIcon then
|
|
texture = SFrames.GetSpellIcon(spellName) or texture
|
|
end
|
|
|
|
if texture then
|
|
cb.icon:SetTexture(texture)
|
|
cb.icon:Show()
|
|
cb.ibg:Show()
|
|
else
|
|
cb.icon:Hide()
|
|
cb.ibg:Hide()
|
|
end
|
|
|
|
local cbAlpha = tonumber((SFramesDB or {}).castbarAlpha) or 1
|
|
cb:SetAlpha(cbAlpha)
|
|
cb.cbbg:SetAlpha(cbAlpha)
|
|
if texture then
|
|
cb.icon:SetAlpha(cbAlpha)
|
|
cb.ibg:SetAlpha(cbAlpha)
|
|
end
|
|
cb:Show()
|
|
cb.cbbg:Show()
|
|
|
|
local lag = GetLatencySeconds()
|
|
if lag > 0 and cb.maxValue > 0 then
|
|
local barW = cb:GetWidth()
|
|
local lagW = math.min((lag / cb.maxValue) * barW, barW * 0.5)
|
|
if lagW >= 1 then
|
|
cb.lagTex:ClearAllPoints()
|
|
cb.lagTex:SetPoint("TOPLEFT", cb, "TOPLEFT", 0, 0)
|
|
cb.lagTex:SetPoint("BOTTOMLEFT", cb, "BOTTOMLEFT", 0, 0)
|
|
cb.lagTex:SetWidth(lagW)
|
|
cb.lagTex:Show()
|
|
else
|
|
cb.lagTex:Hide()
|
|
end
|
|
else
|
|
cb.lagTex:Hide()
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:CastbarStop()
|
|
local cb = self.frame.castbar
|
|
cb.casting = nil
|
|
cb.channeling = nil
|
|
cb.fadeOut = true
|
|
if cb.lagTex then cb.lagTex:Hide() end
|
|
end
|
|
|
|
function SFrames.Player:CastbarDelayed(delay)
|
|
local cb = self.frame.castbar
|
|
if cb.casting then
|
|
cb.maxValue = cb.maxValue + (delay / 1000)
|
|
cb:SetMinMaxValues(0, cb.maxValue)
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:CastbarChannelUpdate(remainingMs)
|
|
local cb = self.frame.castbar
|
|
if cb.channeling then
|
|
cb.endTime = GetTime() + remainingMs / 1000
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:CastbarOnUpdate()
|
|
local cb = self.frame.castbar
|
|
local db = SFramesDB or {}
|
|
|
|
if cb.casting then
|
|
local elapsed = GetTime() - cb.startTime
|
|
if elapsed >= cb.maxValue then
|
|
cb.casting = nil
|
|
cb.fadeOut = true
|
|
cb:SetValue(cb.maxValue)
|
|
if db.castbarRainbow and cb.rainbowActive then
|
|
UpdateRainbowProgress(cb, 1)
|
|
end
|
|
return
|
|
end
|
|
cb:SetValue(elapsed)
|
|
cb.time:SetText(string.format("%.1f", math.max(cb.maxValue - elapsed, 0)))
|
|
if db.castbarRainbow then
|
|
if not cb.rainbowActive then
|
|
cb:SetStatusBarColor(0, 0, 0, 0)
|
|
cb.rainbowActive = true
|
|
end
|
|
UpdateRainbowProgress(cb, elapsed / cb.maxValue)
|
|
elseif cb.rainbowActive then
|
|
cb:SetStatusBarColor(1, 0.7, 0)
|
|
if cb.rainbowTex then cb.rainbowTex:Hide() end
|
|
cb.rainbowActive = nil
|
|
end
|
|
if not cb.icon:IsShown() then
|
|
self:CastbarTryResolveIcon()
|
|
end
|
|
elseif cb.channeling then
|
|
local timeRemaining = cb.endTime - GetTime()
|
|
if timeRemaining <= 0 then
|
|
cb.channeling = nil
|
|
cb.fadeOut = true
|
|
cb:SetValue(0)
|
|
if db.castbarRainbow and cb.rainbowActive then
|
|
UpdateRainbowProgress(cb, 0)
|
|
end
|
|
return
|
|
end
|
|
cb:SetValue(timeRemaining)
|
|
cb.time:SetText(string.format("%.1f", timeRemaining))
|
|
if db.castbarRainbow then
|
|
if not cb.rainbowActive then
|
|
cb:SetStatusBarColor(0, 0, 0, 0)
|
|
cb.rainbowActive = true
|
|
end
|
|
UpdateRainbowProgress(cb, timeRemaining / cb.maxValue)
|
|
elseif cb.rainbowActive then
|
|
cb:SetStatusBarColor(1, 0.7, 0)
|
|
if cb.rainbowTex then cb.rainbowTex:Hide() end
|
|
cb.rainbowActive = nil
|
|
end
|
|
if not cb.icon:IsShown() then
|
|
self:CastbarTryResolveIcon()
|
|
end
|
|
elseif cb.fadeOut then
|
|
local alpha = cb:GetAlpha() - 0.05
|
|
if alpha > 0 then
|
|
cb:SetAlpha(alpha)
|
|
cb.cbbg:SetAlpha(alpha)
|
|
cb.icon:SetAlpha(alpha)
|
|
cb.ibg:SetAlpha(alpha)
|
|
else
|
|
cb.fadeOut = nil
|
|
if cb.rainbowActive then
|
|
if cb.rainbowTex then cb.rainbowTex:Hide() end
|
|
cb:SetStatusBarColor(1, 0.7, 0)
|
|
cb.rainbowActive = nil
|
|
end
|
|
cb:Hide()
|
|
cb.cbbg:Hide()
|
|
cb.icon:Hide()
|
|
cb.ibg:Hide()
|
|
end
|
|
end
|
|
end
|
|
|
|
function SFrames.Player:CastbarTryResolveIcon()
|
|
local cb = self.frame.castbar
|
|
local spellName = cb.text:GetText()
|
|
local texture
|
|
|
|
if SFrames.castdb and UnitGUID then
|
|
local guid = UnitGUID("player")
|
|
if guid and SFrames.castdb[guid] then
|
|
local entry = SFrames.castdb[guid]
|
|
if entry.icon and entry.icon ~= "Interface\\Icons\\INV_Misc_QuestionMark" then
|
|
texture = entry.icon
|
|
end
|
|
end
|
|
end
|
|
|
|
if not texture and NanamiPlates and NanamiPlates.castDB and UnitGUID then
|
|
local guid = UnitGUID("player")
|
|
if guid and NanamiPlates.castDB[guid] then
|
|
local entry = NanamiPlates.castDB[guid]
|
|
if entry.icon and entry.icon ~= "Interface\\Icons\\INV_Misc_QuestionMark" then
|
|
texture = entry.icon
|
|
end
|
|
end
|
|
end
|
|
|
|
if not texture and SFrames.GetSpellIcon then
|
|
texture = SFrames.GetSpellIcon(spellName)
|
|
end
|
|
|
|
if texture then
|
|
local cbAlpha = tonumber((SFramesDB or {}).castbarAlpha) or 1
|
|
cb.icon:SetTexture(texture)
|
|
cb.icon:SetAlpha(cbAlpha)
|
|
cb.ibg:SetAlpha(cbAlpha)
|
|
cb.icon:Show()
|
|
cb.ibg:Show()
|
|
end
|
|
end
|