Files
moonwell-client/reference/FrameXML/TargetFrame.lua
T

1053 lines
34 KiB
Lua

MAX_COMBO_POINTS = 5;
MAX_TARGET_DEBUFFS = 16;
MAX_TARGET_BUFFS = 32;
MAX_BOSS_FRAMES = 4;
-- aura positioning constants
local AURA_START_X = 5;
local AURA_START_Y = 32;
local AURA_OFFSET_Y = 3;
local LARGE_AURA_SIZE = 21;
local SMALL_AURA_SIZE = 17;
local AURA_ROW_WIDTH = 122;
local TOT_AURA_ROW_WIDTH = 101;
local NUM_TOT_AURA_ROWS = 2; -- TODO: replace with TOT_AURA_ROW_HEIGHT functionality if this becomes a problem
-- focus frame scales
local LARGE_FOCUS_SCALE = 1;
local SMALL_FOCUS_SCALE = 0.75;
local SMALL_FOCUS_UPSCALE = 1.333;
local PLAYER_UNITS = {
player = true,
vehicle = true,
pet = true,
};
function TargetFrame_OnLoad(self, unit, menuFunc)
self.statusCounter = 0;
self.statusSign = -1;
self.unitHPPercent = 1;
local thisName = self:GetName();
self.borderTexture = _G[thisName.."TextureFrameTexture"];
self.highLevelTexture = _G[thisName.."TextureFrameHighLevelTexture"];
self.pvpIcon = _G[thisName.."TextureFramePVPIcon"];
self.leaderIcon = _G[thisName.."TextureFrameLeaderIcon"];
self.raidTargetIcon = _G[thisName.."TextureFrameRaidTargetIcon"];
self.levelText = _G[thisName.."TextureFrameLevelText"];
self.deadText = _G[thisName.."TextureFrameDeadText"];
self.TOT_AURA_ROW_WIDTH = TOT_AURA_ROW_WIDTH;
-- set simple frame
if ( not self.showLevel ) then
self.highLevelTexture:Hide();
self.levelText:Hide();
end
-- set threat frame
local threatFrame;
if ( self.showThreat ) then
threatFrame = _G[thisName.."Flash"];
end
-- set portrait frame
local portraitFrame;
if ( self.showPortrait ) then
portraitFrame = _G[thisName.."Portrait"];
end
UnitFrame_Initialize(self, unit, _G[thisName.."TextureFrameName"], portraitFrame,
_G[thisName.."HealthBar"], _G[thisName.."TextureFrameHealthBarText"],
_G[thisName.."ManaBar"], _G[thisName.."TextureFrameManaBarText"],
threatFrame, "player", _G[thisName.."NumericalThreat"]);
TargetFrame_Update(self);
self:RegisterEvent("PLAYER_ENTERING_WORLD");
self:RegisterEvent("UNIT_HEALTH");
self:RegisterEvent("CVAR_UPDATE");
if ( self.showLevel ) then
self:RegisterEvent("UNIT_LEVEL");
end
self:RegisterEvent("UNIT_FACTION");
if ( self.showClassification ) then
self:RegisterEvent("UNIT_CLASSIFICATION_CHANGED");
end
self:RegisterEvent("UNIT_AURA");
if ( self.showLeader ) then
self:RegisterEvent("PLAYER_FLAGS_CHANGED");
end
self:RegisterEvent("PARTY_MEMBERS_CHANGED");
self:RegisterEvent("RAID_TARGET_UPDATE");
local frameLevel = _G[thisName.."TextureFrame"]:GetFrameLevel();
self.healthbar:SetFrameLevel(frameLevel-1);
self.manabar:SetFrameLevel(frameLevel-1);
local showmenu;
if ( menuFunc ) then
UIDropDownMenu_Initialize(_G[thisName.."DropDown"], menuFunc, "MENU");
showmenu = function()
ToggleDropDownMenu(1, nil, _G[thisName.."DropDown"], thisName, 120, 10);
end
end
SecureUnitButton_OnLoad(self, self.unit, showmenu);
end
function TargetFrame_Update (self)
-- This check is here so the frame will hide when the target goes away
-- even if some of the functions below are hooked by addons.
if ( not UnitExists(self.unit) ) then
self:Hide();
else
self:Show();
-- Moved here to avoid taint from functions below
if ( self.totFrame ) then
TargetofTarget_Update(self.totFrame);
end
UnitFrame_Update(self);
if ( self.showLevel ) then
TargetFrame_CheckLevel(self);
end
TargetFrame_CheckFaction(self);
if ( self.showClassification ) then
TargetFrame_CheckClassification(self);
end
TargetFrame_CheckDead(self);
if ( self.showLeader ) then
if ( UnitIsPartyLeader(self.unit) and (UnitInParty(self.unit) or UnitInRaid(self.unit)) ) then
if ( HasLFGRestrictions() ) then
self.leaderIcon:SetTexture("Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES");
self.leaderIcon:SetTexCoord(0, 0.296875, 0.015625, 0.3125);
else
self.leaderIcon:SetTexture("Interface\\GroupFrame\\UI-Group-LeaderIcon");
self.leaderIcon:SetTexCoord(0, 1, 0, 1);
end
self.leaderIcon:Show();
else
self.leaderIcon:Hide();
end
end
TargetFrame_UpdateAuras(self);
if ( self.portrait ) then
self.portrait:SetAlpha(1.0);
end
end
end
function TargetFrame_OnEvent (self, event, ...)
UnitFrame_OnEvent(self, event, ...);
local arg1 = ...;
if ( event == "PLAYER_ENTERING_WORLD" ) then
TargetFrame_Update(self);
elseif ( event == "PLAYER_TARGET_CHANGED" ) then
-- Moved here to avoid taint from functions below
TargetFrame_Update(self);
TargetFrame_UpdateRaidTargetIcon(self);
CloseDropDownMenus();
if ( UnitExists(self.unit) ) then
if ( UnitIsEnemy(self.unit, "player") ) then
PlaySound("igCreatureAggroSelect");
elseif ( UnitIsFriend("player", self.unit) ) then
PlaySound("igCharacterNPCSelect");
else
PlaySound("igCreatureNeutralSelect");
end
end
elseif ( event == "INSTANCE_ENCOUNTER_ENGAGE_UNIT" ) then
for i = 1, MAX_BOSS_FRAMES do
TargetFrame_Update(_G["Boss"..i.."TargetFrame"]);
TargetFrame_UpdateRaidTargetIcon(_G["Boss"..i.."TargetFrame"]);
end
CloseDropDownMenus();
UIParent_ManageFramePositions();
elseif ( event == "UNIT_HEALTH" ) then
if ( arg1 == self.unit ) then
TargetFrame_CheckDead(self);
end
elseif ( event == "UNIT_LEVEL" ) then
if ( arg1 == self.unit ) then
TargetFrame_CheckLevel(self);
end
elseif ( event == "UNIT_FACTION" ) then
if ( arg1 == self.unit or arg1 == "player" ) then
TargetFrame_CheckFaction(self);
if ( self.showLevel ) then
TargetFrame_CheckLevel(self);
end
end
elseif ( event == "UNIT_CLASSIFICATION_CHANGED" ) then
if ( arg1 == self.unit ) then
TargetFrame_CheckClassification(self);
end
elseif ( event == "UNIT_AURA" ) then
if ( arg1 == self.unit ) then
TargetFrame_UpdateAuras(self);
end
elseif ( event == "PLAYER_FLAGS_CHANGED" ) then
if ( arg1 == self.unit ) then
if ( UnitIsPartyLeader(self.unit) ) then
self.leaderIcon:Show();
else
self.leaderIcon:Hide();
end
end
elseif ( event == "PARTY_MEMBERS_CHANGED" ) then
if (self.unit == "focus") then
TargetFrame_Update(self);
-- If this is the focus frame, clear focus if the unit no longer exists
if (not UnitExists(self.unit)) then
ClearFocus();
end
else
if ( self.totFrame ) then
TargetofTarget_Update(self.totFrame);
end
TargetFrame_CheckFaction(self);
end
elseif ( event == "RAID_TARGET_UPDATE" ) then
TargetFrame_UpdateRaidTargetIcon(self);
elseif ( event == "PLAYER_FOCUS_CHANGED" ) then
if ( UnitExists(self.unit) ) then
self:Show();
TargetFrame_Update(self);
TargetFrame_UpdateRaidTargetIcon(self);
else
self:Hide();
end
CloseDropDownMenus();
elseif ( event == "VARIABLES_LOADED" ) then
FocusFrame_SetSmallSize(not GetCVarBool("fullSizeFocusFrame"));
elseif ( event == "CVAR_UPDATE" ) then
if ( arg1 == "SHOW_CASTABLE_DEBUFFS_TEXT" and self:IsShown() ) then
-- have to set uvar manually or it will be the previous value
SHOW_CASTABLE_DEBUFFS = GetCVar("showCastableDebuffs");
TargetFrame_UpdateAuras(self);
end
end
end
function TargetFrame_OnHide (self)
PlaySound("INTERFACESOUND_LOSTTARGETUNIT");
CloseDropDownMenus();
end
function TargetFrame_CheckLevel (self)
local targetLevel = UnitLevel(self.unit);
if ( UnitIsCorpse(self.unit) ) then
self.levelText:Hide();
self.highLevelTexture:Show();
elseif ( targetLevel > 0 ) then
-- Normal level target
self.levelText:SetText(targetLevel);
-- Color level number
if ( UnitCanAttack("player", self.unit) ) then
local color = GetQuestDifficultyColor(targetLevel);
self.levelText:SetVertexColor(color.r, color.g, color.b);
else
self.levelText:SetVertexColor(1.0, 0.82, 0.0);
end
self.levelText:Show();
self.highLevelTexture:Hide();
else
-- Target is too high level to tell
self.levelText:Hide();
self.highLevelTexture:Show();
end
end
function TargetFrame_CheckFaction (self)
if ( not UnitPlayerControlled(self.unit) and UnitIsTapped(self.unit) and not UnitIsTappedByPlayer(self.unit) and not UnitIsTappedByAllThreatList(self.unit) ) then
self.nameBackground:SetVertexColor(0.5, 0.5, 0.5);
if ( self.portrait ) then
self.portrait:SetVertexColor(0.5, 0.5, 0.5);
end
else
self.nameBackground:SetVertexColor(UnitSelectionColor(self.unit));
if ( self.portrait ) then
self.portrait:SetVertexColor(1.0, 1.0, 1.0);
end
end
if ( self.showPVP ) then
local factionGroup = UnitFactionGroup(self.unit);
if ( UnitIsPVPFreeForAll(self.unit) ) then
self.pvpIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-FFA");
self.pvpIcon:Show();
elseif ( factionGroup and UnitIsPVP(self.unit) ) then
self.pvpIcon:SetTexture("Interface\\TargetingFrame\\UI-PVP-"..factionGroup);
self.pvpIcon:Show();
else
self.pvpIcon:Hide();
end
end
end
function TargetFrame_CheckClassification (self, forceNormalTexture)
local texture;
local classification = UnitClassification(self.unit);
if ( classification == "worldboss" or classification == "elite" ) then
texture = "Interface\\TargetingFrame\\UI-TargetingFrame-Elite";
elseif ( classification == "rareelite" ) then
texture = "Interface\\TargetingFrame\\UI-TargetingFrame-Rare-Elite";
elseif ( classification == "rare" ) then
texture = "Interface\\TargetingFrame\\UI-TargetingFrame-Rare";
end
if ( texture and not forceNormalTexture) then
self.borderTexture:SetTexture(texture);
self.haveElite = true;
if ( self.threatIndicator ) then
self.threatIndicator:SetTexCoord(0, 0.9453125, 0.181640625, 0.400390625);
self.threatIndicator:SetWidth(242);
self.threatIndicator:SetHeight(112);
self.threatIndicator:SetPoint("TOPLEFT", self, "TOPLEFT", -22, 9);
end
else
self.borderTexture:SetTexture("Interface\\TargetingFrame\\UI-TargetingFrame");
self.haveElite = nil;
if ( self.threatIndicator ) then
self.threatIndicator:SetTexCoord(0, 0.9453125, 0, 0.181640625);
self.threatIndicator:SetWidth(242);
self.threatIndicator:SetHeight(93);
self.threatIndicator:SetPoint("TOPLEFT", self, "TOPLEFT", -24, 0);
end
end
end
function TargetFrame_CheckDead (self)
if ( (UnitHealth(self.unit) <= 0) and UnitIsConnected(self.unit) ) then
self.deadText:Show();
else
self.deadText:Hide();
end
end
function TargetFrame_OnUpdate (self, elapsed)
if ( self.totFrame and self.totFrame:IsShown() ~= UnitExists(self.totFrame.unit) ) then
TargetofTarget_Update(self.totFrame);
end
self.elapsed = (self.elapsed or 0) + elapsed;
if ( self.elapsed > 0.5 ) then
self.elapsed = 0;
UnitFrame_UpdateThreatIndicator(self.threatIndicator, self.threatNumericIndicator, self.feedbackUnit);
end
end
local largeBuffList = {};
local largeDebuffList = {};
function TargetFrame_UpdateAuras (self)
local frame, frameName;
local frameIcon, frameCount, frameCooldown;
local name, rank, icon, count, debuffType, duration, expirationTime, caster, isStealable;
local frameStealable;
local numBuffs = 0;
local playerIsTarget = UnitIsUnit(PlayerFrame.unit, self.unit);
local selfName = self:GetName();
for i = 1, MAX_TARGET_BUFFS do
name, rank, icon, count, debuffType, duration, expirationTime, caster, isStealable = UnitBuff(self.unit, i);
frameName = selfName.."Buff"..i;
frame = _G[frameName];
if ( not frame ) then
if ( not icon ) then
break;
else
frame = CreateFrame("Button", frameName, self, "TargetBuffFrameTemplate");
frame.unit = self.unit;
end
end
if ( icon and ( not self.maxBuffs or i <= self.maxBuffs ) ) then
frame:SetID(i);
-- set the icon
frameIcon = _G[frameName.."Icon"];
frameIcon:SetTexture(icon);
-- set the count
frameCount = _G[frameName.."Count"];
if ( count > 1 and self.showAuraCount ) then
frameCount:SetText(count);
frameCount:Show();
else
frameCount:Hide();
end
-- Handle cooldowns
frameCooldown = _G[frameName.."Cooldown"];
if ( duration > 0 ) then
frameCooldown:Show();
CooldownFrame_SetTimer(frameCooldown, expirationTime - duration, duration, 1);
else
frameCooldown:Hide();
end
-- Show stealable frame if the target is not a player and the buff is stealable.
frameStealable = _G[frameName.."Stealable"];
if ( not playerIsTarget and isStealable ) then
frameStealable:Show();
else
frameStealable:Hide();
end
-- set the buff to be big if the target is not the player and the buff is cast by the player or his pet
largeBuffList[i] = (not playerIsTarget and PLAYER_UNITS[caster]);
numBuffs = numBuffs + 1;
frame:ClearAllPoints();
frame:Show();
else
frame:Hide();
end
end
local color;
local frameBorder;
local numDebuffs = 0;
local isEnemy = UnitCanAttack("player", self.unit);
for i = 1, MAX_TARGET_DEBUFFS do
name, rank, icon, count, debuffType, duration, expirationTime, caster = UnitDebuff(self.unit, i);
frameName = selfName.."Debuff"..i;
frame = _G[frameName];
if ( not frame ) then
if ( not icon ) then
break;
else
frame = CreateFrame("Button", frameName, self, "TargetDebuffFrameTemplate");
frame.unit = self.unit;
end
end
if ( icon and ( not self.maxDebuffs or i <= self.maxDebuffs ) and ( SHOW_CASTABLE_DEBUFFS == "0" or not isEnemy or caster == "player" or caster == "vehicle") ) then
frame:SetID(i);
-- set the icon
frameIcon = _G[frameName.."Icon"];
frameIcon:SetTexture(icon);
-- set the count
frameCount = _G[frameName.."Count"];
if ( count > 1 and self.showAuraCount ) then
frameCount:SetText(count);
frameCount:Show();
else
frameCount:Hide();
end
-- Handle cooldowns
frameCooldown = _G[frameName.."Cooldown"];
if ( duration > 0 ) then
frameCooldown:Show();
CooldownFrame_SetTimer(frameCooldown, expirationTime - duration, duration, 1);
else
frameCooldown:Hide();
end
-- set debuff type color
if ( debuffType ) then
color = DebuffTypeColor[debuffType];
else
color = DebuffTypeColor["none"];
end
frameBorder = _G[frameName.."Border"];
frameBorder:SetVertexColor(color.r, color.g, color.b);
-- set the debuff to be big if the buff is cast by the player or his pet
largeDebuffList[i] = (PLAYER_UNITS[caster]);
numDebuffs = numDebuffs + 1;
frame:ClearAllPoints();
frame:Show();
else
frame:Hide();
end
end
self.auraRows = 0;
local haveTargetofTarget;
if ( self.totFrame ) then
haveTargetofTarget = self.totFrame:IsShown();
end
self.spellbarAnchor = nil;
local maxRowWidth;
-- update buff positions
maxRowWidth = ( haveTargetofTarget and self.TOT_AURA_ROW_WIDTH ) or AURA_ROW_WIDTH;
TargetFrame_UpdateAuraPositions(self, selfName.."Buff", numBuffs, numDebuffs, largeBuffList, TargetFrame_UpdateBuffAnchor, maxRowWidth, 3);
-- update debuff positions
maxRowWidth = ( haveTargetofTarget and self.auraRows < NUM_TOT_AURA_ROWS and self.TOT_AURA_ROW_WIDTH ) or AURA_ROW_WIDTH;
TargetFrame_UpdateAuraPositions(self, selfName.."Debuff", numDebuffs, numBuffs, largeDebuffList, TargetFrame_UpdateDebuffAnchor, maxRowWidth, 4);
-- update the spell bar position
if ( self.spellbar ) then
Target_Spellbar_AdjustPosition(self.spellbar);
end
end
function TargetFrame_UpdateAuraPositions(self, auraName, numAuras, numOppositeAuras, largeAuraList, updateFunc, maxRowWidth, offsetX)
-- a lot of this complexity is in place to allow the auras to wrap around the target of target frame if it's shown
-- Position auras
local size;
local offsetY = AURA_OFFSET_Y;
-- current width of a row, increases as auras are added and resets when a new aura's width exceeds the max row width
local rowWidth = 0;
local firstBuffOnRow = 1;
for i=1, numAuras do
-- update size and offset info based on large aura status
if ( largeAuraList[i] ) then
size = LARGE_AURA_SIZE;
offsetY = AURA_OFFSET_Y + AURA_OFFSET_Y;
else
size = SMALL_AURA_SIZE;
end
-- anchor the current aura
if ( i == 1 ) then
rowWidth = size;
self.auraRows = self.auraRows + 1;
else
rowWidth = rowWidth + size + offsetX;
end
if ( rowWidth > maxRowWidth ) then
-- this aura would cause the current row to exceed the max row width, so make this aura
-- the start of a new row instead
updateFunc(self, auraName, i, numOppositeAuras, firstBuffOnRow, size, offsetX, offsetY);
rowWidth = size;
self.auraRows = self.auraRows + 1;
firstBuffOnRow = i;
offsetY = AURA_OFFSET_Y;
if ( self.auraRows > NUM_TOT_AURA_ROWS ) then
-- if we exceed the number of tot rows, then reset the max row width
-- note: don't have to check if we have tot because AURA_ROW_WIDTH is the default anyway
maxRowWidth = AURA_ROW_WIDTH;
end
else
updateFunc(self, auraName, i, numOppositeAuras, i - 1, size, offsetX, offsetY);
end
end
end
function TargetFrame_UpdateBuffAnchor(self, buffName, index, numDebuffs, anchorIndex, size, offsetX, offsetY)
local buff = _G[buffName..index];
if ( index == 1 ) then
if ( UnitIsFriend("player", self.unit) or numDebuffs == 0 ) then
-- unit is friendly or there are no debuffs...buffs start on top
buff:SetPoint("TOPLEFT", self, "BOTTOMLEFT", AURA_START_X, AURA_START_Y);
else
-- unit is not friendly and we have debuffs...buffs start on bottom
buff:SetPoint("TOPLEFT", self.debuffs, "BOTTOMLEFT", 0, -offsetY);
end
self.buffs:SetPoint("TOPLEFT", buff, "TOPLEFT", 0, 0);
self.buffs:SetPoint("BOTTOMLEFT", buff, "BOTTOMLEFT", 0, -AURA_OFFSET_Y);
self.spellbarAnchor = buff;
elseif ( anchorIndex ~= (index-1) ) then
-- anchor index is not the previous index...must be a new row
buff:SetPoint("TOPLEFT", _G[buffName..anchorIndex], "BOTTOMLEFT", 0, -offsetY);
self.buffs:SetPoint("BOTTOMLEFT", buff, "BOTTOMLEFT", 0, -AURA_OFFSET_Y);
self.spellbarAnchor = buff;
else
-- anchor index is the previous index
buff:SetPoint("TOPLEFT", _G[buffName..anchorIndex], "TOPRIGHT", offsetX, 0);
end
-- Resize
buff:SetWidth(size);
buff:SetHeight(size);
end
function TargetFrame_UpdateDebuffAnchor(self, debuffName, index, numBuffs, anchorIndex, size, offsetX, offsetY)
local buff = _G[debuffName..index];
local isFriend = UnitIsFriend("player", self.unit);
if ( index == 1 ) then
if ( isFriend and numBuffs > 0 ) then
-- unit is friendly and there are buffs...debuffs start on bottom
buff:SetPoint("TOPLEFT", self.buffs, "BOTTOMLEFT", 0, -offsetY);
else
-- unit is not friendly or there are no buffs...debuffs start on top
buff:SetPoint("TOPLEFT", self, "BOTTOMLEFT", AURA_START_X, AURA_START_Y);
end
self.debuffs:SetPoint("TOPLEFT", buff, "TOPLEFT", 0, 0);
self.debuffs:SetPoint("BOTTOMLEFT", buff, "BOTTOMLEFT", 0, -AURA_OFFSET_Y);
if ( ( isFriend ) or ( not isFriend and numBuffs == 0) ) then
self.spellbarAnchor = buff;
end
elseif ( anchorIndex ~= (index-1) ) then
-- anchor index is not the previous index...must be a new row
buff:SetPoint("TOPLEFT", _G[debuffName..anchorIndex], "BOTTOMLEFT", 0, -offsetY);
self.debuffs:SetPoint("BOTTOMLEFT", buff, "BOTTOMLEFT", 0, -AURA_OFFSET_Y);
if ( ( isFriend ) or ( not isFriend and numBuffs == 0) ) then
self.spellbarAnchor = buff;
end
else
-- anchor index is the previous index
buff:SetPoint("TOPLEFT", _G[debuffName..(index-1)], "TOPRIGHT", offsetX, 0);
end
-- Resize
buff:SetWidth(size);
buff:SetHeight(size);
local debuffFrame =_G[debuffName..index.."Border"];
debuffFrame:SetWidth(size+2);
debuffFrame:SetHeight(size+2);
end
function TargetFrame_HealthUpdate (self, elapsed, unit)
if ( UnitIsPlayer(unit) ) then
if ( (self.unitHPPercent > 0) and (self.unitHPPercent <= 0.2) ) then
local alpha = 255;
local counter = self.statusCounter + elapsed;
local sign = self.statusSign;
if ( counter > 0.5 ) then
sign = -sign;
self.statusSign = sign;
end
counter = mod(counter, 0.5);
self.statusCounter = counter;
if ( sign == 1 ) then
alpha = (127 + (counter * 256)) / 255;
else
alpha = (255 - (counter * 256)) / 255;
end
if ( self.portrait ) then
self.portrait:SetAlpha(alpha);
end
end
end
end
function TargetHealthCheck (self)
if ( UnitIsPlayer(self.unit) ) then
local unitHPMin, unitHPMax, unitCurrHP;
local parent = self:GetParent();
unitHPMin, unitHPMax = self:GetMinMaxValues();
unitCurrHP = self:GetValue();
parent.unitHPPercent = unitCurrHP / unitHPMax;
if ( self.portrait ) then
if ( UnitIsDead(self.unit) ) then
parent.portrait:SetVertexColor(0.35, 0.35, 0.35, 1.0);
elseif ( UnitIsGhost(self.unit) ) then
parent.portrait:SetVertexColor(0.2, 0.2, 0.75, 1.0);
elseif ( (parent.unitHPPercent > 0) and (parent.unitHPPercent <= 0.2) ) then
parent.portrait:SetVertexColor(1.0, 0.0, 0.0);
else
parent.portrait:SetVertexColor(1.0, 1.0, 1.0, 1.0);
end
end
end
end
function TargetFrameDropDown_Initialize (self)
local menu;
local name;
local id = nil;
if ( UnitIsUnit("target", "player") ) then
menu = "SELF";
elseif ( UnitIsUnit("target", "vehicle") ) then
-- NOTE: vehicle check must come before pet check for accuracy's sake because
-- a vehicle may also be considered your pet
menu = "VEHICLE";
elseif ( UnitIsUnit("target", "pet") ) then
menu = "PET";
elseif ( UnitIsPlayer("target") ) then
id = UnitInRaid("target");
if ( id ) then
menu = "RAID_PLAYER";
name = GetRaidRosterInfo(id +1);
elseif ( UnitInParty("target") ) then
menu = "PARTY";
else
menu = "PLAYER";
end
else
menu = "TARGET";
name = RAID_TARGET_ICON;
end
if ( menu ) then
UnitPopup_ShowMenu(self, menu, "target", name, id);
end
end
-- Raid target icon function
RAID_TARGET_ICON_DIMENSION = 64;
RAID_TARGET_TEXTURE_DIMENSION = 256;
RAID_TARGET_TEXTURE_COLUMNS = 4;
RAID_TARGET_TEXTURE_ROWS = 4;
function TargetFrame_UpdateRaidTargetIcon (self)
local index = GetRaidTargetIndex(self.unit);
if ( index ) then
SetRaidTargetIconTexture(self.raidTargetIcon, index);
self.raidTargetIcon:Show();
else
self.raidTargetIcon:Hide();
end
end
function SetRaidTargetIconTexture (texture, raidTargetIconIndex)
raidTargetIconIndex = raidTargetIconIndex - 1;
local left, right, top, bottom;
local coordIncrement = RAID_TARGET_ICON_DIMENSION / RAID_TARGET_TEXTURE_DIMENSION;
left = mod(raidTargetIconIndex , RAID_TARGET_TEXTURE_COLUMNS) * coordIncrement;
right = left + coordIncrement;
top = floor(raidTargetIconIndex / RAID_TARGET_TEXTURE_ROWS) * coordIncrement;
bottom = top + coordIncrement;
texture:SetTexCoord(left, right, top, bottom);
end
function SetRaidTargetIcon (unit, index)
if ( GetRaidTargetIndex(unit) and GetRaidTargetIndex(unit) == index ) then
SetRaidTarget(unit, 0);
else
SetRaidTarget(unit, index);
end
end
function TargetFrame_CreateTargetofTarget(self, unit)
local thisName = self:GetName().."ToT";
local frame = CreateFrame("BUTTON", thisName, self, "TargetofTargetFrameTemplate");
self.totFrame = frame;
UnitFrame_Initialize(frame, unit, _G[thisName.."TextureFrameName"], _G[thisName.."Portrait"],
_G[thisName.."HealthBar"], _G[thisName.."TextureFrameHealthBarText"],
_G[thisName.."ManaBar"], _G[thisName.."TextureFrameManaBarText"]);
SetTextStatusBarTextZeroText(frame.healthbar, DEAD);
frame.deadText = _G[thisName.."TextureFrameDeadText"];
SecureUnitButton_OnLoad(frame, unit);
end
function TargetofTarget_OnHide(self)
TargetFrame_UpdateAuras(self:GetParent());
end
function TargetofTarget_Update(self, elapsed)
local show;
local parent = self:GetParent();
if ( SHOW_TARGET_OF_TARGET == "1" and UnitExists(parent.unit) and UnitExists(self.unit) and ( not UnitIsUnit(PlayerFrame.unit, parent.unit) ) and ( UnitHealth(parent.unit) > 0 ) ) then
if ( ( SHOW_TARGET_OF_TARGET_STATE == "5" ) or
( SHOW_TARGET_OF_TARGET_STATE == "4" and ( (GetNumRaidMembers() > 0) or (GetNumPartyMembers() > 0) ) ) or
( SHOW_TARGET_OF_TARGET_STATE == "3" and ( (GetNumRaidMembers() == 0) and (GetNumPartyMembers() == 0) ) ) or
( SHOW_TARGET_OF_TARGET_STATE == "2" and ( (GetNumPartyMembers() > 0) and (GetNumRaidMembers() == 0) ) ) or
( SHOW_TARGET_OF_TARGET_STATE == "1" and ( GetNumRaidMembers() > 0 ) ) ) then
show = true;
end
end
if ( show ) then
if ( not self:IsShown() ) then
self:Show();
if ( parent.spellbar ) then
parent.haveToT = true;
Target_Spellbar_AdjustPosition(parent.spellbar);
end
end
UnitFrame_Update(self);
TargetofTarget_CheckDead(self);
TargetofTargetHealthCheck(self);
RefreshDebuffs(self, self.unit);
else
if ( self:IsShown() ) then
self:Hide();
if ( parent.spellbar ) then
parent.haveToT = nil;
Target_Spellbar_AdjustPosition(parent.spellbar);
end
end
end
end
function TargetofTarget_CheckDead(self)
if ( (UnitHealth(self.unit) <= 0) and UnitIsConnected(self.unit) ) then
self.background:SetAlpha(0.9);
self.deadText:Show();
else
self.background:SetAlpha(1);
self.deadText:Hide();
end
end
function TargetofTargetHealthCheck(self)
if ( UnitIsPlayer(self.unit) ) then
local unitHPMin, unitHPMax, unitCurrHP;
unitHPMin, unitHPMax = self.healthbar:GetMinMaxValues();
unitCurrHP = self.healthbar:GetValue();
self.unitHPPercent = unitCurrHP / unitHPMax;
if ( UnitIsDead(self.unit) ) then
self.portrait:SetVertexColor(0.35, 0.35, 0.35, 1.0);
elseif ( UnitIsGhost(self.unit) ) then
self.portrait:SetVertexColor(0.2, 0.2, 0.75, 1.0);
elseif ( (self.unitHPPercent > 0) and (self.unitHPPercent <= 0.2) ) then
self.portrait:SetVertexColor(1.0, 0.0, 0.0);
else
self.portrait:SetVertexColor(1.0, 1.0, 1.0, 1.0);
end
end
end
function SetTargetSpellbarAspect(self)
local targetFrameSpellBarName = self:GetName();
local frameText = _G[targetFrameSpellBarName.."Text"];
if ( frameText ) then
frameText:SetFontObject(SystemFont_Shadow_Small);
frameText:ClearAllPoints();
frameText:SetPoint("TOP", self, "TOP", 0, 4);
end
local frameBorder = _G[targetFrameSpellBarName.."Border"];
if ( frameBorder ) then
frameBorder:SetTexture("Interface\\CastingBar\\UI-CastingBar-Border-Small");
frameBorder:SetWidth(197);
frameBorder:SetHeight(49);
frameBorder:ClearAllPoints();
frameBorder:SetPoint("TOP", self, "TOP", 0, 20);
end
local frameBorderShield = _G[targetFrameSpellBarName.."BorderShield"];
if ( frameBorderShield ) then
frameBorderShield:SetWidth(197);
frameBorderShield:SetHeight(49);
frameBorderShield:ClearAllPoints();
frameBorderShield:SetPoint("TOP", self, "TOP", -5, 20);
end
local frameFlash = _G[targetFrameSpellBarName.."Flash"];
if ( frameFlash ) then
frameFlash:SetTexture("Interface\\CastingBar\\UI-CastingBar-Flash-Small");
frameFlash:SetWidth(197);
frameFlash:SetHeight(49);
frameFlash:ClearAllPoints();
frameFlash:SetPoint("TOP", self, "TOP", 0, 20);
end
end
function TargetFrame_CreateSpellbar(self, event)
local name = self:GetName().."SpellBar";
local spellbar = CreateFrame("STATUSBAR", name, self, "TargetSpellBarTemplate");
spellbar:SetFrameLevel(_G[self:GetName().."TextureFrame"]:GetFrameLevel() - 1);
self.spellbar = spellbar;
self.auraRows = 0;
spellbar.unit = self.unit;
spellbar:RegisterEvent("CVAR_UPDATE");
spellbar:RegisterEvent("VARIABLES_LOADED");
CastingBarFrame_OnLoad(spellbar, spellbar.unit, false, true);
if ( event ) then
spellbar.updateEvent = event;
spellbar:RegisterEvent(event);
end
local barIcon =_G[name.."Icon"];
barIcon:Show();
SetTargetSpellbarAspect(spellbar);
--The target casting bar has less room for text than most, so shorten it
_G[name.."Text"]:SetWidth(150)
-- check to see if the castbar should be shown
if ( GetCVar("showTargetCastbar") == "0") then
spellbar.showCastbar = false;
end
end
function Target_Spellbar_OnEvent(self, event, ...)
local arg1 = ...
-- Check for target specific events
if ( (event == "VARIABLES_LOADED") or ((event == "CVAR_UPDATE") and (arg1 == "SHOW_TARGET_CASTBAR")) ) then
if ( GetCVar("showTargetCastbar") == "0") then
self.showCastbar = false;
else
self.showCastbar = true;
end
if ( not self.showCastbar ) then
self:Hide();
elseif ( self.casting or self.channeling ) then
self:Show();
end
return;
elseif ( event == self.updateEvent ) then
-- check if the new target is casting a spell
local nameChannel = UnitChannelInfo(self.unit);
local nameSpell = UnitCastingInfo(self.unit);
if ( nameChannel ) then
event = "UNIT_SPELLCAST_CHANNEL_START";
arg1 = self.unit;
elseif ( nameSpell ) then
event = "UNIT_SPELLCAST_START";
arg1 = self.unit;
else
self.casting = nil;
self.channeling = nil;
self:SetMinMaxValues(0, 0);
self:SetValue(0);
self:Hide();
return;
end
-- The position depends on the classification of the target
Target_Spellbar_AdjustPosition(self);
end
CastingBarFrame_OnEvent(self, event, arg1, select(2, ...));
end
function Target_Spellbar_AdjustPosition(self)
-- this may need to be reworked, but it covers all cases within 3 conditionals
local parentFrame = self:GetParent();
if ( parentFrame.haveToT ) then
if ( parentFrame.auraRows <= 1 ) then
self:SetPoint("TOPLEFT", parentFrame, "BOTTOMLEFT", 25, -21 );
else
self:SetPoint("TOPLEFT", parentFrame.spellbarAnchor, "BOTTOMLEFT", 20, -15);
end
elseif ( parentFrame.haveElite ) then
if ( parentFrame.auraRows <= 1 ) then
self:SetPoint("TOPLEFT", parentFrame, "BOTTOMLEFT", 25, -5 );
else
self:SetPoint("TOPLEFT", parentFrame.spellbarAnchor, "BOTTOMLEFT", 20, -15);
end
else
if ( parentFrame.auraRows > 0 ) then
self:SetPoint("TOPLEFT", parentFrame.spellbarAnchor, "BOTTOMLEFT", 20, -15);
else
self:SetPoint("TOPLEFT", parentFrame, "BOTTOMLEFT", 25, 7 );
end
end
end
-- *********************************************************************************
-- Boss Frames
-- *********************************************************************************
function BossTargetFrame_OnLoad(self, unit, event)
self.noTextPrefix = true;
self.showLevel = true;
self.showThreat = true;
self.maxBuffs = 0;
self.maxDebuffs = 0;
TargetFrame_OnLoad(self, unit, BossTargetFrameDropDown_Initialize);
self:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT");
self.borderTexture:SetTexture("Interface\\TargetingFrame\\UI-UnitFrame-Boss");
self.levelText:SetPoint("CENTER", 12, -16);
self.raidTargetIcon:SetPoint("RIGHT", -90, 0);
self.threatNumericIndicator:SetPoint("BOTTOM", self, "TOP", -85, -22);
self.threatIndicator:SetTexture("Interface\\TargetingFrame\\UI-UnitFrame-Boss-Flash");
self.threatIndicator:SetTexCoord(0.0, 0.945, 0.0, 0.73125);
self:SetHitRectInsets(0, 95, 15, 30);
self:SetScale(0.75);
if ( event ) then
self:RegisterEvent(event);
end
end
function BossTargetFrameDropDown_Initialize(self)
UnitPopup_ShowMenu(self, "BOSS", self:GetParent().unit);
end
-- *********************************************************************************
-- Focus Frame
-- *********************************************************************************
function FocusFrameDropDown_Initialize(self)
UnitPopup_ShowMenu(self, "FOCUS", "focus", SET_FOCUS);
end
FOCUS_FRAME_LOCKED = true;
function FocusFrame_IsLocked()
return FOCUS_FRAME_LOCKED;
end
function FocusFrame_SetLock(locked)
FOCUS_FRAME_LOCKED = locked;
end
function FocusFrame_OnDragStart(self, button)
FOCUS_FRAME_MOVING = false;
if ( not FOCUS_FRAME_LOCKED ) then
local cursorX, cursorY = GetCursorPosition();
self:SetFrameStrata("DIALOG");
self:StartMoving();
FOCUS_FRAME_MOVING = true;
end
end
function FocusFrame_OnDragStop(self)
if ( not FOCUS_FRAME_LOCKED and FOCUS_FRAME_MOVING ) then
self:StopMovingOrSizing();
self:SetFrameStrata("BACKGROUND");
if ( self:GetBottom() < 15 + MainMenuBar:GetHeight() ) then
local anchorX = self:GetLeft();
local anchorY = 60;
if ( self.smallSize ) then
anchorY = 90; -- empirically determined
end
self:SetPoint("BOTTOMLEFT", anchorX, anchorY);
end
FOCUS_FRAME_MOVING = false;
end
end
function FocusFrame_SetSmallSize(smallSize, onChange)
if ( smallSize and not FocusFrame.smallSize ) then
local x = FocusFrame:GetLeft();
local y = FocusFrame:GetTop();
FocusFrame.smallSize = true;
FocusFrame.maxBuffs = 0;
FocusFrame.maxDebuffs = 8;
FocusFrame:SetScale(SMALL_FOCUS_SCALE);
FocusFrameToT:SetScale(SMALL_FOCUS_UPSCALE);
FocusFrameToT:SetPoint("BOTTOMRIGHT", -13, -17);
FocusFrame.TOT_AURA_ROW_WIDTH = 80; -- not as much room for auras with scaled-up ToT frame
FocusFrame.spellbar:SetScale(SMALL_FOCUS_UPSCALE);
FocusFrameTextureFrameName:SetFontObject(FocusFontSmall);
FocusFrameHealthBar.TextString:SetFontObject(TextStatusBarTextLarge);
FocusFrameHealthBar.TextString:SetPoint("CENTER", -50, 4)
FocusFrameTextureFrameName:SetWidth(120);
if ( onChange ) then
-- the frame needs to be repositioned because anchor offsets get adjusted with scale
FocusFrame:ClearAllPoints();
FocusFrame:SetPoint("TOPLEFT", x * SMALL_FOCUS_UPSCALE + 29, (y - GetScreenHeight()) * SMALL_FOCUS_UPSCALE - 13);
end
FocusFrame:UnregisterEvent("UNIT_CLASSIFICATION_CHANGED");
FocusFrame.showClassification = nil;
FocusFrame:UnregisterEvent("PLAYER_FLAGS_CHANGED");
FocusFrame.showLeader = nil;
FocusFrame.showPVP = nil;
FocusFrame.pvpIcon:Hide();
FocusFrame.leaderIcon:Hide();
FocusFrame.showAuraCount = nil;
TargetFrame_CheckClassification(FocusFrame, true);
TargetFrame_Update(FocusFrame);
elseif ( not smallSize and FocusFrame.smallSize ) then
local x = FocusFrame:GetLeft();
local y = FocusFrame:GetTop();
FocusFrame.smallSize = false;
FocusFrame.maxBuffs = nil;
FocusFrame.maxDebuffs = nil;
FocusFrame:SetScale(LARGE_FOCUS_SCALE);
FocusFrameToT:SetScale(LARGE_FOCUS_SCALE);
FocusFrameToT:SetPoint("BOTTOMRIGHT", -35, -10);
FocusFrame.TOT_AURA_ROW_WIDTH = TOT_AURA_ROW_WIDTH;
FocusFrame.spellbar:SetScale(LARGE_FOCUS_SCALE);
FocusFrameTextureFrameName:SetFontObject(GameFontNormalSmall);
FocusFrameHealthBar.TextString:SetFontObject(TextStatusBarText);
FocusFrameHealthBar.TextString:SetPoint("CENTER", -50, 3)
FocusFrameTextureFrameName:SetWidth(100);
if ( onChange ) then
-- the frame needs to be repositioned because anchor offsets get adjusted with scale
FocusFrame:ClearAllPoints();
FocusFrame:SetPoint("TOPLEFT", (x - 29) / SMALL_FOCUS_UPSCALE, (y + 13) / SMALL_FOCUS_UPSCALE - GetScreenHeight());
end
FocusFrame:RegisterEvent("UNIT_CLASSIFICATION_CHANGED");
FocusFrame.showClassification = true;
FocusFrame:RegisterEvent("PLAYER_FLAGS_CHANGED");
FocusFrame.showPVP = true;
FocusFrame.showLeader = true;
FocusFrame.showAuraCount = true;
TargetFrame_Update(FocusFrame);
end
end