local SLE, T, E, L, V, P, G = unpack(ElvUI_SLE) local SUF = SLE.UnitFrames local UF = E.UnitFrames function SUF:PostUpdateBar_AuraBars(a, statusBar, b, c, d, e, debuffType) if not statusBar then return end local db = E.db.sle.unitframe.statusbarTextures.aurabar if not db.enable then return end local texture = E.LSM:Fetch('statusbar', db.texture) statusBar:SetStatusBarTexture(texture) end function SUF:Update_StatusBars() local db = E.db.sle.unitframe.statusbarTextures for statusbar in pairs(UF.statusbars) do -- if statusbar:GetParent().slBarID then print(statusbar:GetName(), statusbar:GetParent().slBarID, 'maybe i can do it here') end -- another place classbars i found at the end of my changes .... if statusbar and statusbar.slBarID and db[statusbar.slBarID].enable then local powerTexture = E.LSM:Fetch('statusbar', E.db.sle.unitframe.statusbarTextures[statusbar.slBarID].texture) local useBlank = statusbar.isTransparent if statusbar.parent then useBlank = statusbar.parent.isTransparent end if statusbar:GetObjectType() == 'StatusBar' then if not useBlank then statusbar:SetStatusBarTexture(powerTexture) end elseif statusbar:GetObjectType() == 'Texture' then statusbar:SetTexture(powerTexture) end UF:Update_StatusBar(statusbar.bg or statusbar.BG, (not useBlank and powerTexture) or E.media.blankTex) end if statusbar.slBarID == 'classbar' and db[statusbar.slBarID].enable then SUF:Configure_ClassBar(_G.ElvUF_Player) end end end function SUF:Update_StatusBar(statusbar) if not statusbar or not statusbar:GetParent().slBarID then return end local slBarID = statusbar:GetParent().slBarID if not E.db.sle.unitframe.statusbarTextures[slBarID].enable then return end local texture = E.LSM:Fetch('statusbar', E.db.sle.unitframe.statusbarTextures[slBarID].texture) if statusbar:IsObjectType('StatusBar') then statusbar:SetStatusBarTexture(texture) elseif statusbar:IsObjectType('Texture') then statusbar:SetTexture(texture) end end function SUF:ToggleTransparentStatusBar(isTransparent, statusBar, backdropTex, adjustBackdropPoints, invertColors, reverseFill) if not statusBar or not statusBar.slBarID then return end local slBarID = statusBar.slBarID if not E.db.sle.unitframe.statusbarTextures[slBarID].enable then return end local parent = statusBar:GetParent() local orientation = statusBar:GetOrientation() if isTransparent then if statusBar.backdrop then statusBar.backdrop:SetTemplate('Transparent', nil, nil, nil, true) elseif parent.template then parent:SetTemplate('Transparent', nil, nil, nil, true) end statusBar:SetStatusBarTexture(0, 0, 0, 0) UF:Update_StatusBar(statusBar.bg or statusBar.BG, E.media.blankTex) local barTexture = statusBar:GetStatusBarTexture() barTexture:SetInside(nil, 0, 0) --This fixes Center Pixel offset problem UF:SetStatusBarBackdropPoints(statusBar, barTexture, backdropTex, orientation, reverseFill) else if statusBar.backdrop then statusBar.backdrop:SetTemplate(nil, nil, nil, nil, true) elseif parent.template then parent:SetTemplate(nil, nil, nil, nil, true) end local texture = E.LSM:Fetch('statusbar', E.db.sle.unitframe.statusbarTextures[slBarID].texture) statusBar:SetStatusBarTexture(texture) SUF:Update_StatusBar(statusBar.bg or statusBar.BG, texture) local barTexture = statusBar:GetStatusBarTexture() barTexture:SetInside(nil, 0, 0) if adjustBackdropPoints then UF:SetStatusBarBackdropPoints(statusBar, barTexture, backdropTex, orientation, reverseFill) end end end