local Highlight = {} local goldColor, mouseColor = {r = 0.75, g = 0.75, b = 0.35}, {r = 0.75, g = 0.75, b = 0.50} local rareColor, eliteColor = {r = 0, g = 0.63, b = 1}, {r = 1, g = 0.81, b = 0} local canCure = ShadowUF.Units.canCure ShadowUF:RegisterModule(Highlight, "highlight", ShadowUF.L["Highlight"]) -- Might seem odd to hook my code in the core manually, but HookScript is ~40% slower due to it being a secure hook local function OnEnter(frame) if( ShadowUF.db.profile.units[frame.unitType].highlight.mouseover ) then frame.highlight.hasMouseover = true Highlight:Update(frame) end frame.highlight.OnEnter(frame) end local function OnLeave(frame) if( ShadowUF.db.profile.units[frame.unitType].highlight.mouseover ) then frame.highlight.hasMouseover = nil Highlight:Update(frame) end frame.highlight.OnLeave(frame) end function Highlight:OnEnable(frame) if( not frame.highlight ) then frame.highlight = CreateFrame("Frame", nil, frame) frame.highlight:SetFrameLevel(frame.topFrameLevel) frame.highlight:SetAllPoints(frame) frame.highlight:SetSize(1, 1) frame.highlight.top = frame.highlight:CreateTexture(nil, "OVERLAY") frame.highlight.top:SetBlendMode("ADD") frame.highlight.top:SetTexture("Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\highlight") frame.highlight.top:SetPoint("TOPLEFT", frame, ShadowUF.db.profile.backdrop.inset, -ShadowUF.db.profile.backdrop.inset) frame.highlight.top:SetPoint("TOPRIGHT", frame, -ShadowUF.db.profile.backdrop.inset, ShadowUF.db.profile.backdrop.inset) frame.highlight.top:SetHeight(30) frame.highlight.top:SetTexCoord(0.3125, 0.625, 0, 0.3125) frame.highlight.top:SetHorizTile(false) frame.highlight.left = frame.highlight:CreateTexture(nil, "OVERLAY") frame.highlight.left:SetBlendMode("ADD") frame.highlight.left:SetTexture("Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\highlight") frame.highlight.left:SetPoint("TOPLEFT", frame, ShadowUF.db.profile.backdrop.inset, -ShadowUF.db.profile.backdrop.inset) frame.highlight.left:SetPoint("BOTTOMLEFT", frame, -ShadowUF.db.profile.backdrop.inset, ShadowUF.db.profile.backdrop.inset) frame.highlight.left:SetWidth(30) frame.highlight.left:SetTexCoord(0, 0.3125, 0.3125, 0.625) frame.highlight.left:SetHorizTile(false) frame.highlight.right = frame.highlight:CreateTexture(nil, "OVERLAY") frame.highlight.right:SetBlendMode("ADD") frame.highlight.right:SetTexture("Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\highlight") frame.highlight.right:SetPoint("TOPRIGHT", frame, -ShadowUF.db.profile.backdrop.inset, -ShadowUF.db.profile.backdrop.inset) frame.highlight.right:SetPoint("BOTTOMRIGHT", frame, 0, ShadowUF.db.profile.backdrop.inset) frame.highlight.right:SetWidth(30) frame.highlight.right:SetTexCoord(0.625, 0.93, 0.3125, 0.625) frame.highlight.right:SetHorizTile(false) frame.highlight.bottom = frame.highlight:CreateTexture(nil, "OVERLAY") frame.highlight.bottom:SetBlendMode("ADD") frame.highlight.bottom:SetTexture("Interface\\AddOns\\ShadowedUnitFrames\\media\\textures\\highlight") frame.highlight.bottom:SetPoint("BOTTOMLEFT", frame, ShadowUF.db.profile.backdrop.inset, ShadowUF.db.profile.backdrop.inset) frame.highlight.bottom:SetPoint("BOTTOMRIGHT", frame, -ShadowUF.db.profile.backdrop.inset, ShadowUF.db.profile.backdrop.inset) frame.highlight.bottom:SetHeight(30) frame.highlight.bottom:SetTexCoord(0.3125, 0.625, 0.625, 0.93) frame.highlight.bottom:SetHorizTile(false) frame.highlight:Hide() end frame.highlight.top:SetHeight(ShadowUF.db.profile.units[frame.unitType].highlight.size) frame.highlight.bottom:SetHeight(ShadowUF.db.profile.units[frame.unitType].highlight.size) frame.highlight.left:SetWidth(ShadowUF.db.profile.units[frame.unitType].highlight.size) frame.highlight.right:SetWidth(ShadowUF.db.profile.units[frame.unitType].highlight.size) if( ShadowUF.db.profile.units[frame.unitType].highlight.aggro ) then frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", self, "UpdateThreat") frame:RegisterUpdateFunc(self, "UpdateThreat") end if( ShadowUF.db.profile.units[frame.unitType].highlight.attention and frame.unitType ~= "target" and frame.unitType ~= "focus" ) then frame:RegisterNormalEvent("PLAYER_TARGET_CHANGED", self, "UpdateAttention") frame:RegisterNormalEvent("PLAYER_FOCUS_CHANGED", self, "UpdateAttention") frame:RegisterUpdateFunc(self, "UpdateAttention") end if( ShadowUF.db.profile.units[frame.unitType].highlight.debuff ) then frame:RegisterUnitEvent("UNIT_AURA", self, "UpdateAura") frame:RegisterUpdateFunc(self, "UpdateAura") end if( ShadowUF.db.profile.units[frame.unitType].highlight.mouseover and not frame.highlight.OnEnter ) then frame.highlight.OnEnter = frame.OnEnter frame.highlight.OnLeave = frame.OnLeave frame.OnEnter = OnEnter frame.OnLeave = OnLeave end if( ShadowUF.db.profile.units[frame.unitType].highlight.rareMob or ShadowUF.db.profile.units[frame.unitType].highlight.eliteMob ) then frame:RegisterUnitEvent("UNIT_CLASSIFICATION_CHANGED", self, "UpdateClassification") frame:RegisterUpdateFunc(self, "UpdateClassification") end end function Highlight:OnLayoutApplied(frame) if( frame.visibility.highlight ) then self:OnDisable(frame) self:OnEnable(frame) end end function Highlight:OnDisable(frame) frame:UnregisterAll(self) frame.highlight.hasDebuff = nil frame.highlight.hasThreat = nil frame.highlight.hasAttention = nil frame.highlight.hasMouseover = nil frame.highlight:Hide() if( frame.highlight.OnEnter ) then frame.OnEnter = frame.highlight.OnEnter frame.OnLeave = frame.highlight.OnLeave frame.highlight.OnEnter = nil frame.highlight.OnLeave = nil end end function Highlight:Update(frame) local color if( frame.highlight.hasDebuff ) then color = DebuffTypeColor[frame.highlight.hasDebuff] or DebuffTypeColor[""] elseif( frame.highlight.hasThreat ) then color = ShadowUF.db.profile.healthColors.hostile elseif( frame.highlight.hasAttention ) then color = goldColor elseif( frame.highlight.hasMouseover ) then color = mouseColor elseif( ShadowUF.db.profile.units[frame.unitType].highlight.rareMob and ( frame.highlight.hasClassification == "rareelite" or frame.highlight.hasClassification == "rare" ) ) then color = rareColor elseif( ShadowUF.db.profile.units[frame.unitType].highlight.eliteMob and frame.highlight.hasClassification == "elite" ) then color = eliteColor end if( color ) then frame.highlight.top:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.units[frame.unitType].highlight.alpha) frame.highlight.left:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.units[frame.unitType].highlight.alpha) frame.highlight.bottom:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.units[frame.unitType].highlight.alpha) frame.highlight.right:SetVertexColor(color.r, color.g, color.b, ShadowUF.db.profile.units[frame.unitType].highlight.alpha) frame.highlight:Show() else frame.highlight:Hide() end end function Highlight:UpdateThreat(frame) frame.highlight.hasThreat = UnitThreatSituation(frame.unit) == 3 or nil self:Update(frame) end function Highlight:UpdateAttention(frame) frame.highlight.hasAttention = UnitIsUnit(frame.unit, "target") or UnitIsUnit(frame.unit, "focus") or nil self:Update(frame) end function Highlight:UpdateClassification(frame) frame.highlight.hasClassification = UnitClassification(frame.unit) self:Update(frame) end function Highlight:UpdateAura(frame) frame.highlight.hasDebuff = nil if( UnitIsFriend(frame.unit, "player") ) then local id = 0 while( true ) do id = id + 1 local name, _, _, auraType = UnitDebuff(frame.unit, id) if( not name ) then break end if( auraType == "" ) then auraType = "Enrage" end if( canCure[auraType] ) then frame.highlight.hasDebuff = auraType break end end end self:Update(frame) end