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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