local CreateFrame = CreateFrame local UIParent = UIParent local InCombatLockdown = InCombatLockdown local Gladdy = LibStub("Gladdy") local L = Gladdy.L Gladdy.BUTTON_DEFAULTS = { name = "", guid = "", raceLoc = "", classLoc = "", class = "", health = "", healthMax = 0, power = 0, powerMax = 0, powerType = 0, spec = "", testSpec = "", spells = {}, ns = false, nf = false, pom = false, fd = false, damaged = 0, click = false, stealthed = false, } function Gladdy:CreateFrame() self.frame = CreateFrame("Frame", "GladdyFrame", UIParent) --self.frame.texture = self.frame:CreateTexture(nil, "OVERLAY") --self.frame.texture:SetAllPoints(self.frame) --self.frame.texture:SetTexture("Interface\\AddOns\\Gladdy\\Images\\Border_rounded_blp") self.frame:SetClampedToScreen(true) self.frame:EnableMouse(false) self.frame:SetMovable(true) self.frame:RegisterForDrag("LeftButton") self.frame:SetScript("OnDragStart", function(f) if (not InCombatLockdown() and not self.db.locked) then f:StartMoving() end end) self.frame:SetScript("OnDragStop", function(f) if (not InCombatLockdown()) then f:StopMovingOrSizing() local scale = f:GetEffectiveScale() self.db.x = f:GetLeft() * scale self.db.y = (self.db.growUp and f:GetBottom() or f:GetTop()) * scale end end) self.anchor = CreateFrame("Button", "GladdyAnchor", self.frame, BackdropTemplateMixin and "BackdropTemplate") self.anchor:SetHeight(20) self.anchor:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16 }) self.anchor:SetBackdropColor(0, 0, 0, 1) self.anchor:SetClampedToScreen(true) self.anchor:EnableMouse(true) self.anchor:SetMovable(true) self.anchor:RegisterForDrag("LeftButton") self.anchor:RegisterForClicks("RightButtonUp") self.anchor:SetScript("OnDragStart", function() if (not InCombatLockdown() and not self.db.locked) then self.frame:StartMoving() end end) self.anchor:SetScript("OnDragStop", function() if (not InCombatLockdown()) then self.frame:StopMovingOrSizing() local scale = self.frame:GetEffectiveScale() self.db.x = self.frame:GetLeft() * scale self.db.y = (self.db.growUp and self.frame:GetBottom() or self.frame:GetTop()) * scale end end) self.anchor:SetScript("OnClick", function() if (not InCombatLockdown()) then self:ShowOptions() end end) self.anchor.text = self.anchor:CreateFontString("GladdyAnchorText", "ARTWORK", "GameFontHighlightSmall") self.anchor.text:SetText(L["Gladdy - drag to move"]) self.anchor.text:SetPoint("CENTER") self.anchor.button = CreateFrame("Button", "GladdyAnchorButton", self.anchor, "UIPanelCloseButton") self.anchor.button:SetWidth(20) self.anchor.button:SetHeight(20) self.anchor.button:SetPoint("RIGHT", self.anchor, "RIGHT", 2, 0) self.anchor.button:SetScript("OnClick", function(_, _, down) if (not down) then self.db.locked = true self:UpdateFrame() end end) if (self.db.locked) then self.anchor:Hide() end self.frame:Hide() end function Gladdy:UpdateFrame() if (not self.frame) then self:CreateFrame() end local teamSize = self.curBracket or 0 local highlightBorderSize = (self.db.highlightInset and 0 or self.db.highlightBorderSize * 2) local powerBarHeight = self.db.powerBarEnabled and (self.db.powerBarHeight + 1) or 0 local leftSize = 0 local rightSize = 0 --Trinket + Racial if self.db.trinketEnabled and self.db.trinketPos == "LEFT" then leftSize = leftSize + self.db.trinketSize * self.db.trinketWidthFactor + self.db.padding if self.db.racialEnabled and self.db.racialAnchor == "trinket" and self.db.racialPos == "LEFT" then leftSize = leftSize + self.db.racialSize * self.db.racialWidthFactor + self.db.padding end end if self.db.trinketEnabled and self.db.trinketPos == "RIGHT" then rightSize = rightSize + self.db.trinketSize * self.db.trinketWidthFactor + self.db.padding if self.db.racialEnabled and self.db.racialAnchor == "trinket" and self.db.racialPos == "RIGHT" then rightSize = rightSize + self.db.racialSize * self.db.racialWidthFactor + self.db.padding end end --ClassIcon if self.db.classIconPos == "LEFT" then leftSize = leftSize + self.db.classIconSize * self.db.classIconWidthFactor + self.db.padding else rightSize = rightSize + self.db.classIconSize * self.db.classIconWidthFactor + self.db.padding end --Highlight if not self.db.highlightInset then leftSize = leftSize + self.db.highlightBorderSize rightSize = rightSize + self.db.highlightBorderSize end local margin = powerBarHeight local width = self.db.barWidth + leftSize + rightSize local height = (self.db.healthBarHeight + powerBarHeight) * teamSize + (self.db.highlightInset and 0 or self.db.highlightBorderSize * 2 * teamSize) + self.db.bottomMargin * (teamSize - 1) -- Highlight margin = margin + highlightBorderSize if (self.db.cooldownYPos == "TOP" or self.db.cooldownYPos == "BOTTOM") and self.db.cooldown then margin = margin + self.db.cooldownSize height = height + self.db.cooldownSize * (teamSize - 1) end if (self.db.buffsCooldownPos == "TOP" or self.db.buffsCooldownPos == "BOTTOM") and self.db.buffsEnabled then margin = margin + self.db.buffsIconSize height = height + self.db.buffsIconSize * (teamSize - 1) end if (self.db.buffsBuffsCooldownPos == "TOP" or self.db.buffsBuffsCooldownPos == "BOTTOM") and self.db.buffsEnabled then margin = margin + self.db.buffsBuffsIconSize height = height + self.db.buffsBuffsIconSize * (teamSize - 1) end if self.db.buffsCooldownPos == "TOP" and self.db.cooldownYPos == "TOP" and self.db.cooldown and self.db.buffsEnabled then margin = margin + 1 height = height + (teamSize - 1) end if self.db.buffsCooldownPos == "BOTTOM" and self.db.cooldownYPos == "BOTTOM" and self.db.cooldown and self.db.buffsEnabled then margin = margin + 1 height = height + (teamSize - 1) end -- GrowDirection if (self.db.growDirection == "LEFT" or self.db.growDirection == "RIGHT") then width = self.db.barWidth * teamSize + (leftSize + rightSize) * teamSize + self.db.bottomMargin * (teamSize - 1) height = self.db.healthBarHeight + powerBarHeight end self.frame:SetScale(self.db.frameScale) self.frame:SetWidth(width) self.frame:SetHeight(height) --self.frame:SetBackdropColor(self.db.frameColor.r, self.db.frameColor.g, self.db.frameColor.b, self.db.frameColor.a) self.frame:ClearAllPoints() if (self.db.x == 0 and self.db.y == 0) then self.frame:SetPoint("CENTER") else local scale = self.frame:GetEffectiveScale() if (self.db.growDirection == "TOP") then self.frame:SetPoint("BOTTOMLEFT", UIParent, "BOTTOMLEFT", self.db.x / scale, self.db.y / scale) else self.frame:SetPoint("TOPLEFT", UIParent, "BOTTOMLEFT", self.db.x / scale, self.db.y / scale) end end --Anchor self.anchor:SetWidth(width) self.anchor:ClearAllPoints() if (self.db.growDirection == "TOP") then self.anchor:SetPoint("TOPLEFT", self.frame, "BOTTOMLEFT") elseif self.growDirection == "BOTTOM" or self.growDirection == "RIGHT" then self.anchor:SetPoint("BOTTOMLEFT", self.frame, "TOPLEFT") else self.anchor:SetPoint("BOTTOMRIGHT", self.frame, "TOPRIGHT") end if (self.db.locked) then self.anchor:Hide() else self.anchor:Show() end for i = 1, teamSize do local button = self.buttons["arena" .. i] button:SetWidth(self.db.barWidth) button:SetHeight(self.db.healthBarHeight) button.secure:SetWidth(self.db.barWidth) button.secure:SetHeight(self.db.healthBarHeight + powerBarHeight) button:ClearAllPoints() button.secure:ClearAllPoints() if (self.db.growDirection == "TOP") then if (i == 1) then button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMLEFT", leftSize, powerBarHeight) button.secure:SetPoint("TOPLEFT", button.powerBar, "TOPLEFT") else button:SetPoint("BOTTOMLEFT", self.buttons["arena" .. (i - 1)], "TOPLEFT", 0, margin + self.db.bottomMargin) button.secure:SetPoint("TOPLEFT", button.powerBar, "TOPLEFT") end elseif (self.db.growDirection == "BOTTOM") then if (i == 1) then button:SetPoint("TOPLEFT", self.frame, "TOPLEFT", leftSize, 0) button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT") else button:SetPoint("TOPLEFT", self.buttons["arena" .. (i - 1)], "BOTTOMLEFT", 0, -margin - self.db.bottomMargin) button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT") end elseif (self.db.growDirection == "LEFT") then if (i == 1) then button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -rightSize, 0) button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT") else button:SetPoint("TOPRIGHT", self.buttons["arena" .. (i - 1)], "TOPLEFT", -rightSize - leftSize - self.db.bottomMargin, 0) button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT") end elseif (self.db.growDirection == "RIGHT") then if (i == 1) then button:SetPoint("TOPLEFT", self.frame, "TOPLEFT", leftSize, 0) button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT") else button:SetPoint("TOPLEFT", self.buttons["arena" .. (i - 1)], "TOPRIGHT", leftSize + rightSize + self.db.bottomMargin, 0) button.secure:SetPoint("TOPLEFT", button.healthBar, "TOPLEFT") end end for _, v in self:IterModules() do self:Call(v, "UpdateFrame", button.unit) end end for _, v in self:IterModules() do self:Call(v, "UpdateFrameOnce") end end function Gladdy:HideFrame() if (self.frame) then self.frame:Hide() self.frame.testing = nil end end function Gladdy:ToggleFrame(i) self:Reset() if (self.frame and self.frame:IsShown() and i == self.curBracket) then self:HideFrame() else self.curBracket = i if (not self.frame) then self:CreateFrame() end for o = 1, self.curBracket do local unit = "arena" .. o if (not self.buttons[unit]) then self:CreateButton(o) end end self:UpdateFrame() self:Test() self.frame:Show() end end function Gladdy:CreateButton(i) if (not self.frame) then self:CreateFrame() end local button = CreateFrame("Frame", "GladdyButtonFrame" .. i, self.frame) button:EnableMouse(false) --button:SetAlpha(0) --button.texture = button:CreateTexture(nil, "OVERLAY") --button.texture:SetAllPoints(button) --button.texture:SetTexture("Interface\\AddOns\\Gladdy\\Images\\Border_rounded_blp") local secure = CreateFrame("Button", "GladdyButton" .. i, button, "SecureActionButtonTemplate, SecureHandlerEnterLeaveTemplate") secure:RegisterForClicks("AnyUp") secure:SetAttribute("*type1", "target") secure:SetAttribute("*type2", "focus") secure:SetAttribute("unit", "arena" .. i) --secure.texture = secure:CreateTexture(nil, "OVERLAY") --secure.texture:SetAllPoints(secure) --secure.texture:SetTexture("Interface\\AddOns\\Gladdy\\Images\\Border_rounded_blp") button.id = i button.unit = "arena" .. i button.secure = secure self:ResetButton(button.unit) self.buttons[button.unit] = button for _, v in self:IterModules() do self:Call(v, "CreateFrame", button.unit) end end function Gladdy:GetAnchor(unit, position) local anchor = "healthBar" if Gladdy.db.classIconPos == position then anchor = "classIcon" end if Gladdy.db.trinketPos == position then anchor = "trinket" end if anchor == Gladdy.db.racialAnchor and Gladdy.db.racialPos == position then anchor = "racial" end return Gladdy.buttons[unit][anchor] end