Files
ice-hud/modules/TargetHealth.lua
2009-01-19 04:57:53 +00:00

892 lines
25 KiB
Lua

local AceOO = AceLibrary("AceOO-2.0")
IceTargetHealth = AceOO.Class(IceUnitBar)
IceTargetHealth.prototype.color = nil
IceTargetHealth.prototype.determineColor = true
IceTargetHealth.prototype.registerEvents = true
IceTargetHealth.prototype.texWidth = 128
IceTargetHealth.prototype.texHeight = 128
IceTargetHealth.prototype.classLeft = 0
IceTargetHealth.prototype.classRight = 0.9375
IceTargetHealth.prototype.classTop = 0
IceTargetHealth.prototype.classBottom = 0.78125
IceTargetHealth.prototype.raidIconWidth = 16
IceTargetHealth.prototype.raidIconHeight = 16
IceTargetHealth.prototype.EliteTexture = IceElement.TexturePath .. "Elite"
IceTargetHealth.prototype.RareEliteTexture = IceElement.TexturePath .. "RareElite"
IceTargetHealth.prototype.RareTexture = IceElement.TexturePath .. "Rare"
local configMode = false
-- Constructor --
function IceTargetHealth.prototype:init(moduleName, unit)
if not moduleName or not unit then
IceTargetHealth.super.prototype.init(self, "TargetHealth", "target")
else
IceTargetHealth.super.prototype.init(self, moduleName, unit)
end
self:SetDefaultColor("TargetHealthHostile", 231, 31, 36)
self:SetDefaultColor("TargetHealthFriendly", 46, 223, 37)
self:SetDefaultColor("TargetHealthNeutral", 210, 219, 87)
end
function IceTargetHealth.prototype:GetDefaultSettings()
local settings = IceTargetHealth.super.prototype.GetDefaultSettings(self)
settings["side"] = IceCore.Side.Left
settings["offset"] = 2
settings["classColor"] = false
settings["hideBlizz"] = false
settings["upperText"] = "[PercentHP:Round]"
settings["lowerText"] = "[(HP:Round \"/\" MaxHP:Round):HPColor:Bracket]"
settings["raidIconOnTop"] = true
settings["showRaidIcon"] = true
settings["raidIconXOffset"] = 12
settings["raidIconYOffset"] = 0
settings["raidIconScale"] = 1
settings["lockIconAlpha"] = false
settings["abbreviateHealth"] = true
settings["classIconOffset"] = {x=0, y=0}
settings["showClassificationIcon"] = false
settings["classIconOnTop"] = false
settings["classIconScale"] = 1
settings["showPvPIcon"] = true
settings["PvPIconOffset"] = {x=23, y=11}
settings["PvPIconScale"] = 1.0
settings["PvPIconOnTop"] = false
settings["allowMouseInteraction"] = false
settings["npcHostilityColor"] = false
return settings
end
-- OVERRIDE
function IceTargetHealth.prototype:GetOptions()
local opts = IceTargetHealth.super.prototype.GetOptions(self)
opts["classColor"] = {
type = "toggle",
name = "Class color bar",
desc = "Use class color as the bar color instead of reaction color\n\n(Note: The 'color bar by health %' setting overrides this)",
get = function()
return self.moduleSettings.classColor
end,
set = function(value)
self.moduleSettings.classColor = value
self:Update(self.unit)
end,
disabled = function()
return not self.moduleSettings.enabled or self.moduleSettings.scaleHealthColor
end,
order = 41
}
opts["npcHostilityColor"] = {
type = "toggle",
name = "Color NPC's by hostility",
desc = "If you are using the 'class color bar' setting above, then enabling this will color NPC's by their hostility toward you since NPC class isn't very helpful or applicable information.",
get = function()
return self.moduleSettings.npcHostilityColor
end,
set = function(v)
self.moduleSettings.npcHostilityColor = v
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.classColor or self.moduleSettings.scaleHealthColor
end,
order = 41.5
}
opts["hideBlizz"] = {
type = "toggle",
name = "Hide Blizzard Frame",
desc = "Hides Blizzard Target frame and disables all events related to it",
get = function()
return self.moduleSettings.hideBlizz
end,
set = function(value)
self.moduleSettings.hideBlizz = value
if (value) then
self:HideBlizz()
else
self:ShowBlizz()
end
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 42
}
opts["allowClickTarget"] = {
type = 'toggle',
name = 'Allow click-targeting',
desc = 'Whether or not to allow click targeting/casting and the target drop-down menu for this bar (Note: does not work properly with HiBar, have to click near the base of the bar)',
get = function()
return self.moduleSettings.allowMouseInteraction
end,
set = function(v)
self.moduleSettings.allowMouseInteraction = v
self:CreateBackground(true)
end,
disabled = function()
return not self.moduleSettings.enabled
end,
usage = '',
order = 43
}
opts["scaleHealthColor"] = {
type = "toggle",
name = "Color bar by health %",
desc = "Colors the health bar from MaxHealthColor to MinHealthColor based on current health %\n\n(Note: This overrides the 'class color bar' setting. Disable this to use class coloring)",
get = function()
return self.moduleSettings.scaleHealthColor
end,
set = function(value)
self.moduleSettings.scaleHealthColor = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 44
}
if not IceHUD.IceCore:ShouldUseDogTags() then
opts["shortenHealth"] = {
type = 'toggle',
name = 'Abbreviate estimated health',
desc = 'If this is checked, then a health value of 1100 will display as 1.1k, otherwise it shows the number',
get = function()
return self.moduleSettings.abbreviateHealth
end,
set = function(v)
self.moduleSettings.abbreviateHealth = v
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 40.1
}
end
opts["iconSettings"] =
{
type = 'group',
name = '|c' .. self.configColor .. 'Icon Settings|r',
desc = 'Settings related to icons',
disabled = function()
return not self.moduleSettings.enabled
end,
args = {
iconConfigMode = {
type = "toggle",
name = "Icon config mode",
desc = "With this enabled, all icons draw so you can configure their placement\n\nNote: the combat and status icons are actually the same texture so you'll only see combat in config mode (unless you're already resting)",
get = function()
return configMode
end,
set = function(v)
configMode = v
self:CheckPvP()
self:UpdateRaidTargetIcon()
self:Redraw()
end,
order = 5
},
lockIconAlpha = {
type = "toggle",
name = "Lock all icons to 100% alpha",
desc = "With this enabled, all icons will be 100% visible regardless of the alpha settings for this bar.",
get = function()
return self.moduleSettings.lockIconAlpha
end,
set = function(v)
self.moduleSettings.lockIconAlpha = v
self:Redraw()
end,
order = 6
},
PvPHeader = {
type = 'header',
name = 'PvP icon',
order = 39.9
},
PvPIcon = {
type = "toggle",
name = "Show PvP icon",
desc = "Whether or not to show the PvP icon",
get = function()
return self.moduleSettings.showPvPIcon
end,
set = function(value)
self.moduleSettings.showPvPIcon = value
self:CheckPvP()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 40
},
PvPIconOnTop = {
type = "toggle",
name = "Draw PVP Icon on top",
desc = "Whether to draw the PvP icon in front of or behind this bar",
get = function()
return self.moduleSettings.PvPIconOnTop
end,
set = function(value)
self.moduleSettings.PvPIconOnTop = value
self:CheckPvP()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon
end,
order = 40.1
},
PvPIconOffsetX = {
type = "range",
name = "PvP Icon Horizontal Offset",
desc = "How much to offset the PvP icon from the bar horizontally",
min = 0,
max = 250,
step = 1,
get = function()
return self.moduleSettings.PvPIconOffset['x']
end,
set = function(v)
self.moduleSettings.PvPIconOffset['x'] = v
self:SetTexLoc(self.barFrame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y'])
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon
end,
order = 41
},
PvPIconOffsetY = {
type = "range",
name = "PvP Icon Vertical Offset",
desc = "How much to offset the PvP icon from the bar vertically",
min = -300,
max = 50,
step = 1,
get = function()
return self.moduleSettings.PvPIconOffset['y']
end,
set = function(v)
self.moduleSettings.PvPIconOffset['y'] = v
self:SetTexLoc(self.barFrame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y'])
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon
end,
order = 42
},
PvPIconScale = {
type = "range",
name = "PvP Icon Scale",
desc = "How much to scale the PvP icon",
min = 0.05,
max = 2,
step = 0.05,
get = function()
return self.moduleSettings.PvPIconScale
end,
set = function(v)
self.moduleSettings.PvPIconScale = v
self:SetTexScale(self.barFrame.PvPIcon, 20, 20, v)
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showPvPIcon
end,
order = 43
},
RaidHeader = {
type = 'header',
name = 'Raid icon',
order = 49.9
},
showRaidIcon = {
type = "toggle",
name = "Show Raid Icon",
desc = "Whether or not to show the raid icon above this bar",
get = function()
return self.moduleSettings.showRaidIcon
end,
set = function(value)
self.moduleSettings.showRaidIcon = value
self:UpdateRaidTargetIcon()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 50
},
raidIconOnTop = {
type = "toggle",
name = "Draw Raid Icon On Top",
desc = "Whether to draw the raid icon in front of or behind this bar",
get = function()
return self.moduleSettings.raidIconOnTop
end,
set = function(value)
self.moduleSettings.raidIconOnTop = value
self:UpdateRaidTargetIcon()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showRaidIcon
end,
order = 52
},
raidIconXOffset = {
type = "range",
name = "Raid Icon X Offset",
desc = "How far to push the raid icon right or left",
min = -300,
max = 300,
step = 1,
get = function()
return self.moduleSettings.raidIconXOffset
end,
set = function(value)
self.moduleSettings.raidIconXOffset = value
self:SetRaidIconPlacement()
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showRaidIcon
end,
order = 53
},
raidIconYOffset = {
type = "range",
name = "Raid Icon Y Offset",
desc = "How far to push the raid icon up or down",
min = -300,
max = 300,
step = 1,
get = function()
return self.moduleSettings.raidIconYOffset
end,
set = function(value)
self.moduleSettings.raidIconYOffset = value
self:SetRaidIconPlacement()
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showRaidIcon
end,
order = 54
},
raidIconScale = {
type = "range",
name = "Raid Icon Scale",
desc = "How much to scale the raid icon",
min = 0.05,
max = 2,
step = 0.05,
get = function()
return self.moduleSettings.raidIconScale
end,
set = function(v)
self.moduleSettings.raidIconScale = v
self:SetTexScale(self.frame.raidIcon, self.raidIconWidth, self.raidIconHeight, v)
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showRaidIcon
end,
order = 55
},
ClassificationHeader = {
type = 'header',
name = 'Classification icon',
order = 59.9
},
showClassificationIcon = {
type = "toggle",
name = "Show Elite Icon",
desc = "Whether or not to show the rare/elite icon above this bar",
get = function()
return self.moduleSettings.showClassificationIcon
end,
set = function(value)
self.moduleSettings.showClassificationIcon = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled
end,
order = 60
},
classIconOnTop = {
type = "toggle",
name = "Draw Elite Icon On Top",
desc = "Whether to draw the elite icon in front of or behind this bar",
get = function()
return self.moduleSettings.classIconOnTop
end,
set = function(value)
self.moduleSettings.classIconOnTop = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showClassificationIcon
end,
order = 60.1
},
classIconXOffset = {
type = "range",
name = "Elite Icon X Offset",
desc = "How far to push the elite icon right or left",
min = -300,
max = 300,
step = 1,
get = function()
return self.moduleSettings.classIconOffset['x']
end,
set = function(value)
self.moduleSettings.classIconOffset['x'] = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showClassificationIcon
end,
order = 61
},
classIconYOffset = {
type = "range",
name = "Elite Icon Y Offset",
desc = "How far to push the elite icon up or down",
min = -300,
max = 300,
step = 1,
get = function()
return self.moduleSettings.classIconOffset['y']
end,
set = function(value)
self.moduleSettings.classIconOffset['y'] = value
self:Redraw()
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showClassificationIcon
end,
order = 62
},
classIconScale = {
type = "range",
name = "Elite Icon Scale",
desc = "How much to scale the elite icon",
min = 0.05,
max = 2,
step = 0.05,
get = function()
return self.moduleSettings.classIconScale
end,
set = function(v)
self.moduleSettings.classIconScale = v
self:SetTexScale(self.barFrame.classIcon, self.texWidth, self.texHeight, self.moduleSettings.scale / 3.0 * self.moduleSettings.classIconScale)
end,
disabled = function()
return not self.moduleSettings.enabled or not self.moduleSettings.showClassificationIcon
end,
order = 63
},
}
}
return opts
end
function IceTargetHealth.prototype:Enable(core)
IceTargetHealth.super.prototype.Enable(self, core)
if self.registerEvents then
self:RegisterEvent("UNIT_HEALTH", "Update")
self:RegisterEvent("UNIT_MAXHEALTH", "Update")
self:RegisterEvent("UNIT_FLAGS", "Update")
self:RegisterEvent("UNIT_FACTION", "Update")
self:RegisterEvent("RAID_TARGET_UPDATE", "UpdateRaidTargetIcon")
self:RegisterEvent("UPDATE_FACTION", "CheckPvP")
self:RegisterEvent("PLAYER_FLAGS_CHANGED", "CheckPvP")
self:RegisterEvent("UNIT_FACTION", "CheckPvP")
end
if (self.moduleSettings.hideBlizz) then
self:HideBlizz()
end
self:CreateRaidIconFrame()
self:Update(self.unit)
RegisterUnitWatch(self.frame)
end
function IceTargetHealth.prototype:Disable(core)
IceTargetHealth.super.prototype.Disable(self, core)
UnregisterUnitWatch(self.frame)
end
function IceTargetHealth.prototype:CreateBackground(redraw)
IceTargetHealth.super.prototype.CreateBackground(self)
if not self.frame.button then
self.frame.button = CreateFrame("Button", "IceHUD_TargetClickFrame", self.frame, "SecureUnitButtonTemplate")
end
self.frame.button:ClearAllPoints()
-- Parnic - kinda hacky, but in order to fit this region to multiple types of bars, we need to do this...
-- would be nice to define this somewhere in data, but for now...here we are
if self.settings.barTexture == "HiBar" then
self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", 0, 0)
self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth(), 0)
else
if self.moduleSettings.side == IceCore.Side.Left then
self.frame.button:SetPoint("TOPRIGHT", self.frame, "TOPRIGHT", -6, 0)
self.frame.button:SetPoint("BOTTOMLEFT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 3, 0)
else
self.frame.button:SetPoint("TOPLEFT", self.frame, "TOPLEFT", 6, 0)
self.frame.button:SetPoint("BOTTOMRIGHT", self.frame, "BOTTOMRIGHT", -1 * self.frame:GetWidth() / 1.5, 0)
end
end
self.frame.button.menu = function()
ToggleDropDownMenu(1, nil, TargetFrameDropDown, "cursor");
end
self:EnableClickTargeting(self.moduleSettings.allowMouseInteraction)
end
function IceTargetHealth.prototype:EnableClickTargeting(bEnable)
if bEnable then
self.frame.button:EnableMouse(true)
self.frame.button:RegisterForClicks("AnyUp")
self.frame.button:SetAttribute("type1", "target")
self.frame.button:SetAttribute("type2", "menu")
self.frame.button:SetAttribute("unit", self.unit)
-- set up click casting
ClickCastFrames = ClickCastFrames or {}
ClickCastFrames[self.frame.button] = true
-- Parnic - debug code for showing the clickable region on this bar
-- self.frame.button:SetBackdrop({bgFile = "Interface/Tooltips/UI-Tooltip-Background",
-- edgeFile = "Interface/Tooltips/UI-Tooltip-Border",
-- tile = false,
-- insets = { left = 0, right = 0, top = 0, bottom = 0 }});
-- self.frame.button:SetBackdropColor(0,0,0,1);
else
self.frame.button:EnableMouse(false)
self.frame.button:RegisterForClicks()
end
end
function IceTargetHealth.prototype:Update(unit)
IceTargetHealth.super.prototype.Update(self)
if (unit and (unit ~= self.unit)) then
return
end
if unit and not (UnitExists(unit)) then
-- self:Show(false)
return
else
-- self:Show(true)
end
self:UpdateRaidTargetIcon()
local classification = UnitClassification(self.unit);
if not self.moduleSettings.showClassificationIcon then
self:DestroyTexFrame(self.barFrame.classIcon)
else
if not self.barFrame.classIcon then
self.barFrame.classIcon = self:CreateTexCoord(self.barFrame.classIcon, self.EliteTexture, self.texWidth, self.texHeight,
self.moduleSettings.scale / 3.0 * self.moduleSettings.classIconScale, self.classLeft, self.classRight, self.classTop, self.classBottom)
end
if self.moduleSettings.classIconOnTop then
self.barFrame.classIcon:SetDrawLayer("OVERLAY")
else
self.barFrame.classIcon:SetDrawLayer("BACKGROUND")
end
self:SetTexLoc(self.barFrame.classIcon, self.moduleSettings.classIconOffset['x'], self.moduleSettings.classIconOffset['y'])
self.barFrame.classIcon:Show()
self.barFrame.classIcon:SetAlpha(self.alpha == 0 and 0 or math.min(1, self.alpha + 0.2))
if configMode or IceHUD.IceCore:IsInConfigMode() or classification == "worldboss" or classification == "elite" then
self.barFrame.classIcon:SetTexture(self.EliteTexture)
elseif classification == "rareelite" then
self.barFrame.classIcon:SetTexture(self.RareEliteTexture)
elseif classification == "rare" then
self.barFrame.classIcon:SetTexture(self.RareTexture)
else
self:DestroyTexFrame(self.barFrame.classIcon)
self.barFrame.classIcon:Hide()
end
end
if self.determineColor then
self.color = "TargetHealthFriendly" -- friendly > 4
local reaction = UnitReaction("target", "player")
if (reaction and (reaction == 4)) then
self.color = "TargetHealthNeutral"
elseif (reaction and (reaction < 4)) then
self.color = "TargetHealthHostile"
end
if (self.moduleSettings.classColor) and (not self.moduleSettings.npcHostilityColor or UnitPlayerControlled("target")) then
self.color = self.unitClass
end
if (self.moduleSettings.scaleHealthColor) then
self.color = "ScaledHealthColor"
end
if (self.tapped) then
self.color = "Tapped"
end
end
self:UpdateBar(self.health/self.maxHealth, self.color)
if not IceHUD.IceCore:ShouldUseDogTags() then
self:SetBottomText1(math.floor(self.healthPercentage * 100))
if self.moduleSettings.abbreviateHealth then
self.health = self:Round(self.health)
self.maxHealth = self:Round(self.maxHealth)
end
if (self.maxHealth ~= 100) then
self:SetBottomText2(self:GetFormattedText(self.health, self.maxHealth), self.color)
else
self:SetBottomText2()
end
end
self:CheckPvP()
self:SetIconAlpha()
end
function IceTargetHealth.prototype:CreateTexCoord(texframe, icon, width, height, scale, left, right, top, bottom)
if not texframe then
texframe = self.barFrame:CreateTexture(nil, "BACKGROUND")
end
texframe:SetTexture(icon)
if left and right and top and bottom then
texframe:SetTexCoord(left, right, top, bottom)
end
self:SetTexScale(texframe, width, height, scale or 1)
return texframe
end
function IceTargetHealth.prototype:SetTexLoc(texframe, xpos, ypos, anchorFrom, anchorTo)
texframe:Show()
texframe:ClearAllPoints()
texframe:SetPoint(anchorFrom or "TOPLEFT", self.frame, anchorTo or "TOPLEFT", xpos or 0, ypos or 0)
end
function IceTargetHealth.prototype:SetTexScale(texframe, width, height, scale)
texframe:SetWidth(width * scale)
texframe:SetHeight(height * scale)
end
function IceTargetHealth.prototype:DestroyTexFrame(texframe)
if not texframe then
return nil
end
texframe:SetTexture(nil)
texframe:Hide()
texframe:ClearAllPoints()
return texframe
end
function IceTargetHealth.prototype:CreateFrame()
IceTargetHealth.super.prototype.CreateFrame(self)
-- for showing/hiding the frame based on unit visibility
self.frame:SetAttribute("unit", self.unit)
end
function IceTargetHealth.prototype:CreateRaidIconFrame()
if (not self.frame.raidIcon) then
self.frame.raidIcon = CreateFrame("Frame", nil, self.frame)
end
if (not self.frame.raidIcon.icon) then
self.frame.raidIcon.icon = self.frame.raidIcon:CreateTexture(nil, "BACKGROUND")
self.frame.raidIcon.icon:SetTexture("Interface\\TargetingFrame\\UI-RaidTargetingIcons")
end
self:SetRaidIconPlacement()
self:SetTexScale(self.frame.raidIcon, self.raidIconWidth, self.raidIconHeight, self.moduleSettings.raidIconScale)
self.frame.raidIcon.icon:SetAllPoints(self.frame.raidIcon)
SetRaidTargetIconTexture(self.frame.raidIcon.icon, 0)
self.frame.raidIcon:Hide()
end
function IceTargetHealth.prototype:SetRaidIconPlacement()
self.frame.raidIcon:ClearAllPoints()
self.frame.raidIcon:SetPoint("BOTTOM", self.frame, "TOPLEFT", self.moduleSettings.raidIconXOffset, self.moduleSettings.raidIconYOffset)
end
function IceTargetHealth.prototype:UpdateRaidTargetIcon()
if self.moduleSettings.raidIconOnTop then
self.frame.raidIcon:SetFrameStrata("MEDIUM")
else
self.frame.raidIcon:SetFrameStrata("LOW")
end
if not self.moduleSettings.showRaidIcon or (not UnitExists(self.unit) and (not configMode and not IceHUD.IceCore:IsInConfigMode())) then
self.frame.raidIcon:Hide()
return
end
local index = (IceHUD.IceCore:IsInConfigMode() or configMode) and 1 or GetRaidTargetIndex(self.unit);
if (index and (index > 0)) then
SetRaidTargetIconTexture(self.frame.raidIcon.icon, index)
self.frame.raidIcon:Show()
else
self.frame.raidIcon:Hide()
end
if self.frame.raidIcon then
self.frame.raidIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha)
end
end
function IceTargetHealth.prototype:Round(health)
if (health > 1000000) then
return IceHUD:MathRound(health/1000000, 1) .. "M"
end
if (health > 1000) then
return IceHUD:MathRound(health/1000, 1) .. "k"
end
return health
end
function IceTargetHealth.prototype:CheckPvP()
local pvpMode = nil
local minx, maxx, miny, maxy
if configMode or UnitIsPVPFreeForAll(self.unit) then
pvpMode = "FFA"
minx, maxx, miny, maxy = 0.05, 0.605, 0.015, 0.57
elseif UnitIsPVP(self.unit) then
pvpMode = UnitFactionGroup(self.unit)
if pvpMode == "Alliance" then
minx, maxx, miny, maxy = 0.07, 0.58, 0.06, 0.57
else
minx, maxx, miny, maxy = 0.08, 0.58, 0.045, 0.545
end
end
if pvpMode then
if configMode or self.moduleSettings.showPvPIcon then
self.barFrame.PvPIcon = self:CreateTexCoord(self.barFrame.PvPIcon, "Interface\\TargetingFrame\\UI-PVP-"..pvpMode, 20, 20,
self.moduleSettings.PvPIconScale, minx, maxx, miny, maxy)
self:SetTexLoc(self.barFrame.PvPIcon, self.moduleSettings.PvPIconOffset['x'], self.moduleSettings.PvPIconOffset['y'])
if self.moduleSettings.PvPIconOnTop then
self.barFrame.PvPIcon:SetDrawLayer("OVERLAY")
else
self.barFrame.PvPIcon:SetDrawLayer("BACKGROUND")
end
elseif self.barFrame.PvPIcon and self.barFrame.PvPIcon:IsVisible() then
self.barFrame.PvPIcon = self:DestroyTexFrame(self.barFrame.PvPIcon)
end
else
if self.barFrame.PvPIcon and self.barFrame.PvPIcon:IsVisible() then
self.barFrame.PvPIcon = self:DestroyTexFrame(self.barFrame.PvPIcon)
end
end
end
function IceTargetHealth.prototype:SetIconAlpha()
if self.barFrame.PvPIcon then
self.barFrame.PvPIcon:SetAlpha(self.moduleSettings.lockIconAlpha and 1 or self.alpha)
end
end
function IceTargetHealth.prototype:ShowBlizz()
TargetFrame:Show()
TargetFrame:RegisterEvent("PLAYER_TARGET_CHANGED")
TargetFrame:RegisterEvent("UNIT_HEALTH")
TargetFrame:RegisterEvent("UNIT_LEVEL")
TargetFrame:RegisterEvent("UNIT_FACTION")
TargetFrame:RegisterEvent("UNIT_CLASSIFICATION_CHANGED")
TargetFrame:RegisterEvent("UNIT_AURA")
TargetFrame:RegisterEvent("PLAYER_FLAGS_CHANGED")
TargetFrame:RegisterEvent("PARTY_MEMBERS_CHANGED")
TargetFrame:RegisterEvent("RAID_TARGET_UPDATE")
ComboFrame:Show()
ComboFrame:RegisterEvent("PLAYER_TARGET_CHANGED");
ComboFrame:RegisterEvent("PLAYER_COMBO_POINTS");
end
function IceTargetHealth.prototype:HideBlizz()
TargetFrame:Hide()
TargetFrame:UnregisterAllEvents()
ComboFrame:Hide()
ComboFrame:UnregisterAllEvents()
end
-- Load us up
IceHUD.TargetHealth = IceTargetHealth:new()