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local BARS_PADDING_X = 8
local BAR1_TOP_PADDING_Y = 16
local BAR2_BOTTOM_PADDING_Y = - 2
local FULL_ALPHA_VALUE = 1
local FADED_ALPHA_VALUE = 0.4
local HIDE_BAR_TEXT = 0
local SHOW_BAR_TEXT_MOUSE_OVER = 1
local SHOW_BAR_TEXT = 2
local FORCE_INIT = true
local GROUP_UNIT_FRAME = "ZO_GroupUnitFrame"
local RAID_UNIT_FRAME = "ZO_RaidUnitFrame"
local TARGET_UNIT_FRAME = "ZO_TargetUnitFrame"
local untrackedBarTypes =
{
}
local NUM_SUBGROUPS = GROUP_SIZE_MAX / SMALL_GROUP_SIZE_THRESHOLD
ZO_KEYBOARD_GROUP_FRAME_WIDTH = 288
ZO_KEYBOARD_GROUP_FRAME_HEIGHT = 80
ZO_KEYBOARD_RAID_FRAME_WIDTH = 96
ZO_KEYBOARD_RAID_FRAME_HEIGHT = 40
local KEYBOARD_CONSTANTS =
{
GROUP_LEADER_ICON = "EsoUI/Art/UnitFrames/groupIcon_leader.dds" ,
GROUP_FRAMES_PER_COLUMN = SMALL_GROUP_SIZE_THRESHOLD ,
NUM_COLUMNS = NUM_SUBGROUPS ,
GROUP_STRIDE = NUM_SUBGROUPS ,
GROUP_FRAME_BASE_OFFSET_X = 28 ,
GROUP_FRAME_BASE_OFFSET_Y = 100 ,
RAID_FRAME_BASE_OFFSET_X = 28 ,
RAID_FRAME_BASE_OFFSET_Y = 100 ,
GROUP_FRAME_SIZE_X = ZO_KEYBOARD_GROUP_FRAME_WIDTH ,
GROUP_FRAME_SIZE_Y = ZO_KEYBOARD_GROUP_FRAME_HEIGHT ,
GROUP_FRAME_PAD_X = 2 ,
GROUP_FRAME_PAD_Y = 0 ,
RAID_FRAME_SIZE_X = ZO_KEYBOARD_RAID_FRAME_WIDTH ,
RAID_FRAME_SIZE_Y = ZO_KEYBOARD_RAID_FRAME_HEIGHT ,
RAID_FRAME_PAD_X = 2 ,
RAID_FRAME_PAD_Y = 2 ,
GROUP_BAR_FONT = "ZoFontGameOutline" ,
RAID_BAR_FONT = "ZoFontGameOutline" ,
SHOW_GROUP_LABELS = true ,
}
ZO_GAMEPAD_GROUP_FRAME_WIDTH = 160
ZO_GAMEPAD_GROUP_FRAME_HEIGHT = 70
ZO_GAMEPAD_RAID_FRAME_WIDTH = 175
ZO_GAMEPAD_RAID_FRAME_HEIGHT = 40
local GAMEPAD_CONSTANTS =
{
GROUP_LEADER_ICON = "EsoUI/Art/UnitFrames/Gamepad/gp_Group_Leader.dds" ,
GROUP_FRAMES_PER_COLUMN = 12 ,
NUM_COLUMNS = GROUP_SIZE_MAX / 12 ,
GROUP_STRIDE = 3 ,
GROUP_FRAME_BASE_OFFSET_X = 70 ,
GROUP_FRAME_BASE_OFFSET_Y = 55 ,
RAID_FRAME_BASE_OFFSET_X = 100 ,
RAID_FRAME_BASE_OFFSET_Y = 50 ,
GROUP_FRAME_SIZE_X = ZO_GAMEPAD_GROUP_FRAME_WIDTH ,
GROUP_FRAME_SIZE_Y = ZO_GAMEPAD_GROUP_FRAME_HEIGHT ,
GROUP_FRAME_PAD_X = 2 ,
GROUP_FRAME_PAD_Y = 9 ,
RAID_FRAME_SIZE_X = ZO_GAMEPAD_RAID_FRAME_WIDTH ,
RAID_FRAME_SIZE_Y = ZO_GAMEPAD_RAID_FRAME_HEIGHT ,
RAID_FRAME_PAD_X = 4 ,
RAID_FRAME_PAD_Y = 2 ,
GROUP_BAR_FONT = "ZoFontGamepad34" ,
RAID_BAR_FONT = "ZoFontGamepad18" ,
SHOW_GROUP_LABELS = false ,
}
end
local allConstants = { KEYBOARD_CONSTANTS , GAMEPAD_CONSTANTS }
constants . GROUP_FRAME_OFFSET_X = constants . GROUP_FRAME_SIZE_X + constants . GROUP_FRAME_PAD_X
constants . GROUP_FRAME_OFFSET_Y = constants . GROUP_FRAME_SIZE_Y + constants . GROUP_FRAME_PAD_Y
constants . RAID_FRAME_OFFSET_X = constants . RAID_FRAME_SIZE_X + constants . RAID_FRAME_PAD_X
constants . RAID_FRAME_OFFSET_Y = constants . RAID_FRAME_SIZE_Y + constants . RAID_FRAME_PAD_Y
constants . RAID_FRAME_ANCHOR_CONTAINER_WIDTH = constants . RAID_FRAME_SIZE_X
constants . RAID_FRAME_ANCHOR_CONTAINER_HEIGHT = ( constants . RAID_FRAME_SIZE_Y + constants . RAID_FRAME_PAD_Y ) * constants . GROUP_FRAMES_PER_COLUMN
end
end
if groupSize > SMALL_GROUP_SIZE_THRESHOLD then
return constants . RAID_BAR_FONT
else
return constants . GROUP_BAR_FONT
end
end
local UNIT_CHANGED = true
if ( groupSize > SMALL_GROUP_SIZE_THRESHOLD ) then
end
return groupFrameAnchor
else
return groupFrameAnchor
end
end
groupStride = groupStride or NUM_SUBGROUPS
local zeroBasedIndex = subgroupIndex - 1
local column = zeroBasedIndex - ( row * groupStride )
return ( constants . RAID_FRAME_BASE_OFFSET_X + ( column * constants . RAID_FRAME_OFFSET_X ) ) , ( constants . RAID_FRAME_BASE_OFFSET_Y + ( row * constants . RAID_FRAME_ANCHOR_CONTAINER_HEIGHT ) )
end
--[[
Global object declarations
--]]
UNIT_FRAMES = nil
do
local function PowerUpdateEqualityFunction ( existingEventInfo , unitTag , powerPoolIndex , powerType , powerPool , powerPoolMax )
local existingUnitTag = existingEventInfo [ 1 ]
local existingPowerType = existingEventInfo [ 3 ]
return existingUnitTag == unitTag and existingPowerType == powerType
end
return ZO_MostRecentEventHandler . New ( self , namespace , EVENT_POWER_UPDATE , PowerUpdateEqualityFunction , handlerFunction )
end
end
--[[
Local object declarations
--]]
local UnitFrames , UnitFramesManager , UnitFrame , UnitFrameBar
--[[
UnitFrames container object. Used to manage the UnitFrame objects according to UnitTags ("group1", "group4pet", etc...)
--]]
unitFrames . groupFrames = { }
unitFrames . raidFrames = { }
unitFrames . staticFrames = { }
unitFrames . targetOfTargetEnabled = true
unitFrames . firstDirtyGroupIndex = nil
return unitFrames
end
end
end
end
if unitTag then
if isGroupTag then
else
end
end
end
end
if unitFrameTable then
return unitFrameTable [ unitTag ]
end
end
if unitFrame == nil then
if unitFrameTable then
unitFrameTable [ unitTag ] = unitFrame
end
else
-- Frame already existed, but may need to be reanchored.
end
return unitFrame
end
if unitFrame then
end
end
end
end
end
-- The update we call will update all unit frames after and including the one being modified
-- So we really just need to know what is the smallest groupIndex that is being changed
end
end
end
-- Disable the raid frames
end
-- Disable the group frames
end
end
end
-- Only the raid frame anchors need updates for now and it's only for whether or not the group name labels are showing and which one is highlighted
-- Small groups never show the raid frame anchors
for subgroupIndex = 1 , NUM_SUBGROUPS do
end
else
for subgroupIndex = 1 , NUM_SUBGROUPS do
local frameIsHidden = true -- Label starts out hidden...
local isLocalPlayerInSubgroup = false
for groupMemberIndex = 1 , SMALL_GROUP_SIZE_THRESHOLD do
local unitTag = GetGroupUnitTagByIndex ( ( ( subgroupIndex - 1 ) * SMALL_GROUP_SIZE_THRESHOLD ) + groupMemberIndex )
if unitTag then
frameIsHidden = false
isLocalPlayerInSubgroup = true
break -- Found a reason to show the label, and determined if this is the local player's subgroup, so bail out
end
end
end
end
end
end
end
end
end
--[[
UnitFrameBar class...defines one bar in the unit frame, including background/glass textures, statusbar and text
--]]
local ANY_POWER_TYPE = true -- A special flag that essentially acts like a wild card, accepting any mechanic
local UNITFRAME_BAR_STYLES =
{
[ TARGET_UNIT_FRAME ] =
{
[ POWERTYPE_HEALTH ] =
{
textAnchors =
{
} ,
centered = true ,
} ,
} ,
[ GROUP_UNIT_FRAME ] =
{
[ POWERTYPE_HEALTH ] =
{
keyboard =
{
template = "ZO_GroupUnitFrameStatus" ,
barHeight = 9 ,
barWidth = 170 ,
} ,
gamepad =
{
template = "ZO_GroupUnitFrameStatus" ,
barHeight = 8 ,
barWidth = ZO_GAMEPAD_GROUP_FRAME_WIDTH ,
hideBgIfOffline = true ,
} ,
} ,
} ,
[ RAID_UNIT_FRAME ] =
{
[ POWERTYPE_HEALTH ] =
{
keyboard =
{
template = "ZO_UnitFrameStatus" ,
barHeight = 34 ,
barWidth = 90 ,
} ,
gamepad =
{
template = "ZO_UnitFrameStatus" ,
barHeight = ZO_GAMEPAD_RAID_FRAME_HEIGHT - 2 ,
barWidth = ZO_GAMEPAD_RAID_FRAME_WIDTH - 2 ,
} ,
} ,
} ,
}
local styleData = UNITFRAME_BAR_STYLES [ style ] or UNITFRAME_BAR_STYLES . default
local barData = styleData [ powerType ] or styleData [ ANY_POWER_TYPE ]
if barData then
-- Note: It is assumed that either all platforms are defined, or no platforms are defined.
return barData [ platformKey ] or barData
end
end
local styleData = UNITFRAME_BAR_STYLES [ style ] or UNITFRAME_BAR_STYLES . default
return styleData and ( styleData [ powerType ] ~= nil or styleData [ ANY_POWER_TYPE ] ~= nil )
end
if barData then
if barData . template then
local barAnchor1 , barAnchor2 = barData . barAnchors [ 1 ] , barData . barAnchors [ 2 ]
if barData . centered then
if barAnchor1 then
end
if barAnchor2 then
end
if gloss then
end
if barData . barWidth then
end
if barData . barHeight then
end
return { leftBar , rightBar }
else
if barData . barWidth then
end
if barData . barHeight then
end
if barAnchor1 then
end
if barAnchor2 then
end
return { statusBar }
end
else
-- attempt to find the controls from XML
if bar then
return { bar }
end
if barLeft and barRight then
return { barLeft , barRight }
end
end
end
return nil
end
local textAnchor1 , textAnchor2 = barData . textAnchors [ 1 ] , barData . textAnchors [ 2 ]
local text1 , text2
local textTemplate = barData . textTemplate or "ZO_UnitFrameBarText"
if textAnchor1 then
end
if textAnchor2 then
end
return text1 , text2
end
if barControls then
newFrameBar . barControls = barControls
newFrameBar . showBarText = showFrameBarText
newFrameBar . style = style
newFrameBar . mechanic = mechanic
if showFrameBarText ~= HIDE_BAR_TEXT then
newFrameBar . leftText , newFrameBar . rightText = CreateBarTextControls ( baseBarName , parent , style , mechanic )
end
return newFrameBar
end
end
local barCur = cur
barCur = cur / 2
end
end
local updateBarType = false
updateBarType = true
end
end
end
return true
end
if updateBarType then
end
if updateValue then
end
end
if updateValue then
end
else
end
end
end
self . resourceNumbersLabel : SetText ( ZO_FormatResourceBarCurrentAndMax ( self . currentValue , self . maxValue ) )
end
end
local UPDATE_BAR_TYPE , UPDATE_VALUE = true , true
end
end
local gradient = ZO_POWER_BAR_GRADIENT_COLORS [ barType ]
self . barControls [ i ] : SetFadeOutLossColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_POWER_FADE_OUT , barType ) )
self . barControls [ i ] : SetFadeOutGainColor ( GetInterfaceColor ( INTERFACE_COLOR_TYPE_POWER_FADE_IN , barType ) )
end
end
end
end
end
end
end
end
end
local UPDATE_BAR_TYPE , UPDATE_VALUE = true , true
end
--[[
UnitFrame main class and update functions
--]]
local UNITFRAME_LAYOUT_DATA =
{
[ GROUP_UNIT_FRAME ] =
{
keyboard =
{
nameWidth = 215 ,
nameWrapMode = TEXT_WRAP_MODE_ELLIPSIS ,
statusData = { anchor1 = ZO_Anchor : New ( TOPLEFT , nil , TOPLEFT , 36 , 42 ) , anchor2 = ZO_Anchor : New ( TOPRIGHT , nil , TOPRIGHT , - 140 , 42 ) , height = 0 , } ,
leaderIconData = { width = 16 , height = 16 , offsetX = 5 , offsetY = 5 }
} ,
gamepad =
{
nameWidth = 306 ,
nameWrapMode = TEXT_WRAP_MODE_ELLIPSIS ,
statusData = { anchor1 = ZO_Anchor : New ( TOPLEFT , nil , TOPLEFT , 0 , 0 ) , anchor2 = ZO_Anchor : New ( TOPRIGHT , nil , TOPRIGHT , 0 , 35 ) , height = 0 , } ,
hideHealthBgIfOffline = true ,
leaderIconData = { width = 25 , height = 25 , offsetX = 0 , offsetY = 12 }
} ,
} ,
[ RAID_UNIT_FRAME ] =
{
keyboard =
{
highPriorityBuffHighlight =
{
left = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_left.dds" , width = 64 , height = 64 , } ,
right = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_right.dds" , width = 32 , height = 64 , } ,
} ,
nameWidth = 86 ,
indentedNameWidth = 75 ,
statusData = { anchor1 = ZO_Anchor : New ( TOPLEFT , nil , TOPLEFT , 5 , 20 ) , anchor2 = ZO_Anchor : New ( TOPRIGHT , nil , TOPRIGHT , - 4 , 20 ) , height = 15 , } ,
leaderIconData = { width = 16 , height = 16 , offsetX = 5 , offsetY = 5 }
} ,
gamepad =
{
highPriorityBuffHighlight =
{
left = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_left.dds" , width = 54 , height = 44 , } ,
right = { texture = "EsoUI/Art/UnitFrames/unitframe_raid_outline_right.dds" , width = 32 , height = 44 , } ,
} ,
nameWidth = ZO_GAMEPAD_RAID_FRAME_WIDTH - 6 ,
indentedNameWidth = ZO_GAMEPAD_RAID_FRAME_WIDTH - 20 - 2 ,
leaderIconData = { width = 18 , height = 18 , offsetX = 2 , offsetY = 7 }
} ,
} ,
[ TARGET_UNIT_FRAME ] =
{
neverHideStatusBar = true ,
showStatusInName = true ,
captionControlName = "Caption" ,
} ,
}
local layoutData = UNITFRAME_LAYOUT_DATA [ style ]
if layoutData then
-- Note: It is assumed that either all platforms are defined, or no platforms are defined.
return layoutData [ platformKey ] or layoutData
end
end
local FORCE_SHOW = true
local PREVENT_SHOW = false
if ( frame and styleData ) then
if ( styleData . customAnchor ) then
end
if ( showOption == FORCE_SHOW ) then
end
end
end
if ( statusLabel ) then
if ( statusData ) then
end
end
end
if ( nameLabel and layoutData ) then
if ( layoutData . nameAnchor and not indented ) then
elseif ( layoutData . indentedNameAnchor and indented ) then
end
local nameWidth = layoutData . nameWidth or 0
if ( indented ) then
else
end
end
end
if ( layoutData ) then
unitFrame . neverHideStatusBar = layoutData . neverHideStatusBar
if ( layoutData . highPriorityBuffHighlight ) then
SetUnitFrameTexture ( GetControl ( unitFrame . frame , "HighPriorityBuffHighlight" ) , layoutData . highPriorityBuffHighlight . left , PREVENT_SHOW )
SetUnitFrameTexture ( GetControl ( unitFrame . frame , "HighPriorityBuffHighlightRight" ) , layoutData . highPriorityBuffHighlight . right , PREVENT_SHOW )
SetUnitFrameTexture ( GetControl ( unitFrame . frame , "HighPriorityBuffHighlightIcon" ) , layoutData . highPriorityBuffHighlight . icon , PREVENT_SHOW )
-- These can't be created in XML because the OnInitialized handler doesn't run until the next frame, just initialize the animations here.
end
-- NOTE: Level label is always custom and doesn't need to be managed with this anchoring system
end
end
local baseWindowName = style .. unitTag
local parent = ZO_UnitFrames
parent = ZO_UnitFramesGroups
end
if ( not layoutData ) then
return
end
newFrame . style = style
newFrame . hasTarget = false
newFrame . unitTag = unitTag
newFrame . dirty = true
newFrame . animateShowHide = false
newFrame . fadeComponents = { }
local nameControlName = layoutData . nameControlName or "Name"
if layoutData . captionControlName then
end
local statusControlName = layoutData . statusControlName or "Status"
local DONT_COLOR_RANK_ICON = false
newFrame . showBarText = showBarText
newFrame . healthBar = UnitFrameBar : New ( baseWindowName .. "Hp" , newFrame . frame , showBarText , style , POWERTYPE_HEALTH )
newFrame . resourceBars = { }
newFrame . resourceBars [ POWERTYPE_HEALTH ] = newFrame . healthBar
newFrame . powerBars = { }
newFrame . lastPowerType = 0
newFrame . frame . m_unitTag = unitTag
return newFrame
end
if barData . template then
local barWidth = barData . centered and barData . barWidth / 2 or barData . barWidth
end
end
if # healthBar . barControls == 1 then
local barAnchor2 = barData . barAnchors [ 2 ]
if barAnchor2 then
end
end
end
if statusBackground then
end
if healthBar . leftText then
end
if healthBar . rightText then
end
end
end
end
end
end
if layoutData then
end
end
else
end
end
end
local INSTANT = true
end
end
local ANIMATED = false
end
return true
end
end
end
self . showHideTimeline = ANIMATION_MANAGER : CreateTimelineFromVirtual ( "ZO_UnitFrameFadeAnimation" , self . frame )
end
if hidden then
else
end
else
else
end
end
else
end
end
end
end
end
else
for i = 1 , NUM_POWER_POOLS do
end
self : DoAlphaUpdate ( IsUnitInGroupSupportRange ( self . unitTag ) , IsUnitOnline ( self . unitTag ) , IsUnitGroupLeader ( self . unitTag ) )
end
end
end
if validTarget then
end
end
end
end
end
end
end
end
end
-- Don't fade out just the frame, because that needs to appear correctly (along with BG, etc...)
-- Just make the status bars and any text on the frame fade out.
else
if isLeader then
else
end
end
local alphaValue = isNearby and FULL_ALPHA_VALUE or FADED_ALPHA_VALUE
if fadeComponent . setColor then
end
end
end
end
-- Should this bar type ever be displayed?
return
end
if ( currentBar == nil ) then
self . powerBars [ index ] = UnitFrameBar : New ( self . frame : GetName ( ) .. "PowerBar" .. index , self . frame , self . showBarText , self . style , powerType )
end
if ( currentBar ~= nil ) then
end
end
-- Global to allow for outside manipulation
ZO_UNIT_FRAMES_SHOW_LEVEL_REACTIONS =
{
[ UNIT_REACTION_PLAYER_ALLY ] = true ,
}
local HIDE_LEVEL_TYPES =
{
[ UNIT_TYPE_SIEGEWEAPON ] = true ,
[ UNIT_TYPE_INTERACTFIXTURE ] = true ,
[ UNIT_TYPE_INTERACTOBJ ] = true ,
[ UNIT_TYPE_SIMPLEINTERACTFIXTURE ] = true ,
[ UNIT_TYPE_SIMPLEINTERACTOBJ ] = true ,
}
--show level for players and non-friendly NPCs
return true
return false
else
if HIDE_LEVEL_TYPES [ unitType ] then
return false
else
if ZO_UNIT_FRAMES_SHOW_LEVEL_REACTIONS [ unitReaction ] then
return true
end
end
end
end
local unitLevel
if isChampion then
else
end
if ( showLevel and unitLevel > 0 ) then
else
end
end
if showLevel and isChampion then
else
end
end
end
if showRank then
end
end
end
local assignmentTexture = nil
if battlegroundAlliance ~= BATTLEGROUND_ALLIANCE_NONE then
end
else
if selectedRole ~= LFG_ROLE_INVALID then
end
end
if assignmentTexture then
end
end
end
local DIFFICULTY_BRACKET_LEFT_TEXTURE =
{
[ MONSTER_DIFFICULTY_NORMAL ] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level2_left.dds" ,
[ MONSTER_DIFFICULTY_HARD ] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level3_left.dds" ,
[ MONSTER_DIFFICULTY_DEADLY ] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level4_left.dds" ,
}
local DIFFICULTY_BRACKET_RIGHT_TEXTURE =
{
[ MONSTER_DIFFICULTY_NORMAL ] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level2_right.dds" ,
[ MONSTER_DIFFICULTY_HARD ] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level3_right.dds" ,
[ MONSTER_DIFFICULTY_DEADLY ] = "EsoUI/Art/UnitFrames/targetUnitFrame_bracket_level4_right.dds" ,
}
local DIFFICULTY_BRACKET_GLOW_LEFT_TEXTURE =
{
[ MONSTER_DIFFICULTY_NORMAL ] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level2_left.dds" ,
[ MONSTER_DIFFICULTY_HARD ] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level3_left.dds" ,
[ MONSTER_DIFFICULTY_DEADLY ] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level4_left.dds" ,
}
local DIFFICULTY_BRACKET_GLOW_RIGHT_TEXTURE =
{
[ MONSTER_DIFFICULTY_NORMAL ] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level2_right.dds" ,
[ MONSTER_DIFFICULTY_HARD ] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level3_right.dds" ,
[ MONSTER_DIFFICULTY_DEADLY ] = "EsoUI/Art/UnitFrames/targetUnitFrame_glowOverlay_level4_right.dds" ,
}
local GAMEPAD_DIFFICULTY_BRACKET_TEXTURE =
{
[ MONSTER_DIFFICULTY_NORMAL ] = "EsoUI/Art/UnitFrames/Gamepad/gp_targetUnitFrame_bracket_level2.dds" ,
[ MONSTER_DIFFICULTY_HARD ] = "EsoUI/Art/UnitFrames/Gamepad/gp_targetUnitFrame_bracket_level3.dds" ,
[ MONSTER_DIFFICULTY_DEADLY ] = "EsoUI/Art/UnitFrames/Gamepad/gp_targetUnitFrame_bracket_level4.dds" ,
}
else
end
end
--show difficulty for neutral and hostile NPCs
local showsDifficulty = ( difficulty > MONSTER_DIFFICULTY_EASY ) and ( unitReaction == UNIT_REACTION_NEUTRAL or unitReaction == UNIT_REACTION_HOSTILE )
if showsDifficulty then
end
if unitReaction == UNIT_REACTION_HOSTILE then
end
end
end
end
end
end
end
else
end
end
end
if captionLabel then
local caption = ""
else
if unitCaption then
end
end
local hideCaption = caption == ""
captionLabel : SetText ( caption ) -- still set the caption text when empty so we collapse the label for anything anchoring off the bottom of it
end
end
if ( statusLabel ) then
local hideBars = ( isOnline == false ) or ( isDead == true )
if statusBackground then
end
if ( layoutData and layoutData . showStatusInName ) then
if ( not isOnline ) then
elseif ( isDead ) then
else
end
else
if ( not isOnline ) then
elseif ( isDead ) then
else
end
end
end
end
end
end
end
end
end
end
self . attributeVisualizer = ZO_UnitAttributeVisualizer : New ( self : GetUnitTag ( ) , soundTable , self . frame )
end
end
--[[
UnitFrame Utility functions
--]]
if unitFrame then
end
end
-- Create small group anchor frame
local smallFrame = CreateControlFromVirtual ( "ZO_SmallGroupAnchorFrame" , ZO_UnitFramesGroups , "ZO_GroupFrameAnchor" )
smallFrame : SetDimensions ( constants . GROUP_FRAME_SIZE_X , ( constants . GROUP_FRAME_SIZE_Y + constants . GROUP_FRAME_PAD_Y ) * SMALL_GROUP_SIZE_THRESHOLD )
smallFrame : SetAnchor ( TOPLEFT , GuiRoot , TOPLEFT , constants . GROUP_FRAME_BASE_OFFSET_X , constants . GROUP_FRAME_BASE_OFFSET_Y )
-- Create raid group anchor frames, these are positioned at the default locations
for i = 1 , NUM_SUBGROUPS
do
local raidFrame = CreateControlFromVirtual ( "ZO_LargeGroupAnchorFrame" .. i , ZO_UnitFramesGroups , "ZO_RaidFrameAnchor" )
raidFrame : SetDimensions ( constants . RAID_FRAME_ANCHOR_CONTAINER_WIDTH , constants . RAID_FRAME_ANCHOR_CONTAINER_HEIGHT )
end
end
for i = 1 , GROUP_SIZE_MAX do
if unitFrame then
if layoutData . leaderIconData then
else
end
else
end
end
end
end
end
return frame and frame . castBar or nil
end
local unitTypesWhoUseCastInfo =
{
[ UNIT_REACTION_HOSTILE ] = true ,
[ UNIT_REACTION_NEUTRAL ] = true ,
}
local TARGET_ATTRIBUTE_VISUALIZER_SOUNDS =
{
[ STAT_HEALTH_MAX ] =
{
[ ATTRIBUTE_BAR_STATE_NORMAL ] = SOUNDS . UAV_MAX_HEALTH_NORMAL_TARGET ,
[ ATTRIBUTE_BAR_STATE_EXPANDED ] = SOUNDS . UAV_MAX_HEALTH_INCREASED_TARGET ,
[ ATTRIBUTE_BAR_STATE_SHRUNK ] = SOUNDS . UAV_MAX_HEALTH_DECREASED_TARGET ,
} ,
[ STAT_MAGICKA_MAX ] =
{
[ ATTRIBUTE_BAR_STATE_NORMAL ] = SOUNDS . UAV_MAX_MAGICKA_NORMAL_TARGET ,
[ ATTRIBUTE_BAR_STATE_EXPANDED ] = SOUNDS . UAV_MAX_MAGICKA_INCREASED_TARGET ,
[ ATTRIBUTE_BAR_STATE_SHRUNK ] = SOUNDS . UAV_MAX_MAGICKA_DECREASED_TARGET ,
} ,
[ STAT_STAMINA_MAX ] =
{
[ ATTRIBUTE_BAR_STATE_NORMAL ] = SOUNDS . UAV_MAX_STAMINA_NORMAL_TARGET ,
[ ATTRIBUTE_BAR_STATE_EXPANDED ] = SOUNDS . UAV_MAX_STAMINA_INCREASED_TARGET ,
[ ATTRIBUTE_BAR_STATE_SHRUNK ] = SOUNDS . UAV_MAX_STAMINA_DECREASED_TARGET ,
} ,
[ STAT_HEALTH_REGEN_COMBAT ] =
{
[ STAT_STATE_INCREASE_GAINED ] = SOUNDS . UAV_INCREASED_HEALTH_REGEN_ADDED_TARGET ,
[ STAT_STATE_INCREASE_LOST ] = SOUNDS . UAV_INCREASED_HEALTH_REGEN_LOST_TARGET ,
[ STAT_STATE_DECREASE_GAINED ] = SOUNDS . UAV_DECREASED_HEALTH_REGEN_ADDED_TARGET ,
[ STAT_STATE_DECREASE_LOST ] = SOUNDS . UAV_DECREASED_HEALTH_REGEN_LOST_TARGET ,
} ,
[ STAT_MAGICKA_REGEN_COMBAT ] =
{
[ STAT_STATE_INCREASE_GAINED ] = SOUNDS . UAV_INCREASED_MAGICKA_REGEN_ADDED_TARGET ,
[ STAT_STATE_INCREASE_LOST ] = SOUNDS . UAV_INCREASED_MAGICKA_REGEN_LOST_TARGET ,
[ STAT_STATE_DECREASE_GAINED ] = SOUNDS . UAV_DECREASED_MAGICKA_REGEN_ADDED_TARGET ,
[ STAT_STATE_DECREASE_LOST ] = SOUNDS . UAV_DECREASED_MAGICKA_REGEN_LOST_TARGET ,
} ,
[ STAT_STAMINA_REGEN_COMBAT ] =
{
[ STAT_STATE_INCREASE_GAINED ] = SOUNDS . UAV_INCREASED_STAMINA_REGEN_ADDED_TARGET ,
[ STAT_STATE_INCREASE_LOST ] = SOUNDS . UAV_INCREASED_STAMINA_REGEN_LOST_TARGET ,
[ STAT_STATE_DECREASE_GAINED ] = SOUNDS . UAV_DECREASED_STAMINA_REGEN_ADDED_TARGET ,
[ STAT_STATE_DECREASE_LOST ] = SOUNDS . UAV_DECREASED_STAMINA_REGEN_LOST_TARGET ,
} ,
[ STAT_ARMOR_RATING ] =
{
[ STAT_STATE_INCREASE_GAINED ] = SOUNDS . UAV_INCREASED_ARMOR_ADDED_TARGET ,
[ STAT_STATE_INCREASE_LOST ] = SOUNDS . UAV_INCREASED_ARMOR_LOST_TARGET ,
[ STAT_STATE_DECREASE_GAINED ] = SOUNDS . UAV_DECREASED_ARMOR_ADDED_TARGET ,
[ STAT_STATE_DECREASE_LOST ] = SOUNDS . UAV_DECREASED_ARMOR_LOST_TARGET ,
} ,
[ STAT_POWER ] =
{
[ STAT_STATE_INCREASE_GAINED ] = SOUNDS . UAV_INCREASED_POWER_ADDED_TARGET ,
[ STAT_STATE_INCREASE_LOST ] = SOUNDS . UAV_INCREASED_POWER_LOST_TARGET ,
[ STAT_STATE_DECREASE_GAINED ] = SOUNDS . UAV_DECREASED_POWER_ADDED_TARGET ,
[ STAT_STATE_DECREASE_LOST ] = SOUNDS . UAV_DECREASED_POWER_LOST_TARGET ,
} ,
[ STAT_MITIGATION ] =
{
[ STAT_STATE_IMMUNITY_GAINED ] = SOUNDS . UAV_IMMUNITY_ADDED_TARGET ,
[ STAT_STATE_IMMUNITY_LOST ] = SOUNDS . UAV_IMMUNITY_LOST_TARGET ,
[ STAT_STATE_SHIELD_GAINED ] = SOUNDS . UAV_DAMAGE_SHIELD_ADDED_TARGET ,
[ STAT_STATE_SHIELD_LOST ] = SOUNDS . UAV_DAMAGE_SHIELD_LOST_TARGET ,
[ STAT_STATE_POSSESSION_APPLIED ] = SOUNDS . UAV_POSSESSION_APPLIED_TARGET ,
[ STAT_STATE_POSSESSION_REMOVED ] = SOUNDS . UAV_POSSESSION_REMOVED_TARGET ,
[ STAT_STATE_TRAUMA_GAINED ] = SOUNDS . UAV_TRAUMA_ADDED_TARGET ,
[ STAT_STATE_TRAUMA_LOST ] = SOUNDS . UAV_TRAUMA_LOST_TARGET ,
} ,
}
local targetFrame = UnitFrames : CreateFrame ( "reticleover" , targetFrameAnchor , HIDE_BAR_TEXT , "ZO_TargetUnitFrame" )
VISUALIZER_ANGLE_NORMAL_WIDTH = 281
VISUALIZER_ANGLE_EXPANDED_WIDTH = 362
VISUALIZER_ANGLE_SHRUNK_WIDTH = 180
visualizer : AddModule ( ZO_UnitVisualizer_ShrinkExpandModule : New ( VISUALIZER_ANGLE_NORMAL_WIDTH , VISUALIZER_ANGLE_EXPANDED_WIDTH , VISUALIZER_ANGLE_SHRUNK_WIDTH ) )
VISUALIZER_ANGLE_ARMOR_DAMAGE_LAYOUT_DATA =
{
increasedArmorBgContainerTemplate = "ZO_IncreasedArmorBgContainerAngle" ,
increasedArmorFrameContainerTemplate = "ZO_IncreasedArmorFrameContainerAngle" ,
decreasedArmorOverlayContainerTemplate = "ZO_DecreasedArmorOverlayContainerAngle" ,
increasedPowerGlowTemplate = "ZO_IncreasedPowerGlowAngle" ,
increasedArmorOffsets =
{
keyboard =
{
top = - 7 ,
bottom = 8 ,
left = - 15 ,
right = 15 ,
} ,
gamepad =
{
top = - 8 ,
bottom = 9 ,
left = - 12 ,
right = 12 ,
}
}
}
VISUALIZER_ANGLE_UNWAVERING_LAYOUT_DATA =
{
overlayContainerTemplate = "ZO_UnwaveringOverlayContainerAngle" ,
overlayOffsets =
{
keyboard =
{
top = 2 ,
bottom = - 3 ,
left = 6 ,
right = - 7 ,
} ,
gamepad =
{
top = 4 ,
bottom = - 2 ,
left = 8 ,
right = - 8 ,
}
}
}
visualizer : AddModule ( ZO_UnitVisualizer_UnwaveringModule : New ( VISUALIZER_ANGLE_UNWAVERING_LAYOUT_DATA ) )
VISUALIZER_ANGLE_POSSESSION_LAYOUT_DATA =
{
overlayContainerTemplate = "ZO_PossessionOverlayContainerAngle" ,
possessionHaloGlowTemplate = "ZO_PossessionHaloGlowAngle" ,
overlayLeftOffset = 8 ,
overlayTopOffset = 3 ,
overlayRightOffset = - 8 ,
overlayBottomOffset = - 3 ,
}
visualizer : AddModule ( ZO_UnitVisualizer_PossessionModule : New ( VISUALIZER_ANGLE_POSSESSION_LAYOUT_DATA ) )
VISUALIZER_ANGLE_POWER_SHIELD_LAYOUT_DATA =
{
barLeftOverlayTemplate = "ZO_PowerShieldBarLeftOverlayAngle" ,
barRightOverlayTemplate = "ZO_PowerShieldBarRightOverlayAngle" ,
}
visualizer : AddModule ( ZO_UnitVisualizer_PowerShieldModule : New ( VISUALIZER_ANGLE_POWER_SHIELD_LAYOUT_DATA ) )
end
if ( frameIndex == nil ) then return end
local frameStyle = "ZO_GroupUnitFrame"
if ( groupSize > SMALL_GROUP_SIZE_THRESHOLD ) then
frameStyle = "ZO_RaidUnitFrame"
end
end
for i = startIndex , GROUP_SIZE_MAX do
if unitTag then
end
end
end
end
-- Utility to update the style of the current group frames creating a new frame for the unitTag if necessary,
-- hiding frames that are no longer applicable, and creating new frames of the correct style if the group size
-- goes above or below the "small group" or "raid group" thresholds.
local oldGroupSize = UnitFrames . groupSize
local oldLargeGroup = ( oldGroupSize ~= nil ) and ( oldGroupSize > SMALL_GROUP_SIZE_THRESHOLD ) ;
local newLargeGroup = groupSize > SMALL_GROUP_SIZE_THRESHOLD ;
-- In cases where no UI has been setup, the group changes between large and small group sizes, or when
-- members are removed, we need to run a full update of the UI. These could also be optimized to only
-- run partial updates if more performance is needed.
if ( oldGroupSize == nil ) or ( oldLargeGroup ~= newLargeGroup ) or ( oldGroupSize > groupSize ) then
-- Create all the appropriate frames for the new group member, or in the case of a unit_destroyed
-- create the small group versions.
else
-- Only update the frames of the unit being changed, and those after it in the list for performance
-- reasons.
end
end
end
end
end
if isValid then
end
end
-- Note: Small group anchor frame is currently the same for all platforms.
local groupFrame = ZO_SmallGroupAnchorFrame
groupFrame : SetDimensions ( constants . GROUP_FRAME_SIZE_X , ( constants . GROUP_FRAME_SIZE_Y + constants . GROUP_FRAME_PAD_Y ) * SMALL_GROUP_SIZE_THRESHOLD )
SetAnchorOffsets ( groupFrame , constants . GROUP_FRAME_BASE_OFFSET_X , constants . GROUP_FRAME_BASE_OFFSET_Y )
-- Raid group anchor frames.
for i = 1 , NUM_SUBGROUPS do
-- For some reason, the ModifyTextType attribute on the template isn't being applied to the existing text on the label.
-- Clearing and setting the text again seems to reapply the ModifyTextType attribute.
if constants . SHOW_GROUP_LABELS then
end
raidFrame : SetDimensions ( constants . RAID_FRAME_ANCHOR_CONTAINER_WIDTH , constants . RAID_FRAME_ANCHOR_CONTAINER_HEIGHT )
end
-- Update all UnitFrame anchors.
for i = 1 , GROUP_SIZE_MAX do
if unitTag then
end
end
-- Update the Group Leader Icon Texture
end
end
end
local unitTag = frame . m_unitTag
--dropped something with left click
else
end
-- Same deal here...no unitFrame related clicks like targeting or context menus should take place at this point
return
end
end
if unitFrame then
end
end
if unitFrame then
end
end
for i = 1 , GROUP_SIZE_MAX do
end
end
if ( unitFrame ) then
end
if ( unitFrame ) then
end
end
end
end
end
end
end
end
end
local function PowerUpdateHandlerFunction ( unitTag , powerPoolIndex , powerType , powerPool , powerPoolMax )
if unitFrame then
if powerType == POWERTYPE_HEALTH then
local oldHealth = unitFrame . healthBar . currentValue
if oldHealth ~= nil and oldHealth == 0 then
-- Unit went from dead to non dead...update reaction
end
else
end
end
end
else
end
end
else
end
end
if ( unitFrame ) then
end
end
end
if ( unitFrame ) then
end
end
if ( unitFrame ) then
end
if ( targetOfTarget ) then
end
end
end
end
--Pretty much anything can happen on a full group update so refresh everything
end
if ( wasLocalPlayer ) then
end
end
end
if unitFrame then
end
end
end
if ( unitFrame ) then
end
end
if ( unitFrame ) then
end
end
if ( unitFrame ) then
end
end
-- do a full update because we probably missed events while loading
end
end
-- Groups do not update every frame (they wait for events), so refresh if the primary name option may have changed
end
--only reticle over can show a guild name in a caption
if unitFrame then
end
end
--this is filtered to only fire on reticle over unit tag
if unitFrame then
end
end
ZO_UnitFrames : AddFilterForEvent ( EVENT_UNIT_CHARACTER_NAME_CHANGED , REGISTER_FILTER_UNIT_TAG , "reticleover" )
ZO_UnitFrames : RegisterForEvent ( EVENT_GROUP_MEMBER_CONNECTED_STATUS , OnGroupMemberConnectedStateChanged )
end
end
UNIT_FRAMES = UnitFrames
end
end
end
end
end |