--[[--------------------------------------------------------------------------- Copyright (c) 2008, 2009 by K. Scott Piel All Rights Reserved E-mail: < kscottpiel@gmail.com > Web: < http://www.scottpiel.com > This file is part of nUI. The copyright for all material provided within the nUI software package ("nUI") is held by Kenneth Scott Piel. Except as stated herein, none of the material may be copied, reproduced, distributed, republished, downloaded, displayed, posted or transmitted in any form or by any means, including, but not limited to, electronic, mechanical, photocopying, recording, or otherwise, without the prior written permission of the copyright holder. Permission is granted to display, copy, distribute and download the materials on this Site for personal, non-commercial use only provided you do not modify the materials and that you retain all copyright and other proprietary notices contained in the materials. You also may not, without the copyright holder's permission, "mirror" any material contained in nUI on any other server. This permission terminates automatically if you breach any of these terms or conditions. Upon termination, you will immediately destroy any downloaded and printed materials. Any unauthorized use of any material contained in nUI may violate copyright laws, trademark laws, the laws of privacy and publicity, and communications regulations and statutes. nUI is packaged in four distributable versions known as "nUI Release", "nUI+", "nUI Development" and "nUI PTR Beta" -- Redistribution for these versions is governed by the following terms... 1) Redistribution of the nUI Release (aka nUI Lite) version is permitted under the following terms... Permission is hereby granted for unlimited free and open distribution of "nUI Release" / "nUI Lite" by anyone in any form and by any means provided the nUI Release distribution contents are not altered in any way, are distributed in full with all copyright statements and licensing terms included and intact and that any interface the end user is provided for the purpose of downloading nUI includes a plainly visible and functioning link to nUI's official web site at http://www.nUIaddon.com and a plainly visible notice that nUI accepts user donations with a working link to nUI's donation page at http://www.nUIaddon.com/donate.html 2) Permission is hereby granted for distribution of the "nUI+", "nUI+ Development" and "nUI+ PTR Beta" versions of nUI via the online download service at http://www.wowinterface.com and the copyright holder's own web site http://www.nuiaddon.com -- The end user is granted permission to download any nUI package from these two web sites for their personal use under the same terms and conditions as nUI Release but are prohibited from sharing the contents of these packages via any means in any form with anyone other than via direct transfer with immediate friends and family members. Distribution of nUI+, nUI+ Development or nUI+ PTR Beta via any other means by any other entity in any other form is strictly prohibited without the copyright holder's express written permission explicitly granting such distribution rights specifically to that entity. 3) Deep-linking and leeching of nUI distributions is strictly prohibited. Any individual or entity who wishes to offer downloads of nUI distributions must either host the legal and unmodified distribution on their own servers to be distributed at their own expense using their own bandwidth or they must link the user back to the official download page on the third party provider's servers from which the user can initiate the download. Use of any download link or mechanism which initiates a download of any nUI distribution from a third party distribtion site that bypasses the official content and download pages or advertisements of that third party site is strictly prohibited without the express written consent of that site. See the included files "nUI_RELEASE_LICENSE.txt" and "nUI_PLUS_LICENSE.txt" for the complete terms of nUI's licensing terms. nUI is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the enclosed license for more details. THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. --]]--------------------------------------------------------------------------- if not nUI then nUI = {}; end if not nUI_Unit then nUI_Unit = {}; end if not nUI_UnitOptions then nUI_UnitOptions = {}; end if not nUI_DefaultConfig then nUI_DefaultConfig = {}; end if not nUI_Profile then nUI_Profile = {}; end; local GetTime = GetTime; local UnitClass = UnitClass; ------------------------------------------------------------------------------- -- default options for the unit class colors nUI_DefaultConfig.ClassColors = { ["UNKNOWN"] = { r = 1, g = 1, b = 1, }, ["WARRIOR"] = { r = RAID_CLASS_COLORS["WARRIOR"].r, g = RAID_CLASS_COLORS["WARRIOR"].g, b = RAID_CLASS_COLORS["WARRIOR"].b }, ["MAGE"] = { r = RAID_CLASS_COLORS["MAGE"].r, g = RAID_CLASS_COLORS["MAGE"].g, b = RAID_CLASS_COLORS["MAGE"].b }, ["ROGUE"] = { r = RAID_CLASS_COLORS["ROGUE"].r, g = RAID_CLASS_COLORS["ROGUE"].g, b = RAID_CLASS_COLORS["ROGUE"].b }, ["DRUID"] = { r = RAID_CLASS_COLORS["DRUID"].r, g = RAID_CLASS_COLORS["DRUID"].g, b = RAID_CLASS_COLORS["DRUID"].b }, ["HUNTER"] = { r = RAID_CLASS_COLORS["HUNTER"].r, g = RAID_CLASS_COLORS["HUNTER"].g, b = RAID_CLASS_COLORS["HUNTER"].b }, ["SHAMAN"] = { r = RAID_CLASS_COLORS["SHAMAN"].r, g = RAID_CLASS_COLORS["SHAMAN"].g, b = RAID_CLASS_COLORS["SHAMAN"].b }, ["PRIEST"] = { r = RAID_CLASS_COLORS["PRIEST"].r, g = RAID_CLASS_COLORS["PRIEST"].g, b = RAID_CLASS_COLORS["PRIEST"].b }, ["WARLOCK"] = { r = RAID_CLASS_COLORS["WARLOCK"].r, g = RAID_CLASS_COLORS["WARLOCK"].g, b = RAID_CLASS_COLORS["WARLOCK"].b }, ["PALADIN"] = { r = RAID_CLASS_COLORS["PALADIN"].r, g = RAID_CLASS_COLORS["PALADIN"].g, b = RAID_CLASS_COLORS["PALADIN"].b }, ["DEATHKNIGHT"] = { r = RAID_CLASS_COLORS["DEATHKNIGHT"].r, g = RAID_CLASS_COLORS["DEATHKNIGHT"].g, b = RAID_CLASS_COLORS["DEATHKNIGHT"].b }, ["MONK"] = { r = RAID_CLASS_COLORS["MONK"].r, g = RAID_CLASS_COLORS["MONK"].g, b = RAID_CLASS_COLORS["MONK"].b }, -- 5.0.1 Change }; ------------------------------------------------------------------------------- -- pre-calculated locations for class information local ClassInfo = { ["UNKNOWN"] = { color = nUI_DefaultConfig.ClassColors["UNKNOWN"], row = 2, col = 3, x1 = 0.75, x2 = 1, y1 = 0.5, y2 = 0.75, }, ["WARRIOR"] = { color = nUI_DefaultConfig.ClassColors["WARRIOR"], row = 0, col = 0, x1 = 0, x2 = 0.25, y1 = 0, y2 = 0.25, }, ["MAGE"] = { color = nUI_DefaultConfig.ClassColors["MAGE"], row = 0, col = 1, x1 = 0.25, x2 = 0.5, y1 = 0, y2 = 0.25, }, ["ROGUE"] = { color = nUI_DefaultConfig.ClassColors["ROGUE"], row = 0, col = 2, x1 = 0.5, x2 = 0.75, y1 = 0, y2 = 0.25, }, ["DRUID"] = { color = nUI_DefaultConfig.ClassColors["DRUID"], row = 0, col = 3, x1 = 0.75, x2 = 1, y1 = 0, y2 = 0.25, }, ["HUNTER"] = { color = nUI_DefaultConfig.ClassColors["HUNTER"], row = 1, col = 0, x1 = 0, x2 = 0.25, y1 = 0.25, y2 = 0.5, }, ["SHAMAN"] = { color = nUI_DefaultConfig.ClassColors["SHAMAN"], row = 1, col = 1, x1 = 0.25, x2 = 0.5, y1 = 0.25, y2 = 0.5, }, ["PRIEST"] = { color = nUI_DefaultConfig.ClassColors["PRIEST"], row = 1, col = 2, x1 = 0.5, x2 = 0.75, y1 = 0.25, y2 = 0.5, }, ["WARLOCK"] = { color = nUI_DefaultConfig.ClassColors["WARLOCK"], row = 1, col = 3, x1 = 0.75, x2 = 1, y1 = 0.25, y2 = 0.5, }, ["PALADIN"] = { color = nUI_DefaultConfig.ClassColors["PALADIN"], row = 2, col = 0, x1 = 0, x2 = 0.25, y1 = 0.5, y2 = 0.75, }, ["DEATHKNIGHT"] = { color = nUI_DefaultConfig.ClassColors["DEATHKNIGHT"], row = 2, col = 1, -- 5.0.1 Change was 0 but suspect it was a mistake x1 = 0.25, x2 = 0.5, y1 = 0.5, y2 = 0.75, }, -- 5.0.1 Change ["MONK"] = { color = nUI_DefaultConfig.ClassColors["MONK"], row = 2, col = 2, x1 = 0.5, x2 = 0.73828125, y1 = 0.5, y2 = 0.75 }, }; ------------------------------------------------------------------------------- -- unit class event management if not nUI_Unit.Drivers then nUI_Unit.Drivers = CreateFrame( "Frame", "nUI_UnitDrivers", WorldFrame ); end nUI_Profile.nUI_UnitClass = {}; nUI_Profile.nUI_UnitClass.Frame = {}; local ProfileCounter = nUI_Profile.nUI_UnitClass; local FrameProfileCounter = nUI_Profile.nUI_UnitClass.Frame; local frame = CreateFrame( "Frame", "$parent_Class", nUI_Unit.Drivers ) local NewUnitInfo = {}; local UpdateQueue = {}; local ClassCallbacks = {}; local ClassUnits = {}; local queue_timer = 1 / nUI_DEFAULT_FRAME_RATE; nUI_Unit.Drivers.Class = frame; ------------------------------------------------------------------------------- -- variables used in methods within this module are declared here to eliminate -- the use of dynamic memory and the garbage collector local unit_info; local unit_id; local list; local modified; local class_name; local class; local color; local color2; local prior_state; local data; local x1; local x2; local y1; local y2; ------------------------------------------------------------------------------- local function onClassEvent( who, event, arg1 ) -- nUI_ProfileStart( ProfileCounter, "onClassEvent", event ); if event == "ADDON_LOADED" and arg1 == "nUI" then nUI:registerSkinnedFrame( frame ); -- for these events, we don't know which units are affected, so -- we span the list of all known interested units to see who is watching elseif event == "PLAYER_ENTERING_WORLD" then for unit_id in pairs( ClassCallbacks ) do if ClassCallbacks[unit_id] and #ClassCallbacks[unit_id] > 0 then UpdateQueue[unit_id] = true; NewUnitInfo[unit_id] = nUI_Unit:getUnitInfo( unit_id ); end end end -- nUI_ProfileStop(); end frame:SetScript( "OnEvent", onClassEvent ); frame:RegisterEvent( "ADDON_LOADED" ); frame:RegisterEvent( "PLAYER_ENTERING_WORLD" ); ------------------------------------------------------------------------------- local function onClassUpdate( who, elapsed ) queue_timer = queue_timer - elapsed; if queue_timer <= 0 then -- process the update queue at the user selected frame rate queue_timer = nUI_Unit.frame_rate; for unit_id in pairs( UpdateQueue ) do if UpdateQueue[unit_id] then UpdateQueue[unit_id] = false; unit_info = NewUnitInfo[unit_id]; if ClassCallbacks[unit_id] and #ClassCallbacks[unit_id] > 0 then nUI_Unit:notifyCallbacks( nUI_L["unit class"], ClassCallbacks, ClassUnits, unit_info, unit_id, nUI_Unit:updateClassInfo( unit_id, unit_info ) ); end end end end end frame:SetScript( "OnUpdate", onClassUpdate ); ------------------------------------------------------------------------------- -- this callback method is called when one of the unit IDs we are monitoring -- for unit class changes GUID frame.newUnitInfo = function( unit_id, unit_info ) -- nUI_ProfileStart( ProfileCounter, "newUnitInfo" ); UpdateQueue[unit_id] = true; NewUnitInfo[unit_id] = unit_info; -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- frame.applySkin = function( skin ) -- nUI_ProfileStart( ProfileCounter, "applySkin" ); nUI_UnitOptions.ClassColors = skin.ClassColors or nUI_Default_Config.ClassColors; -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- -- initialize configuration for the unit class color indicators -- -- this method is called when the mod's saved variables have been loaded by Bliz and -- may be called again whenever the unit class configuration has been changed -- by the player or programmatically. Passing true or a non-nil value for "use_default" -- will cause the player's current class color configuration to be replaced with -- the default settings defined at the top of this file (which cannot be undone!) function nUI_Unit:configClass( use_default ) -- nUI_ProfileStart( ProfileCounter, "configClass" ); if not nUI_UnitOptions then nUI_UnitOptions = {}; end if not nUI_UnitOptions.ClassColors then nUI_UnitOptions.ClassColors = {}; end local config = nUI_UnitOptions.ClassColors; local default = nUI_DefaultConfig.ClassColors; for class in pairs( default ) do nUI_Unit:configClassColor( class, use_default ); end -- nUI_ProfileStop(); end function nUI_Unit:configClassColor( class, use_default ) -- nUI_ProfileStart( ProfileCounter, "configClassColor" ); local config = nUI_UnitOptions.ClassColors[class] or {}; local default = nUI_DefaultConfig.ClassColors[class] or {}; if use_default then config.r = default.r; config.g = default.g; config.b = default.b; else config.r = tonumber( config.r or default.r ); config.g = tonumber( config.g or default.g ); config.b = tonumber( config.b or default.b ); end nUI_UnitOptions.ClassColors[class] = config; ClassInfo[class].color = config; nUI_Unit:refreshClassCallbacks(); -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- -- add and remove callbacks from the list of unit class listeners we manage -- -- calling this method will return the current unit_info structure for this -- unit if it exists or nil if the unit does not exist at this time -- -- Note: these callbacks will be notified both when the underlying GUID for the -- unit changes or when the class info of the underlying GUID to the -- player changes. If the underlying unit does not exist, the callback -- will be passed a nil unit_info structure function nUI_Unit:registerClassCallback( unit_id, callback ) -- nUI_ProfileStart( ProfileCounter, "registerClassCallback" ); unit_info = nil; if unit_id and callback then -- get the list of callbacks for this unit id and add this callback list = ClassCallbacks[unit_id] or {}; nUI:TableInsertByValue( list, callback ); -- if this is a new unit id, add it to the callback list if not ClassCallbacks[unit_id] then ClassCallbacks[unit_id] = list; end -- if this is the first callback for the unit id, then register our -- event driver to receive notice when the GUID changes on this id if #list == 1 then nUI_Unit:registerUnitChangeCallback( unit_id, nUI_Unit.Drivers.Class ); end -- collect class information for this unit as we know it at this time unit_info = nUI_Unit:getUnitInfo( unit_id ); if unit_info then nUI_Unit:updateClassInfo( unit_id, unit_info ); end end -- nUI_ProfileStop(); return unit_info; end function nUI_Unit:unregisterClassCallback( unit_id, callback ) -- nUI_ProfileStart( ProfileCounter, "unregisterClassCallback" ); if unit_id and callback then -- get the list of current callbacks for this unit ud and remove this callback list = ClassCallbacks[unit_id] or {}; nUI:TableRemoveByValue( list, callback ); -- if that's the last callback in the list, then remove our event handler of -- the list of unit change callbacks for that unit it if #list == 0 then nUI_Unit:unregisterUnitChangeCallback( unit_id, nUI_Unit.Drivers.Class ); end end -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- -- update the class information for this unit -- -- note: it is the caller's responsibility to ensure that the unit_info being -- passed belongs to the unit_id that is passed. Generally third party -- consumers of unit_info should not call this method, rather they -- should use the callback registration system to get change notices -- and let the nUI unit driver engine do the updating. If you MUST call -- this method, you should first test that the following condition -- evaluates as true: UnitGUID( unit_id ) == unit_info.guid -- -- returns the updated unit information structure for the current GUID -- if the data has changed, otherwise returns nil if nothing changed function nUI_Unit:updateClassInfo( unit_id, unit_info ) -- nUI_ProfileStart( ProfileCounter, "updateClassInfo" ); modified = false; if unit_info then class_name, class = UnitClass( unit_id ); if unit_info.class ~= class or unit_info.class_name ~= class_name then modified = true; unit_info.modified = true; unit_info.last_change = GetTime(); unit_info.class = class; unit_info.class_name = class; -- which icon applies to this class? if class == "WARRIOR" then unit_info.class_info = ClassInfo["WARRIOR"]; elseif class == "MAGE" then unit_info.class_info = ClassInfo["MAGE"]; elseif class == "ROGUE" then unit_info.class_info = ClassInfo["ROGUE"]; elseif class == "DRUID" then unit_info.class_info = ClassInfo["DRUID"]; elseif class == "HUNTER" then unit_info.class_info = ClassInfo["HUNTER"]; elseif class == "SHAMAN" then unit_info.class_info = ClassInfo["SHAMAN"]; elseif class == "PRIEST" then unit_info.class_info = ClassInfo["PRIEST"]; elseif class == "WARLOCK" then unit_info.class_info = ClassInfo["WARLOCK"]; elseif class == "PALADIN" then unit_info.class_info = ClassInfo["PALADIN"]; elseif class == "DEATHKNIGHT" then unit_info.class_info = ClassInfo["DEATHKNIGHT"]; -- 5.0.1 Change elseif class == "MONK" then unit_info.class_info = ClassInfo["MONK"]; else unit_info.class_info = ClassInfo["UNKNOWN"]; if class then DEFAULT_CHAT_FRAME:AddMessage( nUI_L["nUI_UnitClass.lua: unhandled unit class [%s] for [%s]"]:format( class, unit_id ), 1, 0.5, 0.5 ); end end color = unit_info.class_info.color; color2 = RAID_CLASS_COLORS["HUNTER"]; end end -- nUI_ProfileStop(); return modified and unit_info or nil; end ------------------------------------------------------------------------------- -- update all of the registered unit class listeners, even if there's no -- change in data... typically used when the class color options change -- or entering the world function nUI_Unit:refreshClassCallbacks() -- nUI_ProfileStart( ProfileCounter, "refreshClassCallbacks" ); for unit_id in pairs( ClassCallbacks ) do if ClassCallbacks[unit_id] and #ClassCallbacks[unit_id] > 0 then UpdateQueue[unit_id] = true; NewUnitInfo[unit_id] = nUI_Unit:getUnitInfo( unit_id ); end end -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- -- create a new unit class frame function nUI_Unit:createClassFrame( parent, unit_id, id, options ) -- nUI_ProfileStart( ProfileCounter, "createClassFrame" ); local frame = nUI_Unit:createFrame( "$parent_Class"..(id or ""), parent, unit_id, options and options.clickable ); frame.texture = frame:CreateTexture( "$parentTexture", "BORDER" ); frame.Super = {}; frame.texture:SetPoint( "CENTER", frame, "CENTER", 0, 0 ); frame.texture:SetTexture( "Interface\\AddOns\\nUI\\Layouts\\Default\\Art\\nUI_Icon_Classes.blp" ); -- called when the underlying GUID for the unit changes or when the -- content of the GUID is updated frame.Super.newUnitInfo = frame.newUnitInfo; frame.newUnitInfo = function( list_unit, unit_info ) -- nUI_ProfileStart( FrameProfileCounter, "newUnitInfo" ); frame.Super.newUnitInfo( list_unit, unit_info ); if frame.enabled then nUI_Unit:updateClassFrame( frame ); end -- nUI_ProfileStop(); end -- setting enabled to false will prevent the frame from updating when new -- unit information is received (saves framerate). Setting enabled true will -- call the frame to immediately update if its content has changed since it -- was disabled frame.Super.setEnabled = frame.setEnabled; frame.setEnabled = function( enabled ) -- nUI_ProfileStart( FrameProfileCounter, "setEnabled" ); prior_state = frame.enabled; frame.Super.setEnabled( enabled ); if frame.enabled ~= prior_state then if frame.enabled then frame.unit_info = nUI_Unit:registerClassCallback( frame.unit, frame ); nUI_Unit:updateClassFrame( frame ); else nUI_Unit:unregisterClassCallback( frame.unit, frame ); end end -- nUI_ProfileStop(); end -- used to change the scale of the frame... rather than the Bliz widget frame:SetScale() -- this method actually recalculates the size of the frame and uses frame:SetHeight() -- and frame:SetWidth() to reflect the actual size of the frame. frame.Super.applyScale = frame.applyScale; frame.applyScale = function( scale ) -- nUI_ProfileStart( FrameProfileCounter, "applyScale" ); frame.Super.applyScale( scale ); if frame.texture.hSize ~= frame.vSize or frame.texture.vSize ~= frame.hSize or frame.texture.width ~= frame.width or frame.texture.height ~= frame.height or frame.texture.hInset ~= frame.hInset or frame.texture.vInset ~= frame.vInset then frame.texture.hSize = frame.hSize; frame.texture.vSize = frame.vSize; frame.texture.width = frame.width; frame.texture.height = frame.height; frame.texture.hInset = frame.hInset; frame.texture.vInset = frame.vInset; frame.texture:SetWidth( (frame.hSize or frame.width) - frame.hInset ); frame.texture:SetHeight( (frame.vSize or frame.height) - frame.vInset ); end -- nUI_ProfileStop(); end -- applies the set of frame options to this frame. Typically called when the frame -- is first created or when the user changes options via config. frame.Super.applyOptions = frame.applyOptions; frame.applyOptions = function( options ) -- nUI_ProfileStart( FrameProfileCounter, "applyOptions" ); frame.Super.applyOptions( options ); nUI_Unit:updateClassFrame( frame ); -- nUI_ProfileStop(); end -- initiate the frame frame.unit_info = nUI_Unit:registerClassCallback( frame.unit, frame ); frame.applyOptions( options ); -- nUI_ProfileStop(); return frame; end ------------------------------------------------------------------------------- -- remove a unit class frame function nUI_Unit:deleteClassFrame( frame ) -- nUI_ProfileStart( ProfileCounter, "deleteClassFrame" ); nUI_Unit:unregisterClassCallback( frame.unit, frame ); nUI_Unit:deleteFrame( frame ); -- nUI_ProfileStop(); end ------------------------------------------------------------------------------- -- display the appropriate icon for the unit's class -- -- note: this method expends extra energy in state management... as in knowing -- exactly what state it is currently in and only updating the frame text, -- content, colors, alphas, etc. when a change in state occurs. The extra -- effort is spent on state management in order to reduce impact to the -- graphis engine so as to preserve frame rate. It costs far less to check -- a memory value that and burn through the graphics geometry. It does not -- matter how many times the unit changes GUID or how many times this -- method will call, it will only alter the graphics elements when its -- relative state changes. function nUI_Unit:updateClassFrame( frame ) -- nUI_ProfileStart( ProfileCounter, "updateClassFrame" ); unit_info = frame.unit_info; -- if there is no unit or we don't know it's class, then hide the icon if not unit_info or not unit_info.class then if frame.active then frame.active = false; frame.texture:SetAlpha( 0 ); end -- otherwise, show the icon and clip the appropriate region else -- if the class icon is hidden, show it if not frame.active then frame.active = true; frame.texture:SetAlpha( 1 ); end -- if the class has changed from what we last knew, then update if frame.class ~= unit_info.class then data = unit_info.class_info; if data then x1 = data.x1; x2 = data.x2; y1 = data.y1; y2 = data.y2; frame.class = unit_info.class; frame.texture:SetTexCoord( x1, y1, x1, y2, x2, y1, x2, y2 ); end end end -- nUI_ProfileStop(); end