2 -- 2019 Aleksi Blinnikka
5 local ssub = string.sub;
7 local UnitName, UnitClass, UnitExists = UnitName, UnitClass, UnitExists;
8 local UnitDebuff, UnitIsCharmed = UnitDebuff, UnitIsCharmed;
9 local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
10 local UnitIsAFK, UnitIsDND = UnitIsAFK, UnitIsDND;
11 local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
12 local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
13 local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
14 local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
15 local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
16 local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus;
17 local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
18 local GetRaidTargetIndex, SetRaidTargetIconTexture = GetRaidTargetIndex, SetRaidTargetIconTexture;
19 local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
20 local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE;
21 local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE;
22 local READY_CHECK_WAITING_TEXTURE = READY_CHECK_WAITING_TEXTURE;
26 local guids = addon.FrameGuids;
27 local baseColor = {0, 0, 0};
28 local overlayColorDispel = {1, 0.5, 0, 0.5};
29 local overlayColorCharm = {0.8, 0, 1, 0.5};
30 local overlayColorAlert = {1, 0, 0, 0.5};
33 function addon.RegisterEvents(frame)
34 frame:RegisterEvent("PLAYER_ENTERING_WORLD");
35 frame:RegisterEvent("PLAYER_REGEN_DISABLED");
36 frame:RegisterEvent("READY_CHECK");
37 frame:RegisterEvent("READY_CHECK_FINISHED");
38 frame:RegisterEvent("GROUP_ROSTER_UPDATE");
39 frame:RegisterEvent("RAID_TARGET_UPDATE");
40 if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
43 function addon.RegisterUnitEvents(frame)
44 -- events are taken from FrameXML/CompactUnitFrame.lua
45 local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
46 frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed);
47 frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
48 frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
49 frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed);
50 frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed);
51 frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed);
53 local registerUnitEvents = addon.RegisterUnitEvents;
55 local function updateName(frame, unit)
56 local name = UnitName(unit);
57 if not name then return end
58 name = ssub(name, 1, 6);
59 if frame.unit == unit then
60 frame.name:SetText(name);
62 frame.name:SetFormattedText("-%s", name);
65 local _, class = UnitClass(unit);
66 local color = RAID_CLASS_COLORS[class];
67 if color then frame.name:SetVertexColor(color.r, color.g, color.b) end
69 addon.Events.UpdateName = updateName;
71 local function updateAggro(frame, unit)
72 local status = UnitThreatSituation(unit);
73 if status and status > 0 then
74 frame.base:SetVertexColor(GetThreatStatusColor(status));
76 frame.base:SetVertexColor(unpack(baseColor));
79 addon.Events.UpdateAggro = updateAggro;
81 local function updateVehicle(frame)
82 local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and
83 UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
84 if shouldTargetVehicle then
85 if not frame.inVehicle then
86 frame.inVehicle = true;
87 frame.displayed = frame.vehicle;
88 registerUnitEvents(frame);
90 elseif frame.inVehicle then
91 frame.inVehicle = false;
92 frame.displayed = frame.unit;
93 registerUnitEvents(frame);
96 addon.Events.UpdateVehicle = updateVehicle;
98 local function updateRole(frame, unit)
99 local role = UnitGroupRolesAssigned(unit);
100 if role == "HEALER" then
101 frame.role:SetTexCoord(0.75, 1, 0, 1);
103 elseif role == "TANK" then
104 frame.role:SetTexCoord(0.5, 0.75, 0, 1);
110 addon.Events.UpdateRole = updateRole;
112 local function updateReadyCheck(frame, unit)
113 local status = GetReadyCheckStatus(unit);
114 if status == "ready" then
115 frame.ready:SetTexture(READY_CHECK_READY_TEXTURE);
117 elseif status == "notready" then
118 frame.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE);
120 elseif status == "waiting" then
121 frame.ready:SetTexture(READY_CHECK_WAITING_TEXTURE);
127 addon.Events.UpdateReadyCheck = updateReadyCheck;
129 local function updateRaidMarker(frame, unit)
130 local index = GetRaidTargetIndex(unit);
132 SetRaidTargetIconTexture(frame.targeticon, index);
133 frame.targeticon:Show();
135 frame.targeticon:Hide();
138 addon.Events.UpdateRaidMarker = updateRaidMarker;
141 ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame)
142 updateAggro(frame, frame.displayed);
144 ["UNIT_NAME_UPDATE"] = function(frame)
145 updateName(frame, frame.unit);
147 guids[frame.guid] = nil;
149 frame.guid = UnitGUID(frame.unit);
151 guids[frame.guid] = frame;
154 ["PLAYER_ROLES_ASSIGNED"] = function(frame)
155 updateRole(frame, frame.unit);
157 ["READY_CHECK"] = function(frame)
158 updateReadyCheck(frame, frame.unit);
160 ["RAID_TARGET_UPDATE"] = function(frame)
161 updateRaidMarker(frame, frame.displayed);
163 ["PLAYER_REGEN_DISABLED"] = function(frame)
164 -- clear buff status on entering combat, should also use UnitAura to re-fill
171 ["UPDATE_ALL_BARS"] = function(frame)
172 updateRole(frame, frame.unit);
173 updateVehicle(frame);
174 updateAggro(frame, frame.displayed);
175 updateName(frame, frame.unit);
176 updateReadyCheck(frame, frame.unit);
177 updateRaidMarker(frame, frame.displayed);
180 guids[frame.guid] = nil;
182 frame.guid = UnitGUID(frame.unit);
184 guids[frame.guid] = frame;
186 -- TODO update initial aura state
189 eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"];
190 eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"];
191 eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
192 eventFuncs["UNIT_EXITED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
193 eventFuncs["UNIT_PET"] = eventFuncs["UPDATE_ALL_BARS"];
194 eventFuncs["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"];
195 eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"];
196 eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
198 function addon.UnitEvent(self, event)
199 return eventFuncs[event](self);