2 -- 2019 Aleksi Blinnikka
4 -- Main update function for all frames. Gets around issues with events.
8 local format = string.format;
9 local UnitDebuff, UnitIsCharmed = UnitDebuff, UnitIsCharmed;
10 local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
11 local UnitPower, UnitPowerMax = UnitPower, UnitPowerMax;
12 local UnitIsAFK, UnitIsDND = UnitIsAFK, UnitIsDND;
13 local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
14 local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
15 local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
16 local InCombatLockdown, IsResting = InCombatLockdown, IsResting;
18 local dispelcolor = addon.Colors.OverlayColorDispel;
19 local charmcolor = addon.Colors.OverlayColorCharm;
20 local majorcolor = addon.Colors.OverlayColorAlert;
21 local healcolor = addon.Colors.OverlayColorHeal;
23 local ignoredAuras = {
24 [315176] = true, -- Grasping Tendrils
28 [Enum.PowerType.Mana] = {0.1, 0.5, 0.9},
29 [Enum.PowerType.Rage] = {1, 0, 0},
30 [Enum.PowerType.Pain] = {1, 0, 0},
31 [Enum.PowerType.Focus] = {1, 0.5, 0},
32 [Enum.PowerType.Energy] = {1, 0.8, 0},
33 [Enum.PowerType.Fury] = {0.8, 0.3, 0.9},
34 [Enum.PowerType.RunicPower] = {0.8, 0, 0.2},
35 [Enum.PowerType.LunarPower] = {0.3, 0.5, 0.9},
36 [Enum.PowerType.Maelstrom] = {0, 0.5, 1},
37 [Enum.PowerType.Insanity] = {0.4, 0, 0.8},
40 function addon.FrameUpdate(frame)
41 assert(type(frame) == "table", "FrameUpdate received invalid frame parameter!");
43 local unit = frame.displayed;
44 local width = frame.barwidth;
45 -- range check (doesn't have an event) frames can be marked constantly visible
46 if not frame.constant then
47 local inrange, checked = UnitInRange(unit);
48 if checked and not inrange then
55 if UnitIsDeadOrGhost(unit) then
56 frame.text:SetText("Dead");
57 if not frame.text:IsShown() then frame.text:Show() end
58 if frame.health:IsShown() then frame.health:Hide() end
59 if frame.shield:IsShown() then frame.shield:Hide() end
60 if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
61 if frame.healpred:IsShown() then frame.healpred:Hide() end
62 if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end
63 frame.prev.health = nil;
64 frame.prev.hmax = nil;
65 elseif not UnitIsConnected(unit) then
66 frame.text:SetText("DC");
67 if not frame.text:IsShown() then frame.text:Show() end
68 if frame.health:IsShown() then frame.health:Hide() end
69 if frame.shield:IsShown() then frame.shield:Hide() end
70 if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
71 if frame.healpred:IsShown() then frame.healpred:Hide() end
72 if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end
73 frame.prev.health = nil;
74 frame.prev.hmax = nil;
76 if UnitIsAFK(unit) then
77 frame.text.status = true;
78 frame.text:SetText("afk");
79 if not frame.text:IsShown() then frame.text:Show() end
80 elseif UnitIsDND(unit) then
81 frame.text.status = true;
82 frame.text:SetText("dnd");
83 if not frame.text:IsShown() then frame.text:Show() end
85 frame.text.status = false;
86 if (frame.raid or frame.unit ~= "target") and frame.text:IsShown() then
90 if not frame.raid and frame.unit == "player" then
91 if InCombatLockdown() then
92 frame.status:SetTexCoord(0.5, 1, 0, 0.484375);
94 elseif IsResting() then
95 frame.status:SetTexCoord(0, 0.5, 0, 0.421875);
97 elseif frame.status:IsShown() then
102 local current, hmax = UnitHealth(unit), UnitHealthMax(unit);
103 if frame.prev.health ~= current or frame.prev.hmax ~= hmax then
104 if not frame.raid and frame.unit == "target" and not frame.text.status
105 and frame.prev.htext ~= current then
106 frame.prev.htext = current;
107 if current > 1000000000 then -- 1.0B
108 frame.text:SetFormattedText("%.2fB", current / 1000000000);
109 elseif current > 1000000 then -- 1.0M
110 frame.text:SetFormattedText("%.2fM", current / 1000000);
111 elseif current > 1000 then -- 1.0K
112 frame.text:SetFormattedText("%.1fK", current / 1000);
114 if not frame.text:IsShown() then frame.text:Show() end
116 frame.prev.health = current;
117 frame.prev.hmax = hmax;
118 if hmax < current or hmax <= 1 then
119 frame.health:SetWidth(width);
120 frame.health.width = width;
121 if not frame.health:IsShown() then frame.health:Show() end
122 elseif current <= 0 then
123 if frame.health:IsShown() then frame.health:Hide() end
125 local w = current/hmax*width;
126 frame.health:SetWidth(w);
127 frame.health.width = w;
128 if not frame.health:IsShown() then frame.health:Show() end
132 local hwidth = frame.health.width;
133 current = UnitGetTotalAbsorbs(unit) or 0;
135 local space = width - hwidth;
136 current = (current / hmax) * width;
138 if frame.shield:IsShown() then frame.shield:Hide() end
139 if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
140 elseif space < current then
141 frame.shield:SetWidth(space);
142 if not frame.shield:IsShown() then frame.shield:Show() end
143 if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
145 frame.shield:SetWidth(current);
146 if not frame.shield:IsShown() then frame.shield:Show() end
147 if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
150 if frame.shield:IsShown() then frame.shield:Hide() end
151 if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
154 current = UnitGetTotalHealAbsorbs(unit) or 0;
156 current = (current / hmax) * width;
157 frame.healabsorb:SetWidth(min(hwidth, current));
158 if not frame.healabsorb:IsShown() then frame.healabsorb:Show() end
159 elseif frame.healabsorb:IsShown() then
160 frame.healabsorb:Hide();
163 current = UnitGetIncomingHeals(unit) or 0;
165 current = (current / hmax) * width;
166 -- at least 1 pixel prediction shown
167 frame.healpred:SetWidth(min(width - hwidth + 1, current));
168 if not frame.healpred:IsShown() then frame.healpred:Show() end
169 elseif frame.healpred:IsShown() then
170 frame.healpred:Hide();
173 if frame.mana ~= nil then
174 local current, max = UnitPower(unit), UnitPowerMax(unit);
175 local ptype = UnitPowerType(unit);
176 if frame.mana.ptype ~= ptype then
177 frame.mana.ptype = ptype;
178 frame.mana:SetVertexColor(unpack(powerColors[ptype]));
180 if frame.prev.mana ~= current or frame.prev.mmax ~= max then
181 frame.prev.mana = current;
182 frame.prev.mmax = max;
183 if max < current or max <= 1 then
184 frame.mana:SetWidth(width);
185 frame.manatext:SetText("100");
186 if not frame.mana:IsShown() then frame.mana:Show() end
187 if not frame.manatext:IsShown() then frame.manatext:Show() end
188 elseif current <= 0 then
189 if frame.mana:IsShown() then frame.mana:Hide() end
190 if frame.manatext:IsShown() then frame.manatext:Hide() end
192 local percent = current/max;
193 frame.mana:SetWidth(percent*width);
194 frame.manatext:SetText(format("%d", percent*100+0.5));
195 if not frame.mana:IsShown() then frame.mana:Show() end
196 if not frame.manatext:IsShown() then frame.manatext:Show() end
200 -- forced aura updates
201 if frame.rounds ~= nil then
202 frame.rounds = frame.rounds + 1;
203 if (frame.rounds > 7) then
209 addon.SetAuras(frame.unit, frame.guid);
215 if next(frame.tankcd) then
216 if not frame.defensive:IsShown() then frame.defensive:Show() end
217 elseif frame.defensive:IsShown() then
218 frame.defensive:Hide();
221 if next(frame.stacks) then
222 local _, amount = next(frame.stacks);
223 frame.stack:SetText(amount);
224 if not frame.stack:IsShown() then frame.stack:Show() end
225 elseif frame.stack:IsShown() then
228 -- custom buff indicator 1
229 if next(frame.buff1) then
230 if not frame.buffind1:IsShown() then frame.buffind1:Show() end
231 elseif frame.buffind1:IsShown() then
232 frame.buffind1:Hide();
234 -- custom buff indicator 2
235 if next(frame.buff2) then
236 if not frame.buffind2:IsShown() then frame.buffind2:Show() end
237 elseif frame.buffind2:IsShown() then
238 frame.buffind2:Hide();
241 if next(frame.incoming) then
242 if not frame.glow:IsShown() then frame.glow:Show() end
243 elseif frame.glow:IsShown() then
247 if next(frame.alert) then
249 if frame.overlay.color ~= majorcolor then
250 frame.overlay:SetVertexColor(unpack(majorcolor));
251 frame.overlay.color = majorcolor;
252 if not frame.overlay:IsShown() then frame.overlay:Show() end
255 local _, _, _, _, _, _, _, _, _, spellid = UnitDebuff(unit, 1, "RAID");
256 if UnitIsCharmed(unit) and frame.unit == frame.displayed then
258 if frame.overlay.color ~= charmcolor then
259 frame.overlay:SetVertexColor(unpack(charmcolor));
260 frame.overlay.color = charmcolor;
261 if not frame.overlay:IsShown() then frame.overlay:Show() end
263 elseif spellid ~= nil and not ignoredAuras[spellid] then
265 if frame.overlay.color ~= dispelcolor then
266 frame.overlay:SetVertexColor(unpack(dispelcolor));
267 frame.overlay.color = dispelcolor;
268 if not frame.overlay:IsShown() then frame.overlay:Show() end
270 elseif next(frame.heal) then
271 -- major heals needed
272 if frame.overlay.color ~= healcolor then
273 frame.overlay:SetVertexColor(unpack(healcolor));
274 frame.overlay.color = healcolor;
275 if not frame.overlay:IsShown() then frame.overlay:Show() end
278 if frame.overlay.color ~= nil then
279 frame.overlay.color = nil;
280 if frame.overlay:IsShown() then frame.overlay:Hide() end