6fa986e - toc bump for 9.1.5
[wowui.git] / kehys / events.lua
1 -- events.lua
2 -- 2019 Aleksi Blinnikka
3 local _;
4 local unpack = unpack;
5 local ssub = string.sub;
6 local min = math.min;
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;
23
24 local _, addon = ...;
25 addon.Events = {};
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};
31 local width = 80;
32
33 function addon.RegisterEvents(frame)
34     frame:RegisterEvent("PLAYER_ENTERING_WORLD");
35     frame:RegisterEvent("RAID_TARGET_UPDATE");
36     if frame.unit == "player" then frame:RegisterEvent("PLAYER_ALIVE") end
37     if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
38     if frame.unit == "target" then frame:RegisterEvent("PLAYER_TARGET_CHANGED") end
39     if frame.boss then frame:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT") end
40     if frame.raid then
41         frame:RegisterEvent("PLAYER_REGEN_DISABLED");
42         frame:RegisterEvent("READY_CHECK");
43         frame:RegisterEvent("READY_CHECK_FINISHED");
44         frame:RegisterEvent("GROUP_ROSTER_UPDATE");
45     end
46 end
47
48 function addon.RegisterUnitEvents(frame)
49     -- events are taken from FrameXML/CompactUnitFrame.lua
50     local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
51     frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed);
52     frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed);
53     frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed);
54     if frame.unit == "focus" or frame.unit == "target" or frame.boss then
55         frame:RegisterUnitEvent("UNIT_TARGETABLE_CHANGED", frame.unit, displayed);
56     end
57     if frame.raid or frame.unit ~= "player" then
58         frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed);
59         frame:RegisterUnitEvent("UNIT_FACTION", frame.unit, displayed);
60     end
61     if frame.raid then
62         frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
63         frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
64     end
65 end
66 local registerUnitEvents = addon.RegisterUnitEvents;
67
68 local function updateName(frame, unit)
69     local name = UnitName(unit);
70     if not name or not frame.name then return end
71     name = ssub(name, 1, 6);
72     if frame.unit == unit then
73         frame.name:SetText(name);
74     else
75         frame.name:SetFormattedText("-%s", name);
76     end
77
78     local _, class = UnitClass(unit);
79     local color = RAID_CLASS_COLORS[class];
80     frame.classname = class;
81
82     if color then
83         if not frame.raid then
84             if not UnitPlayerControlled(unit) and UnitIsTapDenied(unit) then
85                 frame.health:SetVertexColor(0.5, 0.5, 0.5);
86             elseif UnitIsPlayer(unit) then
87                 frame.health:SetVertexColor(color.r, color.g, color.b);
88             elseif UnitPlayerControlled(unit) then
89                 frame.health:SetVertexColor(0, 1, 0);
90             else
91                 frame.health:SetVertexColor(UnitSelectionColor(unit));
92             end
93         else
94             frame.name:SetVertexColor(color.r, color.g, color.b);
95         end
96     end
97 end
98 addon.Events.UpdateName = updateName;
99
100 local function updateAggro(frame, unit)
101     local status = UnitThreatSituation(unit);
102     if status and status > 0 then
103         frame.base:SetVertexColor(GetThreatStatusColor(status));
104     else
105         frame.base:SetVertexColor(unpack(baseColor));
106     end
107 end
108 addon.Events.UpdateAggro = updateAggro;
109
110 local function updateVehicle(frame)
111     local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and
112         UnitTargetsVehicleInRaidUI(frame.unit) and frame.vehicle and UnitExists(frame.vehicle);
113     if shouldTargetVehicle then
114         if not frame.inVehicle then
115             frame.inVehicle = true;
116             frame.displayed = frame.vehicle;
117             registerUnitEvents(frame);
118         end
119     elseif frame.inVehicle then
120         frame.inVehicle = false;
121         frame.displayed = frame.unit;
122         registerUnitEvents(frame);
123     end
124 end
125 addon.Events.UpdateVehicle = updateVehicle;
126
127 local function updateRole(frame, unit)
128     frame.rolename = UnitGroupRolesAssigned(unit);
129     if frame.rolename == "HEALER" then
130         frame.role:SetTexCoord(0.75, 1, 0, 1);
131         frame.role:Show();
132     elseif frame.rolename == "TANK" then
133         frame.role:SetTexCoord(0.5, 0.75, 0, 1);
134         frame.role:Show();
135     else
136         frame.role:Hide();
137     end
138 end
139 addon.Events.UpdateRole = updateRole;
140
141 local function updateReadyCheck(frame, unit)
142     local status = GetReadyCheckStatus(unit);
143     if status == "ready" then
144         frame.ready:SetTexture(READY_CHECK_READY_TEXTURE);
145         frame.ready:Show()
146     elseif status == "notready" then
147         frame.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE);
148         frame.ready:Show()
149     elseif status == "waiting" then
150         frame.ready:SetTexture(READY_CHECK_WAITING_TEXTURE);
151         frame.ready:Show()
152     else
153         frame.ready:Hide()
154     end
155 end
156 addon.Events.UpdateReadyCheck = updateReadyCheck;
157
158 local function updateRaidMarker(frame, unit)
159     local index = GetRaidTargetIndex(unit);
160     if index then
161         SetRaidTargetIconTexture(frame.targeticon, index);
162         frame.targeticon:Show();
163     else
164         frame.targeticon:Hide();
165     end
166 end
167 addon.Events.UpdateRaidMarker = updateRaidMarker;
168
169 local eventFuncs = {
170     ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame)
171         updateAggro(frame, frame.displayed);
172     end,
173     ["UNIT_NAME_UPDATE"] = function(frame)
174         updateName(frame, frame.unit);
175         if frame.raid then
176             if frame.guid then
177                 guids[frame.guid] = nil;
178             end
179             frame.guid = UnitGUID(frame.unit);
180             if frame.guid then
181                 guids[frame.guid] = frame;
182             end
183         end
184     end,
185     ["UNIT_FACTION"] = function(frame)
186         updateName(frame, frame.unit);
187     end,
188     ["PLAYER_ROLES_ASSIGNED"] = function(frame)
189         updateRole(frame, frame.unit);
190     end,
191     ["READY_CHECK"] = function(frame)
192         updateReadyCheck(frame, frame.unit);
193     end,
194     ["RAID_TARGET_UPDATE"] = function(frame)
195         updateRaidMarker(frame, frame.displayed);
196     end,
197     ["PLAYER_REGEN_DISABLED"] = function(frame)
198         if frame.raid then
199             -- clear buff status on entering combat, should also use UnitAura to re-fill
200             frame.tankcd = {};
201             frame.alert = {};
202             frame.stacks = {};
203             frame.heal = {};
204             frame.buff1 = {};
205             frame.buff2 = {};
206             frame.stagger = {};
207             addon.SetAuras(frame.unit, frame.guid);
208         end
209     end,
210     ["UPDATE_ALL_BARS"] = function(frame)
211         updateVehicle(frame);
212         updateRaidMarker(frame, frame.displayed);
213         if frame.raid or frame.unit ~= "player" then
214             updateName(frame, frame.unit);
215         end
216         if frame.raid then
217             updateRole(frame, frame.unit);
218             updateAggro(frame, frame.displayed);
219             updateReadyCheck(frame, frame.unit);
220             if frame.guid then
221                 guids[frame.guid] = nil;
222             end
223             frame.guid = UnitGUID(frame.unit);
224             if frame.guid then
225                 guids[frame.guid] = frame;
226             end
227             frame.tankcd = {};
228             frame.alert = {};
229             frame.stacks = {};
230             frame.heal = {};
231             frame.buff1 = {};
232             frame.buff2 = {};
233             addon.SetAuras(frame.unit, frame.guid);
234         else
235             frame.prev = {};
236         end
237     end,
238 };
239 eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"];
240 eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"];
241 eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
242 eventFuncs["UNIT_EXITED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
243 eventFuncs["UNIT_PET"] = eventFuncs["UPDATE_ALL_BARS"];
244 eventFuncs["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"];
245 eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"];
246 eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
247 eventFuncs["PLAYER_TARGET_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
248 eventFuncs["UNIT_TARGETABLE_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
249 eventFuncs["INSTANCE_ENCOUNTER_ENGAGE_UNIT"] = eventFuncs["UPDATE_ALL_BARS"];
250 eventFuncs["PLAYER_ALIVE"] = eventFuncs["UPDATE_ALL_BARS"];
251
252 function addon.UnitEvent(self, event)
253     return eventFuncs[event](self);
254 end