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("RAID_TARGET_UPDATE");
36 if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
37 if not frame.nonraid then
38 frame:RegisterEvent("PLAYER_REGEN_DISABLED");
39 frame:RegisterEvent("READY_CHECK");
40 frame:RegisterEvent("READY_CHECK_FINISHED");
41 frame:RegisterEvent("GROUP_ROSTER_UPDATE");
45 function addon.RegisterUnitEvents(frame)
46 -- events are taken from FrameXML/CompactUnitFrame.lua
47 local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
48 frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed);
49 frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed);
50 frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed);
51 if frame.unit ~= "player" then
52 frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed);
54 if not frame.nonraid then
55 frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
56 frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
59 local registerUnitEvents = addon.RegisterUnitEvents;
61 local function updateName(frame, unit)
62 local name = UnitName(unit);
63 if not name or not frame.name then return end
64 name = ssub(name, 1, 6);
65 if frame.unit == unit then
66 frame.name:SetText(name);
68 frame.name:SetFormattedText("-%s", name);
71 local _, class = UnitClass(unit);
72 local color = RAID_CLASS_COLORS[class];
73 if color then frame.name:SetVertexColor(color.r, color.g, color.b) end
75 addon.Events.UpdateName = updateName;
77 local function updateAggro(frame, unit)
78 local status = UnitThreatSituation(unit);
79 if status and status > 0 then
80 frame.base:SetVertexColor(GetThreatStatusColor(status));
82 frame.base:SetVertexColor(unpack(baseColor));
85 addon.Events.UpdateAggro = updateAggro;
87 local function updateVehicle(frame)
88 local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and
89 UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
90 if shouldTargetVehicle then
91 if not frame.inVehicle then
92 frame.inVehicle = true;
93 frame.displayed = frame.vehicle;
94 registerUnitEvents(frame);
96 elseif frame.inVehicle then
97 frame.inVehicle = false;
98 frame.displayed = frame.unit;
99 registerUnitEvents(frame);
102 addon.Events.UpdateVehicle = updateVehicle;
104 local function updateRole(frame, unit)
105 local role = UnitGroupRolesAssigned(unit);
106 if role == "HEALER" then
107 frame.role:SetTexCoord(0.75, 1, 0, 1);
109 elseif role == "TANK" then
110 frame.role:SetTexCoord(0.5, 0.75, 0, 1);
116 addon.Events.UpdateRole = updateRole;
118 local function updateReadyCheck(frame, unit)
119 local status = GetReadyCheckStatus(unit);
120 if status == "ready" then
121 frame.ready:SetTexture(READY_CHECK_READY_TEXTURE);
123 elseif status == "notready" then
124 frame.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE);
126 elseif status == "waiting" then
127 frame.ready:SetTexture(READY_CHECK_WAITING_TEXTURE);
133 addon.Events.UpdateReadyCheck = updateReadyCheck;
135 local function updateRaidMarker(frame, unit)
136 local index = GetRaidTargetIndex(unit);
138 SetRaidTargetIconTexture(frame.targeticon, index);
139 frame.targeticon:Show();
141 frame.targeticon:Hide();
144 addon.Events.UpdateRaidMarker = updateRaidMarker;
147 ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame)
148 updateAggro(frame, frame.displayed);
150 ["UNIT_NAME_UPDATE"] = function(frame)
151 updateName(frame, frame.unit);
152 if not frame.nonraid then
154 guids[frame.guid] = nil;
156 frame.guid = UnitGUID(frame.unit);
158 guids[frame.guid] = frame;
162 ["PLAYER_ROLES_ASSIGNED"] = function(frame)
163 updateRole(frame, frame.unit);
165 ["READY_CHECK"] = function(frame)
166 updateReadyCheck(frame, frame.unit);
168 ["RAID_TARGET_UPDATE"] = function(frame)
169 updateRaidMarker(frame, frame.displayed);
171 ["PLAYER_REGEN_DISABLED"] = function(frame)
172 if not frame.nonraid then
173 -- clear buff status on entering combat, should also use UnitAura to re-fill
179 addon.SetAuras(frame.unit, frame.guid);
182 ["UPDATE_ALL_BARS"] = function(frame)
183 updateVehicle(frame);
184 updateRaidMarker(frame, frame.displayed);
185 if frame.unit ~= "player" then
186 updateName(frame, frame.unit);
188 if not frame.nonraid then
189 updateRole(frame, frame.unit);
190 updateAggro(frame, frame.displayed);
191 updateReadyCheck(frame, frame.unit);
193 guids[frame.guid] = nil;
195 frame.guid = UnitGUID(frame.unit);
197 guids[frame.guid] = frame;
204 addon.SetAuras(frame.unit, frame.guid);
208 eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"];
209 eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"];
210 eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
211 eventFuncs["UNIT_EXITED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
212 eventFuncs["UNIT_PET"] = eventFuncs["UPDATE_ALL_BARS"];
213 eventFuncs["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"];
214 eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"];
215 eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
217 function addon.UnitEvent(self, event)
218 return eventFuncs[event](self);