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.Focus] = {1, 0.5, 0},
31 [Enum.PowerType.Energy] = {1, 0.8, 0},
32 [Enum.PowerType.RunicPower] = {0.8, 0, 0.2},
35 function addon.FrameUpdate(frame)
36 assert(type(frame) == "table", "FrameUpdate received invalid frame parameter!");
38 local unit = frame.displayed;
39 local width = frame.barwidth;
40 -- range check (doesn't have an event) frames can be marked constantly visible
41 if not frame.constant then
42 local inrange, checked = UnitInRange(unit);
43 if checked and not inrange then
50 if UnitIsDeadOrGhost(unit) then
51 frame.text:SetText("Dead");
52 if not frame.text:IsShown() then frame.text:Show() end
53 if frame.health:IsShown() then frame.health:Hide() end
54 if frame.shield:IsShown() then frame.shield:Hide() end
55 if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
56 if frame.healpred:IsShown() then frame.healpred:Hide() end
57 if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end
58 frame.prev.health = nil;
59 frame.prev.hmax = nil;
60 elseif not UnitIsConnected(unit) then
61 frame.text:SetText("DC");
62 if not frame.text:IsShown() then frame.text:Show() end
63 if frame.health:IsShown() then frame.health:Hide() end
64 if frame.shield:IsShown() then frame.shield:Hide() end
65 if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
66 if frame.healpred:IsShown() then frame.healpred:Hide() end
67 if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end
68 frame.prev.health = nil;
69 frame.prev.hmax = nil;
71 if UnitIsAFK(unit) then
72 frame.text:SetText("afk");
73 if not frame.text:IsShown() then frame.text:Show() end
74 elseif UnitIsDND(unit) then
75 frame.text:SetText("dnd");
76 if not frame.text:IsShown() then frame.text:Show() end
78 if frame.text:IsShown() then frame.text:Hide() end
80 if frame.nonraid and frame.unit == "player" then
81 if InCombatLockdown() then
82 frame.status:SetTexCoord(0.5, 1, 0, 0.484375);
84 elseif IsResting() then
85 frame.status:SetTexCoord(0, 0.5, 0, 0.421875);
87 elseif frame.status:IsShown() then
91 -- TODO incoming res, maybe just with events?
93 local current, hmax = UnitHealth(unit), UnitHealthMax(unit);
94 if frame.prev.health ~= current or frame.prev.hmax ~= hmax then
95 frame.prev.health = current;
96 frame.prev.hmax = hmax;
97 if hmax < current or hmax <= 1 then
98 frame.health:SetWidth(width);
99 frame.health.width = width;
100 if not frame.health:IsShown() then frame.health:Show() end
101 elseif current <= 0 then
102 if frame.health:IsShown() then frame.health:Hide() end
104 local w = current/hmax*width;
105 frame.health:SetWidth(w);
106 frame.health.width = w;
107 if not frame.health:IsShown() then frame.health:Show() end
111 local hwidth = frame.health.width;
112 current = UnitGetTotalAbsorbs(unit) or 0;
114 local space = width - hwidth;
115 current = (current / hmax) * width;
117 if frame.shield:IsShown() then frame.shield:Hide() end
118 if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
119 elseif space < current then
120 frame.shield:SetWidth(space);
121 if not frame.shield:IsShown() then frame.shield:Show() end
122 if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
124 frame.shield:SetWidth(current);
125 if not frame.shield:IsShown() then frame.shield:Show() end
126 if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
129 if frame.shield:IsShown() then frame.shield:Hide() end
130 if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
133 current = UnitGetTotalHealAbsorbs(unit) or 0;
135 current = (current / hmax) * width;
136 frame.healabsorb:SetWidth(min(hwidth, current));
137 if not frame.healabsorb:IsShown() then frame.healabsorb:Show() end
138 elseif frame.healabsorb:IsShown() then
139 frame.healabsorb:Hide();
142 current = UnitGetIncomingHeals(unit) or 0;
144 current = (current / hmax) * width;
145 -- at least 1 pixel prediction shown
146 frame.healpred:SetWidth(min(width - hwidth + 1, current));
147 if not frame.healpred:IsShown() then frame.healpred:Show() end
148 elseif frame.healpred:IsShown() then
149 frame.healpred:Hide();
152 if frame.mana ~= nil then
153 local current, max = UnitPower(unit), UnitPowerMax(unit);
154 local ptype = UnitPowerType(unit);
155 if frame.mana.ptype ~= ptype then
156 frame.mana.ptype = ptype;
157 frame.mana:SetVertexColor(unpack(powerColors[ptype]));
159 if frame.prev.mana ~= current or frame.prev.mmax ~= max then
160 frame.prev.mana = current;
161 frame.prev.mmax = max;
162 if max < current or max <= 1 then
163 frame.mana:SetWidth(width);
164 frame.mana:SetText("100");
165 if not frame.mana:IsShown() then frame.mana:Show() end
166 if not frame.manatext:IsShown() then frame.manatext:Show() end
167 elseif current <= 0 then
168 if frame.mana:IsShown() then frame.mana:Hide() end
169 if frame.manatext:IsShown() then frame.manatext:Hide() end
171 local percent = current/max;
172 frame.mana:SetWidth(percent*width);
173 frame.manatext:SetText(format("%d", percent*100+0.5));
174 if not frame.mana:IsShown() then frame.mana:Show() end
175 if not frame.manatext:IsShown() then frame.manatext:Show() end
179 -- forced aura updates
180 if frame.rounds ~= nil then
181 frame.rounds = frame.rounds + 1;
182 if (frame.rounds > 7) then
188 addon.SetAuras(frame.unit, frame.guid);
192 if not frame.nonraid then
194 if next(frame.tankcd) then
195 if not frame.defensive:IsShown() then frame.defensive:Show() end
196 elseif frame.defensive:IsShown() then
197 frame.defensive:Hide();
200 if next(frame.stacks) then
201 local _, amount = next(frame.stacks);
202 frame.stack:SetText(amount);
203 if not frame.stack:IsShown() then frame.stack:Show() end
204 elseif frame.stack:IsShown() then
207 -- custom buff indicator 1
208 if next(frame.buff1) then
209 if not frame.buffind1:IsShown() then frame.buffind1:Show() end
210 elseif frame.buffind1:IsShown() then
211 frame.buffind1:Hide();
213 -- custom buff indicator 2
214 if next(frame.buff2) then
215 if not frame.buffind2:IsShown() then frame.buffind2:Show() end
216 elseif frame.buffind2:IsShown() then
217 frame.buffind2:Hide();
220 if next(frame.incoming) then
221 if not frame.glow:IsShown() then frame.glow:Show() end
222 elseif frame.glow:IsShown() then
226 if next(frame.alert) then
228 if frame.overlay.color ~= majorcolor then
229 frame.overlay:SetVertexColor(unpack(majorcolor));
230 frame.overlay.color = majorcolor;
231 if not frame.overlay:IsShown() then frame.overlay:Show() end
234 local _, _, _, _, _, _, _, _, _, spellid = UnitDebuff(unit, 1, "RAID");
235 if UnitIsCharmed(unit) and frame.unit == frame.displayed then
237 if frame.overlay.color ~= charmcolor then
238 frame.overlay:SetVertexColor(unpack(charmcolor));
239 frame.overlay.color = charmcolor;
240 if not frame.overlay:IsShown() then frame.overlay:Show() end
242 elseif spellid ~= nil and not ignoredAuras[spellid] then
244 if frame.overlay.color ~= dispelcolor then
245 frame.overlay:SetVertexColor(unpack(dispelcolor));
246 frame.overlay.color = dispelcolor;
247 if not frame.overlay:IsShown() then frame.overlay:Show() end
249 elseif next(frame.heal) then
250 -- major heals needed
251 if frame.overlay.color ~= healcolor then
252 frame.overlay:SetVertexColor(unpack(healcolor));
253 frame.overlay.color = healcolor;
254 if not frame.overlay:IsShown() then frame.overlay:Show() end
257 if frame.overlay.color ~= nil then
258 frame.overlay.color = nil;
259 if frame.overlay:IsShown() then frame.overlay:Hide() end