-- Events.lua local _; local unpack = unpack; local ssub = string.sub; local min = math.min; local UnitName, UnitClass, UnitExists = UnitName, UnitClass, UnitExists; local UnitDebuff, UnitIsCharmed = UnitDebuff, UnitIsCharmed; local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType; local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor; local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; local UnitHasIncomingResurrection = UnitHasIncomingResurrection; local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI; local UnitGroupRolesAssigned = UnitGroupRolesAssigned; local RAID_CLASS_COLORS = RAID_CLASS_COLORS; local checkIndicators = OmaRFIndicators.CheckIndicators; local Settings = OmaRFSettings; local baseColor = Settings.BaseColor; local overlayColorDispel = Settings.OverlayColorDispel; local overlayColorCharm = Settings.OverlayColorCharm; local overlayColorAlert = Settings.OverlayColorAlert; local powerColors = Settings.PowerColors; local width = 10; local M = {}; OmaRFEvents = M; function M.RegisterEvents(frame) -- events are taken from FrameXML/CompactUnitFrame.lua -- TODO ready check support, raid marker support, -- player flags support (/afk, /dnd) local displayed = frame.unit ~= frame.displayed and frame.displayed or nil; frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_MAXHEALTH", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_POWER", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_AURA", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed); frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", frame.unit, displayed); end local registerEvents = M.RegisterEvents; local function updateHealth(frame, unit) local current, max = UnitHealth(unit), frame.health.max; frame.health:Show(); -- sanity check, occasionally UnitHealthMax gives zero if current > max then -- somehow current health has gone over the maximum (missed maxhealth event) frame.health.max = UnitHealthMax(unit); max = frame.health.max; if current > max then -- error state, still over maximum frame.health:SetWidth(width); return; end elseif max > 0 then frame.health:SetWidth(current/frame.health.max*width); else frame.health:SetWidth(width); return; end if UnitIsDeadOrGhost(unit) then frame.health:Hide(); end end local function updateText(frame, unit) local current, max = UnitHealth(unit), frame.health.max; local healthLost = max - current; if UnitIsDeadOrGhost(unit) then frame.text:SetText("Dead"); frame.text:Show(); elseif not UnitIsConnected(unit) then frame.text:SetText("DC"); frame.text:Show(); elseif healthLost > 0 then if healthLost > 1200000000 then -- 1.2B frame.text:SetFormattedText("-%.1fB", healthLost / 1000000000); elseif healthLost > 1200000 then -- 1.2M frame.text:SetFormattedText("-%.1fM", healthLost / 1000000); elseif healthLost > 1000 then -- 1K frame.text:SetFormattedText("-%dK", healthLost / 1000); else frame.text:SetFormattedText("-%d", healthLost) end frame.text:Show(); else frame.text:Hide(); end end local function updateIncomingRes(frame, unit) if UnitHasIncomingResurrection(unit) then frame.rez:Show(); else frame.rez:Hide(); end end local function updateMaxHealth(frame, unit) frame.health.max = UnitHealthMax(unit); end local function updatePower(frame, unit) local current, max = UnitPower(unit), frame.mana.max; -- sanity check, occasionally UnitPowerMax gives zero if current > max then frame.mana.max = UnitPowerMax(unit); max = frame.mana.max; if current > max then -- error frame.mana:SetWidth(width); return; end elseif max > 0 then frame.mana:SetWidth(UnitPower(unit)/max*width); else frame.mana:SetWidth(width); end end local function updateMaxPower(frame, unit) frame.mana.max = UnitPowerMax(unit); end local function updatePowerColor(frame, unit) frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)])); end local function updateName(frame, unit) local name = UnitName(unit); if not name then return end frame.name:SetText(ssub(name, 1, 6)); local _, class = UnitClass(unit); local color = RAID_CLASS_COLORS[class]; if color then frame.name:SetVertexColor(color.r, color.g, color.b) end end local function updateHealPred(frame, unit) local incoming = UnitGetIncomingHeals(unit) or 0; if incoming > 0 then local max = frame.health.max; local space = width - frame.health:GetWidth() + 1; local pred = (incoming / max) * width; frame.healpred:SetWidth(min(space, pred)); frame.healpred:Show(); else frame.healpred:Hide(); end end local function updateShield(frame, unit) local shield = UnitGetTotalAbsorbs(unit) or 0; if shield > 0 then local max = frame.health.max; local space = width - frame.health:GetWidth(); shield = (shield / max) * width; if space < shield then frame.shield:SetWidth(space); frame.shieldhl:Show(); else frame.shield:SetWidth(shield); frame.shieldhl:Hide(); end frame.shield:Show(); else frame.shield:Hide(); frame.shieldhl:Hide(); end end local function updateHealAbsorb(frame, unit) local absorb = UnitGetTotalHealAbsorbs(unit) or 0; if absorb > 0 then local max = frame.health.max; local space = frame.health:GetWidth(); absorb = (absorb / max) * width; frame.healabsorb:SetWidth(min(space, absorb)); frame.healabsorb:Show(); else frame.healabsorb:Hide(); end end local function updateAuras(frame, unit) checkIndicators(frame, unit); if UnitDebuff(unit, 1, "RAID") ~= nil then -- something dispellable if frame.overlay.color ~= overlayColorDispel then frame.overlay:SetVertexColor(unpack(overlayColorDispel)); frame.overlay:Show(); frame.overlay.color = overlayColorDispel; end -- don't overlay charmed when in vehicle elseif UnitIsCharmed(unit) and unit == frame.unit then if frame.overlay.color ~= overlayColorCharm then frame.overlay:SetVertexColor(unpack(overlayColorCharm)); frame.overlay:Show(); frame.overlay.color = overlayColorCharm; end else if frame.overlay.color ~= nil then frame.overlay:Hide(); frame.overlay.color = nil; end end end local function updateAggro(frame, unit) local status = UnitThreatSituation(unit); if status and status > 0 then frame.base:SetVertexColor(GetThreatStatusColor(status)); else frame.base:SetVertexColor(unpack(baseColor)); end end local function updateVehicle(frame) local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle); if shouldTargetVehicle then if not frame.inVehicle then frame.inVehicle = true; frame.displayed = frame.vehicle; registerEvents(frame); end elseif frame.inVehicle then frame.inVehicle = false; frame.displayed = frame.unit; registerEvents(frame); end end local function updateRole(frame, unit) local role = UnitGroupRolesAssigned(unit); if role == "HEALER" then frame.role:SetTexCoord(0.75, 1, 0, 1); frame.role:Show(); elseif role == "TANK" then frame.role:SetTexCoord(0.5, 0.75, 0, 1); frame.role:Show(); else frame.role:Hide(); end end local eventFuncs = { ["UNIT_HEALTH"] = function(frame) updateHealth(frame, frame.displayed); updateText(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); -- no heal prediction update, that doesn't overflow too much end, ["UNIT_POWER"] = function(frame) updatePower(frame, frame.displayed); end, ["UNIT_AURA"] = function(frame) updateAuras(frame, frame.displayed); end, ["UNIT_HEAL_PREDICTION"] = function(frame) updateHealPred(frame, frame.displayed); end, ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame) updateShield(frame, frame.displayed); end, ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame) updateHealAbsorb(frame, frame.displayed); end, ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame) updateAggro(frame, frame.displayed); end, ["UNIT_MAXHEALTH"] = function(frame) updateMaxHealth(frame, frame.displayed); updateHealth(frame, frame.displayed); updateText(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); end, ["UNIT_MAXPOWER"] = function(frame) updateMaxPower(frame, frame.displayed); updatePower(frame, frame.displayed); end, ["UNIT_DISPLAYPOWER"] = function(frame) updatePowerColor(frame, frame.displayed); end, ["UNIT_NAME_UPDATE"] = function(frame) updateName(frame, frame.displayed); end, ["UNIT_CONNECTION"] = function(frame) updateText(frame, frame.displayed); end, ["INCOMING_RESURRECT_CHANGED"] = function(frame) updateIncomingRes(frame, frame.unit); end, ["PARTY_MEMBER_ENABLE"] = function(frame) -- new power info possibly (FrameXML/CompactUnitFrame.lua) updateMaxPower(frame, frame.displayed); updatePowerColor(frame, frame.displayed); end, ["PLAYER_ROLES_ASSIGNED"] = function(frame) updateRole(frame, frame.unit); end, ["UPDATE_ALL_BARS"] = function(frame) updateVehicle(frame); updateMaxHealth(frame, frame.displayed); updateMaxPower(frame, frame.displayed); updateHealth(frame, frame.displayed); updateText(frame, frame.displayed); updatePower(frame, frame.displayed); updateAuras(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealPred(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); updatePowerColor(frame, frame.displayed); updateIncomingRes(frame, frame.unit); updateAggro(frame, frame.displayed); updateName(frame, frame.displayed); updateRole(frame, frame.unit); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"]; eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"]; eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"]; eventFuncs["UNIT_EXITED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"]; eventFuncs["UNIT_PET"] = eventFuncs["UPDATE_ALL_BARS"]; eventFuncs["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"]; function M.UnitEvent(self, event) eventFuncs[event](self); end function M.LoadChar() width = Settings.Character.Width; end