-- Events.lua -- TODO -- recheck these, pvp functions not added yet local _; local unpack = unpack; local ssub = string.sub; local min = math.min; local ceil = math.ceil; local UnitName, UnitClass, UnitExists = UnitName, UnitClass, UnitExists; local UnitDebuff, UnitIsCharmed, UnitIsFriend = UnitDebuff, UnitIsCharmed, UnitIsFriend; 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 UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI; local UnitGroupRolesAssigned = UnitGroupRolesAssigned; local UnitLevel, UnitClassification = UnitLevel, UnitClassification; local RAID_CLASS_COLORS = RAID_CLASS_COLORS; local updateAuraFrames = OmaUFAuras.UpdateAuras; local Settings = OmaUFSettings; 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 = {}; OmaUFEvents = M; function M.RegisterEvents(frame) -- events are taken from FrameXML/CompactUnitFrame.lua -- TODO 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("UNIT_FACTION", 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 updateHealthText(frame, unit) local current, max = UnitHealth(unit), frame.health.max; if UnitIsDeadOrGhost(unit) then frame.healthText:SetText("Dead"); frame.healthText:Show(); elseif not UnitIsConnected(unit) then frame.healthText:SetText("DC"); frame.healthText:Show(); elseif max > 0 and current < max then frame.healthText:SetText(ceil(current/max*100)); frame.healthText:Show(); else frame.healthText: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 == 0 then frame.mana:Hide(); return; elseif current > max then frame.mana:Show(); frame.mana.max = UnitPowerMax(unit); max = frame.mana.max; if current > max then -- error frame.mana:SetWidth(width); return; end end if max > 0 then frame.mana:SetWidth(UnitPower(unit)/max*width); frame.mana:Show(); else frame.mana:SetWidth(width); frame.mana:Show(); end end local function updatePowerText(frame, unit) local current, max = UnitPower(unit), frame.mana.max; if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then frame.healthText:Hide(); elseif max > 0 and current > 0 and current < max then frame.manaText:SetText(ceil(current/max*100)); frame.manaText:Show(); else frame.manaText:Hide(); 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, 10)); 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 == 0 then frame.shield:Hide(); frame.shieldhl:Show(); elseif space < shield then frame.shield:SetWidth(space); frame.shield:Show(); frame.shieldhl:Show(); else frame.shield:SetWidth(shield); frame.shield:Show(); frame.shieldhl:Hide(); end 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) updateAuraFrames(frame, unit); if UnitIsFriend("player", unit) and 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 not frame.inVehicle 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" or role == "TANK" or role == "DAMAGER" then frame.role:SetTexCoord(GetTexCoordsForRoleSmallCircle(role)); frame.role:Show(); else frame.role:Hide(); end end local function updateLevelText(frame, unit, levelup) if levelup then -- PLAYER_LEVEL_UP frame.level:SetText(levelup); else local level = UnitLevel(unit); local class = UnitClassification(unit); local leveltext, classtext; if level < 0 then if class == "worldboss" then leveltext = "Boss"; else leveltext = "??"; end else leveltext = level; end if class == "rareelite" then classtext = " Rare Elite"; elseif class == "elite" then classtext = " Elite"; elseif class == "rare" then classtext = " Rare"; else classtext = ""; end frame.level:SetFormattedText("%s%s", leveltext, classtext); end end local function updateStatus(frame, unit) -- coords from PlayerFrame if frame.inCombat or UnitAffectingCombat(unit) then frame.status:SetTexCoord(0.5, 1, 0, 0.484375); frame.status:Show(); elseif unit == "player" and IsResting() then frame.status:SetTexCoord(0, 0.5, 0, 0.421875); frame.status:Show(); else frame.status:Hide(); end end local function updatePVP(frame, unit) if UnitIsPVPFreeForAll(unit) then frame.pvp:SetTexture("Interface\\TARGETINGFRAME\\UI-PVP-FFA"); frame.pvp:Show(); elseif UnitIsPVP(unit) then local faction = UnitFactionGroup(unit); if faction and faction ~= "Neutral" then -- from PlayerFrame, mercenary checks if UnitIsMercenary(unit) then if faction == "Horde" then faction = "Alliance"; elseif faction == "Alliance" then faction = "Horde"; end end frame.pvp:SetTexture("Interface\\TARGETINGFRAME\\UI-PVP-"..faction); frame.pvp:Show(); else frame.pvp:Hide(); end else frame.pvp:Hide(); end end local function updateLeaderIcon(frame, unit) if UnitIsGroupLeader(frame.unit) then if HasLFGRestrictions() then frame.leader:SetTexture("Interface\\LFGFrame\\UI-LFG-ICON-PORTRAITROLES"); frame.leader:SetTexCoord(0, 0.296875, 0.015625, 0.3125); else frame.leader:SetTexture("Interface\\GROUPFRAME\\UI-Group-LeaderIcon"); frame.leader:SetTexCoord(0, 1, 0, 1); end frame.leader:Show(); elseif UnitIsGroupAssistant(frame.unit) then frame.leader:SetTexture("Interface\\GROUPFRAME\\UI-Group-AssistantIcon"); frame.leader:SetTexCoord(0, 1, 0, 1); frame.leader:Show(); else frame.leader:Hide(); end end local eventFuncs = { ["UNIT_HEALTH"] = function(frame) updateHealth(frame, frame.displayed); updateHealthText(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); updatePowerText(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); updateHealthText(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); end, ["UNIT_MAXPOWER"] = function(frame) updateMaxPower(frame, frame.displayed); updatePower(frame, frame.displayed); updatePowerText(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) updateHealthText(frame, frame.displayed); updatePowerText(frame, frame.displayed); end, ["PLAYER_ROLES_ASSIGNED"] = function(frame) updateRole(frame, frame.unit); end, ["UNIT_LEVEL"] = function(frame) updateLevelText(frame, frame.unit); end, ["PLAYER_LEVEL_UP"] = function(frame, arg1) updateLevelText(frame, frame.unit, arg1); end, ["PLAYER_UPDATE_RESTING"] = function(frame) updateStatus(frame, frame.unit); end, ["PLAYER_REGEN_DISABLED"] = function(frame) frame.inCombat = true; updateStatus(frame, frame.unit); end, ["PLAYER_REGEN_ENABLED"] = function(frame) frame.inCombat = false; updateStatus(frame, frame.unit); end, ["UNIT_FACTION"] = function(frame) updatePVP(frame, frame.unit); end, ["PARTY_LEADER_CHANGED"] = function(frame) updateLeaderIcon(frame, frame.unit); end, ["UPDATE_ALL_BARS"] = function(frame) updateVehicle(frame); updateMaxHealth(frame, frame.displayed); updateMaxPower(frame, frame.displayed); updateHealth(frame, frame.displayed); updateHealthText(frame, frame.displayed); updatePower(frame, frame.displayed); updatePowerText(frame, frame.displayed); updateAuras(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealPred(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); updatePowerColor(frame, frame.displayed); updateAggro(frame, frame.displayed); updateName(frame, frame.displayed); updateRole(frame, frame.unit); updateLevelText(frame, frame.unit); updateStatus(frame, frame.unit); updatePVP(frame, frame.unit); updateLeaderIcon(frame, frame.unit); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"]; 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"]; eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"]; eventFuncs["PLAYER_TARGET_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"]; function M.UnitEvent(self, event, arg1) eventFuncs[event](self, arg1); end function M.LoadChar() width = Settings.Character.Width; end