-- events.lua -- 2019 Aleksi Blinnikka 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 UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax; local UnitIsAFK, UnitIsDND = UnitIsAFK, UnitIsDND; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor; local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI; local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus; local UnitGroupRolesAssigned = UnitGroupRolesAssigned; local GetRaidTargetIndex, SetRaidTargetIconTexture = GetRaidTargetIndex, SetRaidTargetIconTexture; local RAID_CLASS_COLORS = RAID_CLASS_COLORS; local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE; local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE; local READY_CHECK_WAITING_TEXTURE = READY_CHECK_WAITING_TEXTURE; local _, addon = ...; addon.Events = {}; local guids = addon.FrameGuids; local baseColor = {0, 0, 0}; local overlayColorDispel = {1, 0.5, 0, 0.5}; local overlayColorCharm = {0.8, 0, 1, 0.5}; local overlayColorAlert = {1, 0, 0, 0.5}; local width = 80; function addon.RegisterEvents(frame) frame:RegisterEvent("PLAYER_ENTERING_WORLD"); frame:RegisterEvent("RAID_TARGET_UPDATE"); if frame.unit == "player" then frame:RegisterEvent("PLAYER_ALIVE") end if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end if frame.unit == "target" then frame:RegisterEvent("PLAYER_TARGET_CHANGED") end if frame.boss then frame:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT") end if frame.raid then frame:RegisterEvent("PLAYER_REGEN_DISABLED"); frame:RegisterEvent("READY_CHECK"); frame:RegisterEvent("READY_CHECK_FINISHED"); frame:RegisterEvent("GROUP_ROSTER_UPDATE"); end end function addon.RegisterUnitEvents(frame) -- events are taken from FrameXML/CompactUnitFrame.lua local displayed = frame.unit ~= frame.displayed and frame.displayed or nil; frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed); if frame.unit == "focus" or frame.unit == "target" or frame.boss then frame:RegisterUnitEvent("UNIT_TARGETABLE_CHANGED", frame.unit, displayed); end if frame.raid or frame.unit ~= "player" then frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_FACTION", frame.unit, displayed); end if frame.raid then frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed); frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed); end end local registerUnitEvents = addon.RegisterUnitEvents; local function updateName(frame, unit) local name = UnitName(unit); if not name or not frame.name then return end name = ssub(name, 1, 6); if frame.unit == unit then frame.name:SetText(name); else frame.name:SetFormattedText("-%s", name); end local _, class = UnitClass(unit); local color = RAID_CLASS_COLORS[class]; if class == "DEATHKNIGHT" then frame.isdk = true; else frame.isdk = nil; end if color then if not frame.raid then if not UnitPlayerControlled(unit) and UnitIsTapDenied(unit) then frame.health:SetVertexColor(0.5, 0.5, 0.5); elseif UnitIsPlayer(unit) then frame.health:SetVertexColor(color.r, color.g, color.b); elseif UnitPlayerControlled(unit) then frame.health:SetVertexColor(0, 1, 0); else frame.health:SetVertexColor(UnitSelectionColor(unit)); end else frame.name:SetVertexColor(color.r, color.g, color.b); end end end addon.Events.UpdateName = updateName; 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 addon.Events.UpdateAggro = updateAggro; local function updateVehicle(frame) local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and UnitTargetsVehicleInRaidUI(frame.unit) and frame.vehicle and UnitExists(frame.vehicle); if shouldTargetVehicle then if not frame.inVehicle then frame.inVehicle = true; frame.displayed = frame.vehicle; registerUnitEvents(frame); end elseif frame.inVehicle then frame.inVehicle = false; frame.displayed = frame.unit; registerUnitEvents(frame); end end addon.Events.UpdateVehicle = updateVehicle; local function updateRole(frame, unit) frame.rolename = UnitGroupRolesAssigned(unit); if frame.rolename == "HEALER" then frame.role:SetTexCoord(0.75, 1, 0, 1); frame.role:Show(); elseif frame.rolename == "TANK" then frame.role:SetTexCoord(0.5, 0.75, 0, 1); frame.role:Show(); else frame.role:Hide(); end end addon.Events.UpdateRole = updateRole; local function updateReadyCheck(frame, unit) local status = GetReadyCheckStatus(unit); if status == "ready" then frame.ready:SetTexture(READY_CHECK_READY_TEXTURE); frame.ready:Show() elseif status == "notready" then frame.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE); frame.ready:Show() elseif status == "waiting" then frame.ready:SetTexture(READY_CHECK_WAITING_TEXTURE); frame.ready:Show() else frame.ready:Hide() end end addon.Events.UpdateReadyCheck = updateReadyCheck; local function updateRaidMarker(frame, unit) local index = GetRaidTargetIndex(unit); if index then SetRaidTargetIconTexture(frame.targeticon, index); frame.targeticon:Show(); else frame.targeticon:Hide(); end end addon.Events.UpdateRaidMarker = updateRaidMarker; local eventFuncs = { ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame) updateAggro(frame, frame.displayed); end, ["UNIT_NAME_UPDATE"] = function(frame) updateName(frame, frame.unit); if frame.raid then if frame.guid then guids[frame.guid] = nil; end frame.guid = UnitGUID(frame.unit); if frame.guid then guids[frame.guid] = frame; end end end, ["UNIT_FACTION"] = function(frame) updateName(frame, frame.unit); end, ["PLAYER_ROLES_ASSIGNED"] = function(frame) updateRole(frame, frame.unit); end, ["READY_CHECK"] = function(frame) updateReadyCheck(frame, frame.unit); end, ["RAID_TARGET_UPDATE"] = function(frame) updateRaidMarker(frame, frame.displayed); end, ["PLAYER_REGEN_DISABLED"] = function(frame) if frame.raid then -- clear buff status on entering combat, should also use UnitAura to re-fill frame.tankcd = {}; frame.alert = {}; frame.stacks = {}; frame.heal = {}; frame.buff1 = {}; frame.buff2 = {}; addon.SetAuras(frame.unit, frame.guid); end end, ["UPDATE_ALL_BARS"] = function(frame) updateVehicle(frame); updateRaidMarker(frame, frame.displayed); if frame.raid or frame.unit ~= "player" then updateName(frame, frame.unit); end if frame.raid then updateRole(frame, frame.unit); updateAggro(frame, frame.displayed); updateReadyCheck(frame, frame.unit); if frame.guid then guids[frame.guid] = nil; end frame.guid = UnitGUID(frame.unit); if frame.guid then guids[frame.guid] = frame; end frame.tankcd = {}; frame.alert = {}; frame.stacks = {}; frame.heal = {}; frame.buff1 = {}; frame.buff2 = {}; addon.SetAuras(frame.unit, frame.guid); else frame.prev = {}; end end, }; eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"]; eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"]; 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_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"]; eventFuncs["PLAYER_TARGET_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"]; eventFuncs["UNIT_TARGETABLE_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"]; eventFuncs["INSTANCE_ENCOUNTER_ENGAGE_UNIT"] = eventFuncs["UPDATE_ALL_BARS"]; eventFuncs["PLAYER_ALIVE"] = eventFuncs["UPDATE_ALL_BARS"]; function addon.UnitEvent(self, event) return eventFuncs[event](self); end