-- 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 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 updateIndicatorAuras = OmaRFIndicators.UpdateAuras; local updateMajorAuras = OmaRFIndicators.UpdateMajorAuras; local Settings = OmaRFSettings; local baseColor = Settings.BaseColor; local overlayColorDispel = Settings.OverlayColorDispel; local overlayColorCharm = Settings.OverlayColorCharm; local overlayColorAlert = Settings.OverlayColorAlert; local width = Settings.Width; local M = {}; OmaRFEvents = M; function M.RegisterEvents(frame) frame:RegisterEvent("PLAYER_ENTERING_WORLD"); frame:RegisterEvent("PLAYER_ROLES_ASSIGNED"); frame:RegisterEvent("READY_CHECK"); frame:RegisterEvent("READY_CHECK_FINISHED"); frame:RegisterEvent("GROUP_ROSTER_UPDATE"); frame:RegisterEvent("RAID_TARGET_UPDATE"); if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end end function M.RegisterUnitEvents(frame) -- events are taken from FrameXML/CompactUnitFrame.lua 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_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("PLAYER_FLAGS_CHANGED", frame.unit, displayed); frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed); frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed); end local registerUnitEvents = M.RegisterUnitEvents; local function updateText(frame, unit) if UnitIsDeadOrGhost(unit) then frame.dead = true; frame.text:SetText("Dead"); frame.text:Show(); elseif not UnitIsConnected(unit) then frame.text:SetText("DC"); frame.text:Show(); elseif UnitIsAFK(unit) then frame.text:SetText("afk"); frame.text:Show(); elseif UnitIsDND(unit) then frame.text:SetText("dnd"); frame.text:Show(); else frame.text:Hide(); end end M.UpdateText = updateText; local function updateMaxHealth(frame, unit) frame.health.max = UnitHealthMax(unit); end M.UpdateMaxHealth = updateMaxHealth; local function updateHealth(frame, unit) local current, max = UnitHealth(unit), frame.health.max; if current > max or max <= 0 then -- somehow current health has gone over the maximum (missed maxhealth event possibly) -- just put health bar full and update max health for next event frame.health:SetWidth(width); frame.health.width = width; updateMaxHealth(frame, unit); frame.health:Show(); elseif current <= 0 or UnitIsDeadOrGhost(unit) then frame.health:Hide(); return updateText(frame, unit); -- update death else local w = current/max*width; frame.health:SetWidth(w); frame.health.width = w; frame.health:Show(); end if frame.dead and current > 0 then frame.dead = nil; updateText(frame, unit); -- update revive end end M.UpdateHealth = updateHealth; local function updateName(frame, unit) local name = UnitName(unit); if not 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 color then frame.name:SetVertexColor(color.r, color.g, color.b) end end M.UpdateName = updateName; local function updateHealPred(frame, unit) local incoming = UnitGetIncomingHeals(unit) or 0; if incoming > 0 then incoming = (incoming / frame.health.max) * width; -- always at least 1 pixel space for heal prediction frame.healpred:SetWidth(min(width - frame.health.width + 1, incoming)); frame.healpred:Show(); else frame.healpred:Hide(); end end M.UpdateHealPred = updateHealPred; local function updateShield(frame, unit) local shield = UnitGetTotalAbsorbs(unit) or 0; if shield > 0 then local space = width - frame.health.width; shield = (shield / frame.health.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 M.UpdateShield = updateShield; local function updateHealAbsorb(frame, unit) local absorb = UnitGetTotalHealAbsorbs(unit) or 0; if absorb > 0 then absorb = (absorb / frame.health.max) * width; frame.healabsorb:SetWidth(min(frame.health.width, absorb)); frame.healabsorb:Show(); else frame.healabsorb:Hide(); end end M.UpdateHealAbsorb = updateHealAbsorb; local function updateAuras(frame, unit) updateIndicatorAuras(frame, unit); -- this is throttled local barColor = updateMajorAuras(frame, unit); if barColor then if barColor == true and frame.overlay.color ~= overlayColorAlert then frame.overlay:SetVertexColor(unpack(overlayColorAlert)); frame.overlay.color = overlayColorAlert; frame.overlay:Show(); elseif barColor ~= true and frame.overlay.color ~= barColor then frame.overlay:SetVertexColor(unpack(barColor)); frame.overlay.color = barColor; frame.overlay:Show(); end elseif UnitDebuff(unit, 1, "RAID") ~= nil then -- something dispellable if frame.overlay.color ~= overlayColorDispel then frame.overlay:SetVertexColor(unpack(overlayColorDispel)); frame.overlay.color = overlayColorDispel; frame.overlay:Show(); 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.color = overlayColorCharm; frame.overlay:Show(); end else if frame.overlay.color ~= nil then frame.overlay.color = nil; frame.overlay:Hide(); end end end M.UpdateAuras = updateAuras; 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 M.UpdateAggro = updateAggro; 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; registerUnitEvents(frame); end elseif frame.inVehicle then frame.inVehicle = false; frame.displayed = frame.unit; registerUnitEvents(frame); end end M.UpdateVehicle = updateVehicle; 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 M.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 M.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 M.UpdateRaidMarker = updateRaidMarker; local eventFuncs = { ["UNIT_HEALTH"] = function(frame) updateHealth(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); -- no heal prediction update, that doesn't overflow too much 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); updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); end, ["UNIT_NAME_UPDATE"] = function(frame) updateName(frame, frame.unit); end, ["UNIT_CONNECTION"] = function(frame) updateText(frame, frame.displayed); 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, ["UPDATE_ALL_BARS"] = function(frame) updateRole(frame, frame.unit); updateVehicle(frame); updateMaxHealth(frame, frame.displayed); updateHealth(frame, frame.displayed); updateText(frame, frame.displayed); updateAuras(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealPred(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); updateAggro(frame, frame.displayed); updateName(frame, frame.unit); updateReadyCheck(frame, frame.unit); updateRaidMarker(frame, frame.displayed); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"]; eventFuncs["PLAYER_FLAGS_CHANGED"] = eventFuncs["UNIT_CONNECTION"]; 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"]; function M.UnitEvent(self, event) return eventFuncs[event](self); end