-- CFrame.lua local _; local unpack, pairs, ipairs = unpack, pairs, ipairs; local ssub = string.sub; local min = math.min; local UnitName, UnitInRange, UnitDebuff = UnitName, UnitInRange, UnitDebuff; local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType; local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax; local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; local IsInGroup, IsInRaid = IsInGroup, IsInRaid; local UnitIsCharmed = UnitIsCharmed; local CTimerAfter = C_Timer.After; local UnitClass = UnitClass; local UnitHasIncomingResurrection = UnitHasIncomingResurrection; local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor; local RAID_CLASS_COLORS = RAID_CLASS_COLORS; local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch; local SPELL_POWER_MANA = SPELL_POWER_MANA; local checkIndicators = OmaCheckIndicators; local CFrame = CreateFrame("Frame", "OmaCFrame", UIParent); local party = {}; local raid = {}; local positions = {"TOPRIGHT", "BOTTOMLEFT"}; local updaters = {}; -- configurable settings local width, height = 80, 40; local anchorX, anchorY = 0, -330; local indSize = 14; local baseColor = {0, 0, 0}; local bgColor = {0.7, 0.7, 0.7}; local healthColor = {0.3, 0.3, 0.3}; local shieldColor = {0, 0.7, 1}; local shieldhlColor = {0.5, 0.8, 1}; local healpredColor = {0.5, 0.6, 0.5}; local healabsorbColor = {0.1, 0.1, 0.1}; local overlayColorDispel = {1, 0.5, 0, 0.5}; local overlayColorCharm = {0.8, 0, 1, 0.5}; local overlayColorAlert = {1, 0, 0, 0.5}; local powerColors = { [SPELL_POWER_MANA] = {0, 0.5, 1}, [SPELL_POWER_RAGE] = {1, 0, 0}, [SPELL_POWER_FOCUS] = {1, 0.5, 0}, [SPELL_POWER_ENERGY] = {1, 0.8, 0}, [SPELL_POWER_RUNIC_POWER] = {0.9, 0, 0.1}, }; -- watch to not remove mana entry setmetatable(powerColors, {__index = function(t) return t[SPELL_POWER_MANA] end}); local function updateHealth(frame, unit) local current, max = UnitHealth(unit), frame.health.max; local healthLost = max - current; -- sanity check, occasionally UnitHealthMax gives zero if max > 0 then frame.health:SetWidth(current/frame.health.max*width); else frame.health:SetWidth(width); frame.text:Hide(); return; end if UnitIsDeadOrGhost(unit) then frame.health:SetWidth(1); if UnitHasIncomingResurrection(unit) then frame.text:SetText("Rez"); else frame.text:SetText("Dead"); end elseif not UnitIsConnected(unit) then frame.health:SetWidth(1); frame.text:SetText("DC"); 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 updateMaxHealth(frame, unit) frame.health.max = UnitHealthMax(unit); updateHealth(frame, unit); end local function updatePower(frame, unit) local max = frame.mana.max; -- sanity check, occasionally UnitPowerMax gives zero if 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); updatePower(frame, unit); end local function updatePowerColor(frame, unit) frame.mana:SetColorTexture(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:SetColorTexture(unpack(overlayColorDispel)); frame.overlay:Show(); frame.overlay.color = overlayColorDispel; end elseif UnitIsCharmed(unit) then if frame.overlay.color ~= overlayColorCharm then frame.overlay:SetColorTexture(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:SetColorTexture(GetThreatStatusColor(status)); else frame.base:SetColorTexture(unpack(baseColor)); end end local eventFuncs = { ["UNIT_HEALTH"] = function(frame, unit) updateHealth(frame, unit); updateShield(frame, unit); updateHealAbsorb(frame, unit); -- no heal prediction update, that doesn't overflow too much end, ["UNIT_POWER"] = function(frame, unit) updatePower(frame, unit); end, ["UNIT_AURA"] = function(frame, unit) updateAuras(frame, unit); end, ["UNIT_HEAL_PREDICTION"] = function(frame, unit) updateHealPred(frame, unit); end, ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame, unit) updateShield(frame, unit); end, ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame, unit) updateHealAbsorb(frame, unit); end, ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame, unit) updateAggro(frame, unit); end, ["UNIT_MAXHEALTH"] = function(frame, unit) updateMaxHealth(frame, unit); end, ["UNIT_MAXPOWER"] = function(frame, unit) updateMaxPower(frame, unit); end, ["UNIT_DISPLAYPOWER"] = function(frame, unit) updatePowerColor(frame, unit); end, ["UNIT_NAME_UPDATE"] = function(frame, unit) updateName(frame, unit); end, ["UNIT_CONNECTION"] = function(frame, unit) updateHealth(frame, unit); end, ["INCOMING_RESURRECT_CHANGED"] = function(frame, unit) -- TODO have an icon updateHealth(frame, unit); end, ["PARTY_MEMBER_ENABLE"] = function(frame) -- new power info possibly (FrameXML/CompactUnitFrame.lua) updateMaxPower(frame, frame.unit); updatePowerColor(frame, frame.unit); end, ["UPDATE_ALL_BARS"] = function(frame, unit) updateMaxHealth(frame, unit); updateMaxPower(frame, unit); --updateHealth(frame, unit); -- MaxHealth covers this --updatePower(frame, unit); -- MaxPower covers this updateAuras(frame, unit); updateShield(frame, unit); updateHealPred(frame, unit); updateHealAbsorb(frame, unit); updatePowerColor(frame, unit); updateName(frame, unit); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"]; eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"]; local function unitEvent(self, event, ...) local arg1, arg2, arg3, arg4 = ...; eventFuncs[event](self, arg1); end local function unitUpdate(self, elapsed) -- there's no in/out of range event, have to check each frame -- from FrameXML/CompactUnitFrame.lua local inRange, checked = UnitInRange(self.unit); if checked and not inRange then self:SetAlpha(0.55); else self:SetAlpha(1); end end local function registerEvents(frame, unit) -- events are taken from FrameXML/CompactUnitFrame.lua -- TODO vehicle support, ready check support, raid marker support, -- player flags support (/afk, /dnd) frame:RegisterEvent("PARTY_MEMBER_ENABLE"); frame:RegisterEvent("PARTY_MEMBER_DISABLE"); frame:RegisterUnitEvent("UNIT_HEALTH", unit); frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", unit); frame:RegisterUnitEvent("UNIT_MAXHEALTH", unit); frame:RegisterUnitEvent("UNIT_POWER", unit); frame:RegisterUnitEvent("UNIT_MAXPOWER", unit); frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", unit); frame:RegisterUnitEvent("UNIT_NAME_UPDATE", unit); frame:RegisterUnitEvent("UNIT_AURA", unit); frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", unit); frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", unit); frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", unit); frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", unit); frame:RegisterUnitEvent("UNIT_CONNECTION", unit); frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", unit); end local function vis(frame, vis) if vis then frame:Show(); frame:SetScript("OnUpdate", unitUpdate); frame:UnregisterAllEvents(); registerEvents(frame, frame.unit); -- wait one frame to update data -- create function if needed to pass arguments to unitEvent local func = updaters[frame]; if not func then func = function() unitEvent(frame, "UPDATE_ALL_BARS", frame.unit) end; updaters[frame] = func; end CTimerAfter(0.01, func); else frame:Hide(); frame:SetScript("OnUpdate", nil); frame:UnregisterAllEvents(); end; end local function updateGroup() if IsInGroup() then if IsInRaid() then -- show raid for _, val in ipairs(raid) do if UnitInRaid(val.frame.unit) then vis(val.frame, true); elseif val.frame:IsShown() then vis(val.frame, false); end end -- hide player + party (use pairs, not ipairs) for _, val in pairs(party) do if val.frame:IsShown() then vis(val.frame, false) end end else -- show player + party for _, val in pairs(party) do if UnitInParty(val.frame.unit) then vis(val.frame, true); elseif val.frame:IsShown() then vis(val.frame, false); end end -- hide raid for _, val in ipairs(raid) do if val.frame:IsShown() then vis(val.frame, false) end end end else -- show player vis(party[0].frame, true); -- hide all other frames for _, val in ipairs(party) do if val.frame:IsShown() then vis(val.frame, false) end end for _, val in ipairs(raid) do if val.frame:IsShown() then vis(val.frame, false) end end end end local function setupIndicators(frame) frame.inds = CreateFrame("Frame", nil, frame); frame.inds:SetAllPoints(); frame.inds:Hide(); for _, pos in pairs(positions) do frame.inds[pos] = frame.inds:CreateTexture(nil, "OVERLAY"); frame.inds[pos]:SetPoint(pos, frame.inds, pos); frame.inds[pos]:SetWidth(indSize); frame.inds[pos]:SetHeight(indSize); frame.inds[pos]:SetTexture("Interface\\AddOns\\OmaRF\\images\\rhomb"); frame.inds[pos]:SetVertexColor(1, 0, 0); frame.inds[pos]:Hide(); frame.inds[pos].text = frame.inds:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); frame.inds[pos].text:SetPoint("BOTTOMRIGHT", frame.inds[pos], "BOTTOMRIGHT"); frame.inds[pos].text:Hide(); end frame.major = CreateFrame("Frame", nil, frame); frame.major:SetPoint("TOPLEFT", frame, "TOPLEFT", 4, -indSize + 4); frame.major:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT"); for i = 1,3 do frame.major[i] = frame.major:CreateTexture(nil, "OVERLAY"); if i == 1 then frame.major[i]:SetPoint("TOPLEFT", frame.major, "TOPLEFT"); else frame.major[i]:SetPoint("TOPLEFT", frame.major[i-1], "TOPLEFT"); end frame.major[i]:SetWidth(indSize*2); frame.major[i]:SetHeight(indSize*2); frame.major[i]:Hide(); frame.major[i].text = frame.major:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); frame.major[i].text:SetPoint("BOTTOMRIGHT", frame.major[i], "BOTTOMRIGHT"); frame.major[i].text:Hide(); frame.major[i].stack = frame.major:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); frame.major[i].stack:SetPoint("TOPLEFT", frame.major[i], "TOPLEFT"); frame.major[i].stack:Hide(); end end local function setupFrame(frame, secure, unit) -- create visuals secure:SetWidth(width+2); frame:SetWidth(width+2); frame.base = frame:CreateTexture(nil, "BACKGROUND"); frame.base:SetAllPoints(); frame.base:SetColorTexture(unpack(baseColor)); frame.background = frame:CreateTexture(nil, "BACKGROUND", nil, 1); frame.background:SetPoint("TOPLEFT", frame, "TOPLEFT", 1, -1); frame.background:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -1, 1); frame.background:SetColorTexture(unpack(bgColor)); frame.health = frame:CreateTexture(nil, "BORDER"); frame.health:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill"); frame.health:SetPoint("TOPLEFT", frame.background, "TOPLEFT"); frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT", 0, 2); frame.health:SetVertexColor(unpack(healthColor)); frame.health:SetWidth(width); frame.health.max = UnitHealthMax(unit); frame.mana = frame:CreateTexture(nil, "BORDER"); frame.mana:SetPoint("TOPLEFT", frame.background, "BOTTOMLEFT", 0, 2); frame.mana:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT"); frame.mana:SetColorTexture(1, 1, 1); frame.mana:SetWidth(width); frame.mana.max = UnitPowerMax(unit); frame.shield = frame:CreateTexture(nil, "BORDER"); frame.shield:SetPoint("TOPLEFT", frame.health, "TOPRIGHT"); frame.shield:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT"); frame.shield:SetColorTexture(unpack(shieldColor)); frame.shield:Hide(); frame.shieldhl = frame:CreateTexture(nil, "ARTWORK"); frame.shieldhl:SetPoint("TOPLEFT", frame.background, "TOPRIGHT", -1, 0); frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 1, 0); frame.shieldhl:SetColorTexture(unpack(shieldhlColor)); frame.shieldhl:Hide(); frame.healpred = frame:CreateTexture(nil, "ARTWORK"); frame.healpred:SetPoint("TOPLEFT", frame.health, "TOPRIGHT"); frame.healpred:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT"); frame.healpred:SetColorTexture(unpack(healpredColor)); frame.healpred:Hide(); frame.healabsorb = frame:CreateTexture(nil, "ARTWORK"); frame.healabsorb:SetPoint("TOPRIGHT", frame.health, "TOPRIGHT"); frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health, "BOTTOMRIGHT"); frame.healabsorb:SetColorTexture(unpack(healabsorbColor)); frame.healabsorb:Hide(); frame.overlay = frame:CreateTexture(nil, "ARTWORK", nil, 1); frame.overlay:SetPoint("TOPLEFT", frame.background, "TOPLEFT"); frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2); frame.overlay:Hide(); frame.name = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); frame.name:SetPoint("CENTER", frame.background, "CENTER", 0, 11); frame.text = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); frame.text:SetFont(STANDARD_TEXT_FONT, 13); frame.text:SetPoint("CENTER", frame.background, "CENTER", 0, -1); frame.text:Hide(); setupIndicators(frame); -- set attributes secure:RegisterForClicks("AnyDown"); secure:SetAttribute("type1", "spell"); -- left click secure:SetAttribute("type2", "spell"); -- right click secure:SetAttribute("shift-type1", "spell"); -- shift left click secure:SetAttribute("shift-type2", "spell"); -- shift right click secure:SetAttribute("ctrl-type1", "spell"); -- ctrl left click secure:SetAttribute("alt-type2", "spell"); -- alt right click secure:SetAttribute("alt-shift-type1", "spell"); -- alt+shift left click secure:SetAttribute("alt-shift-type2", "spell"); -- alt+shift right click secure:SetAttribute("spell1", "Holy Light"); secure:SetAttribute("spell2", "Bestow Faith"); secure:SetAttribute("shift-spell1", "Flash of Light"); secure:SetAttribute("shift-spell2", "Light of the Martyr"); secure:SetAttribute("ctrl-spell1", "Cleanse"); secure:SetAttribute("alt-spell2", "Lay on Hands"); secure:SetAttribute("alt-shift-spell1", "Beacon of Light"); secure:SetAttribute("alt-shift-spell2", "Beacon of Faith"); -- rest give target and menu secure:SetAttribute("*type1", "target"); secure:SetAttribute("*type2", "togglemenu"); end local function initializeParty() local secure = CreateFrame("Button", "OmaPartySecure0", CFrame, "SecureUnitButtonTemplate"); local frame = CreateFrame("Frame", "OmaParty0", CFrame); local unit = "player"; secure:SetAttribute("unit", unit); secure:SetPoint("TOPLEFT", CFrame, "TOPLEFT"); secure:SetHeight(height+2); frame.unit = unit; frame:SetPoint("TOPLEFT", CFrame, "TOPLEFT"); frame:SetHeight(height+2); frame:SetScript("OnEvent", unitEvent); frame:Hide(); setupFrame(frame, secure, unit); RegisterStateDriver(secure, "visibility", "[@player,group:raid] hide; show"); party[0] = {secure=secure, frame=frame}; for i = 1,4 do local secure = CreateFrame("Button", "OmaPartySecure"..i, CFrame, "SecureUnitButtonTemplate"); local frame = CreateFrame("Frame", "OmaParty"..i, CFrame); local unit = "party"..i; secure:SetAttribute("unit", unit); secure:SetPoint("TOPLEFT", party[i-1].secure, "TOPRIGHT"); secure:SetPoint("BOTTOMLEFT", party[i-1].secure, "BOTTOMRIGHT"); frame.unit = unit; frame:SetPoint("TOPLEFT", party[i-1].frame, "TOPRIGHT"); frame:SetPoint("BOTTOMLEFT", party[i-1].frame, "BOTTOMRIGHT"); frame:SetScript("OnEvent", unitEvent); frame:Hide(); setupFrame(frame, secure, unit); RegisterUnitWatch(secure); party[i] = {secure=secure, frame=frame}; end end local function initializeRaid() local secure = CreateFrame("Button", "OmaRaidSecure1", CFrame, "SecureUnitButtonTemplate"); local frame = CreateFrame("Frame", "OmaRaid1", CFrame); local unit = "raid1"; secure:SetAttribute("unit", unit); secure:SetPoint("TOPLEFT", CFrame, "TOPLEFT"); secure:SetHeight(height+2); frame.unit = unit; frame:SetPoint("TOPLEFT", CFrame, "TOPLEFT"); frame:SetHeight(height+2); frame:SetScript("OnEvent", unitEvent); frame:Hide(); setupFrame(frame, secure, unit); RegisterUnitWatch(secure); raid[1] = {secure=secure, frame=frame}; for y = 1,7 do local i = y*5+1; local secure = CreateFrame("Button", "OmaRaidSecure"..i, CFrame, "SecureUnitButtonTemplate"); local frame = CreateFrame("Frame", "OmaRaid"..i, CFrame); local unit = "raid"..i; secure:SetAttribute("unit", unit); secure:SetPoint("TOPLEFT", raid[i-5].secure, "BOTTOMLEFT"); secure:SetHeight(height+2); frame.unit = unit; frame:SetPoint("TOPLEFT", raid[i-5].frame, "BOTTOMLEFT"); frame:SetHeight(height+2); frame:SetScript("OnEvent", unitEvent); frame:Hide(); setupFrame(frame, secure, unit); RegisterUnitWatch(secure); raid[i] = {secure=secure, frame=frame}; end for y = 0,7 do for x = 1,4 do local i = y*5+x+1; local secure = CreateFrame("Button", "OmaRaidSecure"..i, CFrame, "SecureUnitButtonTemplate"); local frame = CreateFrame("Frame", "OmaRaid"..i, CFrame); local unit = "raid"..i; secure:SetAttribute("unit", unit); secure:SetPoint("TOPLEFT", raid[i-1].secure, "TOPRIGHT"); secure:SetPoint("BOTTOMLEFT", raid[i-1].secure, "BOTTOMRIGHT"); frame.unit = unit; frame:SetPoint("TOPLEFT", raid[i-1].frame, "TOPRIGHT"); frame:SetPoint("BOTTOMLEFT", raid[i-1].frame, "BOTTOMRIGHT"); frame:SetScript("OnEvent", unitEvent); frame:Hide(); setupFrame(frame, secure, unit); RegisterUnitWatch(secure); raid[i] = {secure=secure, frame=frame}; end end end local function initialize() CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY); CFrame:SetHeight((height+2)*8); CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow initializeParty(); initializeRaid(); end CFrame:RegisterEvent("PLAYER_LOGIN"); CFrame:RegisterEvent("PLAYER_ENTERING_WORLD"); CFrame:RegisterEvent("GROUP_ROSTER_UPDATE"); CFrame:RegisterEvent("PLAYER_REGEN_ENABLED"); CFrame:SetScript("OnEvent", function(self, event, ...) if event == "GROUP_ROSTER_UPDATE" or event == "PLAYER_REGEN_ENABLED" or event == "PLAYER_ENTERING_WORLD" then updateGroup(); elseif event == "PLAYER_LOGIN" then initialize(); end end);