-- CFrame.lua local _; local unpack, pairs, ipairs = unpack, pairs, ipairs; local ssub = string.sub; local min = math.min; local UnitName, UnitClass = UnitName, UnitClass; local UnitInRange, UnitDebuff, UnitIsCharmed = UnitInRange, UnitDebuff, UnitIsCharmed; local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType; local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax; local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid; local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs; local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor; local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected; local UnitHasIncomingResurrection = UnitHasIncomingResurrection; local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs; local IsInGroup, IsInRaid = IsInGroup, IsInRaid; local CTimerAfter = C_Timer.After; local RAID_CLASS_COLORS = RAID_CLASS_COLORS; local Frames = OmaFrames; local Indicators = OmaIndicators; local checkIndicators = Indicators.CheckIndicators; local CFrame = CreateFrame("Frame", "OmaCFrame", UIParent); local party = {}; local raid = {}; local updaters = {}; local width, height = Frames.Width, Frames.Height; local anchorX, anchorY = Frames.AnchorX, Frames.AnchorY; local baseColor = Frames.BaseColor; local overlayColorDispel = Frames.OverlayColorDispel; local overlayColorCharm = Frames.OverlayColorCharm; local overlayColorAlert = Frames.OverlayColorAlert; local powerColors = Frames.PowerColors; 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); updateAggro(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) -- TODO only update for vehicle events here 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 initialize() CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY); CFrame:SetHeight((height+2)*8); CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow Frames.InitializeParty(CFrame, party, unitEvent); Frames.InitializeRaid(CFrame, raid, unitEvent); end CFrame:RegisterEvent("ADDON_LOADED"); 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(); elseif event == "ADDON_LOADED" then -- loaded end end);