-- 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 IsInGroup, IsInRaid = IsInGroup, IsInRaid; local UnitIsCharmed = UnitIsCharmed; local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch; local SPELL_POWER_MANA = SPELL_POWER_MANA; local CFrame = CreateFrame("Frame", "OmaCFrame", UIParent); local party = {}; local raid = {}; local positions = {"TOPRIGHT", "BOTTOMLEFT"}; -- configurable settings local width, height = 80, 40; local anchorX, anchorY = 0, -200; local indSize = 14; local bgColor = {0.7, 0.7, 0.7}; local bgColorDispel = {1, 0.5, 0}; local healthColor = {0.3, 0.3, 0.3}; local healthColorDispel = {0.8, 0.4, 0}; 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 powerColors = { [SPELL_POWER_MANA] = {0, 0.5, 1}, [SPELL_POWER_RAGE] = {1, 0.2, 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 = UnitHealth(unit); local _, max = frame.health:GetMinMaxValues(); local healthLost = max - current; frame.health:SetValue(current); if 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 if not frame.text:IsShown() then frame.text:Show() end else if frame.text:IsShown() then frame.text:Hide() end end end local function updateMaxHealth(frame, unit) frame.health:SetMinMaxValues(0, UnitHealthMax(unit)); end local function updatePower(frame, unit) frame.mana:SetValue(UnitPower(unit)); end local function updateMaxPower(frame, unit) frame.mana:SetMinMaxValues(0, UnitPowerMax(unit)); end local function updatePowerColor(frame, unit) frame.mana:SetStatusBarColor(unpack(powerColors[UnitPowerType(unit)])); end local function updateName(frame, unit) frame.name:SetText(ssub(UnitName(unit), 1, 6)); end local function updateHealPred(frame, unit) local incoming = UnitGetIncomingHeals(unit) or 0; if incoming > 0 then local _, max = frame.health:GetMinMaxValues(); local space = width - frame.health.bar:GetWidth() + 1; local pred = (incoming / max) * width; frame.healpred:SetWidth(min(space, pred)); if not frame.healpred:IsShown() then frame.healpred:Show() end else if frame.healpred:IsShown() then frame.healpred:Hide() end end end local function updateShield(frame, unit) local shield = UnitGetTotalAbsorbs(unit) or 0; if shield > 0 then local _, max = frame.health:GetMinMaxValues(); local space = width - frame.health.bar:GetWidth(); shield = (shield / max) * width; frame.shield:SetWidth(min(space, shield)); if not frame.shield:IsShown() then frame.shield:Show(); frame.shieldhl:Show(); end else if frame.shield:IsShown() then frame.shield:Hide(); frame.shieldhl:Hide(); end end end local function updateHealAbsorb(frame, unit) local absorb = UnitGetTotalHealAbsorbs(unit) or 0; if absorb > 0 then local _, max = frame.health:GetMinMaxValues(); local space = frame.health.bar:GetWidth(); absorb = (absorb / max) * width; frame.healabsorb:SetWidth(min(space, absorb)); if not frame.healabsorb:IsShown() then frame.healabsorb:Show() end else if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end end end local function updateAuras(frame, unit) if UnitDebuff(unit, 1, "RAID") ~= nil then -- something dispellable if frame.health.color ~= healthColorDispel then -- TODO change to a texture layered on top tinting whole bar frame.health:SetStatusBarColor(unpack(healthColorDispel)); frame.background:SetColorTexture(unpack(bgColorDispel)); frame.health.color = healthColorDispel; end elseif UnitIsCharmed(unit) then -- TODO purple else if frame.health.color ~= healthColor then frame.health:SetStatusBarColor(unpack(healthColor)); frame.background:SetColorTexture(unpack(bgColor)); frame.health.color = healthColor; end end end local function unitEvent(self, event, ...) local arg1, arg2, arg3, arg4 = ...; if event == "UNIT_HEALTH" or event == "UNIT_HEALTH_FREQUENT" then updateHealth(self, arg1); elseif event == "UNIT_POWER" then updatePower(self, arg1); elseif event == "UNIT_AURA" then updateAuras(self, arg1); elseif event == "UNIT_ABSORB_AMOUNT_CHANGED" then updateShield(self, arg1); elseif event == "UNIT_HEAL_PREDICTION" then updateHealPred(self, arg1); elseif event == "UNIT_HEAL_ABSORB_AMOUNT_CHANGED" then updateHealAbsorb(self, arg1); elseif event == "UNIT_MAXHEALTH" then updateMaxHealth(self, arg1); elseif event == "UNIT_MAXPOWER" then updateMaxPower(self, arg1); elseif event == "UNIT_DISPLAYPOWER" then updatePowerColor(self, arg1); elseif event == "UNIT_NAME_UPDATE" then updateName(self, arg1); elseif event == "UPDATE_ALL_BARS" then updateHealth(self, arg1); updatePower(self, arg1); updateAuras(self, arg1); updateShield(self, arg1); updateHealPred(self, arg1); updateMaxHealth(self, arg1); updateMaxPower(self, arg1); updatePowerColor(self, arg1); updateName(self, arg1); end end local function unitUpdate(self, elapsed) -- there's no in/out of range event, have to check each frame -- indicator update here? 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) 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); end local function vis(frame, vis) if vis then frame:Show(); frame:SetScript("OnUpdate", unitUpdate); frame:UnregisterAllEvents(); registerEvents(frame, frame.unit); unitEvent(frame, "UPDATE_ALL_BARS", frame.unit); 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 if not val.frame:IsShown() then vis(val.frame, true) end 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 if not val.frame:IsShown() then vis(val.frame, true) end 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 if not party[0].frame:IsShown() then vis(party[0].frame, true) end -- 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(); 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"); 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(0, 0, 0); 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 = CreateFrame("StatusBar", nil, frame); frame.health:SetPoint("TOPLEFT", frame.background, "TOPLEFT"); frame.health:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2); frame.health.bar = frame.health:CreateTexture(nil, "ARTWORK"); frame.health.bar:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill"); frame.health:SetStatusBarTexture(frame.health.bar); frame.health:SetStatusBarColor(unpack(healthColor)); frame.health.color = healthColor; frame.shield = frame.health:CreateTexture(nil, "ARTWORK"); frame.shield:SetPoint("TOPLEFT", frame.health.bar, "TOPRIGHT"); frame.shield:SetPoint("BOTTOMLEFT", frame.health.bar, "BOTTOMRIGHT"); frame.shield:SetColorTexture(unpack(shieldColor)); frame.shield:Hide(); frame.shieldhl = frame:CreateTexture(nil, "ARTWORK"); frame.shieldhl:SetPoint("TOPLEFT", frame.shield, "TOPRIGHT", -1, 0); frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.shield, "BOTTOMRIGHT", 1, 0); frame.shieldhl:SetColorTexture(unpack(shieldhlColor)); frame.shieldhl:Hide(); frame.healpred = frame.health:CreateTexture(nil, "ARTWORK", nil, 1); frame.healpred:SetPoint("TOPLEFT", frame.health.bar, "TOPRIGHT"); frame.healpred:SetPoint("BOTTOMLEFT", frame.health.bar, "BOTTOMRIGHT"); frame.healpred:SetColorTexture(unpack(healpredColor)); frame.healpred:Hide(); frame.healabsorb = frame.health:CreateTexture(nil, "ARTWORK", nil, 1); frame.healabsorb:SetPoint("TOPRIGHT", frame.health.bar, "TOPRIGHT"); frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health.bar, "BOTTOMRIGHT"); frame.healabsorb:SetColorTexture(unpack(healabsorbColor)); frame.healabsorb:Hide(); frame.mana = CreateFrame("StatusBar", nil, frame); frame.mana:SetPoint("TOPLEFT", frame.background, "BOTTOMLEFT", 0, 2); frame.mana:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT"); frame.mana.bar = frame.mana:CreateTexture(nil, "ARTWORK"); frame.mana.bar:SetColorTexture(1, 1, 1); frame.mana:SetStatusBarTexture(frame.mana.bar); frame.name = frame.health:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); frame.name:SetPoint("TOPLEFT", frame.background, "TOPLEFT"); local name = UnitName(unit); frame.name:SetText(name and ssub(name, 1, 6) or ""); frame.text = frame.health:CreateFontString(nil, "OVERLAY", "GameFontHighlight"); frame.text:SetFont(STANDARD_TEXT_FONT, 13); frame.text:SetPoint("CENTER", frame.background, "CENTER"); 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(); updateGroup(); end CFrame:RegisterEvent("PLAYER_LOGIN"); CFrame:RegisterEvent("GROUP_ROSTER_UPDATE"); CFrame:SetScript("OnEvent", function(self, event, ...) if event == "GROUP_ROSTER_UPDATE" then updateGroup(); elseif event == "PLAYER_LOGIN" then initialize(); end end);