-- 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 UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType; 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 UnitHasIncomingResurrection = UnitHasIncomingResurrection; 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 checkIndicators = OmaRFIndicators.CheckIndicators; local Settings = OmaRFSettings; local baseColor = Settings.BaseColor; local overlayColorDispel = Settings.OverlayColorDispel; local overlayColorCharm = Settings.OverlayColorCharm; local overlayColorAlert = Settings.OverlayColorAlert; local powerColors = Settings.PowerColors; 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 local function unregisterPower(frame) frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT"); frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT"); frame.mana:Hide(); frame:UnregisterEvent("PARTY_MEMBER_ENABLE"); frame:UnregisterEvent("PARTY_MEMBER_DISABLE"); frame:UnregisterEvent("UNIT_POWER"); frame:UnregisterEvent("UNIT_MAXPOWER"); frame:UnregisterEvent("UNIT_DISPLAYPOWER"); frame:UnregisterEvent("UNIT_POWER_BAR_SHOW"); frame:UnregisterEvent("UNIT_POWER_BAR_HIDE"); end local function registerPower(frame) frame.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT", 0, 2); frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2); frame.mana:Show(); frame:RegisterEvent("PARTY_MEMBER_ENABLE"); frame:RegisterEvent("PARTY_MEMBER_DISABLE"); frame:RegisterUnitEvent("UNIT_POWER", frame.unit); frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit); frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit); frame:RegisterUnitEvent("UNIT_POWER_BAR_SHOW", frame.unit); frame:RegisterUnitEvent("UNIT_POWER_BAR_HIDE", frame.unit); 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("INCOMING_RESURRECT_CHANGED", 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 updateMaxHealth(frame, unit) frame.health.max = UnitHealthMax(unit); end 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); updateMaxHealth(frame, unit); frame.health:Show(); elseif current <= 0 or UnitIsDeadOrGhost(unit) then frame.health:Hide(); else frame.health:SetWidth(current/max*width); frame.health:Show(); end end local function updateText(frame, unit) local healthLost = frame.health.max - UnitHealth(unit); if UnitIsDeadOrGhost(unit) then 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) and healthLost == 0 then frame.text:SetText("dnd"); frame.text:Show(); 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 updateIncomingRes(frame, unit) if UnitHasIncomingResurrection(unit) then frame.rez:Show(); else frame.rez:Hide(); end end local function updateMaxPower(frame, unit) frame.mana.max = UnitPowerMax(unit); end local function updatePower(frame, unit) local current, max = UnitPower(unit), frame.mana.max; if current <= 0 then frame.mana:Hide(); elseif current > max or max <= 0 then frame.mana:SetWidth(width); updateMaxPower(frame, unit); frame.mana:Show(); else frame.mana:SetWidth(current/max*width); frame.mana:Show(); end end local function updatePowerColor(frame, unit) frame.mana:SetVertexColor(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 -- always at least 1 pixel space for heal prediction local space = width - frame.health:GetWidth() + 1; incoming = (incoming / frame.health.max) * width; frame.healpred:SetWidth(min(space, incoming)); 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 space = width - frame.health:GetWidth(); 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 local function updateHealAbsorb(frame, unit) local absorb = UnitGetTotalHealAbsorbs(unit) or 0; if absorb > 0 then local space = frame.health:GetWidth(); absorb = (absorb / frame.health.max) * width; frame.healabsorb:SetWidth(min(space, absorb)); frame.healabsorb:Show(); else frame.healabsorb:Hide(); end end local function updateAuras(frame, unit) local alert = checkIndicators(frame, unit); if alert then if frame.overlay.color ~= overlayColorAlert then frame.overlay:SetVertexColor(unpack(overlayColorAlert)); frame.overlay.color = overlayColorAlert; 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 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 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 local function updateRole(frame, unit) local role = UnitGroupRolesAssigned(unit); if role == "HEALER" then frame.role:SetTexCoord(0.75, 1, 0, 1); frame.role:Show(); registerPower(frame); frame.role.healer = true; elseif role == "TANK" then frame.role:SetTexCoord(0.5, 0.75, 0, 1); frame.role:Show(); if frame.role.healer then frame.role.healer = false; unregisterPower(frame); end else frame.role:Hide(); if frame.role.healer then frame.role.healer = false; unregisterPower(frame); end end end 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 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 local eventFuncs = { ["UNIT_HEALTH"] = function(frame) updateHealth(frame, frame.displayed); updateText(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); -- no heal prediction update, that doesn't overflow too much -- raid marker update here, because marker is removed when unit dies -- without a RAID_TARGET_UPDATE event updateRaidMarker(frame, frame.unit); end, ["UNIT_POWER"] = function(frame) updatePower(frame, frame.displayed); 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); updateText(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); end, ["UNIT_MAXPOWER"] = function(frame) updateMaxPower(frame, frame.displayed); updatePower(frame, frame.displayed); end, ["UNIT_DISPLAYPOWER"] = function(frame) updatePowerColor(frame, frame.displayed); updateMaxPower(frame, frame.displayed); updatePower(frame, frame.displayed); end, ["UNIT_NAME_UPDATE"] = function(frame) updateName(frame, frame.displayed); end, ["UNIT_CONNECTION"] = function(frame) updateText(frame, frame.displayed); end, ["INCOMING_RESURRECT_CHANGED"] = function(frame) updateIncomingRes(frame, frame.unit); end, ["PARTY_MEMBER_ENABLE"] = function(frame) -- new power info possibly (FrameXML/CompactUnitFrame.lua) updateMaxPower(frame, frame.displayed); updatePowerColor(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); if frame.role.healer then updateMaxPower(frame, frame.displayed); updatePower(frame, frame.displayed); updatePowerColor(frame, frame.displayed); end updateAuras(frame, frame.displayed); updateShield(frame, frame.displayed); updateHealPred(frame, frame.displayed); updateHealAbsorb(frame, frame.displayed); updateAggro(frame, frame.displayed); updateName(frame, frame.displayed); updateIncomingRes(frame, frame.unit); updateReadyCheck(frame, frame.unit); updateRaidMarker(frame, frame.displayed); end, }; eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"]; eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"]; eventFuncs["PLAYER_FLAGS_CHANGED"] = eventFuncs["UNIT_CONNECTION"]; eventFuncs["UNIT_POWER_BAR_SHOW"] = eventFuncs["UNIT_DISPLAYPOWER"]; eventFuncs["UNIT_POWER_BAR_HIDE"] = eventFuncs["UNIT_DISPLAYPOWER"]; 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) eventFuncs[event](self); end