local _, addon = ...;
addon.Events = {};
+local guids = addon.FrameGuids;
local baseColor = {0, 0, 0};
local overlayColorDispel = {1, 0.5, 0, 0.5};
local overlayColorCharm = {0.8, 0, 1, 0.5};
function addon.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 == "player" then frame:RegisterEvent("PLAYER_ALIVE") end
if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
+ if frame.unit == "target" then frame:RegisterEvent("PLAYER_TARGET_CHANGED") end
+ if frame.boss then frame:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT") end
+ if frame.raid then
+ frame:RegisterEvent("PLAYER_REGEN_DISABLED");
+ frame:RegisterEvent("READY_CHECK");
+ frame:RegisterEvent("READY_CHECK_FINISHED");
+ frame:RegisterEvent("GROUP_ROSTER_UPDATE");
+ end
end
function addon.RegisterUnitEvents(frame)
-- events are taken from FrameXML/CompactUnitFrame.lua
local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
- 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 = addon.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
-addon.Events.UpdateText = updateText;
-
-local function updateMaxHealth(frame, unit)
- frame.health.max = UnitHealthMax(unit);
-end
-addon.Events.UpdateMaxHealth = updateMaxHealth;
-
-local function updateHealth(frame, unit)
- local current, max = UnitHealth(unit), frame.health.max;
- if current == frame.prev.health then
- return false;
+ if frame.unit == "focus" or frame.unit == "target" or frame.boss then
+ frame:RegisterUnitEvent("UNIT_TARGETABLE_CHANGED", frame.unit, displayed);
end
- frame.prev.health = current;
- 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();
- updateText(frame, unit); -- update death
- else
- local w = current/max*width;
- frame.health:SetWidth(w);
- frame.health.width = w;
- frame.health:Show();
+ if frame.raid or frame.unit ~= "player" then
+ frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed);
+ frame:RegisterUnitEvent("UNIT_FACTION", frame.unit, displayed);
end
-
- if frame.dead and current > 0 then
- frame.dead = nil;
- updateText(frame, unit); -- update revive
+ if frame.raid then
+ frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
+ frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
end
- return true;
end
-addon.Events.UpdateHealth = updateHealth;
+local registerUnitEvents = addon.RegisterUnitEvents;
local function updateName(frame, unit)
local name = UnitName(unit);
- if not name then return end
+ if not name or not frame.name then return end
name = ssub(name, 1, 6);
if frame.unit == unit then
frame.name:SetText(name);
local _, class = UnitClass(unit);
local color = RAID_CLASS_COLORS[class];
- if color then frame.name:SetVertexColor(color.r, color.g, color.b) end
-end
-addon.Events.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));
- if not frame.healpred:IsShown() then frame.healpred:Show() end
+ if class == "DEATHKNIGHT" then
+ frame.isdk = true;
else
- if frame.healpred:IsShown() then frame.healpred:Hide() end
+ frame.isdk = nil;
end
-end
-addon.Events.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
- if frame.shield:IsShown() then frame.shield:Hide() end
- if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
- elseif space < shield then
- frame.shield:SetWidth(space);
- if not frame.shield:IsShown() then frame.shield:Show() end
- if not frame.shieldhl:IsShown() then frame.shieldhl:Show() end
+ if color then
+ if not frame.raid then
+ if not UnitPlayerControlled(unit) and UnitIsTapDenied(unit) then
+ frame.health:SetVertexColor(0.5, 0.5, 0.5);
+ elseif UnitIsPlayer(unit) then
+ frame.health:SetVertexColor(color.r, color.g, color.b);
+ elseif UnitPlayerControlled(unit) then
+ frame.health:SetVertexColor(0, 1, 0);
+ else
+ frame.health:SetVertexColor(UnitSelectionColor(unit));
+ end
else
- frame.shield:SetWidth(shield);
- if not frame.shield:IsShown() then frame.shield:Show() end
- if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
- end
- else
- if frame.shield:IsShown() then frame.shield:Hide() end
- if frame.shieldhl:IsShown() then frame.shieldhl:Hide() end
- end
-end
-addon.Events.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
-addon.Events.UpdateHealAbsorb = updateHealAbsorb;
-
-local function updateAuras(frame, unit)
- -- don't overlay charmed when in vehicle
- --[[if 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 UnitDebuff(unit, 1, "RAID") ~= nil then
- -- something dispellable
- if frame.overlay.color ~= overlayColorDispel then
- frame.overlay:SetVertexColor(unpack(overlayColorDispel));
- frame.overlay.color = overlayColorDispel;
- if not frame.overlay:IsShown() then frame.overlay:Show() end
- end
- else
- if frame.overlay.color ~= nil then
- frame.overlay.color = nil;
- if frame.overlay:IsShown() then frame.overlay:Hide() end
+ frame.name:SetVertexColor(color.r, color.g, color.b);
end
end
end
-addon.Events.UpdateAuras = updateAuras;
+addon.Events.UpdateName = updateName;
local function updateAggro(frame, unit)
local status = UnitThreatSituation(unit);
local function updateVehicle(frame)
local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and
- UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
+ UnitTargetsVehicleInRaidUI(frame.unit) and frame.vehicle and UnitExists(frame.vehicle);
if shouldTargetVehicle then
if not frame.inVehicle then
frame.inVehicle = true;
addon.Events.UpdateVehicle = updateVehicle;
local function updateRole(frame, unit)
- local role = UnitGroupRolesAssigned(unit);
- if role == "HEALER" then
+ frame.rolename = UnitGroupRolesAssigned(unit);
+ if frame.rolename == "HEALER" then
frame.role:SetTexCoord(0.75, 1, 0, 1);
frame.role:Show();
- elseif role == "TANK" then
+ elseif frame.rolename == "TANK" then
frame.role:SetTexCoord(0.5, 0.75, 0, 1);
frame.role:Show();
else
addon.Events.UpdateRaidMarker = updateRaidMarker;
local eventFuncs = {
- ["UNIT_HEALTH"] = function(frame)
- if updateHealth(frame, frame.displayed) then
- updateShield(frame, frame.displayed);
- updateHealAbsorb(frame, frame.displayed);
- -- no heal prediction update, that doesn't overflow too much
- end
- 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);
+ if frame.raid then
+ if frame.guid then
+ guids[frame.guid] = nil;
+ end
+ frame.guid = UnitGUID(frame.unit);
+ if frame.guid then
+ guids[frame.guid] = frame;
+ end
+ end
end,
- ["UNIT_CONNECTION"] = function(frame)
- updateText(frame, frame.displayed);
+ ["UNIT_FACTION"] = function(frame)
+ updateName(frame, frame.unit);
end,
["PLAYER_ROLES_ASSIGNED"] = function(frame)
updateRole(frame, frame.unit);
["RAID_TARGET_UPDATE"] = function(frame)
updateRaidMarker(frame, frame.displayed);
end,
+ ["PLAYER_REGEN_DISABLED"] = function(frame)
+ if frame.raid then
+ -- clear buff status on entering combat, should also use UnitAura to re-fill
+ frame.tankcd = {};
+ frame.alert = {};
+ frame.stacks = {};
+ frame.heal = {};
+ frame.buff1 = {};
+ frame.buff2 = {};
+ addon.SetAuras(frame.unit, frame.guid);
+ end
+ 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);
+ if frame.raid or frame.unit ~= "player" then
+ updateName(frame, frame.unit);
+ end
+ if frame.raid then
+ updateRole(frame, frame.unit);
+ updateAggro(frame, frame.displayed);
+ updateReadyCheck(frame, frame.unit);
+ if frame.guid then
+ guids[frame.guid] = nil;
+ end
+ frame.guid = UnitGUID(frame.unit);
+ if frame.guid then
+ guids[frame.guid] = frame;
+ end
+ frame.tankcd = {};
+ frame.alert = {};
+ frame.stacks = {};
+ frame.heal = {};
+ frame.buff1 = {};
+ frame.buff2 = {};
+ addon.SetAuras(frame.unit, frame.guid);
+ else
+ frame.prev = {};
+ end
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["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"];
eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"];
eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["PLAYER_TARGET_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["UNIT_TARGETABLE_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["INSTANCE_ENCOUNTER_ENGAGE_UNIT"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["PLAYER_ALIVE"] = eventFuncs["UPDATE_ALL_BARS"];
function addon.UnitEvent(self, event)
return eventFuncs[event](self);