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;
frame:RegisterEvent("PLAYER_ROLES_ASSIGNED");
frame:RegisterEvent("READY_CHECK");
frame:RegisterEvent("READY_CHECK_FINISHED");
- frame:RegisterEvent("PARTY_MEMBER_ENABLE");
- frame:RegisterEvent("PARTY_MEMBER_DISABLE");
frame:RegisterEvent("GROUP_ROSTER_UPDATE");
+ frame:RegisterEvent("RAID_TARGET_UPDATE");
if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
end
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.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);
function M.RegisterUnitEvents(frame)
-- events are taken from FrameXML/CompactUnitFrame.lua
- -- TODO raid marker support
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_ENTERED_VEHICLE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed);
- frame:RegisterUnitEvent("RAID_TARGET_UPDATE", 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;
- frame.health:Show();
- -- sanity check, occasionally UnitHealthMax gives zero
- if current > max then
- -- somehow current health has gone over the maximum (missed maxhealth event)
- frame.health.max = UnitHealthMax(unit);
- max = frame.health.max;
- if current > max then
- -- error state, still over maximum
- frame.health:SetWidth(width);
- return;
- end
- elseif max > 0 then
- frame.health:SetWidth(current/frame.health.max*width);
- else
+ 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);
- return;
- end
-
- if UnitIsDeadOrGhost(unit) then
+ 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 current, max = UnitHealth(unit), frame.health.max;
- local healthLost = max - current;
+ local healthLost = frame.health.max - UnitHealth(unit);
if UnitIsDeadOrGhost(unit) then
frame.text:SetText("Dead");
frame.text:Show();
end
local function updateIncomingRes(frame, unit)
- if UnitHasIncomingResurrection(unit) then
- frame.rez:Show();
- else
- frame.rez:Hide();
- end
+ if UnitHasIncomingResurrection(unit) then frame.rez:Show();
+ else frame.rez:Hide(); end
end
-local function updateMaxHealth(frame, unit)
- frame.health.max = UnitHealthMax(unit);
+local function updateMaxPower(frame, unit)
+ frame.mana.max = UnitPowerMax(unit);
end
local function updatePower(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
- -- sanity check, occasionally UnitPowerMax gives zero
- if current > max then
- frame.mana.max = UnitPowerMax(unit);
- max = frame.mana.max;
- if current > max then
- -- error
- frame.mana:SetWidth(width);
- return;
- end
- elseif max > 0 then
- frame.mana:SetWidth(UnitPower(unit)/max*width);
- else
+ 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 updateMaxPower(frame, unit)
- frame.mana.max = UnitPowerMax(unit);
-end
-
local function updatePowerColor(frame, unit)
frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)]));
end
local function updateHealPred(frame, unit)
local incoming = UnitGetIncomingHeals(unit) or 0;
if incoming > 0 then
- local max = frame.health.max;
+ -- always at least 1 pixel space for heal prediction
local space = width - frame.health:GetWidth() + 1;
- local pred = (incoming / max) * width;
- frame.healpred:SetWidth(min(space, pred));
+ incoming = (incoming / frame.health.max) * width;
+ frame.healpred:SetWidth(min(space, incoming));
frame.healpred:Show();
else
frame.healpred:Hide();
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
+ 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
- frame.shield:Show();
else
frame.shield:Hide();
frame.shieldhl:Hide();
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;
+ absorb = (absorb / frame.health.max) * width;
frame.healabsorb:SetWidth(min(space, absorb));
frame.healabsorb:Show();
else
if alert then
if frame.overlay.color ~= overlayColorAlert then
frame.overlay:SetVertexColor(unpack(overlayColorAlert));
- frame.overlay:Show();
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:Show();
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:Show();
frame.overlay.color = overlayColorCharm;
+ frame.overlay:Show();
end
else
if frame.overlay.color ~= nil then
- frame.overlay:Hide();
frame.overlay.color = nil;
+ frame.overlay:Hide();
end
end
end
end
local function updateVehicle(frame)
- local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
+ local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and
+ UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
if shouldTargetVehicle then
if not frame.inVehicle then
frame.inVehicle = true;
if role == "HEALER" then
frame.role:SetTexCoord(0.75, 1, 0, 1);
frame.role:Show();
- if not frame.role.healer then
- registerPower(frame);
- frame.role.healer = true;
- end
+ 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
- unregisterPower(frame);
frame.role.healer = false;
+ unregisterPower(frame);
end
else
frame.role:Hide();
if frame.role.healer then
- unregisterPower(frame);
frame.role.healer = false;
+ unregisterPower(frame);
end
end
end
end
local function updateRaidMarker(frame, unit)
- --print(unit, "marker");
+ local index = GetRaidTargetIndex(unit);
+ if index then
+ SetRaidTargetIconTexture(frame.targeticon, index);
+ frame.targeticon:Show();
+ else
+ frame.targeticon:Hide();
+ end
end
local eventFuncs = {
updateReadyCheck(frame, frame.unit);
end,
["RAID_TARGET_UPDATE"] = function(frame)
- updateRaidMarker(frame, frame.unit);
+ updateRaidMarker(frame, frame.displayed);
end,
["UPDATE_ALL_BARS"] = function(frame)
updateRole(frame, frame.unit);
updateVehicle(frame);
updateMaxHealth(frame, frame.displayed);
- updateMaxPower(frame, frame.displayed);
updateHealth(frame, frame.displayed);
updateText(frame, frame.displayed);
- updatePower(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);
- updatePowerColor(frame, frame.displayed);
updateAggro(frame, frame.displayed);
updateName(frame, frame.displayed);
updateIncomingRes(frame, frame.unit);
updateReadyCheck(frame, frame.unit);
- updateRaidMarker(frame, frame.unit);
+ updateRaidMarker(frame, frame.displayed);
end,
};
eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];