a296877 - Add option to iterate over UnitAura instead of aura list
[wowui.git] / OmaRF / Events.lua
index 633319f..af49cd4 100644 (file)
@@ -7,14 +7,15 @@ 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;
@@ -28,21 +29,52 @@ local overlayColorDispel = Settings.OverlayColorDispel;
 local overlayColorCharm = Settings.OverlayColorCharm;
 local overlayColorAlert = Settings.OverlayColorAlert;
 local powerColors = Settings.PowerColors;
-local width = 10;
+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
-    -- TODO raid marker support,
-    -- player flags support (/afk, /dnd)
     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_POWER", frame.unit, displayed);
-    frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit, displayed);
-    frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", 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);
@@ -50,44 +82,48 @@ function M.RegisterEvents(frame)
     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 registerEvents = M.RegisterEvents;
 
 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();
     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);
@@ -104,44 +140,29 @@ local function updateText(frame, unit)
     end
 end
 
-local function updateIncomingRes(frame, unit)
-    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
 
+-- TODO maybe add a prefix when in vehicle
 local function updateName(frame, unit)
     local name = UnitName(unit);
     if not name then return end
@@ -155,10 +176,10 @@ 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();
@@ -168,17 +189,20 @@ 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
+        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();
@@ -188,9 +212,8 @@ 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;
+        absorb = (absorb / frame.health.max) * width;
         frame.healabsorb:SetWidth(min(space, absorb));
         frame.healabsorb:Show();
     else
@@ -199,25 +222,31 @@ local function updateHealAbsorb(frame, unit)
 end
 
 local function updateAuras(frame, unit)
-    checkIndicators(frame, unit);
-    if UnitDebuff(unit, 1, "RAID") ~= nil then
+    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: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
@@ -232,17 +261,18 @@ local function updateAggro(frame, unit)
 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;
             frame.displayed = frame.vehicle;
-            registerEvents(frame);
+            registerUnitEvents(frame);
         end
     elseif frame.inVehicle then
         frame.inVehicle = false;
         frame.displayed = frame.unit;
-        registerEvents(frame);
+        registerUnitEvents(frame);
     end
 end
 
@@ -251,11 +281,21 @@ local function updateRole(frame, 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
 
@@ -275,6 +315,16 @@ local function updateReadyCheck(frame, unit)
     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);
@@ -282,6 +332,10 @@ local eventFuncs = {
         updateShield(frame, frame.displayed);
         updateHealAbsorb(frame, frame.displayed);
         -- no heal prediction update, that doesn't overflow too much
+        -- raid marker update here, if needed
+        -- 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);
@@ -314,16 +368,15 @@ local eventFuncs = {
     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);
+        updateName(frame, frame.unit);
     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);
@@ -335,27 +388,35 @@ local eventFuncs = {
     ["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);
-        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);
-        updateIncomingRes(frame, frame.unit);
-        updateReadyCheck(frame, frame.unit);
         updateAggro(frame, frame.displayed);
-        updateName(frame, frame.displayed);
-        updateRole(frame, frame.unit);
+        updateName(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"];
@@ -368,7 +429,3 @@ eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
 function M.UnitEvent(self, event)
     eventFuncs[event](self);
 end
-
-function M.LoadChar()
-    width = Settings.Character.Width;
-end