6a32145 - Update aura state on combat start and all bars update
[wowui.git] / kehys / events.lua
index f030057..b194192 100644 (file)
@@ -22,6 +22,8 @@ local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE;
 local READY_CHECK_WAITING_TEXTURE = READY_CHECK_WAITING_TEXTURE;
 
 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};
@@ -30,7 +32,7 @@ local width = 80;
 
 function addon.RegisterEvents(frame)
     frame:RegisterEvent("PLAYER_ENTERING_WORLD");
-    frame:RegisterEvent("PLAYER_ROLES_ASSIGNED");
+    frame:RegisterEvent("PLAYER_REGEN_DISABLED");
     frame:RegisterEvent("READY_CHECK");
     frame:RegisterEvent("READY_CHECK_FINISHED");
     frame:RegisterEvent("GROUP_ROSTER_UPDATE");
@@ -41,16 +43,8 @@ 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);
@@ -58,54 +52,6 @@ function addon.RegisterUnitEvents(frame)
 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
-
-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);
-        frame.health.width = width;
-        updateMaxHealth(frame, unit);
-        frame.health:Show();
-    elseif current <= 0 or UnitIsDeadOrGhost(unit) then
-        frame.health:Hide();
-        return updateText(frame, unit); -- update death
-    else
-        local w = current/max*width;
-        frame.health:SetWidth(w);
-        frame.health.width = w;
-        frame.health:Show();
-    end
-
-    if frame.dead and current > 0 then
-        frame.dead = nil;
-        updateText(frame, unit); -- update revive
-    end
-end
-
 local function updateName(frame, unit)
     local name = UnitName(unit);
     if not name then return end
@@ -120,75 +66,7 @@ local function updateName(frame, 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
-        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));
-        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.width;
-        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
-        absorb = (absorb / frame.health.max) * width;
-        frame.healabsorb:SetWidth(min(frame.health.width, absorb));
-        frame.healabsorb:Show();
-    else
-        frame.healabsorb:Hide();
-    end
-end
-
-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
-    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
-    else
-        if frame.overlay.color ~= nil then
-            frame.overlay.color = nil;
-            frame.overlay:Hide();
-        end
-    end
-end
+addon.Events.UpdateName = updateName;
 
 local function updateAggro(frame, unit)
     local status = UnitThreatSituation(unit);
@@ -198,6 +76,7 @@ local function updateAggro(frame, unit)
         frame.base:SetVertexColor(unpack(baseColor));
     end
 end
+addon.Events.UpdateAggro = updateAggro;
 
 local function updateVehicle(frame)
     local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and
@@ -214,6 +93,7 @@ local function updateVehicle(frame)
         registerUnitEvents(frame);
     end
 end
+addon.Events.UpdateVehicle = updateVehicle;
 
 local function updateRole(frame, unit)
     local role = UnitGroupRolesAssigned(unit);
@@ -227,6 +107,7 @@ local function updateRole(frame, unit)
         frame.role:Hide();
     end
 end
+addon.Events.UpdateRole = updateRole;
 
 local function updateReadyCheck(frame, unit)
     local status = GetReadyCheckStatus(unit);
@@ -243,6 +124,7 @@ local function updateReadyCheck(frame, unit)
         frame.ready:Hide()
     end
 end
+addon.Events.UpdateReadyCheck = updateReadyCheck;
 
 local function updateRaidMarker(frame, unit)
     local index = GetRaidTargetIndex(unit);
@@ -253,40 +135,21 @@ local function updateRaidMarker(frame, unit)
         frame.targeticon:Hide();
     end
 end
+addon.Events.UpdateRaidMarker = updateRaidMarker;
 
 local eventFuncs = {
-    ["UNIT_HEALTH"] = function(frame)
-        updateHealth(frame, frame.displayed);
-        updateShield(frame, frame.displayed);
-        updateHealAbsorb(frame, frame.displayed);
-        -- no heal prediction update, that doesn't overflow too much
-    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);
-    end,
-    ["UNIT_CONNECTION"] = function(frame)
-        updateText(frame, frame.displayed);
+        if frame.guid then
+            guids[frame.guid] = nil;
+        end
+        frame.guid = UnitGUID(frame.unit);
+        if frame.guid then
+            guids[frame.guid] = frame;
+        end
     end,
     ["PLAYER_ROLES_ASSIGNED"] = function(frame)
         updateRole(frame, frame.unit);
@@ -297,24 +160,38 @@ local eventFuncs = {
     ["RAID_TARGET_UPDATE"] = function(frame)
         updateRaidMarker(frame, frame.displayed);
     end,
+    ["PLAYER_REGEN_DISABLED"] = function(frame)
+        -- clear buff status on entering combat, should also use UnitAura to re-fill
+        frame.tankcd = {};
+        frame.alert = {};
+        frame.stacks = {};
+        frame.heal = {};
+        frame.buff1 = {};
+        addon.SetAuras(frame.unit, frame.guid);
+    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.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 = {};
+        addon.SetAuras(frame.unit, frame.guid);
     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"];