local ssub = string.sub;
local min = math.min;
local UnitName, UnitClass = UnitName, UnitClass;
-local UnitInRange, UnitDebuff, UnitIsCharmed = UnitInRange, UnitDebuff, UnitIsCharmed;
+local UnitDebuff, UnitIsCharmed = UnitDebuff, UnitIsCharmed;
local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType;
local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid;
local function updateHealth(frame, unit)
local current, max = UnitHealth(unit), frame.health.max;
local healthLost = max - current;
+ frame.health:Show();
-- sanity check, occasionally UnitHealthMax gives zero
- if max > 0 then
+ 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);
+ frame.text:Hide();
+ return;
+ end
+ elseif max > 0 then
frame.health:SetWidth(current/frame.health.max*width);
else
frame.health:SetWidth(width);
end
if UnitIsDeadOrGhost(unit) then
- frame.health:SetWidth(1);
+ frame.health:Hide();
if UnitHasIncomingResurrection(unit) then
frame.text:SetText("Rez");
else
frame.text:SetText("Dead");
end
elseif not UnitIsConnected(unit) then
- frame.health:SetWidth(1);
+ frame.health:Hide();
frame.text:SetText("DC");
elseif healthLost > 0 then
if healthLost > 1200000000 then -- 1.2B
end
local function updatePower(frame, unit)
- local max = frame.mana.max;
+ local current, max = UnitPower(unit), frame.mana.max;
-- sanity check, occasionally UnitPowerMax gives zero
- if max > 0 then
+ 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
frame.mana:SetWidth(width);
end
local function updatePowerColor(frame, unit)
- frame.mana:SetColorTexture(unpack(powerColors[UnitPowerType(unit)]));
+ frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)]));
end
local function updateName(frame, unit)
if UnitDebuff(unit, 1, "RAID") ~= nil then
-- something dispellable
if frame.overlay.color ~= overlayColorDispel then
- frame.overlay:SetColorTexture(unpack(overlayColorDispel));
+ frame.overlay:SetVertexColor(unpack(overlayColorDispel));
frame.overlay:Show();
frame.overlay.color = overlayColorDispel;
end
elseif UnitIsCharmed(unit) then
if frame.overlay.color ~= overlayColorCharm then
- frame.overlay:SetColorTexture(unpack(overlayColorCharm));
+ frame.overlay:SetVertexColor(unpack(overlayColorCharm));
frame.overlay:Show();
frame.overlay.color = overlayColorCharm;
end
local function updateAggro(frame, unit)
local status = UnitThreatSituation(unit);
if status and status > 0 then
- frame.base:SetColorTexture(GetThreatStatusColor(status));
+ frame.base:SetVertexColor(GetThreatStatusColor(status));
else
- frame.base:SetColorTexture(unpack(baseColor));
+ frame.base:SetVertexColor(unpack(baseColor));
end
end
eventFuncs[event](self, arg1);
end
-local function unitUpdate(self, elapsed)
- -- there's no in/out of range event, have to check each frame
- -- from FrameXML/CompactUnitFrame.lua
- local inRange, checked = UnitInRange(self.unit);
- if checked and not inRange then
- self:SetAlpha(0.55);
- else
- self:SetAlpha(1);
- end
-end
-
-local function registerEvents(frame, unit)
- -- events are taken from FrameXML/CompactUnitFrame.lua
- -- TODO vehicle support, ready check support, raid marker support,
- -- player flags support (/afk, /dnd)
- -- TODO only update for vehicle events here
- frame:RegisterEvent("PARTY_MEMBER_ENABLE");
- frame:RegisterEvent("PARTY_MEMBER_DISABLE");
- frame:RegisterUnitEvent("UNIT_HEALTH", unit);
- frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", unit);
- frame:RegisterUnitEvent("UNIT_MAXHEALTH", unit);
- frame:RegisterUnitEvent("UNIT_POWER", unit);
- frame:RegisterUnitEvent("UNIT_MAXPOWER", unit);
- frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", unit);
- frame:RegisterUnitEvent("UNIT_NAME_UPDATE", unit);
- frame:RegisterUnitEvent("UNIT_AURA", unit);
- frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", unit);
- frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", unit);
- frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", unit);
- frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", unit);
- frame:RegisterUnitEvent("UNIT_CONNECTION", unit);
- frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", unit);
-end
-
-local function vis(frame, vis)
- if vis then
- frame:Show();
- frame:SetScript("OnUpdate", unitUpdate);
- --frame:UnregisterAllEvents();
- --registerEvents(frame, frame.unit);
- -- wait one frame to update data
- -- create function if needed to pass arguments to unitEvent
- local func = updaters[frame];
- if not func then
- func = function() unitEvent(frame, "UPDATE_ALL_BARS", frame.unit) end;
- updaters[frame] = func;
- end
- CTimerAfter(0.01, func);
- else
- frame:Hide();
- frame:SetScript("OnUpdate", nil);
- --frame:UnregisterAllEvents();
- end;
-end
-
-local function updateGroup()
- if IsInGroup() then
- if IsInRaid() then
- -- show raid
- for _, val in ipairs(raid) do
- if UnitInRaid(val.frame.unit) then
- vis(val.frame, true);
- elseif val.frame:IsShown() then
- vis(val.frame, false);
- end
- end
- -- hide player + party (use pairs, not ipairs)
- for _, val in pairs(party) do
- if val.frame:IsShown() then vis(val.frame, false) end
- end
- else
- -- show player + party
- for _, val in pairs(party) do
- if UnitInParty(val.frame.unit) then
- vis(val.frame, true);
- elseif val.frame:IsShown() then
- vis(val.frame, false);
- end
- end
- -- hide raid
- for _, val in ipairs(raid) do
- if val.frame:IsShown() then vis(val.frame, false) end
- end
- end
- else
- -- show player
- vis(party[0].frame, true);
- -- hide all other frames
- for _, val in ipairs(party) do
- if val.frame:IsShown() then vis(val.frame, false) end
- end
- for _, val in ipairs(raid) do
- if val.frame:IsShown() then vis(val.frame, false) end
- end
- end
-end
-
local function initialize()
CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY);
CFrame:SetHeight((height+2)*8);
CFrame:SetScript("OnEvent", function(self, event, ...)
if event == "GROUP_ROSTER_UPDATE" or event == "PLAYER_REGEN_ENABLED" or
event == "PLAYER_ENTERING_WORLD" then
- updateGroup();
+ --updateGroup();
elseif event == "PLAYER_LOGIN" then
initialize();
elseif event == "ADDON_LOADED" then