7b95a32 - Add role icon
[wowui.git] / OmaRF / CFrame.lua
index 14d33e3..64db699 100644 (file)
@@ -3,8 +3,8 @@ local _;
 local unpack, pairs, ipairs = unpack, pairs, ipairs;
 local ssub = string.sub;
 local min = math.min;
-local UnitName, UnitClass = UnitName, UnitClass;
-local UnitInRange, UnitDebuff, UnitIsCharmed = UnitInRange, UnitDebuff, UnitIsCharmed;
+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 UnitInParty, UnitInRaid = UnitInParty, UnitInRaid;
@@ -14,10 +14,13 @@ local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
 local UnitHasIncomingResurrection = UnitHasIncomingResurrection;
 local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
 local IsInGroup, IsInRaid = IsInGroup, IsInRaid;
+local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
+local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
 local CTimerAfter = C_Timer.After;
 local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
 
 local Frames = OmaFrames;
+local registerEvents = OmaFrames.RegisterEvents;
 local Indicators = OmaIndicators;
 local checkIndicators = Indicators.CheckIndicators;
 
@@ -36,25 +39,39 @@ local powerColors = Frames.PowerColors;
 
 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);
+            return;
+        end
+    elseif max > 0 then
         frame.health:SetWidth(current/frame.health.max*width);
     else
         frame.health:SetWidth(width);
-        frame.text:Hide();
         return;
     end
 
     if UnitIsDeadOrGhost(unit) then
-        frame.health:SetWidth(1);
+        frame.health:Hide();
+    end
+end
+
+local function updateText(frame, unit)
+    local current, max = UnitHealth(unit), frame.health.max;
+    local healthLost = max - current;
+    if UnitIsDeadOrGhost(unit) then
         if UnitHasIncomingResurrection(unit) then
             frame.text:SetText("Rez");
         else
             frame.text:SetText("Dead");
         end
     elseif not UnitIsConnected(unit) then
-        frame.health:SetWidth(1);
         frame.text:SetText("DC");
     elseif healthLost > 0 then
         if healthLost > 1200000000 then -- 1.2B
@@ -74,13 +91,20 @@ end
 
 local function updateMaxHealth(frame, unit)
     frame.health.max = UnitHealthMax(unit);
-    updateHealth(frame, unit);
 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);
@@ -89,11 +113,10 @@ end
 
 local function updateMaxPower(frame, unit)
     frame.mana.max = UnitPowerMax(unit);
-    updatePower(frame, unit);
 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)
@@ -157,13 +180,14 @@ local function updateAuras(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
+    -- don't overlay charmed when in vehicle
+    elseif UnitIsCharmed(unit) and unit == frame.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
@@ -178,175 +202,125 @@ 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
+
+local function updateVehicle(frame)
+    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);
+        end
+    elseif frame.inVehicle then
+        frame.inVehicle = false;
+        frame.displayed = frame.unit;
+        registerEvents(frame);
+    end
+end
+
+local function updateRole(frame, unit)
+    local role = UnitGroupRolesAssigned(unit);
+    if role == "HEALER" then
+        frame.role:SetTexCoord(0.75, 1, 0, 1);
+        frame.role:Show();
+    elseif role == "TANK" then
+        frame.role:SetTexCoord(0.5, 0.75, 0, 1);
+        frame.role:Show();
+    else
+        frame.role:Hide();
     end
 end
 
 local eventFuncs = {
-    ["UNIT_HEALTH"] = function(frame, unit)
-        updateHealth(frame, unit);
-        updateShield(frame, unit);
-        updateHealAbsorb(frame, unit);
+    ["UNIT_HEALTH"] = function(frame)
+        updateHealth(frame, frame.displayed);
+        updateText(frame, frame.displayed);
+        updateShield(frame, frame.displayed);
+        updateHealAbsorb(frame, frame.displayed);
         -- no heal prediction update, that doesn't overflow too much
     end,
-    ["UNIT_POWER"] = function(frame, unit)
-        updatePower(frame, unit);
+    ["UNIT_POWER"] = function(frame)
+        updatePower(frame, frame.displayed);
     end,
-    ["UNIT_AURA"] = function(frame, unit)
-        updateAuras(frame, unit);
+    ["UNIT_AURA"] = function(frame)
+        updateAuras(frame, frame.displayed);
     end,
-    ["UNIT_HEAL_PREDICTION"] = function(frame, unit)
-        updateHealPred(frame, unit);
+    ["UNIT_HEAL_PREDICTION"] = function(frame)
+        updateHealPred(frame, frame.displayed);
     end,
-    ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame, unit)
-        updateShield(frame, unit);
+    ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame)
+        updateShield(frame, frame.displayed);
     end,
-    ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame, unit)
-        updateHealAbsorb(frame, unit);
+    ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame)
+        updateHealAbsorb(frame, frame.displayed);
     end,
-    ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame, unit)
-        updateAggro(frame, unit);
+    ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame)
+        updateAggro(frame, frame.displayed);
     end,
-    ["UNIT_MAXHEALTH"] = function(frame, unit)
-        updateMaxHealth(frame, unit);
+    ["UNIT_MAXHEALTH"] = function(frame)
+        updateMaxHealth(frame, frame.displayed);
+        updateHealth(frame, frame.displayed);
+        updateText(frame, frame.displayed);
+        updateShield(frame, frame.displayed);
+        updateHealAbsorb(frame, frame.displayed);
     end,
-    ["UNIT_MAXPOWER"] = function(frame, unit)
-        updateMaxPower(frame, unit);
+    ["UNIT_MAXPOWER"] = function(frame)
+        updateMaxPower(frame, frame.displayed);
+        updatePower(frame, frame.displayed);
     end,
-    ["UNIT_DISPLAYPOWER"] = function(frame, unit)
-        updatePowerColor(frame, unit);
+    ["UNIT_DISPLAYPOWER"] = function(frame)
+        updatePowerColor(frame, frame.displayed);
     end,
-    ["UNIT_NAME_UPDATE"] = function(frame, unit)
-        updateName(frame, unit);
+    ["UNIT_NAME_UPDATE"] = function(frame)
+        updateName(frame, frame.displayed);
     end,
-    ["UNIT_CONNECTION"] = function(frame, unit)
-        updateHealth(frame, unit);
+    ["UNIT_CONNECTION"] = function(frame)
+        updateText(frame, frame.displayed);
     end,
-    ["INCOMING_RESURRECT_CHANGED"] = function(frame, unit)
+    ["INCOMING_RESURRECT_CHANGED"] = function(frame)
         -- TODO have an icon
-        updateHealth(frame, unit);
+        updateText(frame, frame.displayed);
     end,
     ["PARTY_MEMBER_ENABLE"] = function(frame)
         -- new power info possibly (FrameXML/CompactUnitFrame.lua)
-        updateMaxPower(frame, frame.unit);
-        updatePowerColor(frame, frame.unit);
+        updateMaxPower(frame, frame.displayed);
+        updatePowerColor(frame, frame.displayed);
+    end,
+    ["PLAYER_ROLES_ASSIGNED"] = function(frame)
+        updateRole(frame, frame.unit);
     end,
-    ["UPDATE_ALL_BARS"] = function(frame, unit)
-        updateMaxHealth(frame, unit);
-        updateMaxPower(frame, unit);
-        --updateHealth(frame, unit); -- MaxHealth covers this
-        --updatePower(frame, unit); -- MaxPower covers this
-        updateAuras(frame, unit);
-        updateShield(frame, unit);
-        updateHealPred(frame, unit);
-        updateHealAbsorb(frame, unit);
-        updatePowerColor(frame, unit);
-        updateName(frame, unit);
+    ["UPDATE_ALL_BARS"] = function(frame)
+        updateVehicle(frame);
+        updateMaxHealth(frame, frame.displayed);
+        updateMaxPower(frame, frame.displayed);
+        updateHealth(frame, frame.displayed);
+        updateText(frame, frame.displayed);
+        updatePower(frame, frame.displayed);
+        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);
+        updateRole(frame, frame.unit);
     end,
 };
 eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];
 eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"];
-local function unitEvent(self, event, ...)
-    local arg1, arg2, arg3, arg4 = ...;
-    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)
-    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
+eventFuncs["UNIT_ENTERED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["UNIT_EXITED_VEHICLE"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["UNIT_PET"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["GROUP_ROSTER_UPDATE"] = eventFuncs["UPDATE_ALL_BARS"];
+--local function unitEvent(self, event, ...)
+local function unitEvent(self, event)
+    --local arg1, arg2, arg3, arg4 = ...;
+    eventFuncs[event](self);
 end
 
 local function initialize()
@@ -357,6 +331,7 @@ local function initialize()
     Frames.InitializeRaid(CFrame, raid, unitEvent);
 end
 
+CFrame:RegisterEvent("ADDON_LOADED");
 CFrame:RegisterEvent("PLAYER_LOGIN");
 CFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
 CFrame:RegisterEvent("GROUP_ROSTER_UPDATE");
@@ -364,8 +339,10 @@ CFrame:RegisterEvent("PLAYER_REGEN_ENABLED");
 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
+        -- loaded
     end
 end);