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;
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;
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
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);
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)
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
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()
Frames.InitializeRaid(CFrame, raid, unitEvent);
end
+CFrame:RegisterEvent("ADDON_LOADED");
CFrame:RegisterEvent("PLAYER_LOGIN");
CFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
CFrame:RegisterEvent("GROUP_ROSTER_UPDATE");
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);