7b95a32 - Add role icon
[wowui.git] / OmaRF / CFrame.lua
index 5049497..64db699 100644 (file)
@@ -3,50 +3,77 @@ local _;
 local unpack, pairs, ipairs = unpack, pairs, ipairs;
 local ssub = string.sub;
 local min = math.min;
 local unpack, pairs, ipairs = unpack, pairs, ipairs;
 local ssub = string.sub;
 local min = math.min;
-local UnitName, UnitInRange, UnitDebuff = UnitName, UnitInRange, UnitDebuff;
+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 UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
 local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType;
 local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
 local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid;
 local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
+local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
+local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
+local UnitHasIncomingResurrection = UnitHasIncomingResurrection;
 local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
 local IsInGroup, IsInRaid = IsInGroup, IsInRaid;
 local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
 local IsInGroup, IsInRaid = IsInGroup, IsInRaid;
-local UnitIsCharmed = UnitIsCharmed;
-local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
-local SPELL_POWER_MANA = SPELL_POWER_MANA;
+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 CFrame = CreateFrame("Frame", "OmaCFrame", UIParent);
 local party = {};
 local raid = {};
 
 local CFrame = CreateFrame("Frame", "OmaCFrame", UIParent);
 local party = {};
 local raid = {};
-local positions = {"TOPRIGHT", "BOTTOMLEFT"};
+local updaters = {};
 
 
--- configurable settings
-local width, height = 80, 40;
-local anchorX, anchorY = 0, -200;
-local indSize = 14;
-local bgColor = {0.7, 0.7, 0.7};
-local bgColorDispel = {1, 0.5, 0};
-local healthColor = {0.3, 0.3, 0.3};
-local healthColorDispel = {0.8, 0.4, 0};
-local shieldColor = {0, 0.7, 1};
-local shieldhlColor = {0.5, 0.8, 1};
-local healpredColor = {0.5, 0.6, 0.5};
-local healabsorbColor = {0.1, 0.1, 0.1};
-local powerColors = {
-    [SPELL_POWER_MANA] = {0, 0.5, 1},
-    [SPELL_POWER_RAGE] = {1, 0.2, 0},
-    [SPELL_POWER_FOCUS] = {1, 0.5, 0},
-    [SPELL_POWER_ENERGY] = {1, 0.8, 0},
-    [SPELL_POWER_RUNIC_POWER] = {0.9, 0, 0.1},
-};
--- watch to not remove mana entry
-setmetatable(powerColors, {__index = function(t) return t[SPELL_POWER_MANA] end});
+local width, height = Frames.Width, Frames.Height;
+local anchorX, anchorY = Frames.AnchorX, Frames.AnchorY;
+local baseColor = Frames.BaseColor;
+local overlayColorDispel = Frames.OverlayColorDispel;
+local overlayColorCharm = Frames.OverlayColorCharm;
+local overlayColorAlert = Frames.OverlayColorAlert;
+local powerColors = Frames.PowerColors;
 
 local function updateHealth(frame, unit)
 
 local function updateHealth(frame, unit)
-    local current = UnitHealth(unit);
-    local _, max = frame.health:GetMinMaxValues();
+    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
+        frame.health:SetWidth(width);
+        return;
+    end
+
+    if UnitIsDeadOrGhost(unit) then
+        frame.health:Hide();
+    end
+end
+
+local function updateText(frame, unit)
+    local current, max = UnitHealth(unit), frame.health.max;
     local healthLost = max - current;
     local healthLost = max - current;
-    frame.health:SetValue(current);
-    if healthLost > 0 then
+    if UnitIsDeadOrGhost(unit) then
+        if UnitHasIncomingResurrection(unit) then
+            frame.text:SetText("Rez");
+        else
+            frame.text:SetText("Dead");
+        end
+    elseif not UnitIsConnected(unit) then
+        frame.text:SetText("DC");
+    elseif healthLost > 0 then
         if healthLost > 1200000000 then -- 1.2B
             frame.text:SetFormattedText("-%.1fB", healthLost / 1000000000);
         elseif healthLost > 1200000 then -- 1.2M
         if healthLost > 1200000000 then -- 1.2B
             frame.text:SetFormattedText("-%.1fB", healthLost / 1000000000);
         elseif healthLost > 1200000 then -- 1.2M
@@ -56,403 +83,266 @@ local function updateHealth(frame, unit)
         else
             frame.text:SetFormattedText("-%d", healthLost)
         end
         else
             frame.text:SetFormattedText("-%d", healthLost)
         end
-        if not frame.text:IsShown() then frame.text:Show() end
+        frame.text:Show();
     else
     else
-        if frame.text:IsShown() then frame.text:Hide() end
+        frame.text:Hide();
     end
 end
 
 local function updateMaxHealth(frame, unit)
     end
 end
 
 local function updateMaxHealth(frame, unit)
-    frame.health:SetMinMaxValues(0, UnitHealthMax(unit));
+    frame.health.max = UnitHealthMax(unit);
 end
 
 local function updatePower(frame, unit)
 end
 
 local function updatePower(frame, unit)
-    frame.mana:SetValue(UnitPower(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
+        frame.mana:SetWidth(width);
+    end
 end
 
 local function updateMaxPower(frame, unit)
 end
 
 local function updateMaxPower(frame, unit)
-    frame.mana:SetMinMaxValues(0, UnitPowerMax(unit));
+    frame.mana.max = UnitPowerMax(unit);
 end
 
 local function updatePowerColor(frame, unit)
 end
 
 local function updatePowerColor(frame, unit)
-    frame.mana:SetStatusBarColor(unpack(powerColors[UnitPowerType(unit)]));
+    frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)]));
 end
 
 local function updateName(frame, unit)
 end
 
 local function updateName(frame, unit)
-    frame.name:SetText(ssub(UnitName(unit), 1, 6));
+    local name = UnitName(unit);
+    if not name then return end
+    frame.name:SetText(ssub(name, 1, 6));
+
+    local _, class = UnitClass(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
 end
 
 local function updateHealPred(frame, unit)
     local incoming = UnitGetIncomingHeals(unit) or 0;
     if incoming > 0 then
-        local _, max = frame.health:GetMinMaxValues();
-        local space = width - frame.health.bar:GetWidth() + 1;
+        local max = frame.health.max;
+        local space = width - frame.health:GetWidth() + 1;
         local pred = (incoming / max) * width;
         frame.healpred:SetWidth(min(space, pred));
         local pred = (incoming / max) * width;
         frame.healpred:SetWidth(min(space, pred));
-        if not frame.healpred:IsShown() then frame.healpred:Show() end
+        frame.healpred:Show();
     else
     else
-        if frame.healpred:IsShown() then frame.healpred:Hide() end
+        frame.healpred:Hide();
     end
 end
 
 local function updateShield(frame, unit)
     local shield = UnitGetTotalAbsorbs(unit) or 0;
     if shield > 0 then
     end
 end
 
 local function updateShield(frame, unit)
     local shield = UnitGetTotalAbsorbs(unit) or 0;
     if shield > 0 then
-        local _, max = frame.health:GetMinMaxValues();
-        local space = width - frame.health.bar:GetWidth();
+        local max = frame.health.max;
+        local space = width - frame.health:GetWidth();
         shield = (shield / max) * width;
         shield = (shield / max) * width;
-        frame.shield:SetWidth(min(space, shield));
-        if not frame.shield:IsShown() then
-            frame.shield:Show();
+        if space < shield then
+            frame.shield:SetWidth(space);
             frame.shieldhl:Show();
             frame.shieldhl:Show();
-        end
-    else
-        if frame.shield:IsShown() then
-            frame.shield:Hide();
+        else
+            frame.shield:SetWidth(shield);
             frame.shieldhl:Hide();
         end
             frame.shieldhl:Hide();
         end
+        frame.shield:Show();
+    else
+        frame.shield:Hide();
+        frame.shieldhl:Hide();
     end
 end
 
 local function updateHealAbsorb(frame, unit)
     local absorb = UnitGetTotalHealAbsorbs(unit) or 0;
     if absorb > 0 then
     end
 end
 
 local function updateHealAbsorb(frame, unit)
     local absorb = UnitGetTotalHealAbsorbs(unit) or 0;
     if absorb > 0 then
-        local _, max = frame.health:GetMinMaxValues();
-        local space = frame.health.bar:GetWidth();
+        local max = frame.health.max;
+        local space = frame.health:GetWidth();
         absorb = (absorb / max) * width;
         frame.healabsorb:SetWidth(min(space, absorb));
         absorb = (absorb / max) * width;
         frame.healabsorb:SetWidth(min(space, absorb));
-        if not frame.healabsorb:IsShown() then frame.healabsorb:Show() end
+        frame.healabsorb:Show();
     else
     else
-        if frame.healabsorb:IsShown() then frame.healabsorb:Hide() end
+        frame.healabsorb:Hide();
     end
 end
 
 local function updateAuras(frame, unit)
     end
 end
 
 local function updateAuras(frame, unit)
+    checkIndicators(frame, unit);
     if UnitDebuff(unit, 1, "RAID") ~= nil then
         -- something dispellable
     if UnitDebuff(unit, 1, "RAID") ~= nil then
         -- something dispellable
-        if frame.health.color ~= healthColorDispel then
-            -- TODO change to a texture layered on top tinting whole bar
-            frame.health:SetStatusBarColor(unpack(healthColorDispel));
-            frame.background:SetColorTexture(unpack(bgColorDispel));
-            frame.health.color = healthColorDispel;
+        if frame.overlay.color ~= overlayColorDispel then
+            frame.overlay:SetVertexColor(unpack(overlayColorDispel));
+            frame.overlay:Show();
+            frame.overlay.color = overlayColorDispel;
+        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;
         end
         end
-    elseif UnitIsCharmed(unit) then
-        -- TODO purple
     else
     else
-        if frame.health.color ~= healthColor then
-            frame.health:SetStatusBarColor(unpack(healthColor));
-            frame.background:SetColorTexture(unpack(bgColor));
-            frame.health.color = healthColor;
+        if frame.overlay.color ~= nil then
+            frame.overlay:Hide();
+            frame.overlay.color = nil;
         end
     end
 end
 
         end
     end
 end
 
-local function unitEvent(self, event, ...)
-    local arg1, arg2, arg3, arg4 = ...;
-    if event == "UNIT_HEALTH" or event == "UNIT_HEALTH_FREQUENT" then
-        updateHealth(self, arg1);
-    elseif event == "UNIT_POWER" then
-        updatePower(self, arg1);
-    elseif event == "UNIT_AURA" then
-        updateAuras(self, arg1);
-    elseif event == "UNIT_ABSORB_AMOUNT_CHANGED" then
-        updateShield(self, arg1);
-    elseif event == "UNIT_HEAL_PREDICTION" then
-        updateHealPred(self, arg1);
-    elseif event == "UNIT_HEAL_ABSORB_AMOUNT_CHANGED" then
-        updateHealAbsorb(self, arg1);
-    elseif event == "UNIT_MAXHEALTH" then
-        updateMaxHealth(self, arg1);
-    elseif event == "UNIT_MAXPOWER" then
-        updateMaxPower(self, arg1);
-    elseif event == "UNIT_DISPLAYPOWER" then
-        updatePowerColor(self, arg1);
-    elseif event == "UNIT_NAME_UPDATE" then
-        updateName(self, arg1);
-    elseif event == "UPDATE_ALL_BARS" then
-        updateHealth(self, arg1);
-        updatePower(self, arg1);
-        updateAuras(self, arg1);
-        updateShield(self, arg1);
-        updateHealPred(self, arg1);
-        updateMaxHealth(self, arg1);
-        updateMaxPower(self, arg1);
-        updatePowerColor(self, arg1);
-        updateName(self, arg1);
-    end
-end
-
-local function unitUpdate(self, elapsed)
-    -- there's no in/out of range event, have to check each frame
-    -- indicator update here?
-    local inRange, checked = UnitInRange(self.unit);
-    if checked and not inRange then
-        self:SetAlpha(0.55);
+local function updateAggro(frame, unit)
+    local status = UnitThreatSituation(unit);
+    if status and status > 0 then
+        frame.base:SetVertexColor(GetThreatStatusColor(status));
     else
     else
-        self:SetAlpha(1);
+        frame.base:SetVertexColor(unpack(baseColor));
     end
 end
 
     end
 end
 
-local function registerEvents(frame, unit)
-    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);
-end
-
-local function vis(frame, vis)
-    if vis then
-        frame:Show();
-        frame:SetScript("OnUpdate", unitUpdate);
-        frame:UnregisterAllEvents();
-        registerEvents(frame, frame.unit);
-        unitEvent(frame, "UPDATE_ALL_BARS", frame.unit);
-    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
-                    if not val.frame:IsShown() then vis(val.frame, true) end
-                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
-                    if not val.frame:IsShown() then vis(val.frame, true) end
-                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
-        if not party[0].frame:IsShown() then vis(party[0].frame, true) end
-        -- 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
+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
         end
+    elseif frame.inVehicle then
+        frame.inVehicle = false;
+        frame.displayed = frame.unit;
+        registerEvents(frame);
     end
 end
 
     end
 end
 
-local function setupIndicators(frame)
-    frame.inds = CreateFrame("Frame", nil, frame);
-    frame.inds:SetAllPoints();
-    for _, pos in pairs(positions) do
-        frame.inds[pos] = frame.inds:CreateTexture(nil, "OVERLAY");
-        frame.inds[pos]:SetPoint(pos, frame.inds, pos);
-        frame.inds[pos]:SetWidth(indSize);
-        frame.inds[pos]:SetHeight(indSize);
-        frame.inds[pos]:SetTexture("Interface\\AddOns\\OmaRF\\images\\rhomb");
-    end
-end
-
-local function setupFrame(frame, secure, unit)
-    -- create visuals
-    secure:SetWidth(width+2);
-    frame:SetWidth(width+2);
-    frame.base = frame:CreateTexture(nil, "BACKGROUND");
-    frame.base:SetAllPoints();
-    frame.base:SetColorTexture(0, 0, 0);
-    frame.background = frame:CreateTexture(nil, "BACKGROUND", nil, 1);
-    frame.background:SetPoint("TOPLEFT", frame, "TOPLEFT", 1, -1);
-    frame.background:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT", -1, 1);
-    frame.background:SetColorTexture(unpack(bgColor));
-    frame.health = CreateFrame("StatusBar", nil, frame);
-    frame.health:SetPoint("TOPLEFT", frame.background, "TOPLEFT");
-    frame.health:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2);
-    frame.health.bar = frame.health:CreateTexture(nil, "ARTWORK");
-    frame.health.bar:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
-    frame.health:SetStatusBarTexture(frame.health.bar);
-    frame.health:SetStatusBarColor(unpack(healthColor));
-    frame.health.color = healthColor;
-    frame.shield = frame.health:CreateTexture(nil, "ARTWORK");
-    frame.shield:SetPoint("TOPLEFT", frame.health.bar, "TOPRIGHT");
-    frame.shield:SetPoint("BOTTOMLEFT", frame.health.bar, "BOTTOMRIGHT");
-    frame.shield:SetColorTexture(unpack(shieldColor));
-    frame.shield:Hide();
-    frame.shieldhl = frame:CreateTexture(nil, "ARTWORK");
-    frame.shieldhl:SetPoint("TOPLEFT", frame.shield, "TOPRIGHT", -1, 0);
-    frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.shield, "BOTTOMRIGHT", 1, 0);
-    frame.shieldhl:SetColorTexture(unpack(shieldhlColor));
-    frame.shieldhl:Hide();
-    frame.healpred = frame.health:CreateTexture(nil, "ARTWORK", nil, 1);
-    frame.healpred:SetPoint("TOPLEFT", frame.health.bar, "TOPRIGHT");
-    frame.healpred:SetPoint("BOTTOMLEFT", frame.health.bar, "BOTTOMRIGHT");
-    frame.healpred:SetColorTexture(unpack(healpredColor));
-    frame.healpred:Hide();
-    frame.healabsorb = frame.health:CreateTexture(nil, "ARTWORK", nil, 1);
-    frame.healabsorb:SetPoint("TOPRIGHT", frame.health.bar, "TOPRIGHT");
-    frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health.bar, "BOTTOMRIGHT");
-    frame.healabsorb:SetColorTexture(unpack(healabsorbColor));
-    frame.healabsorb:Hide();
-    frame.mana = CreateFrame("StatusBar", nil, frame);
-    frame.mana:SetPoint("TOPLEFT", frame.background, "BOTTOMLEFT", 0, 2);
-    frame.mana:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT");
-    frame.mana.bar = frame.mana:CreateTexture(nil, "ARTWORK");
-    frame.mana.bar:SetColorTexture(1, 1, 1);
-    frame.mana:SetStatusBarTexture(frame.mana.bar);
-    frame.name = frame.health:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
-    frame.name:SetPoint("TOPLEFT", frame.background, "TOPLEFT");
-    local name = UnitName(unit);
-    frame.name:SetText(name and ssub(name, 1, 6) or "");
-    frame.text = frame.health:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
-    frame.text:SetFont(STANDARD_TEXT_FONT, 13);
-    frame.text:SetPoint("CENTER", frame.background, "CENTER");
-    frame.text:Hide();
-    setupIndicators(frame);
-    -- set attributes
-    secure:RegisterForClicks("AnyDown");
-    secure:SetAttribute("type1", "spell"); -- left click
-    secure:SetAttribute("type2", "spell"); -- right click
-    secure:SetAttribute("shift-type1", "spell"); -- shift left click
-    secure:SetAttribute("shift-type2", "spell"); -- shift right click
-    secure:SetAttribute("ctrl-type1", "spell"); -- ctrl left click
-    secure:SetAttribute("alt-type2", "spell"); -- alt right click
-    secure:SetAttribute("alt-shift-type1", "spell"); -- alt+shift left click
-    secure:SetAttribute("alt-shift-type2", "spell"); -- alt+shift right click
-    secure:SetAttribute("spell1", "Holy Light");
-    secure:SetAttribute("spell2", "Bestow Faith");
-    secure:SetAttribute("shift-spell1", "Flash of Light");
-    secure:SetAttribute("shift-spell2", "Light of the Martyr");
-    secure:SetAttribute("ctrl-spell1", "Cleanse");
-    secure:SetAttribute("alt-spell2", "Lay on Hands");
-    secure:SetAttribute("alt-shift-spell1", "Beacon of Light");
-    secure:SetAttribute("alt-shift-spell2", "Beacon of Faith");
-    -- rest give target and menu
-    secure:SetAttribute("*type1", "target");
-    secure:SetAttribute("*type2", "togglemenu");
-end
-
-local function initializeParty()
-    local secure = CreateFrame("Button", "OmaPartySecure0", CFrame, "SecureUnitButtonTemplate");
-    local frame = CreateFrame("Frame", "OmaParty0", CFrame);
-    local unit = "player";
-    secure:SetAttribute("unit", unit);
-    secure:SetPoint("TOPLEFT", CFrame, "TOPLEFT");
-    secure:SetHeight(height+2);
-    frame.unit = unit;
-    frame:SetPoint("TOPLEFT", CFrame, "TOPLEFT");
-    frame:SetHeight(height+2);
-    frame:SetScript("OnEvent", unitEvent);
-    frame:Hide();
-    setupFrame(frame, secure, unit);
-    RegisterStateDriver(secure, "visibility", "[@player,group:raid] hide; show");
-    party[0] = {secure=secure, frame=frame};
-    for i = 1,4 do
-        local secure = CreateFrame("Button", "OmaPartySecure"..i, CFrame, "SecureUnitButtonTemplate");
-        local frame = CreateFrame("Frame", "OmaParty"..i, CFrame);
-        local unit = "party"..i;
-        secure:SetAttribute("unit", unit);
-        secure:SetPoint("TOPLEFT", party[i-1].secure, "TOPRIGHT");
-        secure:SetPoint("BOTTOMLEFT", party[i-1].secure, "BOTTOMRIGHT");
-        frame.unit = unit;
-        frame:SetPoint("TOPLEFT", party[i-1].frame, "TOPRIGHT");
-        frame:SetPoint("BOTTOMLEFT", party[i-1].frame, "BOTTOMRIGHT");
-        frame:SetScript("OnEvent", unitEvent);
-        frame:Hide();
-        setupFrame(frame, secure, unit);
-        RegisterUnitWatch(secure);
-        party[i] = {secure=secure, frame=frame};
+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
 
     end
 end
 
-local function initializeRaid()
-    local secure = CreateFrame("Button", "OmaRaidSecure1", CFrame, "SecureUnitButtonTemplate");
-    local frame = CreateFrame("Frame", "OmaRaid1", CFrame);
-    local unit = "raid1";
-    secure:SetAttribute("unit", unit);
-    secure:SetPoint("TOPLEFT", CFrame, "TOPLEFT");
-    secure:SetHeight(height+2);
-    frame.unit = unit;
-    frame:SetPoint("TOPLEFT", CFrame, "TOPLEFT");
-    frame:SetHeight(height+2);
-    frame:SetScript("OnEvent", unitEvent);
-    frame:Hide();
-    setupFrame(frame, secure, unit);
-    RegisterUnitWatch(secure);
-    raid[1] = {secure=secure, frame=frame};
-    for y = 1,7 do
-        local i = y*5+1;
-        local secure = CreateFrame("Button", "OmaRaidSecure"..i, CFrame, "SecureUnitButtonTemplate");
-        local frame = CreateFrame("Frame", "OmaRaid"..i, CFrame);
-        local unit = "raid"..i;
-        secure:SetAttribute("unit", unit);
-        secure:SetPoint("TOPLEFT", raid[i-5].secure, "BOTTOMLEFT");
-        secure:SetHeight(height+2);
-        frame.unit = unit;
-        frame:SetPoint("TOPLEFT", raid[i-5].frame, "BOTTOMLEFT");
-        frame:SetHeight(height+2);
-        frame:SetScript("OnEvent", unitEvent);
-        frame:Hide();
-        setupFrame(frame, secure, unit);
-        RegisterUnitWatch(secure);
-        raid[i] = {secure=secure, frame=frame};
-    end
-    for y = 0,7 do
-        for x = 1,4 do
-            local i = y*5+x+1;
-            local secure = CreateFrame("Button", "OmaRaidSecure"..i, CFrame, "SecureUnitButtonTemplate");
-            local frame = CreateFrame("Frame", "OmaRaid"..i, CFrame);
-            local unit = "raid"..i;
-            secure:SetAttribute("unit", unit);
-            secure:SetPoint("TOPLEFT", raid[i-1].secure, "TOPRIGHT");
-            secure:SetPoint("BOTTOMLEFT", raid[i-1].secure, "BOTTOMRIGHT");
-            frame.unit = unit;
-            frame:SetPoint("TOPLEFT", raid[i-1].frame, "TOPRIGHT");
-            frame:SetPoint("BOTTOMLEFT", raid[i-1].frame, "BOTTOMRIGHT");
-            frame:SetScript("OnEvent", unitEvent);
-            frame:Hide();
-            setupFrame(frame, secure, unit);
-            RegisterUnitWatch(secure);
-            raid[i] = {secure=secure, frame=frame};
-        end
-    end
+local eventFuncs = {
+    ["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)
+        updatePower(frame, frame.displayed);
+    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);
+        updateText(frame, frame.displayed);
+        updateShield(frame, frame.displayed);
+        updateHealAbsorb(frame, frame.displayed);
+    end,
+    ["UNIT_MAXPOWER"] = function(frame)
+        updateMaxPower(frame, frame.displayed);
+        updatePower(frame, frame.displayed);
+    end,
+    ["UNIT_DISPLAYPOWER"] = function(frame)
+        updatePowerColor(frame, frame.displayed);
+    end,
+    ["UNIT_NAME_UPDATE"] = function(frame)
+        updateName(frame, frame.displayed);
+    end,
+    ["UNIT_CONNECTION"] = function(frame)
+        updateText(frame, frame.displayed);
+    end,
+    ["INCOMING_RESURRECT_CHANGED"] = function(frame)
+        -- TODO have an icon
+        updateText(frame, frame.displayed);
+    end,
+    ["PARTY_MEMBER_ENABLE"] = function(frame)
+        -- new power info possibly (FrameXML/CompactUnitFrame.lua)
+        updateMaxPower(frame, frame.displayed);
+        updatePowerColor(frame, frame.displayed);
+    end,
+    ["PLAYER_ROLES_ASSIGNED"] = function(frame)
+        updateRole(frame, frame.unit);
+    end,
+    ["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"];
+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()
     CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY);
     CFrame:SetHeight((height+2)*8);
     CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow
 end
 
 local function initialize()
     CFrame:SetPoint("CENTER", nil, "CENTER", anchorX, anchorY);
     CFrame:SetHeight((height+2)*8);
     CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow
-    initializeParty();
-    initializeRaid();
-    updateGroup();
+    Frames.InitializeParty(CFrame, party, unitEvent);
+    Frames.InitializeRaid(CFrame, raid, unitEvent);
 end
 
 end
 
+CFrame:RegisterEvent("ADDON_LOADED");
 CFrame:RegisterEvent("PLAYER_LOGIN");
 CFrame:RegisterEvent("PLAYER_LOGIN");
+CFrame:RegisterEvent("PLAYER_ENTERING_WORLD");
 CFrame:RegisterEvent("GROUP_ROSTER_UPDATE");
 CFrame:RegisterEvent("GROUP_ROSTER_UPDATE");
+CFrame:RegisterEvent("PLAYER_REGEN_ENABLED");
 CFrame:SetScript("OnEvent", function(self, event, ...)
 CFrame:SetScript("OnEvent", function(self, event, ...)
-    if event == "GROUP_ROSTER_UPDATE" then
-        updateGroup();
+    if event == "GROUP_ROSTER_UPDATE" or event == "PLAYER_REGEN_ENABLED" or
+       event == "PLAYER_ENTERING_WORLD" then
+        --updateGroup();
     elseif event == "PLAYER_LOGIN" then
         initialize();
     elseif event == "PLAYER_LOGIN" then
         initialize();
+    elseif event == "ADDON_LOADED" then
+        -- loaded
     end
 end);
     end
 end);