9f42c24 - Use constant time jump table
[wowui.git] / OmaRF / CFrame.lua
index 5049497..ebed9b1 100644 (file)
@@ -9,31 +9,41 @@ local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
 local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid;
 local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
 local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
 local UnitInParty, UnitInRaid = UnitInParty, UnitInRaid;
 local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
 local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
+local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
 local IsInGroup, IsInRaid = IsInGroup, IsInRaid;
 local UnitIsCharmed = UnitIsCharmed;
 local IsInGroup, IsInRaid = IsInGroup, IsInRaid;
 local UnitIsCharmed = UnitIsCharmed;
+local CTimerAfter = C_Timer.After;
+local UnitClass = UnitClass;
+local UnitHasIncomingResurrection = UnitHasIncomingResurrection;
+local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
+local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
 local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
 local SPELL_POWER_MANA = SPELL_POWER_MANA;
 local CreateFrame, RegisterStateDriver, RegisterUnitWatch = CreateFrame, RegisterStateDriver, RegisterUnitWatch;
 local SPELL_POWER_MANA = SPELL_POWER_MANA;
+local checkIndicators = OmaCheckIndicators;
 
 local CFrame = CreateFrame("Frame", "OmaCFrame", UIParent);
 local party = {};
 local raid = {};
 local positions = {"TOPRIGHT", "BOTTOMLEFT"};
 
 local CFrame = CreateFrame("Frame", "OmaCFrame", UIParent);
 local party = {};
 local raid = {};
 local positions = {"TOPRIGHT", "BOTTOMLEFT"};
+local updaters = {};
 
 -- configurable settings
 local width, height = 80, 40;
 
 -- configurable settings
 local width, height = 80, 40;
-local anchorX, anchorY = 0, -200;
+local anchorX, anchorY = 0, -330;
 local indSize = 14;
 local indSize = 14;
+local baseColor = {0, 0, 0};
 local bgColor = {0.7, 0.7, 0.7};
 local bgColor = {0.7, 0.7, 0.7};
-local bgColorDispel = {1, 0.5, 0};
 local healthColor = {0.3, 0.3, 0.3};
 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 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 overlayColorDispel = {1, 0.5, 0, 0.5};
+local overlayColorCharm = {0.8, 0, 1, 0.5};
+local overlayColorAlert = {1, 0, 0, 0.5};
 local powerColors = {
     [SPELL_POWER_MANA] = {0, 0.5, 1},
 local powerColors = {
     [SPELL_POWER_MANA] = {0, 0.5, 1},
-    [SPELL_POWER_RAGE] = {1, 0.2, 0},
+    [SPELL_POWER_RAGE] = {1, 0, 0},
     [SPELL_POWER_FOCUS] = {1, 0.5, 0},
     [SPELL_POWER_ENERGY] = {1, 0.8, 0},
     [SPELL_POWER_RUNIC_POWER] = {0.9, 0, 0.1},
     [SPELL_POWER_FOCUS] = {1, 0.5, 0},
     [SPELL_POWER_ENERGY] = {1, 0.8, 0},
     [SPELL_POWER_RUNIC_POWER] = {0.9, 0, 0.1},
@@ -42,11 +52,28 @@ local powerColors = {
 setmetatable(powerColors, {__index = function(t) return t[SPELL_POWER_MANA] end});
 
 local function updateHealth(frame, unit)
 setmetatable(powerColors, {__index = function(t) return t[SPELL_POWER_MANA] end});
 
 local function updateHealth(frame, unit)
-    local current = UnitHealth(unit);
-    local _, max = frame.health:GetMinMaxValues();
+    local current, max = UnitHealth(unit), frame.health.max;
     local healthLost = max - current;
     local healthLost = max - current;
-    frame.health:SetValue(current);
-    if healthLost > 0 then
+    -- sanity check, occasionally UnitHealthMax gives zero
+    if 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);
+        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
             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
@@ -56,135 +83,196 @@ 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);
+    updateHealth(frame, unit);
 end
 
 local function updatePower(frame, unit)
 end
 
 local function updatePower(frame, unit)
-    frame.mana:SetValue(UnitPower(unit));
+    local max = frame.mana.max;
+    -- sanity check, occasionally UnitPowerMax gives zero
+    if 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);
+    updatePower(frame, unit);
 end
 
 local function updatePowerColor(frame, unit)
 end
 
 local function updatePowerColor(frame, unit)
-    frame.mana:SetStatusBarColor(unpack(powerColors[UnitPowerType(unit)]));
+    frame.mana:SetColorTexture(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:SetColorTexture(unpack(overlayColorDispel));
+            frame.overlay:Show();
+            frame.overlay.color = overlayColorDispel;
         end
     elseif UnitIsCharmed(unit) then
         end
     elseif UnitIsCharmed(unit) then
-        -- TODO purple
+        if frame.overlay.color ~= overlayColorCharm then
+            frame.overlay:SetColorTexture(unpack(overlayColorCharm));
+            frame.overlay:Show();
+            frame.overlay.color = overlayColorCharm;
+        end
     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 updateAggro(frame, unit)
+    local status = UnitThreatSituation(unit);
+    if status and status > 0 then
+        frame.base:SetColorTexture(GetThreatStatusColor(status));
+    else
+        frame.base:SetColorTexture(unpack(baseColor));
+    end
+end
+
+local eventFuncs = {
+    ["UNIT_HEALTH"] = function(frame, unit)
+        updateHealth(frame, unit);
+        updateShield(frame, unit);
+        updateHealAbsorb(frame, unit);
+        -- no heal prediction update, that doesn't overflow too much
+    end,
+    ["UNIT_POWER"] = function(frame, unit)
+        updatePower(frame, unit);
+    end,
+    ["UNIT_AURA"] = function(frame, unit)
+        updateAuras(frame, unit);
+    end,
+    ["UNIT_HEAL_PREDICTION"] = function(frame, unit)
+        updateHealPred(frame, unit);
+    end,
+    ["UNIT_ABSORB_AMOUNT_CHANGED"] = function(frame, unit)
+        updateShield(frame, unit);
+    end,
+    ["UNIT_HEAL_ABSORB_AMOUNT_CHANGED"] = function(frame, unit)
+        updateHealAbsorb(frame, unit);
+    end,
+    ["UNIT_THREAT_SITUATION_UPDATE"] = function(frame, unit)
+        updateAggro(frame, unit);
+    end,
+    ["UNIT_MAXHEALTH"] = function(frame, unit)
+        updateMaxHealth(frame, unit);
+    end,
+    ["UNIT_MAXPOWER"] = function(frame, unit)
+        updateMaxPower(frame, unit);
+    end,
+    ["UNIT_DISPLAYPOWER"] = function(frame, unit)
+        updatePowerColor(frame, unit);
+    end,
+    ["UNIT_NAME_UPDATE"] = function(frame, unit)
+        updateName(frame, unit);
+    end,
+    ["UNIT_CONNECTION"] = function(frame, unit)
+        updateHealth(frame, unit);
+    end,
+    ["INCOMING_RESURRECT_CHANGED"] = function(frame, unit)
+        -- TODO have an icon
+        updateHealth(frame, unit);
+    end,
+    ["PARTY_MEMBER_ENABLE"] = function(frame)
+        -- new power info possibly (FrameXML/CompactUnitFrame.lua)
+        updateMaxPower(frame, frame.unit);
+        updatePowerColor(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);
+    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 = ...;
 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
+    eventFuncs[event](self, arg1);
 end
 
 local function unitUpdate(self, elapsed)
     -- there's no in/out of range event, have to check each frame
 end
 
 local function unitUpdate(self, elapsed)
     -- there's no in/out of range event, have to check each frame
-    -- indicator update here?
+    -- from FrameXML/CompactUnitFrame.lua
     local inRange, checked = UnitInRange(self.unit);
     if checked and not inRange then
         self:SetAlpha(0.55);
     local inRange, checked = UnitInRange(self.unit);
     if checked and not inRange then
         self:SetAlpha(0.55);
@@ -194,6 +282,11 @@ local function unitUpdate(self, elapsed)
 end
 
 local function registerEvents(frame, unit)
 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_HEALTH", unit);
     frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", unit);
     frame:RegisterUnitEvent("UNIT_MAXHEALTH", unit);
@@ -205,6 +298,9 @@ local function registerEvents(frame, 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_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)
 end
 
 local function vis(frame, vis)
@@ -213,7 +309,14 @@ local function vis(frame, vis)
         frame:SetScript("OnUpdate", unitUpdate);
         frame:UnregisterAllEvents();
         registerEvents(frame, frame.unit);
         frame:SetScript("OnUpdate", unitUpdate);
         frame:UnregisterAllEvents();
         registerEvents(frame, frame.unit);
-        unitEvent(frame, "UPDATE_ALL_BARS", 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);
     else
         frame:Hide();
         frame:SetScript("OnUpdate", nil);
@@ -227,7 +330,7 @@ local function updateGroup()
             -- show raid
             for _, val in ipairs(raid) do
                 if UnitInRaid(val.frame.unit) 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
+                    vis(val.frame, true);
                 elseif val.frame:IsShown() then
                     vis(val.frame, false);
                 end
                 elseif val.frame:IsShown() then
                     vis(val.frame, false);
                 end
@@ -240,7 +343,7 @@ local function updateGroup()
             -- show player + party
             for _, val in pairs(party) do
                 if UnitInParty(val.frame.unit) then
             -- 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
+                    vis(val.frame, true);
                 elseif val.frame:IsShown() then
                     vis(val.frame, false);
                 end
                 elseif val.frame:IsShown() then
                     vis(val.frame, false);
                 end
@@ -252,7 +355,7 @@ local function updateGroup()
         end
     else
         -- show player
         end
     else
         -- show player
-        if not party[0].frame:IsShown() then vis(party[0].frame, true) end
+        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
         -- hide all other frames
         for _, val in ipairs(party) do
             if val.frame:IsShown() then vis(val.frame, false) end
@@ -266,12 +369,38 @@ end
 local function setupIndicators(frame)
     frame.inds = CreateFrame("Frame", nil, frame);
     frame.inds:SetAllPoints();
 local function setupIndicators(frame)
     frame.inds = CreateFrame("Frame", nil, frame);
     frame.inds:SetAllPoints();
+    frame.inds:Hide();
     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");
     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");
+        frame.inds[pos]:SetVertexColor(1, 0, 0);
+        frame.inds[pos]:Hide();
+        frame.inds[pos].text = frame.inds:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+        frame.inds[pos].text:SetPoint("BOTTOMRIGHT", frame.inds[pos], "BOTTOMRIGHT");
+        frame.inds[pos].text:Hide();
+    end
+    frame.major = CreateFrame("Frame", nil, frame);
+    frame.major:SetPoint("TOPLEFT", frame, "TOPLEFT", 4, -indSize + 4);
+    frame.major:SetPoint("BOTTOMRIGHT", frame, "BOTTOMRIGHT");
+    for i = 1,3 do
+        frame.major[i] = frame.major:CreateTexture(nil, "OVERLAY");
+        if i == 1 then
+            frame.major[i]:SetPoint("TOPLEFT", frame.major, "TOPLEFT");
+        else
+            frame.major[i]:SetPoint("TOPLEFT", frame.major[i-1], "TOPLEFT");
+        end
+        frame.major[i]:SetWidth(indSize*2);
+        frame.major[i]:SetHeight(indSize*2);
+        frame.major[i]:Hide();
+        frame.major[i].text = frame.major:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+        frame.major[i].text:SetPoint("BOTTOMRIGHT", frame.major[i], "BOTTOMRIGHT");
+        frame.major[i].text:Hide();
+        frame.major[i].stack = frame.major:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+        frame.major[i].stack:SetPoint("TOPLEFT", frame.major[i], "TOPLEFT");
+        frame.major[i].stack:Hide();
     end
 end
 
     end
 end
 
@@ -281,52 +410,53 @@ local function setupFrame(frame, secure, unit)
     frame:SetWidth(width+2);
     frame.base = frame:CreateTexture(nil, "BACKGROUND");
     frame.base:SetAllPoints();
     frame:SetWidth(width+2);
     frame.base = frame:CreateTexture(nil, "BACKGROUND");
     frame.base:SetAllPoints();
-    frame.base:SetColorTexture(0, 0, 0);
+    frame.base:SetColorTexture(unpack(baseColor));
     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.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 = frame:CreateTexture(nil, "BORDER");
+    frame.health:SetTexture("Interface\\RaidFrame\\Raid-Bar-Hp-Fill");
     frame.health:SetPoint("TOPLEFT", frame.background, "TOPLEFT");
     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.health:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT", 0, 2);
+    frame.health:SetVertexColor(unpack(healthColor));
+    frame.health:SetWidth(width);
+    frame.health.max = UnitHealthMax(unit);
+    frame.mana = frame:CreateTexture(nil, "BORDER");
+    frame.mana:SetPoint("TOPLEFT", frame.background, "BOTTOMLEFT", 0, 2);
+    frame.mana:SetPoint("BOTTOMLEFT", frame.background, "BOTTOMLEFT");
+    frame.mana:SetColorTexture(1, 1, 1);
+    frame.mana:SetWidth(width);
+    frame.mana.max = UnitPowerMax(unit);
+    frame.shield = frame:CreateTexture(nil, "BORDER");
+    frame.shield:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
+    frame.shield:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT");
     frame.shield:SetColorTexture(unpack(shieldColor));
     frame.shield:Hide();
     frame.shieldhl = frame:CreateTexture(nil, "ARTWORK");
     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:SetPoint("TOPLEFT", frame.background, "TOPRIGHT", -1, 0);
+    frame.shieldhl:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 1, 0);
     frame.shieldhl:SetColorTexture(unpack(shieldhlColor));
     frame.shieldhl:Hide();
     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 = frame:CreateTexture(nil, "ARTWORK");
+    frame.healpred:SetPoint("TOPLEFT", frame.health, "TOPRIGHT");
+    frame.healpred:SetPoint("BOTTOMLEFT", frame.health, "BOTTOMRIGHT");
     frame.healpred:SetColorTexture(unpack(healpredColor));
     frame.healpred:Hide();
     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 = frame:CreateTexture(nil, "ARTWORK");
+    frame.healabsorb:SetPoint("TOPRIGHT", frame.health, "TOPRIGHT");
+    frame.healabsorb:SetPoint("BOTTOMRIGHT", frame.health, "BOTTOMRIGHT");
     frame.healabsorb:SetColorTexture(unpack(healabsorbColor));
     frame.healabsorb:Hide();
     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.overlay = frame:CreateTexture(nil, "ARTWORK", nil, 1);
+    frame.overlay:SetPoint("TOPLEFT", frame.background, "TOPLEFT");
+    frame.overlay:SetPoint("BOTTOMRIGHT", frame.background, "BOTTOMRIGHT", 0, 2);
+    frame.overlay:Hide();
+    frame.name = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
+    frame.name:SetPoint("CENTER", frame.background, "CENTER", 0, 11);
+    frame.text = frame:CreateFontString(nil, "OVERLAY", "GameFontHighlight");
     frame.text:SetFont(STANDARD_TEXT_FONT, 13);
     frame.text:SetFont(STANDARD_TEXT_FONT, 13);
-    frame.text:SetPoint("CENTER", frame.background, "CENTER");
+    frame.text:SetPoint("CENTER", frame.background, "CENTER", 0, -1);
     frame.text:Hide();
     setupIndicators(frame);
     -- set attributes
     frame.text:Hide();
     setupIndicators(frame);
     -- set attributes
@@ -444,13 +574,15 @@ local function initialize()
     CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow
     initializeParty();
     initializeRaid();
     CFrame:SetWidth((width+2)*5+1); -- extra pixel for shield overflow
     initializeParty();
     initializeRaid();
-    updateGroup();
 end
 
 CFrame:RegisterEvent("PLAYER_LOGIN");
 end
 
 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
+    if event == "GROUP_ROSTER_UPDATE" or event == "PLAYER_REGEN_ENABLED" or
+       event == "PLAYER_ENTERING_WORLD" then
         updateGroup();
     elseif event == "PLAYER_LOGIN" then
         initialize();
         updateGroup();
     elseif event == "PLAYER_LOGIN" then
         initialize();