52e5175 - Fix power bars, remove overlay color for basic unit frames
[wowui.git] / OmaRF / Events.lua
index 4316a82..0932ec1 100644 (file)
@@ -7,31 +7,35 @@ 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 UnitIsAFK, UnitIsDND = UnitIsAFK, UnitIsDND;
 local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
 local UnitThreatSituation, GetThreatStatusColor = UnitThreatSituation, GetThreatStatusColor;
 local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
 local UnitHasIncomingResurrection = UnitHasIncomingResurrection;
 local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
 local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
+local GetReadyCheckTimeLeft, GetReadyCheckStatus = GetReadyCheckTimeLeft, GetReadyCheckStatus;
 local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
 local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
+local READY_CHECK_READY_TEXTURE = READY_CHECK_READY_TEXTURE;
+local READY_CHECK_NOT_READY_TEXTURE = READY_CHECK_NOT_READY_TEXTURE;
+local READY_CHECK_WAITING_TEXTURE = READY_CHECK_WAITING_TEXTURE;
 
 local checkIndicators = OmaRFIndicators.CheckIndicators;
 
 local Settings = OmaRFSettings;
-local width = Settings.Character.Width;
 local baseColor = Settings.BaseColor;
 local overlayColorDispel = Settings.OverlayColorDispel;
 local overlayColorCharm = Settings.OverlayColorCharm;
 local overlayColorAlert = Settings.OverlayColorAlert;
 local powerColors = Settings.PowerColors;
+local width = Settings.Width;
 
 local M = {};
 OmaRFEvents = M;
 function M.RegisterEvents(frame)
     -- events are taken from FrameXML/CompactUnitFrame.lua
-    -- TODO ready check support, raid marker support,
-    -- player flags support (/afk, /dnd)
+    -- TODO raid marker support
     local displayed = frame.unit ~= frame.displayed and frame.displayed or nil;
     frame:RegisterUnitEvent("UNIT_HEALTH", frame.unit, displayed);
     frame:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", frame.unit, displayed);
@@ -39,6 +43,8 @@ function M.RegisterEvents(frame)
     frame:RegisterUnitEvent("UNIT_POWER", frame.unit, displayed);
     frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit, displayed);
     frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", frame.unit, displayed);
+    frame:RegisterUnitEvent("UNIT_POWER_BAR_SHOW", frame.unit, displayed);
+    frame:RegisterUnitEvent("UNIT_POWER_BAR_HIDE", frame.unit, displayed);
     frame:RegisterUnitEvent("UNIT_NAME_UPDATE", frame.unit, displayed);
     frame:RegisterUnitEvent("UNIT_AURA", frame.unit, displayed);
     frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", frame.unit, displayed);
@@ -47,6 +53,7 @@ function M.RegisterEvents(frame)
     frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
     frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed);
     frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", frame.unit, displayed);
+    frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", frame.unit, displayed);
 end
 local registerEvents = M.RegisterEvents;
 
@@ -80,8 +87,16 @@ local function updateText(frame, unit)
     local healthLost = max - current;
     if UnitIsDeadOrGhost(unit) then
         frame.text:SetText("Dead");
+        frame.text:Show();
     elseif not UnitIsConnected(unit) then
         frame.text:SetText("DC");
+        frame.text:Show();
+    elseif UnitIsAFK(unit) then
+        frame.text:SetText("afk");
+        frame.text:Show();
+    elseif UnitIsDND(unit) and healthLost == 0 then
+        frame.text:SetText("dnd");
+        frame.text:Show();
     elseif healthLost > 0 then
         if healthLost > 1200000000 then -- 1.2B
             frame.text:SetFormattedText("-%.1fB", healthLost / 1000000000);
@@ -253,6 +268,22 @@ local function updateRole(frame, unit)
     end
 end
 
+local function updateReadyCheck(frame, unit)
+    local status = GetReadyCheckStatus(unit);
+    if status == "ready" then
+        frame.ready:SetTexture(READY_CHECK_READY_TEXTURE);
+        frame.ready:Show()
+    elseif status == "notready" then
+        frame.ready:SetTexture(READY_CHECK_NOT_READY_TEXTURE);
+        frame.ready:Show()
+    elseif status == "waiting" then
+        frame.ready:SetTexture(READY_CHECK_WAITING_TEXTURE);
+        frame.ready:Show()
+    else
+        frame.ready:Hide()
+    end
+end
+
 local eventFuncs = {
     ["UNIT_HEALTH"] = function(frame)
         updateHealth(frame, frame.displayed);
@@ -292,6 +323,8 @@ local eventFuncs = {
     end,
     ["UNIT_DISPLAYPOWER"] = function(frame)
         updatePowerColor(frame, frame.displayed);
+        updateMaxPower(frame, frame.displayed);
+        updatePower(frame, frame.displayed);
     end,
     ["UNIT_NAME_UPDATE"] = function(frame)
         updateName(frame, frame.displayed);
@@ -310,6 +343,9 @@ local eventFuncs = {
     ["PLAYER_ROLES_ASSIGNED"] = function(frame)
         updateRole(frame, frame.unit);
     end,
+    ["READY_CHECK"] = function(frame)
+        updateReadyCheck(frame, frame.unit);
+    end,
     ["UPDATE_ALL_BARS"] = function(frame)
         updateVehicle(frame);
         updateMaxHealth(frame, frame.displayed);
@@ -323,6 +359,7 @@ local eventFuncs = {
         updateHealAbsorb(frame, frame.displayed);
         updatePowerColor(frame, frame.displayed);
         updateIncomingRes(frame, frame.unit);
+        updateReadyCheck(frame, frame.unit);
         updateAggro(frame, frame.displayed);
         updateName(frame, frame.displayed);
         updateRole(frame, frame.unit);
@@ -330,10 +367,18 @@ local eventFuncs = {
 };
 eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];
 eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"];
+eventFuncs["PLAYER_FLAGS_CHANGED"] = eventFuncs["UNIT_CONNECTION"];
+eventFuncs["UNIT_POWER_BAR_SHOW"] = eventFuncs["UNIT_DISPLAYPOWER"];
+eventFuncs["UNIT_POWER_BAR_HIDE"] = eventFuncs["UNIT_DISPLAYPOWER"];
+eventFuncs["READY_CHECK_CONFIRM"] = eventFuncs["READY_CHECK"];
+eventFuncs["READY_CHECK_FINISHED"] = eventFuncs["READY_CHECK"];
 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"];
+eventFuncs["PLAYER_ENTERING_WORLD"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["PLAYER_FOCUS_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
+
 function M.UnitEvent(self, event)
     eventFuncs[event](self);
 end