local min = math.min;
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 GetRaidTargetIndex, SetRaidTargetIconTexture = GetRaidTargetIndex, SetRaidTargetIconTexture;
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 updateIndicatorAuras = OmaRFIndicators.UpdateAuras;
+local updateMajorAuras = OmaRFIndicators.UpdateMajorAuras;
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)
+ frame:RegisterEvent("PLAYER_ENTERING_WORLD");
+ frame:RegisterEvent("PLAYER_ROLES_ASSIGNED");
+ frame:RegisterEvent("READY_CHECK");
+ frame:RegisterEvent("READY_CHECK_FINISHED");
+ frame:RegisterEvent("GROUP_ROSTER_UPDATE");
+ frame:RegisterEvent("RAID_TARGET_UPDATE");
+ if frame.unit == "focus" then frame:RegisterEvent("PLAYER_FOCUS_CHANGED") end
+end
+
+function M.RegisterUnitEvents(frame)
-- events are taken from FrameXML/CompactUnitFrame.lua
- -- TODO ready check support, raid marker support,
- -- player flags support (/afk, /dnd)
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);
frame:RegisterUnitEvent("UNIT_MAXHEALTH", frame.unit, displayed);
- frame:RegisterUnitEvent("UNIT_POWER", frame.unit, displayed);
- frame:RegisterUnitEvent("UNIT_MAXPOWER", frame.unit, displayed);
- frame:RegisterUnitEvent("UNIT_DISPLAYPOWER", 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);
frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_THREAT_SITUATION_UPDATE", frame.unit, displayed);
frame:RegisterUnitEvent("UNIT_CONNECTION", frame.unit, displayed);
- frame:RegisterUnitEvent("INCOMING_RESURRECT_CHANGED", frame.unit, displayed);
-end
-local registerEvents = M.RegisterEvents;
-
-local function updateHealth(frame, unit)
- 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
+ frame:RegisterUnitEvent("PLAYER_FLAGS_CHANGED", frame.unit, displayed);
+ frame:RegisterUnitEvent("READY_CHECK_CONFIRM", frame.unit, displayed);
+ frame:RegisterUnitEvent("UNIT_ENTERED_VEHICLE", frame.unit, displayed);
+ frame:RegisterUnitEvent("UNIT_EXITED_VEHICLE", frame.unit, displayed);
+ frame:RegisterUnitEvent("UNIT_PET", frame.unit, displayed);
end
+local registerUnitEvents = M.RegisterUnitEvents;
local function updateText(frame, unit)
- local current, max = UnitHealth(unit), frame.health.max;
- local healthLost = max - current;
if UnitIsDeadOrGhost(unit) then
+ frame.dead = true;
frame.text:SetText("Dead");
+ frame.text:Show();
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
- frame.text:SetFormattedText("-%.1fM", healthLost / 1000000);
- elseif healthLost > 1000 then -- 1K
- frame.text:SetFormattedText("-%dK", healthLost / 1000);
- else
- frame.text:SetFormattedText("-%d", healthLost)
- end
+ frame.text:Show();
+ elseif UnitIsAFK(unit) then
+ frame.text:SetText("afk");
+ frame.text:Show();
+ elseif UnitIsDND(unit) then
+ frame.text:SetText("dnd");
frame.text:Show();
else
frame.text:Hide();
end
end
-
-local function updateIncomingRes(frame, unit)
- if UnitHasIncomingResurrection(unit) then
- frame.rez:Show();
- else
- frame.rez:Hide();
- end
-end
+M.UpdateText = updateText;
local function updateMaxHealth(frame, unit)
frame.health.max = UnitHealthMax(unit);
end
+M.UpdateMaxHealth = updateMaxHealth;
-local function updatePower(frame, 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);
+local function updateHealth(frame, unit)
+ local current, max = UnitHealth(unit), frame.health.max;
+ if current > max or max <= 0 then
+ -- somehow current health has gone over the maximum (missed maxhealth event possibly)
+ -- just put health bar full and update max health for next event
+ frame.health:SetWidth(width);
+ frame.health.width = width;
+ updateMaxHealth(frame, unit);
+ frame.health:Show();
+ elseif current <= 0 or UnitIsDeadOrGhost(unit) then
+ frame.health:Hide();
+ return updateText(frame, unit); -- update death
else
- frame.mana:SetWidth(width);
+ local w = current/max*width;
+ frame.health:SetWidth(w);
+ frame.health.width = w;
+ frame.health:Show();
end
-end
-
-local function updateMaxPower(frame, unit)
- frame.mana.max = UnitPowerMax(unit);
-end
-local function updatePowerColor(frame, unit)
- frame.mana:SetVertexColor(unpack(powerColors[UnitPowerType(unit)]));
+ if frame.dead and current > 0 then
+ frame.dead = nil;
+ updateText(frame, unit); -- update revive
+ end
end
+M.UpdateHealth = updateHealth;
local function updateName(frame, unit)
local name = UnitName(unit);
if not name then return end
- frame.name:SetText(ssub(name, 1, 6));
+ name = ssub(name, 1, 6);
+ if frame.unit == unit then
+ frame.name:SetText(name);
+ else
+ frame.name:SetFormattedText("-%s", name);
+ end
local _, class = UnitClass(unit);
local color = RAID_CLASS_COLORS[class];
if color then frame.name:SetVertexColor(color.r, color.g, color.b) end
end
+M.UpdateName = updateName;
local function updateHealPred(frame, unit)
local incoming = UnitGetIncomingHeals(unit) or 0;
if incoming > 0 then
- local max = frame.health.max;
- local space = width - frame.health:GetWidth() + 1;
- local pred = (incoming / max) * width;
- frame.healpred:SetWidth(min(space, pred));
+ incoming = (incoming / frame.health.max) * width;
+ -- always at least 1 pixel space for heal prediction
+ frame.healpred:SetWidth(min(width - frame.health.width + 1, incoming));
frame.healpred:Show();
else
frame.healpred:Hide();
end
end
+M.UpdateHealPred = updateHealPred;
local function updateShield(frame, unit)
local shield = UnitGetTotalAbsorbs(unit) or 0;
if shield > 0 then
- local max = frame.health.max;
- local space = width - frame.health:GetWidth();
- shield = (shield / max) * width;
- if space < shield then
+ local space = width - frame.health.width;
+ shield = (shield / frame.health.max) * width;
+ if space == 0 then
+ frame.shield:Hide();
+ frame.shieldhl:Show();
+ elseif space < shield then
frame.shield:SetWidth(space);
+ frame.shield:Show();
frame.shieldhl:Show();
else
frame.shield:SetWidth(shield);
+ frame.shield:Show();
frame.shieldhl:Hide();
end
- frame.shield:Show();
else
frame.shield:Hide();
frame.shieldhl:Hide();
end
end
+M.UpdateShield = updateShield;
local function updateHealAbsorb(frame, unit)
local absorb = UnitGetTotalHealAbsorbs(unit) or 0;
if absorb > 0 then
- local max = frame.health.max;
- local space = frame.health:GetWidth();
- absorb = (absorb / max) * width;
- frame.healabsorb:SetWidth(min(space, absorb));
+ absorb = (absorb / frame.health.max) * width;
+ frame.healabsorb:SetWidth(min(frame.health.width, absorb));
frame.healabsorb:Show();
else
frame.healabsorb:Hide();
end
end
+M.UpdateHealAbsorb = updateHealAbsorb;
local function updateAuras(frame, unit)
- checkIndicators(frame, unit);
- if UnitDebuff(unit, 1, "RAID") ~= nil then
+ updateIndicatorAuras(frame, unit); -- this is throttled
+ local barColor = updateMajorAuras(frame, unit);
+ if barColor then
+ if barColor == true and frame.overlay.color ~= overlayColorAlert then
+ frame.overlay:SetVertexColor(unpack(overlayColorAlert));
+ frame.overlay.color = overlayColorAlert;
+ frame.overlay:Show();
+ elseif barColor ~= true and frame.overlay.color ~= barColor then
+ frame.overlay:SetVertexColor(unpack(barColor));
+ frame.overlay.color = barColor;
+ frame.overlay:Show();
+ end
+ elseif UnitDebuff(unit, 1, "RAID") ~= nil then
-- something dispellable
if frame.overlay.color ~= overlayColorDispel then
frame.overlay:SetVertexColor(unpack(overlayColorDispel));
- frame.overlay:Show();
frame.overlay.color = overlayColorDispel;
+ frame.overlay:Show();
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;
+ frame.overlay:Show();
end
else
if frame.overlay.color ~= nil then
- frame.overlay:Hide();
frame.overlay.color = nil;
+ frame.overlay:Hide();
end
end
end
+M.UpdateAuras = updateAuras;
local function updateAggro(frame, unit)
local status = UnitThreatSituation(unit);
frame.base:SetVertexColor(unpack(baseColor));
end
end
+M.UpdateAggro = updateAggro;
local function updateVehicle(frame)
- local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
+ 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);
+ registerUnitEvents(frame);
end
elseif frame.inVehicle then
frame.inVehicle = false;
frame.displayed = frame.unit;
- registerEvents(frame);
+ registerUnitEvents(frame);
end
end
+M.UpdateVehicle = updateVehicle;
local function updateRole(frame, unit)
local role = UnitGroupRolesAssigned(unit);
frame.role:Hide();
end
end
+M.UpdateRole = updateRole;
+
+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
+M.UpdateReadyCheck = updateReadyCheck;
+
+local function updateRaidMarker(frame, unit)
+ local index = GetRaidTargetIndex(unit);
+ if index then
+ SetRaidTargetIconTexture(frame.targeticon, index);
+ frame.targeticon:Show();
+ else
+ frame.targeticon:Hide();
+ end
+end
+M.UpdateRaidMarker = updateRaidMarker;
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_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);
+ updateName(frame, frame.unit);
end,
["UNIT_CONNECTION"] = function(frame)
updateText(frame, frame.displayed);
end,
- ["INCOMING_RESURRECT_CHANGED"] = function(frame)
- updateIncomingRes(frame, frame.unit);
- 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,
+ ["READY_CHECK"] = function(frame)
+ updateReadyCheck(frame, frame.unit);
+ end,
+ ["RAID_TARGET_UPDATE"] = function(frame)
+ updateRaidMarker(frame, frame.displayed);
+ end,
["UPDATE_ALL_BARS"] = function(frame)
+ updateRole(frame, frame.unit);
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);
- updateIncomingRes(frame, frame.unit);
updateAggro(frame, frame.displayed);
- updateName(frame, frame.displayed);
- updateRole(frame, frame.unit);
+ updateName(frame, frame.unit);
+ updateReadyCheck(frame, frame.unit);
+ updateRaidMarker(frame, frame.displayed);
end,
};
eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];
-eventFuncs["PARTY_MEMBER_DISABLE"] = eventFuncs["PARTY_MEMBER_ENABLE"];
+eventFuncs["PLAYER_FLAGS_CHANGED"] = eventFuncs["UNIT_CONNECTION"];
+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);
+ return eventFuncs[event](self);
end