-- Events.lua
--- TODO -- recheck these, pvp functions not added yet
local _;
local unpack = unpack;
local ssub = string.sub;
local min = math.min;
local ceil = math.ceil;
local UnitName, UnitClass, UnitExists = UnitName, UnitClass, UnitExists;
-local UnitDebuff, UnitIsCharmed, UnitIsFriend = UnitDebuff, UnitIsCharmed, UnitIsFriend;
local UnitPower, UnitPowerMax, UnitPowerType = UnitPower, UnitPowerMax, UnitPowerType;
local UnitHealth, UnitHealthMax = UnitHealth, UnitHealthMax;
local UnitGetIncomingHeals, UnitGetTotalAbsorbs = UnitGetIncomingHeals, UnitGetTotalAbsorbs;
local UnitIsDeadOrGhost, UnitIsConnected = UnitIsDeadOrGhost, UnitIsConnected;
local UnitGetTotalHealAbsorbs = UnitGetTotalHealAbsorbs;
local UnitHasVehicleUI, UnitTargetsVehicleInRaidUI = UnitHasVehicleUI, UnitTargetsVehicleInRaidUI;
-local UnitGroupRolesAssigned = UnitGroupRolesAssigned;
local UnitLevel, UnitClassification = UnitLevel, UnitClassification;
+local UnitAffectingCombat, IsResting = UnitAffectingCombat, IsResting;
+local UnitIsPVPFreeForAll, UnitIsPVP = UnitIsPVPFreeForAll, UnitIsPVP;
+local UnitFactionGroup, UnitIsMercenary = UnitFactionGroup, UnitIsMercenary;
+local UnitIsGroupLeader, UnitIsGroupAssistant = UnitIsGroupLeader, UnitIsGroupAssistant;
+local HasLFGRestrictions = HasLFGRestrictions;
+local UnitPlayerControlled, UnitIsPlayer = UnitPlayerControlled, UnitIsPlayer;
+local UnitIsTapDenied, UnitSelectionColor = UnitIsTapDenied, UnitSelectionColor;
+local GetRaidTargetIndex, SetRaidTargetIconTexture = GetRaidTargetIndex, SetRaidTargetIconTexture;
local RAID_CLASS_COLORS = RAID_CLASS_COLORS;
local updateAuraFrames = OmaUFAuras.UpdateAuras;
local Settings = OmaUFSettings;
local baseColor = Settings.BaseColor;
-local overlayColorDispel = Settings.OverlayColorDispel;
-local overlayColorCharm = Settings.OverlayColorCharm;
-local overlayColorAlert = Settings.OverlayColorAlert;
+local healthColor = Settings.HealthColor;
local powerColors = Settings.PowerColors;
-local width = 10;
local M = {};
OmaUFEvents = M;
-function M.RegisterEvents(frame)
- -- events are taken from FrameXML/CompactUnitFrame.lua
- -- TODO raid marker support,
- -- player flags support (/afk, /dnd)
+function M.RegisterUnitEvents(frame)
+ -- events are taken from FrameXML/CompactUnitFrame.lua and FrameXML/TargetFrame.lua
+ -- TODO player flags support (/afk, /dnd)
+ frame:RegisterEvent("RAID_TARGET_UPDATE"); -- have to register all and just check
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);
+ if frame.mana then
+ 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);
+ end
+ if frame.healpred then
+ frame:RegisterUnitEvent("UNIT_HEAL_PREDICTION", frame.unit, displayed);
+ end
+ if frame.shield then
+ frame:RegisterUnitEvent("UNIT_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
+ end
+ if frame.healabsorb then
+ frame:RegisterUnitEvent("UNIT_HEAL_ABSORB_AMOUNT_CHANGED", frame.unit, displayed);
+ end
+ if frame.auras then
+ frame:RegisterUnitEvent("UNIT_AURA", frame.unit, displayed);
+ end
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_ABSORB_AMOUNT_CHANGED", 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("UNIT_FACTION", frame.unit, displayed);
end
-local registerEvents = M.RegisterEvents;
+local registerUnitEvents = M.RegisterUnitEvents;
+
+local function updateMaxHealth(frame, unit)
+ frame.health.max = UnitHealthMax(unit);
+end
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
+ if current > max or max <= 0 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:SetWidth(frame.width);
+ updateMaxHealth(frame, unit);
+ frame.health:Show();
+ elseif current <= 0 or UnitIsDeadOrGhost(unit) then
frame.health:Hide();
+ else
+ frame.health:SetWidth(current/max*frame.width);
+ frame.health:Show();
end
end
local function updateHealthText(frame, unit)
- local current, max = UnitHealth(unit), frame.health.max;
if UnitIsDeadOrGhost(unit) then
frame.healthText:SetText("Dead");
- frame.healthText:Show();
elseif not UnitIsConnected(unit) then
frame.healthText:SetText("DC");
- frame.healthText:Show();
- elseif max > 0 and current < max then
- frame.healthText:SetText(ceil(current/max*100));
- frame.healthText:Show();
+ elseif frame.healthText.percent then
+ frame.healthText:SetFormattedText("%.1f", UnitHealth(unit)/frame.health.max*100);
else
- frame.healthText:Hide();
+ local current = UnitHealth(unit);
+ if current > 1000000000 then -- 1.0B
+ frame.healthText:SetFormattedText("%.2fB", current / 1000000000);
+ elseif current > 1000000 then -- 1.0M
+ frame.healthText:SetFormattedText("%.2fM", current / 1000000);
+ elseif current > 1000 then -- 1K
+ frame.healthText:SetFormattedText("%.1fK", current / 1000);
+ else
+ frame.healthText:SetFormattedText("%d", current)
+ end
end
end
-local function updateMaxHealth(frame, unit)
- frame.health.max = UnitHealthMax(unit);
+local function updateMaxPower(frame, unit)
+ frame.mana.max = UnitPowerMax(unit);
end
local function updatePower(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
- -- sanity check, occasionally UnitPowerMax gives zero
- if current == 0 then
+ if current <= 0 then
frame.mana:Hide();
- return;
- elseif current > max then
- frame.mana:Show();
- frame.mana.max = UnitPowerMax(unit);
- max = frame.mana.max;
- if current > max then
- -- error
- frame.mana:SetWidth(width);
- return;
- end
- end
- if max > 0 then
- frame.mana:SetWidth(UnitPower(unit)/max*width);
+ elseif current > max or max <= 0 then
+ frame.mana:SetWidth(frame.width);
+ updateMaxPower(frame, unit);
frame.mana:Show();
else
- frame.mana:SetWidth(width);
+ frame.mana:SetWidth(current/max*frame.width);
frame.mana:Show();
end
end
local function updatePowerText(frame, unit)
local current, max = UnitPower(unit), frame.mana.max;
if UnitIsDeadOrGhost(unit) or not UnitIsConnected(unit) then
- frame.healthText:Hide();
+ frame.manaText:Hide();
elseif max > 0 and current > 0 and current < max then
frame.manaText:SetText(ceil(current/max*100));
frame.manaText: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)]));
end
local function updateName(frame, unit)
local name = UnitName(unit);
if not name then return end
- frame.name:SetText(ssub(name, 1, 10));
-
- local _, class = UnitClass(unit);
- local color = RAID_CLASS_COLORS[class];
- if color then frame.name:SetVertexColor(color.r, color.g, color.b) end
+ frame.name:SetText(ssub(name, 1, frame.name.count));
end
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));
+ local space = frame.width - frame.health:GetWidth() + 1;
+ incoming = (incoming / frame.health.max) * frame.width;
+ frame.healpred:SetWidth(min(space, incoming));
frame.healpred:Show();
else
frame.healpred:Hide();
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;
+ local space = frame.width - frame.health:GetWidth();
+ shield = (shield / frame.health.max) * frame.width;
if space == 0 then
frame.shield:Hide();
frame.shieldhl:Show();
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;
+ absorb = (absorb / frame.health.max) * frame.width;
frame.healabsorb:SetWidth(min(space, absorb));
frame.healabsorb:Show();
else
end
local function updateAuras(frame, unit)
- updateAuraFrames(frame, unit);
- if UnitIsFriend("player", unit) and 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;
- 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
- else
- if frame.overlay.color ~= nil then
- frame.overlay:Hide();
- frame.overlay.color = nil;
- end
- end
+ if frame.auras then updateAuraFrames(frame, unit) end
end
local function updateAggro(frame, unit)
end
end
+-- only works for player frame
local function updateVehicle(frame)
- local shouldTargetVehicle = UnitHasVehicleUI(frame.unit) and UnitTargetsVehicleInRaidUI(frame.unit) and UnitExists(frame.vehicle);
+ local shouldTargetVehicle = UnitHasVehicleUI("player") and
+ UnitTargetsVehicleInRaidUI("player") and UnitExists("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);
- end
-end
-
-local function updateRole(frame, unit)
- local role = UnitGroupRolesAssigned(unit);
- if role == "HEALER" or role == "TANK" or role == "DAMAGER" then
- frame.role:SetTexCoord(GetTexCoordsForRoleSmallCircle(role));
- frame.role:Show();
- else
- frame.role:Hide();
+ registerUnitEvents(frame);
end
end
end
local function updateStatus(frame, unit)
- -- coords from PlayerFrame
+ -- coords from FrameXML/PlayerFrame.lua
if frame.inCombat or UnitAffectingCombat(unit) then
frame.status:SetTexCoord(0.5, 1, 0, 0.484375);
frame.status:Show();
elseif UnitIsPVP(unit) then
local faction = UnitFactionGroup(unit);
if faction and faction ~= "Neutral" then
- -- from PlayerFrame, mercenary checks
+ -- from FrameXML/PlayerFrame.lua, mercenary checks
if UnitIsMercenary(unit) then
if faction == "Horde" then
faction = "Alliance";
end
end
+local function updateHealthColor(frame, unit)
+ if not UnitPlayerControlled(unit) and UnitIsTapDenied(unit) then
+ frame.health:SetVertexColor(0.5, 0.5, 0.5);
+ elseif UnitIsPlayer(unit) then
+ local _, class = UnitClass(unit);
+ local color = RAID_CLASS_COLORS[class];
+ if color then
+ frame.health:SetVertexColor(color.r, color.g, color.b)
+ else
+ frame.health:SetVertexColor(unpack(healthColor))
+ end
+ elseif UnitPlayerControlled(unit) then
+ frame.health:SetVertexColor(0, 1, 0);
+ else
+ frame.health:SetVertexColor(UnitSelectionColor(unit));
+ end
+end
+
+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
+
local eventFuncs = {
["UNIT_HEALTH"] = function(frame)
updateHealth(frame, frame.displayed);
updateHealthText(frame, frame.displayed);
- updateShield(frame, frame.displayed);
- updateHealAbsorb(frame, frame.displayed);
- -- no heal prediction update, that doesn't overflow too much
+ if frame.shield then updateShield(frame, frame.displayed) end
+ if frame.healabsorb then updateHealAbsorb(frame, frame.displayed) end
end,
["UNIT_POWER"] = function(frame)
updatePower(frame, frame.displayed);
updateMaxHealth(frame, frame.displayed);
updateHealth(frame, frame.displayed);
updateHealthText(frame, frame.displayed);
- updateShield(frame, frame.displayed);
- updateHealAbsorb(frame, frame.displayed);
+ if frame.shield then updateShield(frame, frame.displayed) end
+ if frame.healabsorb then updateHealAbsorb(frame, frame.displayed) end
end,
["UNIT_MAXPOWER"] = function(frame)
updateMaxPower(frame, frame.displayed);
end,
["UNIT_DISPLAYPOWER"] = function(frame)
updatePowerColor(frame, frame.displayed);
+ updateMaxPower(frame, frame.displayed);
+ updatePower(frame, frame.displayed);
+ updatePowerText(frame, frame.displayed);
end,
["UNIT_NAME_UPDATE"] = function(frame)
- updateName(frame, frame.displayed);
+ if frame.name then updateName(frame, frame.displayed) end
+ updateHealthColor(frame, frame.displayed);
end,
["UNIT_CONNECTION"] = function(frame)
updateHealthText(frame, frame.displayed);
updatePowerText(frame, frame.displayed);
end,
- ["PLAYER_ROLES_ASSIGNED"] = function(frame)
- updateRole(frame, frame.unit);
- end,
["UNIT_LEVEL"] = function(frame)
+ -- if this is registered, frame has frame.level
updateLevelText(frame, frame.unit);
end,
["PLAYER_LEVEL_UP"] = function(frame, arg1)
updateLevelText(frame, frame.unit, arg1);
end,
["PLAYER_UPDATE_RESTING"] = function(frame)
+ -- player frame has frame.status
updateStatus(frame, frame.unit);
end,
["PLAYER_REGEN_DISABLED"] = function(frame)
frame.inCombat = true;
- updateStatus(frame, frame.unit);
+ if frame.status then updateStatus(frame, frame.unit) end
end,
["PLAYER_REGEN_ENABLED"] = function(frame)
frame.inCombat = false;
- updateStatus(frame, frame.unit);
+ if frame.status then updateStatus(frame, frame.unit) end
end,
["UNIT_FACTION"] = function(frame)
- updatePVP(frame, frame.unit);
+ if frame.pvp then updatePVP(frame, frame.unit) end
+ updateHealthColor(frame, frame.displayed);
end,
["PARTY_LEADER_CHANGED"] = function(frame)
updateLeaderIcon(frame, frame.unit);
end,
+ ["RAID_TARGET_UPDATE"] = function(frame)
+ updateRaidMarker(frame, frame.displayed);
+ end,
["UPDATE_ALL_BARS"] = function(frame)
- updateVehicle(frame);
+ if frame.vehicle then updateVehicle(frame) end
updateMaxHealth(frame, frame.displayed);
- updateMaxPower(frame, frame.displayed);
updateHealth(frame, frame.displayed);
updateHealthText(frame, frame.displayed);
- updatePower(frame, frame.displayed);
- updatePowerText(frame, frame.displayed);
- updateAuras(frame, frame.displayed);
- updateShield(frame, frame.displayed);
- updateHealPred(frame, frame.displayed);
- updateHealAbsorb(frame, frame.displayed);
- updatePowerColor(frame, frame.displayed);
+ updateHealthColor(frame, frame.displayed);
updateAggro(frame, frame.displayed);
- updateName(frame, frame.displayed);
- updateRole(frame, frame.unit);
- updateLevelText(frame, frame.unit);
- updateStatus(frame, frame.unit);
- updatePVP(frame, frame.unit);
- updateLeaderIcon(frame, frame.unit);
+ updateRaidMarker(frame, frame.displayed);
+ if frame.mana then
+ updateMaxPower(frame, frame.displayed);
+ updatePower(frame, frame.displayed);
+ updatePowerText(frame, frame.displayed);
+ updatePowerColor(frame, frame.displayed);
+ end
+ if frame.auras then updateAuras(frame, frame.displayed) end
+ if frame.shield then updateShield(frame, frame.displayed) end
+ if frame.healpred then updateHealPred(frame, frame.displayed) end
+ if frame.healabsorb then updateHealAbsorb(frame, frame.displayed) end
+ if frame.name then updateName(frame, frame.displayed) end
+ if frame.level then updateLevelText(frame, frame.unit) end
+ if frame.status then updateStatus(frame, frame.unit) end
+ if frame.pvp then updatePVP(frame, frame.unit) end
+ if frame.leader then updateLeaderIcon(frame, frame.unit) end
end,
};
eventFuncs["UNIT_HEALTH_FREQUENT"] = eventFuncs["UNIT_HEALTH"];
+eventFuncs["UNIT_POWER_BAR_SHOW"] = eventFuncs["UNIT_DISPLAYPOWER"];
+eventFuncs["UNIT_POWER_BAR_HIDE"] = eventFuncs["UNIT_DISPLAYPOWER"];
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_TARGET_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["INSTANCE_ENCOUNTER_ENGAGE_UNIT"] = eventFuncs["UPDATE_ALL_BARS"];
+eventFuncs["UNIT_TARGETABLE_CHANGED"] = eventFuncs["UPDATE_ALL_BARS"];
function M.UnitEvent(self, event, arg1)
eventFuncs[event](self, arg1);
end
-
-function M.LoadChar()
- width = Settings.Character.Width;
-end